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SD - Classes

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100% found this document useful (1 vote)
150 views40 pages

SD - Classes

Uploaded by

travis.b.jeffrey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level Advancement

EXPERIENCE POINTS ADVANCEMENT


XP represents your learning, Level Talent Level Up At...
influence, and increasing skill.
1 +1 10 XP

XP awards are based on the 2 - 20 XP


quality of the treasure and boons 3 +1 30 XP
you gain during a session. 4 - 40 XP
5 +1 50 XP
The GM can award XP right away
6 - 60 XP
or at the end of each session.
7 +1 70 XP
8 - 80 XP
LEVELING UP
9 +1 90 XP
To gain a level, you need to earn
your current level x 10 XP. 10 - 100 XP

Once you reach a new level, your TALENT ROLL


total XP resets back to zero. You gain one roll on your class's
talent table when you reach
You get any new title, spells, and
the indicated levels. Duplicate
talent improvements listed for
talents stack unless noted.
your level. Your maximum HP
increases, and you might also
gain a talent roll. INCREASED HP
Roll your class's hit points die
and add it to your maximum HP.

“Certain doom is a challenge, not a promise."


-Iraga, half-orc priest

37
Stats
To determine your character’s
stats, roll 3d6 in order for STATS
each one. Note each total and Stat Modifier
modifier on your character 1-3 -4
sheet.
4-5 -3
6-7 -2
Optionally, if none of your stats
are 14 or higher, you may roll a 8-9 -1
new set of six numbers. 10-11 0
12-13 +1
Strength. Fight with a sword,
14-15 +2
bash open doors, swim.
16-17 +3
Important for fighters.
18+ +4
Dexterity. Shoot a bow, balance
on a ledge, sneak silently, hide.
Important for thieves.

Constitution. Hold your breath,


resist poison, endure injury.

Intelligence. Cast wizard spells,


decipher runes, learn new skills.
Important for wizards.

Wisdom. Cast priest spells,


detect the hidden, recognize
omens. Important for priests.

Charisma. Convince creatures to


be friendly, resist mental control.

15
Ancestry
DWARF GOBLIN
Brave, stalwart folk as sturdy as Green, clever beings who thrive
the stone kingdoms they carve in dark, cramped places. As
inside mountains. fierce as they are tiny.

You know the Common and You know the Common and
Dwarvish languages. Goblin languages.

Stout. Start with +2 HP. Roll hit Keen Senses. You can't be
points per level with advantage. surprised.

ELF HALFLING
Ethereal, graceful people who Small, cheerful country folk with
revere knowledge and beauty. mischievous streaks. They enjoy
Elves see far and live long. life’s simple pleasures.

You know the Common, Elvish, You know the Common


and Sylvan languages. language.

Farsight. You get a +1 bonus Stealthy. Once per day, you can
to attack rolls with ranged become invisible for 3 rounds.
weapons or a +1 bonus to
spellcasting checks.

And so the Primordial Age ended, and the gods fled.


In their place rose mortals, and they scattered the
earth with their shining kingdoms and lost ruins...

16
HALF-ORC HUMAN
Towering, tusked warriors who Bold, adaptable, and diverse
are as daring as humans and as people who learn quickly and
relentless as orcs. accomplish mighty deeds.

You know the Common and You know the Common


Orcish languages. language and one additional
common language (pg. 29).
Mighty. You have a +1 bonus to
attack and damage rolls with Ambitious. You gain one
melee weapons. additional talent roll at 1st level.

17
Languages
COMMON LANGUAGES
Language Who Speaks It
Common Most humanoids
Dwarvish Dwarves
Elvish Elves
Giant Giants, ogres, trolls
Goblin Bugbears, goblins, hobgoblins
Merran Merfolk, sahuagin, sirens
Orcish Orcs
Reptilian Lizardfolk, viperians
Sylvan Centaurs, dryads, faeries
Thanian Minotaurs, beastmen, manticores

RARE LANGUAGES
Language Who Speaks It
Celestial Angels
Diabolic Demons, devils
Draconic Dragons
Primordial Elder things, elementals

“Language is the key to the most important doors."


-Creeg, human wizard

29
Bard Class
Bards are welcome wanderers Magical Dabbler. You can
and wise advisors; it is their task activate spell scrolls and
to protect and share knowledge wands using Charisma as your
handed down through the ages. spellcasting stat. If you critically
fail, roll a wizard mishap.
Weapons: Crossbow, dagger,
mace, shortbow, shortsword, Perform. Make a Charisma
spear, staff check to enact one of the
following effects. If you fail, you
Armor: Leather armor, can't use that effect again until
chainmail, shields you successfully rest.

Hit Points: 1d6 per level • Inspire. DC 12. One target in


near gains a luck token.
Languages. You know four
• Fascinate. DC 15. You transfix
additional common languages
all targets of level 4 or less
and one rare language.
within near for 1d4 rounds.

Bardic Arts. You're trained


Prolific. Add 1d6 to your learning
in oration, performing arts,
rolls. Groups carousing with 1 or
lore, and diplomacy. You have
more bards add 1d6 to their rolls.
advantage on related checks.

BARD TALENTS
2d6 Effect (10-11 duplicate = reroll)
2 You find a random priest or wizard wand (you choose)
3-6 +1 to melee and ranged attacks or +1 to Magical Dabbler rolls
7-9 +2 points to distribute to any stats
10-11 Reduce the DC of your Perform effects by 3 each
12 Choose a talent
Desert Rider Class
Howling barbarians thundering Mount. You have a common
across the sand on wild horses, camel or horse with a reliable or
elven spies wielding curved lovely demeanor (see pg. 29).
blades atop silvery camels, or It comes when you call and
bandits wrapped in colorful silks never spooks. You can only have
racing on sleek, desert stallions. one such mount at a time.

Weapons: Club, dagger, javelin, While riding your mount, you


longsword, pike (see New both get a bonus to AC equal
Weapons, pg. 17), shortbow, to half your level (round down).
scimitar, spear, whip Your mount has additional levels
equal to half your level (round
Armor: Leather armor, shields down). You can freely leap on or
off your mount once per round.
Hit Points: 1d8 per level
If you lose your mount, you can
Charge. 3/day, you can charge use your downtime to acquire
into combat by moving at least and train another. Pass a DC 15
near before attacking. Each time CHA check for the new creature
you do this, your melee attacks to become your mount. Lower
deal double damage that round. the DC one step each attempt.

DESERT RIDER TALENTS


2d6 Effect (2 duplicate = reroll)
2 You can use any rider-bearing creature as your mount
3-6 You gain +1 to attacks or damage
7-9 +2 to Strength or Dexterity stat, or +1 to melee attacks
10-11 Gain an additional use of your Charge talent each day
12 Choose a talent or +2 points to distribute to stats

10
Fighter Class
Blood-soaked gladiators in Weapon Mastery. Choose
dented armor, acrobatic duelists one type of weapon, such as
with darting swords, or far-eyed longswords. You gain +1 to attack
elven archers who carve their and damage with that weapon
legends with steel and grit. type. In addition, add half your
level to these rolls (round down).
Weapons: All weapons
Grit. Choose Strength or
Armor: All armor and shields Dexterity. You have advantage
on checks of that type to
Hit Points: 1d8 per level overcome an opposing force,
such as kicking open a stuck
Hauler. Add your Constitution door (Strength) or slipping free
modifier, if positive, to your gear of rusty chains (Dexterity).
slots.

FIGHTER TALENTS
2d6 Effect
2 Gain Weapon Mastery with one additional weapon type
3-6 +1 to melee and ranged attacks
7-9 +2 to Strength, Dexterity, or Constitution stat
10-11 Choose one kind of armor. You get +1 AC from that armor
12 Choose a talent or +2 points to distribute to stats

“Nothing sings sweeter than a whistling axe!"


-Jorbin, dwarf fighter

18
Knight of St. Ydris Class
Cursed knights who walk the Spellcasting. You can cast witch
path of St. Ydris the Unholy, spells you know.
the Possessed. They embrace
the darkness in order to fight Each time you gain a level, you
it, cleansing evil with a flurry of choose new witch spells to learn
steel and forbidden sorcery. according to the Witch Spells
Known table.
Weapons: All melee weapons,
crossbow You use your Charisma stat to
cast witch spells. The DC is 10 +
Armor: All armor and shields the spell's tier.

Hit Points: 1d6 per level If you fail a spellcasting check,


you can't cast that spell again
Languages. You know Diabolic. until you complete a rest.

Demonic Possession. 3/day, gain If you roll a natural 1 on a


a +1 bonus to your damage rolls spellcasting check, you must
that lasts 3 rounds. In addition, also roll on the corresponding
add half your level to the Diabolical Mishap table (see pg.
damage bonus (round down). 22) for the spell's tier.

KNIGHT OF ST. YDRIS TALENTS


2d6 Effect
2 Your Demonic Possession bonus increases by 1 point
3-6 +1 to melee or ranged attacks
7-9 +2 to Strength, Dexterity, or Constitution stat
10-11 +2 to Charisma stat or +1 to witch spellcasting checks
12 Choose a talent or +2 points to distribute to stats

10
WITCH SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3
1 - - -
2 - - -
3 1 - -
4 2 - -
5 3 - -
6 3 1 -
7 3 2 -
8 3 3 -
9 3 3 1
10 3 3 2

11
Pit Fighter Class
Blood-soaked warriors circling Implacable. You have advantage
each other in a roaring arena, on Constitution checks to resist
scarred desert bandits dueling injury, poison, or endure extreme
for the right to lead their gang, environments.
or brash tavern brawlers who
never turn down a challenge. Last Stand. You get up from
dying with 1 hit point on a
Weapons: All weapons natural d20 roll of 18-20.

Armor: Leather armor, shields Relentless. 3/day, when you


are reduced to 0 HP, make a
Hit Points: 1d8 per level DC 18 Constitution check (the
Implacable talent applies to this
Flourish. 3/day, regain 1d6 hit roll). On a success, you instead
points when you hit an enemy go to 1 HP.
with a melee attack.

PIT FIGHTER TALENTS


2d6 Effect (2 duplicate = additional use per day)
2 1/day, ignore all damage and effects from one attack
3-6 You gain +1 to melee weapon damage
7-9 +2 to Strength or Constitution stat, or +1 to melee attacks
10-11 Increase the HP you gain from Flourish by 1d6
12 Choose a talent or +2 points to distribute to stats

“It's over when I SAY it's over!"


-Markesh, human pit fighter

12
Priest Class
Crusading templars, prophetic Deity. Choose a god to serve
shamans, or mad-eyed zealots who matches your alignment
who wield the power of their (see Deities, pg. 30). You have
gods to cleanse the unholy. a holy symbol for your god (it
takes up no gear slots).
Weapons: Club, crossbow,
dagger, mace, longsword, staff, Spellcasting. You can cast priest
warhammer spells you know.

Armor: All armor and shields You know two tier 1 spells of your
choice from the priest spell list
Hit Points: 1d6 per level on pg. 57.

Languages. You know either Each time you gain a level, you
Celestial, Diabolic, or Primordial. choose new priest spells to learn
according to the Priest Spells
Turn Undead. You know the turn Known table.
undead spell. It doesn’t count
toward your number of known For casting priest spells, see
spells. Spellcasting on pg. 52.

PRIEST TALENTS
2d6 Effect
2 Gain advantage on casting one spell you know
3-6 +1 to melee or ranged attacks
7-9 +1 to priest spellcasting checks
10-11 +2 to Strength or Wisdom stat
12 Choose a talent or +2 points to distribute to stats

20
PRIEST SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2

21
Ranger Class
Skilled trackers, stealthy Herbalism. Make an INT check
wanderers, and peerless warriors to prepare an herbal remedy
who call the wilds their home. you choose. If you fail, you can't
make that remedy again until
Weapons: Dagger, longbow, you successfully rest. Unused
longsword, shortbow, remedies expire in 3 rounds.
shortsword, spear, staff
HERBAL REMEDY
Armor: Leather armor, chainmail
DC Effect

Hit Points: 1d8 per level 11 Salve. Heals 1 HP


Stimulant. You can't be
12
Wayfinder. You have advantage surprised for 10 rounds
on checks associated with: Foebane. You get ADV
on attacks and damage
• Navigation 13
against one creature type
• Tracking you choose for 1d6 rounds
• Bushcraft Restorative. Ends one
14
• Stealth poison or disease
Curative. Equivalent to a
• Wild animals 15
Potion of Healing

RANGER TALENTS
2d6 Effect
2 You deal d12 damage with one weapon type you choose
3-6 +1 to melee or ranged attacks and damage
7-9 +2 to Strength, Dexterity, or Intelligence stat
10-11 You gain ADV on Herbalism checks for a remedy you choose
12 Choose a talent or +2 points to distribute to stats
Ras-Godai Class
Black-clad assassins who train Assassin. You have advantage
from childhood inside a hidden on checks to sneak and hide.
desert monastery. They gain Your attacks deal double
their sorcerous powers from a damage against targets that are
legendary black lotus flower that unaware of your presence.
was given to them by a demon.
Smoke Step. 3/day, teleport to a
Weapons: Blowgun, (see pg. location you can see within near.
17), bolas, dagger, razor chain, This does not use your action.
scimitar, shuriken, spear
Black Lotus. You earned the
Armor: Leather armor right to eat a petal of the fabled
black lotus flower, and you
Hit Points: 1d6 per level survived its sorcerous effects.
Roll one talent on the Black
Languages. You know Diabolic. Lotus Talents table.

14
RAS-GODAI TALENTS
2d6 (2 duplicate = reroll)
2 You are trained in the use of poisons (see pg. 27)
3-6 Roll an additional talent on the Black Lotus Talents table
7-9 +2 to Strength or Dexterity stat, or +1 to melee attacks
10-11 Gain an additional use of your Smoke Step talent
12 Choose a talent or +2 points to distribute to stats

BLACK LOTUS TALENTS


d12 Details (You may keep or reroll duplicates)
1 Gain two Black Lotus talents (reroll further 1s this instance)
1/day, paralyze a target of LV 9 or less for 1d4 rounds when
2
you damage it with a weapon
You have advantage on Dexterity checks to avoid
3
entrapment or injury
You gain +1 to your AC when wielding a melee weapon in
4
each hand
5 You gain an additional hit points die
6 You deal triple damage with your Assassinate talent
When enemies who can see you make a morale check, the
7
DC is 18 instead of 15
8 1/day, you can walk on water as if it were solid for 1d4 rounds
1/day, choose a living creature of LV 5 or less you can see
9
within near; it must pass a DC 15 CON check or fall asleep
1/day, you can walk on sheer surfaces such as walls for 1d4
10
rounds
11 You deal +1 damage with melee weapons
1/day, choose a creature of LV 9 or less you can see; it must
12 pass a DC 15 WIS check or it can't see or hear you for 1d4
rounds

15
Sea Wolf Class
Seafaring raiders who prowl Old Gods. Each day, your
the isles for plunder in dragon- purpose aligns with one of the
headed longboats. When the Old Gods (pg. 17). Choose one
warhorn sounds, they become of the below options after you
fierce berserkers and shield complete a rest; you gain its
maidens who hope to please benefits until you complete your
their gods with a brave death. next rest.
• Odin. You regain 1d4 HP every
Weapons: Dagger, greataxe,
time you kill an enemy.
handaxe (see New Gear on pg.
20), longbow, longsword, • Freya. You gain a luck token if
spear you don't have one. Each time
you use a luck token, add 1d6
Armor: Leather armor, to your roll.
chainmail, shields • Loki. You have advantage on
checks to lie, sneak, and hide.
Hit Points: 1d8 per level
Shield Wall. If you wield a shield,
Seafarer. You have advantage on you can use your action to take
checks related to navigating and a defensive stance. Your AC
crewing boats. becomes 20 during this time.

SEA WOLF TALENTS


2d6 Effect (2 duplicate = +1 use/day, 10-11 duplicate = reroll)
2 1/day, go berserk: immune to damage for 3 rounds
3-6 Your attacks deal +1 damage
7-9 +2 to Strength or Constitution stat, or +1 to attacks
10-11 Duality; choose two different Old Gods effects each day
12 Choose a talent or +2 points to distribute to stats

10
Seer Class
Baleful diviners who reek of Spellcasting. You can cast seer
smoke and blood. They untangle spells you know. You know one
the whispers of the gods by tier 1 spell of your choice from
reading the runes, the bones, the seer spell list (see pg. 30).
and the stars. Their knowledge
of fate allows them to bend it. Each time you gain a level, you
choose a new seer spell to learn
Weapons: Dagger, stave, spear according to the Seer Spells
Known table.
Armor: Leather armor
You use your Wisdom stat to
Hit Points: 1d6 per level cast seer spells. The DC is 10 +
the spell's tier.
Destined. Whenever you use a
luck token, add 1d6 to the roll. If you fail a spellcasting check,
you can't cast that spell again
Omen. 3/day, you can make a until you complete a rest. If you
DC 9 WIS check. On a success, roll a natural 1 on a spellcasting
gain a luck token (you can't have check, you can't cast that spell
more than one luck token at a again until you complete Seer
time). Penance.

SEER TALENTS
2d6 Effect
2 Learn an additional seer spell from any tier you can cast
3-6 Gain an additional use of your Omen talent each day
7-9 +2 to WIS or CHA stat, or +1 to spellcasting checks
10-11 Increase the die category of your Destined talent by one
12 Choose a talent or +2 points to distribute to stats

12
SEER SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 2 2 - - -
5 2 2 1 - -
6 2 2 2 - -
7 2 2 2 1 -
8 2 2 2 2 -
9 2 2 2 2 1
10 2 2 2 2 2

SEER PENANCE
Spell Tier Sacrifice
1 Temporarily give up 1d4 HP (you stay at 1 HP
minimum); it returns in a week
2 Temporarily lower your WIS stat by 2 points; it
returns in two weeks
3 Sacrifice 1 point of Charisma; it never returns
4 Ritualistically sink a burning longboat into the sea
5 Ritualistically sacrifice 9 humanoid lives

13
Thief Class
Rooftop assassins, grinning con Thievery. You are adept at
artists, or cloaked cat burglars thieving skills and have the
who can pluck a gem from the necessary tools of the trade
claws of a sleeping demon and secreted on your person (they
sell it for twice its worth. take up no gear slots).

Weapons: Club, crossbow, You are trained in the following


dagger, shortbow, shortsword tasks and have advantage on
any associated checks:
Armor: Leather armor, mithral
chainmail • Climbing
• Sneaking and hiding
Hit Points: 1d4 per level
• Applying disguises
Backstab. If you hit a creature • Finding and disabling traps
who is unaware of your attack,
• Delicate tasks such as picking
you deal an extra weapon die of
pockets and opening locks
damage. Add additional weapon
dice of damage equal to half
your level (round down).

THIEF TALENTS
2d6 Effect
2 Gain advantage on initiative rolls (reroll if duplicate)
3-5 Your Backstab deals +1 dice of damage
6-9 +2 to Strength, Dexterity, or Charisma stat
10-11 +1 to melee and ranged attacks
12 Choose a talent or +2 points to distribute to stats

22
Warlock Class
Howling warriors with Patron. Choose a patron to serve
sharpened teeth, wild-eyed (see pg. 17). Your patron is the
doomspeakers preaching of source of your supernatural gifts.
The Dissolution, and cloaked
lore-hunters bearing the hidden Your patron can choose to grant
Mark of Shune. or withhold its gifts at any time.
You can gain new Patron Boons/
Weapons: Club, crossbow, talents (or lose them) as a result.
dagger, mace, longsword
Patron Boon. At 1st level, you
Armor: Leather armor, gain a random Patron Boon
chainmail, and shields talent (see pg. 18) based on
your chosen patron.
Hit Points: 1d6 per level
Whenever you gain a new talent
Languages. You know either roll, you may choose to roll on
Celestial, Diabolic, Draconic, your Patron Boon table rather
Primordial, or Sylvan. than the Warlock Talents table.

WARLOCK TALENTS
2d6 Effect
2 Roll a Patron Boon from any patron; an unexplained gift
3-6 Add +1 point to two stats (they must be different)
7-9 +1 to melee or ranged attacks
10-11 Roll two Patron Boons and choose one to keep
12 Choose a talent or +2 points to distribute to stats

12
Patrons
Patrons are eldritch beings MUGDULBLUB
of immense power who gift
The Elder Ooze that leaks
magical ability and boons to
between the cracks in memory
mortals who petition their favor.
and the darkness between the
stars. Mugdulblub seeks the
Patrons are not seeking worship
dissolution of all physical form.
from petitioners. Instead, they
want something in exchange for
the power they grant. SHUNE THE VILE
A goddess, the Mother Witch
The Willowman might demand
who speaks to her children in
to drink of the petitioner's
the flicker of candles and the
nightmares on the dark of
rattle of dry bones. Shune seeks
the moon. Mugdulblub might
hidden secrets and lost lore.
require the boiling of tooth
and bone. What these eldritch
demands truly mean reveals TITANIA
itself over time. The fickle Queen of the Fey
who views all of existence as a
ALMAZZAT whimsical dream with hidden
meaning and poignant drama.
A wolf-headed arch-demon with
Titania seeks mischief, beauty,
six eyes and six horns. Almazzat
and artistry.
seeks to wrest the Sands of the
Ages from his father, Kytheros.
THE WILLOWMAN
KYTHEROS A ghostly, elongated being who
stalks misty forests and watches
The Lord of Time who sees all
from the edge of nightmares.
possible futures. Kytheros seeks
The Willowman seeks fear.
the fulfillment of all destinies as
they were meant to be.
17
Patron Boons
ALMAZZAT
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, gain advantage on melee attacks for 3 rounds
3-7 Learn to wield 1 melee weapon or get +1 to melee attacks
8-9 +2 to Strength or Constitution stat or +1 to melee damage
10-11 Gain advantage on initiative rolls (reroll if duplicate)
12 Choose one option or 2 points to distribute to stats

KYTHEROS
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, force the GM to reroll a single roll
3-7 Gain +1 to your AC through supernatural foresight
8-9 +2 to Strength, Dexterity, or Wisdom stat
10-11 3/day, add your WIS bonus to any roll (reroll if duplicate)
12 Choose one option or 2 points to distribute to stats

SHUNE THE VILE


2d6 Effect (2 duplicate = +1 use per day)
2 1/day, read the mind of a creature you touch for 3 rounds
3-7 Learn a wizard spell, tier = half your level. Cast it with INT
8-9 +2 to Dexterity or Intelligence stat
10-11 +1 XP whenever you learn a valuable or significant secret
12 Choose one option or 2 points to distribute to stats

18
“Those who serve me well learn the true depths of
power. Those who fail me learn the true depths of
pain. Which will you be, mortal?" -Shune the Vile

MUGDULBLUB
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, turn into a crawling puddle of slime for 3 rounds
3-7 Maximize 2 hit point die rolls (prior or future)
8-9 +2 to Dexterity or Constitution stat
10-11 Become immune to 1: acid, cold, poison (reroll if no options)
12 Choose one option or 2 points to distribute to stats

TITANIA
2d6 Effect (2 duplicate = +1 use per day, 10-11 duplicate = reroll)
2 1/day, hypnotize a LV 5 or less creature for 3 rounds
3-7 Learn to wield a longbow or gain +1 to ranged attacks
8-9 +2 to Dexterity or Charisma stat
10-11 Hostile spells that target you are always hard to cast
12 Choose one option or 2 points to distribute to stats

THE WILLOWMAN
2d6 Effect (2 and 10-11 duplicate = +1 use per day)
2 1/day, teleport to a far location you see as your move
3-7 +1 to melee or ranged attacks
8-9 +2 to Strength or Dexterity stat
10-11 1/day, force a close being to check morale, even if immune
12 Choose one option or 2 points to distribute to stats

19
Witch Class
Cackling crones stooped over Spellcasting. You can cast witch
cauldrons, chanting shamans spells you know.
smeared in blood and clay, and
outcast maidens with milky eyes You know three tier 1 spells of
that see portents and secrets. your choice from the witch spell
list (see pg. 24).
Weapons: Dagger, staff
Each time you gain a level, you
Armor: Leather armor choose new witch spells to learn
according to the Witch Spells
Hit Points: 1d4 per level Known table.

Languages. You know Diabolic, You use your Charisma stat to


Primordial, and Sylvan. cast witch spells. The DC is 10 +
the spell's tier.
Familiar. You have a small
animal such as a raven, rat, or If you fail a spellcasting check,
frog who serves you loyally. It you can't cast that spell again
can speak Common. until you complete a rest.

Your familiar can be the If you roll a natural 1 on a


source of spells you cast. Treat spellcasting check, you must
it as though it were you for also roll on the corresponding
determining spell ranges. Diabolical Mishap table for the
spell's tier (see pg. 22).
If your familiar dies, you can
restore it to life by permanently
sacrificing 1d4 hit points.

14
WITCH SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2

WITCH TALENTS
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, teleport to your familiar's location as a move
3-7 +2 to Charisma stat or +1 to witch spellcasting checks
8-9 Gain advantage on casting one spell you know
10-11 Learn an additional witch spell of any tier you can cast
12 Choose a talent or +2 points to distribute to stats

15
Wizard Class
Rune-tattooed adepts, Spellcasting. You can cast
bespectacled magi, and flame- wizard spells you know.
conjuring witches who dare to
manipulate the fell forces of You know three tier 1 spells of
magic. your choice from the wizard
spell list (see pg. 57).
Weapons: Dagger, staff
Each time you gain a level, you
Armor: None choose new wizard spells to
learn according to the Wizard
Hit Points: 1d4 per level Spells Known table.

Languages. You know two For casting wizard spells, see


additional common languages Spellcasting on pg. 52.
and two rare languages (see pg.
29).

Learning Spells. You can


permanently learn a wizard spell
from a spell scroll by studying
it for a day and succeeding on a
DC 15 Intelligence check.

Whether you succeed or fail, you


expend the spell scroll.

Spells you learn in this way don't


count toward your known spells.

24
WIZARD SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2

WIZARD TALENTS
2d6 Effect
2 Make one random magic item (see GM Quickstart Guide)
3-7 +2 to Intelligence stat or +1 to wizard spellcasting checks
8-9 Gain advantage on casting one spell you know
10-11 Learn one additional wizard spell of any tier you know
12 Choose a talent or +2 points to distribute to stats

25
Spell Lists
PRIEST TIER 1 PRIEST TIER 2
• Cure Wounds • Augury
• Holy Weapon • Bless
• Light • Blind/Deafen
• Protection From Evil • Cleansing Weapon
• Shield of Faith • Smite
• Turn Undead • Zone of Truth

WIZARD TIER 1 WIZARD TIER 2


• Alarm • Acid Arrow
• Burning Hands • Alter Self
• Charm Person • Detect Thoughts
• Detect Magic • Fixed Object
• Feather Fall • Hold Person
• Floating Disk • Invisibility
• Hold Portal • Knock
• Light • Levitate
• Mage Armor • Mirror Image
• Magic Missile • Misty Step
• Protection From Evil • Silence
• Sleep • Web

57
Seer Spell List
TIER 1 TIER 5
• Chant • Ragnarok
• Evoke Rage • Valkyrie
• Potion • World Serpent
• Trance • World Tree

TIER 2
• Fate
• Read The Runes
• Sacrifice
• Soulbind

TIER 3
• Cast Out
• Hallucinate
• Raven
• Wolfshape

TIER 4
• Freya's Omen
• Loki's Trickery
• Odin's Wisdom
• Thor's Thunder

30
Witch Spell List
TIER 1 TIER 2
• Cauldron • Alter Self
• Charm Person • Augury
• Eyebite • Bogboil
• Fog • Cacklerot
• Hypnotize • Cat's Eye
• Oak, Ash, Thorn • Frog Rain
• Puppet • Invisibility
• Shadowdance • Poison
• Willowman • Spidersilk
• Witchlight • Toadstool

TIER 3 TIER 4
• Broomstick • Beguile
• Coven • Cloak of Night
• Divination • Curse
• Howl • Dimension Door
• Mistletoe • Glassbones
• Pin Doll • Moonbeam
• Speak With Dead • Nightmare
• Swarm • Polymorph
• Void Stare
• Whisper

24
TIER 5
• Mother of Night
• Anathema
• Scrying
• Dreamwalk
• Shapechange
• Enfeeble
• Soul Jar
• Finger of Death

25
BASIC GEAR
Item Cost Quantity Per Gear Slot
Arrows (20) 1 gp 1-20
Backpack 2 gp 1 (first one free to carry)
Caltrops (one bag) 5 sp 1
Coin Varies 100 (first 100 free to carry)
Crossbow bolts (20) 1 gp 1-20
Crowbar 5 sp 1
Flask or bottle 3 sp 1
Flint and steel 5 sp 1
Gem Varies 1-10
Grappling hook 1 gp 1
Iron spikes (10) 1 gp 1-10
Lantern 5 gp 1
Mirror 10 gp 1
Oil, flask 5 sp 1
Pole 5 sp 1
Rations (3) 5 sp 1-3
Rope, 60' 1 gp 1
Torch 5 sp 1

Gear Slots Player Turn


Carry a number of items equal to 1. Count down timers for your
your STR stat or 10. spells and other effects.

All gear besides typical clothing 2. Take an action and move up to


fills one gear slot. near (split up in any way). Move
near again if skipping action.
Gear that is hard to transport
might fill more than one slot. 3. The GM describes the results.
CRAWLING KIT
A crawling kit costs 7 gp. It uses 7 gear slots and contains the
following items.

CRAWLING KIT
Items Quantity Gear Slots Total Cost
Backpack 1 0 2 gp
Flint and steel 1 1 5 sp
Torch 2 2 1 gp
Rations 3 1 5 sp
Iron spikes 10 1 1 gp
Grappling hook 1 1 1 gp
Rope, 60' 1 1 1 gp

ARMOR
Item Cost Gear Slots AC Properties
11 + DEX
Leather armor 10 gp 1 -
mod
13 + DEX Disadv on
Chainmail 60 gp 2
mod stealth, swim
No swim,
Plate mail 130 gp 3 15
disadv stealth
Occupies one
Shield 10 gp 1 +2
hand
Mithral (metal No penalty
x4 -1 -
armor only) stealth, swim

34
WEAPONS
Weapon Cost Type Range Damage Properties
Bastard sword 10 gp M C 1d8/1d10 V, 2 slots
Club 5 cp M C 1d4 -
Crossbow 8 gp R F 1d6 2H, L
Dagger 1 gp M/R C/N 1d4 F, Th
Greataxe 10 gp M C 1d8/1d10 V, 2 slots
Greatsword 12 gp M C 1d12 2H, 2 slots
Javelin 5 sp M/R C/F 1d4 Th
Longbow 8 gp R F 1d8 2H
Longsword 9 gp M C 1d8 -
Mace 5 gp M C 1d6 -
Shortbow 6 gp R F 1d4 2H
Shortsword 7 gp M C 1d6 -
Spear 5 sp M/R C/N 1d6 Th
Staff 5 sp M C 1d4 2H
Warhammer 10 gp M C 1d10 2H

Finesse (F). You may use your Versatile (V). You can use this
STR or DEX when attacking with weapon with one or two hands.
this weapon. Use the higher damage die if
you’re wielding it with two.
Loading (L). You must forgo
moving to reload this weapon. Weapon types. Melee weapons
(M) strike at arm's reach, and
Thrown (Th). You may throw this ranged weapons (R) strike at a
weapon to make a ranged attack distance.
with it using STR or DEX.
Range. You can use a weapon at
Two-handed (2H). You must use close (C), near (N), or far (F) range
this weapon with two hands. (see Distances, pg. 47).

35
New Weapons
NEW WEAPONS
Weapon Cost Type Range Damage Properties
Blowgun 5 gp R N 1 See below
Bolas 2 gp R N - See below
Morningstar 5 gp M C 1d6/1d8 V
Pike 10 gp M 2x C 1d10 2H, 2 slots
Razor chain 12 gp M/R C/N 1d6 F, La
Scimitar 8 gp M C 1d6 F
Shuriken 1 gp R N 1d4 See below
Sling 5 sp R F 1d4 -
Whip 10 gp M/R C/N 1d4 F, La

Finesse (F). You may use your Blowgun. Firing this weapon
STR or DEX when attacking with from hiding doesn't reveal your
this weapon. position.

Lash (La). When you make a Bolas. When you hit a legged
ranged attack with this weapon, creature the size of a horse or
it does not leave your grasp. smaller, the target's speed is
reduced to close until it frees
Two-handed (2H). You must use itself (DC 15 STR or DEX check).
this weapon with two hands.
Shuriken. Can be thrown into
Versatile (V). You can use this the ground. Living creatures
weapon with one or two hands. who step on it take 1 damage
Use the higher damage die if and can only move at half speed
you’re wielding it with two. for 10 rounds.

17
New Gear
WEAPONS
Weapon Cost Type Range Damage Properties
Handaxe 2 gp M/R C/N 1d6 F, Th
Stave 2 gp M C 1d6 2H, S

ARMOR
Item Cost Gear Slots AC Properties
Occupies one
Round shield 15 gp 1 +2
hand, sundering

PROPERTIES
Finesse (F). You may use your
STR or DEX when attacking with
this weapon.

Sundering (S). When you are hit


with a melee attack, you may
choose to destroy this weapon
or armor to negate all damage
from the attack.

Thrown (Th). You may throw this


weapon to make a ranged attack
with it using STR or DEX.

Two-handed (2H). You must use


this weapon with two hands.

20
Mounts
Mounts include beasts of burden COMBAT
and creatures with riders.
Most mounts bearing a rider
can't attack in combat. However,
All humanoids can ride common
a mount of LV 7+ may make one
and uncommon mounts. Rare
attack on its rider's turn.
mounts, like scrag, require
special training to ride. See pg.
Getting on or off a mount uses
39 for new monsters.
up the rider's movement.

GEAR SLOTS A mount unaccustomed to


Mounts have a number of gear fighting might spook during
slots equal to 5x their STR bonus. combat. The first time it or its
A rider and the rider's carried rider is wounded, it must make a
gear (such as a backpack and morale check.
worn items) occupy 10 slots.
FOOD AND WATER
MOVEMENT Warm-blooded mounts must
When riding a mount, you use consume rations equal to their
its speed instead of your own. base level each day (do not
include bonus levels). Camels
Push. While traveling, a rider can and cold-blooded mounts must
push a mount to move a number only do this once per week.
of additional 6-mile hexes each
day equal to its CON bonus. Mounts can go three days
beyond their limit without water
A pushed mount must pass a and three weeks beyond their
DC 12 CON check or be unable limit without food. After that,
to travel the next day. The DC they take 1d8 damage per day
increases by one step for each that can't be healed until given a
consecutive day of pushing. full feeding of food or water.

28
MOUNTS
Name Cost Spooks? Rarity Properties
Camel 50 gp Yes Common -
Camel, silver 200 gp No Rare -
Donkey 40 gp Yes Common -
Elephant 400 gp No Rare -
Horse 50 gp Yes Common ADV on morale
Horse, war 100 gp No Uncommon Can wear armor
Scrag 150 gp Yes Uncommon -
Scrag, war 250 gp No Rare Can wear armor

MOUNT PERSONALITY
2d6 + CHA mod Demeanor Behaviors
0-4 Horrid Rebellious, stubborn, malicious
5-7 Ornery Only likes owner, sassy, rude
8-9 Reliable Steadfast, obedient, protective
10+ Lovely Loyal, sweet, affectionate

MOUNT GEAR
Name Cost Properties
Armor, leather 30 gp AC 11 + DEX mod
AC 13 + DEX mod; DISADV swim and
Armor, chainmail 80 gp
stealth; 2 slots
Armor, plate 150 gp AC 15; no swim or stealth; 3 slots
Armor, mithral x5 Metal only; -1 slot; normal stealth/swim
Rider ADV on checks to stay mounted;
Saddle 30 gp
1 free for mount to carry
No rider on mount; move at half
Wagon 120 gp
speed; +15 gear slots; limit 1 per mount
29
Boats
BOAT FEATURES PROPERTIES
Gear Slots. 10 gear slots of hold Oars. Boat can move half-speed
storage per passenger. in all weather.

Passengers. Boats can carry a Portage. Can be carried overland


number of passengers equal to by half the crew (porters move at
the boat's HP. half speed).

Seaworthy. An unseaworthy ship Weapons. Mounted with 4


has a 3:6 chance of capsizing on heavy crossbows (as crossbow,
the open sea every day. DC 20 2d8 damage).
STR to right it if capsized.
SINKING
Speed. Number of 6-mile hexes
the boat can travel in 8 hours. In Ships begin sinking when they
combat, vessels move a number reach 0 HP or are capsized. They
of feet equal to their speed x 10. sink in 1d4 rounds.

BOATS
Name Cost Speed Seaworthy Properties
Oars, weapons, AC 15,
Galleon 1,000 gp 8 Yes
70 HP
Oars, portage AC 12,
Longboat 500 gp 9 Yes
40 HP
Raft 40 gp 2 No Portage, AC 10, 5 HP
Rowboat 200 gp 4 No Portage, AC 12, 10 HP
Sailboat 700 gp 8 Yes AC 15, 60 HP

21

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