STEP BY STEP

1. WHO AND WHAT YOU ARE: Before get into the mechanical aspects of creating a character comes the most important step: the CONCEPT. The best way to formulate a CONCEPT is to find a visual anchor for your character. Draw your own portrait (1.2) or find artwork that inspires you! Let yourself get into it. Devise a cool NAME. Keep your mind on that visual anchor, and start filling out all the bits on your sheet.

Are you an elf? A human? choose your RACE. Reach back to your CONCEPT rather than nitpicking the STAT bonus.

See your place in that world as a hero. Nothing will affect your STATS and role in your group more than your CLASS, so choose with care.

Before you start figuring out how the STATS add up, take a moment to explain key facts about your character. What has changed in your life that has pushed you from the humdrum to a life of adventure? How does it involve the other players' characters? Origin and Goal tend to be common to the whole party (but you can make an exception and make it part of a particular past). Story, love, hate, fear are particular to each character. 

Alignment is the moral compass of the character. Is one of the nine clasic DnD alignments:

  • Lawful Good
  • Neutral Good
  • Chaotic Good
  • Lawful Neutral
  • Neutral
  • Chaotic Neutral
  • Lawful Evil
  • Neutral Evil
  • Chaotic Evil


2. LEVEL & ADVANCEMENT: In our DnD each character goes from LEVEL 1 to level 20. Every 5 levels a new TIER is reached. Upon reaching a Tier the character can choose a MASTERY.


3. CORE STATS: There are 6 abilities. YOU START WITH 6 STAT POINTS to distribute as you see fit. Enter these stat points in the "BASE" line next to each box in this section. You could put 1 point in each, all 6 in one stat, or any other combination. You may also receive extra stat points for some abilities based on your "RACE" and your "EQUIPMENT". No character, by any means, can exceed +10 on any STAT.


4. EFFORT TYPE: You can enter one or more points on each "BASE" line next to each die box in this section. YOU START WITH 4 EFFORT POINTS to distribute as you see fit. Like for abilities, you may also receive Effort points later for different Effort dice based on your RACE and your EQUIPMENT.


5. DEFENSE: If you have to just brace yourself against what is happening, the DM will tell you to "Roll Defense". You roll 1d20 and add your DEFENSE modifier to the roll (in traditional D&D this would be your  Saving Throw). Your CONSTITUTION plus any armor and any other protection you may have all adds together to arrive at your DEFENSE score. That's your total DEFENSE. Your DEFENSE score can never be over 10. When an enemy attacks you, they will roll against your DEFENSE +10 (in traditional D&D this would be your Armor Class).

6. HEALTH: The box with the hearts is where you keep track of your hit points. As you advance you will get more hit points 10 at a time. Each 10 hit points is referred to as one heart = ♥. Your character will start with 1 (10 Hit Points). When you acquire additional each represents an additional 10 hit points.

7. EQUIPMENT: Each character class description indicates which starting equipment table your character is to use. Take 1 Starting Equipment from that table and take any 4 from the Basic Equipment table. Take note of all magic items and mundane items that can provide bonuses to your character, such as armor or magic weapons. Each INT spell is also a equipment item, typically in the form of a scroll or book. You only cast the spell, or use any other item, if it is EQUIPPED. EQUIP AN ITEM THAT IS CARRIED TAKES 1 ACTION. Some items give thair benefit if are CARRIED. IMPORTANT: Any item you are carrying can be equipped, but you can't EQUIP more than 10 items, and you are limited to 10 other items that you can CARRY that aren't equipped.

8. ABILITIES / REWARDS / NOTES: Your character race may give you some abilities. Your class description includes a list of starting abilities. Choose 1 from this list. As you progress, you'll unlock more as Level Rewards.

9. HEROIC INSPIRATION: You start with no Heroic Inspiration. Your character gains HEROIC INSPIRATION when you roll a NATURAL 20 on a D20 roll (check or attempt) . The DM can also award it. If you have HEROIC INSPIRATION when you start a REST, you lose your HEROIC INSPIRATION.

10. Coins: Our DnD just uses the generic term "Coins" to all values. By default it can be assumed as gold coins. You start with some Coin amount depending your Class.


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RACES


-ANGELIC

•STAT BONUS: WIS +1, CHA +1. •EFFORT BONUS: +1 MAGICAL EFFORT.

•LANGUAGES: Common and Celestial.

Life Span: 200 years on average

RACIAL ABILITIES

•ELEVATION: You can elevate to a distance of NEAR and FAR horizontally or vertically. You fall if you end your turn in the air and nothing else is holding you aloft. You can't use this trait again until you do not move for 1 turn.

HEAVENLY: All your rolls to resist diseases, poison and necrotic damage are EASY.

•PURIFIER: You start with this one spell: CLEANSE: With a touch and a prayer, cure all negative effects, curses, poisons or disease from a creature. Can be cast using WIS or CHA.
 

-DRACONID

•STAT BONUS: STR +1, CHA +1.

•LANGUAGES: Common and Draconic.

Life Span: 80 years on average

RACIAL ABILITIES

•BREATH ATTACK: A line of MAGICAL damage (d10) to one NEAR enemy if they fail a DEFENSE or CON check. Once per day.

Choose one damage type based on your heredity of dragon: Acid, Lightning, Fire or Cold.

•DRACONID RESISTANCE: All your rolls to resist the damage thet matches the type of your Breath Attack damage type are EASY and take HALF DAMAGE of that one type too.


-DWARF

HILL DWARF: •STAT BONUS: CON +1, WIS +1. 

MOUNTAIN DWARF: •STAT BONUS: STR +1, CON +1.

•LANGUAGES: Common and Dwarven.


Life Span: 300 years on average.

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

•RESILENCE: All your rolls to resist poison are EASY and you take HALF DAMAGE from poisons.


-ELF

HIGH ELF: •STAT BONUS: DEX +1, INT +1. •EFFORT BONUS: +1 MAGICAL EFFORT. 

WILD ELF: •STAT BONUS: STR +1, CON +1.

•LANGUAGES: Common and Elvish.

Life Span: 500 years on average

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

•FEY ANCESTRY: All your rolls to resist being charmed or put to sleep are EASY.

IF YOU ARE A WILD ELF: STEALTHY: All your stealth rolls are EASY.


-GNOME

FORREST GNOME: •STAT BONUS: DEX +1, INT +1.

ROCK GNOME: •STAT BONUS: CON +1, INT +1. 

•LANGUAGES: Common and Gnomish.

Life Span: 400 years on average.

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

IF YOU ARE A FORREST GNOME: NATURAL ILLUSIONIST: You can create a sound or an image of a NEAR object no larger than a 1 mt. cube that last for 1d10 rounds. •SPEAK WITH SMALL BEASTS: You can communicate simple ideas with small or tiny beasts.

IF YOU ARE A ROCK GNOME: ARTIFICER'S LORE: Understand any tiny machinery with an INT check. •TINKER: You get a MINDER'S KIT for free. All rolls made to use this kit are EASY. Using this kit, you can spend 1 hour and 10 coins worth of materials to construct a Tiny clockwork device (Defense = 5, 1 HP). The device functions for 1 day. You can have up to 3 such devices active at a time.


-HALF-ELF

•STAT BONUS: CHA +1, +1 to any one other stat. •EFFORT BONUS: +1 to any EFFORT category.

•LANGUAGES: Common, Elvish and one other language of your choice.

Life Span: 200 years on average.

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

•FEY ANCESTRY: All rolls to resist being charmed or put to sleep are EASY.


-HALFLING

LIGHTFOOT HALFLING: •STAT BONUS: DEX +1, CHA +1. 

STOUT HALFLING: •STAT BONUS: DEX +1, CON +1.

•LANGUAGES: Common and Halfling.

Life Span: 150 years on average.

RACIAL ABILITIES

•Lucky: Start each session with a Heroic Inspiration point.

•Brave: All your rolls to resist fear are EASY.

IF YOU ARE A LIGHTFOOT HALFLING: STEALTHY: All your stealth rolls are EASY.

IF YOU ARE A STOUT HALFLING: RESILENCE: All rolls to resist poison are EASY and you take half damage from poisons.


-HALF-ORC

•STAT BONUS: STR +1, CON +1. •EFFORT BONUS: +1 to any EFFORT category.

•LANGUAGES: Common and Orc.

Life Span: 80 years on average.

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

•MENACING: All your rolls to intimidate are EASY.

•SAVAGE ATTACKS: You do double WEAPON (d6) or HEAVY WEAPON (d8) damage (2 dices) on critical hit with any melee weapon.


-HUMAN

•STAT BONUS: +1 to any three stats. •EFFORT BONUS: +1 to any effort category.

•LANGUAGES: Common and one other language of your choice.

Life Span: 80 years on average

RACIAL ABILITIES

•Loot Bonus: +1 Starting Equipment.


-BEAST-KIN

•STAT BONUS: DEX +1, CHA +1.

•LANGUAGES: Common and one other language of your choice.

Life Span: 100 years on average.

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

•BESTIAL AGILITY: The distance of NEAR and FAR are doubled (NEAR = FAR and FAR = VERY FAR) regarding how far you can move during your turn in combat. You can't use this trait again until you do not move for 1 turn.

•CLAWS: Your claws are natural weapons, which you can use to make unarmed strikes with WEAPON damage (d6). All your climb checks are EASY.


-DEMONIC

•STAT BONUS: INT +1, CHA +1. •EFFORT BONUS: +1 MAGICAL EFFORT.

•LANGUAGES: Common and Infernal.

Life Span: 100 years on average.

RACIAL ABILITIES

•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.

HELLSPAWN: All your rolls to resist fire are EASY and you take HALF DAMAGE from fire.

•INFERNAL: You start with this one spell: FIRE MISSILE: Fire a precise bolt of flame at a target within FAR range, ignites flammable objects and do MAGICAL damage. Cast with INT but does not occupies no space in your INVENTORY.


CHARACTER CLASSES

Important: If a Mastery enhances an Ability that the character doesn't have, the character can get that Ability as if it were a Mastery. Later, when the character gets another Mastery again, can acquire the enhanced one.


-BARBARIAN


•STARTING ABILITY

RAGE: As a free action your melee attacks deal double WEAPON (d6) or HEAVY WEAPON (d8) damage (2 dices) and take HALF DAMAGE from non-magical attacks for 1d6 rounds. You become exhausted (all your rolls are HARD) for 1d4 rounds afterwards.

•ADDITIONAL ABILITY (CHOOSE 1)

INTIMIDATING PRESENCE: As an attack, one near enemy must win a contest (their WIS vs. your CHA) or any attacks they make against you are HARD until the start of your next turn.

DANGER SENSE: All DEX and DEFENSE checks against effects that you can see are EASY.

EXTRA ATTACK: As an action, you can attack twice instead of once on your turn.

•STARTING EQUIPMENT (CHOOSE 1)

WEAPON GEM: Customize any 1 WEAPON with a special counterweight. Give this WEAPON a +2 damage bonus. The gem cannot be removed.


SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no space in your INVENTORY.

BATTLE STANDARD: A tabard or banner with your inspiring war insignia. As an action, choose 1 ally can see you per ROUND: their next roll is EASY.

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 20.


- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

EVER STRONGER: Add 1 to any STAT or add one heart to your maximum.

RECKLESS ATTACK: As a free action grant yourself +3 STR and -3 DEFENSE for 1 ROUND.

WEAPONLESS ATTACK: +3 to STR checks using bare hands.

EXTRA ATTACK: After slaying an enemy with a melee attack, you can make one more melee attack against another close opponent.

EXTRA DAMAGE: As a free action give yourself a -3 STR on attack rolls and +3 WEAPON (d6) or HEAVY WEAPON (d8) damage for 1 round.

QUICKNESS: As an action attack twice in one turn.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

RELENTLESS RAGE: If you drop to 0 hit points while you're raging, you can make a CON check. If you succeed, you drop to 1 hit point instead.

SPRIT OF THE BEAR: All STR checks and while you're raging are EASY. All enemies that can see you and that are CLOSE to you and try to hit targets other than you have HARD attack rolls.

SPRIT OF THE EAGLE: You can see details of things very far away and while raging, you can fly as far as you could have walked. You fall if you end your turn in the air and nothing else is holding you aloft.

SPRIT OF THE WOLF: When you are raging, all your tracking are EASY. Once a turn, when you hit a large or smaller creature with a melee weapon attack you also knock it prone. Their only movement in their turn is to get up.


-BARD


•STARTING ABILITY

BOOK OF QUOTES: As a free action, give an ally +3 on their next Attempt roll (includes attack roll).

•ADDITIONAL ABILITY (CHOOSE 1)

BATTLE HYMN: As an action, provide music with a CHA roll, reduce all allies' TARGET DIFFICULTY of the scene by 2.


PROVOKER: As an action hurl insults at any one enemy. The enemy cannot resist dueling with you.


THESPIAN: As an action with a CHA roll, you can convince subjects of even wildly ridiculous fibs. Their belief in your lies will last 1d4 ROUNDS.


•STARTING EQUIPMENT (CHOOSE 1)

FINE INSTRUMENT: Your Battle Hymns grant each ally a d8 to boost any 1 roll.


HEIRLOOM: Your weapon is a treasure. It does CRITICAL ULTIMATE! (d12) damage when dueling.

REVERSE CLOAK: A modular costume cape. Your scam rolls with CHA are EASY.


CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 50.

- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

EVER STRONGER: Add 1 to any STAT or gain 100 coin.


BLOOD AND THUNDER: As an action with a CHA roll, grant 1 ally a critical hit next roll.

TO THE PAIN: When dueling, as an action roll opposed CHA to send your foe fleeing in fear.

THE TROUPE: As an action roll CHA to summon an old colleague to your aid.

DIRGE OF FEAR: As an action roll CHA to prevent all enemy critical hits for 1 Round.

NEMESIS: Choose one nemesis in battle. When it is killed, you heal to full HP.


THE PRESTIGE: As an action Roll CHA to create realistic effects such as teleportation, self-cloning, disappearance or theatric illusions that baffle and convince utterly.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

GREATER BATTLE HYMN: Your battle hymns heal all allies the same amount they reduce the TARGET DIFFICULTY.


GREATER PROVOKER: You can now provoke groups of enemies, up to 5.


GREATER THESPIAN: Your legend precedes you. NPC's always react favorably to you, even in bad circumstances, you are invited to royal premises and events without question.


-CLERIC


•STARTING ABILITY

WIS POWER: HEALING TOUCH: Touch an ally with WIS, heal them with MAGICAL EFFORT (d10).

•ADDITIONAL ABILITY (CHOOSE 1)

ELEMENTAL: Your rolls to cast nature or weather magic are EASY.

HEALER: Your healing magic does CRITICAL ULTIMATE! EFFORT (d12).

WAR PRIEST: You get one bonus weapon attack on your turn. You can do this a number of times each day equal to your WIS (minimum of once).

•STARTING EQUIPMENT (CHOOSE 1)

HOLYSTAFF: Store elemental magic in a wooden staff. Gain any 3 WIS SPELLS instantly. If your staff is lost, it turns up in 1D4 ROUNDS.

BOOK OF TRUTHS: A tome of religious texts. Gain any 5 WIS SPELLS instantly, but if the book is lost or destroyed, the SPELLS are gone.

TALISMAN: A necklace of your diety gives you focus. Gain any 1 WIS SPELL. That SPELL only fails on a natural 1.


CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 50.

- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

EVER STRONGER: Add 1 to any STAT or learn 1 new WIS SPELL.

STORMCALLER: When outdoors, your WIS SPELLS also heal all allies for 1 HP.

RADIANT POWER: Your single target healing SPELLS now heal up to 3 targets.

IRON FIST: Your fists and feet are hardened with focus, doing WEAPON (d6) damage.

ATTUNED: You are immune to nature and weather magic.

CHOSEN ONE: As an action choose 1 just ally. As long as you live, they cannot fall below 1 HP.

MASTER: Your skill is legendary. You do MAGICAL EFFORT (d10) when using your bare hands and feet (no combat situation). Also, if an unarmed attack you do inflicts 10 + damage, cast a WIS SPELL instantly with no roll.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

SPELL STONE: Place any 1 WIS spell you know into a stone or stick by rolling WIS to cast. Anyone can use this spell simply by destroying the object.

REPEL EVIL: To be within CLOSE range of you, truly evil creatures must roll CON or take MAGICAL damage and be pushed away.

DIVINE STRIKE: Once each turn, when you hit with a weapon attack, it does one extra die of MAGICAL damage.


-DRUID


•STARTING ABILITIES

BEADS OF NATURE: You can talk to plants and animals. All your WIS persuasion checks against them are EASY. All your knowledge INT checks about plants and animals are EASY.

DRUDIC: You know the secret language of Druids.

•ADDITIONAL ABILITY (CHOOSE 1)

WIS SPELL: GUIDANCE: One creature that you touch can add 1d4 to any one roll. This last until used, you take damage or cast another spell.

WIS SPELL: POISON SPRAY: You project a puff of noxious gas toward a near creature you can see, inflicting MAGIC (d10) damage.


WIS SPELL: SHILLELAGH: You can use WIS instead of STR for melee attack rolls with a club or quarterstaff you are holding. It does HEAVY WEAPON (d8) damage.

WIS SPELL:  PRODUCE FLAME: A flame appears in your hand that lasts 10 minutes, it sheds CLOSE bright light and NEAR dim light. You can attack with the flame, which ends the spell. When you cast this spell, or as an action on a later turn, you can make a spell attack against a NEAR creature for MAGICAL (d10) damage.

•STARTING EQUIPMENT (CHOOSE 1)

NATURE STAFF: Store elemental magic in a wooden staff. Gain any 3 WIS SPELLS instantly. If your staff is lost, it turns up in 1D4 ROUNDS.

BOOK OF THE WILD: A tome of religious texts. Gain any 5 WIS SPELLS instantly, but if the book is lost or destroyed, the SPELLS are gone.

AMULET: A crafted figure of your diety gives you focus. Gain any 1 WIS SPELL. That SPELL only fails on a natural 1.


CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 20.

- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)
WILD SHAPE: As an action transform yourself into a walking or swimming animal with two HEARTS ♥ or a flying animal with one HEART ♥ . You can't cast spells in this form.

WILD GROWTH: As an action overgrow a target with vines. Immobilize and all rolls by or CLOSE to the target are HARD. It can get free with a HARD CON roll on their Turn.

CALL LIGHTNING: As an action for the next 1d4 ROUNDS deal MAGICAL (d10) damage to a random enemy you can see within far range. Does ULTIMATE CRITICAL! (d12) in stormy weather.

PRIMEVAL ALTERATION: As an action touch an ally to grant them either gills (breath underwater) scales (+1 ARMOR), claws (+1 BASIC (d4) damage), cat eyes (darkvision) OR a perfect disguise for one hour.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

BEAST SPELLS: You can cast many of your WIS spells in any shape you assume using Wild Shape.

NATURE'S SANCTUARY: When a beast or plant creature attacks you, it must make a WIS check. If fails, must choose a different target, or the attack misses.

ELEMENTAL WILD SHAPE: You can use Wild Shape to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental with three HEARTS ♥. All rolls to resist your element are EASY and you take HALF DAMAGE from your element.


-FIGHTER


•STARTING ABILITY

ACTION SURGE: On an attack roll of modified 20 +, take an additional action on your turn.

•ADDITIONAL ABILITY (CHOOSE 1)

SLAYER: If attacking an enemy you have already harmed, you do ULTIMATE CRITICAL! (d12) damage.


DEFENDER: Allies within CLOSE range of you use your DEFENSE stat.


PUNISHER FIGHTER: When you take damage, add the amount of the LAST HIT against you to the next damage you make.


•STARTING EQUIPMENT (CHOOSE 1)

WEAPON GEM: Customize any 1 WEAPON with a special counterweight. Give this WEAPON a +2 damage bonus. The gem cannot be removed.


SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no space in your INVENTORY.

BATTLE STANDARD: A tabard or banner with your inspiring war insignia. As an action, choose 1 ally can see you per ROUND: their next roll is EASY.

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 50.


- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE  JUST 1 PER TIER )

EVER STRONGER: Add 1 to any STAT or add one heart to your maximum.

POWER STRIKE: On an attack roll of modified 15 +, do your maximum damage.

INTERVENTION: Once per Round, intercept a succesful attack against a close ally. You take the attack instead.

ENDURANCE: When recovering, add 1d6 to the normal amount.

HURLER: Use your STR to attack with any thrown weapon instead of DEX.

REVENGE: Enemies you injure must fight only against you, until they are dead or defeated.

BERSERK: As a free action take 1D6 of DAMAGE to make an additional attack on your turn.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

SLAYING FRENZY: Any time you destroy an enemy, hit another enemy within CLOSE range, with no limit on the chain reaction.

CONFIDENCE SHIELD: Any time an enemy fails to hit you, you gain 1d4 HP.

EXTRA DAMAGE: With any type of WEAPON or HEAVY WEAPON, add your STR to your damage roll.


-MONK


•STARTING ABILITIES

UNARMORED DEFENSE: While you are wearing no armor and not wielding a shield, your DEFENSE equals your CON + your WIS.

UNARMED DAMAGE: While you are wearing no armor and not wielding a shield, your unarmed attack does WEAPON (d6) damage.

EXTRA ATTACK: When you attack with an unarmed strike or a monk weapon on your turn, you can make one additional unarmed attack.

•ADDITIONAL ABILITY (CHOOSE 1)

WISDOM ATTACKS: Use WIS stat when making unarmed attack instead of STR.

DEXTERITY ATTACKS: Use DEX stat when making unarmed attacks instead of STR.

UNARMORED MOVEMENT: When not wearing armor or wielding a shield you can move FAR and take an action.

•STARTING EQUIPMENT (CHOOSE 1)

POWERSTAFF: Store elemental magic in a wooden staff. Gain any 3 WIS SPELLS instantly. If your staff is lost, it turns up in 1D4 ROUNDS.

BOOK OF ENLIGHTMENT: A tome of religious texts. Gain any 5 WIS SPELLS instantly, but if the book is lost or destroyed, the SPELLS are gone.

AMBER BEADS: A necklace of large orange spheres gives you focus. Gain any 1 WIS SPELL. That SPELL only fails on a natural 1. 


CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.


•STARTING COINS: 5.

- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE  JUST 1 PER TIER)

EVER STRONGER: Add 1 to any STAT or learn 1 new WIS SPELL.

STORMCALLER: When outdoors, your WIS SPELLS also heal all allies for 1 HP.

RADIANT POWER: Your single target healing SPELLS now heal up to 3 targets.

IRON FIST: Your fists and feet are hardened with focus, doing HEAVY WEAPON (d8) damage.

ATTUNED: You are immune to nature and weather magic.

SKILL MASTER: Your skill is legendary. You do MAGICAL EFFORT (d10) when using your bare hands and feet (no combat situation). Also, if an unarmed attack you do inflicts 10 + damage, cast a WIS SPELL instantly with no roll.
 

MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

SPELL STONE: Place any 1 WIS spell you know into a stone or stick by rolling WIS to cast. Anyone can use this spell simply by destroying the object.

REPEL EVIL: To be within close range of you, truly evil creatures must roll CON or take MAGICAL (d10) damage and be pushed away.

MONK PRESENCE: Extend your touch, presence, and perceptive self up to FAR range, interacting with people and things as if you were in that location.


-PALADIN


•STARTING ABILITIES

NATURAL MAGIC: For your Spells use CHA instead of WIS. Spells cannot be traded or lost and occupy no INVENTORY slots, but you can only learn up to 10. You can choose to "forget" a spell when you gain a new one if you already know 10.


DEVINE SENSE: As an action, you know the location of any fiend or undead within far range that is not behind cover, and the presence of any place or object that has been desecrated.


CHA SPELL: LAY ON HANDS: Touch an ally, heal them with MAGICAL (d10) Effort.

•ADDITIONAL ABILITY (CHOOSE 1)

DEFENSE: While you are wearing armor, you gain a +1 bonus to DEFENSE.

DUELING: When wielding a melee weapon in juste one hand and no other weapons, you gain a +2 to WEAPON (d6) damage.


GREAT WEAPON FIGHTING: When wielding a heavy melee weapon in both hands, if you roll a 1 or 2 for HEAVY WEAPON (d8) damage, reroll and use the new roll.

PROTECTION: When wielding a shield, if a creature attacks a target that is NEAR to you, it's attack is HARD.

•STARTING EQUIPMENT (CHOOSE 1)

WEAPON GEM: Customize any 1 WEAPON with a special counterweight. Give this WEAPON a +2 damage bonus. The gem cannot be removed.


SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no space in your INVENTORY.

BATTLE STANDARD: A tabard or banner with your inspiring war insignia. As an action, choose 1 ally can see you per ROUND: their next roll is EASY.

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 50.


- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

AURA OF COURAGE: You and friendly creatures near to you can't be frightened while you are conscious.

CLEANSING TOUCH: As an action end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your CHA (a minimum of once). You regain expended uses when you finish a rest.

TURN UNHOLY: As an action, each near fiend or undead that can see or hear you must make a WIS check or be turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can.

AURA OF DEVOTION: You and friendly creatures near you can't be charmed while you are conscious.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

EXTRA ATTACK: As an action, you can attack twice, instead of once.

AURA OF PROTECTION: Whenever you or allies close to you must make a roll for save an effect, gain a bonus equal to your CHA (with a minimum bonus of +1). You must be conscious to grant this bonus.

UNDYING SENTINEL: When you are reduced to 0 hit points, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a rest.


-RANGER


•STARTING ABILITY

HUNTER'S WHISTLE: As an action mark a target as your prey. Gain +3 to all ATTEMPT rolls and EFFORT rolls against that target. May only be active on one opponent at a time.

•ADDITIONAL ABILITY (CHOOSE 1)

QUICK DRAW: On a ranged attack roll of modified 15+, you get an additional ranged attack.

DEAD EYE: Use one TURN to aim. Your next successful hit deals maximum damage.


TRAP EXPERT: Your traps do WEAPON (d6) damage to all victims NEAR the trap when triggered.

•STARTING EQUIPMENT (CHOOSE 1)


CRYSTAL SCOPE: Attach this glass contraption to any 1 ranged WEAPON. Your attacks with that WEAPON are never HARD.

ARCANE CARTRIDGE: An enchanted steel sleeve imbues your ammunition with a spark of magic. Your shots inflict MAGICAL (d10) damage.


TRAP LAUNCHER: With this spring-loaded gadget, roll a ranged attack to place a trap anywhere you can see.

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.


•STARTING COINS: 50.

- LEVEL & ADVANCEMENT

TIER ABILITIES (CHOOSE JUST 1 PER TIER)

Note: If you take all a TURN to take aim, your next shot is an "aimed shot".

PIERCING AIM: Your aimed shots penetrate up to 3 foes, continuing in a line.

EVER STRONGER: Add 1 to any STAT.

SPREAD SHOT: Hit up to 3 targets CLOSE to each other, spend all 1 TURN reloading.

FIREBUG: Your traps and ammo inflict an additional 1D6 fire damage.

SCATTER SHOT: Every ranged attack you make inflicts an extra 1D4 on all NEAR enemies.

LETHAL AIM: Your aimed shots drop the target to 0 HP if it fails an EASY DEFENSE or CON roll.

WHIP SHOT: If any enemy is harmed at range by an ally, instantly roll an attack on it.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

GREATER QUICK DRAW: Your Quick Draw ABILITY triggers on a modified attack roll of 12+.

SILENT DEAD: Any time you use a TURN to aim, you employ a silencer. Your next shot is undetected.

TRAP MASTER:
As a free action place or launch a trap instantly.


-ROGUE


•STARTING ABILITY

DAGGER SPRING: deal CRITICAL ULTIMATE! (d12) damage on a melee attack when attacking from behind If the target doesn't know you're there or has one or more of your allies at a CLOSE distance.

•ADDITIONAL ABILITY (CHOOSE 1)

ASSASSIN: If a target doesn't know you're there, your first attack cannot miss.

THIEF: All your stealth rolls are EASY.


SCOUT: All your WIS rolls to seek out details or hidden truths are EASY.


•STARTING EQUIPMENT (CHOOSE 1)

DAGGER KIT: A set of three masterwork blades score Critical hits on natural 18, 19, or 20 rolls.


SPIDER CLAWS: With these special clawed gloves, you can move as normal on any surface, including ceilings.


POCKET CLOAK: A special cloak with 2 versions: Treat all CARRIED inventory spaces as EQUIPPED or add 10 CARRIED spaces to your inventory

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 40.


- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

EVER STRONGER: Add 1 to any STAT or craft a blade for your Dagger Kit.


POISON BLADES: After a blade attack, do automatic damage (d6) again to the target the next ROUND.


STICKY FINGERS: If you are undetected (DEX roll), steal any 1 item from a target unnoticed.


GRAPPLE ARROW: An attached to your arms hook arrow system to climb, pull, or catch yourself in a fall.


BLADE STORM: If any ally attack kills an enemy target, make an attack instantly to another enemy target CLOSE to you.


SMOKE FORM: As an actiom roll INT to use a shadow magic. You become smoke for 1D4 ROUNDS.


DISAPPEAR: As an action make a stealth DEX roll even when in plain sight to simply vanish.

MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

MAX DAMAGE: When you attack a target who doesn't detect you, do maximum damage.

HIDDEN: Foes must make a WIS roll to detect you, even after being attacked.

DECEPTION: All your rolls using CHA to lie, deceive, or trick foes into revealing critical information are EASY.


-SORCERER


•STARTING ABILITIES

NATURAL MAGIC: For your Spells use CHA instead of INT, spells cannot be traded or lost and occupy no INVENTORY slots.

CHA SPELL: ARCANE MISSILE: Hurl a shard of pure arcane energy at a target you can see doing MAGICAL (d10) damage. If only doing 1 damage, the missile ricochets, hitting a second target.

•ADDITIONAL ABILITY (CHOOSE 2)

CHA SPELL: MESSAGE: You point your finger toward a creature within very far range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

CHA SPELL: MAGE HAND: A spectral, floating hand appears at a point you choose within near range. The hand lasts for 1 minute or until you dismiss it as an action. The hand vanishes if it is ever more than far away from you or if you cast this spell again. You can use your action to control the hand. You can move the hand up to 10 mt. each time you use it. The hand can't attack, activate magic items, or carry more than 5 kg.

CHA SPELL: CHILL TOUCH: Attack an enemy within far range, does MAGICAL (d10) damage, and the target can't regain hit points until the start of your next Turn. If you hit an undead target, all thier attack rolls against you are HARD.

CHA SPELL: SHOCKING GRASP: Lightning springs from your hand to deliver a shock to a creature you try to touch with a spell attack. Your attack is EASY if the target is wearing armor made of metal. On a hit, the target takes MAGICAL (d10) damage.

CHA SPELL: LIGHT: You touch one object that is no larger than 2 mt. For 1 hour, the object sheds bright light NEAR and dim light FAR Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature can make a DEX roll to avoid the spell.

•STARTING EQUIPMENT (CHOOSE 1)

ASTRAL GRIMOIRE: Your SPELL book is drawn to you by a subtle kinetic force. Gain any 3 INT SPELLS instantly. The book will slide toward you if it can.

MEMORY RING: Gain any 3 INT SPELLS. On any COMBAT TURN when not casting a SPELL, roll 1D6. Keep that dice for use later on any 1 roll. Store up to 6D6 in this way.

THE MASTER'S SKULL: A small, demonic skull. Fill this skull with blood to store 10 points of HP. Use this HP to heal yourself later as an action.

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 50.


- LEVEL & ADVANCEMENT

TIER ABILITIES (CHOOSE JUST 1 PER TIER)

TWINNING: When casting a spell that targets one person, you may instead target two people.

CAST SUBTLETY: You cast spells without needing to speak or gesture, and enemies cannot tell you are casting a spell.

CHA SPELL:
ARCANE BOMB: An orb of light forms in one hand. Once placed, it explodes in 1D4 ROUNDS, inflicting 4D12 damage on everything within NEAR range.

CHA SPELL: DOMINATE MONSTER: Take total control of any monstrous creature in sight for 1D4 ROUNDS. If failed to cast, the monster is enraged at you and will attack you until defeated.

CHA SPELL: PYROBLAST: do duble MAGICAL (d10)  (2 dices) fire damage on three near targets. On a failed roll, choose 3 random targets.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

TIDES OF CHAOS: Once a day, when you make an action roll, that roll is EASY.

BEND LUCK: Four times a day, when a creature you can see makes an action roll, you can add or subtract 4 points from that roll.

CONTROLLED CHAOS: Once a day, when you BLUNDER one spell check, you can re roll again and take that result.


-WARLOCK


•STARTING ABILITIES

PACT MAGIC: You have made a pact with a fiend. In return, he has granted you the use of spells. For your spells use CHA instead of WIS or INT. Spells cannot be traded or lost and occupy no INVENTORY slots, but you can only learn up to 10. You can choose to "forget" a spell when you gain a new one if you already know 10.

CHA SPELL: ELDRITCH BLAST: Fire an energy blast at a target within very far range you can see. Does MAGICAL (d10) damage.

•ADDITIONAL ABILITY (CHOOSE 1)

CHA SPELL: CHILL TOUCH: Attack an enemy within far range, does MAGICAL (d10) damage, and the target can't regain hit points until the start of your next Turn. If you hit an undead target, all thier attack rolls against you are HARD.

CHA SPELL: CHARM PERSON: A humanoid that is near to you and you can see makes a WIS check or regards you as a friendly acquaintance for an hour. The spell ends if you or your companions do harm it.

CHA SPELL:  WITCH BOLT: You fire a beam at a near target. On a hit, this forms a sustained arc of lightning, the target takes MAGICAL (d10) damage, and for one minute on each of your turns you can use your action to deal MAGICAL (d10) damage to the target automatically. The spell ends if you use your action to do anything else.


•STARTING EQUIPMENT (CHOOSE 1)

FAMILIAR: CONJURE FAMILIAR SPELL: As large as a bird, mouse or snake. This can be an imp, pseudodragon, quasit, or sprite. Conjure and command this creature without a roll. If separated by more than 10 Km, it vanishes. The familiar has 1 HP. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack.


PACT WEAPON: You can have one pact weapon. A pact weapon is a magical melee weapon that you can dismiss into an extradimensional space, occupies no space in your Equipment, and have it appear in your empty hand whenever you summon it. You can transform one magic weapon (other than an artifact or a sentient weapon) into your pact weapon by performing a special 1 hour ritual while you hold the weapon. Or you can use your action to create your pact weapon as a normal melee weapon that appears in your empty hand. Your pact weapon disappears if it is more than 1 mt. away from you, if you use this feature again, if you dismiss the weapon (no action required), or if you die. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

BOOK OF SHADOWS: When you gain this tome, choose 3 spells from any spell list. The DM must approve the spells you choose. While the book is on your person, you can cast those spells at will. If you lose your Book of Shadows, you can perform an 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book turns to ash when you die. 


CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 40.


- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

CHA SPELL: BURNING HANDS: Each creature in a 3 mt. cone takes MAGICAL  (d10) damage (makes a CON check for half damage). The fire ignites any flammable objects in the area that aren't being worn or carried.

CHA SPELL: COMMAND: You speak a one-word command to a creature you can see within far range. The target makes a WIS roll or follows the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

CHA SPELL: BLINDNESS/DEAFNESS: One creature you can see within near range makes a CON check or is either blinded or deafened (your choice) for 1d4 Rounds. It can make another check to end the effect at the end of each of its Turns.

CHA SPELL: SCORCHING RAY: You create three rays of fire and hurl them at targets within VERY FAR range. You can hurl them at one target or several. Make a spell attack for each ray. On a hit, the target takes MAGICAL (d10) damage.

CHA SPELL: STINKING CLOUD: You create a 4 mt. radius sphere of nauseating gas centered on a point within far range that lingers for up to 1 minute. Each creature within the cloud at the start of its turn must make a CON check or it spends its action that Turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this check.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

DARK ONE'S BLESSING: When you reduce an enemy to 0 hit points, your hit points are healed the same damage you inflicted + your CHA.


DARK ONE'S OWN LUCK: Once a day, when you attempt any task or save that roll is EASY.


FIENDISH RESILIENCE: Each day you can choose one damage type. You will receive half damage of this type unless it is from a magical or silvered weapon.


-WIZARD


•STARTING ABILITY

MAGE WAND: Make a INT attempt to deal MAGICAL (d10) damage to an enemy within FAR range. This attack never causes random magic BLUNDER effect.


•ADDITIONAL ABILITY (CHOOSE 1)

SPELL SCHOLAR: Choose and gain any one INT Spell. If you find a written SPELL, gain an extra SPELL.

WILD POWER: Any time you roll a max EFFORT die with your spells, roll it again and add that number to the total.

DARK SKILLFULNESS: As a free action, sacrifice any amount of your HP to boost that amount to any 1 roll.


•STARTING EQUIPMENT (CHOOSE 1)

MAGICAL GRIMOIRE: Your SPELL book is drawn to you by a strong kinetic force. Gain any 3 INT SPELLS instantly. The book will fly toward you if it can.

MEMORY RING: Gain any 3 INT SPELLS. On any COMBAT TURN when not casting a SPELL, roll 1D6. Keep that dice for use later on any 1 roll. Store up to 6D6 in this way.

THE MASTER'S SKULL: A small, demonic skull. Fill this skull with blood to store 10 points of HP. As an action use this HP to heal yourself later.

CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.

•STARTING COINS: 40.

- LEVEL & ADVANCEMENT


TIER ABILITIES (CHOOSE JUST 1 PER TIER)

EVER STRONGER: Add 1 to any STAT or learn 1 new INT SPELL.

GLYPH MAKER: As an action roll INT to store a SPELL in an etched symbol, triggered by touch.

BEND MAGIC: Once per encounter, as a free triggered ation roll INT to redirect an enemy SPELL.

PALE CLONE: As an action roll INT to form a 1 HP clone of yourself from thin air.

MAGIC THEORIST: As a free action roll HARD INT to modify or create SPELLS for you instantly. The modification or the new spells does not remain.

PRIMAL FORM: As an action become fire, air, or water for 1D4 ROUNDS.

SUMMONER: As an action roll INT to conjure a monster you know as an ally.


MASTERY (CHOOSE 1 WHEN GETTING MASTERY)

SPELL INVENTORY: INT SPELLS occupy no inventory spaces, even if they are scrolls or books.

ENHANCED MEMORY RING: When any die is added to your Memory Ring, it becomes a 6.

ENHANCED MASTER'S SKULL: Your Master's Skull holds 20 HP.

BASIC EQUIPMENT TABLE


(CHOOSE 4)

Packs of Items. (Each pack represent some kind of backpack, bag or corded box, which store stuff. It occupies 1 inventory Equipment carried space and is considered CARRIED. It's content items must be EQUIPPED indiviadually to use)


ADVENTURER'S PACK: A torch, bedroll, scrap of jerky / dry rations, waterskin and rope. This rucksack has been through so much, you're not sure what's inside.


CLIMBER'S PACK: Grapple hooks, extreme rope, steel belt clips, 2 pairs of boot crampons, iron spikes and hammer. Worn over one shoulder.


FISHERMAN'S PACK: Mesh creel, two fishing poles, tackle box, fillet knife and basket snare. Also includes swim fins and a clumsy glass diving mask.

MINER'S PACK: Pick hammer, lantern, fire-starting oil and flint, compass, breather mask. A heavy duty canvas pack scuffed with coal and chalk.


POLAR PACK: This fur-lined pack is built into a warm seal skin cloak. It contains a fire pot, fur mittens, snowblind goggles, ski poles, boots and rope.


MENDER'S PACK: Hammer and pliers, rivets, scrap steel, leather strips, spare buckles and iron nails. Usefor anything from armor to boat repair.


HEALER'S PACK: Using this kit of bandages, tinctures and serums, heal 1 HP on an ally with an INT or WIS roll. Includes bottles, scalpel, and anti-venom.


LOCKPICKER'S PACK: A bag with a small file, a set of lock picks, a small mirror, a set of narrow-bladed scissors, and a pair of pliers.


PACK OF MAPS: A humble wooden tube filled with regional maps and specific location plan views. Roll INT to check for a useful map once per location.


ARMORS AND PROTECTION (Each occupies 1, or 2 inventory Equipment space).


TRAVELER'S GARB: A light and comfortable set of clothes for travelers. +1 DEFENSE. Includes 2 EXTRA SPACES for carried inventory.

MIXED ARMOR GARB: Common garb for almost all adventurers. A mix of padded gambeson, leather belts, and armor odds & ends. +2 DEFENSE.


HEAVY PLATE and CHAIN ARMOR: A cumbersome set of steel plates, chainmail, and steel boots for heavy combat. +4 DEFENSE, DEX rolls always are HARD. Occupies 2 inventory spaces.


COMMON SHIELD: A round wooden shield and strap suited for travel on foot. +2 DEFENSE. If hit, sacrifice the shield to absorb all of any 1 attack damage.

IRON SHIELD: This heavy shield is steel with iron bands. +3 DEFENSE. While using this shield, you cannot use one of your hands. Occupies 2 inventory spaces.



WEAPONS (Each occupies 1, or 2 inventory Equipment space).


SWORD AND SCABBARD: A trusty blade of whatever size or make suits your training, leather sheath, belts,
and sharpening kit if the blade is damaged.


BATTLE AXE AND HARNESS: A huge chopping weapon of one or two blades. Double damage on timbers or structures, but it is impossible to conceal.


SPEARMAN'S KIT: A ten foot oak shaft with swappable blade tip that can be switched to hook, spearhead, or glaive. Can attack targets up to NEAR range.


BOW AND QUIVER: A recurve bow, either short for small spaces or long for outdoor use. Reach FAR distance. Quiver empties on attack rolls of natural 1.


LONGBOW AND QUIVER: A big bow, for long for outdoor use. Reach VERY FAR distance, but hit the target would be HARD. Inflicts HEAVY WEAPON damage. Quiver empties on attack rolls of natural 1 or 2. This weapon occupies 2 inventory spaces.


CROSSBOW AND BOLT KIT: A mechanical weapon. Critical hits on natural 19 or 20. Reach FAR distance. The bolt kit allows for incendiary, smoke, or flare tips. Takes the movement or action in your turn to reload.


HEAVY CROSSBOW AND BOLT KIT: A powerful mechanical weapon. Reach VERY FAR distance, but hit the target would be HARD. Inflicts HEAVY WEAPON damage. Critical hits on natural 19 or 20. Takes 1 full turn to reload. This weapon occupies 2 inventory spaces.


WARHAMMER: A blocky weapon for smashing. A modified attack hits of 15+ stuns the target for 1 ROUND. This weapon occupies 2 inventory spaces.


GREAT SWORD OR GREAT AXE: A tremendous two-handed weapon. This weapon occupies 2 inventory spaces, but inflicts HEAVY WEAPON damage.


KNIFE OR DAGGER BELT: A sling of sorts which holds up to 8 knifes or daggers (that can be thrown and NEAR) in concealed scabbards. One scabbard includes a poison-protective sheath.


KNIGHT'S WEAPON KIT: A heavy black belt with a spiked mace and chain flail on steel rings. Used against shields mades attack rolls EASY. This kit occupies 2 inventory spaces.


QUARTER STAFF AND WRAPS: A wooden walking staff fire tempered for hardness, 1,5 mt. in length. Includes fist-wraps for unarmed fighters.


EXOTIC WEAPONRY: Strange or unusual weapons from far away lands include chain whips, nunchaku, segment staff, and sword-of-rings. Work with your DM.


MAGIC

For a complete list of SPELLS and Magic rules go to...


LEVELING REWARDS

In orun D&D, when a character gains a new level, gains REWARDS depending of the LEVEL and TIER the character has. This gives your character something to strive for; something to become. These rewards are always representated by ITEMS.

A character gains a new LEVEL every two EXPERIENCE POINTS. The DM will tell to the character / party when get an EXPERIENCE POINT. This generally will be after a very challenging encounter, when finish an important plot or solving a problem of the story.

OPTIONAL (but highly recommended): At the DM's option, in addition to gaining a level, they can require each character to pay a mandatory amount of coins to get their Leveling Reward. This gives greater value and meaning to the fact of searching for treasures in the adventures.

Tier 1 Reward: 250 coins
Tier 2 Reward: 1.000 coins
Tier 3 Reward: 5.000 coins
Tier 4 Reward: 50.000 coins

The LEVELING REWARDS comes in the form of five PATHS:

PATH OF IRON: This is the mind of metal, the weapon master, the armorer, and the mechanic. Like iron, those who master this path become invulnerable to the forces that erode our world.

PATH OF SMOKE: You are the hidden. You are there and not there, ever changing, gone in an instant, and elemental as night itself. Dark indeed is the soul who walks down this shadowy road, for it often leads to a place that terrifies most mortals.

PATH OF MAGIC: Magic is alive, eternal. At its highest levels, the Path of Magic allows its masters to bend time and space, break the cosmic laws, and even dare the boundaries between dimensions.

PATH OF GROWTH: The cosmos is a great and ageless tree. Mastery of the Growth path renders its practicioner indistinguishable from the cosmic life force, and in this unity, there is great power.

PATH OF HAWK: You are the uncanny marksman. Be it guns, bow, or even darts, you specialize in incredible feats of accuracy. You are the tactician, the battlefield-controller. You select targets, focus fire, and leave the enemy no retreat.

When LEVELING UP, a player can choose a REWARD according to the following parameter:

Leveling Rewards Paths can be used with any character Class.

To access the Rewards of a TIER, you must be at least of a LEVEL according to the current Tier. You can get a Reward of a previous Tier.

• Leveling Rewards are bound to you, and cannot be given or traded with others (but can be lost or stolen in some circunstances if the DM wants to).

Players can switch PATHS at any time, mixing and matching to create all kinds of new synergies.

Each TIER you must choose ONE (AND ONLY ONE AND DIFFFERENT) CHARACTER CLASS TIER ABILITY when getting a LEVEL (player's choice) inside the TIER, instead of a LEVELING REWARD. That ability has no cost, if used the optional rule of mandatory payment.

PATH OF IRON LEVELING REWARDS

TIER I - LOCAL HERO (LEVELS 2 to 5)

• MARK OF THE FALCON: CARRIED, an iron symbol. All your CON rolls are EASY.

• DURANIUM SIGNET: A curious, indestructible ring. When EQUIPPED, ignore 1D4 damage done to you once per ROUND in battle.

KIT OF SPIKES: CARRY this equipment to give your gear a painful, toothy surface. When you MISS an attack roll in melee, inflict 1D4 damage on your target.

• WAR CALLER: EQUIP this metal-etched war horn, usually worn at the belt. When used as an action, it will earn the attention of all enemies or hostiles within a FAR radius. They will be fixed on you for 1D4 ROUNDS.

TIER II - HERO OF THE REALM (LEVELS 6 to 10)

• YOG WHETSTONE: A crystalline sharpening tool. CARRIED. Your edged weapons are so sharp, any time they do CRITICAL ULTIMATE! (d12) damage, target bleeds, taking 1D4 damage for 3 ROUNDS. This sharpness lets you chop almost any object in two with a simple CHECK.

• THE LAST DAGGER: This blade is indestructible. It acts as a MAGICAL (d10). If lost, you will find it again in 1D4 ROUNDS.

• SHIELD HARNESS: Straps affixed to a shield. EQUIPPED, you never drop your shield. Failed RANGED attacks against you ricochet back to their origin and damages them.

• WAR CHAIN: Attach to any single handed Weapon. That weapon can be thrown and return in the same action. Changing attachment takes 1 TURN.


TIER III - MASTER OF THE REALM (LEVELS 11 to 15)

•FIGHTER'S GEM: A black stone on a blocky necklace. EQUIP to add your STRENGTH to your WEAPON (d6) or HEAVY WEAPON (d8) damage.

• WORLD BREAKER: A collapsible duranium lance or javelin. It is a normal weapon, except when used against stone. If attacking stone, roll of natural 15+ destroys the target entirely, up to FAR cubic volume.

• STAR SPLINTERS: Tiny bits of an ultra-dense star. When CARRIED, you can't be moved against your will by any force except gravity.


TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)

• LIFE DRINKER: After 2 HEARTS ♥ of INT EFFORT, you create a supreme weapon of your own design. Each INT roll represents a week of work. The weapon does CRITICAL ULTIMATE! (d12) damage, and heals you for 1D4 HP with each hit.

• DURANIUM HAND: With 2 HEARTS ♥  of STR EFFORT, you design and build a prosthetic hand.  Each STR roll represents a week of work. The hand possess 3 INT SPELLS, adds 5 to your ARMOR, and 3 to your STR.

• THE IRON WILL: A metal ingot worn on a chain. When EQUIPPED if you kill a foe, roll an Critical, or inflict 10 or more damage, you can ATTACK again.


PATH OF SMOKE LEVELING REWARDS

TIER I - LOCAL HERO (LEVELS 2 to 5)

• MARK OF THE SERPENT: EQUIP this bracelet. You cannot be poisoned by normal venom or toxins. Also, you can create poisons with an INT check. Each check represent a day of work. Types: Slow, Paralysis, or Blindness.

• THE EBONY HOOD: This light-absorbing cloak and hood deflects attention. When EQUIPPED even when seen, enemies choose you as a target only if they have no other options.

• INT SPELL: SHROUD: Cast on a stationary person or object. Staying still, it cannot be seen by anyone except you for 1D4 ROUNDS.


TIER II - HERO OF THE REALM (LEVELS 6 to 10)

EYE OF THE BEYONDER: This glass eye can be installed with a physician's help. See heat, magical auras, and the truth in illusion magic. With a HARD  INT roll, you can even get glimpses through a wall, door or gate.

• SHADOW KNIVES: EQUIP this magical sheath. When you draw the dagger, another identical one materializes into the sheath. The knives are NEAR THROWN, MAGICAL, and dissipate seconds after being drawn.

• MASTERWORK TRAP KIT: CARRY this set of tools. Any ATTEMPTS involving traps are EASY. Also, create elaborate traps with 1 HEART ♥ of INT EFFORT.


TIER III - MASTER OF THE REALM (LEVELS 11 to 15)

• SWARMER DART: THROWN NEAR WEAPON, splits into 1D6 darts, hits up to 6 targets with just one ATTACK.

• CLOCKWORK WORM: A mechanical snake, made of duranium, that accepts basic commands.

• MARK OF KRONO: CARRY this silver totem. You can stay the passage of time. Make a HARD INT CHECK to hold the DM TIMER  for 1 ROUND.

• INT SPELL: DARKHEART: Touch one living target. Divine its vulnerabilities.

• WIS SPELL: FOG: Become a mass of dark mist or fog. Remain in this form up to 4 Rounds.


TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)

• CRYSTAL OF DOORS: EQUIP this crystal. With an INT roll, open a doorway to any location you can remember.

• MARK OF DEATH: EQUIP this amulet, a red skull. If you inflict 12 or more damage in a single attack, your target rolls DEFENSE or CON. If fails drops to 0 HP instantly.

• DEMON BOND RING: EQUIP this ring and you are guarded by a demon creature. It will appear either when you reach 1 HP or if summoned with a CHA roll as an action. It has 2 HEARTS ♥, and do MAGICAL damage claw attack.

• INT SPELL: WINDOW TO THE VOID: Open a portal into the dimension of nothingness. An unlimited number of objects can be placed inside. When the portal is closed, no time will pass for anything within. Each time the portal is opened, even from within, an INT roll to keep ti must be made.


PATH OF MAGIC LEVELING REWARDS

TIER I - LOCAL HERO (LEVELS 2 to 5)

• LIBRUM ARCANO: An ancient tome on all things MAGICAL. CARRY this book to heighten your magic power. A roll of 15+ when casting is now Critical.

• ELEMENTITE EYE: This metallic eye implanted with the help of a physician. Choose one element: Stone, wood, metal, air, ice, or fire. MAGICAL effects with that element are always DOUBLE.

• INT SPELL: SPELL NOVA: Any SPELL cast on the TURN following this cast, explodes in a NEAR radius area, and is considered critical (+ CRITICAL ULTIMATE! (d12) damage). If your cast roll fails with this SPELL, you cannot use magic for 1 Round.


TIER II - HERO OF THE REALM (LEVELS 6 to 10)

• INT SPELL: ILLUSION: Conjure illusions of any description. They can either last 1D4 ROUNDS, or be sustained by your constant and total attention.


• INT SPELL: LIFE: You can bring objects or dead things to a lifelike animated state, but only lasts 1D4 rounds. The nature of these puppets is a mystery, and can be very volatile.


• INT SPELL: DEATH: With a HARD INT roll, you can kill a living thing in sight with 2 HEARTS ♥ or less. Their only chance for survival is to make a CON roll, which will leave them with 1 HP.

• MARK OF LOKUS: EQQUIP a bracelet with interlacing horn motifs. The arm where this is worn slowly changes into a barbed, crab-like claw or twisting ridged weapon shape. It acts as a MAGICAL (d10) and is terrifying.


TIER III - MASTER OF THE REALM (LEVELS 11 to 15)

• AMULET OF THE INFERNALS: EQUIP this item to gain dominion over demonic creatures and infernals. As an action command them with a CHA roll, or summon 1D4 of them with an INT roll.


• INT SPELL: RAVEN: Assume the form of, or conjure, 1D10 ravens. The birds are living things, with your INT. In raven form, cast SPELLS with a HARD roll, but you can't speak or use gear.

• INT SPELL: WARDEN: Choose a plant or wild animal and imbue it with the mystery of Magic. Double its HEARTS, double all its EFFORT, and it cannot be harmed by non-MAGICAL means.


TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)

• SKELETAL HAND: A skeletal prosthesis. It acts as the one and only key to a Dimensional gate that allows to travel to o between planes.

• FORMLESS RING: When EQUIPPED, you can reroll your ATTEMPTS.

• INT SPELL: FOUNDATION: Call forth 1 massive column of an element for each point in INT. They are colossal towers, rising upward up to 1,5 km.


PATH OF GROWTH LEVELING REWARDS

TIER I - LOCAL HERO (LEVELS 2 to 5)

GREEN BARK: A leaf-pattern cloak. When EQUIPPED gives +3 ARMOR. The pattern adapts to any natural surroundings, making you nearly invisible when stationary.

• FEATHER OF ARAK: CARRIED totem, take the shape of a bird for 1D4 Rounds. The bird obbeys your commands.

• GREENBOW: A longbow made of living elm. It is MAGICAL (d10) and grows a new arrow for each fired, and can never hit a friendly target. The arrows will grow into small trees wherever they stick.

• WIS SPELL: WILD CALL: Call upon an animal or small group of animals within 1,5 km.


TIER II - HERO OF THE REALM (LEVELS 6 to 10)

• RAZOR VINE: EQUIP this bracer-wrapping item. With it, grappling or pulling STR rolls are always EASY, and it has a FAR reach. It can be severed, but will regrow in 1D4 ROUNDS.


• SEEDS OF AT'AR: CARRY these 5 little seeds. Each can only be used once. When planted with soil and water, they explode into a colossal growth of flowers, trees, thickets and vines. If unchecked, this mass of growth will go on for up to 8 km. over the course of a few days.

• WIS SPELL: STICK MAN: Assemble a construct of sticks and pebbles. It is humanoid, up to 4 mt. tall, and has 3 HEARTS ♥ . It has no attacks, but can obey commands. It crumbles away the instant you take any damage.


TIER III - MASTER OF THE REALM (LEVELS 11 to 15)

•GREENKIN GLOVES: When EQUIPPED gives +3 ARMOR. These gloves grip living wood or uncut stone with profound strength. On these surfaces, climb in any direction with no roll, and no known force can pull you away against your will.

• SKULL OF ORMO: EQUIP a one-of-a-kind glyphed elk skull for +2 ARMOR. Also, any EFFORT of 4 or less done with a WIS SPELL can be re-rolled, choose the better roll.

• WIS SPELL: WARD: Forcefully separate two touching objects or creatures you can see. This effect holds as long as you give it total attention.


TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)


• GREENHEART: CARRY this amulet. If you drop to 0 HP, you will return to 1 HP in 1D4 ROUNDS. If you are killed utterly, regrow to live again in 1D4 days.

• QUIVER OF A THOUSAND ARROWS: With a WIS roll, describe a type of special arrow. That arrow will grow into the quiver in 1 ROUND. If you want to make the same arrow again, no roll is needed.

• STAFF OF PINES: This MAGICAL weapon can instantly grow up to 10 massive pines with a WIS roll, anywhere.

• STAFF OF STORMS: A MAGICAL weapon that lets you cast LIGHTNING BOLT at maximum damage every time.


PATH OF HAWK LEVELING REWARDS

TIER I - LOCAL HERO (LEVELS 2 to 5)

•ELEMENTAL AMMO: As you make a ranged atteck, declare an element: fire, ice, stone or metal. Your shot becomes this element, releasing that effect on impact.

• MARKSMAN'S GLOVES: EQUIP these high-grip gloves give you a hold on ranged weapons. No non-MAGICAL means can force you to drop that weapon.

• WEAPON RUCK: You can carry up to 20 ranged weapons in this harness. The harness only occupies 1 of your CARRY slots.

• CRYSTAL FLARES: Attach to a shot. A target hit for 1 or more damage is now marked with a glaring bright pink magnesium spark for 1D6 ROUNDS.


TIER II - HERO OF THE REALM (LEVELS 6 to 10)

• SPLIT SHOT: Call a shot as split. This roll is HARD, and break your round in two. If you beat the TARGET DIFFICULTY, you hit two targets at the same time. If you fail, you hit just one target.

• GRAV AMMO: With a HARD shot, hit a target with a grav round. All shots by you and allies afterward are EASY.

• RING OF RICOCHET: When EQUIP this MAGICAL ring, you have an uncanny ability to bounce shots off of surfaces, up to 6 different rebounds. If you make a kill with such a shot, your enemies must make a CHA roll or be terrified.



TIER III - MASTER OF THE REALM (LEVELS 11 to 15)

• REAPER AMMO:
Spend 1 extra TURN holding a shot, making it a REAPER. This shot will penetrate its target and continue in a straight line for 1,5 km. doing damage to any targets in that line.

• REFRACTOR CLOAK: EQUIP this master-crafted cloak to deflect missiles of all kinds. If hit by a ranged attack, roll 1D6. On a 4, 5, or 6 the attack is deflected.

• BLOOD SIGHTS: This head piece can work with goggles or on its own. When EQUIPPED you can take a TURN to examine a target, you see its workings, determining a weak point at once.


TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)

•MASTERWORK WEAPON KIT:
Choose a ranged weapon, add +4 EFFORT damage with it.

• CHAIN REACTOR: You have an ability to bounce shots on a targets inner parts such as bones. Your shots now chain react. For any DAMAGE rolled over 3, roll DAMAGE again.

• PORTABLE SIEGE MODULE: As an action this wonder can be reconfigured and added into ANY type of ranged weapon. The weapon is deadly in power, never requiring ammo, and adding 1D10 DAMAGE to every shot. The different forms the module takes include their native properties of the weapon. The module can also be compacted into a pod-like form, easily stowed and concealed, occupying 1 EQUIPPED slot.


PRICE LIST

Fantasy games are focused on COIN as a key element of progression and reward. COIN can be great in that players are given control over how their efforts are rewarded, if they can find what they seek to buy. It can also save the GM time.
Consider 1 COIN to be fair pay for 1 day's work.

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Meal and Bed for a Night: 1 COIN

Basic Equipment individual items: 5 COINS

Weapons: 10 COINS

Heavy or Large Weapons: 20 COINS

Siege or Mechanical Weapons: 500 COINS

Armor or Shield: 5 COINS per Defense point

Heavy Armor or Shield: (+3 Defense or higher) 15 COINS per Defense point

Supplies for long voyage or ship: 10 COINS

Starter Class Equipment Item: 50 COINS

Shabby Equipment Item: 10-50 COINS

Basic Equipment Item: 25-75 COINS

Epic Equipment Item: 200 COINS

House: 500 COINS

Retainer/Thug/Porter:  1 COIN per day


Leveling Reward: by Tier.


RANDOM ORIGIN, GOALS AND STORIES

A series of tables to determine randomly those concepts or get some idea of them. Roll 1D20 for each.

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ORIGINS

1: A ragtag band of merry adventurers suddenly mistaken for mighty heroes.
2: Anointed dragonslayers bound by a sacred oath.
3: Hapless captives of some unseen mastermind, plunged into a fight for survival.
4: An elite squad of Knights tasked with sealing some kind of under-realm.
5: Fallen heroes from a kingdom hired to aid against a rising Serpent empire.
6: Anonymous do-gooders set to make right the grim life of the poor.
7: Farmers and goat-herds who alone survive to avenge their village.
8: The crew of a black-sailed pirate ship, set to plunder and wench their way around the globe.
9: A team sent to make allies, before their realm is destroyed.
10: Strangers brought together by a mysterious runic birthmark that glows with weird power.
11: Wizard's apprentices yanked from their studies by a cosmic cataclysm.
12: A band of bloodthirsty raiders and reavers who demand their piece of the world.
13: Youngsters who have come of age and are sent into the wilderness to prove their strength.
14: All that remain of a doomed army in a hostile land, just trying to get home.
15: Haggard, washed up warriors posted on a remote frontier.
16: The greatest trophy hunters, assembled for the greatest hunt of their lives.
17: A band wandering the wide world for thrills and glory.
18: The last of a Priesthood, searching for the site of their monastery fortress.
19: Dimension-travelers from the outer rings, searching the multiverse for something.
20: A family fleeing the hatred of all folk.

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GOALS

1: Escape the relentless pursuit of a Mage, who made you the way you are.
2: Destroy an eldritch green gem that drives people mad with frenzy.
3: Send a Lich back to his dusty tomb before he reaches full power.
4: Deliver a Royal Decree to the ship builders of a remote land.
5: Rescue a Prince or Princess.
6: Cripple a siege force before they reach some kind of fortification.
7: Purify a tomb which emanates some kind of elusive red lightning.
8: Recover the most legendary weapon in the realm.
9: Solve the gloomy curse on a folk, putting their ghosts to rest at last.
10: Kill an abomination, a hybrid monstrosity of the under-realm.
11: Follow a shaman's map which drives to a treasure.
12: Make it to a city which ends in a ruckus of foam and laughter.
13: Earn a place in the ranks of a knighthood by passing their infamous trials.
14: Seal the magic gate that holds evil hordes before they can enter to the world.
15: Heal a temporal riot that slowly is destroying a land.
16: Reset a cosmic clocks before an entire island sinks into the abyss.
17: Dare the depths of a grave, and seal a watery tomb forever.
18: Eliminate the leader of a band and his mock-court of thugs and murderers.
19: Realign the glow-stones to end the tremors that threaten the under a mountain.
20: Set sails to aid a comunity of monks in their ritual before a dimensional storm tears reality apart.

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STORIES

1: Born in war, bound by blood, sworn to revenge.
2: You are the last of a group of chosen by folk.
3: A refugee of atrocities but still touched by your memories.
4: Once a slave, now an under spoken avenger.
5: Born in a far land made you a cold-blooded person.
6: The last son of a decimated house, where enemies have taken the land.
7: Haunted by a kind of introspective madness but driven by a cruel oath.
8: On a desperate, never-ending search for family and kin, uncovering dark secrets.
9: An outlander of the high steppes, wandered down to see what all the fuss is about.
10: A troubled trapper, waylayed from the trade routes by intrigue and death.
11: Trained at sea but marooned for years, where the madness came.
12: A escaped child of an under-dark place, haunted by the skinless ghosts of that hell.
13: You are the proud stone worker on the frontier of a protective wall.
14: Soot-covered delver of mines and loyal to a family.
15: A mercenary, now fed up with politics.
16: An outlander, driven from an ancestral jungle.
17: Last of a race of child soldiers eager to cleanse a tarnished name.
18: Pupil of ship makers, with wide eyes on a wider world.
19: A greedy pauper looking to sucker the far-lookers for coin.
20: A retired general, seeking some few moments of peace before the end.


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