The Blackguard

Before the war with the fae, there were several kingdoms of men. Due to the common enemy that was killing humans indiscriminately, the smaller kingdoms begrudgingly turned their soverignty over to Valencia in order to create a unified front. Even after the war was over, Valencia never relinquished that power.

With no rival countries, and the fae no longer a threat, a period of peace descended over the realm that has lasted for hundreds of years. As such, while there is a standing army, it is small and mostly ceremonial. Most of the patrolling and fighting of lesser threats are done by the Blackguard: men and women sentenced for their crimes, to serve out the remainder of their days in military service to Valencia. To ensure their obedience, these men and women of the Blackguard swear their allegiance on the Oathstone, one of the few remaining relics from the time of the fae.

Upon swearing on the stone, the oathtaker becomes compelled to adhere to their oaths. Only with incredible force of will could a person deviate from their oaths, and even then, it would be done with incredible pain and even death.

The oath taken by the Blackguard was known as the Sacramentum:

I swear that I shall faithfully execute all that the Emperor commands, that I shall never desert the service, and that I shall not seek to avoid death for the Republic of Valencia

New Rules

Sanctuaries

Special safe places particularly suited to rest, recovery, and training, usually overseen by a host willing to welcome travellers.

Lore (New Skill)

Your Intelligence (Lore) check measures your ability to recall unusual and obscure information about old legends, ancient war gear, bits of song, rare artefacts, and the reading of runes. Lore replaces the Arcana skill.

Fae-Lore (New Skill)

A dark branch of knowledge, Intelligence (Fae-lore) checks allow you to share what you’ve learned about the ways of the fae and the various creatures that stalk through the shadowsthat serve them. Where Lore deals with the past, fae-lore deals with the present and the rising threat of the fae’s many minions.

Inspiration

When you have Inspiration, you can expend it to give yourself Advantage on a d20 Test. You must decide to do so before rolling the die.

Gaining Inspiration

The main way a character gains Inspiration is by rolling a 20 for a d20 Test. The DM can also award Inspiration to a character who’s done something that is particularly heroic or amusing.

Only One at a Time

You can never have more than one instance of Inspiration. If something gives you Inspiration and you already have it, you can give Inspiration to a player character in your group who lacks it.

Losing Inspiration

If you still have Inspiration when you start a Long Rest, you lose that Inspiration.

 

 

Lifepath

Character origins are determined by rolling on the lifepath tables below.

Parents

You had parents, of course, even if they didn’t raise you. To determine what you know about these people, use the Parents table. If you want, you can roll separately on the table for your mother and your father.

d100 Parents
01–95 You know who your parents are or were.
96–00 You do not know who your parents were.

Birthplace

After establishing your parentage, you can determine where you were born by using the Birthplace table. (Modify the result or roll again if you get a result that’s inconsistent with what you know about your parents.) Once you have a result, roll percentile dice. On a roll of 00, a strange event coincided with your birth: the moon briefly turning red, all the milk within a mile spoiling, the water in the area freezing solid in midsummer, all the iron in the home rusting or turning to silver, or some other unusual event of your choice.

Number of Siblings
d10 Siblings
2 or lower None
3–4 1d3
5–6 1d4 + 1
7–8 1d6 + 2
9–10 1d8 + 3
Birth Order
2d6 Birth Order
2 Twin, triplet, or quadruplet
3–7 Older
8–12 Younger
Birthplace
d100 Location
01–50 Home
51–55 Home of a family friend
56–63 Home of a healer or midwife
64–65 Carriage, cart, or wagon
66–68 Barn, shed, or other outbuilding
69–70 Cave
71–72 Field
73–74 Forest
75–77 Temple
78-79 Battlefield
80–81 Alley or street
82–83 Brothel, tavern, or inn
84–85 Castle, keep, tower, or palace
86-87 Sewer or rubbish heap
88–89 Among people of a different race
90–92 On board a boat or a ship
93–94 In a prison or in the headquarters of a secret organization
95–96 In a sage’s laboratory
97–00 In the Fae Lands

Siblings

You might be an only child or one of many children. Your siblings could be cherished friends or hated rivals. Roll on the Number of Siblings table to determine how many brothers or sisters you have. Then, roll on the Birth Order table for each sibling to determine that person’s age relative to yours (older, younger, or born at the same time).

Occupation. For each sibling of suitable age, roll on the Occupation supplemental table to determine what that person does for a living.

Alignment. You can choose your siblings’ alignments or roll on the Alignment supplemental table.

Status. By now, each of your siblings might be alive and well, alive and not so well, in dire straits, or dead. Roll on the Status supplemental table.

Relationship. You can roll on the Relationship supplemental table to determine how your siblings feel about you. They might all have the same attitude toward you, or some might view you differently from how the others do.

Other Details. You can decide any other details you like about each sibling, including gender, personality, and place in the world.

 

 

Family and Friends

Who raised you, and what was life like for you when you were growing up? You might have been raised by your parents, by relatives, or in an orphanage. Or you could have spent your childhood on the streets of a crowded city with only your fellow runaways and orphans to keep you company.

Use the Family table to determine who raised you. If you know who your parents are but you get a result that does not mention one or both of them, use the Absent Parent table to determine what happened.

Next, refer to the Family Lifestyle table to determine the general circumstances of your upbringing. The result on that table includes a number that is applied to your roll on the Childhood Home table, which tells you where you spent your early years. Wrap up this section by using the Childhood Memories table, which tells you how you were treated by other youngsters as you were growing up.

Supplemental Tables. You can roll on the Relationship table to determine how your family members or other important figures in your life feel about you. You can also use the Occupation and Alignment tables to learn more about the family members or guardians who raised you.

Family
d100 Family
01 None
02 Institution, such as an asylum
03 Temple
04–05 Orphanage
06–07 Guardian
08–15 Paternal or maternal aunt, uncle, or both; or extended family such as a tribe or clan
16–25 Paternal or maternal grandparent(s)
26–35 Adoptive family (same or different race)
36–55 Single father or stepfather
56–75 Single mother or stepmother
76–00 Mother and father
Absent Parent
d4 Fate
1 Your parent died (roll on the Cause of Death supplemental table).
2 Your parent was imprisoned, enslaved, or otherwise taken away.
3 Your parent abandoned you.
4 Your parent disappeared to an unknown fate.
Family Lifestyle
3d6 Lifestyle*
3 Wretched (–40)
4–5 Squalid (–20)
6–8 Poor (–10)
9–12 Modest (+0)
13–15 Comfortable (+10)
16–17 Wealthy (+20)
18 Aristocratic (+40)
*Use the number in this result as a modifier to your roll on the Childhood Home table.
Childhood Home
d100* Home
0 or lower On the streets
1–20 Rundown shack
21–30 No permanent residence; you moved around a lot
31–40 Encampment or village in the wilderness
41–50 Apartment in a rundown neighborhood
51–70 Small house
71–90 Large house
91–110 Mansion
111 or higher Palace or castle

*After making this roll, apply the modifier from the Family Lifestyle table to arrive at the result.

Childhood Memories
3d6 + Cha mod Memory
3 or lower I am still haunted by my childhood, when I was treated badly by my peers.
4–5 I spent most of my childhood alone, with no close friends.
6–8 Others saw me as being different or strange, and so I had few companions.
9–12 I had a few close friends and lived an ordinary childhood.
13–15 I had several friends, and my childhood was generally a happy one.
16–17 I always found it easy to make friends, and I loved being around people.
18 or higher Everyone knew who I was, and I had friends everywhere I went.

 

 

Background

Roll on the appropriate table in this section as soon as you decide your background.

Acolyte
d6 I became an acolyte because …
1 I ran away from home at an early age and found refuge in a temple.
2 My family gave me to a temple, since they were unable or unwilling to care for me.
3 I grew up in a household with strong religious convictions. Entering the service of one or more gods seemed natural.
4 An impassioned sermon struck a chord deep in my soul and moved me to serve the faith.
5 I followed a childhood friend, a respected acquaintance, or someone I loved into religious service.
6 After encountering a true servant of the gods, I was so inspired that I immediately entered the service of a religious group.
Artisan
d6 I became a artisan because …
1 I was apprenticed to a master who taught me the guild’s business.
2 I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an apprentice.
3 One of my family members who belonged to the guild made a place for me.
4 I was always good with my hands, so I took the opportunity to learn a trade.
5 I wanted to get away from my home situation and start a new life.
6 I learned the essentials of my craft from a mentor but had to join the guild to finish my training.
Charlatan
d6 I became a charlatan because …
1 I was left to my own devices, and my knack for manipulating others helped me survive.
2 I learned early on that people are gullible and easy to exploit.
3 I often got in trouble, but I managed to talk my way out of it every time.
4 I took up with a confidence artist, from whom I learned my craft.
5 After a charlatan fleeced my family, I decided to learn the trade so I would never be fooled by such deception again.
6 I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of poverty.
Criminal
d6 I became a criminal because …
1 I resented authority in my younger days and saw a life of crime as the best way to fight against tyranny and oppression.
2 Necessity forced me to take up the life, since it was the only way I could survive.
3 I fell in with a gang of reprobates and ne’er-do-wells, and I learned my specialty from them.
4 A parent or relative taught me my criminal specialty to prepare me for the family business.
5 I left home and found a place in a thieves’ guild or some other criminal organization.
6 I was always bored, so I turned to crime to pass the time and discovered I was quite good at it.
Entertainer
d6 I became an entertainer because …
1 Members of my family made ends meet by performing, so it was fitting for me to follow their example.
2 I always had a keen insight into other people, enough so that I could make them laugh or cry with my stories or songs.
3 I ran away from home to follow a minstrel troupe.
4 I saw a bard perform once, and I knew from that moment on what I was born to do.
5 I earned coin by performing on street corners and eventually made a name for myself.
6 A traveling entertainer took me in and taught me the trade.
Hermit
d6 I became a hermit because …
1 My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement.
2 I am comfortable with being isolated, as I seek inner peace.
3 I never liked the people I called my friends, so it was easy for me to strike out on my own.
4 I felt compelled to forsake my past, but did so with great reluctance, and sometimes I regret making that decision.
5 I lost everything — my home, my family, my friends. Going it alone was all I could do.
6 Society’s decadence disgusted me, so I decided to leave it behind.

 

 

Noble
d6 I became a noble because …
1 I come from an old and storied family, and it fell to me to preserve the family name.
2 My family has been disgraced, and I intend to clear our name.
3 My family recently came by its title, and that elevation thrust us into a new and strange world.
4 My family has a title, but none of my ancestors have distinguished themselves since we gained it.
5 My family is filled with remarkable people. I hope to live up to their example.
6 I hope to increase my family’s power and influence.
Outlander
d6 I became an outlander because …
1 I spent a lot of time in the wilderness as a youngster, and I came to love that way of life.
2 From a young age, I couldn’t abide the stink of the cities and preferred to spend my time in nature.
3 I came to understand the darkness that lurks in the wilds, and I vowed to combat it.
4 My people lived on the edges of civilization, and I learned the methods of survival from my family.
5 After a tragedy I retreated to the wilderness, leaving my old life behind.
6 My family moved away from civilization, and I learned to adapt to my new environment.
Soldier
d6 I became a soldier because …
1 I joined the militia to help protect my community from monsters.
2 A relative of mine was a soldier, and I wanted to carry on the family tradition.
3 The local lord forced me to enlist in the army.
4 War ravaged my homeland while I was growing up. Fighting was the only life I ever knew.
5 I wanted fame and fortune, so I joined a mercenary company, selling my sword to the highest bidder.
6 Invaders attacked my homeland. It was my duty to take up arms in defense of my people.
Sage
d6 I became a sage because …
1 I was naturally curious, so I packed up and went to a university to learn more about the world.
2 My mentor’s teachings opened my mind to new possibilities in that field of study.
3 I was always an avid reader, and I learned much about my favorite topic on my own.
4 I discovered an old library and pored over the texts I found there. That experience awakened a hunger for more knowledge.
5 I impressed a wizard who told me I was squandering my talents and should seek out an education to take advantage of my gifts.
6 One of my parents or a relative gave me a basic education that whetted my appetite, and I left home to build on what I had learned.
Sailor
d6 I became a sailor because …
1 I was press-ganged by pirates and forced to serve on their ship until I finally escaped.
2 I wanted to see the world, so I signed on as a deckhand for a merchant ship.
3 One of my relatives was a sailor who took me to sea.
4 I needed to escape my community quickly, so I stowed away on a ship. When the crew found me, I was forced to work for my passage.
5 Reavers attacked my community, so I found refuge on a ship until I could seek vengeance.
6 I had few prospects where I was living, so I left to find my fortune elsewhere.
Urchin
d6 I became an urchin because …
1 Wanderlust caused me to leave my family to see the world. I look after myself.
2 I ran away from a bad situation at home and made my own way in the world.
3 Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive.
4 A notorious thief looked after me and other orphans, and we spied and stole to earn our keep.
5 One day I woke up on the streets, alone and hungry, with no memory of my early childhood.
6 My parents died, leaving no one to look after me. I raised myself.

 

 

Class Training

If you haven’t chosen your class yet, do so now, keeping in mind your background and all the other details you have established so far. Once you’ve made your selection, roll a d6 and find the number you rolled on the appropriate table in this section, which describes how you came to be a member of that class.

Slayer
d6 I became a slayer because …
1 My devotion to my people lifted me in battle, making me powerful and dangerous.
2 The spirits of my ancestors called on me to carry out a great task.
3 I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach.
4 I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me.
5 I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations.
6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer.
Warden
d6 I became a warden because …
1 I awakened my latent musical abilities through trial and error.
2 I was a gifted performer and attracted the attention of a master warden who schooled me in the old techniques.
3 I joined a loose society of scholars and orators to learn new techniques of performance and lore.
4 I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story.
5 I joined one of the great colleges to learn old lore and the art of performance.
6 I picked up a musical instrument one day and instantly discovered that I could play it.
Warrior
d6 I became a warrior because …
1 I wanted to hone my combat skills, and so I joined a war college.
2 I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself.
3 Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature.
4 I joined the army and learned how to fight as part of a group.
5 I grew up fighting, and I refined my talents by defending myself against people who crossed me.
6 I could always pick up just about any weapon and know how to use it effectively.
Wanderer
d6 I became a wanderer because …
1 I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization.
2 I always had a way with animals, able to calm them with a soothing word and a touch.
3 I suffer from terrible wanderlust, so being a wanderer gave me a reason not to remain in one place for too long.
4 I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization’s borders.
5 I met a grizzled wanderer who taught me woodcraft and the secrets of the wild lands.
6 I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments.
Treasure Hunter
d6 I became a treasure hunter because …
1 I’ve always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world.
2 An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort.
3 An experienced treasure hunter saw something in me and taught me several useful tricks.
4 I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential.
5 I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation.
6 I’m a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb.
Scholar
d6 I became a scholar because …
1 An old scholar chose me from among several candidates to serve an apprenticeship.
2 When I became lost in a forest, an old hermit took me in, and taught me what they knew.
3 I grew up listening to tales of great scholars and knew I wanted to follow their path. I strove to be accepted at an academy and succeeded.
4 One of my relatives was an accomplished scholar who decided I was smart enough to learn the craft.
5 While exploring an old tomb, library, or temple, I found an ancient book of runes. I was immediately driven to learn all I could about becoming a scholar.
6 I was a prodigy who demonstrated mastery over everything I studied. When I became old enough to set out on my own, I did so to learn more and expand my power.

 

 

Life Events

No matter how long you’ve been alive, you have experienced at least one signature event that has markedly influenced your character. Life events include wondrous happenings and tragedies, conflicts and successes, and encounters with the unusual. They can help to explain why your character became an adventurer, and some might still affect your life even after they are long over.

The older a character is, the greater the chance for multiple life events, as shown on the Life Events by Age table. If you have already chosen your character’s starting age, see the entry in the Life Events column that corresponds to how old you are. Otherwise, you can roll dice to determine your current age and number of life events randomly.

After you know the number of life events your character has experienced, roll once on the Life Events table for each of them. Many of the results on that table direct you to one of the secondary tables that follow. Once you have determined all of your character’s life events, you can arrange them in any chronological order you see fit.

Life Events by Age
d100 Current Age Life Events
01–20 20 years or younger 1
21–59 21–30 years 1d4
60–69 31–40 years 1d6
70–89 41–50 years 1d8
90–99 51–60 years 1d10
00 61 years or older 1d12
Life Events
d100 Event
01–10 You suffered a tragedy. Roll on the Tragedies table.
11–20 You gained a bit of good fortune. Roll on the Boons table.
21–30 You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest.
31–40 You made an enemy of an adventurer. Roll a d6. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character’s identity and the danger this enemy poses to you.
41–50 You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began.
51–70 You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
71–75 You met someone important. Use the supplemental tables to determine this character’s identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory.
76–80 You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered.
81–85 You had a supernatural experience. Roll on the Supernatural Events table to find out what it was.
86–90 You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war.
91–95 You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you.
96–99 You encountered something magical. Roll on the Arcane Matters table.
00 Something truly strange happened to you. Roll on the Weird Stuff table.

 

 

Secondary Tables

These tables add detail to many of the results on the Life Events table. The tables are in alphabetical order.

Adventures
d100 Outcome
01–10 You nearly died. You have nasty scars on your body, and you are missing an ear, 1d3 fingers, or 1d4 toes.
11–20 You suffered a grievous injury. Although the wound healed, it still pains you from time to time.
21–30 You were wounded, but in time you fully recovered.
31–40 You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray hair.
41–50 You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage.
51–60 You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions.
61–70 You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate.
71–80 You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll.
81–90 You found some treasure on your adventure. You have 2d6 gp left from your share of it.
91–99 You found a considerable amount of treasure on your adventure. You have 1d20 + 50 gp left from your share of it.
00 You came across a magic item (of the DM’s choice).
Boons
d10 Boon
1 A friendly scholar gave you a potion (of the DM’s choice).
2 You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperiled. Determine details about this character by using the supplemental tables and working with your DM.
3 You found a riding horse.
4 You found some money. You have 1d20 gp in addition to your regular starting funds.
5 A relative bequeathed you a simple weapon of your choice.
6 You found something interesting. You gain one additional trinket.
7 You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum.
8 A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose.
9 You found a treasure map.
10 A distant relative left you a stipend that enables you to live at the comfortable lifestyle for 1d20 years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period.
Crime
d8 Crime
1 Murder
2 Theft
3 Burglary
4 Assault
5 Smuggling
6 Kidnapping
7 Extortion
8 Counterfeiting
Punishment
d12 Punishment
1–3 You did not commit the crime and were exonerated after being accused.
4–6 You committed the crime or helped do so, but nonetheless the authorities found you not guilty.
7–8 You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred.
9–12 You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time.

 

 

Supernatural Events
d100 Event
01–05 You were ensorcelled by a fae and enslaved for 1d6 years before you escaped.
06–10 You saw a demon and ran away before it could do anything to you.
11–15 A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it’s not evil already), and you start the game with an additional 1d20 + 50 gp.
16–20 You woke up one morning miles from your home, with no idea how you got there.
21–30 You visited an ancient holy site and felt the presence of the divine there.
31–40 You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort.
41–50 You escaped certain death and believe it was the intervention of a god that saved you.
51–60 You witnessed a minor miracle.
61–70 You explored an empty house and found it to be haunted.
71–75 You were briefly possessed. Roll a d6 to determine what type of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fae; 5, elemental; 6, undead.
76–80 You saw a ghost.
81–85 You saw a ghoul feeding on a corpse.
86–90 A celestial or a fiend visited you in your dreams to give a warning of dangers to come.
91–95 You briefly visited the Fae Wood.
96–00 You saw a portal that you believe leads to another plane of existence.
Tragedies
d12 Tragedy
1–2 A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how.
3 A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did.
4 You lost all your possessions in a disaster, and you had to rebuild your life.
5 You were imprisoned for a crime you didn’t commit and spent 1d6 years at hard labor, in jail, or shackled to an oar in a slave galley.
6 War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else.
7 A lover disappeared without a trace. You have been looking for that person ever since.
8 A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member.
9 You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you.
10 For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live.
11 A romantic relationship ended. Roll a d6. An odd number means it ended with bad feelings, while an even number means it ended amicably.
12 A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a d12. On a 1, you were responsible, whether directly or indirectly.
War
d12 War Outcome
1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle.
2–3 You were badly injured in the fight, and you still bear the awful scars of those wounds.
4 You ran away from the battle to save your life, but you still feel shame for your cowardice.
5–7 You suffered only minor injuries, and the wounds all healed without leaving scars.
8–9 You survived the battle, but you suffer from terrible nightmares in which you relive the experience.
10–11 You escaped the battle unscathed, though many of your friends were injured or lost.
12 You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery.

 

 

Weird Stuff
d12 What Happened
1 You were turned into a toad and remained in that form for 1d4 weeks.
2 You were petrified and remained a stone statue for a time until someone freed you.
3 You were enslaved by a hag, a satyr, or some other being and lived in that creature’s thrall for 1d6 years.
4 A dragon held you as a prisoner for 1d4 months until adventurers killed it.
5 You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped.
6 You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer.
7 You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behavior might linger.
8 A lover of yours was secretly a silver dragon.
9 You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. You escaped, but you fear they will find you.
10 You met a demigod, an archdevil, an archfae, a demon lord, or a titan, and you lived to tell the tale.
11 You were swallowed by a giant fish and spent a month in its gullet before you escaped.
12 A powerful being granted you a wish, but you squandered it on something frivolous.

 

 

Supplemental Tables

The supplemental tables below give you a way to randomly determine characteristics and other facts about individuals who are part of your character’s life. Use these tables when directed to do so by another table, or when you simply want to come up with a piece of information quickly. The tables are in alphabetical order.

Alignment
3d6 Alignment
3 Chaotic evil (50%) or chaotic neutral (50%)
4–5 Lawful evil
6–8 Neutral evil
9–12 Neutral
13–15 Neutral good
16–17 Lawful good (50%) or lawful neutral (50%)
18 Chaotic good (50%) or chaotic neutral (50%)
Cause of Death
d12 Cause of Death
1 Unknown
2 Murdered
3 Killed in battle
4 Accident related to class or occupation
5 Accident unrelated to class or occupation
6–7 Natural causes, such as disease or old age
8 Apparent suicide
9 Torn apart by an animal or a natural disaster
10 Consumed by a monster
11 Executed for a crime or tortured to death
12 Bizarre event, such as being hit by a meteorite, struck down by an angry god, or killed by a hatching slaad egg
Class
d6 Class
01 Scholar
02 Slayer
03 Treasure Hunter
04 Wanderer
05 Warden
06 Warrior
Occupation
d100 Occupation
01–05 Academic
06–10 Adventurer (roll on the Class table)
11 Aristocrat
12–26 Artisan or guild member
27–31 Criminal
32–36 Entertainer
37–38 Exile, hermit, or refugee
39–43 Explorer or wanderer
44–55 Farmer or herder
56–60 Hunter or trapper
61–75 Laborer
76–80 Merchant
81–85 Politician or bureaucrat
86–90 Priest
91–95 Sailor
96–00 Soldier
Relationship
3d4 Attitude
3–4 Hostile
5–10 Friendly
11–12 Indifferent
Status
3d6 Status
3 Dead (roll on the Cause of Death table)
4–5 Missing or unknown
6–8 Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
9–12 Alive and well
13–15 Alive and quite successful
16–17 Alive and infamous
18 Alive and famous

 

 

Race & Background

Before choosing your character’s Class, it’s time to consider the character’s origin. Who are the character’s ancestors? And how did the character spend the years leading up to a life of adventure? To help answer those questions, you choose three things for the character:

  • a Race
  • a Background
  • a language

A character’s Race represents ancestry and confers game traits to the character. A character’s Background is a collection of characteristics that represent the plce and occupation that were most formative for the character. The Character Origin Overview table lists the traits your character gains from Race and Background.

Racial Traits

Creature Type Every character and monster in the game has a Creature Type.


Size A character’s Size determines the amount of space the character occupies, as explained in the 2014 Player’s Handbook.


Speed Speed fuels a character’s movement, as explained in the 2014 Player’s Handbook.


Life Span This life span is an average for a member of the Race—assuming the dangers of adventure don’t shorten that span!


Special Traits Each Race provides special traits—a collection of abilities that characters gain from their ancestors.

Background Traits

Ability Score Bonus A Background grants a +2 bonus to one ability score and a +1 bonus to a different one.


Skill Proficiencies You get two Skill Proficiencies from a Background.


Tool Proficiency Each Background gives Tool Proficiency with one tool.


Language A character learns one language from a Background.


Feat Each Background provides a 1st-level Feat—a special ability acquired in the character’s past.


Equipment A Background provides a portion of a character’s starting equipment, with the rest coming from Class.


After choosing a Race and a Background, you choose a language that your character knows, in addition to the Common tongue and whatever language you gained from the Background you chose.

Humans

Found throughout the multiverse, humans are as varied as they are numerous. They are relatively short-lived, but they strive to achieve as much as they can in the years they are given. They are skilled pioneers and artisans. They are builders of nations, roads, cities, and ships. They strive to secure their place in the world and in the annals of history by creating art, amassing wealth, making laws, and questing for immortality. Their ambition and resourcefulness are commended, respected, and feared.

Human Traits

  • Creature Type: Humanoid
  • Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this Race
  • Speed: 30 feet
  • Life Span: 80 years on average

As a Human, you have these special traits.

  • Resourceful. You gain Inspiration* whenever you finish a Long Rest.*
  • Skillful. You gain Proficiency in one Skill of your choice.
  • Versatile. You gain the Skilled Feat or another 1st-level Feat of your choice.

 

 

Character Backgrounds

Your character’s Background is a collection of characteristics that represent the place and occupation that were most formative for the character before they embarked on a life of adventure.


No matter which Background you choose, consider these questions from your character’s viewpoint:

  • How does your Background influence your current worldview?
  • Do you embrace or reject your Background?
  • Did you form any relationships during your Background that endure today?

Background Features

Ability Scores. When you determine your character’s ability scores, choose two of them, and increase one by 2 and the other one by 1. Alternatively, choose three ability scores, and increase each of them by 1.


Skill Proficiencies. Choose two Skills. Your character gains Proficiency in them.


Tool Proficiency. Choose one tool. Your character gains Tool Proficiency* with it.


Language. Choose one language from the Standard Languages and Rare Languages tables (these appear later in the document). Your character knows that language.


Feat. Choose one 1st-level Feat. Your character gains that Feat.


Equipment. Your character gains 50 GP to spend on starting equipment. The character keeps any unspent GP as spare coin.

Backgrounds

Here is a collection of Backgrounds that you can choose from when making a character.

ACOLYTE

Ability Scores: +2 Wisdom, +1 Intelligence
Skill Proficiencies: Insight, Religion
Tool Proficiency: Calligrapher’s Supplies
Language: Celestial
Feat: Preternatural Ability


You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed hallowed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.


Equipment

  • Book (Prayers)
  • Calligrapher’s Supplies
  • Holy Symbol
  • Parchment (10 sheets)
  • Robe
  • 3 GP

ARTISAN

Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion
Tool Proficiency: Artisan’s Tools* (one of your choice)
Language: Gnomish
Feat: Crafter


You began mopping floors and scrubbing counters in an artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were finally old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. As part of your studies, you picked up Gnomish, the tongue from which so many of the artisan’s terms of art are derived.


Equipment

  • Abacus
  • Artisan’s Tools (same as above)
  • Merchant’s Scale
  • Pouch (2)
  • Traveler’s Clothes
  • 25 GP

 

 

CHARLATAN

Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiency: Forgery Kit
Language: Infernal
Feat: Skilled


Soon after you were old enough to order an ale, you already had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on the unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or a forged “treasure map.” You are fluent in Infernal, the ancient language of deception.


Equipment

  • Costume
  • Fine Clothes
  • Forgery Kit
  • 15 GP

CRIMINAL

Ability Scores: +2 Dexterity, +1 Intelligence
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiency: Thieves’ Tools
Language: Thieves’ Cant
Feat: Alert


You learned to earn your coin in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers, who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and older, more fearsome lawbreakers.


Equipment

  • Crowbar
  • Dagger (2)
  • Pouch (2)
  • Thieves’ Tools
  • Traveler’s Clothes
  • 16 GP

ENTERTAINER

Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Acrobatics, Performance
Tool Proficiency: Musical Instrument* (one of your choice)
Language: Elvish
Feat: Musician


You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to double pick a lute, or how to recite Elvish poetry with the impeccable trills of an elf poet. To this day, you thrive on applause and long for the stage.


Equipment

  • Costume (2)
  • Musical Instrument (same as above)
  • Perfume
  • Steel Mirror
  • Traveler’s Clothes
  • 8 GP

Outlander

Ability Scores: +2 Wisdom, +1 Dexterity
Skill Proficiencies: Stealth, Survival
Tool Proficiency: Cartographer’s Tools
Language: Giant
Feat: Preternatural Ability


You came of age in the outdoors, far from settled lands. Your home? Anywhere you chose to unfurl your bedroll. There are wonders on the frontier—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to fend for yourself as you explored them. From time to time, you traveled with a pair of friendly druids who were kind enough to instruct you in the fundamentals of channeling the magic of the wild.


Equipment

  • Arrow (20)
  • Bedroll
  • Cartographer’s Tools
  • Fishing Tackle
  • Quiver
  • Shortbow
  • Tent
  • Traveler’s Clothes
  • 2 GP

 

 

HERMIT

Ability Scores: +2 Wisdom, +1 Constitution
Skill Proficiencies: Medicine, Religion
Tool Proficiency: Herbalism Kit
Language: Sylvan
Feat: Preternatural Ability


You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest, who would occasionally visit to bring news of the outside world and supplies. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energy flowing through the natural world.


Equipment

  • Bedroll
  • Book (Philosophy)
  • Fishing Tackle
  • Herbalism Kit
  • Lamp
  • Oil (3 flasks)
  • Quarterstaff
  • Traveler’s Clothes
  • 15 GP

NOBLE

Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: History, Persuasion
Tool Proficiency: Gaming Set* (one of your choice)
Language: Draconic
Feat: Skilled


You were raised in a castle as a creature of wealth, power, and privilege—none of it earned. Your family are minor aristocrats who saw to it that you received a first-class education, some of which you appreciated and some of which you resented. (Was it truly necessary to read all those ancient histories in their original Draconic?) Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.


Equipment

  • Fine Clothes
  • Gaming Set
  • Perfume
  • Signet Ring
  • 24 GP

SAGE

Ability Scores: +2 Intelligence, +1 Wisdom
Skill Proficiencies: Lore, History
Tool Proficiency: Calligrapher’s Supplies
Language: Elvish
Feat: Preternatural Ability


You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You wiled away many a long evening with your nose buried in books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind only yearns for more.


Equipment

  • Book (History)
  • Calligrapher’s Supplies
  • Parchment (8 sheets)
  • Quarterstaff
  • Robe
  • 8 GP

SAILOR

Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception
Tool Proficiency: Navigator’s Tools
Language: Primordial
Feat: Tavern Brawler


Thus far, you’ve spent most of your days living the life of a seafarer, wind at your back and decks swaying beneath your feet, as you sailed toward your next adventure. You’ve perched on barstools in more ports of call than you can remember, faced down mighty storms, and swapped stories with the folk who live beneath the waves.


Equipment

  • Dagger
  • Fishing Tackle
  • Navigator’s Tools
  • Silk Rope
  • Traveler’s Clothes
  • 10 GP

 

 

SOLDIER

Ability Scores: +2 Strength, +1 Constitution
Skill Proficiencies: Athletics, Intimidation
Tool Proficiency: Gaming Set* (one of your choice)
Language: Goblin
Feat: Savage Attacker


You began training for war at such an early age that you carry only a precious few memories of what life was like before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned as a youth. Eventually, you put that training to use on the battlefield, protecting the realm by waging war and studying the strategies of goblinoid generals.


Equipment

  • Arrow (20)
  • Gaming Set (same as above)
  • Healer’s Kit
  • Quiver
  • Shortbow
  • Spear
  • Traveler’s Clothes
  • 14 GP

URCHIN

Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Insight, Stealth
Tool Proficiency: Thieves’ Tools
Language: Common Sign Language
Feat: Lucky


You grew up on the streets, surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.


Equipment

  • Bedroll
  • Common Clothes
  • Dagger (2)
  • Gaming Set
  • Pouch
  • Thieves’ Tools
  • 18 GP

 

 

Feats

This section offers a collection of 1st-level Feats, which are special features not tied to a single Class. At 1st level, your character gains a Feat from the character’s Background.

Parts of a Feat

The description of a Feat contains the following parts, which are presented after the Feat’s name:

Level. Each Feat has a level. To take a Feat, your level must equal or exceed the Feat’s level.

Prerequisite. You must meet any prerequisite specified in a Feat to take that Feat. If you lose a Feat’s prerequisite, you can’t use that Feat until you regain the prerequisite.

Repeatable. If a Feat is repeatable, you can take it more than once. If it isn’t repeatable, you can take the Feat only once.

Feat Descriptions

Here are the descriptions of Feats mentioned in this document’s Backgrounds. The Feats are presented in alphabetical order.

1st-Level Feats

Alert

1st-Level Feat

Prerequisite: None
Repeatable: No


Always on the lookout for danger, you gain the following benefits:

  • Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
  • Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.

Crafter

1st-Level Feat

Prerequisite: None
Repeatable: No


You are adept at crafting things and bargaining with merchants, granting you the following benefits:

  • Tool Proficiency. You gain Tool Proficiency with three different Artisan’s Tools of your choice.
  • Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
  • Faster Crafting. When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.

Healer

1st-Level Feat

Prerequisite: None
Repeatable: No

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

  • Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
  • Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Lucky

1st-Level Feat

Prerequisite: None
Repeatable: No

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

  • Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
  • Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

 

 

Preternatural Ability

1st-Level Feat

Prerequisite: None
Repeatable: No

You have demonstrated a natural ability that borders on the supernatural. You gain the following benefits related to that choice:

  • Two Cantrips. You learn two cantrips of your choice from the Spell list below.
  • 1st-Level Spell. Choose one 1st-level Spell from the Spell list below. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting.

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the list below.

Although these are mechanically treated as spells, narratively, they are treated as a representation of extreme skill or preternatural ability

Cantrips (0 Level)
  • Druidcraft
  • Guidance
  • Mending
  • Produce Flame
  • Resistance
  • Spare the Dying
1st Level
  • Animal Friendship
  • Create or Destroy Water
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Goodberry
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Speak with Animals

Musician

1st-Level Feat

Prerequisite: None
Repeatable: No

You are a practiced musician, granting you the following benefits:

  • Instrument Training. You gain Tool Proficiency with three Musical Instruments of your choice.
  • Inspiring Song. As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Savage Attacker

1st-Level Feat


Prerequisite: None
Repeatable: No


You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.

Skilled

1st-Level Feat

Prerequisite: None
Repeatable: Yes

You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.

 

 

Tavern Brawler

1st-Level Feat

Prerequisite: None
Repeatable: No

Accustomed to brawling, you gain the following benefits:

  • Enhanced Unarmed Strike. When you hit with your Unarmed Strike* and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
  • Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • Shove. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
  • Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.

Tough

1st-Level Feat

Prerequisite: None
Repeatable: No

Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

Lightly Armored

1st-Level Feat

Prerequisite: None
Repeatable: No

You gain the following Armor Training: Light Armor, Medium Armor, and Shield.

 

 

4th-Level Feats (WIP…)

ACTOR

4th-Level Feat

Prerequisite: Charisma 13+
Repeatable: No

Skilled at mimicry and dramatics, you gain the following benefits:

  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Impersonation. While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.
  • Mimicry. You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.

ATHLETE

4th-Level Feat

Prerequisite: Strength, Dexterity, or Constitution 13+ Repeatable: No

You have undergone extensive physical training to gain the following benefits:

  • Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Climb Speed. You gain a Climb Speed equal to your Speed.
  • Hop Up. When you are Prone, you can right yourself with only 5 feet of movement.
  • Jumping. You have Advantage on any Ability Check you make for the Jump Action.

CHARGER

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You have trained to charge headlong into battle, gaining the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that Action. Charge Attack. If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s damage roll, or push the target up to 10 feet, provided the target you want to push is no more than one Size larger than you. You can use this benefit only once on each of your turns.

CROSSBOW EXPERT

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No Thanks to extensive practice with crossbows, you gain the following benefits: Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Ignore Loading. You ignore the Loading property of crossbows. Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with crossbows. Dual Wielding. When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.

DEFENSIVE DUELIST

4th-Level Feat

Prerequisite: Dexterity 13+ Repeatable: No You’ve learned to deftly parry attacks, granting you the following benefits: Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss you.

DUAL WIELDER

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You master fighting with two weapons, gaining the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Enhanced Dual Wielding. When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property. Quick Draw. You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.

DURABLE

4th-Level Feat

Prerequisite: Constitution 13+ Repeatable: No Hardy and resilient, you gain the following benefits: Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20. Defy Death. You have Advantage on Death Saving Throws. Speedy Recovery. As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.

ELEMENTAL ADEPT

4th-Level Feat

Prerequisite: Spellcasting or Pact Magic Feature Repeatable: Yes, but you must choose a different Damage Type each time for Energy Mastery In your spellcasting, you can harness a particular form of energy with deadly mastery, granting you the following benefits: Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Energy Mastery. Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast ignore Resistance to damage of the chosen type. In addition, when you roll damage for a Spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

GRAPPLER

4th-Level Feat

Prerequisite: Strength or Dexterity 13+ Repeatable: No You’re an accomplished wrestler, granting you the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you. Fast Wrestler. You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller. Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

GREAT WEAPON MASTER

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. Cleave. Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action. Heavy Weapon Mastery. When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.

HEAVILY ARMORED

4th-Level Feat

Prerequisite: Medium Armor Training Repeatable: No You have trained to use Heavy Armor effectively, gaining the following benefits: Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20. Armor Training. You gain Heavy Armor Training.

HEAVY ARMOR MASTER

4th-Level Feat

Prerequisite: Heavy Armor Training Repeatable: No You can use your Heavy Armor to deflect strikes, granting you the following benefits:

Ability Score Increase. Increase your Constitution or Strength score by 1, to a maximum of 20. Damage Reduction. When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.

INSPIRING LEADER

4th-Level Feat

Prerequisite: Wisdom or Charisma 13+ Repeatable: No You are adept at encouraging others, granting you the following benefits: Ability Score Increase. Increase your Wisdom or Charisma score by 1, to a maximum of 20. Encouraging Performance. At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.

KEEN MIND

4th-Level Feat

Prerequisite: Intelligence 13+ Repeatable: No You have trained to rapidly recall or discover vital details, granting you the following benefits: Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20. Lore Knowledge. Choose one of the following Skills: Arcana, History, Investigation, Nature, or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it. Quick Study. You can take the Study Action as a Bonus Action.

MAGE SLAYER

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You have practiced techniques useful in battling magic-users, gaining the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration. Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Long Rest.

MEDIUM ARMOR MASTER

4th-Level Feat

Prerequisite: Medium Armor Training Repeatable: No You have practiced moving in medium armor to gain the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Dexterous Wearer. While you are wearing Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity score of 16 or higher.

MOUNTED COMBATANT

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You have developed a bond with your mounts, granting you the following benefits: Ability Score Increase. Increase your Strength, Dexterity, or Wisdom score by 1, to a maximum of 20. Mount Handler. You have Advantage on Wisdom Checks (Animal Handling) made to handle or train horses and other Beasts employed as mounts. Mounted Strike. While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it. Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the Saving Throw, and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated. Veer. While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.

OBSERVANT

4th-Level Feat

Prerequisite: Intelligence or Wisdom 13+ Repeatable: No Quick to notice details around you, you gain the following benefits: Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20. Keen Observer. Choose one of the following Skills: Insight, Investigation, or Perception. If you lack Proficiency with the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it. Quick Search. You can take the Search Action as a Bonus Action.

POLEARM MASTER

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You have trained extensively with pole weapons that have Reach, granting you the following benefits: Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. Pole Strike. Immediately after you take the Attack Action and attack with a Weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon’s damage die for this attack is a d4, and it deals Bludgeoning Damage. Reactive Strike. While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.

RESILIENT

4th-Level Feat

Prerequisite: None Repeatable: No You have developed the resilience to better withstand certain dangers, granting you the following benefits: Ability Score Increase. Choose one ability in which you lack Saving Throw Proficiency. Increase the chosen Ability Score by 1, to a maximum of 20. Saving Throw Proficiency. You gain Saving Throw Proficiency with the chosen ability.

RITUAL CASTER

4th-Level Feat

Prerequisite: Intelligence, Wisdom, or Charisma 13+ Repeatable: No You have studied ritual magic, granting you the following benefits: Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Ritual Spells. Choose two 1st-level Spells that have the Ritual tag from the Arcane, Divine, and Primal Spell Lists. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. The Spells’ Spellcasting Ability is the ability increased by this Feat. Quick Ritual. With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.

SENTINEL

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Guardian. Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. Halt. When you hit a creature with an Opportunity Attack, the creature’s Speed becomes 0 for the rest of the turn.

SHARPSHOOTER

4th-Level Feat

Prerequisite: Proficiency with Any Martial Weapon Repeatable: No You can make shots that others find impossible, granting you the following benefits: Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Bypass Cover. Your Ranged Attacks with

Weapons ignore Half Cover and Three- Quarters Cover.

Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons. Long Shots. Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.

SHIELD MASTER

4th-Level Feat

Prerequisite: Shield Training Repeatable: No You’ve trained to use shields not just for protection, but also for offense, granting you the following benefits: Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. Shield Bash. If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns. Interpose Shield. If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield, interposing your shield between yourself and the source of the effect.

SKULKER

4th-Level Feat

Prerequisite: Dexterity 13+ Repeatable: No You are expert at slinking through shadows, granting you the following benefits: Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Blindsight. You have Blindsight with a range of 10 feet. Fog of War. Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat. Sniper. If you make an Attack Roll while Hidden and the roll misses, making the Attack Roll doesn’t end the Hidden Condition on you.

SPEEDSTER

4th-Level Feat

Prerequisite: Dexterity or Constitution 13+ Repeatable: No You possess exceptional speed and stamina, granting you the following benefits:

Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20. Speed Increase. Your Speed increases by 10 feet while you aren’t wearing Heavy Armor. Dash Over Difficult Terrain. When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

SPELL SNIPER

4th-Level Feat

Prerequisite: Spellcasting or Pact Magic Feature Repeatable: No You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Bypass Cover. Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover. Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells. Increased Range. When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet.

WAR CASTER

4th-Level Feat

Prerequisite: Spellcasting or Pact Magic Feature Repeatable: No You have practiced casting spells in the midst of combat, granting you the following benefits: Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration. Reactive Spell. When a creature provokes an Opportunity Attack from you by moving out of your Reach, you can use your Reaction to cast a Spell at the creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that creature. Somatic Components. You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.

WEAPON TRAINING

4th-Level Feat

Prerequisite: None Repeatable: No You have practiced extensively with a variety of weapons, gaining the following benefits: Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20. Weapon Proficiency. You gain Martial Weapon Proficiency.

 

 

Character Classes

Scholar

For you, knowledge makes the world a less threatening place. Strangers become friends if addressed properly, yellowed maps in old books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step and illuminates the way for you and those who listen to your advice.

A Scholar is always learned, always wise, but learning takes many forms. In civilised lands and civilised times, Scholars gather books of lore and pore over rustling parchments. In rustic communities or in times of war and want, a Scholar might be a master of folk-lore and secrets passed from teacher to apprentice over long years.

Many Scholars are also healers, for a knowledge of herb-lore and the healing arts is perhaps the most useful (and, some would say, most respectable) field of study.

Class Features

As a Scholar, you gain the following class features

Hit Points

Hit Dice:
1d8 per Scholar level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d12 (or 5) + your Constitution modifier per Scholar level after 1st

Proficiencies

Armor:
Light armour
Weapons:
All simple weapons
Tools:
Healing kit or herbalism kit, a choice of artisan’s tools or a pipe
Saving Throws:
Intelligence, Wisdom
Skills:
Medicine, Lore plus choose one from History, Insight, Investigation, Nature, Perception and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A simple weapon
  • leather armor
  • Ink and parchment
  • Travelling Gear
The Scholar
Level Proficiency Bonus Features
1st +2 Hands of a Healer, News from Afar, Tongues of Many Peoples
2nd +2 The Path of Wisdom
3rd +2 Speciality
4th +2 Character Improvement
5th +3 Webs of Deceit
6th +3 Shadow of the Past
7th +3 Speciality Feature
8th +3 Character Improvement
9th +4 Physician
10th +4 Speciality Feature
11th +4 Hidden Paths
12th +4 Character Improvement
13th +5 Hope Unlooked-For
14th +5 Speciality Feature
15th +5 Habits of the Wise
16th +5 Character Improvement
17th +6 Words Unspoken
18th +6 Speciality Feature
19th +6 Character Improvement
20th +6 Great Among The Wise

Hands of a Healer

You know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class.

If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 plus your wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier. Then add your Wisdom modifier.

Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed.

You can remove the Frightened, Paralysed, Stunned, or Unconscious conditions.

 

 

News from Afar

You know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others – it is enough that what you know is true.

At the start of each session or after spending time in a Sanctuary, the Game Master should inform you of one or two events of importance occurring somewhere in the world.

Scholars always know a little bit about everything and the Game Master should regularly give you rumours or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per session you can add +5 to one of these active ability checks.

Tongues of Many Peoples

You know a little of many languages. You can hold a simple conversation in any of the tongues of Men, and know a few common phrases in the tongues of the other peoples – enough to offer a greeting, shout a warning, or insult someone.

The Path of Wisdom

At 2nd level choose either Medicine and one skill proficiency, or Medicine and proficiency with a herbalism kit. Your proficiency bonus is doubled for any ability checks that use either of your choices.

Whenever you gain a new skill proficiency, you may move your doubled proficiency bonus to the new skill, to reflect your change of focus.

Speciality

At 3rd level you choose a speciality that determines the focus of your study. Choose Master Healer or Master Scholar (both are detailed at the end of the class description). The speciality you choose grants you features at 3rd level, and again at 7th, 10th, 14th and 18th level.

Character Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can select a feat.

As normal, you cannot increase an ability score above 20 using this feature.

Webs of Deceit

At 5th level, your insight and learning is sufficient to manipulate others with well-timed words (or theatrics and cheap tricks). At the start of any interaction, you may make an Intelligence (Insight) test against a DC of 15 + the target’s Wisdom modifier. If successful, then at any point in the conversation, you may gain advantage on any one skill check through your scholarship and preparation. You might, for example, make a cryptic reference to some secret known only to a few people, or remind the person you’re talking to about the deeds of their forefathers, or raise your staff to dramatically startle a flock of crows to underline your words, or arrive in just the nick of time.

Shadow of the Past

At 6th level, you find deeper meaning in the long history of the world. If you remind another Player-hero of a relevant tale from the history of their people, then that character gains one Scholarly Inspiration die, a d6, which they may use to add to any roll. Once you have used this feature, you cannot use it again until you have taken a long rest.

Physician

At 9th level your use of the Hands of a Healer feature improves to cover a greater number of conditions. Now you can cure Blinded, Charmed or Deafened conditions. Additionally, by expending a Healing Die, you may remove the Petrified condition or a level of exhaustion.

Hidden Paths

At 11th level, your mastery of lore is such that you know of secret paths, alternative routes and hidden entrances and passageways in the most unlikely of places. You may grant advantage to an ally on any one ability check related to one of the journey roles (Guide, Scout, Hunter or Look-Out) by describing how your knowledge of obscure places and secret lore aids you. For example, you might lead the party down a hidden valley when serving as Guide, or discover passage as a Scout.

The paths you take often have their own perils or encounters; often, this ability takes you out of the frying pan and into the fire. You may only use this ability once per session.

Hope Unlooked-For

At 13th level, you may make preparations in advance and only reveal them when the time is right. Once per session, you may activate this ability and describe actions you took in the past that were unknown to the rest of the player-heroes, but that have now come to light. You must then make a suitable skill check to determine how successful these preparations were.

The Game Master is entitled to veto any unreasonable suggestions.

 

 

Habits of the Wise

At 15th level, your learning is such that you know there are few who can understand your concerns and worries, and so you must look to yourself for wise counsel. You may spend Inspiration to gain another use of a feature that typically requires a long rest before you can use it again, or is usable only once per Adventuring phase. Habits of the Wise is itself only usable once per Adventuring phase.

Words Unspoken

At 17th level, you may convey your thoughts without speaking aloud. When dealing with high-level Scholars or other folk of power, you may hold a full conversation, speaking mind to mind. Others have a sense or intuition of your words, but cannot reply, and may misinterpret your thoughts as their own. You cannot read the minds of others with this ability.

Once per long rest, you may send brief snatches of your thought over great distances, conveying a single word or short message in dreams.

Great among the Wise

At 20th level, your knowledge on one subject approaches absolute and the Wise widely recognise you as the preeminent authority on matters pertaining to your chosen lore. Choose one Intelligence or Wisdom skill – you automatically succeed at all ability checks using that skill.

Additionally, you may spend Inspiration to learn something completely hidden about your chosen lore. Whether by shrewd guess or seemingly chance insight, you learn a useful secret that most could have no way of knowing. You must take a long rest in a Sanctuary before you use this feature again.

Scholar Specialities

Even the Wise cannot see all ends, or master every branch of lore. There are always more secrets to discover, and so a Scholar must choose a field of study to specialise in.

Master Healer

You have studied anatomy, physiology and all manner of curative arts. You know how to use healing herbs and poultices, how to let blood to purge a wound and how to bind one, and how to fight sicknesses that assail the spirit as well as the body.

Improved Healing

When you choose this speciality at 3rd level you become an expert at treating injuries. Whenever you use the Hands of the Healer feature to restore hit points, you roll 2d8 in place of 1d8.

Healing Lores

Also at 3rd level, you make a discovery in your quest to understand the mind and body. You gain another discovery at 7th, 10th, 14th and 18th levels.

When you learn a new discovery you may also replace one discovery you already know with a different one. Choose from the following discoveries.

Healing Herbs

You have studied herb-lore in great depth, and know secret techniques to cure illness and poison. A creature now only needs a short rest to recover from disease or poison when you use your Hands of a Healer feature.

In addition, you have learned far more than the common uses of healing herbs and are capable of using them in more potent forms, or in new ways. When using medicinal herbs, use these effects instead of the normal effects of the herb.

  • Stellaria: Burned into a powder and then boiled, this herb produces a cloud of vapour that removes a level of exhaustion from a number of creatures equal to your Scholar level.
  • Hagweed: Ground into a paste, dried and smoked in a pipe, hagweed eases the spirit and cures 1 Shadow point. A Master Healer can only cure 1 Shadow point using hagweed per year.
  • Kingcup: A poultice of kingcup applied to a poisoned wound draws the poison out and heals any damage the poison has caused.
  • Reedmace: Dried, powdered and inhaled, reedmace allows a person to stay awake and aware for three days without the need for sleep or food. After that, the Player-hero gains two levels of exhaustion.
  • Shadow-thorn: Once double brewed and strained, shadow-thorn produces a wet residue of plant matter that can be used to perfectly mask a creature’s scent, giving them advantage on Dexterity (Stealth) ability checks for three days.
  • Water-lily: If dried and ground into a fine powder, white water-lily can be baked into sweet cakes. These cakes invigorate and revivify, allowing a single person to gain the advantages of a long rest while taking a short rest, provided the Player-hero also gets a good night’s sleep.

 

 

Healer’s Staunching Song

The words of this song and its special tune can help wounds close and help heal injuries. Once you have learned this song, during a short rest you may perform it for a number of companions equal to your Scholar levels. Those benefiting from this song may each recover one of their Hit Dice worth of damage + their Constitution modifier without expending any of their Hit Dice.

Friend to All

A Master Healer is welcome nearly everywhere, and even bitter foes will hesitate to attack such a person. Your reputation and skill precedes you. You gain advantage on any rolls to convince a person to give you shelter or food for a night.

Additionally, if you do not make an attack during combat, intelligent foes that do not serve the Fae will not attack you. However, you have sworn to use your skills to help all who need your aid, so refusing or neglecting to treat any potential patient would be counter to your oath.

Softer Underneath

Your studies of the anatomy of various creatures and beings have granted you an intimate knowledge of their weaknesses. If you spend an action studying a target, you gain a Precision die that may be applied to a single attack that hits the creature. This die is a d6 at 3rd level, and increases to a d8 at 6th, a d10 at 12th, and a d12 at 20th level.

The Weapons of the Enemy

You know how to counteract the various poisons used by goblins, orcs, and others.You can even cure certain terrible wounds inflicted by the spells or weapons of the fae. Additionally, if you do not have it already, gain proficiency in the fae-lore skill.

House of the Healer

At 14th level, if you reside in a place for more than a year, it becomes a Sanctuary as long as you remain there. Once you leave, this blessing persists for one month per Scholar level.

Seen and Unseen

Once you reach 18th level, even if you have never been there, the light of the Blessed Realm, that which is said to exist beyond our own, shines in your eyes. You have advantage on all tests to subvert your will, and can see invisible creatures and spirits.

Master Scholar

You have studied ancient books and scrolls in the treasured libraries of the great cities, or you learned rhymes of lore and secrets unwritten from some older master. You know much that is hidden or lost.

Bonus Proficiency

When you choose this speciality at 3rd level, you gain proficiency in a single Intelligence or Wisdom skill of your choice.

Secret Lores

Also at 3rd level, you learn one branch of obscure or hidden lore. You gain another secret at 7th , 10th, 14th and 18th levels.

Choose from the following secrets.

Ancient Lore
Your knowledge stretches back to ages past. You know tales and songs detailing events and important figures from the time of the war with the fae and even beyond.

You may make Intelligence (History) ability checks without penalty regarding ancient matters. Additionally, if you do not have it already, gain proficiency with History.

Birds & Beasts
You have learned the secret speech of a specific breed of animal, such as the speech of eagles or foxes. You can communicate with them using skills such as Deception, Insight, Intimidation and Persuasion. Animals may be persuaded to carry messages, spy on areas or even lead a Master Scholar to food and water.

The communication is limited to the knowledge of the animal in question and animals tend to care only about the things of their world, such as food, shelter and predators, paying little attention to the goings-on of larger creatures; however, a great deal of knowledge can be gleaned from their speech, and while a songbird might not be able to tell an Orc from a halfling, she will note which is despoiling the forest.

You may choose this secret a second time. If you do, your knowledge expands from a specific breed to all creatures of a similar kind and you gain Advantage on your Charisma skills regarding them. For example, when you first select this secret, you learn the hooting speech of owls; with your second, you learn the tongues of all birds and gain their favour.

 

 

Fae Knowledge
Dark and terrible is the lore of the Enemy and you, perhaps, know more of it than is safe. Upon selecting this secret, you learn the Sylvan Speech of the fae and can make ability checks about information regarding the fae and their followers without penalty.

Additionally, if you do not already possess it, gain proficiency with fae-lore.

Natural World
You know the secret properties of many plants, for good and ill, readily identifying natural poisons. You can tell if a beast is natural or not just by looking at it.

In addition, if you do have it already, gain proficiency with the Nature skill.

Runes
You know the secrets of reading old runes, a language that was said to have been used by dwarves, a race long since extinct. You are adept at finding lore hidden within cunning texts and have advantage on Intelligence (Lore) ability checks regarding all such matters.

Works of Elder Days
You know of the wondrous creations of the famed dwarven-smiths of ages past, and the other great smiths and craftsmen of yore, and know some of the ways their works can be employed by those with the right knowledge. You can identify the properties of wondrous artefacts by making a DC 15 Intelligence (Investigation) ability check. On a success, you can identify one magical enchantment and make a decent guess at other abilities that might be hidden within such an item.

In addition, gain proficiency in three artisan’s tools of your choice.

Deep Knowledge

At 14th level, your accumulated knowledge over the years has given you bits and pieces about people, locations, objects and events that you are likely to encounter. Much of this information is stored in your head, but even more is contained in scrolls and books that you have access to, as well as others among the Wise whose counsel you can ask for.

When you first encounter a person, object, location or event, you may ask the Game Master three questions about it, for which they will provide truthful answers. If you do so, in addition to the lore you learn, you have advantage on any subsequent ability checks directly regarding that person, object, location or event for the rest of the Adventuring phase. Due to the sometimes intense nature of recalling such information, you may not use this feature again until you have taken a long rest in a Sanctuary.

Words of Command

At 18th level, your mastery of lore gives you authority over the world around you. Once per short rest you may speak a word of command. When you do so, choose a target related to one of the secrets you have mastered and make the appropriate skill check against a DC set by the Game Master (typically at least a DC 20). If successful, you may give a short but irresistible command to your target.

 

 

Slayer

Perhaps you or your family suffered a terrible loss at another’s hands, and you became a slayer to take your revenge on whoever wronged you. Perhaps a terrible rage burns in your soul, and you just had to leave behind a life that you are not able to enjoy any more. Or perhaps you are the descendant of a warrior people, born to the saddle or the sword.

Class Features

As a Slayer, you gain the following class features

Hit Points

Hit Dice:
1d12 per Slayer level
Hit Points at 1st Level:
12 + your Constitution modifier
Hit Points at Higher Levels:
1d12 (or 7) + your Constitution modifier per Slayer level after 1st

Proficiencies

Armor:
Light armour, medium armour, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival and Travel Equipment

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any martial weapon
  • a chain shirt
  • a spear
  • two hand axes
  • Travelling Gear
The Slayer
Level Proficiency Bonus Features Furies Fury Damage
1 +2 Battle-fury, Unarmoured Defence 2 +2
2 +2 Reckless Attack, Vigilant Senses 2 +2
3 +2 Slayer Path 3 +2
4 +2 Character Improvement 3 +2
5 +3 Extra Attack, Fast Movement 3 +2
6 +3 Path Feature 4 +2
7 +3 Black Mist 4 +2
8 +3 Character Improvement 4 +2
9 +4 Mortal Wound (1 die) 4 +3
10 +4 Path Feature 4 +3
11 +4 Pierced by Many Arrows 4 +3
12 +4 Character Improvement 5 +3
13 +5 Mortal Wound (2 dice) 5 +3
14 +5 Path Feature 5 +3
15 +5 There Many Foes He Fought 5 +3
16 +5 Character Improvement 5 +4
17 +6 Mortal Wound (3 dice) 6 +4
18 +6 Indomitable Might 6 +4
19 +6 Character Improvement 6 +4
20 +6 Strength Greater than Any Hand Unlimited +4

 

 

Battle-fury

In battle, you fight with white-hot rage or cold, deadly precision. Whatever the character of your anger, on your turn, you can enter a Battle-fury as a bonus action. While in a Fury, you gain the following benefits if you aren’t wearing heavy armour:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Slayer, as shown in the Fury Damage column of the Slayer table.
  • You have resistance to bludgeoning, piercing and slashing damage.

Your Battle-fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.

You can also end your Battle-fury on your turn as a bonus action. Once you have used this feature the number of times shown for your level in the Furies column of the Slayer table, you must finish a long rest before you can enter a Battle-fury again.

Unarmoured Defence

While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield (but not a great shield) and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Vigilant Senses

At 2nd level, you begin to sense when danger is near. You have advantage on Wisdom (Perception) ability checks when seeking to detect nearby enemies or ambushes. To gain this benefit, you cannot be blinded, deafened or incapacitated.

Slayer Path

At 3rd level, you choose a path that shapes the nature of your Battle-fury. Choose the path of the Rider or the path of the Foehammer (both are detailed at the end of the class description).

Your choice grants you features at 3rd level and again at 6th, 10th and 14th levels.

Character Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can select a feat.

As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing heavy armour.

Black Mist

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your Battle-fury before doing anything else on that turn.

Mortal Wound

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Pierced By Many Arrows

Starting at 11th level, you can keep fighting despite grievous wounds. If you drop to 0 hit points while you are in a Battle-fury (or if you have any uses of Battle-fury left) and don’t die outright, you can make a DC 10 Constitution saving throw.

If you succeed, you drop to 1 hit point instead (and enter Battle-fury if you are not already). Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

There Many Foes He Fought

Beginning at 15th level, your Battle-fury is so all-consuming that it ends only if you fall unconscious or if you choose to end it.

Indomitable Might

At 18th level, if your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.

Strength Greater Than Any Warrior’s Hand

At 20th level, the wrath you have embraced changes you forever. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

 

Slayer Paths

The Slayer does not consciously choose a path; it is an instinctive decision, or a fate pre-ordained outside the circles of the world.

The Rider

The charge of a mounted Slayer is as terrible and glorious as the break of dawn, and the blowing of their horns resounds from the mountains to the Sea.

Mounted Combat

Beginning at 3rd level, if you are mounted, you deal an extra 1d4 damage when you hit an unmounted Medium or Small foe with a melee attack. If you take the Dash action in combat your extra damage increases to +1d6 for the first attack you make that round.

Mighty Spear-Throw

At 6th level, when you throw your spear with advantage, you automatically inflict maximum damage instead of rolling the dice. If you are mounted, you do not gain disadvantage when throwing your spear at long range.

Intimidating Presence

Beginning at 10th level, when mounted, you can use your action to frighten someone with your glowering presence. When you do so, choose one creature within 30 feet that you can see. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the Frightened creature until the end of your next turn. The effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again until you’ve taken a long rest.

If you Dash into combat, you may use Intimidating Presence as a bonus action.

Horns Wildly Blowing

At 14th level, you can inspire your allies. At the start of a combat, you may blow your horn or shout a battle-cry. If you do, a number of allies equal to 1+ your Charisma modifier gain the benefits of your Reckless Attacks feature.

If an ally makes a Reckless Attack, they get to add your Fury Damage bonus to their damage rolls.

Foe-Hammer

Slayers who walk the path of the Foe-hammer wade into the very thick of battle, heedless of their enemies’ paltry blows. Such Slayers are near unstoppable, their fury enhancing their might to a point where they can slay lesser warriors with nothing more than a blow of their fist.

Armoured Fury

Starting when you choose this path at 3rd level, you gain the full benefits of your Battle-fury while wearing heavy armour. In addition, if you do not already have it, you also acquire the heavy armour proficiency.

Hooped and Hasped

Beginning at the 6th level, your armour no longer impedes you in any way. You add your full Dexterity modifier as a bonus to your Armour Class, regardless of the type of armour you are wearing. You are no longer subject to stealth disadvantage when wearing medium or heavy armour.

Hammerhand

Beginning at 10th level, your anger courses through your limbs. At all times, your hands now count as martial melee weapons. When you are in a Battle-fury, they do a base 1d4 bludgeoning damage and score a critical hit on a roll of 19-20.

If you are fighting with a melee weapon other than your hands, then you immediately get a bonus unarmed attack if you miss with your regular attack. You may only make one bonus attack per round.

Splintered Spears & Shattered Shields

Starting at 14th level, you may choose to channel all of your fury into a single, devastating, blow. You can choose one of the following options:

  • Automatically score a critical hit in melee combat with any melee weapon other than your fist. After determining damage, your weapon is utterly broken in the attack and cannot be used again. (Some ancient, often magical, arms cannot be broken, but can be damaged enough to require repair after being used in this fashion.) Creatures immune to critical hits still take the full damage from this attack.
  • Automatically destroy an opponent’s shield in place of an attack, splitting it asunder, or crumpling it under a heavy blow. Some shields, often wrought by Durin’s folk long ago, cannot be broken this way, in which case the opponent suffers damage as if they had been successfully struck.

Once you have used this ability, you cannot use it again until you have had a long rest. At 17th level, this ability may be used twice per long rest.

 

 

Treasure Hunter

The world has seen the passing of the glory of many Dwarven kings and fae lords, and their heritage is now buried in deep dungeons and dim caverns. Pale gold and bright jewels beckon all who dare to find them. Be it a family treasure stolen by raiding Goblins, or the golden hoard of a Dragon, you seek what is lost, even when that means you will have to brave unspeakable dangers.

Treasure Hunters are not necessarily burglars or thieves; they might equally be explorers or scouts.

Class Features

As a Treasure Hunter, you gain the following class features

Hit Points

Hit Dice:
1d8 per Treasure Hunter level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per Treasure Hunter level after 1st

Proficiencies

Armor:
Light Armour
Weapons:
Simple weapons, broadsword, short sword
Tools:
Thieves’ tools
Saving Throws:
Dexterity, Intelligence
Skills:
Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor
  • (a) a short sword or (b) a broadsword
  • a short bow with a quiver of 20 arrows
  • two daggers
  • 2d6 gold pieces
  • Travelling Gear
The Treasure Hunter
Level Proficiency Bonus Sneak Attack Features
1 +2 1d6 Expertise, Night Vision, Sneak Attack
2 +2 1d6 Cunning Action
3 +2 2d6 Treasure Hunter Archetype
4 +2 2d6 Character Improvement
5 +3 3d6 Uncanny Dodge
6 +3 3d6 Expertise
7 +3 4d6 Avoidance
8 +3 4d6 Character Improvement
9 +4 5d6 Treasure Hunter Archetype Feature
10 +4 5d6 Character Improvement
11 +4 6d6 Luck-Finder
12 +4 6d6 Character Improvement
13 +5 7d6 Treasure Hunter Archetype Feature
14 +5 7d6 Blindsense
15 +5 8d6 Slippery Mind
16 +5 8d6 Character Improvement
17 +6 9d6 Treasure Hunter Archetype Feature
18 +6 9d6 Elusive
19 +6 10d6 Character Improvement
20 +6 10d6 Stroke of Luck

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools, to gain this benefit.

Night Vision

Due to the clandestine nature of your activities you tend to operate in the shadows and other dimly lit or unlit places. Over time you have grown accustomed to doing so and your senses have adapted accordingly. While you don’t necessarily see better in dim light or total darkness, your other senses have grown to compensate for it.

Within 60 feet, you treat dim light as if it were bright light and no light as if it were dim light.

 

 

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act swiftly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide actions.

Treasure Hunter Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your Treasure Hunting abilities. Choose Agent or Burglar (both are detailed at the end of the class description).

Your archetype choice grants you features at 3rd level, and then again at 9th, 13th and 17th level.

Character Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can select a feat. As normal, you cannot increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Avoidance

Beginning at 7th level, your sharpened senses immediately alert you to dangerous situations. Whenever the Loremaster would normally make a passive Wisdom (Perception) check to notice a trap or other peril, they instead allow you to make an ability check. You may use whichever score is higher, your passive Perception score or the result of your ability check.

Luck-winner

By 11th level, you have either learned to take advantage of every opportunity, or you are just naturally lucky to have survived this long. You may invoke this ability to have an opportunity present itself due to good fortune.

An enemy might be distracted for a moment, allowing you to use your Sneak Attack. You might fumble your way blindly through a labyrinth, or gain advantage on an Intelligence (Investigation) ability check by accidentally discovering a vital clue. You might eavesdrop on a guard just as he discloses some crucial information. You might even put your hand on a ring when groping about on the floor of a darkened tunnel. This stroke of good fortune will always be beneficial to you, but the Loremaster decides exactly what form it takes. Once you use Luck-winner, you cannot use this ability again until you have taken a long rest.

Quiet as Quiet

Starting at 14th level, you have advantage on Dexterity (sneak) checks as long as you move no more than half your speed on the same turn.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you so long as you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you cannot use it again until you finish a short or long rest.

 

 

Treasure Hunter Archetypes

Treasure Hunters all have a few things in common; they specialise in getting into difficult places and extracting valuables, whether information or something more tangible. Some Treasure Hunters prefer to operate within the shadows of strongholds, manipulating others to get what they want, while others prefer exploring places untouched in centuries, braving traps and nesting creatures in the hopes that something valuable may be discovered.

Agent

The Agent relies on charm as much as stealth or wit. As such, while the Agent still knows a lot about getting into places normally barred to outsiders, they can often do so in the open by simply convincing people that they should be allowed to pass.

Bonus Proficiencies

You gain tool proficiencies with the disguise kit and the forgery kit.

Secrets Gleaned

You are adept at observing the plans and weapons of your enemies. Starting at 3rd level, if you spy on an enemy without being detected for at least 10 minutes, you may pick one of the following benefits:

  • The Game Master gives you a clue about the enemy’s plans or destination.
  • You spot a potential weakness in the enemy, giving you (or an ally you advise) advantage on the first attack you make against foes of that kind.
  • You gain a +1 bonus to AC against attacks made by enemies of the kind you are observing. This benefit lasts until you next take a short rest.
  • You gain advantage on Dexterity (Stealth) ability checks made against enemies of this kind. This benefit lasts until you next take a short rest.
  • You closely observe the enemy and can describe their appearance, gear and tactics in sufficient detail that when you give your report, other characters gain advantage on checks to obtain more information about the enemy through ability checks like Intelligence (Lore).

Riddling Words

At 9th level, you have mastered the art of gaining trust. When you spend at least 10 minutes persuading a creature of your good intentions, that creature is considered Charmed unless the creature makes a Wisdom saving throw against a DC 8 + your Charisma modifier + your proficiency bonus.

This charmed state lasts until you give the creature reason to doubt your sincerity or until a long rest. Another creature can attempt to break a Charmed creature from your influence, but has a disadvantage on their appropriate social interaction roll if you are present.

Exit Strategy

When you reach 13th level, you have mastered the art of escape. Whenever you enter a new location your mind instinctively looks for all the ways that you can most efficiently extricate yourself should you find yourself in danger. You have advantage on any ability checks that you make for the sole purpose of escaping the location.

Compelling Words

When you reach 17th level, your ability to convince others borders on the preternatural. You may issue commands to any creature that you have charmed with your Riddling Words feature and that creature must carry them out to the best of its ability.

If the command is something that the creature would question or have an aversion to following your commands, then it gets another Wisdom saving throw against the DC for your Riddling Words feature.

If you are attempting to compel the creature to do something abhorrent to its nature, then it has advantage on its saving throw.

 

 

Burglar

You employ your dubious, if highly useful, skills to acquire things that others possess. Whether you use your prowess to plunder old forgotten ruins in search of unclaimed treasure, or the purses of honest folk is up to you.

Filch

You are adept at picking people’s pockets and performing other acts of legerdemain when their guard is down. Also melee combat, instead of inflicting extra damage you may instead successfully perform a Dexterity (Sleight of Hand) check on your opponent (you still do regular damage as normal if you wish). In addition to normal uses of Sleight of Hand, this feature enables you to take any weapon on your opponent’s person that they are not currently wielding.

Treasure Lore

When you first pick this archetype at 3rd level, you hear many tales about strongholds or ruins where great treasures may lay. Whenever you are told of a particular location or chance across it, you may ask the Game Master for three pieces of information regarding the locale. This information is usually a mixture of particular treasures and obstacles.

Information gleaned may be taken as generally true, although details may be fuzzy and key bits omitted.

Hide in Shadows

At 9th level, you have an uncanny ability to hide, or at least use the shadows to your advantage. So long as there are shadows present, you may take a bonus action to Hide, even when other creatures are aware of your presence.

Such opponents may make a Wisdom (Perception) check (DC equals the result of your Dexterity (Stealth) check) to notice you and negate your attack advantage.

Wary

At 13th level, you have become accustomed to spotting traps and ambushes before they occur. You gain +5 on any passive Perception checks to spot an ambush or a trap. If you are actively searching for traps or ambushes, then you may substitute your increased passive Perception score for your ability check result if the former is higher.

Obfuscation

At 17th level, your ability to go unseen is legendary. You have advantage whenever you make a Dexterity (Stealth) ability check to hide and you can hide nearly anywhere. If you are in a shadowy area that lends itself to hiding, others looking for you have disadvantage.

 

 

Wanderer

You see the wonders of the world, even in its darkest recesses. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when morning comes, another horizon will show your new destination.

Some Wanderers have purpose in their journeying: they might be traders, hunters, Rangers or on some errand that brings them far from the lands of their birth. Others were driven from their homes by Orcs or Dragons, and must now roam the world and dream of reclaiming what was once theirs.

Still others have fallen under the spell of the Road, and will find their restless feet always itching to carry them off on another adventure.

Class Features

As a Wanderer, you gain the following class features

Hit Points

Hit Dice:
1d10 per Wanderer level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per Wanderer level after 1st

Proficiencies

Armor:
Light armour, medium armour, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Survival, plus choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Hide armour
  • a martial weapon
  • a shield
  • a (a) short bow or a (b) long bow with a quiver of 20 arrows
  • Travelling Gear
The Wanderer
Level Proficiency Bonus Features
1 +2 Known Lands, Ways of the Wild
2 +2 Fighting Style, Natural Watchfulness
3 +2 Wanderer Archetype, Rumour of the Earth
4 +2 Character Improvement
5 +3 Extra Attack
6 +3 Known Lands and Ways of the Wild improvements
7 +3 Wanderer Archetype feature
8 +3 Character Improvement, Poison Resistance
9 +4 Trackless Steps
10 +4 Hide in Plain Sight, Known Lands improvement
11 +4 Wanderer Archetype feature
12 +4 Character Improvement
13 +5 Unflagging
14 +5 Ways of the Wild improvement, Vanish
15 +5 Wanderer Archetype feature
16 +5 Character Improvement
17 +6 Feral Senses
18 +6 Secrets on the Wind
19 +6 Character Improvement
20 +6 Deadly Foe

 

 

Known Lands

Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of the world. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the world maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in.

When you are travelling in one of your Known Lands you gain the following benefits:

  • If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
  • If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
  • You cannot become lost under normal circumstances.
  • You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
  • You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
  • While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.

At both 6th and 10th level you choose an additional number of Known Lands equal to 1 + your Wisdom modifier, with a minimum of 1. With the Game Master’s permission, you can save these Known Lands until you start exploring new areas – once chosen, they cannot be changed.

Ways of the Wild

You have a great deal of experience from travelling through the wilderness and surviving the various dangers that the wild constantly offers.

At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness.

If you act as a company’s Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).

At 6th level, your time in the Wild has taught you that only those that strike fast and hard live to fight another day. When fighting in the wilderness, your first round of attacks in every combat has advantage.

At 14th level, you can no longer be ambushed and cannot be surprised in the wilderness.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot choose a Fighting Style more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence
While you are wearing armour, you gain a +1 bonus to AC.

Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Natural Watchfulness

Also at 2nd level, whether travelling, exploring or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the wilderness, your proficiency bonus for Perception is doubled, if you are proficient in Perception.

Wanderer Archetype

At 3rd level, you choose an archetype you strive to emulate. Choose from the Hunter or the Shadow-bane (both detailed at the end of the class description). Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Rumour of the Earth

Also starting at 3rd level, when you stretch yourself upon the ground with your ear pressed against the turf you can decipher the sounds of the earth. You can hear it groan when the enemy treads upon it, or echo the distant gallop of horses, or sing in tune with the rushing of tumbling waters.

Between each long rest, you may make a DC 15 Wisdom (Survival) ability check. On a success, the Loremaster must give you a useful piece of information about a quarry you are hunting or a place you are seeking. If you get 25 or higher as a result, the information gleaned may very well seem near-miraculous to others.

 

 

Character Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can select a feat.

As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Poison Resistance

At 8th level your long exposure to the poisons and venoms of the creatures of the wilderness have partially inured you to them. You gain resistance to all poison damage.

Trackless Steps

Starting at 9th level, you cease leaving any signs of your passage through the Wild. You can no longer be tracked by any normal means through the wilderness. Additionally, you can cover the tracks of a number of companions equal to your Wisdom modifier, with a minimum of 1.

Hide in Plain Sight

Starting at 10th level, you can spend one minute creating camouflage for yourself. You generally need a traveller’s cloak and access to mud, dirt, plants and other naturally occurring materials to assist in your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are.

You gain a +10 bonus to Dexterity (Stealth) ability checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Unflagging

Beginning at 13th level, your long journeys through the Wild have toughened you against the weariness of travel.

Your exhaustion penalties are always 2 levels less than your present exhaustion level. In other words, you suffer a -1 to ability checks and attack rolls only when you’ve reached 3 levels of exhaustion.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn.

Feral Senses

At 17th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Secrets on the Wind

At 18th level, the natural world holds no more secrets from you and the wind whispers all it has heard in your ears. Once per long rest you may make a DC 15 Wisdom (Insight) ability check to learn news from far away of friends or foes.

On a successful roll, you learn the following about whoever you seek news of: exactly where they are, which direction they are headed (if any), and their general state of being (drinking merrily, wounded and anxious, tired, or similar).

Deadly Foe

At 20th level, your long fight against the terrors that roam the Wild have made you fell and terrible in battle. You no longer roll damage dice for successful attacks; they automatically inflict the maximum amount on the die.

Wanderer Archetypes

The wanderer in Middle-earth has two expressions: the Hunter of Beasts and the Hunter of Shadows. In these dark days, only those wanderers who can defend themselves against evil foes survive in the Wild.

Hunter of Beasts

You can track your quarry across many miles, and bring it down with a well-placed arrow or swift blow. Some folk rely on hunters for both sustenance and protection.

Tracker

Beginning at 3rd level, you double your proficiency bonus when making Wisdom (Survival) ability tests to track a creature. Furthermore, you may substitute Survival for Investigation when making deductions based on tracks, spoors and other physical traces.

Swift Shot

Beginning at 7th level, if you have a ranged weapon to hand, you may make a bonus ranged attack before initiative is rolled. This applies even if you are surprised.

 

 

Master Hunter

At 11th level, choose one of the following abilities. At 15th level, choose another. You may not choose the same ability twice.

Run to Ground

If you spend a day stalking a foe before attacking, that foe gains 1 level of exhaustion. If you spend three days, the foe gains another level of exhaustion (+2 total). If you spend a week, the foe suffers a third additional level of exhaustion (+3 total). This is in addition to any exhaustion levels otherwise accrued by the foe.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see that are within your weapon’s range. You must have ammunition for each target, as normal, and you must make a separate attack roll for each target. You must finish a short or long rest before you can use this ability again.

Hunter’s Blessing

Regain a Hit Die (up to your maximum) when you bring down (kill or incapacitate) a creature you’ve been hunting. Once you’ve used this ability, you cannot regain a Hit Die in this manner again until you’ve finished a long rest.

Hunter of Shadows

The lonely souls who choose this archetype forever hunt the enemies of man, wherever they may hide. There is no respite for such Wanderers and little hope of final victory, yet they fight on, regardless.

Foe of the fae

Beginning at 3rd level, when you choose this archetype, all of your attacks made against servants of the fae inflict +2 damage. Such servants are Orcs, Goblins, Spiders, Trolls, many traitorous men and any other creature that willingly serve the fae.

In addition, you gain proficiency in the fae-lore skill.

Revenge

Beginning at 7th level, whenever a servant of the fae successfully attacks you, you automatically get to make a single attack against them in return.

Shadow Killer

At 11th level, choose one of the following features:

Bane

Once per turn, when you hit a servant of the fae with an attack, you may deal an extra d8 radiant damage. Furthermore, if you use a flaming torch against undead or other evil spirits, your attacks deal 1d12 radiant damage instead of the normal damage for a torch.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Defence Against the Shadow

At 15th level, you gain one of the following features of your choice.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Unbreakable Will

You cannot be intimidated or frightened in any way and are totally immune to all supernatural sources of fear.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

 

Warden

In this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Sometimes, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a figure as threatening as those you are protecting them from.

Other Wardens fulfil their oath by kindling the spirits of the defeated and the fearful. They tell stories of past deeds and elder days, to inspire a new generation of heroes to take up arms against the Enemy.

Class Features

As a Warden, you gain the following class features

Hit Points

Hit Dice:
1d8 per Warden level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per Warden level after 1st

Proficiencies

Armor:
Light armour, shields
Weapons:
Simple weapons, broadswords, long swords, short swords.
Tools:
None
Saving Throws:
Dexterity, Charisma
Skills:
Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A broadsword, (b) longsword or (c) short sword
  • (a) a short bow or (b) a long bow with a quiver of 20 arrows
  • Studded leather
  • (a) a shield or (b) great shield
  • Travelling Gear
The Warden
Level Proficiency Bonus Features
1 +2 Warden’s Gift (d6), Ever Watchful
2 +2 Jack of All Trades, Campfire Tales (d6)
3 +2 Expertise, Warden Expression
4 +2 Character Improvement
5 +3 Warden’s Gift (d8), Dauntless
6 +3 Distraction
7 +3 Expression Feature
8 +3 Character Improvement
9 +4 Campfire Tales (d8)
10 +4 Expertise, Warden’s Gift (d10)
11 +4 Expression Feature
12 +4 Character Improvement
13 +5 Campfire Tales (d10)
14 +5 Vast Knowledge
15 +5 Expression Feature, Warden’s Gift (d12)
16 +5 Character Improvement
17 +6 Campfire Tales (d12)
18 +6 Commanding Voice
19 +6 Character Improvement
20 +6 A Light When All Other Lights Go Out

Warden’s Gift

You can inspire others through stirring words, through music or by your presence alone. To do so, use a bonus action on your turn. Choose one creature other than yourself that is within 60 feet of you and who can hear you. That creature gains one Gift die, a d6.

Once within the next 10 minutes, the creature can roll the Gift die and add the number rolled to one ability check, attack roll or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature may have only one Gift die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a long rest.

Your Gift die increases in size when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.

 

 

Ever Watchful

Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage.

Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts and general appearances of all local influential individuals, households and factions, as well as what livery, colours and heraldry they typically bear, if any.

Jack of All Trades

Wardens tend to know a little bit about everything. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Campfire Tales

Beginning at 2nd level, you can help revitalise your wounded allies during a short rest. If you tell tales during a short rest, then you and any nearby friendly creatures listening to your tales gain an additional 1d6 hit points per Hit Die spent.

The number of extra hit points gained increases as you gain Warden levels: to 1d8 at 9th level, to 1d10 at 13th level and to 1d12 at 17th level.

Talented

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Warden Expression

Also at 3rd level, you choose the way in which your Warden talents will express themselves. Choose Counsellor, Herald or Bounder (all three are detailed at the end of the class description).

Your choice of expression grants you features at 3rd level and then again at 7th, 11th and 15th level.

Character Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can select a feat.

As normal, you cannot increase an ability score above 20 using this feature.

Dauntless

Beginning at 5th level, you regain all of your expended uses of Warden’s Gift when you finish a short or long rest.

Distraction

At 6th level, you can use your sharp wit and knowledge of the terrain to distract, confuse and otherwise sap the confidence and competence of others.

When a creature that you can see within 60 feet of you makes an attack roll, an ability check or a damage roll, you can use your reaction to expend one of your uses of Warden’s Gift, rolling a Gift die and subtracting the number rolled from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the Loremaster determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it cannot hear you or if it is immune to being charmed.

Nor Weariness, Nor Endless Barren Miles

Starting at 14th level, when you make an ability check, you can expend one use of Warden’s Gift. Roll a Gift die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the Loremaster tells you whether you succeed or fail.

Spirit of Fire

At 18th level you are amongst the greatest Wardens in the world. You may replace any Charisma check you make with a 15 (before adding modifiers). You may do this a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.

A Light When All Other Lights Go Out

At 20th level, when you roll initiative and have no uses of Warden’s Gift left, you regain one use.

 

 

Warden Expressions

Wardens eventually cleave to one of these three categories: Counsellor, Herald, or Bounder. These three expressions of the Warden class are each quite different, but all involve inspiring and protecting those who need your aid.

Counsellor

Your voice is your weapon. You have the ear of heroes and lords, and can accomplish more with a whispered word than with a drawn sword.

Bonus Proficiency

When you choose this expression at 3rd level, you gain proficiency in a single Charisma or Wisdom skill of your choice.

Discourse

Also starting at 3rd level, through carefully chosen words and the force of your personality, you have an uncanny ability to lower the guard of potential enemies and sway them towards parley instead of violence. Choose one creature within earshot and make a Charisma check with advantage. Your opponent may make a Wisdom saving throw. If you succeed, then that creature is considered friendly towards you.

The skill you use for this Charisma check depends on the type of discourse that you wish to engage in: if you are trying to trick your opponent then you use Deception; if you are using your strength of arms to make your enemy stand down then you use Intimidation; if you are trying to convince a neutral party to join you then you use Persuasion; and if you simply wish to occupy your opponent’s attention for a while then you use Performance. In short, any Charisma-based skill can be used as long as there is a reasonable basis.

A friendly creature actively tries to help you so long as it or its allies aren’t threatened; any attack against a friendly creature or its allies obviously ends the discourse! If you ask a friendly creature to commit a crime, do something that would force it to defy its orders, or otherwise upset someone above it, then at the Game Master discretion it is allowed to make another Wisdom saving throw.

It takes a lot out of you to think quickly and find the best words to lower your opponent’s guard. Once this feature is used, it cannot be used again until you have taken a short rest.

Worthy Counsel

By 7th level, you are particularly good at giving advice. When you grant a creature a Gift die, if they use it to make an ability check following your guidance, they also have advantage on the roll. Alternatively, you can give bad counsel, and give them disadvantage on the roll, but only if the creature already trusts you and accepts your advice at face value.

Anticipate

At 11th level, your knowledge and experience almost give you a sixth sense when it comes to anticipating things that might go wrong. Once per long rest, if you have spent at least half an hour pondering a course of action, the Game Master gives you some insight on one or more likely problems with your contemplated course of action. This could be a particularly stubborn diplomat, an insufficient number of troops to accomplish a goal or even the lack of an ally’s resolve to see a plan through.

This feature does not give you access to any information that you would not reasonably know beforehand.

Embassy

At 15th level, you are widely respected. No matter how hostile an enemy, your summons will bring that enemy to the negotiating table to hear your pleas or proposals. This is done under a flag of truce and there will be no deception on the part of those whom you have summoned. During this period of negotiation (usually about an hour) you have advantage on any ability checks made against your enemy.

While this may not result in the enemy agreeing to your demands, you may have at least bought some time to get better prepared or learn more about your foe. Note that even the forces of the Dark Lord of Mordor will heed such a summons, though they may choose to spend the hour mocking you, you can still glean much between their threats and insults.

You can only enforce an audience with an enemy once during any particular Adventuring phase, although the Loremaster may waive this limitation for particularly complex plots or long wars.

 

 

Herald

Heralds are warriors as well as scholars, advocating for a cause that can motivate others and fighting for their beliefs. Heralds seek to witness great deeds of valour first hand and sing of what they have seen to others, to inspire them in turn.

Bonus Proficiencies

When you choose this expression at 3rd level, you gain proficiency in medium armour, shields and martial weapons.

Songs of Slaying

The songs of battle resound where Heralds are present. Also starting at 3rd level, you may expend one of your Warden’s Gift die to give all of your allies within 30 feet an additional d4 on their next attack roll. Alternatively, any creature that has one of your Warden’s Gift dice may roll the die and add the number rolled to a weapon damage roll that they just made.

Extra Attack

Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Break Resolve

At 11th level, your steely gaze causes lesser foes to falter before you. As an action, you may attempt to instil fear in one creature within 30 feet of you that can see you by making a DC 15 Charisma (Intimidation) check. The affected creature must make a Wisdom saving throw (DC equals the result of your Charisma check) or gain the Frightened condition. You may use this ability only once, regaining it after a short rest.

An End Worthy of Song

At 15th level, your stirring words help your allies stand against any challenge, even if it is to be their last stand. As an action, you can speak words of hope and valour that move you and all of your allies within 30 feet, granting each of you a +2 bonus on all attack rolls, a pool of temporary hit points equal to your Warden level and immunity to being Frightened. This effect lasts a number of rounds equal to your Charisma modifier +1 (minimum of 1). When this ability ends, all those affected lose any remaining temporary hit points they gained from this ability and suffer one level of exhaustion. You must take a long rest in a Sanctuary before you can use this ability again.

Bounder

Bounders protect the simple folk so they can go about their lives untroubled by the dangers of the untamed wilderness. To walk the path of the Bounders is to be forever on the edge of the Wild, patrolling where the tilled green fields meet the edge of dark forests. Bounders are resilient and near tireless guardians, who stay in the darkness, that others may thrive in the light.

Guardian

Starting at 3rd level when you choose this expression, when a creature you can see attacks a target within 5 feet of you (other than yourself), you can use your reaction to impose a disadvantage on the attack roll.

Ceaseless Guard

At 7th level, you can use your action in order to interpose yourself in front of an attack meant for another. You make a Dexterity saving throw with a DC equal to the enemy’s attack roll. If you succeed, the attack is automatically directed at you. If the ally you’re trying to protect has one of your Warden’s Gift dice, you may roll that die and add it to your AC against this attack only.

A Creature of Stone and Steel

At 11th level, you have been pounded into unyielding iron. You gain a permanent pool of temporary hit points equal to 12 + your Constitution modifier. This pool replenishes after finishing a long rest.

Unyielding Guard

Starting at 15th level, your skill at protecting yourself and others reaches its zenith. You can use your action to utterly thwart your enemies. Choose any number of opponents within 10 feet of you whose total Hit Dice are equal to or less than your own number of Hit Dice. For the following round, these opponents do not roll their attack dice – all of their attacks automatically miss. You cannot use this ability again until you’ve taken a short or long rest.

 

 

Warrior

The Wise know that strength is a dangerous gift, and whenever arms are taken up in anger fell deeds await. But when the world is on the brink of ruin, it is the duty of all those of worth to rise and draw swords, whatever the risk.

You have decided to put your strength to the service of others, to sally forth and join battle in this dark hour. You are a warrior abroad, one who has left their hearth and home to take the fight to the Enemy. Skilled in the arts of war you seek glory on the field of battle.

You fight with discipline and forethought; unlike the oft-barbaric and brutal fighting style of the Slayer, you are either a trained soldier or noticeably controlled and cool- headed. Even when roused to anger, you are always wise in your choice of foes.

Class Features

As a Warrior, you gain the following class features

Hit Points

Hit Dice:
1d10 per Warrior level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per Warrior level after 1st

Proficiencies

Armor:
All armour, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Chose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A chain shirt
  • a martial weapon
  • a short bow with a quiver of 20 arrows
  • Travelling Gear
The Warrior
Level Proficiency Bonus Features
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (one use)
3 +2 Martial Archetype Feature
4 +2 Character Improvement
5 +3 Extra Attack
6 +3 Character Improvement
7 +3 Martial Archetype Feature
8 +3 Character Improvement
9 +4 Defender of the Fallen
10 +4 Martial Archetype Feature
11 +4 Extra Attack (2)
12 +4 Character Improvement
13 +5 Indomitable (one use)
14 +5 Character Improvement
15 +5 Martial Archetype Feature, Indomitable (two uses)
16 +5 Character Improvement
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Martial Archetype Feature,
19 +6 Character Improvement
20 +6 Extra Attack (3)

 

 

Fighting Style

You adopt a particular fighting style as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence
While you are wearing armour, you gain a +1 bonus to AC.

Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-handed or Versatile property for you to gain this benefit.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Knight or Weaponmaster (both are detailed at the end of the class description).

The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Character Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can select a feat. As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Defender of the Fallen

At 9th level, if an ally is reduced to 1/5th or less of their maximum hit points by an attack, you may Dash as a bonus action as long as your Dash brings you closer to that wounded ally.

Indomitable

Beginning at 13th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests at 15th level, and three times between long rests starting at 17th level.

 

 

Warrior Archetypes

A Warrior may choose between two archetypes – the stalwart knight and the deadly weaponmaster.

Knight

Sworn to serve and defend a liege lord, the Knight places their body between those who would do violence and their charge. Steadfast and resolute, a Knight must always be alert for danger and ready to intercept it.

Sworn Defender

Upon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Game Master, you tarry or stray from your quest.

If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge.

Marks of Honour

Also at 3rd level, your faithful service is recognised with a mark of honour. You gain another mark at 7th , 10th, 15th and 18th levels.

Choose from the following marks.

Reward: Gain a Reward from your liege-lord. You may take this mark multiple times.

Inspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.

Minstrel’s Tales: After completing a task for your liege lord, you may declare that your deed has passed into song. In any social encounter, improve the starting attitude towards you by one step.

For example, if you would normally be considered a Friend by others, you are now Favoured in their halls. If you would normally be looked upon Askance, they are at least now Neutral towards you. If you are unknown in these parts, you at least are seen in a Neutral light.

You may take this mark multiple times; each time it improves attitudes by one step. Of course, if your task insulted or injured someone of importance, then you gain no benefit from having tales sung of your deeds in those parts.

Officer: When you take this mark, you gain four Command dice, which are d6s. A Command die is expanded when you use it. You regain all of your Command dice when you finish a short or long rest. As a bonus action you can give a Command die to any ally who is within 60 feet and in line of sight. That ally can roll their Command die and add the number rolled to any ability check, attack or damage roll.

Knight’s Strike: You may spend Inspiration to strike with added fury, adding 3d6 damage to your attack.

Famed Protector

At 15th level, so long as you are within 30 feet of your Charge, you are immune to the Charmed, Frightened and Stunned conditions. Furthermore, you cannot become unconscious or incapacitated unless you have failed three death saves (at which point you die).

Sacrifice

At 18th level, any time your charge takes hit point damage or suffers a condition, if you are within 30 feet of your charge you may throw yourself in harm’s way, suffering the damage or condition instead. If the source of damage or condition grants a saving throw, you are assumed to have failed it; however, if it is an ongoing condition that grants saving throws, you may attempt them as normal beginning on the round after you used this feature.

Weaponmaster

Seeking mastery over themselves as opposed to others, the Weaponmaster specialises in a style of fighting, sometimes even a specific weapon, to a degree other warriors can only dream of.

Style Focus

When you choose this archetype at 3rd level, you become even more fearsome a foe with your chosen Fighting Style.

The Fighting Style chosen at 1st level gains additional abilities.

Archery
You may spend your action aiming. If you attack with your bow next turn, you gain a +2 bonus to the attack and do not suffer disadvantage for attacking at long range.

Defence
You ignore disadvantage to Stealth checks due to your armour.

Duelling
When you are wielding a melee weapon in one hand and no other weapons, you may exchange your +2 bonus to damage from Duelling for up to a +2 bonus to attack.

 

 

Great Weapon Fighting
You have advantage while wielding a weapon with the Two-handed or Versatile traits if you are fighting against a creature your size or smaller.

Protection
As a bonus action you may attack with your shield, inflicting 1d6 + Strength modifier points of damage on a hit.

Two-Weapon Fighting
When wielding two weapons, you may forsake an attack with either one to give the next opponent to attack you disadvantage on their attack roll.

Masteries

Also at 3rd level, you have mastered a specific weapon. You gain another mastery at 7th , 10th, 15th and 18th levels.

Choose from the following masteries.

Birthright

You have acquired a weapon of fine make and long lineage. Give your weapon a name. When you first acquire this weapon, you gain advantage on any Charisma (Intimidate) or (Persuasion) ability checks while you carry it. At 3rd level, the weapon grants a +1 bonus to all attack and damage rolls. At 7th level the weapon gains one of the following qualities, and gains a further quality at 10th and 15th level.

  • Balanced: At the start of your turn, you may transfer the weapon’s bonus to attack to your AC. This bonus remains until the start of your next turn.
  • Baleful: A baleful weapon inflicts a critical hit on a natural roll of 19 or 20.
  • Bitter: The weapon now grants a +2 bonus to all attack and damage rolls, instead of +1.
  • Enduring: Enduring weapons cannot be broken by mischance or the attacks of enemies.
  • Infamous: Your enemies know the name of your weapon, and it strikes fear into their hearts. Pick a group (Dunlendings, Haradrim, Wainriders, Orcs, Trolls, Spiders, or a similar group); whenever you inflict a critical hit with your weapon, all nearby creatures of the chosen group must make a Wisdom save (at DC 8 + your proficiency bonus + either your Strength or Dexterity modifier, as you see fit) or be Frightened of your weapon for the rest of the battle.
  • Vicious: On a natural roll of a 20, this weapon inflicts +7 damage.
Force of Will

You have truly become one with your weapon; it acts as an extension of your will and you will not be denied. Any damage dealt by this weapon is considered to deal radiant damage, enabling it to bypass resistances and immunities that normally protect against your weapon type.

Guild Member

You have gained membership in an organisation of warriors. That organisation’s base becomes a Sanctuary for you and any companions, and the organisation will happily provide support for your endeavours in the form of food, shelter, access to training grounds and lore, and other means short of marching to war (though they might be convinced to do so).

Lethal

You know how to strike and strike hard. Your attacks add your proficiency bonus or your ability modifier; whichever is higher, to their damage.

You must be 10th level or higher to take this Mastery.

Old Enemies

Choose a foe, preferably one you personally have fought or your people regularly battle against. You gain that foe’s language and have advantage on Charisma (Deception) and (Intimidation), and Wisdom (Insight) ability checks involving them. When you are fighting against your chosen foe, whenever you roll for damage, you can re-roll your weapon’s damage dice and use either total.

Weaponmaster’s Challenge

Nominate another ally in this battle. As long as the number of enemies you have slain in this encounter remains within 3 of the number of enemies the nominated ally has slain, you both gain a +1 bonus to attacks. After you have used this ability, you cannot use it again until you have finished a long rest.

 

 

Equipment & Gear

Travelling Gear

Travelling gear includes all the typical belongings that are carried when travelling, in addition to weapons and armour.

Travelling gear varies by the time of year a company sets out. Spring and summer gear consists of lighter clothes and cloaks, blankets, water and rations. Winter and autumn gear requires warm clothing, thick jackets, fur-lined cloaks and solid boots with heavier bedrolls along with water and rations.

All classes start with one seasonal set of travelling gear of their choice, they will have to purchase other sets as needed.

Both sets of travelling gear include rations for a week of travelling. If their journey is going to last more than a week, most Player-heroes will generally have to rely on their skill as hunters.

Spring and Summer Travelling Gear includes appropriate garb, backpack, blanket, mess kit, a flask of oil, a pouch, 50’ hempen rope, 5 torches, a waterskin and a whetstone. With rations, this gear weighs 49 lb. and if purchased, would cost around 9s.

Autumn and Winter Travelling Gear includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch, 50’ hempen rope, a waterskin, and a whetstone. With rations, this gear weighs 54 lb. and if purchased, would cost around 18s.

Herbs, Potions and Salves

There are numerous plants of great worth in the Wilds of the world if you know where to look for them. A few folk know how to make various beneficial remedies from such herbs, but only skilled healers know how to bring forth their greatest virtues. The most efficacious plants are, invariably, the most difficult and dangerous to find and thus very often in very short supply. The listed prices reflect this.

Stellaria
Stellaria is a long leafed plant, found only in small, sparse thickets. Stellaria has many virtues, though it is often only known as a weed with a sweet scent – like that of pleasant orchards, or fields of heather under a summer sun. Those with the proper knowledge of Stellaria’s many properties can make far more use of it.

Applying a salve made from Stellaria allows a character to immediately regain 1d4+1 hit points.

Hagweed
Hagweed is a floating plant, found in ponds of still water in verdant carpets of minute green leaves. Deceptively harmless to look at, these plants thrive in stinking waters where bodies of animals and travellers alike have sunk to rot. Hagweed is indeed a serious threat to travellers as, at dusk or when the sky is overcast, a horse or pony might easily stumble in the deep pools they cover, thinking to find firmer terrain. If collected, the leaves of the hagweed can be brewed into a drink that strengthens the spirit.

Drinking a hagweed potion gives a character advantage on all saving throws against Corruption for 1 week.

Kingcup
These are bright, yellow flowers that appear when the winter snows start melting away. They turn dark and dreary bogs into pleasant places, and thus may trick unwary travellers into entering the dangerous terrain they grow upon.

Wearing a necklace or bracelet of freshly woven Kingcups makes a character lucky for a 1d4+1 days. Whenever a lucky character rolls a 1 on a d20 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Reedmace
Beds of these plants are found especially in the vicinity of lakes. Reedmace is a tall grass with long leaves that flowers in spring. At that time, its top part develops into a mace-like head. Reedmace often grows taller than a Man. Farmers harvest reedmace for food, and cook its leaves or grind the plant into flour. Wise women learned to boil its rootstock to make a salve capable of speeding up the healing of wounds.

Applying reedmace salve to wounds allows a character to immediately recover 2 Hit Dice.

Shadow-thorn
Shadow-thorn is a dark black lichen that grows in small clumps on trees within the depths of dark and ancient forests. Despite its somewhat sinister appearance, shadow-thorn is a beneficial plant that helps draw off toxins. Once ground into a fine powder, shadow-thorn can be used to make a potion capable of neutralizing many poisons.

A character who drinks a shadow-thorn potion gains advantage on saving throws against poison for 1 hour.

 

 

Water-lily
A beautiful floating plant with oval leaves and white or yellow flowers, the water-lily is found wherever the Forest River and the River Running slow their courses in winding loops, but it is not encountered under the shade of Mirkwood at all. Its flowers open in all their beauty only by midday, to close again when evening approaches. Water-lilies are often collected as decoration, and placed in bowls filled with water or woven into garlands.

A drink prepared using flowers and petals of white water-lilies fortifies the body, while the rare red water-lily is said to reinforce the fighting spirit.

A character who drinks a potion made from white water-lilies automatically gets the full Hit Die value of any Hit Dice spent to regain hit points during their next short rest.

A character who drinks a potion made from red water-lilies adds +2 damage to all melee weapon attacks made for the next hour.

Herbs, Potions and Salves Chart
Item Cost Weight
Stellaria 30g -
Hagweed 40g -
Kingcup 30g -
Reedmace 20g -
Shadow-thorn 25g -
Water lily (Red) 3p -
Water lily (White) 20g -

Tools

Pipe
A pipe is made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. Proficiency with a pipe means you practice the art of smoking and likely have some skill at blowing smoke-rings. Smoking a pipe can aid in both introspection and friendly chatting with fellow practitioners of the art.

If you spend an hour smoking your pipe while considering a problem, you may make an ability check with your proficiency bonus against a Difficulty Class 15. On a success, you make the immediate follow-on check with advantage. On a failure, you wasted an hour, but had a good smoke.

Pipeweed
Pipe-weed or Leaf, as some adherents refer to it, comes in various types with slightly varied properties.

Tools
Item Cost Weight
Pouch of Pipe-weed (10 uses) 3s -
Pipe 2g -

Weapons & Armor

Broadsword (replaces rapier)
A type of sword that has a broad double-edged blade for cutting and typically a basket hilt.

Weapons
Name Cost Damage Weight Properties
Broadsword 306 1d8 slashing 3 lb. Finesse

Great Shield
Huge and round or barrel-shaped, these shields are carried in battle by the sturdiest of warriors, and are considered too cumbersome and unwieldy by many. Great shields can only be used by Size Medium or larger warriors.

Armor
Armour Cost Armour Class (AC) Strength Stealth Weight
Great Shield 30g +4 Str 13 Disadvantage

 

 

Journeying

A company will often roam from one place to another during the course of their adventures. But travelling is not simply a means of getting to a destination, nor something to be undertaken lightly. A great part of the life of an adventurer is spent on the road. Often, what distinguishes them from a common villager is the skills they possess to help them survive while on a journey.

Once a company decides to undertake a significant journey from one place to another, the journey rules outlined in this chapter should be used. A GM may decide that a journey is either short enough, or familiar enough, that the journey rules need not be used, and they can happily be ignored to serve the pace of the game.

The journey rules break down a journey into three distinct stages, each one influencing the one that follows it in some way. The first stage represents the company embarking on the journey: plans are made, supplies gathered, maps studied and routes agreed upon. The company decides between them who will undertake which tasks on the road. But there is more to this stage than simply preparations. It also represents the company’s ability to stay to the course, to keep their spirits high and may take into account the fickle nature of weather. In broad strokes, it gives a feeling of the overall tone of the journey from it’s outset. It may be influenced to a greater or lesser degree by the attentions of their enemies.

The second stage represents events arising, and the tasks carried out by members of the company during the course of the main part of the journey. Depending on the length of the journey, the company will make one or more rolls that represent the challenges or opportunities that they find placed in their way. These rolls will determine both the nature and the magnitude of the encounters they will face and may require several of the company to work together to overcome any challenges.

The third stage of the journey is representative of the company’s arrival at its destination. The Guide makes a roll, often modified by the outcomes of the tasks undertaken by other members of the company during the main part of the journey.

The result of this final roll will determine whether the company arrive in high spirits, full of tales of bold deeds, beautiful sunsets and delicious meals cooked over open fires, or if they trudge the final miles, footsore and dispirited, backs bent under the weight of packs, silently brooding upon empty bellies and poor choices.

Journey Rules Summary

  • Players assign tasks and plan route.
  • GM determines Peril Rating of the journey.
  • The Guide makes an Embarkation Roll: modified by the Guide’s Survival proficiency bonus plus half their Wisdom bonus minus the Peril Rating.
  • The GM either relays the result, or optionally hints at it
  • Determine the number of Journey Events.
  • Events are created by rolling a d12, potentially modified by the Embarkation result.
  • Events are played through, noting down the result for reference. - The Arrival roll (d8) is made, and results are applied.

Step One: Embarkation

When the players have decided on a destination, they need to choose the best route to get there. Using the map, they indicate the general route that they intend to follow, and the GM determines the Peril Rating of the journey.

The difficulty and danger of the journey is based it’s length, on the area and terrain traversed, and on the season in which the journey is taking place (journeys in the cold months of the year are more strenuous than those in the warm ones). Valenica can be a perilous place, so the shortest route may not always be the safest. The company must choose wisely what paths to follow.

Players assign their characters a task for the journey, roughly summarising what they will be doing for the length of the trip.

An experienced company differs from a novice group of adventurers in the capability of its members to collaborate effectively. When they are travelling, the companions usually divide up some of the duties according to ability.

The tasks divided between the company are as follows:

Guide - In charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency.

Scout - In charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation.

Hunter - In charge of finding food in the wild. Hunters rely on success with Survival checks.

Look-out - In charge of keeping watch. Look-outs rely on their abilities in Perception.

 

 

With the exception of the company’s Guide, more than one character may be assigned the same task (in other words, there may be more than one character acting as Look-outs, or more that one going hunting regularly), but normally no character may assume more than one role at the same time (posing as the group’s Hunter AND Scout, for example). If there’s more than one person assigned to the task then nominate a lead Scout, Hunter or Look-out.

That character is the one who makes the test and gains advantage from the assistance of the other characters performing the Help action on that task. If a task goes unfilled, any relevant tests for that task which come up are taken at a disadvantage.

Determining the Peril Rating of a Journey

The GM should consult the map to determine the difficulty of the terrain through which the journey passes. Whichever type of terrain forms the majority of hexes passed through by the proposed route determines the overall terrain type:

Easy Terrain: 1
Mild/familiar terrain, extensively mapped with well travelled roads and/or frequent settlements.

Moderate Terrain: 2
Areas that the company may have some knowledge of, that they may have travelled through once or twice. Broken terrain, scattered paths and trails.

Hard terrain: 3
Unfamiliar areas, deep forest, trackless wilderness.

Severe Terrain: 4
High Mountains and treacherous swamps.

Daunting Terrain: 5
Areas controlled by the Fae.

Increase level of terrain by one when traveling in winter conditions, up to Daunting Terrain.

Optionally, the GM does not have to inform the players of the Peril Rating of their journey and thus keeps the final outcome of the Embarkation roll secret from them, instead paraphrasing to perhaps give some hints of what may lie ahead of them on their Journey.

Once the route is decided upon, and the GM has determined the Peril rating of the journey, the Guide must make an Embarkation roll using a single d12. This roll is modified as follows: the Guide’s Survival proficiency bonus plus half their Wisdom bonus, minus the Peril Rating of the journey, as determined by the GM. The result of the roll is used on the Embarkation Table below. The Guide should make a note of both the numbered result and its effects. The result may be referred to during the following parts of the journey.

Horses and Boats
When travelling, companions may ease their toil by bringing horses to carry their burdens, or may journey on boats when along a river, lake or sea. If the company travels aboard boats or is equipped with horses for the greater part of their journey, ignore the first level of exhaustion incurred while on the Journey.

Note that there are many places in the Valncia where horses are unwilling to venture. Reluctant animals can be coaxed over a mountain pass with a Wisdom (Animal Handling) test against a DC 15 in Summer and Autumn, DC 20 in Spring, and DC 25 in Winter. Nothing can get a horse beneath the eaves of Fae Wood.

Embarkation Table

1. (or less) Dark Signs and Evil Portents
The company’s path is likely to lead them through places both ancient and terrible. Modify all rolls on the Journey Event tables by +2 and the proficiency check to determine the initial outcomes of these encounters should be made with disadvantage.

2. A Fell and Foreboding Start
The company sets out under a pall of doom. A sense of foreboding and oppressive menace seems to loom at every turn and misfortune appears to dog their steps. Tasks seem harder, and will remain so until the feeling of doom can be shaken off. As a result, all rolls taken during Journey Events are made with disadvantage until a roll is successfully made, at which point the dark mood will lift.

3. The Keen Eyes of the Enemy
The company has the misfortune to have chosen a path upon which fell creatures and evil men are more likely to be encountered. As a result, they will need to work hard to avoid encountering those who would wish to do them harm: a brooding feeling of danger seems to pervade their senses throughout the journey, as if unseen eyes watch them at every turn. Modify all results on the Journey Events tables by +1 and the first roll made during these encounters should be made with disadvantage.

4. The Wearisome Toil of Many Leagues The company finds that the maps that they consulted were poor, inaccurate or out of date, or that the path they find themselves upon is beset with obstacles, dead ends and difficult terrain making the going harder than it should be. Throughout the journey, terrain types are classed as one grade harder to traverse.

 

 

5. Foul Weather The rain falls constantly, the wind chills to the bone, the sun beats down unrelentingly, frost numbs toes and fingers. Rest is hard to find, sleep is elusive and every mile walked feels like three. As a result, each member of the company suffers one additional level of exhaustion.

6. Meagre Supplies and Poor Meals
Whether as a result of unfortunate mishaps during cooking, a scarcity of game, a blunder when picking mushrooms or a need for haste leading to the company simply eating what scraps they have while on the move, the meals eaten during this journey have a tendency to be, by turns, undercooked, infrequent, burned, tasteless or just foul. As a result, all members of the company receive a -1 on all skill checks made throughout the journey.

7. Feasts Fit for the Kings of Ancient Times
Perhaps game is plentiful, herbs, mushrooms and root vegetables seem to spring up out of nowhere along the company’s path, or the cook brought exactly the correct amount of salt and pepper. For whatever reason, the company’s meals during this journey are a thing to be anticipated with joy, and to be remembered for days after. Accordingly, all members of the company receive a +1 bonus to all skill checks made during this journey.

8. Fine Weather
Each morning brings a beautiful sunrise that raises spirits and fills all who see it with hope for the day ahead, when rain falls it is cooling and soothing to a weary traveller, the wind seems to be a no more than a light breeze and snow or frost sparkle beneath clear, bright skies, creating majestic and breath taking vistas. As a result, each member of the company may ignore the first exhaustion point that they accrue during this journey.

9. Paths Both Swift and True
Whether as a result of consulting good quality maps, referring to the knowledge of local travellers or simply due to an innate knack for finding the easiest path, the Guide has planned a route that will allow the company to travel swiftly and directly to it’s destination. Throughout this journey, all terrain types are considered to be one grade easier to traverse

10. Hidden from the Enemy Though agents of the Fae, and other enemies, roam far and wide, and dangers may be found anywhere in Valencia, the Guide has wisely chosen a path that will conceal the company from the attentions of all but the most determined and alert of foes. In addition, the company seems more aware of their own surroundings and will likely spy out both trouble and opportunities upon their path. As a result, modify all results on the Journey Event table by +1 and the first roll during each encounter may be made with advantage.

11. With Hopeful Hearts and Clear Purpose
The company embarks with light hearts and a sense of hope. They are resolute and determined to cleave to their path, regardless of hardship or setback. Accordingly, each member of the company counts as Inspired until the first time they fail a roll during this journey.

12. (or more) From Auspicious Beginnings
The company sets out upon a path that will likely show them wonders long since forgotten or into dangers that most would quail at the thought of. But the auspices are good, and should the company be true, they will surely prevail. As a result, add 2 to the rolls on the Journey Events Table. Additionally rolls made to determine the initial outcome of these encounters should be made with Advantage.

Step Two: Journey Events and Task Rolls

During the journey, members of the company may be called upon to use their wit and talents to ensure that the journey does not fall to ruin.

There are times when a single member of the company may have to overcome a challenge alone whereas at other times several companions may need to work together to be successful.

On a short journey, the company will typically be faced with 1-2 events, on a medium journey, 2-3 and on a long journey 3-5. The number of events is influenced by the Peril Rating of the journey, with more dangerous journeys leading to a higher number of challenges.

The number of challenges to be faced is determined as follows:

  • Short Journey (1-7 hexes on the map): 1d2 for number of challenges.
  • Medium Journey (8-20 hexes on the map): 1d2+1 for number of challenges.
  • Long Journey (21+ hexes on the map): 1d3+2 for number of challenges.

Note that Long Journeys are extremely hazardous to low to mid level characters, and likely to put them in extreme danger. A wiser company will break their journey into shorter, more manageable legs, with long rests at safe places in between.

Journeys through predominantly Easy terrain result in a -1 modifier to this roll, to a minimum of 1.

Journeys through predominantly Hard or Severe terrain result in a +1 modifier to this roll.

 

 

Journeys through predominantly Daunting Terrain result in a +2 modifier to this roll.

The GM should make this roll in secret and should not disclose to the players the number of challenges they will face.

The following table gives a range of possible events. The lower numbers represent minor events whilst the higher numbers indicate some important or momentous occurrence.

In all cases, the DC of checks made during a journey is determined by adding the Peril Rating of the journey to a base of 12.

To determine what happens in each event of the journey, the GM rolls a single 12 sided dice. The result may be modified by the Embarkation roll, or previous events on this or prior journeys. The GM consults the following chart, and narrates the event to the company.

Journey Events Table

1. (or less) A Chance Encounter
The company meet a fellow traveller or a group of travellers. Perhaps a band of soldiers, merchants traveling to a nearby town or Woodmen hunting their supper. The Scout may either make a Dexterity (Stealth) ability test to lead the company past the travellers undetected if the company wish to avoid them or any member of the company may attempt a Charisma (Persuade) ability test if they choose to interact with them.

If the Persuade test is successful the company may choose to gain some snippets of information concerning the path ahead of them, in which case the first roll of their next travel event is made with advantage.

If the Persuade test is unsuccessful, the company has made a poor impression on the travellers and the information they receive is inaccurate or misleading, resulting in the first roll of the next event being made with disadvantage.

2. Of Herbs and Stewed Rabbit
The company finds signs of easily foraged food or useful herbs at a fortuitous moment, perhaps as their own supplies are running low. The Hunter must make a Wisdom (Survival) check in an attempt to take advantage of this.

If successful, they may choose to either gather food (in which case they may prepare a meal which will restore 1 exhaustion level or 1 Hit Die to each member of the company) or they may collect herbs (Selected by the GM). If they fail this roll, the Guide’s Arrival roll will incur a -1 penalty.

The roll made during this task is subject to disadvantage / advantage if the Guide’s Embarkation roll was either 6 (Meagre Supplies and Poor Meals) or 7 (Feasts fit for the Kings of ancient times).

3. An Obstacle
Fallen trees, a fast flowing river, a rockslide, or a fallen bridge block the path ahead. The company must work together to clear their path. The Guide must make a Survival (Intelligence) ability check and each of the other company members must test against their choice of Survival or Athletics.

If the company has horses, one of the company must instead test against Animal Handling. All these tests are subject to disadvantage/advantage if the Guide’s Embarkation roll was either 4 or 9.

If all of the tests are successful, the company has worked well together, clearing the route and feeling a sense of satisfaction from their unity. As a result, the Guide’s Arrival roll will benefit from a +1 modifier.

If half or more of the tests are successful, the route is cleared with some difficulty and no bonus or penalty is incurred.

If less than half of the rolls are successful, but not all fail, the company has struggled to overcome the obstacle and each of them gains a point of exhaustion.

If all the rolls fail, the company is forced to backtrack to bypass the obstacle. Each of them suffers a level of exhaustion and the Guide’s Arrival roll is subject to a -1 penalty.

4. In Need of Help
The company discover a band of travellers who have suffered some misfortune, or a small settlement beset by woes. The company may choose to help them, or not.

If they choose to help, the company must make three tests, chosen by the GM, to reflect them aiding the innocent souls.

Each test must be made by a different character (unless there are fewer than 3 characters in the company) and will typically be selected from: Survival, Insight, Persuade, Animal Handling, Medicine or Nature.

It is possible that the same skill may be called upon more than once, in which case it must be attempted by two different characters.

If all of the tests are successful, each member of the company gains Inspiration. Additionally, the company will receive a +1 bonus to the Guide’s roll upon arrival at their destination.

 

 

If half or more of the rolls are successful, the company may select one of its number to become Inspired and the company receives a +1 bonus to the Guide’s Arrival roll.

If 1 of the rolls is successful, the company receives a +1 bonus to the Guide’s Arrival roll.

If all the rolls fail, the company is slightly despondent and receives a -1 modifier to the Guide’s Arrival roll.

5. Agents of the Enemy
Hostile scouts or hunters cross the company’s path, gathering news for the Enemy. The Look-out must make a Wisdom Perception) check to spot the enemy before they become aware of the company.

If successful, the company has seized the initiative and may decide how to proceed. They may either sneak past the hostile force or ambush them, in which case they benefit from a round of surprise.

If the Look-out’s Perception roll fails, the hostile scouts set an ambush and they benefit from a round of surprise.

If combat ensues, the GM may resolve it as normal.

All rolls made outside of combat during this task are subject to disadvantage/advantage if the Guide’s Embarkation roll was either 3 or 10.

6. The Wonders of Valencia
The company finds itself presented with a spectacular vista. A sunset, a forest glade, a mountain range. Each member of the company must make a Wisdom check or Investigation (Intelligence) check (their choice). If successful, they see the beauty of the scene and feel invigorated, recovering from 1 level of exhaustion.

If unsuccessful, they instead see brooding clouds, hard paths yet to be walked or steep and daunting hills to be climbed and suffer a level of exhaustion.

If all members of the company are successful, they receive a +1 bonus to the Guide’s Arrival roll.

If all fail, the Guide’s Arrival roll incurs a -1 penalty.

Rolls made for this task are subject to disadvantage / advantage if the Guide’s Embarkation roll was either 5 or 8.

7. A Hunt
The Hunter sees signs or tracks left by some Game that would likely prove a far better meal than their travelling rations, perhaps at a point in the journey where the company’s supplies are running low, or when their spirits seem to be flagging. The Hunter must make a Wisdom (Survival) ability check to hunt down this game.

If the roll is successfully made by 5 or more, the prey is brought down and a great feast is had, restoring 1 level of exhaustion and giving a +1 bonus to the Guide’s Arrival roll.

If the roll is successful, the company enjoy a hearty meal and each may remove 1 level of exhaustion.

If the roll fails, the hunt was unsuccessful and the company spend a hungry night, resulting in each gaining a level of exhaustion.

If the Hunter fails their roll by 5 or more, the hunt was a disaster, pulling the company off course and leaving them with nothing to show for their efforts but sore feet and growling bellies. As a result, each gains a point of exhaustion and the Guide’s arrival roll becomes subject to a -1 penalty.

The roll made during this task is subject to disadvantage / advantage if the Guide’s Embarkation roll was either 6 or 7.

8. A Fine Spot for a Camp
The Scout has spotted a location that has the potential to be a safe and comfortable place to make camp. Perhaps it is an existing campsite, used by travellers, already stocked with firewood and canvas to fashion shelters from the elements. It may even be an ancient building, easily defensible, allowing the company to rest a little easier on their journey. The Scout must make an Investigation check as the company draw close to the site.

If the roll succeeds by 5 or more the camp site is all the company could have hoped for, and they may benefit from a long rest in addition to recovering a level of exhaustion. As an added bonus, the Guide will receive a +1 modifier to their Arrival roll.

If the roll is simply successful, the company has an undisturbed night, and if needed each may recover a level of exhaustion.

If the roll fails, the campsite proves to be less than it might have been. The company spend a restless night, beset by feelings that they are being watched perhaps, or discovering that the spot they have chosen is rocky and uncomfortable or prone to flooding. They awake weary and dispirited and suffering from a level of exhaustion.

If the roll failed by 5 or more, the camp is already occupied by something hostile and dangerous. Regardless of the result of the combat, assuming the company survives, the night is a poor one at best and the only memories they carry with them of the camp are those of hard knocks and a final, unfulfilling rest. In addition to any damage sustained the Guide’s Arrival roll is subject to a -1 modifier.

 

 

9. A Lingering Memory of Times Long Past
The company discovers a relic of past ages. A statue, a building, the remains of an ancient settlement, perhaps even some finely wrought trinket half-buried in the earth.

With good fortune and a light heart, the company will be uplifted by this sight, sensing something hopeful for the future in this glimpse into the past. With poor fortune, the company will be filled with a sense of doom, seeing the decay of lost glory and the end of hope.

Each member of the company should make a Wisdom test. If successful, they are filled with Hope regarding their journey and their struggles against the Shadow and become Inspired.

If they make the roll by 5 or more they are so positively affected by the sight that they may also remove a level of exhaustion.

Additionally, if at least half of the company is successful, a +1 modifier may be applied to the Guide’s arrival roll.

With a failed roll, they see only the fleeting nature of life and the fall of all that is good, and gain no benefit from what they have found.

If they fail the roll by 5 or more, they feel morose and wearied by the scene and suffer a level of exhaustion. Additionally, if more than half of the company fail (since we’re talking about individual rolls) their roll, a -1 modifier must be applied to the Guide’s Arrival roll.

10. A Place Touched by shadow
The essence of something dark and terrible lingers here. It may be the site of some ancient battle, haunted still by the shades of the fallen, it may be a place where the Fae worked foul magics, long ago, or a ruin that was once home to some great servant of the Enemy. In Valencia, places have memories, and not all the memories are pleasant. That said, even the darkest of Shadows may hide something bright and good.

The Scout must make an Intelligence (Investigation) check to become aware of the darkness surrounding this area before the company blunders too deeply into it.

If the roll is a success by 5 or more, the company witness some sign that reaffirms their hope in the struggle against the Enemy. Perhaps they see evidence of the downfall of whatever evil thing once lived here, perhaps bright sunlight bursts through brooding clouds to bathe the darkened place in bright light, lifting the spirits of all who witness it. Whatever the reason, each member of the company is considered inspired. Additionally, the Guide will receive a +1 bonus to their Arrival roll.

On a successful roll, they manage to avoid the pervasive sense of corruption that lingers here and may count themselves lucky. Accordingly, the Guide receives a +1 bonus to theirArrival roll.

If the Scout fails their roll, the company has wandered into the heart of the area and feels the dark nature of the place touch their hearts.

If the Scout’s roll fails by 5 or more, some dark thing still lurks here, ancient and evil, and the company have disturbed its slumber…

11. The Enemy is Abroad
Evil men, Orcs, Goblins or other servants of the Fae are moving through the area. Avoiding them will be challenging. If the Guide’s result on the Embarkation roll was a 3, a confrontation is unavoidable.

In spite of this, a successful Wisdom (Perception) ability check roll from the Look-out will allow the company time to prepare and will grant them a round of surprise in the combat.

A failed Perception roll in this instance will indicate that the company has little time to prepare and receives no such bonus.

If the Guide received a 10 on the Embarkation roll, the Look-out may make a Wisdom (Perception) or Dexterity (Stealth) ability check (player’s choice) to allow the company to find a path that will bypass the enemy force unnoticed.

Should this roll fail, the company will still have time to establish an ambush, and as such will benefit from a round of surprise.

Should the Embarkation roll have been neither 3 or 10, the company may attempt to sneak past the hostile force. This will require a successful Dexterity (Stealth) check from each of them, with a single successful Animal Handling roll from one of the company should they have horses.

If any of these rolls fails, they have been spotted and battle will swiftly follow, with no advantage to either side. The GM should make the combat reasonably challenging, without allowing it to dominate the entire session.

 

 

12. (or more) Many Meetings?
The company has encountered a traveller upon the road, but all may not be as it at first appears. This is no ordinary wanderer, but rather is one of the great and good (or fell) of Valencia. This will be a significant encounter not soon forgotten. Whether the meeting is for good or ill, for attaining this result the GM may well choose to reward the company with Experience Points suited to the method they are using in their game.

If the Embarkation roll was a 1, the encounter will automatically be with a servant of the Enemy. Conversely, if it was a 12 the company has encountered one of the great powers for Good. The outcome of such a meeting however, will depend on how the company approaches matters.

If neither a 1 or a 12 was rolled on the Embarkation table, the Look-out must make a Wisdom (Perception) check.

If the roll succeeds by 5 or more, the company has encountered a person of great standing, and sees them for what they are. Each member of the company may seek an audience with them and gain great knowledge of their path ahead which will grant them advantage on the initial rolls on their next encounter, and will also bestow a +1 bonus to their Arrival roll. If the Audience goes particularly well, the GM may decide that the company may have gained an ally.

If the Look-out’s roll succeeds, they have spotted the traveller, but do not realise who they may truly be. The initial description of this encounter should then be played out as if it was a result of 1 on this table (A Chance Encounter). Should the company choose to interact with the traveller, successful Wisdom (Insight) rolls or some demonstration that the company has true and good purpose should lead to the true identity of the person they have met. Should this happen, the encounter should then play out in much the same way as detailed above.

If the Look-out’s roll fails, the company have encountered a dark and powerful foe way beyond any of them. For low-level companies this could be a superior force of orcs, a pack of Wargs, or perhaps a particularly large and fierce Troll. At higher levels it could be something much darker and more powerful.

Companies must immediately seek to avoid further confrontation by each making a a Dexterity (Stealth) check (with a single additional Animal Handling check if the company has horses) to slip away unnoticed.

Should more than half fail, they will need to flee in haste for fear of their very lives. All gain an additional level of exhaustion, additionally the arrival roll will be subject to a -1 modifier.

If the Look-out’s roll fails by 5 or more they are automatically spotted, with no chance to sneak away. They must flee in haste for fear of their very lives. They automatically gain an additional level of exhaustion, additionally the arrival roll will be subject to a -2 modifier.

Step Three: The Arrival Phase

As the company completes its journey they make a roll to determine their overall mood and demeanour. Dependent upon the exhortations of the Guide, the difficulty of the terrain they have travelled and the company’s successes or failures upon the road, they may be in high spirits or despondent; full of vigour or footsore and weary. They may have fine tales to tell, or they may be gritting their teeth and silently scowling at any folk with whom they must interact.

This roll is additionally modified depending on the difficulty of the majority of the terrain that the company crossed, as follows:

  • Easy Terrain: +1 to the Arrival roll
  • Moderate Terrain: No modifier to the Arrival roll
  • Hard or Severe Terrain: -1 to the Arrival roll
  • Daunting Terrain: -2 to the Arrival roll

The Guide rolls a d8, applies any modifiers from the Embarkation roll and the terrain of the journey, and then compares the result with the table on the opposite page:

1. (or less) Weary to Their Bones
The journey has taken a heavy toll on the spirits of the company. The paths they have followed have shown them little that is good and have left them feeling tired and without hope. The memories of any good fortune they may have experienced along the way now seem distant and intangible. Everyone in the company gains a level of exhaustion.

2. Empty Bellies
Regardless of whether the company has enjoyed fine food throughout the journey, or has subsisted on cold, hard trail rations, during the final leg of their journey their supplies dwindle rapidly and they arrive at their destination feeling the pangs of hunger gnawing relentlessly at them. This hunger will be a distraction to them and everyone in the company gains a level of exhaustion.

 

 

3. Arrival in Poor Spirits
They are beset by foul moods and short tempers that they must work hard to throw off. They are considered disadvantaged on all rolls pertaining to social interaction, until such time as they succeed in one of these rolls. This penalty will apply if they seek an Audience at the destination. If there is a single upside to this dark mood, it is that they are so spoiling for a fight that each member of the company receives advantage to their Initiative rolls should they find themselves in combat at the destination.

4. An Uncertain Arrival
The company’s arrival is poorly timed or it may be that they are unsure if they have even arrived at the correct destination. They may arrive at a settlement late in the night, after the gates have been barred, and may need to work hard to convince a watchman to allow them to enter, or they may have been certain that the Orc encampment that they were planning to scout before attacking it was still several miles away, only to find themselves almost in its midst. The mechanics for this result will vary greatly, depending on the nature of the destination.

The GM may require the company to play out an impromptu Audience to simply gain access. A short but desperate fight may be played out as the company struggles to overcome enemy guards before an alarm is raised. The GM may ask for a Wisdom (Survival) check from the Guide to successfully navigate to the correct destination, with a failed roll resulting in all members of the company receiving a level of exhaustion, as they are faced with additional long miles to reach their true destination.

5. A Long But Worthy Journey
As the company nears the end of their journey they feel every mile they have walked in the aches and pains that beset their bodies. But the aches are good ones, the legacy of a path well walked to a worthy goal. As they arrive, their fatigue seems to slip away like mist on a summer morning, leaving them feeling refreshed and invigorated. As a result, each member of the company may immediately remove a level of exhaustion.

6. Grimly Determined
The many leagues that the company has travelled have filled them with a sense of clear purpose regarding their goals, dark though the path ahead may be. As a result, the Guide will receive a +1 bonus to their next Embarkation roll.

7. Tall Tales and Great Deeds The company arrives with the tales of their journey on their lips, their spirits high and their thoughts filled with fine memories. This joyous mood is contagious to all but the most dour of folk they may encounter. Accordingly, the company receives advantage on all rolls pertaining to social interaction.

This bonus will also apply if they should seek an Audience at their destination. The bonus will remain until they fail at one of these rolls.

8. (or more) Inspired and filled with Hope
The Journey has served to reaffirm the company’s dedication to their struggles and to their bonds with each other. Together they have weathered hardships, faced dangers and persevered and their faith in themselves and each other seems unshakeable. As a result, each member of the company is considered to be inspired.

 

 

Valencia Region Map

 

 

The Fae War

Almost seven hundred years ago, somewhere within the the Fae Wood, then known as the Southold, a portal was opened to Tuath Dé, the realm of the fae. In the preceding years, they quickly made the wood their home and began exploring beyond its borders.

The first years after the Fae began to invade were some of the worst in recorded history. Their brutality and efficiency at exterminating the race of men was unparalled by any threat seen before. Then, the impossible happened: a fae was killed at the hand of King Desmund Nanming. Emboldened by their victory, the kingdoms of men faught back with renewed vigor.

A council, now known as the Council of Kings, was held in Valent to discuss the war. It was determined that if the race of men were to defeat their enemy, they must stant united. King Desmund was named High King, with each of the other kingdoms swearing fealty to him. It was a turning point in the war.

Despite this, the war still raged for nearly two hundred more years. Then, the fae disappeared. The lands were scoured, but no trace, save for a small community of lesser fae, known as halflings, were found. The war was declared ended.

Despite the war’s end, the High King retained his power, for fear of a resurgence of the Fae. The years wore on, and the generation that had faught in the war fell into history. The standing armies, massive drains on the treasury, were decreased in size with each passing decade.

Nearly three hundred years ago, High King August of Valencia deemed a novel use of one of the few relics recovered from the Fae War: the Oathstone. Men and women that were sentenced to death would be offered a choice, either accept the executioner’s blade, or choose to instead spend the remainder of their days serving their kingdom in the Blackguard.

The Oathstone ensured the undying loyalty of those sentenced to serve in the Blackguard, in an oath known as the Sacramentum:

I swear that I shall faithfully execute all that the High King commands, that I shall never desert the service, and that I shall not seek to avoid death for the Kingdom of Valencia

The Present

With peace having descended upon Valencia many generations ago, the original alliances that had stood, were long faded. Kingdoms that still flew the flag of Valencia over their own halls, were eager to see them replaced with their own. Grumblings can be heard of a growing malcontent and call for the reign of the High King to come to an end.

Creatures that had once served the Fae, known commonly as greenskins, consisting of orcs, goblins, and various other monstrous humanoids and their ilk, were beginning to be seen in increasing numbers. Where once they were mostly hidden from sight, living deep within their mountain and forest homes, something was drawing them out…

 

 

The Seven Kingdoms

Nanming, Alder, Tunbury, East Cumber, Bedlan, Berrnach, and Duirdern are the seven kingdoms that comprise the greater Kingdom of Valencia.

Nanming

Home of the High King and Valencia’s capitol, Valent. With over six hundred years of its neighboring kingdoms sending coin and resources in tribute, Nanming has never ceased to grow and flourish, with Valent itself being a beacon of this prosperity. With sweaping stone towers and the smoke from steam-powered inventions dotting the skyline, the city is a marvel of intuition and invention.

Barrnach

A staunch and loyal supporter of Nanming, even before the Council of Kings. With only two large towns to speak of, and miles of difficult terrain between them, Barrnach has ever relied on the more powerful Nanming for support. In return, the mines of Barrnach provide them with ores and precious gems. The people of Barrnach are a self sufficient lot, a trait that stemmed from being on the front line during the Fae Wars, manning four sentry towers, and being surrounded by the Fae Wood on three sides.

Duirdern

There are no humans that reside in Duirdern. This is due to the fact that it is considered the entryway into the Fae Wood, and because it contains three halfling settlements. It is unclear how the halflings came to be or why they remained outside of the Fae Wood while the rest of the Fae fled within its confines. Although Duirden is technically part of the Kingdom of Valencia, the small region provides no taxes or goods to the rest of the realm, nor does it receive any official oversight. While humans are not unwelcome within Duirden, they are certainly looked upon with mistrust, and not withou good reason. Although it has been a while since halflings were the victims of the hatred of men against any Fey creature, their longer than human lifespans also mean they don’t so readily forget.

The Cornmer Crossroads, located where Barrnach, Nanming, and Duirden meet, is often where those halflings looking to sell goods and produce are likely to be found. The town of Chepstow has taken to trading with the halflings on a regular basis.

Bedlan Hills

Bedlan has become known for harboring those that do not wish to be found, whether bandit or cuthroat. This is a trend that started over a generation ago when Bedlan’s only two prosperous mines dried up. Not willing to harvest trees from the Fae Wood, most folk moved north to Tunbury or Alder. Those that stayed learned to live a hard life on little. Soldiers out of Valent no longer even patrol the region, a task now given solely to the Blackguard.

Alder

The great and towering range of the Kirkswell Peaks were once home to the dwarves, the outside of whose mighty fortress entrances can still be seen today, carved into the mountainside. Despite the remnants of their kind, no living dwarf has been seen since before the Fae War began. Were it not for their mark on the mountain, they would have likely faded to myth long ago.

The men of Alder are a tough and hardy sort, subsisting off the dry land and what goods their plentiful stocks of goats provide. Countless mines dot the Kirkswell and even the smaller Middlepar Bluff, providing their chief source export in the form of every ore, mineral, and percious stone imaginable.

Tunbury

Tunbury is known for their rolling hills and grasslands. Between its verdant farmland and bountiful Cudlisle Lake, Tunbury provides much of Valencia’s food supply. Horse trade is also abundant, with several herds of wils horses still existing. Trade barges can be seen traveling from Craydon all the way down to Merton and Wallowdale in Bedlan, bringing vegtables, grain, fish, and fabrics.

East Cumber

East Cumber is the largest and most self sufficient of the Seven Kingdoms, boasting abundant mines, forests, lakes, and farmland, there is little to nothing they rely on from the other kingdoms. As such, they have been the most vocal over the last several decades about doing away with the need for a High King.

 

 

Barrnach

Encircled by the Fae Wood to the East, South, and West, and the Barrnach Mountains, which gives this region its name, to the North, those that reside here have long since known the need to be self reliant. The region gained noteriety during the Fae War, what with King Desmund’s fodness for making this a frequent stop-over when inspecting the tower line; so much so, that both the town, now known as King’s Watch, and the nearby tower, were renamed after him.

The town of Chepstow to the East, although mostly out of the mountains’ shadow, is still quite a ways from other towns, and shares King’s Watch’s need to remain self sufficient.

Besides the King’s Tower, three other watch towers exist within the region of Barrnach: Salvation Tower to the West, Trader Grotto Tower, and Truth Lookout to the East.

Bellwick Run flows from the Barrnach Mountains into the Cornmer Shallows to the Northeast.

 

 

Tunbury

 

 

Bedlan