Abilities
● Strength: Used for melee attacks and saves requiring physical power, like lifting gates, bending
bars, etc. Used for saves to resist poison, sickness, cold, etc. A PC’s number of item slots is always
equal to their Strength defense. Used for saves requiring poise, speed, and reflexes, like dodging,
climbing, sneaking, balancing, etc.
● Intelligence: Used for saves requiring concentration and precision, such as wielding magic,
resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets,
etc.
● Faith: Used for ranged attacks and saves requiring perception and intuition, such as tracking,
navigating, searching for secret doors, detecting illusions, etc. The Faith bonus is added to healing
rolls.
● Will: Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, etc. PCs may
employ a number of henchmen equal to their Will bonus.
Classes
Wondering Angel
Str (4):+2
Int (1):-2
Fth (5):+3
Wil (1):-2
Starting Gear:
Half Plate (Defense 15, 4 slots, 6 quality), Helmet (Defense +1, 1 slot, 1 quality), A Weapon of your choice
Special Items:
Snake Fang. The angels pierce themselves with the fang to release a poison that makes them go berserk. On-
use attacks and strength checks gain advantage, but dodging and wisdom checks are made at a disadvantage.
Ghylak Statuette. Ghylak is often represented as a coiled snake with a woman's head. DR12 while clutching
the statuette to ask your god a question about paths, trails, or roads forward. (Keeper answers at their
discretion).
Stone Scholar
Str (+1)
Int (+5)
Fth (+5)
Wil (+4)
Star ting Gear :
Special Items:
Stone Staff. Staff made of tiny merged rocks, used to help scholars walk and cast spells. to Manipulate mud.
Move, shift, f or m , or control L x Int-Bonus f t3 of mud.
Stone Bone. Shaped like a vertebra, this stone is inserted inside their backs as a sign of devotion. ( +1
defense) .
Princess’s Nail
Str (+2)
Int (+2)
Fth (+0)
Wil (+5)
Star ting Gear :
Half Plate (Defense 15, 4 slots, 6 quality) , Helmet ( Defense +1, 1 slot, 1 quality)
Special Items:
Devotion Symbol. A long sword with a lock of hair tied tightly around its handle. ( d10 damage, 3 slots, 2
hands, 3 quality) . As long as you wield this you have advantage on checks involving loyalty.
Bone Fermenter. A potion that makes one’s bones extremely brittle. Creatures affected by this receive 2x
damage
Lost Old Glory
Str (+4)
Int ( +3 )
Fth ( +1)
Wil ( +2)
Star ting Gear :
Brigandine ( Defense 13 , 2 slots, 4 quality) , Helmet ( Defense +1, 1 slot, 1 quality) , A Weapon
of your choice
Special Item s :
Broken Badge. A symbol of pride and a reminder of the past.
Witch Tongue. Once separated f r om the w itch it can deter mine a near by evil presence by
vibrating.
Mad Pricker
Str ( +3 )
Int ( +3 )
Fth ( +2 )
Wil ( +2 )
Star ting Gear :
Full Plate ( Def ens e 16 , 5 s lots , 7 quality) . Helm et ( Def ens e +1, 1 s lot, 1 quality) .
Special Item s :
Iron Handcuffs. Cover ed w ith s pikes ef f ective in m elee com bat and f or pr otection f r om
s har m w eapons . ( 2 d4 dam age, Def ens e +1, 1 s lot, 1 hand, ∞ quality, unable to be r em oved) .
Inf ant Seeker
Str ( +0 )
Int ( +3 )
Fth ( +4)
Wil ( +5)
Star ting Item s :
Travel rations ( 5 days )
Special Item s :
Mum Doll. A s m all doll m ade of gr ey hair .
Wicker Basket. Us ed to car r y the ingr edients s he gather s f or her m eals . ( +3 Slots ) .
Was te of Lif e
Str ( +1)
Int ( +4)
Fth ( +0 )
Wil ( +4)
Star ting Gear :
Set of Loaded Dice or Cards with an extra ace
Special Item s :
Beloved Necklace. Shiny necklace w ith the por tr ait of a young boy ins ide. Pr obably s tolen.
Bone Dagger. Car ved out of a lar ge bone. ( d6 dam age, 1 s lot, 1 hand, 3 quality) .
Mur k Sage
Str ( +1)
Int ( +5)
Fth ( +2 )
Wil ( +2 )
Star ting Gear :
Helmet ( Def ens e +1, 1 s lot, 1 quality)
Special Item s :
Sage Disciple. Cr os ier that can als o be us ed as a m ace. Depicts the vis age of a Mur k Sage.
( d8 dam age, 2 s lots , 1 hand, 3 quality) .
Moon Murder. Talis m an f or vanis hing the m oon f or a night. When cr us hed that s am e night
w ill be pitch black.
Miner Knight
Str ( +4)
Int ( +2 )
Fth ( +1)
Wil ( +3 )
Star ting Gear :
Helmet ( Def ens e +1, 1 s lot, 1 quality) , Br igandine ( Def ens e 13 , 2 s lots , 4 quality) , Lantern
Special Item s :
Scented Oil. Fuel f or the m iner ’s lam p. Slightly alleviates the s m ell of death.
Growing Spores. Us ed in the m ines to m ar k f or bidden paths .
Rat Man
Str ( +3 )
Int ( +2 )
Fth ( +0 )
Wil ( +1)
Star ting Gear :
Cheese ( 1 lb)
Special Item s :
Beast Eye. Capable of f er ocious ly tr acking any pr ey in the dar k.
Beast Tongue. Inf ected w ith num er ous bacter ia, a s ingle bite can caus e s er ious pois oning. A
cr eatur e s ubjected to this pois on m us t s ucceed on a DC 11 Cons titution s aving thr ow , or take
( 1d4) pois on dam age f or the next 3 r ounds .
( d6 dam age, 1 s lot, 1 hand, 3 quality) .
Cur s ed Fool
Str ( +3 )
Int ( +2 )
Fth ( +3 )
Wil ( +4)
Star ting Gear :
Chain ( Def ens e 14, 3 s lots , 5 quality)
Special Item s :
Strength Gauntlets. Enchanted gauntlets capable of gr eatly r ais ing the ow ner s s tr ength ( +2
Str ength, 2 s lots )
The Whisper. Legends ar e told about the w his per ing s tone. Only people des per ately s eeking
the unachievable can hear it. Tes t Faith DR12 to as k the s tone a ques tion about how to get
s om ething you w ant. The s tone can lie. ( DM ans w er s at their dis cr etion.)
Pr ophet
Str ( +1)
Int ( +3 )
Fth ( +5)
Wil ( +3 )
Special Item s :
Marko Effigy. Since Mar ko’s head w as def iled the ef f igy is one of the f ew r em aining
im ages of the god. Roll L+1 d2 0 s . Whenever you m us t r oll a d2 0 af ter cas ting the s pell, you
m us t choos e and then dis car d one of the r olled r es ults until they ar e all gone.
Incense Bag. Contains incens e us ed in pr ayer s and pur if ying r ituals .
Other Clas s es
Young Adventur er
Str ( +3 )
Int ( +0 )
Fth ( +1)
Wil ( +5)
Star ting Gear :
Gambeson ( Def ens e 12 , 1 s lot, 3 quality) , Sword ( d8 dam age, 2 s lots , 1 hand, 3 quality) ,
Special Item s :
Adventurer’s Heart
Fr ee Spir it
10 points to put in any Ability.
Star ting Gear :
2 0 0 copper pennies w or th of gear , or 10 0 copper pennies w or th of gear + 1 item f r om the
s pecial item s lis t.
Special Item s
1
10
11
12
13
14
15
16
17
18
19
20
Conditions
Blinded
● A blinded cr eatur e can’t s ee and autom atically f ails any ability check that r equir es
s ight.
● Attack r olls agains t the cr eatur e have advantage, and the cr eatur e’s attack r olls have
dis advantage.
Charmed
● A char m ed cr eatur e can’t attack the char m er or tar get the char m er w ith har m f ul
abilities or m agical ef f ects .
● The char m er has advantage on any ability check to inter act s ocially w ith the cr eatur e.
Deafened
● A deaf ened cr eatur e can’t hear and autom atically f ails any ability check that r equir es
hear ing.
Frightened
● A f r ightened cr eatur e has dis advantage on ability checks and attack r olls w hile the
s our ce of its f ear is w ithin line of s ight.
● The cr eatur e can’t w illingly m ove clos er to the s our ce of its f ear .
Grappled
● A gr appled cr eatur e’s s peed becom es 0 , and it can’t benef it f r om any bonus to its
s peed.
● The condition ends if the gr appler is incapacitated ( s ee the condition) .
● The condition als o ends if an ef f ect r em oves the gr appled cr eatur e f r om the r each of
the gr appler or gr appling ef f ect.
Incapacitated
● An incapacitated cr eatur e can’t take actions or r eactions .
Invisible
● An invis ible cr eatur e is im pos s ible to s ee w ithout the aid of m agic or a s pecial s ens e.
For the pur pos e of hiding, the cr eatur e is heavily obs cur ed. The cr eatur e’s location
can be detected by any nois e it m akes or any tr acks it leaves .
● Attack r olls agains t the cr eatur e have dis advantage, and the cr eatur e’s attack r olls
have advantage.
Paralyzed
● A par alyzed cr eatur e is incapacitated ( s ee the condition) and can’t m ove or s peak.
● The cr eatur e autom atically f ails Str ength s aving thr ow s .
● Attack r olls agains t the cr eatur e have advantage.
● Any attack that hits the cr eatur e is a cr itical hit if the attacker is w ithin 5 f eet of the
cr eatur e.
Petrified
● A petr if ied cr eatur e is tr ans f or m ed, along w ith any non- m agical object it is w ear ing
or car r ying, into a s olid inanim ate s ubs tance ( us ually s tone) . Its w eight incr eas es by
a f actor of ten, and it ceas es aging.
● The cr eatur e is incapacitated ( s ee the condition) , can’t m ove or s peak, and is unaw ar e
of its s ur r oundings .
● Attack r olls agains t the cr eatur e have advantage.
● The cr eatur e autom atically f ails Str ength s aving thr ow s .
● The cr eatur e has r es is tance to all dam age.
● The cr eatur e is im m une to pois on and dis eas e, although a pois on or dis eas e alr eady in
its s ys tem is s us pended, not neutr alized.
Prone
● A pr one cr eatur e’s only m ovem ent option is to cr aw l, unles s it s tands up and ther eby
ends the condition.
● The cr eatur e has dis advantage on attack r olls .
● An attack r oll agains t the cr eatur e has advantage if the attacker is w ithin 5 f eet of the
cr eatur e. Other w is e, the attack r oll has dis advantage.
Restrained
● A r es tr ained cr eatur e’s s peed becom es 0 , and it can’t benef it f r om any bonus to its
s peed.
● Attack r olls agains t the cr eatur e have advantage, and the cr eatur e’s attack r olls have
dis advantage.
● The cr eatur e has dis advantage on Will s aving thr ow s .
Stunned
● A s tunned cr eatur e is incapacitated ( s ee the condition) , can’t m ove, and can s peak
only f alter ingly.
● The cr eatur e autom atically f ails Str ength s aving thr ow s .
● Attack r olls agains t the cr eatur e have advantage.
Unconscious
● An uncons cious cr eatur e is incapacitated ( s ee the condition) , can’t m ove or s peak,
and is unaw ar e of its s ur r oundings
● The cr eatur e dr ops w hatever it’s holding and f alls pr one.
● The cr eatur e autom atically f ails Str ength s aving thr ow s .
● Attack r olls agains t the cr eatur e have advantage.
● Any attack that hits the cr eatur e is a cr itical hit if the attacker is w ithin 5 f eet of the
cr eatur e.
Exhaustion
● For each level of exhaus tion a cr eatur e gains , they get a - 1 on attack r olls , ability
checks , and s aving thr ow s .
Diseases & States
White Hives. This dis eas e tar gets hum anoids . While af f licted w ith White Hives , a victim
gr ow s gr otes que White w elts on their f ace and back. The dis eas e' s boils m anif es t in 1d4
hour s , caus ing the victim ' s Str ength and Char is m a Scor es to decr eas e by 1d4 each, to a
m inim um of 0 . This is quickly f ollow ed by a f ever and tingling in the extr em ities .
At the end of each long r es t, an inf ected cr eatur e m akes a DC 12 Str ength s aving thr ow . On
a s ucces s , the victim r egains 1 point of Str ength and 1 point of Char is m a los t to the dis eas e. If
the inf ected cr eatur e r egains all the points los t to the dis eas e, it is cur ed. Other ef f ects that
r ais e the victim ' s ability s cor es do not cur e the dis eas e. On a f ailed s aving thr ow , the victim
takes 18 ( 4d8 ) necr otic dam age as the boils bur s t and s pr ead.
Enlightenment. Upon being pr oper ly enlightened, one' s head s p lits open, a gr eat light s pills
out. Dur ing this loud puls es of nois e ar e played. Cr eatur es that hear this m us t m ake a DC 12