update rules, classes, magic-items.... a bunch of stuff

update tp v0.22.0 of rules and code
add "Vessels" to rules
add restriction on "super" attack usage for martial classes
remove minimum ability requirements from races
This commit is contained in:
2025-10-19 21:29:38 -04:00
parent 0390c91a7c
commit c1b4c035d3
72 changed files with 1297 additions and 378 deletions
-1
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@@ -16,7 +16,6 @@ Corsairs are adventurers who live by their talents in the astral plane, offering
| | |
| ---------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 1d6 |
| **Armour** | Leather, no shields |
| **Weapons** | Any |
+1
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@@ -77,6 +77,7 @@ Immediately after taking or inflicting damage, can use a free action to try and
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
- Usually takes the form of an odor, with more powerful magic smelling more foul.
+1
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@@ -82,6 +82,7 @@ If the performance lasts for at least one turn and ends without interruption:
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
### Divine Magic
+1
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@@ -70,6 +70,7 @@ An adventurer who possesses a special bond with one (or more) animal companions.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
+1
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@@ -54,6 +54,7 @@ An adventurer that specializes in battle and combat.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
+44 -33
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@@ -51,6 +51,23 @@ A holy (or unholy) warrior-priest who serves one or more deities.
- +1 to **Save vs Spells** (-3 overall)
### Class Skills
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
- Fumbling the check causes [Doubt](#doubt).
- May only be used successfully once per day.
- **Clerical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
- Must have a holy symbol
@@ -59,6 +76,14 @@ A holy (or unholy) warrior-priest who serves one or more deities.
- Can conduct magical research starting at level 2.
- [Cleric Spell List](./spell-list.html)
### Doubt
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
- Next attempt to turn undead or request divine intervention gets -2 on roll.
- Cleared by a successful turn undead or divine intervention roll.
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
### Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
@@ -66,41 +91,27 @@ A holy (or unholy) warrior-priest who serves one or more deities.
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- |
| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- |
| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- |
| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- |
| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 |
| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 |
| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 |
| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T |
[Turn Undead Result]
</div>
- Can turn undead with HD up to _cleric level + 2_.
- After reaching level 6, can turn undead with HD up to _cleric level + 3_.
- After reaching level 12, can turn any undead, regardless of HD.
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than cleric level, add -2 to the roll for each HD above cleric level, to a max of -6.
- If the undead is of a lower HD than cleric level, add +2 to the roll for each HD below cleric level, to a max of +6.
- Undead with HD of _cleric level - 3_ or less may be destroyed rather than turned.
#### Results
- **Dash (--)**: Turn attempt fails
- **_Number_**: If roll is equal or higher than this number, turn succeeds
- **T**: Turn succeeds
- **D**: Turn succeeds, creatures destroyed
- A fumble causes [Doubt](#doubt).
- A failure has no effect.
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
#### Successful Turn
On a successful turn:
- Roll 2d6 to determine total number of HD affected.
- Turned undead move away from cleric in full retreat until attacked.
- Lowest HD undead are affected first.
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
- Undead with HD of _cleric level - 3_ or less are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.
+22 -13
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@@ -13,13 +13,12 @@ An adventurer who lives by their talents sailing on the high seas.
<div class='headlessTableWrapper'>
| | |
| ---------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 1d6 |
| **Armor** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
| | |
| ------------- | ------------------------------ |
| **Hit Dice** | 1d6 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
@@ -40,12 +39,12 @@ An adventurer who lives by their talents sailing on the high seas.
| 6 | 6d6 | +2 | 12 |
| 7 | 7d6 | +2 | 12 |
| 8 | 9d6 | +2 | 12 |
| 9 | 9d6 | +5 | 8 |
| 10 | 9d6+2 | +5 | 6 |
| 11 | 9d6+4 | +5 | 6 |
| 12 | 9d6+6 | +5 | 6 |
| 13 | 9d6+8 | +7 | 4 |
| 14 | 9d6+10 | +7 | 4 |
| 9 | 9d6 | +5 | 10 |
| 10 | 9d6+2 | +5 | 10 |
| 11 | 9d6+4 | +5 | 10 |
| 12 | 9d6+6 | +5 | 8 |
| 13 | 9d6+8 | +7 | 8 |
| 14 | 9d6+10 | +7 | 8 |
[Corsair Features]
@@ -60,9 +59,14 @@ An adventurer who lives by their talents sailing on the high seas.
- May be used to identify the nature and powers of sea-related magic items.
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
- Failure means falling (and taking fall damage).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: acrobatics).
### Establish Crew
@@ -85,6 +89,11 @@ An adventurer who lives by their talents sailing on the astral plane.
- Failure means falling from the halfway point (and taking fall damage).
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
- Failure means falling (and taking fall damage).
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: astral acrobatics).
+34 -33
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@@ -23,11 +23,40 @@ Holy (or unholy) warrior-priests who serve one or more deities.
</div>
### Core Features
### Saving Throw Mods
- +1 to **Save vs Spells** (-3 overall)
### Class Skills
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
- Fumbling the check causes [Doubt](#doubt).
- May only be used successfully once per day.
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
- Must have a holy symbol.
- Must remain faithful to alignment, clergy, and religion.
- At level 2, gains spell casting and learns how to conduct magical research.
- May cast a number of spells each day up to to _ecclesiastic level - 1_.
- Different deities (aligned with different elements) grant different spell lists to their ecclesiastics.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells /<br />Day |
| Level | HD | Atk | Save | Spells / Day |
| :---: | :----: | :-: | :--: | :---------------: |
| 1 | 1d8 | 0 | 12 | - |
| 2 | 2d8 | 0 | 12 | 1 |
@@ -48,34 +77,6 @@ Holy (or unholy) warrior-priests who serve one or more deities.
</div>
#### Saving Throw Mods
- +1 to **Save vs Spells** (-3 overall)
### Class Skills
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
- Fumbling the check causes [Doubt](#doubt).
- Can only be used successfully once per day.
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
- Must have a holy symbol.
- Must remain faithful to alignment, clergy, and religion.
- At level 2, gains spell casting and learns how to conduct magical research.
- May cast a number of spells each day up to to _ecclesiastic level - 1_.
- Different deities (aligned with different elements) grant different spell lists to their ecclesiastics.
#### Casting Spells
To cast spell, the ecclesiastic prays to (or invokes the name of) their deity.
@@ -108,7 +109,7 @@ Occurs whenever a fumble occurs while casting a spell, turning undead, or reques
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than ecclesiastic level, add -2 to the roll for each HD above ecclesiastic level, to a max of -6.
- If the undead is of a lower HD than ecclesiastic level, add +2 to the roll for each HD below ecclesiastic level, to a max of +6.
- Undead with HD less than _ecclesiastic level - 2_ may be destroyed rather than turned.
- Undead with HD of _ecclesiastic level - 3_ or less may be destroyed rather than turned.
#### Results
@@ -121,8 +122,8 @@ Occurs whenever a fumble occurs while casting a spell, turning undead, or reques
On a successful turn:
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat until attacked, damaged, or 10 minutes (1 turn) has elapsed, whichever comes first.
- Destroyed undead are instantly turned to dust.
- Turned undead will flee at full retreat for up to 10 minute (1 turn) or until attacked or damaged, whichever comes first.
- Undead with HD of _ecclesiastic level - 3_ or less are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.
+1
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@@ -5,6 +5,7 @@ date_pub: 2023-03-27T23:04:00-04:00
section: classes
content_type: feature
short_code: cfr
status: hidden
---
An adventurer that specializes in combat.
+6 -6
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@@ -14,21 +14,21 @@ short_code: c1
- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
- [Champion](./champion.html): Adventurers that specialize in battle and combat.
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
- [Magus](./magus.html): Magic users who cast spells from spellbooks.
- [Mystic](./mystic/): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
- [Wizard](./wizard.html): Magic users who cast spells from their spellbooks.
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
- [Wizard](./wizard.html): Magic users who cast spells from spellbooks.
### Original (Alpha) Classes
- [Assassin](./assassin.html): Those skilled at stealth-based eliminations.
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
- [Fighter](./fighter.html): Adventurers that specializes in battle and combat.
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
- [Warlock](./warlock/): Magic users who have pacts with a powerful, otherworldly being.
+1 -1
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@@ -15,7 +15,6 @@ An honor-bound warrior that excels at mounted combat.
| | |
| ---------------- | -------------------------- |
| **Requirements** | Minimum CON 9, DEX 9 |
| **Hit Dice** | 1d10 |
| **Armor** | Any metal armor or shields |
| **Weapons** | Any melee weapons |
@@ -63,6 +62,7 @@ An honor-bound warrior that excels at mounted combat.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
+73
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@@ -0,0 +1,73 @@
---
title: Magus
description: The Magus class for OSR gaming.
date_pub: 2025-10-17 23:11:15
section: classes
content_type: feature
short_code: cmu
---
A magic user who casts spells they've memorized from their spellbook.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ------------------------------------- |
| **Hit Dice** | 1d6 |
| **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells Per Day ||||||
| ^^ | ^^ | ^^ | ^^ | 1 | 2 | 3 | 4 | 5 | 6 |
| :-: | :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 1d6 | 0 | 13 | 1 | - | - | - | - | - |
| 2 | 2d6 | 0 | 13 | 2 | - | - | - | - | - |
| 3 | 3d6 | 0 | 13 | 2 | 1 | - | - | - | - |
| 4 | 4d6 | 0 | 13 | 2 | 2 | - | - | - | - |
| 5 | 5d6 | 0 | 13 | 2 | 2 | 1 | - | - | - |
| 6 | 6d6 | +2 | 11 | 3 | 2 | 2 | - | - | - |
| 7 | 7d6 | +2 | 11 | 3 | 3 | 2 | 1 | - | - |
| 8 | 9d6 | +2 | 11 | 3 | 3 | 2 | 2 | - | - |
| 9 | 9d6 | +2 | 11 | 3 | 3 | 3 | 2 | 1 | - |
| 10 | 9d6+1 | +2 | 11 | 3 | 3 | 3 | 3 | 2 | - |
| 11 | 9d6+2 | +5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
| 12 | 9d6+3 | +5 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
| 13 | 9d6+4 | +5 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
| 14 | 9d6+5 | +5 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
[Magus Features]
</div>
#### Saving Throw Mods
- +2 to **Save vs Spells** (-2 overall)
### Arcane Magic
- Carries a spell book (or equivalent) with known spells in it.
- Can cast any spell in book.
- Number of spells of each level that can be cast per day shown on [Core Features table](#core-features).
- Can conduct magical research.
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
### Class Skills
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
### Stronghold
- After 9th level, may construct a stronghold (usually a tower).
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
+1
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@@ -55,6 +55,7 @@ Mystics are warriors that spend their lives rigorously training both their minds
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
- May only be used successfully once per 10 minutes (1 turn).
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
+35 -31
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@@ -60,6 +60,22 @@ Holy (or unholy) knights on a quest for their deity.
- Can only keep one magical weapon, one magical shield, and one magical suit of armor
- Must give at least 10% of income to religious order
### Class Skills
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
- Fumbling the check causes [Doubt](#doubt).
- May only be used successfully once per day.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
- Gains spell casting at level 9, can pray to cast spells.
@@ -79,42 +95,30 @@ Holy (or unholy) knights on a quest for their deity.
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- |
| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- |
| 11 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- |
| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- |
| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 |
| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 |
[Turn Undead Result]
</div>
- Can turn undead with HD up to paladin level.
- After reaching level 6, can turn undead with HD up to _paladin level + 2_.
- After reaching level 12, can turn any undead, regardless of HD.
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than _paladin level - 2_, add -2 to the roll for each HD above that value, to a max of -6.
- If the undead is of a lower HD than _paladin level - 2_, add +2 to the roll for each HD below that value, to a max of +6.
- Undead with HD of _paladin level - 5_ or less may be destroyed rather than turned.
#### Results
- **Dash (--)**: Turn attempt fails
- **_Number_**: If roll is equal or higher than this number, turn succeeds
- **T**: Turn succeeds
- **D**: Turn succeeds, monsters destroyed
- A fumble causes [Doubt](#doubt).
- A failure has no effect.
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
#### Successful Turn
On a successful turn:
- Roll 2d6 to determine total number of HD affected.
- Turned undead move away from cleric in full retreat until attacked.
- Lowest HD undead are affected first.
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
- Undead with HD of _paladin level - 5_ or less are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.
### Warhorse
+44 -33
View File
@@ -54,6 +54,23 @@ Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but
- +2 to **Save vs Spells** (-2 overall)
### Class Skills
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
- Fumbling the check causes [Doubt](#doubt).
- May only be used successfully once per day.
- **Priestly Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
- May only be used successfully once per 10 minutes (1 turn).
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
### Divine Magic
- Can pray to receive spells every day.
@@ -62,6 +79,14 @@ Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but
- Must remain faithful to alignment, clergy, and religion.
- [Priest Spell List](./spell-list.html)
### Doubt
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
- Next attempt to turn undead or request divine intervention gets -2 on roll.
- Cleared by a successful turn undead or divine intervention roll.
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
### Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
@@ -69,41 +94,27 @@ Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| Level | Monster Hit Dice ||||||||||||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- |
| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- |
| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- |
| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- |
| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 |
| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 |
| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 |
| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T |
[Turn Undead Result]
</div>
- Can turn undead with HD up to _priest level + 2_.
- After reaching level 6, can turn undead with HD up to _priest level + 3_.
- After reaching level 12, can turn any undead, regardless of HD.
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than priest level, add -2 to the roll for each HD above priest level, to a max of -6.
- If the undead is of a lower HD than priest level, add +2 to the roll for each HD below priest level, to a max of +6.
- Undead with HD of _priest level - 3_ or less may be destroyed rather than turned.
#### Results
- **Dash (--)**: Turn attempt fails
- **_Number_**: If roll is equal or higher than this number, turn succeeds
- **T**: Turn succeeds
- **D**: Turn succeeds, creatures destroyed
- A fumble causes [Doubt](#doubt).
- A failure has no effect.
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
#### Successful Turn
On a successful turn:
- Roll 2d6 to determine total number of HD affected.
- Turned undead move away from cleric in full retreat until attacked.
- Lowest HD undead are affected first.### Core Features
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
- Undead with HD of _priest level - 3_ or less are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.
+3 -1
View File
@@ -76,12 +76,14 @@ Start with two of the following skills at level 1, then gain an additional skill
- **Disguise Self**: Make a skilled CHA check to make use of a disguise.
- May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier).
- **Evade**: Make a skilled DEX check to negate attacker bonus when retreating.
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.) in quiet areas (not in combat).
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
- Only works in quiet areas (not in combat).
- **Leap**: Make a skilled DEX check to jump a great distance.
- With 20' run up, can leap 10' wide pit; with pole, can leap 20' wide pit, over 10' wall, or up to 10' ledge.
- **Open Locks**: Make a skilled DEX check with thieves' tools, can only be tried once per lock.
- On a fail, can't try again until next Rogue level.
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
- On a fumble, the attempt is noticed.
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
- Roll once to find and again to remove or avoid (leaving it in place for others), each may only be attempted once per trap.
- **Master Poisons**: When using poisons, target gets -2 on save.
+32 -52
View File
@@ -13,12 +13,12 @@ Someone skilled at stealth-based retrieval.
<div class='headlessTableWrapper'>
| | |
| ------------- | -------------------------------- |
| **Hit Dice** | 1d6 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, Thieves' Cant |
| | |
| ---------------- | -------------------------------- |
| **Hit Dice** | 1d6 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, Thieves' Cant |
</div>
@@ -41,7 +41,7 @@ Someone skilled at stealth-based retrieval.
| 9 | 9d6 | +5 | 10 |
| 10 | 9d6+2 | +5 | 10 |
| 11 | 9d6+4 | +5 | 10 |
| 12 | 9d6+6 | +5 | 10 |
| 12 | 9d6+6 | +5 | 8 |
| 13 | 9d6+8 | +7 | 8 |
| 14 | 9d6+10 | +7 | 8 |
@@ -53,11 +53,33 @@ Someone skilled at stealth-based retrieval.
- +2 to **Save vs Spells** (-2 overall)
### Read Languages
### Class Skills
From 4th level, 80% chance to read non-magical text in any language (including dead languages and basic codes).
- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed.
- Failure means falling from the halfway point (and taking fall damage).
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
- May only be used successfully once per 10 minutes (1 turn).
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
- Only works in quiet areas (not in combat).
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
- Roll once to find and again to remove or avoid (leaving it in place for others).
- On a fail, can't try again until next Thief level.
- **Open Locks**: Make a skilled DEX check with thieves' tools.
- On a fail, can't try again until next Thief level.
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
- On a fumble, the attempt is noticed.
- **Read Languages**: After reaching 4th level, make a skilled INT or WIS check to read non-magical text in any language (including dead languages and basic codes).
- On fail, can't try again until next Thief level.
- **Read Scroll**: After reaching 10th level, make a skilled INT or WIS check to read and cast a spell from an arcane scroll.
- On a fumble, a [blunder](/rules/magic.html#blunders) occurs.
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
- **Thief Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to valuable items, security setups, and famous thieves or heists.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
- On fail, can't try again until next XP level.
### Stronghold
@@ -65,45 +87,3 @@ After 9th level, may construct a stronghold (usually, a secret hideout).
- Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed).
- May be used to start a Thieves’ Guild.
### Thief Skills
- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6.
- GM should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS).
<div class="dividedTableWrapper">
| Level | CS | TR | HN | HS | MS | OL | PP |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 87 | 20 | 2 | 20 | 20 | 20 | 20 |
| 2 | 88 | 25 | 2 | 25 | 25 | 25 | 25 |
| 3 | 89 | 30 | 3 | 30 | 30 | 30 | 30 |
| 4 | 90 | 35 | 3 | 35 | 35 | 35 | 35 |
| 5 | 91 | 40 | 3 | 40 | 40 | 40 | 40 |
| 6 | 92 | 45 | 3 | 45 | 45 | 45 | 45 |
| 7 | 93 | 55 | 4 | 55 | 55 | 55 | 55 |
| 8 | 94 | 65 | 4 | 65 | 65 | 65 | 65 |
| 9 | 95 | 75 | 4 | 75 | 75 | 75 | 75 |
| 10 | 96 | 85 | 4 | 85 | 85 | 85 | 85 |
| 11 | 97 | 95 | 5 | 95 | 95 | 95 | 95 |
| 12 | 98 | 97 | 5 | 97 | 97 | 97 | 105 |
| 13 | 99 | 98 | 5 | 98 | 98 | 98 | 115 |
| 14 | 99 | 99 | 5 | 99 | 99 | 99 | 125 |
[Thief Skills Chance of Success]
</div>
- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage).
- **Find or remove treasure traps (TR)**: Roll once to find and again to remove, each may only be attempted once per trap.
- **Hear noise (HN)**: Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6.
- **Hide in shadows (HS)**: Must stand still, can't be done while attacking or moving.
- **Move silently (MS)**: Sneak past enemies unnoticed.
- **Open locks (OL)**: Need thieves' tools, can only be tried once per lock. On a fail, can't try again until next XP level.
- **Pick pockets (PP)**: -5% chance for each level target is above 5th, minimum 1% chance of failure. If failed roll is more than 2x the skill, the theft is noticed.
### Use Scroll
From 10th level, 90% chance to cast arcane spells from scrolls.
- On a fail, a strange or harmful effect is created instead.