Item | Cost | Notes |
---|---|---|
Air Bladder | 5 | |
Bear Trap | 20 | |
Bedroll | 10 | |
Bellows | 10 | |
Black Grease | 1 | |
Block and Tackle | 30 | |
Book (Blank) | 300 | |
Book (Reading) | 600 | |
Bottle/Vial | 1 | |
Bucket | 5 | |
Caltrops (bag) | 10 | |
Cards with an extra Ace | 5 | |
Chain (10 ft) | 10 | |
Chalk (10 pieces) | 1 | |
Chisel | 5 | |
Cookpots | 10 | |
Compass | 100 | Pathfinder +5 |
Crowbar | 10 | |
Drill | 10 | |
Face Paint/Makeup | 10 | |
Fake Jewels | 50 | |
Fishing Rod/Tackle | 10 | |
Glass Marbles (bag) | 5 | |
Glue (bottle) | 1 | |
Grappling Hook | 10 | |
Hammer | 10 | |
Holy Water | 25 | |
Horn | 10 | |
Hourglass | 300 | |
Incense (packet) | 10 | |
Iron Tongs | 10 | |
Ladder (10 ft) | 10 | |
Large Sponge | 5 | |
Lens | 100 | |
Lockpicks | 100 | |
Manacles | 10 | |
Map | 20 per hex | Local map of region. Pathfinding +5. |
Metal File | 5 | |
Mirror (small, silver) | 200 | |
Musical Instrument | 200 | |
Nails (12) | 5 | |
Net | 10 | |
Oilskin Bag | 5 | |
Oilskin Trousers | 10 | |
Padlock and Key | 20 | |
Perfume | 50 | |
Pick | 10 | |
Pole (10ft) | 5 | |
Quill and Ink | 1 | |
Rope (50ft) | 10 | |
Sack | 1 | |
Saw | 10 | |
Set of Loaded Dice | 5 | |
Shovel | 10 | |
Small Bell | 20 | |
Soap | 1 | |
Spike (iron) | 5 | |
Spike (wood) | 1 | |
Spiked boots | 5 | |
Spyglass | 1000 | |
Tar (Pot) | 10 | |
Tent (3 man) | 100 | |
Tent (personal) | 50 | |
Twine (300 ft) | 5 | |
Waterskin | 5 | |
Whistle | 5 |
Item | Cost | Notes |
---|---|---|
Candle d6UD | 3 | |
Lantern d8UD | 30 | requires lamp oil |
Lamp Oil | 5 | completely used on filling lantern. has other uses. |
Tinderbox | 10 | required for lighting, if no other source of fire. Takes 10 mins to light, or a DC 15 DEX save. |
Torch d4UD | 1 |
Item | Cost | Notes |
---|---|---|
Shield | 40 | DEF +1, 1 slot, d4 UD |
Helmet | 40 | DEF +1, 1 slot, d4 UD |
Gambeson | 60 | DEF 12, 1 slot, d6 UD |
Brigandine | 500 | DEF 13, 2 slots, d8 UD |
Chain | 1200 | DEF 14, 3 slots, d6 UD |
Half Plate | 4000 | DEF 15, 4 slots, d6 UD |
Full Plate | 8000 | DEF 16, 5 slots, d10 UD |
Item | Cost | Notes |
---|---|---|
Dagger, Cudgel, Sickle, Staff, etc. | 5 | d6 DMG, 1 slot, 1 hand, d6 UD |
Spear, Sword, Mace, Axe, Flail, etc. | 10 | d8 DMG, 2 slots, 1 hand, d6 UD |
Halberd, War Hammer, Long Sword, Battle Axe, etc. | 20 | d10 DMG, 3 slots, 2 hands, d6 UD |
Sling | 5 | d4 DMG, 1 slot, 1 hand, d6 UD |
Bow | 15 | d6 DMG, 2 slots, 2 hands, d6 UD |
Crossbow | 60 | d8 DMG, 3 slots, 2 hands, d6 UD |
Arrows | 5 | d6 UD |
Quiver | 10 | d8 UD |
Item | Cost | Notes |
---|---|---|
Poor | 10 | -1 CHR |
Standard | 50 | |
Noble | 3000 | |
Furs | 5000 | |
Winter | 100 | ADV on Cold Save |
Item | Cost | Notes |
---|---|---|
Travel rations (d4) | 5 | |
Fancy rations (d6) | 15 | |
Animal Feed (1 day) | 2 | |
Bacon, side of | 10 | |
Bread, 1 loaf | 1 | |
Cheese, 1 lb | 2 | |
Cider, 4 gallons | 1 | |
Cod, whole | 20 | |
Eggs, 24 | 1 | |
Flour, 5 lbs | 1 | |
Fruit, 1 lb | 1 | |
Garlic, bunch | 1 | |
Grain, 1 bushel (8 gal.) | 4 | |
Herbs, 1 bunch | 1 | |
Lard, 5 lbs | 1 | |
Onions, 1 bushel | 8 | |
Salt, 1 bushel | 3 | |
Spices, 1 lb | 100 | |
Sugar, 1 lb | 12 | |
Wine/ale, bottle | 1 |
Item | Cost | Notes |
---|---|---|
Chicken | 1 | |
Cow | 100 | |
Dog, hunting | 50 | |
Dog, small but vicious | 20 | |
Donkey/Pack Horse | 300 | |
Goat | 10 | |
Hawk | 1000 | |
Horse, riding | 1000 | |
Horse, war | 10,000 | |
Ox | 300 | |
Pig | 30 | |
Sheep | 15 |
Book | Cost |
---|---|
Anatomy | 40 |
Animal Handling | 40 |
Archeology | 60 |
Blacksmithing | 30 |
Etiquette | 30 |
History | 40 |
Medicine | 30 |
Politics | 30 |
Religion | 30 |
Survival | 40 |
Traps | 30 |
Potion | Cost | Effect |
---|---|---|
Clairvoyance | 500 | By designating a location within 100', you can see that location as if you were there. You can look at a different location each round. Must have previously visited the location. Lasts 1d6 rounds. |
Deadly Poison | 100 | Created by feeding a chain of poisonous animals to each other. Poison (2d6). |
Flight | 100 | You gain the power of flight at your normal speed. Lasts 1d6 rounds. |
Fire Resistance | 50 | All incoming fire damage is reduced by 6 points. Lasts 30 minutes. |
Gaseous Form | 300 | Become a gaseous cloud. Can fly at 10' per turn. Cannot be harmed in this state, but can be trapped. Last 10 mins. |
Giant Size | 400 | You triple in size. Your physical attacks deal double damage and you take half damage from physical sources. When making STR checks, treat your STR at 24. Lasts 1d6 rounds. Alternatively, it can be poured on an object or part of an object to make it triple in size. Lasts 30 minutes. |
Healing | 50 | You recover 1d8+1 hit points. |
Heroism | 100 | You get +4 to all d20 rolls. Lasts 1d6 rounds. |
Invisibility | 900 | You are invisible. If poured on a wall or floor, creates a psuedo-window that you can see through. Lasts 1d6 rounds. |
Invincibility | 70 | You are immune to damage. Lasts 1 round. |
Nondetection | 300 | All magical attempts to learn about you fail. People forget you exist as soon as they stop looking at you. Lasts 30 minutes. |
Petrification | 200 | Turns you into stone. If poured on stone, turns it into flesh. |
Polymorph | 800 | A piece of a creature must be added to this potion before it can be used. You transform into an exact copy of that creature. Multiple donors creates chimeras. Lasts 30 minutes if same species or 1d6 rounds if different species. |
Purge | 40 | Any poisons in your body are vomited out intact. You can vomit the poison into the (now empty) potion bottle if you wish. |
Shrink | 400 | You shrink to a twelfth of your normal size. (Feet becomes inches.) Your STR is 1, all of your attacks deal a single point of damage, and you take double damage from physical sources. Lasts 30 minutes. Alternatively, it can be poured on an object or part of an object to make it shrink down. Anything smaller than a couch can fit in your pocket. Lasts 30 minutes. |
Sovereign Glue | 300 | Elemental stickiness. Glues anything to anything, forever. Very difficult to see if spread on a surface. |
Spider Climb | 250 | As the spell spider climb. Lasts 30 minutes. |
Universal Solvent | 250 | Dissolves any adhesive. Neutralizes sovereign glue and sovereign grease. Causes hard materials to become softer. (Stone becomes like clay, adamantine becomes as soft as normal steel.) Don't get it on your hands. |
Water Breathing | 500 | You can breath underwater. Lasts 30 minutes. |
Zombie Blood | 100 | You appear to be a cold, rotting corpse but can still act normally. Unintelligent undead will ignore you as long as you ignore them. You count as undead. Lasts 30 minutes. |
Name | Cost | DC | Effect |
---|---|---|---|
Alcohol | 15 | 6 | Removes 1 point of stress |
Cigarettes | 10 | 8 | Removes 1 point of stress |
Kobold's Fire | 30 | 10 | Prevents Cold condition for 24 hours. |
Soldier's Fortune | 30 | 14 | Ignore any Injured condition for 24 hours. Injuries are still present, but don't use up a slot or have any other effects. |
Owlbear beak | 30 | 16 | Cannot be surprised for 2 hours. Allows time for a reaction. |
Naiad Juice | 20 | 14 | Limits Exhaustion to max two slots for 24 hours |
Goodberry | 30 | 16 | Removes all hunger. |
Item | Cost | Effect |
---|---|---|
Hovel | 1 | recover only 1d4 health. |
Inn | 10 | recover as normal. |
Resort | 50 | recover 2d8 health. |
Item | Cost |
---|---|
Ship, high quality | 720/ton |
Ship, good quality | 480/ton |
Ship, used quality | 240/ton |
Ship, poor quality | 120/ton |
Raft | 50 |
Fishing boat | 500 |
Sloop | 5000 |
Caravel | 25,000 |
Galleon | 125,000 |
Item | Cost |
---|---|
Carriage | 320 |
Cart | 50 |
Wagon | 120 |
Wages are per day, not including food, supplies, shelter, etc.
Item | Cost |
---|---|
Laborer | 1 |
Scribe | 2 |
Archer | 3 |
Mason | 4 |
Man-at-arms, on foot | 6 |
Armorer or Blacksmith | 8 |
Man-at-arms, mounted | 12 |
Master Builder | 15 |
Barber-Surgeon | 25 |
Knight | 25 |
Item | Cost |
---|---|
Hovel | 120 |
Row House | 1200 |
Craftsman’s House | 2400 |
Merchant’s House | 7200 |
House with Courtyard | 21,600 |
Guildhall | 32,600 |
Stone Tower | 48,000 |
Temple | 75,000 |
Stronghold | 100,000 |
Cathedral | 500,000 |
Imperial Palace | 2,500,000 |
In the following spells, “L” is a number equal to the caster’s level, an item is an object able to be lifted with one hand, and an object is anything up to human size. Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.
Roll | Spell | Effect |
---|---|---|
1 | Adhere | Object is covered in extremely sticky slime. |
2 | Animate Object | Object obeys your commands as best it can. It can walk 15ft per round. |
3 | Anthropomorphize | A touched animal either gains human intelligence or human appearance for L days. |
4 | Arcane Eye | You can see through a magical floating eyeball that flies around at your command. |
5 | Astral Prison | An object is frozen in time and space within an invulnerable crystal shell. |
6 | Attract | L+1 objects are strongly magnetically attracted to each other if they come within 10 feet. |
7 | Auditory Illusion | You create illusory sounds that seem to come from a direction of your choice. |
8 | Babble | A creature must loudly and clearly repeat everything you think. It is otherwise mute. |
9 | Beast Form | You and your possessions transform into a mundane animal. |
10 | Befuddle | L creatures of your choice are unable to form new short-term memories for the duration of the spell. |
11 | Bend Fate | Roll L+1 d20s. Whenever you must roll a d20 after casting the spell, you must choose and then discard one of the rolled results until they are all gone. |
12 | Bird Person | Your arms turn into huge bird wings. |
13 | Body Swap | You switch bodies with a creature you touch. If one body dies, the other dies as well. |
14 | Catherine | A woman wearing a blue dress appears until end of spell. She will obey polite, safe requests. |
15 | Charm | L creatures treat you like a friend. |
16 | Command | A creature obeys a single, three-word command that does not harm it. |
17 | Comprehend | You become fluent in all languages. |
18 | Control Plants | Nearby plants and trees obey you and gain the ability to move at 5 feet per round. |
19 | Control Weather | You may alter the type of weather at will, but you do not otherwise control it. |
20 | Counterspell | Make an opposed INT save against the INT of the caster of a nearby spell. You may do this out of turn as a reaction, or against an ongoing magical effect. On a success, you may cancel the spell. |
21 | Deafen | All nearby creatures are deafened. |
22 | Detect Magic | You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement. |
23 | Disassemble | Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them. |
24 | Disguise | You may alter the appearance of L characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny. |
25 | Displace | An object appears to be up to L×10ft from its actual position. |
26 | Earthquake | The ground begins shaking violently. Structures may be damaged or collapse. |
27 | Elasticity | Your body can stretch up to L×10ft. |
28 | Elemental Wall | A straight wall of ice or fire L×40ft long and 10ft high rises from the ground. |
29 | Filch | L visible items teleport to your hands. |
30 | Fog Cloud | Dense fog spreads out from you. |
31 | Frenzy | L creatures erupt in a frenzy of violence. |
32 | Gate | A portal to a random plane opens. |
33 | Gravity Shift | You can change the direction of gravity (for yourself only) up to once per round. |
34 | Greed | L creatures develop an overwhelming urge to possess a visible item of your choice. |
35 | Haste | Your movement speed is tripled. |
36 | Hatred | L creatures develop a deep hatred of another creature or group of creatures and wish to destroy it. |
37 | Hear Whispers | You can hear faint sounds clearly. |
38 | Hover | An object hovers, frictionless, 2ft above the ground. It can hold up to L humanoids. |
39 | Hypnotize | A creature enters a trance and will truthfully answer L yes or no questions you ask it. |
40 | Icy Touch | A thick ice layer spreads across a touched surface, up to L×10ft in radius. |
41 | Illuminate | A floating light moves as you command. |
42 | Increase Gravity | The gravity in an area triples. |
43 | Invisible Tether | Two objects within 10ft of each other cannot be moved more than 10ft apart. |
44 | Knock | L nearby mundane or magical locks unlock. |
45 | Leap | You can jump up to L×10ft in the air. |
46 | Liquid Air | The air around you becomes swimmable. |
47 | Magic Dampener | All nearby magical effects have their effectiveness halved. |
48 | Manse | A sturdy, furnished cottage appears for L×12 hours. You can permit and forbid entry to it at will. |
49 | Marble Madness | Your pockets are full of marbles, and will refill every round. |
50 | Masquerade | L characters’ appearances and voices become identical to a touched character. |
51 | Miniaturize | You and L other touched creatures are reduced to the size of a mouse. |
52 | Mirror Image | L illusory duplicates of yourself appear under your control. |
53 | Mirrorwalk | A mirror becomes a gateway to another mirror that you looked into today. |
54 | Multiarm | You gain L extra arms. |
55 | Night Sphere | An L×40ft wide sphere of darkness displaying the night sky appears. |
56 | Objectify | You become any inanimate object between the size of a grand piano and an apple. |
57 | Ooze Form | You become a living jelly. |
58 | Pacify | L creatures have an aversion to violence. |
59 | Phantom Coach | A ghostly coach appears until end of spell. It moves unnaturally fast over any terrain, including water. |
60 | Phobia | L creatures become terrified of an object of your choice. |
61 | Pit | A pit 10ft wide and L×5ft deep opens in the ground. |
62 | Primeval Surge | An object grows to the size of an elephant. If it is an animal, it is enraged. |
63 | Psychometry | The DM answers L yes or no questions about a touched object. |
64 | Pull | An object of any size is pulled directly towards you with the strength of L men for one round. |
65 | Push | An object of any size is pushed directly away from you with the strength of L men for one round. |
66 | Raise Dead | L skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders. |
67 | Raise Spirit | The spirit of a dead body manifests and will answer L questions. |
68 | Read Mind | You can hear the surface thoughts of nearby creatures. |
69 | Repel | L+1 objects are strongly magnetically repelled from each other if they come within 10 feet. |
70 | Scry | You can see through the eyes of a creature you touched earlier today. |
71 | Sculpt Elements | All inanimate material behaves like clay in your hands. |
72 | Shroud | L creatures are invisible until they move. |
73 | Shuffle | L creatures instantly switch places. Determine where they end up randomly. |
74 | Sleep | L creatures fall into a light sleep. |
75 | Smoke Form | Your body becomes living smoke. |
76 | Snail Knight | 10 minutes after casting, a knight sitting astride a giant snail rides into view. He is able to answer most questions related to quests and chivalry, and may aid you if he finds you worthy. |
77 | Sniff | You can smell even the faintest traces of scents. |
78 | Sort | Inanimate items sort themselves according to categories you set. The categories must be visually verifiable. |
79 | Spectacle | A clearly unreal but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound. |
80 | Spellseize | Cast this as a reaction to another spell going off to make a temporary copy of it that you can cast at any time before this spell ends. |
81 | Spider Climb | You can climb surfaces like a spider. |
82 | Summon Cube | Once per second, (6 times per round) you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes. |
83 | Swarm | You become a swarm of crows, rats, or piranhas. You only take damage from area effects. |
84 | Telekinesis | You may mentally move L items. |
85 | Telepathy | L+1 creatures can hear each other’s thoughts, no matter how far apart they move. |
86 | Teleport | An object disappears and reappears on the ground in a visible, clear area up to L×40ft away. |
87 | Thaumaturgic Anchor | Object becomes the target of every spell cast near it. |
88 | Thicket | A thicket of trees and dense brush up to L×40ft wide suddenly sprouts up. |
89 | Time Jump | An object disappears as it jumps L×10 minutes into the future. When it returns, it appears in the unoccupied area nearest to where it left. |
90 | Summon Idol | A carved stone statue the size of a four poster bed rises from the ground. |
91 | Time Rush | Time in a 40ft bubble starts moving 10 times faster. |
92 | Time Slow | Time in a 40ft bubble slows to 10%. |
93 | True Sight | You see through all nearby illusions. |
94 | Upwell | A spring of seawater appears. |
95 | Vision | You completely control what a creature sees. |
96 | Visual Illusion | A silent, immobile, illusion of your choice appears, up to the size of a bedroom. |
97 | Ward | A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles or metal. |
98 | Web | Your wrists can shoot thick webbing. |
99 | Wizard Mark | Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects. |
100 | X-Ray Vision | You gain X-Ray vision. |
From Buildings are People
Select an Ancestry from the table below or roll a d50.
Not all races are available- check with the DM first.
New players should always start as human.
Roll | Race | Reroll | Bonus | Weakness |
---|---|---|---|---|
1-12 | Human | Choice | Start with 1 extra Dungeoneering Gear item | Dis-ADV to resist being mutated or transformed |
13-16 | Half-Orc | STR | ADV on saves to be intimidating | Dis-ADV on any skill involving etiquette. |
17-20 | Elf | CHA | Eat half as many rations | Dis-ADV when interacting with an ugly person or object |
21-24 | Dwarf | CON | Able to see in total darkness | Automatic failure on any saves with bright light. |
25-28 | Goblin | DEX | Hard to hit: Can roll DEX instead of Armor class | Dis-ADV on rolls resisting temptation |
29-32 | Lizardfolk | INT | Any attempt to manipulate is dis-ADV | Dis-ADV on any saves against cold |
33-35 | Gnome | INT | Can become invisible if you close eyes, hold breath, don't move | Dis-ADV to DEX when legs are used |
36 | Spiderling | DEX | Can secrete 30' of rope per day and climb walls | Cannot see more than 30'. Dis-ADV on any perception save. |
37 | Hedgehogling | WIS | +2 Armor | Cannot wear armor on chest or limbs |
38 | Deerling | CHA | Antlers (as a club) | When afraid, will run instead of freezing |
39 | Boarling | CON | Tusks (as a dagger) | Constant snuffling. Dis-ADV to stealth rolls |
40 | Hawkling | INT | Can see detail at a great distance | Must eat uncooked food |
41 | Houndling | CHA | Can track a creature by smell | Save vs Commands |
42 | Owlling | WIS | Can rotate head 180 degrees | Cough up disgusting pellets after every meal |
43 | Ravenling | CHA | Can eat rotten food or monsters as rations | Must Save or pick up shiny objects |
44 | Weaselling | STR | Can crawl through narrow spaces | Must eat uncooked food |
45 | Frogling | CHA | Prehensile tongue (as a whip) | Drink twice as much water as usual |
46 | Toadling | STR | Jump twice as high | Contagious warts |
47 | Ratling | INT | Can crawl through narrow spaces | Save vs Fear when alone |
48 | Goatling | DEX | No penalties for broken or hilly terrain | Pervasive, unique stink. |
49 | Foxling | WIS | When foraging, always roll with advantage | Dis-ADV on charisma saves if not lying. |
50 | Batling | WIS | Can roll Wis to "hear" walls and major fixtures in the dark. | Dis-ADV on perception if target is far away. |
Berzerker | When reduced to zero Hit Points but not killed outright, become frenzied and continue fighting for a number of turns equal to your Level. Attacks that hit cause maximum damage. You always attack the nearest creature whether friend or foe. |
Great Weapon Fighter | Reroll damage less than 3 (not including STR bonus) when wielding a two-handed weapon. You must use the new roll, even if it is less than 3. |
Favor of the Gods (requires Berzerker) | 11+ CHA bonus is your Armor Defense when you wear no other armor. May wield a shield. |
Savage Fighter | When you strike and kill a foe in melee combat immediately make another attack on an additional adjacent foe. |
Mindless Fury | Cannot be charmed, seduced, persuaded, or intimidated during combat. |
Bloodlust | Eager for combat, you gain ADV on all initative rolls. |
Primal Warrior | During combat, you critically hit on 19 as well as 20. |
Banish | Force up to 1d6+WIS+Lvl worth of undead to make a morale save. Apply a negative modifier equal to your WIS+Lvl bonus to the save. If you have more HD than the undead, any who fail the morale save are destroyed. |
Hammer of The Gods | Grants ADV to any morale saves your retainers/hirlings/acolytes/allies make. |
Hospitaller | Out of combat and with a healer’s kit/proper herbs you can heal a target for 1d6+WIS+Lvl hit points once per day. |
Keeper of Relics | You have been entrusted with the safekeeping of 3 holy relics. You may pray over each relic once per day to cast Cleric spells. (Each relic may cast a spell. Treat as a spellbook.) |
Witch Hunter | You can smell the foul taint of sorcerers, warlocks and evil clerics. You are able to track them as a Ranger tracks a dangerous animal. |
Blessed Friend | Once per day you can grant a temporary gift of your own HP onto a target. You may grant them as much HP as you want, draining yourself for the same. This gift may exceed their normal max HP, granting bonus HP. |
The Old Tongue | You speak the secret language of rocks, trees, and animals. You are able to gather impressions and ask questions up to Lvl times per day. |
Forest Walker (requires The Old Tongue) | You gain the ability to leave mystical messages on trees, rocks, ponds, or any natural object. Only animals, plants, or others with the Forest Walker knack can read these messages and you must communicate with mental images rather than written words or runes. |
Skin Walker | Using a fetish or totem, take on the form and abilities of a natural beast that you are familiar with. Demons, elementals, aberrations, etc. do not count. The beast may be up to 1HD level greater than you. The effects last for one game Turn per Lvl. You may do this a number of times per day equal to your Lvl. Fetishes must be mystically recharged with ritual, sacrifice, and material components. Fetishes typically occupy one inventory slot each. Larger creatures require multiple slots -DM’s discretion. |
Vermin Lord | (from Remixes and Revelations) One target creature within range becomes surrounded by a swarm of biting flies, beetles and locusts. To anyone but them within 10', the swarm of insects deals 1d6+Lvl damage a round, save for half, with a minimum of 1 damage dealt. The spell remains active until all damage has been dealt. Then the remaining insects fly away. |
Animal Attribute | Once per day, you or a creature you touch gains one of the features listed below. Bear's STR. You gain a +d4 bonus to STR saves and damage rolls for the duration. Mongoose's Agility. You gain a +d4 bonus to DEX saves and attack rolls for the duration. Echidna's CON. You gain a +d4 bonus to CON saves and reduce poison damage by d4 for the duration. Badger's Will. You gain a +d4 bonus to WIL and Fear saves for the duration. Fox's Cunning. You gain a +d4 bonus to WIS and perception saves for the duration. Eagle's Splendor. You gain a +d4 bonus to CHA saves and saves made to intimidate or persuade for the duration. |
Familiar | Gain a mystical cat (darkvision) , mouse (burrow), sparrow (fly), squirrel (climb) or toad (swim) companion with Level HP. You can communicate with it telepathically as long as you can see it. If it dies it can be re-summoned spending a night’s work. |
Guardian Spirit (requires familiar) | Gain a guardian spirit of an animal you have seen with HD < Lvl - 2. If this creature dies it can be re-summoned with a night's work. During combat, either you or your guardian spirit may attack on a given turn. If you would drop to 0 HP on an attack, your guardian spirit will attempt to take the blow for you. |
Plant Growth | Speaking the language of plants, you can cause a plant to grow up to 50 lbs of organic material in a matter of seconds, forming crude objects or structures. |
Arcane Researcher | You have a nose for research. You have ADV on saves to discover hidden secrets in tombs, scrolls, and manuscripts. |
Scholar of The Unseen University | You begin the next session with 3 spellbooks. Determine the spells randomly or with the help of your DM. |
Sword Wizard | You can cast spells while wielding a weapon in one or both of your hands. You still need to have the spell book and components in your inventory. |
The Manifold Cerebrum | You have trained your mind to retain the pattern of a spell once you have cast it. After a spell has been cast and its effects applied, make an INT save. If you pass you may cast the spell again that day. If you have already recovered it that day, make the save with dis-ADV. Lost spells are replenished the next day as usual. |
The Thrice Divided Intellect | You have ADV on saves vs magical attacks/effects that affect your mind and sense. |
Eldritch Feast | You have consumed the essence of a spell which you may cast once per day. No spell book/inventory slot is required. The effort of containing raw magic within your physical body manifests in some strange and possibly upsetting way. You may take this Talent once per Level. (May be reskinned as Patron Domains for Clerics.) |
Hunter’s Mark | As a free action, mark your target as living on borrowed time. You have ADV on your next attack against them. You may apply this mark a number of times per day equal to your Level. |
Sharpshooter | Note the crosswind and lead your target. Reroll a ranged attack. You must accept the new roll. You may do this a number of times per day equal to your Level. |
Survivalist | You thrive in the Wilds protecting the realm from the horrors that lurk in dark wood and deep cave. You have ADV on saves to track, navigate, hunt, and forage in the wilderness. |
Trick-Shot (requires Sharpshooter) | Targets only receive ½ of their normal cover bonus. When you shoot into melee enemy combatants count as two combatants for the purposes of randomly determining who you hit. |
Two-Weapon Fighting | When you hit a foe while wielding two weapons, roll damage for both and apply the higher. |
Heightened Senses | You are unaffected when fighting a foe who would ordinarily be hard to hit due to darkness, invisibility, ephemeral nature, or similar. |
Acrobat | You gain ADV on saves to balance, climb, leap, and tumble. |
Thief | You gain ADV on saves to hide in shadows, move silently, and pick locks assuming you have the proper tools. |
Backstab | When you attack a foe with a melee weapon who is already engaged by an ally inflict an addition 1d6/Lvl damage. |
Devil’s Luck | Reroll a Critical Fail or force a foe to reroll a Critical Success (attack must be targeting you). You may do this a number of times per day equal to your Level. |
Dungeoneer | You have ADV on saves to spot/disable traps, find hidden doors, and to navigate in dungeons. |
Hard to Hit | Once per round you can reduce damage taken by your DEX bonus, if you can see its source. |
Dogged March | You have ADV on saves to resist fatigue. Armor occupies two fewer inventory slots for you. |
Girded Loins | You have ADV on saves made to resist fear effects and intimidation. |
Hack-n-Slash | You have a pool of damage dice (d6s) equal to your HD. When making an attack apply any number of these dice to any number of Nearby foes. Roll to hit for each die. Apply damage if you are successful. You regain the dice at the start of your next turn. |
Riposte | When a creature hits you with an attack, make an immediate counter-attack. This does not cost you your normal Action. |
Shield Bash | When wielding a shield make a second attack each round. If the attack is successful inflict damage equal to your Level and you have ADV on your next attack against that foe. |
Shield Master (requires Shield Bash) | When an effect allows a DEX Save for ½ damage take no damage if you save -your shield absorbs the blow. |
Slings & Spears | When an ally is hit, you may choose to take the damage for them. You must be wielding a shield. Not possible against mental attacks.STR save for ½ damage. |
Alter Ego | Choose a second persona of your same Ancestry, regardless of features, sex and age. You can shapeshift to that persona a number of hours equal your CHA bonus per day. |
Devil's Contract | If someone makes a bargain with you and breaks it you instantly know about it. If you have their signature on the bargain you know how to locate them by general location (North, East, up down, etc.) |
Familiar | You gain a mouthless humanoid, magically created with mud and sticks. d8 + Level HP. Doesn't eat or drink, but needs to breathe. Follows all your commands, although it's extremely incompetent in combat. You can resummon your familiar 1/day. |
Hint/Jinx | Once per turn make a CHA save when another creature you can see attempts an action that requires a d20 roll. On success, add(hint)/subtract(jinx) your CHA bonus to the roll. On a failure, you lose Level# HP. You do this after learning the roll, but before knowing the outcome. |
Read Leaves | Assuming you have water, a pot, and tea, you can spend 1 turn every morning performing this ritual. Roll two d20s and store the numbers. You can replace a result on a d20 from a creature you can see (yourself, allies, or foes) once that day with one of the stored numbers. You do this after learning the roll, but before knowing the outcome. |
Spell Eater | 1/day when a spell is targeted at you, you negate the spell's effects. Make a CHA save. On success, you absorb the spell and can cast it once as if it were your own. On a fail you need to eat double the rations for one day. You can only have one eaten spell at any time. |
Speak With Dead | As long as the mouth of a creature is still intact, you may cast this spell once per day in order to ask it up to Lvl questions. Its soul is long gone, and you're speaking to its memories. If it would have resisted questioning in life, it resists it in death. |
Raise Undead | Cast once per day, this allows the user to raise an undead servant as a hireling. The undead servant needs no food or water, but will degrade into a pile of ash in one week. Only one servant may be summoned at a time. Ability may be taken multiple times. |
Burial Shroud | Allows one creature you touch to appear as if they have died. May be cast up to Lvl times per day. |
Necrotic Leech | Once per day you may take up to Lvl*d4 hit points from an opposing creature. |
Unholy Fear | Once per day you may give a creature a vision of what awaits it in the afterlife, forcing a morale save. |
Foul Healing | Once per day you may restore 1d8+Lvl+CHA hit points to a creature using a recently killed corpse. If target is other than yourself, they must save vs WIS or take a Stress condition. |
It is recommended to largely make magic items with either usage die or as single use items. This helps distinguish them from Spells, which are always reusable.
A suggested single use item generator can be found here.
Base | Reg Mod Slots | Def Mod Slots | Hireling Slots | Def Die | Upkeep | Cost |
---|---|---|---|---|---|---|
House | 2 | 1 | 4 | d4 | 5 | 200 |
Large House | 6 | 2 | 8 | d6 | 20 | 800 |
Guildhall | 12 | 4 | 16 | d8 | 50 | 2000 |
Tower | 10 | 8 | 14 | d10 | 100 | 4000 |
Mansion | 40 | 6 | 30 | d12 | 200 | 10000 |
Stronghold | 30 | 20 | 50 | d20 | 500 | 20000 |
Palace | 100 | 30 | 200 | d100 | 2000 | 250000 |
Module | Slots | Upkeep | Cost |
---|---|---|---|
Stables | 2 | 1 | 50 |
Apothecary | 4 | 5 | 200 |
Bakery | 4 | 5 | 200 |
Brewery | 4 | 5 | 200 |
Forge | 4 | 5 | 200 |
Mason | 4 | 5 | 200 |
Restaurant | 4 | 5 | 200 |
Tailor | 4 | 5 | 200 |
Tannery | 4 | 5 | 200 |
Workshop | 4 | 5 | 200 |
Library | 6 | 15 | 500 |
Museum | 6 | 15 | 500 |
Shrine | 6 | 15 | 500 |
Tavern | 6 | 15 | 500 |
Theater | 6 | 15 | 500 |
Winery | 6 | 15 | 500 |
Garden | 10 | 30 | 1200 |
Marketplace | 10 | 30 | 1200 |
Mine | 10 | 30 | 1200 |
Module | Slots | Defense | Upkeep | Cost |
---|---|---|---|---|
Wall | 1 | +1 | 2 | 500 |
Ballista | 2 | +2 | 4 | 1000 |
Dungeon | 3 | +3 | 20 | 1500 |
Moat | 4 | +4 | 30 | 2000 |
Ramparts | 5 | +5 | 40 | 2500 |
Barracks | 6 | +6 | 50 | 3000 |
Watchtower | 8 | +8 | 100 | 4000 |
Profession | Slots | Defense | Upkeep |
---|---|---|---|
Alchemist | 2 | 5 | |
Armorer | 2 | +1 | 2 |
Guard | 2 | +1 | 2 |
Hunter | 1 | 1 | |
Laborer | 1 | 1 | |
Mercenary | 2 | +1 | 2 |
Merchant | 2 | 3 | |
Physician | 2 | +1 | 5 |
Porter | 1 | 1 | |
Scribe | 2 | 3 | |
Thief | 1 | 1 | |
Wizard (max 1) | 3 | +2 | 20 |
Taken from Low Fantasy Gaming
1d20 MADNESS TRAIT
Roll | Effect |
---|---|
1 | “Do not be alarmed. The tremors and flashbacks come upon me every nightfall. They will subside by the morning.” |
2 | “Something sinister is following us. Sometimes I catch a glimpse of it from the corner of my eye.” |
3 | “Have no fear, my friend. I am the greatest warrior that ever lived. There is no foe we cannot overcome.” |
4 | “I must close every door I walk through. It keeps the Old One at bay.” |
5 | “This is no ordinary spider web. It is an ill omen. Five trapped insects struggling to be free, just as we five are trapped here in this forsaken ruin! We must turn back before it is too late.” |
6 | “My apologies, please forgive my laughter. In recent times my sense of levity has become skewed. I understand this is a very serious situation. Do continue.” |
7 | “I cannot abide the smell of beastmen any longer! The stink makes me wretch. I must leave this place or cut off my nose.” |
8 | “I can’t put my finger on it, but ever since [insert event] there has been something very wrong with [insert ally name]. Keep a close eye, sister.” |
9 | “I grow weary of being exploited and taken advantage of all the time. From now on, I give the orders round here.” |
10 | “Who is this burly dwarf with the broad axe? I think I would remember her if she were our ally as you claim. What sorcery is this? Who are you, wench!?” |
11 | “On occasion I lose the power of speech. Sometimes for days. They say I am cursed, or mad. Perhaps I am. But there is a secret in the silence, and I will be the one to uncover it.” |
12 | “If I draw my sword, one of us must die. Such is the price that the Blood God demands. I dare not disobey.” |
13 | “It is a curious thing, but the more I lie and exaggerate, the more others respect me.” |
14 | “The more people I meet, the more I care only for myself.” |
15 | “I keep my dear friend’s ear with me always. As long as I have it, I know he can still hear me.” |
16 | “I don’t feel anything anymore. Not since [insert event].” |
17 | “Can you not see her? The cloaked woman in the shadow of the trees? Is she saying something, I can’t make it out?” |
18 | “Bloodshed unleashes the demon within me. Keep well clear and loose the nets if I cannot shake the bloodlust once the last of our foes is dead.” |
19 | “Sometimes I black out and wake up elsewhere, with no memory of how I got there.” |
20 | “I am whispering because even here they are likely listening. You would be wise to do the same.” |