Ruleset

The complete Oram RPG rules: Weapons, Magic, Abilities, Sacral Debt, and more.

Weapons & Abilities

Quarterstaff 1d4

Level Ability Description
I Making Room Huge swing breaks formation. Allies in melee range gain an additional Move action without triggering opportunity attacks.
I Breaking Balance Thrust to break target’s balance. Target must pass DEX 13 save or is stunned.
II Sweeping Strike Sweep staff in an arc, hitting up to 3 adjacent enemies. Deals normal damage.
II Defensive Spin Spin staff defensively, gaining +2 AC until your next turn.
III Earth Shatter Slam staff into the ground. Enemies within 10 ft must pass STR 14 save or fall prone.
III Whirlwind Spin in full circle. All enemies in melee range take 1d4 damage.

Sword 1d6

Level Ability Description
I Heavy Slash Deals 1d6 damage. Advantage if enemy is stunned.
I Defensive Stance Take a guarded position. +2 AC until your next turn.
II Parry Reaction – reduce incoming melee damage by 1d6.
II Power Strike Strong attack. Roll with disadvantage but deal double damage if hit.
III Blade Storm Attack 2 enemies within range with one action.
III Executioner’s Blow On critical hit, deal +2d6 damage.

Magic

Spell Range Effect
Fireball 30 ft 2d6 fire damage in 10 ft radius
Heal Touch Restore 1d6 HP to ally
Lightning Bolt 40 ft line 2d8 lightning damage
Shield Self +2 AC until end of next turn

Sacral Debt

Debt Level Effect
1Whispers distract the character during rest.
2+1 damage to enemies, -1 Wisdom permanently.
3Visions during combat. Roll WIS DC 12 or lose turn.
4Possession possible. GM decides control checks.
5Character permanently bound to the Sacral Entity.

Character Classes

Warrior

High strength, skilled with melee weapons, best for frontline combat.

Mage

Master of spells. Low defense but devastating ranged power.

Rogue

Stealthy and agile. Specializes in critical strikes and traps.

Cleric

Healer and protector. Balances combat and support magic.

Interaction & Modifiers