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 |
|---|---|
| 1 | Whispers distract the character during rest. |
| 2 | +1 damage to enemies, -1 Wisdom permanently. |
| 3 | Visions during combat. Roll WIS DC 12 or lose turn. |
| 4 | Possession possible. GM decides control checks. |
| 5 | Character 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
- Advantage: Roll 2d20, take highest.
- Disadvantage: Roll 2d20, take lowest.
- Critical Success: Natural 20 – automatic success.
- Critical Failure: Natural 1 – automatic failure.
- Skill Check: d20 + Ability Modifier vs DC set by GM.