Chapter 1: Welcome to Fheros
Fheros is a world three times the circumference of Earth, dominated by deep, enigmatic oceans and continents that rise from colossal mountain-roots. Two moons — Everbue, the blue moon of memories, and Velitios, a red space station — orbit a sun that is literally a hole in space-time where the sun god sits. The calendar is 400 days long, divided into ten months of forty days each, and the seasons are magical rather than astronomical.
Unlock Lite is the streamlined, fast-playing version of the Unlock TTRPG. It uses four mastery trees (Arcane, Pact, Berserker, and Combatant) and a simple, clean system of Actions, Bonus Actions, and square-based movement. Everything you need to create a character, cast spells, crush enemies, and explore the world is in this book.
Adventurers in Fheros are ranked by the Guild from Copper (newly blooded) to Mythril (world-shaking). Your rank determines your power, your coin, and the threats you're expected to face. This handbook covers the four Lite mastery paths; the full Prime game adds Divine, Nature, Martial Artist, and Stealth trees.
What You'll Need
This handbook, a d20 and a few d6s, a character sheet (or the Guild Card Creator tool), and a GM who knows the world. That's it.
Chapter 2: Character Creation
Step 1 – Rank
Your Rank defines your power tier as an adventurer. All new characters start at Copper (Rank 1). Paper (Rank 0) is non-playable — commoners, clerks, children. You rise through the ranks by completing Guild trials, surviving dungeons, and performing deeds worthy of legend.
| Rank | Title | What You Can Handle |
|---|---|---|
| 0 – Paper | Commoner | Non-playable; paperwork, carrying messages |
| 1 – Copper | City Guard Chief | Material picking, helping artisans |
| 2 – Iron | Guarded Outpost | Fetching, escort quests |
| 3 – Steel | Guarded Mansion | Inner city quests |
| 4 – Silver | Fort | Save a city from a monster |
| 5 – Electrum | Castle | Stop a monster outbreak |
| 6 – Gold | Dungeon | Conquer any dungeon |
| 7 – Platinum | Palace / Capital | Conquer a World-tree |
| 8 – Mythril | Country | Defeat an Ancient Dragon |
At each rank up you gain 5 points to place in any stats (up to +2 per stat), plus HP and Source Point increases from your Mastery tree. The GM awards a guild prize of 1d10 coins of the new rank.
Step 2 – Species and Traits
Choose one Umbrella (species category), then one Species within it. You select 2 Umbrella traits from your category and 1 Race trait specific to your species. You may also pick one optional Universal / Bonus Trait. Click each umbrella to expand its full trait list.
Human, Dragonborn, Dragontouched, Merkind, Merrow
A Note on Dragonborn & Dragontouched
Any mortal race can be born as a Dragonborn — the child of a polymorphed mature dragon — or become Dragontouched — blessed by an ancient dragon's dying ritual. Because humans venerate dragons above all other mortal creatures and see Dragonborn and Dragontouched as a bridge between the two worlds, the vast majority of known Dragonborn and Dragontouched are human. For mechanical and character‑creation purposes, they are grouped under the Humankind umbrella. If your character is a Dragonborn or Dragontouched of a different race, work with your GM to determine which umbrella traits best reflect your dual heritage — but you must still choose the Dragonborn or Dragontouched race traits from the Humankind section.
Adaptive Learner – You gain proficiency (P) in one skill, tool, or weapon. Once per plentiful rest, you can exchange this proficiency for another during a short rest, provided you have seen the new skill used.
Indomitable Spirit – When you fail a reaction check, you can reroll it; you must use the new result. Usable once per short or plentiful rest.
Blood of the Pact – You know one additional language and can understand all spoken languages for 10 minutes once per plentiful rest. At Rank 5, you also learn one Rank 1 effect from any class list; you can produce it once per plentiful rest without spending Source Points.
Diplomatic Grace – You become Trained (T) in Persuasion. If already Trained, you become Expert (E). As an action, you can make a Persuasion check to calm a hostile creature; on a success, it becomes indifferent for 1 minute (6 rounds).
Relentless Endurance – The first time you drop to 0 HP in a fight, you instead drop to 1 HP. Resets after a plentiful rest.
Vigorous Constitution – Advantage on reaction checks against disease and the Poisoned condition. You have resistance to Poison damage.
Versatile Talent – You gain one general feat (GM approval).
Quick Study – You can learn a new language or tool proficiency in ten days. Only one accelerated training at a time.
Heroic Resolve – Once per plentiful rest, as a reaction when you hit 0 HP, you may immediately take an extra action (Attack, Dash, Disengage, Hide) before falling.
Draconic Breath – As an action, exhale a 15 m cone of elemental energy. Choose one type: Fire, Water (cold), Air (lightning), Earth (acid), or Power. Deals 2d6 + Constitution modifier damage; recharge short rest. Increases to 4d6 at Rank 7.
Scales of the Wyrm – Defense +1 while unarmoured. You have resistance to the element chosen for your Breath.
Dragonfear Presence – As an action, one creature within 30 m must succeed a Wisdom reaction check (DC = 8 + proficiency + Rank) or be Frightened (short) for 1 minute (6 rounds). Plentiful rest.
Arcane Bloodline – You learn one Trick from the Arcane or Pact list. At Rank 3, you learn a Rank 1 effect from the same list and can produce it once per plentiful rest without Source Points.
Overflowing Magic – Your maximum Arcanium increases by 20 times your current Rank (max +160). This bonus recharges after a plentiful rest.
Wings of Magic – As a bonus action, you gain a flying speed of 30 m (3 cases) for 1 minute (6 rounds). Recharge short or plentiful rest.
Mermaid's Song – Once per plentiful rest, you can sing a hypnotic melody. One humanoid within 30 m must succeed a Wisdom reaction check or be Charmed (short) for 1 hour. While singing, observers have disadvantage on Perception checks against you.
Aquatic Adaptation – Breathe water and air. Swim speed equals your land speed. No combat penalties underwater.
Tidal Luck – When you roll a natural 1 on an attack, skill, or reaction check, you can reroll. Short rest.
Crushing Grip – Unarmed strikes deal 1d6 Impact damage. You can attempt to grapple a creature one size larger as a bonus action.
Deep Sea Pressure – Immune to extreme cold and pressure. Dark vision 60 m (6 cases), or +30 m if already possessed.
Savage Hunter – Proficient (P) in Survival. Advantage on Survival checks to track wounded creatures.
Light Elf, Dark Elf, High Elf, Half-Elf, Faerie, Gnome, Changeling
Fey Step – As a bonus action, teleport up to 30 m (3 cases) to an unoccupied visible space. Short or plentiful rest.
Charming Presence – Either Defense +1, or you become Expert (E) in a Charisma-based skill you already possess.
Glamour Weave – You can change your appearance at will, as an action. The transformation is an illusion (not physical) and lasts until dismissed.
Nature's Voice – Twice per plentiful rest, you can speak with beasts or plants for 10 minutes. Advantage on social checks against fey, beasts, and plants.
Arcane Sight – Your eyes can perceive magical auras. As an action, you can see magic within 30 m for 1 minute; usable twice per plentiful rest. You can also identify one magical item per plentiful rest.
Eternal Grace – You cannot be magically put to sleep. Advantage against Charmed. Age at one-tenth the normal rate.
Solar Blessing – You know the Light Trick. When you use it, you may shed bright light in a 40 m radius (dim 40 m further). Once per plentiful rest, you can create a 60 m sphere of daylight for 1 hour.
Radiant Strike – Once per turn, you can add 1d6 Power (aether) damage to a weapon attack.
Guiding Radiance – Reaction: when a creature attacks in bright light, impose disadvantage on that attack. Usable a number of times equal to your Creativity modifier (min 1) per plentiful rest.
Shadow Meld – You can take the Hide action as a bonus action in dim light or darkness. Dark vision 120 m (12 cases) or +30 m.
Umbral Poison – When you hit a creature with a melee attack, you can force it to make a Constitution reaction check (DC = 8 + proficiency + Rank) or be Poisoned (short) until the end of its next turn. Short rest.
Dancing Darkness – You know the Shadow Orbs Trick (orbs of shadow that shed dim light). Once per plentiful rest, you can create a 15 m sphere of darkness for 1 minute (6 rounds).
Innate Reservoir – Your Arcanium maximum increases by 20 times your Rank (max +160). If you have no Arcanium, you instead learn one Rank 1 Arcane effect and can produce it once per plentiful rest.
Keen Intellect – Proficient (P) in Arcana and History. You can recall any text or scene you have studied in the past month with perfect clarity.
Elven Precision – Once per short rest, add your Knowledge modifier to an attack roll with a longbow or shortbow.
Two-World's Heart – Gain proficiency (P) in two additional skills and one language.
Chameleon Adaptation – After a plentiful rest, choose one skill; you become Expert (E) in it until the next plentiful rest.
Unshakable Balance – Advantage against Charmed and Frightened. +2 to Initiative rolls.
Trickster's Mischief – You can create minor illusions (sound or image) at will. Once per short rest, if a creature fails to see through your illusion, its next attack has disadvantage.
Winged Escape – Flying speed equal to land speed, but you must land after 1 minute (6 rounds) and cannot fly again for 1 round.
Pixie Dust – As an action, sprinkle dust on a creature within 5 m; it gains temporary HP equal to your Rank + Creativity modifier. Plentiful rest.
Tinker's Ingenuity – Proficient (P) with tinker's tools. During a short rest, you can craft a tiny clockwork gadget (music box, lighter, etc.) that works for 1 hour.
Curiosity – Add your proficiency bonus to any check to investigate or deduce, even without proficiency. Once per plentiful rest, you can identify a magic item.
Stubborn Niche – When making a reaction check against a magical effect, you may roll 1d4 and add it to the result. Short rest.
Perfect Mimicry – As an action, you can physically shapechange (not an illusion) into any humanoid form of your size. Your voice also changes.
Shifting Persona – After a plentiful rest, gain proficiency (P) in one skill of your choice. As an action, you can change your creature type between Humanoid and Fey.
Read the Room – Advantage on Empathy checks. Once per plentiful rest, you can read a creature's surface thoughts for 1 minute (6 rounds).
Rock Dwarf, Mountain Dwarf, Gnome
Stonecunning – When examining stonework, you are considered Trained (T) in History (double proficiency). Tremorsense 10 m on solid stone.
Dwarven Resilience – Resistance to poison damage. Advantage on reaction checks against poison. Once per plentiful rest, ignore one level of exhaustion.
Steadfast – Advantage on reaction checks to resist being pushed, knocked prone, or forcibly moved. Reduce forced movement by 10 m.
Forgemaster's Hands – Proficient (P) with smith's tools. A weapon or armour you forge gains a temporary enchantment for one day: +1 to attack or fire resistance.
Martial Memory – Advantage on Empathy checks to sense deceit from creatures that have attacked you or your allies within the last hour. Proficient (P) in one martial weapon.
Deep Delver – Dark vision 60 m (6 cases), or +30 m. You know the Mould Earth Trick.
Earthen Armor – Bonus action: gain temporary HP equal to your Constitution modifier (min 1). Short rest.
Tunnel Fighter – While in an area with a ceiling no higher than 10 m, you can make opportunity attacks without spending a reaction, up to your proficiency bonus per round.
Stone Shape Intuition – Once per plentiful rest, you can reshape a 5 m cube of stone as an action (as the Stone Shape effect).
Peak Climber – Climb speed equals land speed. Proficient (P) in Athletics. High altitude never causes exhaustion.
Avalanche's Might – After a successful melee attack, you may attempt to shove the target as a bonus action (once per turn).
Brewmaster's Stout – Proficient (P) with brewer's tools. Drinking a specially brewed stout during a short rest grants advantage against fear for 1 hour.
Eolian, Golem, Homunculus, Reincarnated Monster
Living Construct – You don't eat, drink, or breathe. Immune to disease, resistance to poison damage. You still need 4 hours of inactive rest for a plentiful rest.
Reinforced Frame – Maximum HP increases by 2, plus 1 per Rank. Advantage on reaction checks against Stunned and Paralyzed.
Modular Design – During a plentiful rest, integrate a tool or small weapon into your body. It cannot be disarmed and functions as if held.
Arcane Core – You know one Trick from the Arcane or Pact list (use Creativity or Knowledge). Does not count against your known Tricks.
Built for Purpose – Choose one Action stat. When performing tasks directly related to your original design, you gain advantage on checks using that stat.
Emergency Repair – As an action, spend a Hit Die to heal yourself. Usable a number of times per plentiful rest equal to your proficiency bonus.
Windform – Resistance to non-magical Impact, Slashing, and Piercing damage. Your weight is 10% of normal.
Dust in the Breeze – Once per plentiful rest, become mist for 1 minute (6 rounds). Fly 10 m (1 case), pass through cracks, cannot attack.
Voice of the Wind – You can communicate with air elementals. Know the Gust Trick.
Berserk Protocol – When below half HP, as a reaction, enter a rage for 1 minute: +2 to melee damage, resistance to Mystic damage. Plentiful rest.
Elemental Absorption – Reaction when you take Fire, Water, Air, Earth, or Power damage: regain HP equal to the damage's Rank (min 1). Short rest.
Immovable – Advantage against forced movement. Count as one size larger for grappling and carrying capacity.
Telepathic Bond – Communicate telepathically with any creature within 60 m that shares a language. Send one image per round.
Synthetic Blood – Immune to Poisoned. The Mend Trick heals you for 1d4 + spellcasting modifier once per short rest. Magical healing also works.
Alchemical Familiar – Over a plentiful rest, your body produces one common alchemical substance (healing salve, acid vial, etc.). It remains potent until used.
Monstrous Visage – Proficient (P) in Intimidate. As an action, unleash a roar: up to three creatures within 30 m must succeed a Wisdom reaction check or be Frightened (short) for 1 minute. Short rest.
Echo of a Past Life – Retain one trait from your former form: a natural weapon (1d8 Slashing/Piercing/Impact), dark vision 60 m, or climb speed equal to land speed.
Unnatural Regeneration – At the start of your turn, if you have at least 1 HP and didn't take Power damage last round, regain 1d4 HP. Maximum 10 HP per plentiful rest.
Giant (Ancient Dwarf), Goliath, Firbolg, Boshom
Powerful Build – Count as one size larger for carrying, pushing, dragging. Advantage on Strength checks to break objects.
Ancient Stone Lineage – Once per plentiful rest, reshape a 5 m cube of stone. Tremorsense 15 m on solid ground.
Giant's Fortitude – Maximum HP +1 per Rank. Once per short rest, reduce non-magical Physical damage by 1d4.
Mountain's Stature – Proficient (P) in Athletics. Speak and understand Giant and Primordial.
Jotun's Legacy – As an action, wreathe your weapons in elemental energy for 1 minute (6 rounds): +1d8 Fire, Water (cold), or Air (lightning) damage. Plentiful rest.
Immovable Object – Reaction: reduce forced movement by 20 m. Cannot be knocked prone by creatures one size smaller.
Primordial Hammer – Melee attacks ignore Bludgeoning resistance. Once per short rest, on a hit you may force a Strength reaction check or push the target 10 m.
Eldritch Rune Carver – During a plentiful rest, inscribe a rune on a weapon or armour; it gains a +1 bonus to attack or Defense (non-magical) until the next plentiful rest.
Mountain Root – Once per plentiful rest, you can meld into stone for up to 8 hours, breathing normally.
Stone's Endurance – Reaction when you take damage: reduce it by 1d12 + Constitution modifier. Short or plentiful rest.
Cliffclimber – Climb speed equals land speed. High and long jumps require no running start.
Winter's Child – Resistance to Water (cold) damage. Extreme cold never causes exhaustion.
Hidden Step – Bonus action: become Invisible (short) until the start of your next turn. Short or plentiful rest.
Speech of Beast and Leaf – Beasts and plants can understand your words, though you cannot understand them. Advantage on social checks with them.
Giant's Magic – Twice per plentiful rest, you can either detect magical auras (1 minute) or alter your appearance (as change shape, up to 1 m taller/shorter).
Thunderous Charge – If you move at least 20 m straight before a melee attack, deal +1d6 Air (thunder) damage and push the target 5 m.
Horned Defense – Natural weapon (horns) 1d6 Piercing. Reaction when missed by a melee attack: make a horn attack against that creature.
Stubborn Bravado – Advantage against Frightened. Once per plentiful rest, end the Frightened condition on yourself as a bonus action.
Goblin, Hobgoblin, Halfling, Orc, Half-Orc
Nimble Escape – You can take the Disengage or Hide action as a bonus action.
Cave Adaptation – Dark vision 60 m (6 cases). Advantage on Stealth checks in rocky or underground terrain.
Resilient Metabolism – Advantage against poison, resistance to poison damage. You can eat spoiled food without harm.
Tinker's Flair – Proficient (P) with tinker's tools. During a short rest, craft a single-use device (flashbang, smoke bomb, caltrops); it must be used within 1 hour.
Underdog's Determination – Reaction when hit by a larger creature: gain +2 Defense against that attack, potentially causing a miss. Short rest.
Squad Tactics – You can use the Help action as a bonus action. When aiding an ally, they add +1d4 to the roll.
Sneaky Git – You can attempt to hide even when only lightly obscured. +5 to passive Perception while hiding.
Madcap Sprint – Speed +10 m (1 case). Once per short rest, Dash as a bonus action.
Boom Tinker – During a plentiful rest, you can craft a small explosive (range 20 m, 5 m radius, 1d8 Fire damage, Dodge reaction half). One at a time.
Saving Face – When you miss an attack or fail a check, add a bonus equal to the number of visible allies within 30 m (max +3). Short rest.
Legionary Discipline – Proficient (P) in heavy armour and one martial weapon. While adjacent to a shield-bearing ally, you both gain +1 Defense.
Battlefield Command – Bonus action: order an ally to make one attack or move half its speed. Usable a number of times equal to your Creativity modifier per plentiful rest.
Lucky – When you roll a natural 1 on an attack, skill, or reaction check, reroll and use the new result.
Nimble Step – Move through the space of larger creatures without penalty. Advantage on Acrobatics to escape grapples.
Homebody's Heart – Proficient (P) in Insight. Once per plentiful rest, you can calm a creature for 1 minute (short Charmed).
Relentless Endurance – When reduced to 0 HP (first time per fight), drop to 1 HP instead. Plentiful rest.
Ferocious Assault – On a critical hit with a melee weapon, roll one extra weapon damage die.
Intimidating Roar – As an action, up to three creatures within 30 m must succeed a Wisdom reaction check or be Frightened (short) for 1 minute. Plentiful rest.
Savage Attacks – On a critical hit with a melee weapon, roll one extra weapon damage die.
Enduring Spirit – Advantage on death reaction checks. Falling to 0 HP does not knock you prone unless you take further damage.
Tempered Fury – While below half HP, you can enter a focused rage as a bonus action for 1 minute: +1d4 to weapon damage rolls. Plentiful rest.
Water Athroelemental, Fire Athroelemental, Air Athroelemental, Earth Athroelemental
Elemental Affinity – You know one Trick based on your element: Shape Water (Water), Produce Flame (Fire), Gust (Air), Mould Earth (Earth). If you already know it, gain +1 to spell attack rolls with that element.
Planar Resistance – Resistance to damage of your elemental type: Water (cold), Fire (heat), Air (lightning), Earth (acid).
Elemental Soul – You do not need to eat, but must spend 4 hours in contact with your element during a plentiful rest. Speak Primordial.
One with the Element – Once per short rest, produce a Rank 1 elemental effect without Source Points: create/destroy water, burning hands (fire), feather fall (air), earth tremor (earth).
Elemental Form – Bonus action for 1 minute (6 rounds): unarmed strikes deal 1d6 elemental damage, speed +10 m (1 case). Air: fly 30 m (3 cases) instead.
Planar Heritage – You can detect elemental magic at will (1 minute). Advantage on social checks with elementals.
Amphibious – Breathe air and water. Swim speed equals land speed.
Call to the Wave – You know the Shape Water Trick. Once per plentiful rest, create a 5 m cube of fog that heavily obscures for 1 minute (6 rounds).
Tidal Healing – While in water, as a bonus action, spend a Hit Die to heal. Short rest.
Fire Magic Attack – Once per short rest, you can wreath one melee attack in flame, dealing an extra 1d10 Fire damage.
Inner Flame – Dark vision 60 m (6 cases). Bonus action: shed bright light in 10 m (dim 10 m); suppress as a free action.
Firewalker – Immune to non-magical Fire damage. Resistance to magical Fire damage.
Light as Air – No fall damage if conscious. Flying speed 10 m (1 case, hover).
Wind's Grace – You can slow your falls at will. When you Dash, you may also Disengage. Once per plentiful rest, levitate for 10 minutes.
Mingle with the Breeze – Once per plentiful rest, become Invisible (short) for 1 minute (6 rounds) and can pass through cracks as if gaseous.
Earthen Skin – Defense +1 when unarmoured. Once per plentiful rest, you can harden your skin to gain 20 Armour for 1 minute (6 rounds).
Tremorsense – Sense vibrations in a 20 m radius while in contact with the ground.
Pass without Trace (Stone) – Once per plentiful rest, you and nearby allies move silently on stone or earth for 1 hour.
Half-Demon, Tiefling
Infernal Resilience – Resistance to Fire damage. Dark vision 60 m (6 cases), or +30 m.
Necrotic Touch – Once per turn, one melee attack deals an extra 1d8 Power damage.
Hellish Rebuke – Reaction when damaged by a creature within 60 m: it must succeed a Dodge reaction check or take 2d10 Fire damage. Plentiful rest (3d10 at Rank 7).
Abyssal Charm – Proficient (P) in Deception or Persuasion. Once per plentiful rest, you can force a humanoid to make a Wisdom reaction check or be Charmed (short) for 1 hour.
Soul Sight – Once per plentiful rest, you can sense good/evil for 10 minutes. As an action, you can see if a creature is below half its maximum HP.
Fiendish Vigor – When you reduce a hostile creature to 0 HP, gain temporary HP equal to your proficiency bonus. Lasts 1 hour, does not stack.
Demonic Claws – Retractable claws: 1d6 Slashing. You can attack twice with them as an action.
Spined Hide – When a creature grapples you or hits you in melee, it takes 1d4 Piercing damage.
Abyssal Leap – Your jump distances are tripled. Bonus action: teleport 20 m into dim light or darkness. Short rest.
Infernal Legacy – You know the Thaumaturgy Trick. At Rank 3, you can produce a fiery rebuke (2d10 Fire) as a reaction once per plentiful rest. At Rank 5, create darkness once per plentiful rest.
Brimstone Mien – Your Creativity increases by 2 (max 20). Alternatively, gain +2 maximum Arcanium.
Tail of the Tempter – Prehensile tail holds small objects. Bonus action: trip a creature within 5 m; target must succeed a Dodge reaction check or be Knocked Prone.
Caninefolk, Felinefolk, Loxofolk, Rodentfolk, Cerfolk
Keen Senses – Proficient (P) in Perception. If already Proficient, become Trained (T). Advantage on Perception checks using smell or hearing.
Pack Tactics – When an ally is within 5 m of your target and not incapacitated, you may gain advantage on your attack. Usable a number of times per plentiful rest equal to your proficiency bonus.
Fur and Hide – Resistance to Water (cold) damage. Natural Defense of 12 + Dodge modifier when unarmoured.
Natural Weaponry – Choose bite (1d6 Piercing) or claws (1d4 Slashing) at creation.
Scavenger – You can safely digest the flesh of any living creature. Immune to ingested poisons from rotten food.
Beastial Agility – Proficient (P) in Acrobatics. When you Dash, difficult terrain does not cost extra movement that turn.
Loyal Bond – Once per plentiful rest, form a telepathic bond with one willing ally for 1 hour. You sense their direction; they gain +1 Defense while adjacent.
Howl of the Hunt – As an action, unleash a howl audible up to 1.6 km. Allies within 300 m gain +10 m speed (1 case) for 1 minute (6 rounds). Plentiful rest.
Tracker's Nose – Advantage on Survival checks to track. You can follow scent trails left by magical teleportation within 100 m.
Cat's Fall – Always land on your feet. Resistance to falling damage; ignore falls of 20 m or less.
Nine Lives – The first time you drop to 0 HP per fight, drop to 1 HP instead. Plentiful rest.
Stealthy Prowler – Bonus action to Hide in dim light or darkness. Footsteps are always silent.
Trunk Manipulation – Prehensile trunk holds a shield or item, and can attempt to shove or grapple as a bonus action.
Memory of the Ancients – Perfect memory. Once per tenday, you can meditate to recall detailed ancient history (as a ritual).
Thick Skin – Armour +10. Reduce non-magical Impact damage by 1d4.
Scurry – Move through larger creatures' spaces without squeezing. Advantage on Dodge reaction checks against traps.
Cheek Pouch – Store up to 5 lbs of small items in your mouth, undetectable. Retrieve as a bonus action.
Gnaw – Your bite ignores 2 points of Armour against objects and deals double damage to structures.
Antler Charge – Natural antlers 1d8 Piercing. After 20 m straight movement, a hit forces a Strength reaction check or be knocked prone.
Forest Stride – Ignore natural difficult terrain. Advantage on Stealth in forests and tall grass.
Vigilant Watcher – Cannot be surprised while conscious. +5 to passive Perception.
Uluk, Nautiloid, Gillfolk
Aquatic – Breathe underwater. Swim speed equals land speed. Senses function normally underwater.
Marine Adaptation – Resistance to Water (cold) and pressure. Dark vision 60 m (6 cases), or +30 m.
Slippery – Advantage on Acrobatics to escape grapples and on reaction checks against Restrained. Ignore non-magical difficult terrain underwater.
Echolocation – Blindsight 30 m while underwater or in fog (unless deafened).
Tidal Power – Know Shape Water. Once per plentiful rest, create a 15 m cone of churning water: 2d6 Water damage + push 10 m, Dodge half/no push.
Bioluminescence – Bonus action: glow with bright light 15 m (dim 15 m), any colour. Free action to extinguish.
Blubber – Resistance to Water (cold). Advantage on exhaustion checks from freezing environments.
Deep Dive – Hold breath 1 hour. Advantage on Athletics to swim against currents.
Tusked Strike – Natural tusks 1d8 Piercing. After a melee attack, you may make a tusk attack as a bonus action.
Ink Cloud – Bonus action: 10 m radius cloud of ink, heavily obscures for 1 minute (6 rounds). Short rest.
Eight Grasping Arms – Advantage on grapple checks, can maintain up to two grapples simultaneously. Climb speed equals swim speed.
Bone Beak – Beak 1d6 Piercing. After a successful grapple, you may bite as a bonus action.
Waterbreathing – Breathe only water (air for 1 hour per Constitution modifier). Swim speed 40 m (4 cases), land speed 20 m (2 cases).
Sensitive Gills – Action: detect poisons and magic in water within 30 m (as Detect Poison and Detect Magic, but only liquid). At will.
Razor Fin – Unarmed fins 1d4 Slashing. When Dashing while swimming, you may make one fin attack against a creature you pass within 5 m.
Avian, Gekkofolk, Cameleonfolk, Iguanafolk, Bearded Dragonfolk, Crocfolk, Tortle (Snapping, Box, Galapagos), Snakefolk (Boa, Anaconda, Cobra, Taipan, Phili)
Cold-Blooded Resilience – Resistance to non-magical Fire damage.
Natural Armor – Base Defense 13 + Dodge modifier while unarmoured. Cannot wear heavy armour; shields allowed.
Egg-Born Memory – Proficient (P) in History. Advantage on History checks about your species' ancient lore.
Temperature Adaptation – Withstand extreme heat (150 degrees F) and cold (minus 50 degrees F). In freezing conditions, enter torpor to halve exhaustion rate.
Shedding Renewal – During a plentiful rest, shed skin to end one disease or poison without a check. Once per day.
Scaled Stride – Ignore difficult terrain in swamps, deserts, and rocks. Speed +5 m (half case).
Winged Flight – Fly speed 30 m (3 cases). Cannot fly in heavy armour or while encumbered.
Keen Eyesight – See details up to 1.6 km. Advantage on Perception checks relying on sight.
Talons – Unarmed 1d6 Slashing. After diving 30 m, add +1d6.
Spider's Swift – Walk on walls and ceilings at full speed, hands free. Can hang upside down indefinitely.
Tail Detach – Reaction when hit: shed tail to turn the hit into a miss. Tailless: disadvantage on Acrobatics. Regrows after plentiful rest.
Big Eyes – Dark vision 60 m. Advantage on reaction checks against Blinded. See in dim light as bright.
Chameleonic Skin – Change colour to match surroundings. Advantage on Stealth to hide. Bonus action: invisible (short) until next turn (short rest).
Projectile Tongue – Ranged grapple attempt (20 m) against Medium or smaller targets. Sticky tongue holds 5 lbs.
Independent Eyes – Advantage on Perception, cannot be surprised while sighted.
Solar Charged – If you bask in direct sunlight for 1 hour during a plentiful rest, you gain 20 additional Arcanium for the day.
Sunbeam – Once per plentiful rest, unleash three rays of Fire (heat) damage (ranged 60 m, 2d6 each, one target or several).
Thorny Crest – When grappled or hit by melee, the attacker takes 1d4 Piercing.
Beard Puff – Reaction when hit: flare beard, attacker must reroll with disadvantage. Short rest.
Heat Basking – After 10 minutes in sunlight or by a heat source, gain temporary HP = Constitution modifier at the end of a short rest.
Tough Jaws – Bite 1d6 Piercing, bonus action attack once per turn.
Death Roll – Action against a grappled creature: contested Strength check. If you win, deal 2d6 Slashing damage and the target is Restrained (short) until the grapple ends.
Armored Hide – Armour +10, maximum Dex bonus to Defense +2. Resistance to non-magical Piercing damage.
Aquatic Ambush – Hold breath 30 minutes. Advantage on attacks against creatures in water within 30 m.
Snapping Bite – Bite 1d8 Piercing. On a critical, target must succeed a Constitution check or be Stunned (short) until end of next turn.
Death Grip – Grappled creatures have disadvantage to escape. You drag them at full speed.
Savage Shell – Bonus action: retreat into shell, gain Armour +20 but you are Incapacitated. Emerge as bonus action.
Shell Protection – Armour +20. Disadvantage on Stealth.
Draw Inward – Action: withdraw into shell, gaining total cover. Cannot move or act except to emerge.
Slow and Steady – Speed 20 m (2 cases). Cannot be knocked prone. Advantage against forced movement.
Enduring Wanderer – Half food/water needs. Advantage on exhaustion from travel.
Thick Carapace – Resistance to non-magical Bludgeoning and Slashing damage.
Longevity – Immune to magical ageing. Live for centuries.
Constrict – Against a grappled creature, action: deal 1d8 Impact damage and the target cannot breathe while grappled.
Prehensile Tail – Tail holds objects. Advantage on Acrobatics for balance.
Heat Sense – Blindsight 10 m against warm-blooded creatures.
Aquatic Constrictor – Swim speed equals land speed. Constrict damage increases to 1d10 underwater.
Massive Grip – Grapple up to two sizes larger. Carrying capacity doubled while grappling.
Slippery Scales – Advantage against Restrained. Escape grapple with only 5 m of movement.
Hood Intimidation – Action: flare hood, one creature within 30 m must succeed a Wisdom check or be Frightened (short) 1 minute. Short rest.
Spit Venom – Ranged attack (20 m): 1d4 Poison damage + Poisoned (short) on failed Constitution check.
Hypnotic Gaze – Once per plentiful rest, gaze at one creature: Wisdom check or Charmed (short) for 1 hour.
Potent Venom – When you hit with a bite or spit, the target takes additional Poison damage equal to your Rank in d4s on a failed Constitution check. Short rest.
Elusive Strike – After an unarmed strike, you may Disengage as a bonus action.
Lightweighted – You weigh very little. Pressure plates and weight-based traps do not trigger; you don't sink into soft snow or sand.
Quick Coil – Squeeze through spaces as small as 30 cm. Hide as bonus action in undergrowth.
Poison Immunity – Immune to Poisoned condition; resistance to Poison damage.
Tail Whip – Melee attack reach 10 m: 1d4 Impact, may trip (Strength check or prone).
Neanderthal, Archfey, Lutin, Ancient Dwarf, Wrath Devil, Half-Demon, Giant, Paleofolk
Primeval Strength – Carrying capacity quadrupled. Count as one size larger for grappling. Advantage on Strength checks to break objects.
Ancestral Memory – Proficient (P) in History. Once per plentiful rest, perform a ritual to ask yes/no questions about events before recorded history (as Commune).
Primal Fortitude – Once per turn, reduce non-magical Physical damage by your Constitution modifier.
Survival Instinct – Proficient (P) in Survival. Find food/water even in barren lands. Vaguely sense natural hazards within 300 m.
Primordial Tongue – Speak Primordial. Advantage on social checks with elementals, archaics. Once per plentiful rest, understand all languages for 10 minutes.
Elder Resilience – Resistance to Power and Mystic damage. You do not age while standing on untouched soil at least one day per month.
Apex Brawn – Once per short rest, on a melee hit, add twice your Strength modifier to damage.
Flint Knapper – Craft stone weapons/tools without a forge; they count as magical for overcoming resistance. Proficient (P) with one ancient weapon.
Hunter's Patience – Hold breath 15 minutes. Advantage on Stealth while motionless.
Fey Lord's Boon – Twice per plentiful rest, either entangle foes or outline them in faerie light (revealing invisibility).
Glamour Veil – Once per plentiful rest, change your appearance at will for 1 hour (as Alter Self).
Timeless Court – Immune to Charmed and Frightened. Do not age.
Prankster's Jaunt – Bonus action: teleport to the location of a sound or object you threw this round (max 30 m). Short rest.
Shapeshift – At will, change into any Small form (physical). Lasts until dismissed.
Covetous Touch – Touch an object (less than 1 lb) to create a temporary illusory copy that lasts 10 minutes.
Rune Scribe – During a short rest, scribe an explosive rune (Rank 1 to 4 effect, based on your Rank) that lasts 24 hours.
Earthshaper – Once per plentiful rest, move up to a 10 m cube of loose earth over 10 minutes.
Stone Titan – Size Large (if allowed) or count as Large for grappling/carrying. Reach +5 m.
Infernal Flames – Reaction when you kill a creature: burst of flame 10 m radius, 2d8 Fire damage, Dodge half. Short rest.
Wrathful Smite – Once per plentiful rest, brand a creature; it must succeed a Wisdom check or be Frightened (short) and take +1d6 Power damage when struck.
Devil's Sight – Magical darkness does not impede your sight. Bonus action: see Invisible creatures within 30 m for 1 round.
Prehistoric Hide – Armour +10. Once per plentiful rest, enter a primal rage for 1 minute: +2 melee damage, cannot use magic.
Wild Empathy – Communicate simple concepts with beasts and dinosaurs. Advantage on animal handling with ancient creatures.
Fossil Magic – Touch a fossil to sense the layout of ancient ruins or presence of primeval creatures within 1 km. Plentiful rest.
Ant, Mantis, Spider, Scarab, Moth, Roach, Firefly, Butterfly, Scorpion, Cricket, Ladybug, Scolopendre, Phasme, Mollusc, Fly
Exoskeleton – Armour +15 (max Defense +2 from Dodge). Cannot wear heavy armour. Resistance to non-magical Impact damage.
Compound Eyes – Advantage on sight-based Perception. Can see in all directions; cannot be surprised while sighted.
Entomophobia – Action: release terrifying pheromones; all chosen within 30 m must succeed a Wisdom check or be Frightened (short) until end of next turn. Plentiful rest.
Arthropod Resilience – Hold breath 1 hour. Ignore non-magical difficult terrain. Immune to Poisoned from insect/plant toxins.
Winged Flutter – Flying speed equal to land speed, but must land at end of turn unless specified otherwise.
Chitin Weapons – Unarmed strikes 1d4 Slashing, count as light weapons. Bonus action unarmed strike.
Hive Mind – Telepathy with any willing antfolk within 1.6 km. Advantage on Initiative when an ally is within 30 m.
Super Strength – Carrying capacity times 5, count as one size larger for pushing/dragging.
Acid Spray – Ranged attack (20 m) 1d6 Air (acid) damage. Once per short rest, use as a reaction when an enemy moves within 5 m.
Raptorial Arms – Unarmed 1d8 Slashing, finesse. If you hit with both on your turn, you may grapple as a bonus action.
Patient Hunter – Advantage on attacks against creatures that haven't acted yet in combat.
Leaf-like Camouflage – Advantage on Stealth in foliage, Hide as bonus action.
Spider's Swift (Wall-Crawler) – Walk on walls and ceilings without hands; can stand upside down.
Web Weaver – Once per short rest, create a 10 m square of sticky webbing. Creatures in the area must make a Dodge check or be Restrained (short). You are immune to your own webs.
Venomous Bite – Bite 1d4 Piercing + 1d4 Poison. On a critical, target must make a Constitution check or be Paralyzed (short) for 1 round.
Sunstone Shell – Reaction when hit by a ranged magical attack: impose disadvantage. Resistance to Power (radiant) damage.
Sacred Roll – Curl into a ball and roll at double speed; cannot attack while rolling.
Death Sense – Automatically detect dead or undead creatures within 60 m.
Moonwing Flight – Fly speed 30 m (3 cases), hover, silent. Advantage on Stealth while flying.
Powdery Confusion – Reaction when attacked: release scales; attacker has disadvantage and must make a Wisdom check or be confused for 1 round. Short rest.
Lunar Attunement – In moonlight, dark vision 120 m (12 cases) and once per plentiful rest become Invisible (short) for 1 minute (6 rounds).
Unyielding Survivor – When reduced to half HP, gain resistance to all damage for 1 round. Plentiful rest.
Filth Eater – Immune to ingested poisons/diseases. Can eat spoiled food as rations.
Scurry – Speed +10 m (1 case). Squeeze through Tiny spaces without penalty.
Bioluminescence – Bonus action: shed bright light 30 m (dim 30 m), any colour. Dancing Lights Trick at will.
Flashing Blast – Once per short rest, 20 m cone of flashing light: targets must make a Constitution check or be Blinded (short) 1 minute.
Wings of Light – Fly speed 25 m (2.5 cases). When you Dodge while flying, allies within 10 m gain +1 Defense for 1 round.
Gorgeous Display – Action: one creature within 30 m must make a Wisdom check or be Charmed (short) for 1 minute. Plentiful rest.
Pollen Dust – Once per plentiful rest, release a 15 m cube of sleep dust: 5d8 HP of creatures fall Unconscious (short) for 1 minute.
Gentle Flutter – Fly speed 20 m (2 cases), hover. No fall damage.
Venomous Tail – Stinger reach 10 m: 1d6 Piercing + Poison damage equal to your Rank in d4s. Constitution check for half poison. Short rest.
Pincers – Two claws 1d4 Slashing. If both hit, grapple as bonus action.
Heat Endurance – Immune to extreme heat (up to 200 degrees F). Advantage on reaction checks against Fire effects.
Chirping Song – Action: play a rhythm; allies within 30 m gain temporary HP equal to your Creativity modifier, or one enemy's next attack has disadvantage. Short rest.
Leg Leap – Long jump distance tripled. Jump as a bonus action without provoking.
Night's Whisper – Message Trick at will. Advantage on Performance (sound).
Lucky Spot – Reaction when an ally misses an attack: reroll, must use new result. Short rest.
Toxin Repellent – When bitten or grappled, attacker takes 1d4 Poison damage and must make a Constitution check or be Poisoned (short).
Peaceful Presence – Beasts and bugs are non-hostile by default. Animal Friendship once per plentiful rest.
Many Legs – Advantage against being knocked prone. Move through space of Medium or smaller creatures. Speed 35 m (3.5 cases).
Venomous Fangs – Bite 1d4 Piercing + Poison damage = Rank d4s. Failed Constitution check also Paralyzed (short) 1 round.
Burrow – Burrow speed 15 m (1.5 cases) through soil, leaving a tunnel.
Mimicry – Action: perfectly imitate a branch; indistinguishable while motionless. Speed becomes 0; end as bonus action.
Regeneration – Regrow limbs on plentiful rest. When spending a Hit Die, extra healing equal to Constitution modifier.
Ethereal Presence – Once per plentiful rest, become invisible and silent for 1 hour while moving slowly (half speed).
Sticky Mucus – Leave slime trail; Dexterity check or fall prone. Move on walls/ceilings at half speed.
Aquatic Snail – Swim speed = land speed, breathe water. Armour +15, max Dex to Defense +1.
Corrosive Slime – Unarmed strikes +1d4 Air (acid) damage. Action: dissolve 1-inch metal lock in 1 minute.
Annoying Buzz – Bonus action: distract a creature within 30 m; until your next turn, its attacks against others have disadvantage.
Vomit Feeding – Ranged attack 15 m: 1d8 Air (acid) damage + Poisoned (short) on failed Constitution check. Short rest.
Compound Eyes and Quick Reflexes – Advantage on Initiative. Dark vision 120 m (12 cases). Cannot be surprised.
House Nyctecyl, Clan Aronbrow, Tribe Me'akoa, House Cravensworth, Coven of Revenge, Pack of the Bloodclaw, Clan Eykumis, House Oria, Tribe Stonewardens
Blood Drain – Bite unarmed 1d4 Piercing. Against a living creature, you heal equal to the damage dealt. Usable a number of times per plentiful rest = proficiency bonus.
Undead Resilience – Resistance to Power damage. Do not breathe. Immune to disease. Still require 4 hours of rest.
Mist Form – Bonus action: become mist for 1 minute (6 rounds). Fly 10 m (1 case, hover), pass through cracks, cannot attack. Plentiful rest.
Vampiric Charm – Once per plentiful rest, force a humanoid to make a Wisdom reaction check or be Charmed (short) for 1 hour. Disadvantage on the check if you are in dim light or darkness.
Darkvision Superior – Dark vision 120 m (12 cases). See in magical darkness as dim light within 60 m.
Regeneration – Start of turn: if you have at least 1 HP and haven't taken Power damage or been in sunlight, heal 2 HP. Cannot heal above half maximum HP this way.
Eternal Feygrace – Speed +10 m (1 case). Advantage on Dodge reaction checks against Restrained.
Moonblood – In moonlight, Regeneration heals +2 extra. Once per plentiful rest, create a beam of moonlight (3d10 Power, as Moonbeam).
Silent Predator – Proficient (P) in Stealth. When you bite a surprised creature, it has disadvantage on the Wisdom check against your charm.
Stone-Hard Skin – Defense +1 unarmoured. After Blood Drain, gain temporary HP = Constitution modifier.
Deep Delver's Hunger – Burrow through stone at 10 m (1 case) for up to proficiency bonus minutes per plentiful rest, no tunnel.
Forgeblood – Resistance to Fire. Once per plentiful rest, heat weapon for 1 minute (6 rounds) to add 1d8 Fire damage.
Bloodlust Surge – When you kill with a bite, +2 to Strength checks and melee damage for 1 minute. Short rest.
Enduring Hunter – Go 1 week without feeding, no exhaustion. Regeneration works above half HP if fed within 24 hours.
Mountain Predator – Climb speed = land speed. Leap up to 30 m as part of a charge.
Sanguine Celerity – Once per short rest, gain an extra reaction each round for 1 minute.
Noble Presence – Proficient (P) in Persuasion and Deception. Command effect once per plentiful rest.
Fresh Blood Frenzy – If you fed within the last hour, advantage on attacks against the same creature type.
Infernal Bite – Bite +1d8 Fire damage. Kill with bite: you may use Hellish Rebuke (as Demonkind trait) without a rest expenditure.
Vengeful Shadow – Reaction when damaged: teleport 15 m into dim light and make one bite attack with advantage. Short rest.
Cursed Blood – When a creature deals Piercing/Slashing damage to you, it takes 1d4 Power damage.
Primal Roar – Action: howl; all allies within 30 m may move half speed and make one attack. Plentiful rest.
Beastly Regeneration – Regeneration works even after Power damage, but only heals 1 HP.
Claw and Fang – Unarmed 1d6 Slashing, bite as bonus action after a hit.
Waterborn Death – Swim speed 50 m (5 cases). Bite underwater without disadvantage.
Siren's Lament – Charm Person at will while underwater. Advantage on Performance to lure.
Blood in the Water – Scent blood in water from 1.6 km away. Advantage on Survival to track bleeding creatures.
Nightwing Flight – Fly speed 40 m (4 cases), hover.
Talons of the Bat – Talons 1d4 Slashing; can grapple a creature you fly over. Carry up to Medium size aloft.
Shrieking Echo – Action: 20 m cone, 2d6 Air (thunder) damage + Deafened (short), Constitution half/no deaf. Short rest.
Colossus Feed – Bite damage 2d6 against Huge or larger creatures.
Earth's Embrace – Merge with stone (as Meld into Stone) once per short rest. Can still use Mist Form while merged.
Ancient Might – Count as one size larger for grappling. After using Blood Drain, next melee hit deals +1d12 Power damage (short rest).
Universal / Bonus Traits (optional, choose up to 1)
Amphibious – You can breathe both air and water.
Keen Senses – You gain advantage on Perception checks.
Natural Armor – Your base Defense calculation becomes 12 + Dodge modifier instead of 10 + Dodge modifier.
Flight – You have a fly speed of 3 squares (30 m).
Burrow – You can burrow through loose earth at half your walking speed.
Telepathy – You can communicate telepathically with any creature within 10 squares (100 m) that shares a language with you.
Regeneration – At the start of your turn, regain 2 HP if you have at least 1 HP remaining.
Poison Resistance – You take half damage from Poison damage.
Cold Resistance – You take half damage from Water (cold) damage.
Fire Resistance – You take half damage from Fire damage.
Attributes (Optional)
An Attribute is a tag describing a creature's fundamental nature. While mainly used for NPCs and monsters, characters may gain one through Arts, curses, or transformative events. Attributes can influence how spells, conditions, and social interactions affect you.
| Attribute | Description |
|---|---|
| None | No special tag. |
| Undead | Crystallised Source; immune to poison/disease; healing reversed or halved. |
| Abomination | Twisted by magic or corruption; often resistant to psychic damage. |
| Hord | Part of a collective; can share senses or act as a swarm. |
| Otherworlder | Native to another plane; may be unaffected by certain planar rules. |
| Possessed | Shares body with an external entity; can sometimes draw on its power. |
| Ethereal | Exists partially on the Ethereal Plane; can phase through solid matter. |
| Dysanthrope | A hybrid of two or more creature types; combines traits from both. |
| Unique | A singular being with unique abilities; often a boss or legendary creature. |
Attributes are not mandatory, but GMs may allow starting with one or acquiring one in play. Certain Arts (such as a future "Undead" Art) will explicitly grant an Attribute.
Step 3 – Mastery Path
At creation, choose one Mastery path: Arcanium (magic) or Adrenalium (martial). Each has two available trees in Unlock Lite; two more are WIP for the full Prime game. Choose one tree and one subclass within it.
HP per Rank: Each tree provides a cumulative HP bonus added at each rank up. The values listed are the increment gained per rank.
Arcanium Mastery
Arcane — HP: 10/20/30/40/50/60/70/80
Arcane Apparatus
Grimoire, Research Tool, Arcanic Conduit
Subclasses: Conjuration, Necromancy, Elementalism, Abjuration, Alchemy, Divination, Enchantment, Illusion, Astronomancy
Pact — HP: 10/20/30/40/50/60/70/80
Pact of Authority
Companion, Contract, Anchor
Subclasses: Fey Whisper, Shadowed Depths, Celestial Bonds, Elemental Dance, Abyssal Echoes, Ethereal Veil, Ancient Grove, Storm's Heart, Cosmic Watchers
Divine — HP: 30/40/50/60/70/80/90/100 (WIP — Prime only)
Pantheonic Instruments
Sacred Relic, Holy Scripture, Blessed Weapon
Subclasses: Nature's Embrace (Mellia), Artifice of Creation (Mekhis), Whispers of the Dead (Zaheer), Radiance of the Sun (Kody), Tides of Fortune (Brahash), Secrets of the Moon (Everblue), Warlord's Might (Piotr), Wisdom of the Stars (Cognis), Trickster's Gambit (Bagit Sol)
Nature — HP: 30/40/50/60/70/80/90/100 (WIP — Prime only)
Nature's Catalyst
Catalyst (4 pieces)
Subclasses: Path of the Wilds, Path of Seasons, Path of the Moonlit Glade, Path of the World Trees, Path of Tides, Path of Stone and Earth, Path of the Mycelium, Path of the Windward Path, Path of the Spirits
Adrenalium Mastery
Berserker — HP: 60/80/100/120/140/160/180/200
Berserk Trigger
2 Mementos
Subclasses: Emotion, Shaman, Fanatic, Contrarian, Sinner, Harmacist, Unconscious, Locked-in, Possessed
Combatant — HP: 40/50/60/70/80/90/100/110
Combat Weapon
Magical weapon and armour or two magical weapons and shield
Subclasses: Shielded Combatant, Dual Wielder, Duelist, Colossal Weapon, Gunslinger, Sniper, Body Control, Tactical Combatant, Miracle Champion
Martial Artist — HP: 40/50/60/70/80/90/100/110 (WIP — Prime only)
Martial Outfit
Clothes & Accessories
Subclasses: Grappling Master, Redirection Master, Disabling Master, Wild Master, Elemental Master, Striking Master, Copy Master, Spiritual Master, Intoxication Master
Stealth — HP: 30/40/50/60/70/80/90/100 (WIP — Prime only)
Stealth Devices
3 Stealth Devices
Subclasses: Assassin, Infiltrator, Impostor, Thief, Prestidigitation, Conspirator, Fugitif, Investigator, Orchestrator
Step 4 – Rolling Core Stats
There are 8 core stats, divided into Action (used to interact with the world) and Reaction (rolled when the world interacts with you).
| Action Stat | Governs | Reaction Stat | Governs |
|---|---|---|---|
| Strength (STR) | Melee attacks, athletics, endurance | Constitution (CON) | Physical resilience, HP |
| Dexterity (DEX) | Ranged attacks, stealth, finesse | Dodge (DOD) | Evasion, reflexes |
| Knowledge (KNO) | Arcana, history, investigation | Focus (FOC) | Mental fortitude, concentration |
| Creativity (CRE) | Social skills, performance, deception | Improvisation (IMP) | Quick thinking, adaptability |
Beginners: Roll 3d6, subtract 10. Do this 8 times and assign each result to a stat. Then add 6 extra points wherever you want (max +2 per stat from its starting value).
Experienced: (3d6 minus 10) times 8, assign, then add 6 points.
Modifier: Stat divided by 2, rounded down. This modifier is added to every d20 roll using that stat. At each rank up you gain 5 more points (up to +2 per stat per rank).
Derived Stats (Substats)
| Substat | Formula |
|---|---|
| Max HP | (Rank x 20) + (CON mod x 20) + (Mastery HP Bonus) |
| Proficiency Bonus | Rank + highest Action stat modifier |
| Speed | 1 square (10x10m) per turn; species may add fly/swim |
| Defense (DEF) | 10 + max(CON mod, DOD mod) |
| Armour | From equipment/traits; subtract from damage except Mystic and Power |
| Max Arcanium | 20 + (CRE or KNO + Proficiency Bonus) x 10 |
| Max Adrenalium | 20 + (STR or DEX + Proficiency Bonus) x 10 |
| Effect Save DC | 8 + Proficiency Bonus + Rank |
Source Points is the combined term for Arcanium and Adrenalium. Both use the same leyline types — Aether, Mana, or Fell — and are interchangeable for magical effects purposes. Your Source is a shard of interdimensional Leylines, made of Aether, Mana, or Fell — the building blocks of magic and quantum physics in their respective planes (Divine, Material, Abyssal). It is the part of you that participates in the reincarnation circle, like a soul but with no memories; this part experiences the afterlife.
Monster vs Person: In Unlock, a Monster is a creature born outside a civilisation core's influence; it has no Source even if sentient. A monster born in the influence of a dungeon core isn't real — it is a projection the dungeon makes with the same abilities and traits as an existing monster outside the dungeon. Projected monsters also have no Source. Their loot is always neatly disposed on the floor, while outside monsters need to be butchered.
Skills and the PTEL System
You have 8 + Knowledge modifier proficiency points to spend (minimum 0).
| Level | Cost | Bonus | Limit |
|---|---|---|---|
| Proficient (P) | 1 point | +Proficiency Bonus | — |
| Trained (T) | 2 points | +2x Proficiency Bonus | 2 per Rank |
| Expertise (E) | 3 points | +2x Proficiency Bonus +5 | 1 before Mythril |
| Legendary (L) | — | As Expertise; rolls under 10 become 10 | Mythril only |
Skills by Stat
STR: Acrobatics, Climb, Handle Animal, Ride, Threaten, Work
DEX: Disable Device, Pilot, Sleight of Hand, Stealth, Sabotage, Repair Damage, Crafting
KNO: Appraise, Arcana, Dungeoneering, Engineering, Geography, History, Nature, Society, Planar Knowledge, Religion, Linguistics, Medicine, Spellcraft, Magic Item Use, Investigate, Survival, Gathering
CRE: Animal Handling, Deception, Disguise, Persuasion, Negotiation, Empathise, Perform, Charm, Forging, Intimidate, Craft
Party Classes
Choose one; you can change it every Long Rest. Each gives a unique class action and a multiplier.
| Class | Class Action | Multiplier |
|---|---|---|
| Explorer | Analyse: Learn vulnerability/rank/stat/HP or effects from a creature, trap, or magical item you can see. | x2 Speed |
| Tank | Taunt: Every creature within 10m can only attack you for 1 round. | x2 HP or Armour / +5 Defense |
| Melee Attacker | Duel: Choose a creature within 10m; it cannot leave your range until your next turn. | x2 Melee damage |
| Ranged Attacker | Lock In: If your attack succeeds, your next attacks against this creature auto-hit until your next turn. | x2 Ranged damage |
| Support | Inspire: Give 1d10 to any roll made by any creature that can hear or see you until your next turn. | x2 Healing |
Chapter 3: Arts
Arts are blessings given to your Source by the gods. Choose a Main Art (levels every Rank) and a Secondary Art (levels every two Ranks).
Shadow
Practitioners of the Shadow Art learn to move through darkness as if it were water, becoming one with the hidden spaces of the world. They are the unseen, the silent, the knife in the dark.
Old Source
Those blessed with the Old Source carry the memories of ancient times within their very soul, drawing on the wisdom of past ages. They are living relics, their power echoing a world before the Cataclysm.
Swift
The Swift Art grants its wielder impossible speed, making the world seem to slow around them. To be Swift is to be untouchable, a blur of motion that leaves enemies grasping at air.
Light
The Light Art defies gravity, granting the gift of flight and the freedom of the skies. Those who walk the path of Light are unbound by the earth, soaring where others crawl.
Heavy
The Heavy Art turns the wielder into an immovable object, a fortress of flesh and will. Armour becomes second skin, and blows that would fell others glance off like rain.
Cerebral
The Cerebral Art sharpens the mind to a razor's edge, granting perfect recall, telepathic reach, and the ability to think on multiple planes at once. The mind becomes a weapon no blade can parry.
Feral
The Feral Art awakens the primal instincts slumbering in every mortal soul. It is the art of the beast, the survivor, the creature that adapts to any environment and turns nature itself into an ally.
Elemental
The Elemental Art forges a bond between the wielder and the raw forces of creation — fire, water, earth, and air. Masters of this path command the building blocks of reality, shaping them to their will.
Epic
The Epic Art is the rarest of blessings, granted only to those destined to shape the fate of worlds. It bends the rules of action and reaction, allowing its bearer to act when others must wait, to inspire armies with a glance, and to rewrite the flow of battle itself.
| Art | Copper | Iron | Steel | Silver | Electrum | Gold | Platinum | Mythril |
|---|---|---|---|---|---|---|---|---|
| Shadow | Meld +10 Stealth | Shadow Step 10m | Shadow Passenger | Teleport non-magical | 10m cube darkness | Invisible at night | Bonus double dmg from shadow | Enthrall creatures 10m |
| Old Source | Add prof to action stat | Expertise every rank | Extra mastery branch | Double Mastery Pool | Advantage on recollect | Perform any gold art 1/day | Double Mastery Damage | Double Pool again |
| Swift | Double speed | Jump = 2x speed | Exit structure 2x fast | Immune opp attacks/traps | Move to +1d12 force | Immune fall dmg | Run any surface, ignore diff terrain | Avoid dmg (prof/day) and 4x speed |
| Light | Fly = walk speed (10m) | Immune fall dmg | Carry equal weight | Fly 1km, carry 5x weight | Ethereal 1 turn | Bring 5 people | Float objects 1min | Fly anywhere, 5x speed |
| Heavy | Armour = rank x 10 | +2 Def, half speed | Grant +1 Def | Double armour, no move | Anvil: 2x fall dmg, half taken | Reaction half dmg (prof/day) | Immune non-mag dmg | No action to no dmg |
| Cerebral | Perfect memory 1yr | Half psychic dmg | Conscious rest | Telepathy sight range | Parallel mind 1d4/day | Access rank above | Telepathic link 5 creatures 30h | Ask GM 1 question/day |
| Feral | Immune weather | Immune non-mag dmg | Plentiful rest anywhere | 3 reactions/turn | Adv reaction rolls | Frighten lower rank (DC20 equal) | Free attack on miss (+5 stack) | Buff vs stronger |
| Elemental | +1d6 element | Double element dmg | Elemental bolt 3d10 | Access aether/fell, immune both | Second element +1d8 | Triple element dmg | Bolt AoE 3d12 DC20 | Target vulnerable forever |
| Epic | Extra reaction and action | Epic action (ally turn) | Give 1d6 inspiration | Epic actions advantage | Inspiration applies to all who see | — | ||
Abyssal, Fey, Undead, Reborn, and Split Arts are currently in development (WIP).
Chapter 4: Spells and Actions
Understanding Your Abilities
Your character's magical and martial abilities fall into three categories:
- Tricks: Free (cost no Source Points), use a Bonus Action, limited in scope (one die of damage, one target, one square range). These are your character's minor magical or martial flourishes.
- Fixed Spells / Fixed Actions: Cost Source Points (50 × Rank), each tree gets two per rank. These are your reliable, signature abilities that define your mastery path.
- Base Effects: Cost 30 Source Points and scale permanently with your Rank. These are the fundamental expressions of your subclass — they grow in power as you do.
Upcasting: You can modify Base Effects by spending additional Source Points, adding damage dice, increasing range, changing shape, and more.
Tricks
Who Can Learn Tricks?
Any mastery tree can learn any Trick — a Berserker can learn Arcane Blast, and a Pact mage can learn Wall Jump. However, mechanically, Tricks learned from the Arcanium list are considered spells and magical effects, while Tricks learned from the Adrenalium list are considered physical techniques and martial abilities. This distinction matters for effects that interact with magic specifically (such as Counterspell or anti‑magic fields).
Tricks cost no Source Points and use one Bonus Action. They cannot deal more than one die of damage, affect more than one target, or exceed 1 square range. You start with 5 Tricks (10 if Arcanium Mastery).
Arcanium Tricks
| Trick | Description |
|---|---|
| Light | Touch object/creature; bright light 1sq radius, dim light 2sq. 1 hour. |
| Arcane Blast | Auto-hit, 3sq, 1d4 force. Upcast: 50 Arcanium per extra missile (max rank missiles). |
| Thaumaturgy | Up to 3 minor supernatural effects within 3sq. |
| Produce Element | Create small fire/water/earth/air in palm. |
| Shape Element | Manipulate small existing element within 1sq. |
| Levitate | Mage Hand: spectral hand 3sq, lift 5lbs, move 6sq/round, 1 minute. |
| Produce Sound | Any simple sound within 3sq. |
| Tiny Illusion | Silent image 1sq cube, 1 minute. |
| Mental Message | 25-word message to creature you see/detect within 30sq. |
| Project Element | Ranged attack (KNO/CRE), 6sq, 1d6 fire/cold/lightning/acid. |
| Freeze/Thaw/Boil | Freeze 1 pint water, thaw ice, boil liquid (10 seconds). |
| Cleanse | Remove dirt, stains, smells from object/surface. |
| Mold | Shape fist-sized soft material. |
| Leave Mark | Hidden rune visible to chosen creatures, 1 hour. |
| Leave Trace | Faint trail only you see, 10 minutes. |
| Spider Walk | Climb walls/ceilings 1 round (movement only). |
| Mending | Repair single break on small object. |
| Resistance | Touch; add 1d4 to next Reaction stat roll within 1 minute. |
| Vex | Creature within 6sq makes IMP save or stunned until your next turn, or disadvantage on next attack. |
| Magical Coating | Touch weapon/ammo; bypass non-magical resistance, can hold an enchantment. |
Adrenalium Tricks
| Trick | Description |
|---|---|
| Wall Jump | Extra height when jumping against a wall. |
| Grapple | Grab a creature, STR vs STR/DOD. |
| Shove | Push a creature 1sq away, STR vs DOD. |
| Wall Run | Move 2sq horizontally across a vertical surface. |
| Throw | Hurl object less than or equal to 10lbs, 3sq, 1d6 bludgeoning. |
| Toss | Add +1d4 to next ranged attack. |
| Roll | Tumble 2sq without provoking. |
| Slide | Drop prone and slide 2sq. |
| Strike (bludgeon) | Unarmed 1d6 bludgeon as bonus action. |
| Chop (slash) | Unarmed 1d6 slash as bonus action. |
| Spear Limb (pierce) | Unarmed 1d6 pierce, ignore 1 point of armour. |
| Headbutt | 1d6 bludgeon, both you and target dazed on failed CON save. |
| Push | You and adjacent creature move together 1sq. |
| Choke | While grappling, target cannot speak and must hold breath. |
| Lunge | Reach +1sq for one melee attack. |
| Lift | Hoist willing creature/object less than or equal to 200 lbs. |
| Backstep | Reaction when enemy enters reach; step 1sq away. |
| Aim | Bonus action, next ranged attack +2 to hit. |
| Prestidigitation | Distracting physical trick; +1d4 to next Deception/Stealth. |
| Shout | Enemies within 3sq make IMP save or cannot take reactions until your next turn. |
Fixed Spells and Fixed Actions
Fixed effects cost 50 times Rank Source Points. Each tree has two effects per rank.
Arcane Fixed Spells
| Rank | Spell | Description |
|---|---|---|
| Copper | Arcane Veil | Reaction; you or ally within 3sq gains +2 AC for 1 min. |
| Copper | Quick Step | Teleport up to 2sq as a bonus action. |
| Iron | Dispel Magic | End one magical effect on a creature/object within 6sq. |
| Iron | Force Wave | 3sq cone; creatures take 4d6 force and are pushed 1sq (Dodge half). |
| Steel | Fireball | 2sq radius burst within 12sq; 8d6 fire (Dodge half). |
| Steel | Arcane Eye | Invisible sensor moves 6sq/round, lasts 10 minutes. |
| Silver | Telekinesis | Move a creature 2sq or object up to 1000 lbs (KNO vs STR). |
| Silver | Wall of Force | Invisible wall 4sq long, blocks sight and movement, 1 min. |
| Electrum | Chain Arc | Primary target 10d6 lightning, jumps to 3 additional targets. |
| Electrum | Contingency | Set a spell to trigger on a predetermined condition. |
| Gold | Meteor Swarm | Four 3sq radius blasts, 6d6 fire + 6d6 bludgeoning each. |
| Gold | Time Stop | Time stops for 1d4+1 rounds; you can act freely. |
| Platinum | Worldbind | Immobilise all enemies in 10sq radius, 1 min (Dodge negates). |
| Platinum | Arcane Singularity | Create a black hole pulling creatures 4sq towards centre, 10d12 force. |
| Mythril | Spell Absorption | Absorb one spell targeted at you and regain Arcanium equal to its cost. |
| Mythril | Reality Fracture | Tear a rift that deals 20d10 random energy to all in 5sq radius. |
Pact Fixed Spells
| Rank | Spell | Description |
|---|---|---|
| Copper | Oathbinder's Promise | Touch; ally heals 2d8+prof and gains advantage on next Reaction save. |
| Copper | Twist Fate | Reaction; force reroll of any d20 you see before outcome. |
| Iron | Shadowbind | Chains of darkness grapple a creature within 6sq, 2d6 necrotic/round. |
| Iron | Feywild Step | Teleport 3sq and leave an illusory double that vanishes after 1 round. |
| Steel | Draconic Breath | 3sq cone of chosen element (fire/cold/lightning/acid), 6d8 damage. |
| Steel | Vengeful Swarm | Summon a swarm of insects that blind and poison enemies in a 2-sq radius. |
| Silver | Gift of the Grove | Heal all allies in 3sq radius 4d8+prof and create difficult terrain for enemies. |
| Silver | Tempest's Call | Call lightning from the sky; 10d8 lightning to a single target, can bounce. |
| Electrum | Celestial Bonds | Ally gains flight (4sq) and +2 AC for 1 minute. |
| Electrum | Abyssal Gate | Open a portal that summons 1d4 fiends (rank-appropriate) for 1 minute. |
| Gold | Pact's Reward | All allies in sight gain +2d to all d20 rolls for 1 minute. |
| Gold | Wrath of the Ancients | Earthquake: creatures in 5sq radius fall prone and take 12d6 bludgeoning. |
| Platinum | Starfall | Call down a comet dealing 20d8 force in 3sq radius. |
| Platinum | World Pact | Anchor a massive area (10sq) where allies cannot die, enemies are weakened. |
| Mythril | Patron's Intervention | Request direct assistance from your patron (GM discretion). |
| Mythril | Oath Unbound | Release ultimate borrowed power: all stats +5, every attack crits for 1 min, then exhaustion. |
Berserker Fixed Actions
| Rank | Action | Description |
|---|---|---|
| Copper | War Cry | 3sq cone; enemies must make IMP save or be frightened 1 min. |
| Copper | Savage Charge | Move up to double speed and attack once with +4d6 damage. |
| Iron | Unyielding Rage | Gain 40 temp HP and resistance to all damage for 1 minute. |
| Iron | Crushing Blow | Single melee attack ignores armour, knocks prone, +6d10 damage. |
| Steel | Rampage | For 1 min, every melee kill grants an extra attack. |
| Steel | Earthquake Stomp | 3sq cone, creatures fall prone and take 8d8 bludgeoning. |
| Silver | Berserker's Stand | You cannot fall below 1 HP; each attack reduces that buffer by 1d4. |
| Silver | Frenzied Throw | Throw a creature you are grappling up to 6sq, they take 10d6 on impact. |
| Electrum | Rage of the Mountain | Become colossal, gain +4sq reach, +20 melee damage, 1 min. |
| Electrum | Bloodlust | Every attack that hits heals you for half damage dealt. |
| Gold | World Breaker | AoE 5sq radius, 15d12 force, structures destroyed. |
| Gold | Immortal Fury | Resurrect with 1 HP when killed, +50% stats, lasts 3 rounds. |
| Platinum | Titan's Roar | Debuff all enemies, buff all allies for 1 min. |
| Platinum | Doomsday Rush | Dash through enemies dealing 12d10+prof to each. |
| Mythril | Ragnarok | Deal 30d12 to a single target, but you lose all defences. |
| Mythril | Berserker's Limit Break | Unlock all nodes for 1 min, no cost. |
Combatant Fixed Actions
| Rank | Action | Description |
|---|---|---|
| Copper | Shield Wall | Create a 3sq wide, 1sq thick barrier of force; AC 18, 40 HP, 1 min. |
| Copper | Commanding Strike | Ally within 6sq makes one melee attack with +2d8 damage. |
| Iron | Tactical Swap | Swap positions with a willing ally within 6sq; no opportunity. |
| Iron | Suppressing Volley | 3sq cone; creatures must keep heads down (disadvantage on attacks). |
| Steel | Adamantine Barrage | Make a ranged attack against every enemy in a 6sq cone, 4d10 piercing each. |
| Steel | Perfect Parry | Reaction; negate one attack and counterattack with advantage. |
| Silver | Phalanx Formation | All allies in 2sq radius gain +4 AC and cannot be moved. |
| Silver | Siegebreaker | Destroy a structure or massive object in one action. |
| Electrum | Miracle Strike | Melee attack +8d8 radiant, heal half. |
| Electrum | Battlefield Mastery | Gain an extra action, bonus action, and movement this turn. |
| Gold | Unstoppable Advance | Move to any point you can see, ignoring obstacles, dealing 10d12 to anything in path. |
| Gold | Final Stand | You and one ally become indestructible for 1 min, but cannot move. |
| Platinum | Legendary Tactics | Grant all allies an extra action and 50 temp HP. |
| Platinum | Death from Above | Leap 10sq high and crash down, 20d10 to all below. |
| Mythril | Divine Arsenal | Summon a temporary legendary weapon, +5 to hit, +10d12 damage. |
| Mythril | Army of One | Duplicate yourself into 4 copies for 1 min. |
Base Effects
All base effects cost 30 Source Points and scale permanently with your Rank. The descriptions below are at Copper (Rank 1); at higher ranks, add one base die per rank (1d8 to 2d8...8d8 for Arcanium; 2d6 to 3d6...9d6 for Adrenalium), add proficiency once, and gain automatic buffs: Iron: range becomes 2sq (if touch/self). Steel: can target a 1sq burst or cone. Silver: duration doubles. Electrum: add an extra target. Gold: target has disadvantage on save. Platinum: damage ignores resistance. Mythril: all numerical effects doubled.
Arcane Base Effects
| Subclass | Effect 1 | Effect 2 |
|---|---|---|
| Conjuration | Conjure Weapon — 1d8+prof force weapon, 1 min | Summon Minor Elemental — CR 1/4 elemental spirit, 1 min |
| Necromancy | Bone Shard — 1d8+prof piercing | Raise Lesser Corpse — Animate Medium skeleton, 1 hour |
| Elementalism | Elemental Touch — 1d8+prof fire/cold/lightning/acid | Elemental Shroud — Attackers take 1d8, you resist element, 1 min |
| Abjuration | Ward — +2 AC and resist one damage type, 1 min | Force Repulsion — Push 1sq, prone on failed Dodge |
| Alchemy | Transmute Substance — Change material of small object, 10 min | Enhance Physique — Advantage +1d8 on next STR/DEX roll |
| Divination | Mind Spike — 1d8+prof psychic, learn one resistance/vulnerability | Foresight — Advantage on next d20 roll within 1 min |
| Enchantment | Imbue Weapon — Weapon magical +1d6 damage, 1 min | Arcane Mark — Rune detonates for 2d8 force when triggered |
| Illusion | Phantasmal Torment — 1d8+prof psychic, frightened on IMP fail | Mirror Image — 3 illusory duplicates (1 HP each), 1 min |
| Astronomancy | Gravity Pulse — 1d8+prof force, movement reduced to 0 for 1 round | Time Slip — Reroll one d20 per round, 1 min |
Pact Base Effects
| Subclass | Effect 1 | Effect 2 |
|---|---|---|
| Fey Whisper | Glamour Touch — 1d8+prof psychic, target glows | Fey Promise — Ally +2 AC and charm aura |
| Shadowed Depths | Shadow Tendrils — Pull 1sq, 1d8+prof necrotic | Cloak of Night — Invisible in dim light, 1 min |
| Celestial Bonds | Radiant Touch — 1d8+prof radiant, undead/fiends disadv next attack | Blessing of Light — Heal 1d8+prof, remove minor condition |
| Elemental Dance | Primordial Strike — 1d8+prof element, shift 1sq | Elemental Shelter — Resist element, 1 min |
| Abyssal Echoes | Abyssal Mark — 1d8+prof necrotic, target poisoned 1 round | Fiendish Vigor — Temp HP = rank x 10, 1 min |
| Ethereal Veil | Spectral Jaunt — Move 1sq through objects, 1 round | Ghostly Blade — Ignore armour, 1d8+prof force |
| Ancient Grove | Barkflesh — +1 AC, heal 1d8+prof | Thorn Whip — 1d8+prof piercing, pull 1sq |
| Storm's Heart | Static Touch — 1d8+prof lightning, stun 1 round on failed Dodge | Gust of Wind — Push target 1sq, extinguish flames |
| Cosmic Watchers | Cosmic Ray — 1d8+prof radiant, cannot be healed 1 round | Void Shield — Teleport 1sq as reaction when hit |
Berserker Base Effects
Each subclass has a Berserk (enter rage, +2d6 bonus damage at Copper, drawback) and a Calm (end rage, heal/buff).
| Subclass | Berserk (+2d6 base) | Calm |
|---|---|---|
| Emotion | Furious Rage — +2d6 slash, enemies have advantage vs you | Soothing Calm — Heal 2d6+prof, +2 AC 1 min |
| Shaman | Spirit Rage — +2d6 cold, summon spirit companion | Ancestral Calm — Heal all allies 2d6+prof within 3sq |
| Fanatic | Zealous Rage — +2d6 radiant, immune charmed/frightened | Penitent Calm — Remove one condition, +5 to next d20 roll |
| Contrarian | Contrary Rage — +2d6 force, teleport when missed | Logical Calm — Advantage KNO/CRE checks 10 min |
| Sinner | Sinful Rage — +2d6 necrotic, heal 10 HP on kill | Atonement Calm — Cure poisons and diseases |
| Harmacist | Chemical Rage — +2d6 acid, self-poison but crit 19-20 | Antidote Calm — Cure all conditions, heal 3d8+prof |
| Unconscious | Automatic Rage — +2d6 bludgeon, crit 19-20, no skills | Wakeful Calm — Gain an extra action immediately |
| Locked-in | Steel Cage Rage — +2d6 piercing, pin target restrained | Release Calm — Allies in 2sq may make a melee attack as reaction |
| Possessed | Otherworldly Rage — +2d6 psychic, must attack nearest | Exorcism Calm — Spirit lashes out at foe within 6sq, 3d8 psychic |
Combatant Base Effects
| Subclass | Effect 1 | Effect 2 |
|---|---|---|
| Shielded Combatant | Shield Bash — 2d6+prof bludgeon, daze | Cover Ally — Absorb damage for adjacent ally |
| Dual Wielder | Whirlwind Slice — Two attacks, off-hand 1d6+prof | Cross Guard — Reaction +3 AC, riposte if miss |
| Duelist | Lunge and Riposte — 2d6+prof pierce, riposte if attacked | Disarming Feint — Disarm weapon |
| Colossal Weapon | Cleave — 2d6+prof slash, cleave second target | Overhead Smash — Knock prone, difficult terrain |
| Gunslinger | Fan the Hammer — 2d6+prof pierce, second shot -5 | Ricochet Shot — Ignore cover, +1d8 |
| Sniper | Marked Shot — 2d6+prof pierce, +1d10 precision | Eyes in the Sky — Advantage, ignores long range |
| Body Control | Nerve Strike — 2d6+prof bludgeon, paralysed 1 round | Adrenaline Surge — Extra reaction, +2sq move |
| Tactical Combatant | Reposition Ally — Both move 2sq without provoking | Coordinated Strike — Both attack with advantage, +2d10 if both hit |
| Miracle Champion | Smite — 2d6+prof radiant, blind evil creatures | Lay on Hands — Heal 2d6+prof, remove disease/poison |
Upcasting
Add nodes to a base effect. Maximum nodes per spell = rank x2, per action = rank x3. Costs stack: total = base 30 + sum of upcasting costs.
| Rank | Option | Cost | Option | Cost | Option | Cost |
|---|---|---|---|---|---|---|
| Copper | Dice +1 | 10 | Range +2sq | 10 | — | — |
| Iron | Dice +2 | 20 | Burst 1sq | 15 | Duration +1 min | 10 |
| Steel | Dice +3 | 30 | Cone 3sq | 25 | Extra target | 20 |
| Silver | Dice +4 | 40 | Disadv. on save | 25 | Linger | 20 |
| Electrum | Dice +5 | 50 | Resist bypass | 30 | Action to Bonus | 25 |
| Gold | Dice +6 | 60 | Double area | 40 | Bonus to Reaction | 35 |
| Platinum | Dice +8 | 80 | Double duration | 30 | Negate crit | 50 |
| Mythril | Dice +12 | 120 | Double all dice | 100 | Reaction to Free | 80 |
Chapter 5: Combat Guide
Your Turn
Come here when it's someone else's turn and you don't know what you can or want to do.
Your turn comprises: 3 Actions - 1 Bonus Action - 1 square of movement (10 by 10m) - 1 skill check (optional)
+1 to each if you follow an Adrenalium Mastery path (Berserker, Combatant, Martial Artist, or Stealth).
How to Attack
Only two ways: You roll against the target's DEFENSE (d20 + Action stat mod + proficiency vs target's Defense), or the target rolls a REACTION CHECK against your ACTION STAT (their Reaction stat vs your Action stat modifier).
Describing Your Turn
You must tell your GM what happens during your turn. Describing it in roleplay is optional, but you tell your GM what you do and what they have to roll. Newer players can ask others for help — ideally someone who just played, not someone preparing their next turn.
Actions You Can Take
| Action | Description |
|---|---|
| Attack | Use a mastery effect or weapon attack. |
| Cast Spell | Use a mastery effect or magical ability. |
| Aid | Add your highest stat modifier to a creature's roll in your movement range for their next turn. Costs 2 Actions, or 1 Action + 1 Bonus Action + movement. |
| Evade | Leave the square without taking an opportunity attack. |
Bonus Actions You Can Take
| Bonus Action | Description |
|---|---|
| Attack | If specified in the effect description. |
| Cast Spell | If specified in the effect description. |
| Use Consumable | Unless specified otherwise in the item description. |
| Communicate Information | A 10-word maximum sentence to a creature in close range. Can be used instead of movement for 30 words. |
Dying Rules
Every rest, the first time your HP reaches 0 or below, it instead goes to 1. If you fall to 0 HP again before resting, you begin making Death Saves.
Rest and Recovery
Short Rest (3 hours): Recover 50% of max HP and 50% of max Source Points. Plentiful Rest (10 hours): Recover 100% of both. If fewer than half the party sleeps, recovery is limited to 75%.
Inspiration
1d4 added to any d20 roll, unless specified otherwise from any origin. Awarded by the GM for clever or heroic play.
Chapter 6: Roleplaying
Building Your Backstory
1. What were you doing for the past two years?
Were you training under a master? Running from a crime you didn't commit? Tending a family farm that was burned by monsters? Studying in the Hydra Academy? The past two years shaped your skills, your connections, and your reasons for being at your current Rank.
2. Why are you at the Rank you are now in your path?
Did you earn it through a Guild trial? Were you field-promoted during a crisis? Did a mentor pass their title to you? Your Rank is a story, not just a number.
Interacting with the World
Fheros is alive. The innkeeper has a name. The guard has a family. When you speak to an NPC, ask their name. When you enter a town, ask what they produce and who's in charge. When you meet a creature you don't recognise, decide whether your character would draw a weapon or offer a hand. The world reacts to your choices — that's the game.
Chapter 7: Equipment and Economy
Coinage
| Coin | Value in Previous | What 1 Buys |
|---|---|---|
| 1 Paper | — | A child's candy, a poem |
| 1 Copper | 1,000 Paper | A week at an inn (for a traveller) |
| 1 Iron | 1,000 Copper | A crafting licence and workshop |
| 1 Steel | 1,000 Iron | A townhouse with dimensional storage |
| 1 Silver | 1,000 Steel | A manor with warded grounds |
| 1 Electrum | 1,000 Silver | A small castle |
| 1 Gold | 1,000 Electrum | A lord's duchy |
| 1 Platinum | 10,000 Gold | A peerage and right to mint |
| 1 Mythril | 100 Platinum | Demiplanes, treaties, a dragon's ransom |
Weapons
Damage = [Base Die] x Rank + Proficiency Bonus. Select a rank to view scaled damage.
| Weapon | Category | Damage | Properties |
|---|
Shields
| Shield | Defence Bonus | Shield Bash | Properties |
|---|
Armour
Armour blocks all damage except Mystic (Eclipse, Psychic, Lies) and Power (Radiant, Force, Necrotic). Defence and Armour values scale with Rank.
| Slot | Tier | Defence | Armour Value |
|---|
Adventurer's Packs
| Pack | Contents |
|---|
Potions
| Potion | Effect |
|---|
Scrolls
Scrolls are single-use consumables that produce a magical effect without spending Source Points. The effect must be of a Rank equal to or lower than the scroll's Rank.
| Scroll | Rank | Description |
|---|
Metals and Gems
Metals — Item and Tattoo Effects
| Metal | Fixed Item Effect | Tattoo Effect (scales with rank) |
|---|---|---|
| Copper | Weapon: +1 Attack per rank | Awareness of nearby electrical/heat sources |
| Iron | Armour/Shield: +1 Armour per rank | Cannot be forcibly moved more than 1sq/turn |
| Steel | Weapon: +1 prof bonus (max +5) | Free Reaction once/Short Rest per rank |
| Silver | Weapon: +1d4 Moon damage to undead/shapechangers per rank | Darkvision +3sq; +2 HP per rank; advantage Stealth in moonlight |
| Electrum | Focus: -5 Arcanium/Adrenalium cost (+5/rank) | +5 max Arcanium/Adrenalium per rank |
| Gold | Weapon/Armour: +1d4 fire damage per rank | Immune to gold curses; treasure sense (10sq/rank) |
| Platinum | Armour: resistance to any damage once/Long Rest | Advantage on all Creativity checks |
| Tungsten | Weapon: ignores 2 Armour per rank | Immunity to Paralyzed/Stunned once/Short Rest |
| Asmodium | Weapon: heal 2 HP/rank on kill. Armour: enemies within 2sq disadv vs necrotic | Resistance to necrotic; vulnerability to radiant |
| Heliodoros | Weapon: +1d8 radiant vs demons. Armour: resist necrotic | Glows near demons (20sq/rank); advantage vs abyssal magic |
Gems — Item and Tattoo Effects
| Gem | Fixed Item Effect | Tattoo Effect (scales with rank) |
|---|---|---|
| Diamond | Armour/Shield: +10 HP per rank | +10 max HP per rank |
| Ruby | Weapon: +1d6 precision damage/rank on crit | Adv vs fear/charm; +1 precision to ranged attacks/rank |
| Sapphire | Helmet/Goggles: Darkvision 6sq | See invisible (2sq/rank) once/Short Rest |
| Emerald | Jewellery: Regen 1 HP/min/rank in sunlight/world-tree | Halve exhaustion recovery time |
| Lapis Lazuli | Item: Waterbreathing, swim speed | Telepathy with aquatic creatures within 10sq |
| Onyx | Weapon: +1d4 necrotic/rank | Invisibility in dim light/darkness once/Short Rest/rank (1 min) |
| Opal | Focus: once/Long Rest, grant advantage on d20; next roll disadv | +1 Improvisation per rank |
| Jade | Armour/Shield: +1 Defence/2 ranks when not moving | Reroll failed Focus check once/Short Rest/rank |
| Terminalium | Focus: +2d8 damage/rank; natural 1 backfires | +2 Effect Save DC/rank; each use 1d4 psychic feedback |
Trinkets
| Trinket | Effect |
|---|
Utilities
| Item | Cost | Weight | Description |
|---|
Attunement
A character can attune to a maximum of 5 magic items (7 if Arcanium mastery).
Appendix: Conditions
Physical
| Short | Long | Short | Long |
|---|---|---|---|
| Blinded | Cecity | Grappled | Restrained |
| Intoxicated | Poisoned | Prone | Unconscious |
| Deafened | Deaf | Stunned | Petrified |
| Bleeding | Bloodied | Hidden | Invisible |
| Stifled | Snuffed |
Mental
| Short | Long | Short | Long |
|---|---|---|---|
| Charmed | Enthralled | Frightened | Terrified |
| Outcast | Forsaken | Panic | Anxiety |
| Confident | Cocky |
Appendix: Damage Types
| Element | Aether | Mana | Fell |
|---|---|---|---|
| Power | Radiant | Force | Necrotic |
| Water | Winter | Cold | Dry Ice |
| Fire | Summer | Heat | Black Flame |
| Earth | Autumn | Electric | Radiation |
| Air | Spring | Acid | Toxic Mist |
| Mystic | Eclipse | Psychic | Lies |
Physical: Impact, Slashing, Bludgeoning, Piercing, Lingering, Internal.
Armour bypass: Mystic and Power types ignore Armour.
Appendix: Glossary
| Term | Definition |
|---|---|
| Action | One of the 3 main things you can do on your turn (Attack, Cast, Aid, Evade). |
| Adrenalium | Martial energy pool. Max = 20 + (STR or DEX + Proficiency Bonus) x 10. |
| Arcanium | Magic energy pool. Max = 20 + (CRE or KNO + Proficiency Bonus) x 10. |
| Armour | Flat damage reduction, bypassed by Mystic and Power damage. |
| Bonus Action | A quicker action used for Tricks, certain attacks, consumables, or communication. |
| Close Range | 1 square (10m). |
| Defense (DEF) | The number an attacker must meet or beat to hit you. |
| Effect Save DC | 8 + Proficiency Bonus + Rank. The DC for your spells/abilities. |
| Expertise (E) | 3 skill points; double Proficiency Bonus +5. |
| HP | Health pool. Max = (Rank x 20) + (CON mod x 20) + Mastery HP bonus. |
| Inspiration | 1d4 added to any d20 roll; awarded by the GM for clever or heroic play. |
| Legendary (L) | As Expertise; d20 rolls under 10 become 10. Mythril rank only. |
| Long Range | 9+ squares (90+m). |
| Mid Range | 3 squares (30m). |
| Monster | A creature born outside a civilisation core's influence; has no Source. |
| MP | Mastery Pool — collective term for Arcanium and Adrenalium. |
| Plentiful Rest | 10 hours; 100% HP and Source Point recovery. |
| Proficient (P) | 1 skill point; add Proficiency Bonus. |
| Reaction Check | A d20 roll using a Reaction stat (CON, DOD, FOC, or IMP) to resist an effect. |
| Short Rest | 3 hours; 50% HP and Source Point recovery. |
| Source | The spiritual organ that grants sentience and magical potential; a shard of interdimensional Leylines. |
| Source Points | Collective term for Arcanium and Adrenalium pools. |
| Square | 10m by 10m; if flying or swimming, a 10m by 10m by 10m cube. |
| Trained (T) | 2 skill points; double Proficiency Bonus. |