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UNLOCK

Adventurer's Registration Forms
Player Handbook

Your journey from Copper to Mythril begins here.

Soulayman "Soull" Bekkali
Solarfuture / Fog boi

Table of Contents

Introduction: Welcome to Fheros
Chapter 1: Character Creation
Chapter 2: Mastery Paths
Chapter 3: Arts
Chapter 4: Spells & Actions
Chapter 5: Combat Guide
Chapter 6: Roleplaying
Chapter 7: Equipment & Economy
Appendix A: Conditions & Damage Types
Appendix B: Glossary
Back Cover

Introduction
Welcome to Fheros
[Illustration: A guild registrar handing a copper coin to a new adventurer]

Introduction: 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 — Everblue, 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 is a streamlined, fast‑playing TTRPG that uses a simple system of Actions, Bonus Actions, and square‑based movement. Your character is an adventurer, ranked by the Guild from Copper (newly blooded) to Mythril (world‑shaking). Your rank determines your power, your coin, and the threats you are expected to face.

This book contains everything you need to create a character, choose a Mastery path, learn spells and combat techniques, and equip yourself for the dangers ahead. The world is vast and the adventures are endless. Your journey begins now.

Chapter 1
Character Creation
[Illustration: A character sheet being filled out with a quill, surrounded by dice]

Chapter 1: Character Creation

Rank and Power Level

Your rank defines your level as an adventurer in your guild. It is chosen by your GM at the beginning of each new Story. All new characters start at Copper (Rank 1). Paper (Rank 0) is non‑playable — commoners, clerks, children.

RankTitleWhat You Can Handle
0 – PaperCommonerNon‑playable; paperwork, carrying messages
1 – CopperCity Guard ChiefMaterial picking, helping artisans
2 – IronGuarded OutpostFetching, escort quests
3 – SteelGuarded MansionInner city quests
4 – SilverFortSave a city from a monster
5 – ElectrumCastleStop a monster outbreak
6 – GoldDungeonConquer any dungeon
7 – PlatinumPalace / CapitalConquer a World‑tree
8 – MythrilCountryDefeat an Ancient Dragon

Ranking Up: To rank up, your party can request a Rank Trial from the guild (GM’s discretion). The guild may also contact you when you are due. Exceptional deeds (defeating a powerful creature, conquering a dungeon, major story progress) can also trigger a rank up. At Copper rank you may become proficient in 2 reaction stats. When you rank up, you gain the corresponding HP/MP from your Mastery tree. You also gain 5 points to distribute among your stats (max +2 per stat per rank up). Each rank up also comes with a guild prize of 1d10 coins of the new rank.

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 StatGovernsReaction StatGoverns
Strength (STR)Melee attacks, athletics, enduranceConstitution (CON)Physical resilience, HP
Dexterity (DEX)Ranged attacks, stealth, finesseDodge (DOD)Evasion, reflexes
Knowledge (KNO)Arcana, history, investigationFocus (FOC)Mental fortitude, concentration
Creativity (CRE)Social skills, performance, deceptionImprovisation (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 ÷ 2 (round down).

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.

Humankind

Human, Dragonborn, Dragontouched, Merkind, Merrow

Umbrella Traits (choose 2):
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.
Race – Human (choose 1):
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.
Race – Dragonborn (choose 1):
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.
Race – Dragontouched (choose 1):
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 × 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.
Race – Merkind (choose 1):
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.
Race – Merrow (choose 1):
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.

Feys

Light Elf, Dark Elf, High Elf, Half-Elf, Faeries, Gnome, Changelings

Umbrella Traits (choose 2):
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.
Race – Light Elf (choose 1):
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.
Race – Dark Elf (choose 1):
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).
Race – High Elf (choose 1):
Innate Reservoir – Your Arcanium maximum increases by 20 × 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.
Race – Half-Elf (choose 1):
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.
Race – Faeries (choose 1):
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.
Race – Gnome (Half-Elf, Half-Dwarf) (choose 1):
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.
Race – Changelings (choose 1):
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).

Dwarvish

Rock Dwarf, Mountain Dwarf, Gnome

Umbrella Traits (choose 2):
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.
Race – Rock Dwarf (choose 1):
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).
Race – Mountain Dwarf (choose 1):
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.

Constructs

Eolian, Golem, Homunculus, Reincarnated Monster

Umbrella Traits (choose 2):
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.
Race – Eolian (choose 1):
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.
Race – Golem (choose 1):
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.
Race – Homunculus (choose 1):
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.
Race – Reincarnated Monster (choose 1):
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.

Giantkind

Giant (Ancient Dwarf), Goliath, Firbolg, Boshom

Umbrella Traits (choose 2):
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.
Race – Giant (Ancient Dwarf) (choose 1):
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.
Race – Goliath (choose 1):
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.
Race – Firbolg (choose 1):
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).
Race – Boshom (ox‑like giant‑kin) (choose 1):
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.

Goblinkind

Goblin, Hobgoblin, Halfling, Orc, Half-Orc

Umbrella Traits (choose 2):
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.
Race – Goblin (choose 1):
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.
Race – Hobgoblin (choose 1):
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.
Race – Halfling (Half-Elf, Half-Goblin) (choose 1):
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).
Race – Orc (choose 1):
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.
Race – Half-Orc (choose 1):
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.

Elementals (Athroelementals)

Water Genasi, Fire Genasi, Air Genasi, Earth Genasi

Umbrella Traits (choose 2):
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.
Race – Water Genasi (choose 1):
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.
Race – Fire Genasi (choose 1):
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.
Race – Air Genasi (choose 1):
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.
Race – Earth Genasi (choose 1):
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.

Demonkind

Half-Demon, Tiefling

Umbrella Traits (choose 2):
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.
Race – Half-Demon (choose 1):
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.
Race – Tiefling (choose 1):
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.

Mammalians

Caninefolk, Felinefolk, Loxofolks, Rodentfolk, Cerfolks

Umbrella Traits (choose 2):
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 & 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.
Race – Caninefolk (choose 1):
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.
Race – Felinefolk (choose 1):
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.
Race – Loxofolks (Elephant-like) (choose 1):
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.
Race – Rodentfolk (choose 1):
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.
Race – Cerfolks (Deer-like) (choose 1):
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.

Seafolk

Uluk, Nautiloid, Gillfolk

Umbrella Traits (choose 2):
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.
Race – Uluk (Marine Mammal Folk) (choose 1):
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.
Race – Nautiloid (Octopus/Squid) (choose 1):
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.
Race – Gillfolk (choose 1):
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.

Oviparous

Avians, Gekkofolk, Cameleonfolk, Iguanafolk, Bearded Dragonfolk, Alligator/Croc folk, Tortles (Snapping, Box, Galapagos), Snakefolks (Boa, Anaconda, Cobra, Taipan, Phili), Amphibians (Frog, Salamanders, Axolotls)

Umbrella Traits (choose 2):
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°F) and cold (−50°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 (½ case).
Race – Avians (choose 1):
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.
Race – Gekkofolk (choose 1):
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.
Race – Cameleonfolk (choose 1):
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.
Race – Iguanafolk / Heliolisk Folk (choose 1):
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.
Race – Bearded Dragonfolk (choose 1):
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.
Race – Alligator/Croc Folk (choose 1):
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.
Race – Tortle – Snapping (choose 1):
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.
Race – Tortle – Box (choose 1):
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.
Race – Tortle – Galapagos (choose 1):
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.
Race – Snakefolk – Boa (choose 1):
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.
Race – Snakefolk – Anaconda (choose 1):
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.
Race – Snakefolk – Cobra (choose 1):
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.
Race – Snakefolk – Taipan (choose 1):
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.
Race – Snakefolk – Phili (choose 1):
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).
Race – Amphibians – Frog (choose 1):
Leapfrog – Jump distances quadrupled, no fall damage. Stand from prone as a free action.
Amphibious – Swim speed equals land speed. Breathe air and water.
Prehensile Tongue – Ranged grapple (15 m) against Small or smaller creatures; pull 5 m closer.
Race – Amphibians – Salamanders (choose 1):
Flame Salamander – Resistance to Fire damage. Bonus action: ignite skin for 1 minute; melee attackers take 1d4 Fire. Short rest.
Regeneration – Regrow lost limb over a plentiful rest. When spending a Hit Die, heal an extra 1d6.
Slimy Escape – Advantage to escape grapples. Squeeze through narrow cracks.
Race – Amphibians – Axolotls (choose 1):
Eternal Neoteny – Immune to magical ageing and forced maturity.
Regenerative Healing – Bonus action: heal 1d8 + Constitution modifier. Short rest.
Gilled Breathing – Breathe water indefinitely. Advantage on Perception underwater.

Primordial

Neanderthal, Archfey, Lutin, Ancient Dwarves, Wrath Devils, Half-Demon, Giants, Paleofolk

Umbrella Traits (choose 2):
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.
Race – Neanderthal (choose 1):
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.
Race – Archfey (choose 1):
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.
Race – Lutin (choose 1):
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 (<1 lb) to create a temporary illusory copy that lasts 10 minutes.
Race – Ancient Dwarves (choose 1):
Rune Scribe – During a short rest, scribe an explosive rune (Rank 1–4 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.
Race – Wrath Devils (choose 1):
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.
Race – Half-Demon (see Demonkind for other options)
Race – Giants (see Giantkind for other options)
(choose 1)
Elemental Giant Heritage – Choose one elemental resistance (Fire, Water, Air, Earth). Once per plentiful rest, your unarmed attacks deal +1d6 of that element for 1 minute (6 rounds).
Colossus Step – Speed 35 m (3.5 cases). Move through the space of creatures your size or smaller.
Thunderous Blow – On a melee hit, all within 5 m must make a Strength check or be pushed 5 m (once per turn).
Race – Paleofolk (choose 1):
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.

Bugfolk

Ants, Mantis, Spider, Scarabs, Moths, Roaches, Fireflies, Butterfly, Scorpions, Crickets, Ladybugs, Scolopendre, Phasmes, Molluscs, Flies

Umbrella Traits (choose 2):
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.
Race – Ants (choose 1):
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 ×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.
Race – Mantis (choose 1):
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.
Race – Spider (choose 1):
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.
Race – Scarabs (choose 1):
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.
Race – Moths (choose 1):
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).
Race – Roaches (choose 1):
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.
Race – Fireflies (choose 1):
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.
Race – Butterfly (choose 1):
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.
Race – Scorpions (choose 1):
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°F). Advantage on reaction checks against Fire effects.
Race – Crickets (choose 1):
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).
Race – Ladybugs (choose 1):
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.
Race – Scolopendre (Centipede) (choose 1):
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.
Race – Phasmes (Stick Insects) (choose 1):
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).
Race – Molluscs (Snails/Slugs) (choose 1):
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.
Race – Flies (choose 1):
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 & Quick Reflexes – Advantage on Initiative. Dark vision 120 m (12 cases). Cannot be surprised.

Vampires

House Nyctecyl, Clan Aronbrow, Tribe Me'akoa, House Crimsonfang, Coven of Revenge, Pack of the Bloodclaw, Clan Eykumis, House Oria, Tribe Stonewardens

Umbrella Traits (choose 2):
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.
Race – House Nyctecyl (Elven) (choose 1):
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.
Race – Clan Aronbrow (Dwarven) (choose 1):
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.
Race – Tribe Me'akoa (Goliath) (choose 1):
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.
Race – House Crimsonfang (Human) (choose 1):
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.
Race – Coven of Revenge (Tiefling) (choose 1):
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.
Race – Pack of the Bloodclaw (Beastfolk) (choose 1):
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.
Race – Clan Eykumis (Merfolk) (choose 1):
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.
Race – House Oria (Avian) (choose 1):
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.
Race – Tribe Stonewardens (Giant) (choose 1):
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)

Darkvision (12sq) – See in dim light as if it were bright, and in darkness as if it were dim, within 12 squares (120 m).
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.

AttributeDescription
NoneNo special tag.
UndeadCrystallised Source; immune to poison/disease; healing reversed or halved.
AbominationTwisted by magic or corruption; often resistant to psychic damage.
HordPart of a collective; can share senses or act as a swarm.
OtherworlderNative to another plane; may be unaffected by certain planar rules.
PossessedShares body with an external entity; can sometimes draw on its power.
EtherealExists partially on the Ethereal Plane; can phase through solid matter.
DysanthropeA hybrid of two or more creature types; combines traits from both.
UniqueA singular being with unique abilities; often a boss or legendary creature.

Derived Stats (Substats)

SubstatFormula
Max HP(Rank x 20) + (CON mod x 20) + (Mastery HP Bonus)
Proficiency BonusRank + highest Action stat modifier
Speed1 square (10x10m) per turn; species may add fly/swim
Defense (DEF)10 + max(CON mod, DOD mod)
ArmourFrom equipment/traits; subtract from damage except Mystic and Power
Max Arcanium20 + (CRE or KNO + Proficiency Bonus) x 10
Max Adrenalium20 + (STR or DEX + Proficiency Bonus) x 10
Effect Save DC8 + 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).

LevelCostBonusLimit
Proficient (P)1 point+Proficiency Bonus
Trained (T)2 points+2x Proficiency Bonus2 per Rank
Expertise (E)3 points+2x Proficiency Bonus +51 before Mythril
Legendary (L)As Expertise; rolls under 10 become 10Mythril 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.

ClassClass ActionMultiplier
ExplorerAnalyse: Learn vulnerability/rank/stat/HP or effects from a creature, trap, or magical item you can see.x2 Speed
TankTaunt: Every creature within 10m can only attack you for 1 round.x2 HP or Armour / +5 Defense
Melee AttackerDuel: Choose a creature within 10m; it cannot leave your range until your next turn.x2 Melee damage
Ranged AttackerLock In: If your attack succeeds, your next attacks against this creature auto‑hit until your next turn.x2 Ranged damage
SupportInspire: Give 1d10 to any roll made by any creature that can hear or see you until your next turn.x2 Healing
Chapter 2
Mastery Paths
[Illustration: Four doors representing Arcane, Pact, Berserker, and Combatant]

Chapter 2: Mastery Paths

At creation, choose one Mastery path: Arcanium (magic) or Adrenalium (martial). Each has four trees; in Unlock Lite, two trees per path are fully implemented, the rest are WIP for Prime. Choose one tree and one subclass within it. You can later gain additional branches depending on your Rank and Arts.

Arcanium Mastery

Pact of Authority

Companion: A direct connection to your patron; the patron shares all senses of this pet (any Paper‑level creature). Contract: Writing on both sides — one for tasks, the other for rewards. Anchor: Any non‑magical object through which you must cast your spells; it becomes magical. Once you reach equal or higher Rank than your patron, you become independent but keep your powers.

Arcane Apparatus

Grimoire: A collection of runes representing your spells (book, deck of cards, tattoo, scroll, embroidery, etc.). Arcanic Conduit: A magical item to channel your circles (staff, rod, cloak, orb, book, crystal, tattoo, etc.). Research Tool: A magical item aiding arcane research (varies by school). Examples: Planar keychain (3 keys for 3 planes), Cadaver Compass (points to nearest dead body), Elemental Jar (trickles one element infinitely), Gloves of Shielding (anti‑magic gloves), Polymorph Candy (partial self‑transformation). The Grimoire and Conduit can be the same item.

Nature's Catalyst

You gain a Catalyst made of four pieces from your home environment: Animal piece (turn into that animal once/day). Plant piece (grow 1 kg of it in any soil twice/day). Mycelial piece (immune to its effects 3 times/day). Mineral piece (locate it within 1 km 4 times/day, or locate its source environment).

Pantheonic Instruments

Sacred Relic: Object of worship, blessed by your god; allows them to know your state and location. Holy Scripture: Text/visual of your tenets; following them may earn divine help. Blessed Weapon: A staff, weapon, or object made into a powerful focus by your god; all attacks from it add +2 to hit.

Divine (Pantheon) — HP/rank: 30/40/50/60/70/80/90/100 (WIP – Prime only)

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).

Arcane — HP/rank: 10/20/30/40/50/60/70/80

Subclasses: Conjuration, Necromancy, Elementalism, Abjuration, Alchemy, Divination, Enchantment, Illusion, Astronomancy.

Pact — HP/rank: 10/20/30/40/50/60/70/80

Subclasses: Fey Whisper, Shadowed Depths, Celestial Bonds, Elemental Dance, Abyssal Echoes, Ethereal Veil, Ancient Grove, Storm's Heart, Cosmic Watchers.

Nature — HP/rank: 30/40/50/60/70/80/90/100 (WIP – Prime only)

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

Combat Weapon

You gain either a magical weapon and a magical set of armour, or two magical weapons and a shield.

Berserk Trigger

You gain two Mementos of important places, persons, or memories. They are indestructible by non‑magical means. When equipped, they allow you to enter Berserk and Calm states.

Stealth Devices

You gain three devices: one for disappearing from sight regardless of hiding spots (cloaking device, smoke bombs, ghillie suit, etc.); one for recording images or sounds; and one for keeping precise track of time to the second.

Martial Outfit

Clothes and accessories traditional to your fighting style, indestructible by non‑magical means while worn. The clothes always make you feel at ease and add one level of proficiency to attack damage. The accessories allow your attacks to bypass non‑magical immunities.

Berserker — HP/rank: 60/80/100/120/140/160/180/200

Subclasses: Emotion, Shaman, Fanatic, Contrarian, Sinner, Harmacist, Unconscious, Locked‑in, Possessed.

Combatant — HP/rank: 40/50/60/70/80/90/100/110

Subclasses: Shielded Combatant, Dual Wielder, Duelist, Colossal Weapon, Gunslinger, Sniper, Body Control, Tactical Combatant, Miracle Champion.

Martial Artist — HP/rank: 40/50/60/70/80/90/100/110 (WIP – Prime only)

Subclasses: Grappling Master, Redirection Master, Disabling Master, Wild Master, Elemental Master, Striking Master, Copy Master, Spiritual Master, Intoxication Master.

Stealth — HP/rank: 30/40/50/60/70/80/90/100 (WIP – Prime only)

Subclasses: Assassin, Infiltrator, Impostor, Thief, Prestidigitation, Conspirator, Fugitif, Investigator, Orchestrator.

Chapter 3
Arts
[Illustration: A character's hands glowing with divine energy]

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). You choose both from the same lists; there are Generalized Arts (useful to any character) and Specialized Arts (in development). This choice is permanent.

ArtCopperIronSteelSilverElectrumGoldPlatinumMythril
ShadowMeld +10 StealthShadow Step 10mShadow PassengerTeleport non‑magical10m cube darknessInvisible at nightBonus double dmg from shadowEnthrall creatures 10m
Old SourceAdd prof to action statExpertise every rankExtra mastery branchDouble Mastery PoolAdvantage on recollectPerform any gold art 1/dayDouble Mastery DamageDouble Pool again
SwiftDouble speedJump = 2x speedExit structure 2x fastImmune opp attacks/trapsMove to +1d12 forceImmune fall dmgRun any surface, ignore diff terrainAvoid dmg (prof/day) and 4x speed
LightFly = walk speed (10m)Immune fall dmgCarry equal weightFly 1km, carry 5x weightEthereal 1 turnBring 5 peopleFloat objects 1minFly anywhere, 5x speed
HeavyArmour = rank x 10+2 Def, half speedGrant +1 DefDouble armour, no moveAnvil: 2x fall dmg, half takenReaction half dmg (prof/day)Immune non‑mag dmgNo action to no dmg
CerebralPerfect memory 1yrHalf psychic dmgConscious restTelepathy sight rangeParallel mind 1d4/dayAccess rank aboveTelepathic link 5 creatures 30hAsk GM 1 question/day
FeralImmune weatherImmune non‑mag dmgPlentiful rest anywhere3 reactions/turnAdv reaction rollsFrighten lower rank (DC20 equal)Free attack on miss (+5 stack)Buff vs stronger
Elemental+1d6 elementDouble element dmgElemental bolt 3d10Access aether/fell, immune bothSecond element +1d8Triple element dmgBolt AoE 3d12 DC20Target vulnerable forever
EpicExtra reaction and actionEpic action (ally turn)Give 1d6 inspirationEpic actions advantageInspiration applies to all who see

Abyssal, Fey, Undead, Reborn, and Split Arts are currently in development (WIP).

Chapter 4
Spells & Actions
[Illustration: A spellcaster conjuring a bolt of energy]

Chapter 4: Spells & Actions

All spells and martial techniques are drawn from your Mastery tree. They are divided into Tricks (free, bonus action), Fixed Spells/Actions (cost Source Points), and Base Effects (scaling with Rank). You also have the option to Upcast effects.

Tricks

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

TrickDescription
LightTouch an object/creature; bright light 1‑square radius, dim light 2 squares. 1 hour.
Arcane BlastAuto‑hit, 3 squares, 1d4 force. Upcast: 50 Arcanium per extra missile (max rank missiles).
ThaumaturgyUp to 3 minor supernatural effects within 3 squares.
Produce ElementCreate small fire/water/earth/air in palm.
Shape ElementManipulate small existing element within 1 square.
LevitateMage Hand: spectral hand within 3 squares, lift 5 lbs, move 6 squares/round, 1 minute.
Produce SoundAny simple sound within 3 squares.
Tiny IllusionSilent image, 1‑square cube, 1 minute.
Mental Message25‑word message to a creature you see/detect within 30 squares.
Project ElementRanged attack (Knowledge/Creativity), 6 squares, 1d6 fire/cold/lightning/acid.
Freeze/Thaw/BoilFreeze 1 pint water, thaw ice, boil liquid (10 seconds).
CleanseRemove dirt, stains, smells from object/surface.
MoldShape fist‑sized soft material.
Leave MarkHidden rune visible only to chosen creatures, 1 hour.
Leave TraceFaint trail only you see, 10 minutes.
Spider WalkClimb walls/ceilings 1 round (movement only).
MendingRepair single break on small object.
ResistanceTouch; add 1d4 to next Reaction stat roll within 1 minute.
VexCreature within 6 squares makes Improvisation save or stunned until your next turn, or disadvantage on next attack.
Magical CoatingTouch weapon/ammo; bypass non‑magical resistance, can hold an enchantment.

Adrenalium Tricks

TrickDescription
Wall JumpExtra height when jumping against a wall.
GrappleGrab a creature, Strength vs Strength/Dodge.
ShovePush a creature 1 square away from you, Strength vs Dodge.
Wall RunMove 2 squares horizontally across a vertical surface.
ThrowHurl object ≤10 lbs, 3 squares, 1d6 bludgeoning.
TossAdd +1d4 to next ranged attack.
RollTumble 2 squares without provoking.
SlideDrop prone and slide 2 squares.
Strike (bludgeoning)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.
Headbutt1d6 bludgeon, both you and target dazed on failed Constitution save.
PushYou and an adjacent creature move together 1 square.
ChokeWhile grappling, target cannot speak and must hold breath.
LungeReach +1 square for one melee attack.
LiftHoist willing creature/object ≤200 lbs.
BackstepReaction when enemy enters reach; step 1 square away.
AimBonus action, next ranged attack +2 to hit.
PrestidigitationDistracting physical trick; +1d4 to next Deception/Stealth.
ShoutAll enemies within 3 squares make Improvisation save or cannot take reactions until your next turn.

Fixed Spells / Fixed Actions

Fixed effects cost 50 × Rank Source Points. Each tree has two effects per rank.

Arcane Fixed Spells

RankSpellCostDescription
CopperArcane Veil50Reaction; you or an ally within 3 squares gains +2 AC for 1 minute.
CopperQuick Step50Teleport up to 2 squares as a bonus action.
IronDispel Magic100End one magical effect on a creature/object within 6 squares.
IronForce Wave1003‑square cone; creatures take 4d6 force and are pushed 1 square (Dodge half).
SteelFireball1502‑square radius burst within 12 squares; 8d6 fire (Dodge half).
SteelArcane Eye150Invisible sensor moves 6 squares/round, lasts 10 minutes.
SilverTelekinesis200Move a creature 2 squares or object up to 1000 lbs (Knowledge vs Strength).
SilverWall of Force200Invisible wall 4‑square long, blocks line of sight and movement, 1 minute.
ElectrumChain Arc250Primary target 10d6 lightning, jumps to 3 additional targets.
ElectrumContingency250Set a spell to trigger on a predetermined condition.
GoldMeteor Swarm300Four 3‑square radius blasts, 6d6 fire + 6d6 bludgeoning each.
GoldTime Stop300Time stops for 1d4+1 rounds; you can act freely.
PlatinumWorldbind350Immobilise all enemies in 10‑square radius, 1 minute (Dodge negates).
PlatinumArcane Singularity350Create a black hole pulling creatures 4 squares towards centre, 10d12 force.
MythrilSpell Absorption400Absorb one spell targeted at you and regain Arcanium equal to its cost.
MythrilReality Fracture400Tear a rift that deals 20d10 random energy to all in 5‑square radius.

Pact Fixed Spells

RankSpellCostDescription
CopperOathbinder's Promise50Touch; ally heals 2d8+prof and gains advantage on next Reaction save.
CopperTwist Fate50Reaction when a creature you see makes a roll, force reroll before outcome.
IronShadowbind100Chains of darkness grapple a creature within 6 squares, 2d6 necrotic/round.
IronFeywild Step100Teleport 3 squares and leave an illusory double that vanishes after 1 round.
SteelDraconic Breath1503‑square cone of chosen element (fire/cold/lightning/acid), 6d8 damage.
SteelVengeful Swarm150Summon a swarm of insects that blind and poison enemies in a 2‑sq radius.
SilverGift of the Grove200Heal all allies in 3‑sq radius 4d8+prof and create difficult terrain for enemies.
SilverTempest's Call200Call lightning from the sky; 10d8 lightning to a single target, can bounce.
ElectrumCelestial Bonds250Ally gains flight (4 squares) and +2 AC for 1 minute.
ElectrumAbyssal Gate250Open a portal that summons 1d4 fiends (rank‑appropriate) for 1 minute.
GoldPact's Reward300All allies in sight gain +2d to all d20 rolls for 1 minute.
GoldWrath of the Ancients300Earthquake: creatures in 5‑sq radius fall prone and take 12d6 bludgeoning.
PlatinumStarfall350Call down a comet dealing 20d8 force in 3‑sq radius.
PlatinumWorld Pact350Anchor a massive area (10 squares) where allies cannot die, enemies are weakened.
MythrilPatron's Intervention400Request direct assistance from your patron (GM discretion).
MythrilOath Unbound400Release ultimate borrowed power: all stats +5, every attack crits for 1 minute, then exhaustion.

Berserker Fixed Actions

RankActionCostDescription
CopperWar Cry503‑square cone; enemies must make Improvisation save or be frightened 1 minute.
CopperSavage Charge50Move up to double speed and attack once with +4d6 damage.
IronUnyielding Rage100Gain 40 temp HP and resistance to all damage for 1 minute.
IronCrushing Blow100Single melee attack ignores armour, knocks prone, +6d10 damage.
SteelRampage150For 1 min, every melee kill grants an extra attack.
SteelEarthquake Stomp1503‑sq cone, creatures fall prone and take 8d8 bludgeoning.
SilverBerserker's Stand200You cannot fall below 1 HP; each attack reduces that buffer by 1d4.
SilverFrenzied Throw200Throw a creature you are grappling up to 6 squares, they take 10d6 on impact.
ElectrumRage of the Mountain250Become colossal, gain +4 squares reach, +20 melee damage, 1 min.
ElectrumBloodlust250Every attack that hits heals you for half damage dealt.
GoldWorld Breaker300AoE 5‑sq radius, 15d12 force, structures destroyed.
GoldImmortal Fury300Resurrect with 1 HP when killed, +50% stats, lasts 3 rounds.
PlatinumTitan's Roar350Debuff all enemies, buff all allies for 1 min.
PlatinumDoomsday Rush350Dash through enemies dealing 12d10+prof to each.
MythrilRagnarok400Deal 30d12 to a single target, but you lose all defences.
MythrilBerserker's Limit Break400Unlock all nodes for 1 min, no cost.

Combatant Fixed Actions

RankActionCostDescription
CopperShield Wall50Create a 3‑sq wide, 1‑sq thick barrier of force; AC 18, 40 HP, 1 minute.
CopperCommanding Strike50Ally within 6 squares makes one melee attack with +2d8 damage.
IronTactical Swap100Swap positions with a willing ally within 6 squares; no opportunity.
IronSuppressing Volley1003‑sq cone; creatures must keep heads down (disadvantage on attacks).
SteelAdamantine Barrage150Make a ranged attack against every enemy in a 6‑sq cone, 4d10 piercing each.
SteelPerfect Parry150Reaction; negate one attack and counterattack with advantage.
SilverPhalanx Formation200All allies in 2‑sq radius gain +4 AC and cannot be moved.
SilverSiegebreaker200Destroy a structure or massive object in one action.
ElectrumMiracle Strike250Melee attack +8d8 radiant, heal half.
ElectrumBattlefield Mastery250Gain an extra action, bonus action, and movement this turn.
GoldUnstoppable Advance300Move to any point you can see, ignoring obstacles, dealing 10d12 to anything in path.
GoldFinal Stand300You and one ally become indestructible for 1 minute, but cannot move.
PlatinumLegendary Tactics350Grant all allies an extra action and 50 temp HP.
PlatinumDeath from Above350Leap 10 squares high and crash down, 20d10 to all below.
MythrilDivine Arsenal400Summon a temporary legendary weapon, +5 to hit, +10d12 damage.
MythrilArmy of One400Duplicate yourself into 4 copies for 1 min.

Base Effects

All base effects cost 30 Source Points and scale permanently with your Rank. At Copper (Rank 1) they start as described below. At higher ranks, add one base die per rank (1d8→2d8→…→8d8 for Arcanium; 2d6→3d6→…→9d6 for Adrenalium), add proficiency once, and gain automatic buffs: Iron: range becomes 2 squares (if touch/self). Steel: can target a 1‑square 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 (Copper base)

SubclassEffect 1Effect 2
ConjurationConjure Weapon — 1d8+prof force weapon, 1 minSummon Minor Elemental — CR 1/4 elemental spirit, 1 min
NecromancyBone Shard — 1d8+prof piercingRaise Lesser Corpse — Animate Medium skeleton, 1 hour
ElementalismElemental Touch — 1d8+prof fire/cold/lightning/acidElemental Shroud — Attackers take 1d8, you resist element, 1 min
AbjurationWard — +2 AC and resist one damage type, 1 minForce Repulsion — Push 1sq, prone on failed Dodge
AlchemyTransmute Substance — Change material of small object, 10 minEnhance Physique — Advantage +1d8 on next STR/DEX roll
DivinationMind Spike — 1d8+prof psychic, learn one resistance/vulnerabilityForesight — Advantage on next d20 roll within 1 min
EnchantmentImbue Weapon — Weapon magical +1d6 damage, 1 minArcane Mark — Rune detonates for 2d8 force when triggered
IllusionPhantasmal Torment — 1d8+prof psychic, frightened on IMP failMirror Image — 3 illusory duplicates (1 HP each), 1 min
AstronomancyGravity Pulse — 1d8+prof force, movement reduced to 0 for 1 roundTime Slip — Reroll one d20 per round, 1 min

Pact Base Effects (Copper base)

SubclassEffect 1Effect 2
Fey WhisperGlamour Touch — 1d8+prof psychic, target glowsFey Promise — Ally +2 AC and charm aura
Shadowed DepthsShadow Tendrils — Pull 1sq, 1d8+prof necroticCloak of Night — Invisible in dim light, 1 min
Celestial BondsRadiant Touch — 1d8+prof radiant, undead/fiends disadv next attackBlessing of Light — Heal 1d8+prof, remove minor condition
Elemental DancePrimordial Strike — 1d8+prof element, shift 1sqElemental Shelter — Resist element, 1 min
Abyssal EchoesAbyssal Mark — 1d8+prof necrotic, target poisoned 1 roundFiendish Vigor — Temp HP = rank x 10, 1 min
Ethereal VeilSpectral Jaunt — Move 1sq through objects, 1 roundGhostly Blade — Ignore armour, 1d8+prof force
Ancient GroveBarkflesh — +1 AC, heal 1d8+profThorn Whip — 1d8+prof piercing, pull 1sq
Storm's HeartStatic Touch — 1d8+prof lightning, stun 1 round on failed DodgeGust of Wind — Push target 1sq, extinguish flames
Cosmic WatchersCosmic Ray — 1d8+prof radiant, cannot be healed 1 roundVoid Shield — Teleport 1sq as reaction when hit

Berserker Base Effects (Copper base)

SubclassBerserk (+2d6 base)Calm
EmotionFurious Rage — +2d6 slash, enemies advantage vs youSoothing Calm — Heal 2d6+prof, +2 AC 1 min
ShamanSpirit Rage — +2d6 cold, summon spirit companionAncestral Calm — Heal all allies 2d6+prof
FanaticZealous Rage — +2d6 radiant, immune charmed/frightenedPenitent Calm — Remove one condition, +5 next roll
ContrarianContrary Rage — +2d6 force, teleport when missedLogical Calm — Advantage KNO/CRE 10 min
SinnerSinful Rage — +2d6 necrotic, heal 10 HP on killAtonement Calm — Cure poisons/diseases
HarmacistChemical Rage — +2d6 acid, self‑poison but crit 19‑20Antidote Calm — Cure all conditions, heal 3d8+prof
UnconsciousAutomatic Rage — +2d6 bludgeon, crit 19‑20, no skillsWakeful Calm — Extra action immediately
Locked‑inSteel Cage Rage — +2d6 piercing, pin target restrainedRelease Calm — Allies attack as reaction
PossessedOtherworldly Rage — +2d6 psychic, must attack nearestExorcism Calm — Spirit lashes, 3d8 psychic

Combatant Base Effects (Copper base)

SubclassEffect 1Effect 2
Shielded CombatantShield Bash — 2d6+prof bludgeon, dazeCover Ally — Absorb damage for adjacent ally
Dual WielderWhirlwind Slice — Two attacks, off‑hand 1d6+profCross Guard — Reaction +3 AC, riposte if miss
DuelistLunge and Riposte — 2d6+prof pierce, riposte if attackedDisarming Feint — Disarm weapon
Colossal WeaponCleave — 2d6+prof slash, cleave second targetOverhead Smash — Knock prone, difficult terrain
GunslingerFan the Hammer — 2d6+prof pierce, second shot -5Ricochet Shot — Ignore cover, +1d8
SniperMarked Shot — 2d6+prof pierce, +1d10 precisionEyes in the Sky — Advantage, ignores long range
Body ControlNerve Strike — 2d6+prof bludgeon, paralysed 1 roundAdrenaline Surge — Extra reaction, +2sq move
Tactical CombatantReposition Ally — Both move 2sq without provokingCoordinated Strike — Both attack with advantage, +2d10 if both hit
Miracle ChampionSmite — 2d6+prof radiant, blind evilLay on Hands — Heal 2d6+prof, remove disease/poison

Upcasting

Add nodes to a base effect. Maximum nodes per spell = rank×2, per action = rank×3. Total cost = base 30 + sum of upcasting costs.

RankOptionCostOptionCostOptionCost
CopperDice +110Range +2sq10
IronDice +220Burst 1sq15Duration +1 min10
SteelDice +330Cone 3sq25Extra target20
SilverDice +440Disadv. on save25Linger20
ElectrumDice +550Resist bypass30Action to Bonus25
GoldDice +660Double area40Bonus to Reaction35
PlatinumDice +880Double duration30Negate crit50
MythrilDice +12120Double all dice100Reaction to Free80
Chapter 5
Combat Guide
[Illustration: A battle grid with miniatures and dice]

Chapter 5: Combat Guide

Your Turn

Your turn comprises: 3 Actions - 1 Bonus Action - 1 square of movement (10 by 10m) - 1 skill check (optional). +1 to each if you have the Combatant Mastery tree.

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.

Actions You Can Take

ActionDescription
AttackUse a mastery effect or weapon attack.
Cast SpellUse a mastery effect or magical ability.
AidAdd 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.
EvadeLeave the square without taking an opportunity attack.

Bonus Actions You Can Take

Bonus ActionDescription
AttackIf specified in the effect description.
Cast SpellIf specified in the effect description.
Use ConsumableUnless specified otherwise in the item description.
Communicate InformationA 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
[Illustration: Characters talking around a campfire]

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 & Economy
[Illustration: A blacksmith's forge with weapons and armour on display]

Chapter 7: Equipment & Economy

Coinage

All coins are minted with lightweight, self‑authenticating enchantments making them 1.8× more valuable than their raw metal. Every denomination except Mythril can be physically divided into halves, quarters, eighths, and tenths. This allows fractional payments and solves the small‑change problem without a cumbersome array of coins. The immense 1:1000 jumps mirror the scales at which dragons and gods reckon — mortals simply adopted the system.

CoinValue in PreviousWhat 1 Buys
1 PaperA child's candy, a street‑performer's tip, a copied poem.
1 Copper1,000 PaperA week at a comfortable inn (for a travelling non‑citizen).
1 Iron1,000 CopperA crafting licence and an enchanted workshop.
1 Steel1,000 IronA townhouse with dimensional storage.
1 Silver1,000 SteelA manor with warded grounds and an ancestral shrine.
1 Electrum1,000 SilverA small castle, often built on a minor node of magical power.
1 Gold1,000 ElectrumA lord's duchy – a region with villages, forests, and resources.
1 Platinum10,000 GoldA peerage, extensive lands, a capital‑worthy castle, and the right to mint.
1 Mythril100 PlatinumDemiplanes, thousand‑year treaties, a dragon's ransom. Mythril coins exist and circulate among world leaders, ancient dragons, and black‑market archmages.

Practical notes: Citizens enjoy magical abundance in most countries, but a visiting dwarf pays for her bread. The iron‑cost workshop is a subsidised communal asset; its output flows back into the community. The world is three times wider than Earth with 16,000+ years of history, so vast wealth in ancient relics and hoards is normal.

Weapons

Damage = [Base Die] × Rank + Proficiency Bonus. The table below shows the base dice and properties.

WeaponCategoryBase DamageProperties
ClubSimple Melee1d4Swift
DaggerSimple Melee, Throwing1d4Flourish, Swift, Thrown (2/6 sq)
HandaxeSimple Melee, Throwing1d6Swift, Thrown (2/6 sq)
JavelinSimple Melee, Throwing1d6Thrown (3/12 sq)
Light HammerSimple Melee, Throwing1d4Swift, Thrown (2/6 sq)
MaceSimple Melee1d6
QuarterstaffSimple Melee1d6Versatile (1d8)
SickleSimple Melee1d4Swift, Flourish
SpearSimple Melee, Throwing1d6Thrown (2/6 sq), Versatile (1d8)
ShortswordSimple Melee1d6Swift
War ScytheSimple Melee1d6Reach
BattleaxeMartial Melee1d8Versatile (1d10)
FlailMartial Melee1d8
GlaiveMartial Melee1d10Reach, Two‑handed
GreataxeMartial Melee1d12Two‑handed
GreatswordMartial Melee2d6Two‑handed
HalberdMartial Melee1d10Reach, Two‑handed
LanceMartial Melee, Mounted1d12Reach, Mounted
LongswordMartial Melee1d8Versatile (1d10)
MaulMartial Melee2d6Two‑handed
MorningstarMartial Melee1d8
NunchucksMartial Melee1d6Swift, Flourish
PikeMartial Melee1d10Reach, Two‑handed
RapierMartial Melee1d8Flourish
ScimitarMartial Melee1d6Swift, Flourish
TridentMartial Melee, Throwing1d6Thrown (2/6 sq), Versatile (1d8)
War PickMartial Melee1d8
WarhammerMartial Melee1d8Versatile (1d10)
WhipMartial Melee1d4Reach, Flourish
RockSimple Ranged, Throwing1d4Thrown (2/6 sq)
SlingSimple Ranged1d4Ammunition (3/12 sq)
ShortbowSimple Ranged1d6Ammunition (8/32 sq), Two‑handed
Hand CrossbowSimple Ranged1d6Ammunition (3/12 sq), Swift, one‑handed
Light CrossbowSimple Ranged1d8Ammunition (8/32 sq), Two‑handed, loading
Blow‑dartSimple Ranged1Ammunition (2/6 sq), silent
LongbowMartial Ranged1d8Ammunition (15/60 sq), Two‑handed
Heavy CrossbowMartial Ranged1d10Ammunition (10/40 sq), Two‑handed, loading
BlunderbussMartial Ranged1d10Ammunition (cone 3 sq), loading
PistolFirearms - Light1d81 shot, bonus action reload
RifleFirearms - Rifle1d126 shots, bonus action reload
CannonFirearms - Cannon3d101 shot, full action reload, cannot move

Shields

ShieldDefence BonusShield BashProperties
Hand Shield+11d4
Light Shield+21d6
Great Shield+31d8One‑handed, prevents two‑handed weapon use
Wall Shield+41d10Two‑handed, full cover (1.5x wielder)

Shield Defence bonus increases by +1 per Rank above Paper. Shield Bash damage scales with Rank (multiply base dice by Rank).

Armour

Armour blocks all damage except Mystic (Eclipse, Psychic, Lies) and Power (Radiant, Force, Necrotic). Defence and Armour values scale with Rank. At Rank 2 and above, add +1 Armour per rank (Heavy adds +6).

SlotTierDefence ModifierArmour Value
ChestplateGarments+00
ChestplateLight+01
ChestplateMedium+02
ChestplateHeavy-14
BracersGarments+00
BracersLight+01
BracersMedium+02
BracersHeavy-14
GrievesGarments+00
GrievesLight+01
GrievesMedium+02
GrievesHeavy-14
BootsGarments+00
BootsLight+01
BootsMedium+02
BootsHeavy-14
HeadgearGarments+00
HeadgearLight+01
HeadgearMedium+02
HeadgearHeavy-14

Adventurer's Packs

Each pack is designed for a specific adventuring style.

Adventurer's Pack (Explorer's Pack)

Backpack (leather), Bedroll, Mess Kit, Tinderbox, Torches (10), Rations (10 days), Waterskin, Hempen Rope (50 ft). Weight: 59 lbs. Cost: 10 gp. Ideal for general adventuring.

Dungeoneer's Pack

Backpack (reinforced), Crowbar, Hammer, Pitons (10), Torches (10), Tinderbox, Rations (10 days), Waterskin, Hempen Rope (50 ft). Weight: 61.5 lbs. Cost: 12 gp. Essential for delving.

Rogue's Pack (Burglar's Pack)

Backpack (lightweight), Ball Bearings (1,000), String (10 ft), Bell, Candles (5), Crowbar, Hammer, Pitons (10), Hooded Lantern, Oil Flask (2), Rations (5 days), Tinderbox, Waterskin, Hempen Rope (50 ft). Weight: 49.5 lbs. Cost: 16 gp. For stealthy operators.

Diplomat's Pack

Chest (lockable), Case for Maps/Scrolls (2), Fine Clothes, Ink (1 oz), Ink Pen, Lamp, Oil Flask (2), Paper (5 sheets), Perfume (Vial), Sealing Wax, Soap, Rations (2 days). Weight: 36 lbs. Cost: 39 gp. For courtiers and negotiators.

Entertainer's Pack

Backpack (colourful), Bedroll, Candles (5), Costume Clothes (2 sets), Rations (5 days), Waterskin, Disguise Kit, Musical Instrument. Weight: 24 lbs. Cost: 40 gp. For bards and performers.

Priest's Pack

Backpack, Blanket, Candles (10), Tinderbox, Alms Box, Incense (10 blocks), Censer, Vestments, Rations (2 days), Waterskin. Weight: 19 lbs. Cost: 19 gp. For clerics and paladins.

Scholar's Pack

Backpack, Book of Lore, Ink (1 oz), Ink Pen, Parchment (10 sheets), Little Bag of Sand, Small Knife. Weight: 6 lbs. Cost: 40 gp. For wizards and sages.

Blacksmith's Pack (Dur'ned)

Sturdy Tool Bag, Portable Anvil, Smith's Hammer, Tongs, Chisel Set (3), Coal (small bag), Iron Ingots (5), Leather Apron, Goggles, Rations (5 days), Waterskin, Whetstone, Furnace Igniter, Blueprints (3). Weight: 55 lbs. Cost: 35 gp.

Travelling Warrior's Pack (Orcish)

Rugged Backpack, Battle Axe, Bone Knife, War Paint (5 pots), Animal Pelts (2), Rations (5 days), Waterskin, Hunting Trap, Herb Pouch, Drum, Flint and Steel, Rope (50 ft), Trophy Bag, Bone Sewing Kit. Weight: 45 lbs. Cost: 20 gp.

Herbalist's Pack (Elven)

Woven Backpack, Herb Shears, Mortar and Pestle, Herb Pouches (5), Glass Vials (10), Herbal Compendium, Watering Flask, Rations (5 days), Waterskin, Bandages (5 rolls), Portable Stove, Tinderbox, Elven Cloak, Healing Salves (3). Weight: 28 lbs. Cost: 50 gp.

Miner's Pack (Dwarven)

Heavy Duty Backpack, Pickaxe, Shovel, Miner's Helmet, Lantern, Oil Flask (3), Rations (5 days), Waterskin, Mining Goggles, Pitons (10), Rope (50 ft), Hammer, Chalk (5 pieces), Map Case. Weight: 60 lbs. Cost: 30 gp.

Merchant's Pack

Leather Backpack, Merchant Scales, Coin Pouch, Ledger, Quill and Ink (1 oz), Paper (10 sheets), Sample Goods (5 types), Rations (5 days), Waterskin, Lockbox, Trade Permits (5), Torch (2), Blanket, Map of Trade Routes. Weight: 30 lbs. Cost: 40 gp.

Martial Artist's Pack

Sturdy Duffel Bag, Training Clothes (2 sets), Meditation Mat, Herbal Balm, Practice Weapons (2), Rations (5 days), Waterskin, Hand Wraps (2 pairs), Incense (5 sticks), Tinderbox, Portable Cookpot, Philosophical Scroll, Chalk (2 pieces), Herbal Tea (5 packets). Weight: 25 lbs. Cost: 20 gp.

Stone Collector's Pack

Reinforced Backpack, Rock Hammer, Chisel Set (3), Magnifying Glass, Sample Bags (10), Geologist's Journal, Parchment (5 sheets), Ink (1 oz), Compass, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Sample Labels (20). Weight: 32 lbs. Cost: 25 gp.

WorldTree Explorer's Pack

Large Rucksack, Climbing Gear, Rope (100 ft), Hand Axe, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Herb Pouch, Tinderbox, Tree Identification Book, Canopy Net, Camouflage Blanket, Sketchbook. Weight: 35 lbs. Cost: 30 gp.

Sailor's Pack

Waterproof Bag, Sailor's Clothes (2 sets), Rope (50 ft), Fishing Tackle, Grappling Hook, Compass, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Spyglass, Sewing Kit, Logbook, Flask of Rum. Weight: 30 lbs. Cost: 25 gp.

Skyship Sailor's Pack

Skyproof Bag, Skyship Clothes (2 sets), Rope (50 ft), Climbing Harness, Skyship Tools, Compass, Goggles, Rations (5 days), Waterskin, Sky Lantern, Oil Flask (2), Map of Sky Routes, Logbook, Altitude Mask. Weight: 28 lbs. Cost: 35 gp.

Diver/Underwater Explorer's Pack

Waterproof Backpack, Diving Suit, Swim Fins, Breathing Tube, Weighted Belt, Waterskin, Underwater Lantern, Oil Flask (2), Diving Knife, Fishing Net, Sealant (2 jars), Underwater Compass, Sample Jars (5), Rations (5 days). Weight: 30 lbs. Cost: 40 gp.

Jungle Explorer's Pack

Jungle Backpack, Machete, Insect Repellent, Herb Pouch, Rope (50 ft), Waterskin, Tinderbox, Jungle Map, Compass, Lantern, Oil Flask (2), Rations (5 days), Water Purification Tablets, Netting. Weight: 35 lbs. Cost: 30 gp.

Mountain Explorer's Pack

Heavy-Duty Backpack, Climbing Gear, Rope (100 ft), Hand Axe, Lantern, Oil Flask (2), Rations (5 days), Waterskin, Compass, Chalk (5 pieces), Climbing Hammer, Pitons (10), Thermal Blanket, Map of Mountain Range. Weight: 40 lbs. Cost: 35 gp.

Desert Dweller's Pack

Desert Backpack, Water Containers (3), Head Scarf, Sunscreen (2 jars), Shade Cloth, Rations (5 days), Compass, Desert Map, Lantern, Oil Flask (2), Tinderbox, Herb Pouch, Sand Goggles, Shovel. Weight: 25 lbs. Cost: 25 gp.

Potions

PotionEffect
Health PotionHeals rank d8 + proficiency HP
Arcanium PotionRestores rank x10+20 Arcanium
Adrenalium PotionRestores rank x10+20 Adrenalium
Potion of Swiftness+rank square movement for 1 hour
Potion of Might+rank Strength for 1 hour
Potion of Dark SightDarkvision 12 squares for 1 hour
Potion of Iron Skin+rank Armour for 1 hour

Scrolls

ScrollRankDescription
Scroll of Paper1Produces one Paper‑Rank effect.
Scroll of Copper2Produces one Copper‑Rank effect.
Scroll of Iron3Produces one Iron‑Rank effect.
Scroll of Steel4Produces one Steel‑Rank effect.
Scroll of Silver5Produces one Silver‑Rank effect.
Scroll of Electrum6Produces one Electrum‑Rank effect.
Scroll of Gold7Produces one Gold‑Rank effect.
Scroll of Platinum8Produces one Platinum‑Rank effect.
Scroll of Mythril9Produces one Mythril‑Rank effect.

Metals and Gems

Metals – Item and Tattoo Effects

MetalFixed Item EffectTattoo Effect (scales with rank)
CopperWeapon: +1 Attack per rankAwareness of nearby electrical/heat sources
IronArmour/Shield: +1 Armour per rankCannot be forcibly moved more than 1sq/turn
SteelWeapon: +1 prof bonus (max +5)Free Reaction once/Short Rest per rank
SilverWeapon: +1d4 Moon damage to undead/shapechangers per rankDarkvision +3sq; +2 HP per rank; advantage Stealth in moonlight
ElectrumFocus: -5 Arcanium/Adrenalium cost (+5/rank)+5 max Arcanium/Adrenalium per rank
GoldWeapon/Armour: +1d4 fire damage per rankImmune to gold curses; treasure sense (10sq/rank)
PlatinumArmour: resistance to any damage once/Long RestAdvantage on all Creativity checks
TungstenWeapon: ignores 2 Armour per rankImmunity to Paralyzed/Stunned once/Short Rest
AsmodiumWeapon: heal 2 HP/rank on kill. Armour: enemies within 2sq disadv vs necroticResistance to necrotic; vulnerability to radiant
HeliodorosWeapon: +1d8 radiant vs demons. Armour: resist necroticGlows near demons (20sq/rank); advantage vs abyssal magic

Gems – Item and Tattoo Effects

GemFixed Item EffectTattoo Effect (scales with rank)
DiamondArmour/Shield: +10 HP per rank+10 max HP per rank
RubyWeapon: +1d6 precision damage/rank on critAdv vs fear/charm; +1 precision to ranged attacks/rank
SapphireHelmet/Goggles: Darkvision 6sqSee invisible (2sq/rank) once/Short Rest
EmeraldJewellery: Regen 1 HP/min/rank in sunlight/world‑treeHalve exhaustion recovery time
Lapis LazuliItem: Waterbreathing, swim speedTelepathy with aquatic creatures within 10sq
OnyxWeapon: +1d4 necrotic/rankInvisibility in dim light/darkness once/Short Rest/rank (1 min)
OpalFocus: once/Long Rest, grant advantage on d20; next roll disadv+1 Improvisation per rank
JadeArmour/Shield: +1 Defence/2 ranks when not movingReroll failed Focus check once/Short Rest/rank
TerminaliumFocus: +2d8 damage/rank; natural 1 backfires+2 Effect Save DC/rank; each use 1d4 psychic feedback

Pricing: Prices scale with rank. Copper‑rank gold is affordable (a few silver per gram), while Mythril‑rank gold is extremely valuable (many platinum per gram). Tattoo costs follow the same scaling.

Trinkets

TrinketEffect
Thirsty SpongeAbsorbs 1 litre of water; stays dry on the outside.
Frost‑Kissed PebbleAlways cold to the touch; freezes a thimble of water.
Ring of Perfect HairYour hair always looks exactly as you wish.
Coin of MisfortuneAlways lands on tails.
Ever‑Clean SpoonFood eaten with it tastes slightly better.
Whispering ChalkWrites in any colour.
Boots of Dry SocksSocks never get wet.
Self‑Tying RopeTies/untie on command.
Mood CandleChanges colour with holder's mood.
Never‑Empty FlaskAlways full, but wine is terrible.
Self‑Writing QuillWrites dictated words with sarcastic margin notes.
Pipe of Toad SmokeBlows smoke rings that croak.
Everburning Candle StubBurns for exactly 59 seconds, then relights.

Utilities

ItemCostWeightDescription
Ball Bearings (1,000)2 copper2 lbsCover 1 sq; Dexterity check or fall prone.
Bedroll2 copper7 lbsPadded sleeping mat.
Caltrops (20)2 copper2 lbsCover 1 sq; halves speed, 1d4 piercing on fail Dodge.
Chain (10 ft)8 copper10 lbsIron chain, break DC 20.
Compass15 copper0.5 lbAlways points north.
Crowbar3 copper5 lbsAdvantage on Strength checks to pry open.
Fishing Tackle2 copper1 lbHook, line, sinker.
Grappling Hook3 copper4 lbsAttaches to rope; throw to secure.
Hammer2 copper3 lbsUseful for pitons or nails.
Lantern (hooded)6 copper2 lbsBright light 3 sq, dim 6 sq. Can be dimmed.
Manacles18 copper6 lbsRestrain a creature; DC 20 to break.
Oil Flask2 copper1 lbFuels lantern 6 hours or creates 1 sq fire hazard.
Pickaxe4 copper10 lbsHeavy pick for stone.
Rope (50 ft)2 copper10 lbsHempen rope, supports 500 lbs.
Spyglass20 copper1 lbMagnify distant objects 10x.
Tent (2‑person)3 copper20 lbsSimple cloth tent, waterproof.
Tinderbox2 copper1 lbFlint, steel, tinder.
Torch (10)2 copper1 lbBurns 1 hour, bright light 2 sq, dim 4 sq.
Waterskin2 copper4 lbs (full)Holds 4 pints.

Attunement

A character can attune to a maximum of 5 magic items (7 if Arcanium mastery).

Appendix A
Conditions & Damage Types

Appendix A: Conditions & Damage Types

Conditions

Physical

ShortLongShortLong
BlindedCecityGrappledRestrained
IntoxicatedPoisonedProneUnconscious
DeafenedDeafStunnedPetrified
BleedingBloodiedHiddenInvisible
StifledSnuffed

Mental

CharmedEnthralledFrightenedTerrified
OutcastForsakenPanicAnxiety
ConfidentCocky

Damage Types

ElementAetherManaFell
PowerRadiantForceNecrotic
WaterWinterColdDry Ice
FireSummerHeatBlack Flame
EarthAutumnElectricRadiation
AirSpringAcidToxic Mist
MysticEclipsePsychicLies

Physical: Impact, Slashing, Bludgeoning, Piercing, Lingering, Internal. Mystic & Power ignore Armour.

Appendix B
Glossary

Appendix B: Glossary

TermDefinition
ActionOne of the 3 main things you can do on your turn (Attack, Cast, Aid, Evade).
AdrenaliumMartial energy pool. Max = 20 + (STR or DEX + Proficiency Bonus) × 10.
ArcaniumMagic energy pool. Max = 20 + (CRE or KNO + Proficiency Bonus) × 10.
ArmourFlat damage reduction, bypassed by Mystic and Power damage.
Bonus ActionA quicker action used for Tricks, certain attacks, consumables, or communication.
Close Range1 square (10m).
Defense (DEF)The number an attacker must meet or beat to hit you.
Effect Save DC8 + Proficiency Bonus + Rank. The DC for your spells/abilities.
Expertise (E)3 skill points; double Proficiency Bonus +5.
HPHealth pool. Max = (Rank × 20) + (CON mod × 20) + Mastery HP bonus.
Inspiration1d4 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 Range9+ squares (90+m).
Mid Range3 squares (30m).
MonsterA creature born outside a civilisation core's influence; has no Source.
MPMastery Pool — collective term for Arcanium and Adrenalium.
Plentiful Rest10 hours; 100% HP and Source Point recovery.
Proficient (P)1 skill point; add Proficiency Bonus.
Reaction CheckA d20 roll using a Reaction stat (CON, DOD, FOC, or IMP) to resist an effect.
Short Rest3 hours; 50% HP and Source Point recovery.
SourceThe spiritual organ that grants sentience and magical potential; a shard of interdimensional Leylines.
Source PointsCollective term for Arcanium and Adrenalium pools.
Square10m by 10m; if flying or swimming, a 10m by 10m by 10m cube.
Trained (T)2 skill points; double Proficiency Bonus.

Your Journey Begins

"From Copper to Mythril, the path of the adventurer is paved with danger, glory, and the stories you will tell for a lifetime. Fheros is waiting. What will you become?"

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