Using Each Ability
Using Each Ability
Strength
Strength measures the power of the physical body and the extent to which you can use your body to exert physical force.
Strength Checks
Strength is used for any attempt to lift, push, pull, or break something, to force yourself through tight spaces, to jump, climb, or swim beyond your usual physical limits, and to otherwise apply brute force to a situation:
- Forcing a stuck or locked door.
- Bursting out of bonds.
- Tearing a thick book in half.
- Squeezing into a tunnel that is too small.
- Hanging onto a moving wagon while being dragged along.
- Tipping over a statue.
- Holding up a collapsing mine shaft.
- Stopping a rolling boulder.
Attack Rolls and Damage
Strength is one of the default abilities when making melee attacks in hand-to-hand combat. When you make an attack roll using a weapon such as a mace, a battleaxe, or a javelin, you add your Strength modifier to the attack roll and the damage roll. Some weapons, such as the javelin, can also be thrown to make a ranged attack using Strength.
Lifting and Carrying
Your Strength score determines how much weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) you can carry as you go about day-to-day business. If you exceed your carrying capacity, you are encumbered (see Appendix: Conditions).
Bulky Items. You can carry a number of bulky items equal to 1 + your Strength modifier (minimum 1). If you exceed this number, you are encumbered.
Supplies. You can carry a number of Supplies equal to your Strength score in addition to the rest of your gear.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity you are encumbered.
Size and Strength. Tiny creatures can’t carry much, while Larger creatures can carry more. A Tiny creature’s carrying capacity is halved and it can’t carry bulky objects. For each size category above Medium, Larger creatures double their carrying capacity, the number of bulky items they can carry, and the amount they can push, drag, or lift. A creature can only be considered a maximum of one size larger or smaller when determining how much Supply and weight it can carry.
Dexterity
Dexterity measures your physical grace, balance, agility, and reflexes.
Dexterity Checks
Dexterity is used for any attempt to move nimbly, quickly, or quietly, to keep from falling on tricky footing, or to perform physical tasks focused on deft-fingered movements rather than force:
- Sneaking behind a distracted guard.
- Staying on your feet on slick ice.
- Concealing a playing card up your sleeve.
- Steering a chariot around a tight turn.
- Tinkering with a mechanical device.
- Securely tying a prisoner.
- Wriggling free of bonds.
- Crafting a Tiny detailed object.
Attack Rolls and Damage
Dexterity is the default ability when making some melee attacks and most ranged weapon attacks. When you make an attack roll using a ranged weapon like a crossbow, longbow, or sling, you add your Dexterity modifier to the attack roll and the damage roll. When using a melee weapon with the finesse property (such as a rapier or whip), you can choose to use your Dexterity modifier instead of your Strength modifier.
Armor Class
The armor you wear determines whether you add any, some, or all of your Dexterity modifier to your Armor Class (see Chapter 4: Equipment).
Constitution
Constitution measures your physical health, stamina, and vitality.
Constitution Checks
Constitution checks are uncommon because the endurance this ability represents is largely passive rather than involving a specific effort. Constitution is used for any attempt to physically push beyond normal limits over a period of time:
- Remaining perfectly still for over an hour.
- Holding your breath.
- Marching without rest for many hours.
- Staying awake for several days.
- Enduring thirst and starvation.
- Winning a pie eating competition.
Hit Points
Your Constitution modifier contributes to your hit points. Whenever you roll Hit Dice to determine the increase to your hit point maximum when gaining a level or to recover hit points during a short rest, you add your Constitution modifier to each dice roll.
If your Constitution modifier changes, your hit point maximum also changes as if you always had the new modifier. For example, a 10th level berserker with a Constitution of 17 equips a belt of dwarvenkind , increasing their Constitution score by 2 (to 19), and likewise their Constitution modifier by +1 (from +3 to +4). The berserker's hit point point maximum increases by 10 hit points (1 per character level) as though their Constitution modifier was always the new value. When they increase to 11th level, they roll a d12 Hit Die adding the +4 Constitution modifier, to determine their new hit point maximum. Should they remove the belt of dwarvenkind afterward, their hit point maximum decreases by 11 hit points (1 per character level) because their Constitution modifier decreases by 1 (from +4 back to +3).
Intelligence
Intelligence measures mental swiftness and acuity, accuracy of recall, past education and learning, and the ability to reason.
Intelligence Checks
Intelligence is frequently used to recall details of the shared adventure world, representing memory and education—knowledge obvious to a character even if unknown or forgotten by their player. It is also used when you need to draw on logic or deductive reasoning:
- Recalling lore.
- Estimating the value of a precious item.
- Describing an object from memory.
- Forging a document.
- Winning a game of wits.
- Deducing the link between clues and a killer.
- Outsmarting a charlatan.
- Using a little information to appear to be an expert.
Bonus Knowledge
Having a higher Intelligence means having more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty chosen from lore skills (Arcana, Culture, Engineering, History, Nature, Religion). If you are not proficient in any lore skills you either gain proficiency with a lore skill, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.
As long as your Intelligence modifier is above 0, it contributes to the things you know. At character creation, you can choose one of the following benefits for each point of your Intelligence modifier above 0:
- An extra language known.
- A tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle.
- A skill specialty in one of the following skills: Arcana, Culture, Engineering, History, Nature, Religion.
If your Intelligence modifier changes, it affects your bonus knowledge. When your Intelligence modifier increases, you can choose an additional skill specialty in the skills listed above as if you always had the new modifier. If your Intelligence modifier decreases you must remove the last benefit from your bonus knowledge. If your Intelligence modifier drops below 0, you don’t lose more knowledge than you gained from bonus knowledge.
If you lose bonus knowledge due to a decrease in Intelligence, at the Narrator’s discretion you might choose a new bonus knowledge the next time your Intelligence modifier increases (instead of regaining the lost bonus knowledge).
Spellcasting Ability
Wizards and some warlocks use Intelligence as their spellcasting ability to determine their spell attack bonus and the saving throw DCs of the spells they cast. Intelligence also determines the number of spells a wizard can prepare each day.
Wisdom
Wisdom measures your attunement to the world around you: your intuition, mental endurance, and perceptiveness.
Wisdom Checks
Wisdom is frequently used to notice details of the shared adventure world immediately around you, representing what you perceive in the moment—the present world obvious to your character as described by the Narrator. It is also used to understand feelings and emotions, read body language, offer appropriate care to others, and discern cryptic omens on an intuitive rather than logical level:
- Calming a frightened animal.
- Noticing a lie from the liar’s mannerisms.
- Predicting an opponent’s next move.
- Providing care for a sick companion.
- Detecting an unusual odor or sound in the air.
- Spotting an enemy waiting in ambush.
- Tracking wild game through thick undergrowth.
- Interpreting a gut-feeling about an upcoming course of action.
Spellcasting Ability
Clerics, druids, and some warlocks use Wisdom as their spellcasting ability, which determines their spell attack bonus and the saving throw DCs of the spells they cast. Wisdom also determines the number of spells a cleric or druid can prepare each day.
Charisma
Charisma measures your ability to effectively interact with others, including your confidence and eloquence, as well as the power of your personality (be it charming, commanding, or forceful).
Charisma Checks
Charisma is used in social situations to determine first impressions, to fit in or stand out, and to influence others:
- Deceiving a monster of your true intentions.
- Threatening a guard to allow you to pass.
- Engaging in a dramatic performance to inspire a crowd.
- Convincing a frightened child you mean them no harm.
- Haggling with a shopkeeper for a better price.
- Blending into a crowd to overhear rumors.
Spellcasting Ability
Bards, heralds, sorcerers, and some warlocks use Charisma as their spellcasting ability, which determines their spell attack bonus and the saving throw DCs of the spells they cast. Charisma also determines the number of spells a herald can prepare each day.
Ability Checks
Ability Checks
An ability check tests a character’s or monster’s training and talent to overcome a challenge. The Narrator calls for an ability check when a creature attempts any action (other than an attack) that has a chance of failure. When an outcome is uncertain, it is determined by a roll of the dice.
For every ability check, the Narrator decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class or DC. The more difficult the task, the higher its DC.
To make an ability check, roll a d20 and add the relevant ability modifier. Apply any other bonuses and penalties, and then compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success and the challenge is overcome! Otherwise, it’s a failure.
A failed ability check means a creature either makes no progress toward its objective or makes progress but with a setback determined by the Narrator.
Task Difficulty | DC |
Very easy | 5 |
Easy | 10 |
Medium | 15 |
Hard | 20 |
Very hard | 25 |
Nearly impossible | 30 |
USING SKILLS
When a character attempts an ability check, the Narrator may decide that a specific skill is relevant to the check. If a character is proficient in that skill, they may add their proficiency bonus to their ability check. For instance, if a character is attempting to fool a palace guard, the Narrator might call for a Charisma check using the Deception skill. For this ability check, a character proficient in the Deception skill may add their proficiency bonus to their ability check. A character not proficient in Deception simply makes a Charisma check.
Any skill can be used with any ability check, although some pairings are more common than others. For instance, the Deception skill is commonly used with Charisma ability checks, although a character who is attempting to encode a written message might instead make an Intelligence check using the Deception skill.
Sometimes the Narrator will ask for an ability check using a certain skill: for instance, “Make a Charisma (Deception) check.” Other times, a Narrator may ask for an ability check, and a player might ask whether one of their skills applies to the check. The Narrator is the sole arbiter of which skill, if any, applies to an ability check.
Skill Checks
The rules sometimes refer to a check with a skill but no ability specified—for example, “Your character has advantage on Deception checks.” This refers to all ability checks using the Deception skill regardless of which ability score is used.
Passive Checks
A passive check is a special kind of ability check that doesn’t involve any die rolls, instead representing any of the following circumstances:
- The average result for a task done repeatedly or continuously, such as taking in the details of a room on first sight.
- When a character is under no pressure and can take as long as they need, such as opening a locked chest in a safe location during downtime.
- To determine a character’s knowledge or awareness (possibly in secret) without rolling dice, such as recalling a local culture’s legend or noticing an ambush.
To determine a character’s total for a passive check, add 10 + all the modifiers that normally apply to the check.
If the character has advantage on the check, add 5, and if they have an expertise die add 3. If the character has disadvantage , subtract 5.
The most common use of a passive check is a passive Wisdom (Perception) check. When a character first experiences a new scene or location, the Narrator describes what they sense based on their perceptiveness. A highly perceptive character might automatically detect dangers a less perceptive character wouldn’t notice, such as hidden opponents or traps.
Contests
Sometimes one creature’s efforts are directly opposed by another’s. This happens when two or more creatures are attempting the same thing but only one can succeed (trying to snatch a fallen magic ring from the floor) or when a creature’s actions are trying to prevent another from accomplishing a goal (such as when an adventurer is holding shut a trapdoor while a monster is trying to force it open). In these situations the outcome is determined by contested ability checks—a contest.
Participants in the contest make ability checks appropriate to their efforts and use an ability score chosen by the Narrator. They apply bonuses and penalties, but instead of comparing the total to a DC they compare the totals of their checks. The participant with the higher check wins the contest, either succeeding at their action, or preventing the other from succeeding.
If the contest has a tied result the situation remains the same as it was before the contest—neither creature grabs the ring and the adventurer keeps the door closed.
An initiative check is a type of contested ability check to determine the order of action during an encounter.
Critical Success and Failures
When a creature rolls an ability check and gets a natural 20 or a natural 1 on the dice, it has a critical success or critical failure and there is an additional effect to the outcome of the action. Refer to Table: Ability Check Criticals at the end of this chapter to determine the additional effect.
Advantage, Disadvantage, and Expertise
When the Narrator asks for an ability check, it might be modified by circumstances, spells, features, or traits that grant advantage (roll twice and use the higher result), disadvantage (roll twice and use the lower result), or expertise dice .
Working Together
Sometimes two or more characters work together to attempt a task. The character leading the effort can make an ability check with advantage , reflecting the help provided by other characters. In combat, this requires the Help action.
A character can’t attempt to help with a task that they couldn’t attempt alone. For example, trying to research a series of Draconic texts for a clue to a lost treasure is only possible if you can read the language. A character unable to read Draconic isn’t able to help with the research. Likewise, a character can help only when two or more individuals working together would actually be productive. Some tasks (such as picking a lock) are no easier with help.
Group Checks
When all individuals in a scene are attempting the same thing as a group, such as climbing a cliff or sneaking up on an enemy camp, the Narrator calls for a Group Check .
Proficiency Bonus
Every creature has a proficiency bonus determined by its level (for PCs) or its challenge rating (for monsters and most NPCs). The bonus is used for ability checks, saving throws, and attack rolls when a creature has a relevant proficiency.
When applicable, you add your proficiency bonus to a d20 roll. If two different rules say you can add your proficiency bonus to a roll, you still only add the bonus once.
Some rules might modify your proficiency bonus before it is applied to a roll; for example, a bard’s Jack-of-All-Trades feature halves the proficiency bonus before it is applied to ability checks where the bard wouldn’t usually add the proficiency bonus at all. If multiple rules modify the proficiency bonus in the same way, you still only modify it that way once.
Saving Throws
A saving throw (sometimes called a save) represents an attempt to resist an effect being forced upon your character such as a spell, a trap, a poison, a disease, or similar threat. You don’t normally decide to make a saving throw; you make one because you’re at risk of harm. Although you typically will not want to, you can always choose to fail a saving throw.
Enchanted Gear
Enchanted Gear
Hidden away inside trapped chests in ancient and forgotten tombs, hoarded by monsters, and prized by societies that have been changed by their presence, magic items are an essential part of Level Up. Although it’s possible for a Narrator to mount an entire campaign without them, adventurers acquiring enchanted gear is a pivotal and fun part of the game, granting access to abilities and prowess that can help them change the very course of history.
Category
Every magic item falls into one of the following categories: armor, potion, ring, rod, scroll, staff, wand, weapon, or wondrous item. In addition, some items are more particular and use a set of general rules specific to a subcategory like gear gremlins or patron tokens.
Charms
Charms are magic items that can be attached to a nonmagical item (like a bracelet or necklace) or worn as an earring. A charm attached to a magic item confers no benefits unless its rarity is greater, in which case the magic item the charm is attached to confers no benefits.
Gear Gremlins
Gear gremlins are Tiny magical quasi-real creatures summoned through technomancy to fulfill a purpose, and each is ethereal and unable to interact with objects on the Material Plane—except for their housing items and items they were specifically designed to interact with. A gear gremlin has Armor Class 10 and 1 hit point, though it can only be damaged by creatures on the Ethereal Plane or by creatures who can specifically affect creatures on the Ethereal Plane. Gear gremlins have limited intelligence and can speak Common, though they typically only converse about subjects that relate to their purpose.
Patron Tokens
Familiars, tomes, and weapons are among the most impressive gifts otherworldly patrons grant their servants—other things are simply baubles designed to delight or unsettle the recipient and those around them. Warlocks typically receive these tokens after completing a significant task, such as when they defeat the patron’s enemies or further its interests in the mortal realm. A servant may deliver it directly, or a gift may appear mysteriously among the warlock’s belongings while their attention is focused elsewhere.
Patron tokens function only for the warlock who receives them. Though the flavor of the items presented here suggests the type of otherworldly patron that might grant them, Narrators can adapt the descriptions to make them more suitable for characters of a different stripe. For example, a warlock with a fiendish patron may receive a confidante’s journal bound in demon flesh, while a fey might grant their servant a seven-sided coin stamped with images of fey creatures.
Rarity
Magic items range from small things that are surprisingly useful to potent relics of unimaginable power. The availability of a magic item, as well as its lowest and highest possible price, are determined by its rarity. More common magic items might be found among the kit of many adventurers, while rare magic items can only be afforded by successful adventurers or wealthy nobles, and legendary magic items are just that—the stuff of legends.
Cost
Each magic item is also listed with a suggested cost for purchase, though the Narrator may choose to reduce or increase the price of any piece of enchanted gear depending on the campaign.
Rarity | Low Price | High Price |
Common | 2 gp | 100 gp |
Uncommon | 101 gp | 500 gp |
Rare | 501 gp | 5,000 gp |
Very Rare | 5,001 gp | 50,000 gp |
Legendary | 50,001 gp | 500,000 gp |
Artifact | - | - |
Attunement
The magical properties of some magic items are locked away until they have linked to the creature bearing them, bonding the energies of both together into attunement. Certain pieces of enchanted gear have prerequisites that must be met before they can be attuned to, such as levels in a class. In the case of monsters attuning to an item, they must have spell slots and have access to the prerequisite class spell list. Any creature able to cast one spell qualifies as a spellcaster for the purposes of attunement.
Magic items that require attunement are treated as mundane unless they are described otherwise—a magic sword is still a magic sword, but if it requires attunement it does not deal magical damage or confer its other properties until the creature wielding it has attuned to the blade.
The process of attunement requires a creature to finish a short rest where all it does is remain in physical contact with and focus upon the magic item. This could mean practicing with a magic weapon, concentrating on the details of a wondrous item, referencing arcane tomes, or praying for guidance. An interrupted short rest ruins the attempt to attune to the magic item. Once attuned the creature intuitively knows how to activate the magic item and any command words, but not if it is cursed (or how it is cursed).
Unless it has a feature or trait that allows it, a creature can be attuned to a maximum of three magic items at a time. Attempts to attune to additional magic items fail until the creature ends one of its attunements first. In addition, it is impossible to attune to two identical items at the same time—a creature can only attune to a single ring of protection.
The most common method to end an attunement is by finishing a short rest focused on the item, but it can also be ended in the following ways: the magic item is more than 100 feet away from the creature for 24 hours, the creature no longer meets the attunement prerequisites, or the creature dies.
Identifying Magic Items
A magic item that requires attunement can have its properties identified by a creature that attunes to it, but otherwise learning what a piece of enchanted gear is and what it can do is the remit of learned minds or magic like the identify spell. Identifying a magic item is similar to the process for attuning to one and requires just as much concentration. A creature can spend a short rest inspecting a magic item, making an ability check at the end against a DC based on the magic item’s rarity (see Table: Identifying Magic Items) after searching its memories for references as it scrutinizes the magic item for clues. The type of the ability check and any skills used for it are at the Narrator’s discretion, determined by the magic item and its origins, but often include Arcana, Culture, History, Nature, or Religion. On a success, at the end of the short rest the creature recognizes what the magic item is and remembers any command words it might require. Whether or not a magic item is cursed requires a success by 10 or more.
Recognizing Artifacts. Extremely potent relics are literally items of myth and even when it might not be immediately recognized for what it is, the countless tales about an artifact make it easy to recognize without all of its secrets laid bare.
Rarity | Check DC |
Common | 10 |
Uncommon | 13 |
Rare | 16 |
Very rare | 19 |
Legendary | 22 |
Artifact | Special |
Curses
Remember that most methods of identifying magic items, including the identify spell, fail to reveal an item's cursed properties so they offer an opportunity to surprise adventurers when the curse is revealed. When describing the items, it’s important for Narrators to highlight their extraplanar connections as the party may be justifiably wary of items with aberrant, fiendish, or otherwise questionable connections.
The curses included with certain magic items in this chapter focus on story possibilities rather than mechanical consequences, and the Narrator can choose to ignore them if their implementation would distract rather than engage the party. Likewise, these items are specific to the adventurer that acquires them and they cannot be sold (even if they were bought).
Wearing and Wielding Magic Items
In order for a magic item to function properly it must be worn or wielded as the item intended: feet in boots, hands in gloves, heads under hats or inside helmets, fingers in rings. Magic armors and shields only work when they are donned, weapons have to be wielded, and cloaks fastened around a creature’s shoulders.
Unless noted otherwise, a worn magic item automatically stretches or shrinks to match the size and shape of the creature wearing it. When a nonhumanoid creature attempts to wear a magic item, it’s up to the Narrator whether it works or not—a merfolk can certainly use rings and amulets, but probably not a pair of enchanted boots.
Multiple Magic Items of the Same Type
Most creatures have only two legs and one head so usually a creature can only make use of a single pair of boots and one hat or helmet. Whether or not more than one item can be worn in the same spot is at the Narrator’s discretion. For example, an ettin (which has two heads) might be able to wear two magic hats, or a half-elven mage may be allowed to wear a magic circlet beneath an enchanted helmet.
Paired Magic Items
When a magic item is described as a pair—boots, bracers, gauntlets, gloves—any properties it grants only function when the full set is worn. For example, an adventurer wearing one half of bracers of defense and one half of bracers of archery doesn’t gain the benefits of wearing either.
Activating Magic Items
There are magic items that require something special to function, like speaking a command word while holding it. Each magic item’s description provides details on how it is activated, otherwise using the following rules.
Note that the Use an Item action does not apply to magic items—any item that requires an action to activate is treated as its own separate action, not the Use an Item action.
Charges
Magic items often have charges which must be expended to activate one or more of their properties. How many charges the magic item has is revealed either when a creature attunes to it or after a casting of the identify spell. In addition, when an attuned magic item regains charges the creature attuned to it knows how many charges have been regained.
Command Words
Command words are specific words or phrases that when spoken cause a magic item to use one of its properties. Magic items that require a command word to be spoken can’t be activated in the area of a silence spell or other circumstance where sound is prevented.
Consumables
Magic items can also be used up when activated—elixirs and potions have to be swallowed, oils applied to an item or creature’s body, arcane or divine script disappearing as it is read from a spell scroll, and so on. A consumable magic item loses its magic after being used.
Spells
Many magic items grant the creature using them the ability to cast one or more spells. Unless stated otherwise, a spell cast from a magic item is cast at the lowest possible spell level, and it requires no components or spell slots. The spell uses its normal rules unless the item describes a change to how the spell functions, and if it requires concentration the creature must maintain concentration on the spell. Some magic items (like potions) simply grant the benefits of a spell, with its usual duration, without requiring the spell be cast or for the creature to concentrate.
When a staff or other magic item requires a creature to use its own spellcasting ability and it has more than one spellcasting ability, it chooses which to use. A creature without a spellcasting ability that uses such an item cannot use its proficiency bonus and it treats its spellcasting ability modifier as +0.
Enchanted Trinkets
Level Up has a plethora of common and uncommon magic items that cost 150 gold or less. Narrators shouldn’t be afraid or wary of rewarding the adventurers with these innocuous enchanted trinkets—they are perfectly suited for enhancing the roleplaying experience without introducing an unbalancing element to the game. Unless the party are in a metropolis known for its arcana or divinity, most shops specializing in magic items will only have a few more expensive pieces but plenty of enchanted trinkets.
Gods, Faiths, and Beliefs
Gods, Faiths, and Beliefs
Religion is an indispensable facet of most fantasy worlds, taking imagination into the inner depths of the soul and out into the vast reaches of the multiverse. Like culture and heritage, personal beliefs are a critical part of a character’s identity, and the religious landscape in which they find themselves is often riddled with the seeds of adventure. People’s fundamental beliefs, hopes, and fears often drive them to the dire straits which are the stuff of legend.
Using the modest toolbox in this section, Narrators can reinforce the themes of their campaign and build numinous encounters which allow the characters (and their players) to reflect on their innermost heart. This section is not a definitive study on how religion works in any campaign setting—it is a humble starting point in exploring the same questions which challenge even the greatest storytellers.
Religion Types
All religions, both in real-life and fantasy, are extraordinarily complex. No religion is as simple as a list of gods in a pantheon and their respective departments. Even so, Narrators need not be scholars and a list of gods and ideologies is a fair start at creating a religiously rich and diverse setting.
Consider the various types of traditions. Some religions very clearly represent a single type—such as the religion of most druids, which is nature worship. Other religions are more complex and may be a hybrid of many types. Norse mythology, for example, might be thought of as a combination of nature worship, folk hero worship, and a cosmic warfare religion. Although that is a simplification, the point is that even briefly reflecting on a religion’s type can add profound depth to a setting's religious landscape.
It is also important to consider how the religion is organized. Is it a loose collection of spiritual beliefs held by a cultural or ethnic group? Is it a powerful movement with a centralized (or decentralized) authority base? Or does this belief system shun ideas like oversight and dogma, preferring congregations or individuals to make their own choices? These facets will likely be tied to how the faith uniquely lives out its type.
Ascended Hero Worship and Religions
People pass down tales of unbelievable and miraculous historical events through generations. These stories speak of folks of humble origin saving a family from drowning via astral projection, remaining loyal in the face of execution, or using one brilliant strategy after another to help the rebellion succeed. In time these legendary figures become revered not only in literature or art, but also in faiths, spirituality, and religions.
Explanations for how folk heroes come to possess divine power can vary. Some say that they became a candidate in life (or possibly death), which is then confirmed by succeeding a series of challenges put before them. Another might say the supernatural powers they accumulated help them surpass their mortal limits. Lastly there is the theory that the collective belief of others in the individual leads to the god’s enlightenment or ascendancy. Some gods take their station long before the call of death, effectively becoming immortal, while others only take their stations after their passing from the corporeal realm.
Unlike those of pure divine or spiritual origin, a once-mortal deity has experienced the trials, tribulations, and vices of the mortal world. This can impact their view of mortal affairs and how they intervene when called upon to aid one, if they decide to do so at all. Some gods become so involved that they manifest via incarnation, or even reincarnation. Others, meanwhile, prefer to distance themselves from the complicated and intricate politics of people and relations.
When creating religions that are centered on the worship of folk heroes, in addition to brainstorming how they are worshiped and by whom, ask the following questions: what is this deity’s life story? What did they become known for? How did they subsequently become a deity? What led to people worshiping them? Was it miracles, visionary prophecies, or were they already on the divine pedestal in life? How did becoming a god affect who they are, how they act, and what they think?
Ascended Pantheon Examples
Centuries ago the Righteous Five went head to head against an evil lich overlord looking to conquer the world, sacrificing their lives to save all from the undead scourge. Each of the five is associated with a day of the week, with the sixth day associated with the final battle against their enemy, and the seventh and last day associated with the day they were laid to rest. Below are two of the gods described in detail:
Josfen the Harbinger, iconically represented as a human rogue, is the first of the five. As the sole survivor of an undead outbreak in the frontier lands, Josfen spent much of his life dedicated to seeking out rumors of the undead in order to eradicate them before they rise in unmanageable numbers. It is through his vigilance that signs of an undead legion were discovered. In modern times, common folk worship Josfen to ask for premonitions of an action they plan to take, or for him to grant them vigilance towards possible danger, while his temples continue the mission of rooting out undead wherever they rise.
Serafina the Silver-Tongued is one of the better documented gods out of the five, for she was a member of a major elven noble family in life. She is linked with the third day of the week. As the eldest child of a well-known diplomat, Serafina served as an emissary herself for a time before becoming a royal consort, then ascending to the throne as Queen Adeline III. Serafina is credited by many nations for settling the historical grudges of many nations to unite each under a single banner against the undead army. As a goddess she is associated with the art of speechcraft, rising in status and power, and the achievement of peace between groups. Many of her temples are built by aristocrats hoping such tributes will allow them to continue to prosper—these sacred places are often used to settle disputes with her clergy being trained in handling various legal or personal settlements.
Example Folk Heroes
- Margthran the Scholar: Dwarves, Invention, Knowledge, Magic, Research | Good
- Gurerdin the Goldcount: Accountability, Commerce, Currency, Numbers, Orcs | Good
- Sharlthiss the Redeemed: Death, Dragonborn, Morality, Redemption, Undead | Lawful
Nature Worship
People’s views of the wilderness have always been shaped by how much control they feel they have over it. If it cannot be dictated by will, it is doubted. If it cannot be predicted, it is regarded with vigilance. If it threatens the stability of society and life, it is revered—sometimes out of respect, sometimes out of fear.
In time this leads to the worship of nature itself, which can gradually change and end up expressing fundamentally similar ideas that look very different from one another. For example, while one culture might worship nature via a god that is an anthropomorphized sky, another may worship the sky as an entity by itself. Both groups of worshipers may pray out of the same desire, such as mild and pleasant weather and plentiful harvests.
If nature worship makes an appearance in the campaign setting, consider the following questions: is nature worshiped as a single entity or as several entities? Does nature answer the call of its believers? If it does, how strong of a response is it and how does that manifest?
Nature Worship Example
The hardy Stoneworthy live in a region of the world where metal is scarce and believe that nature is a singular powerful entity named Ratuk, a being who bends all of reality. Each life and matter in existence (even those others call gods) is a part of Ratuk that has been discarded in its pursuit for perfection. Though death may temporarily unify a soul with Ratuk, if one has not undergone sufficient trials to perfect themselves, they will be discarded and born anew.
Perfection under Ratuk is defined as remaining clear-headed and in control of one’s thoughts, attitudes, and actions while experiencing intense emotions associated with the desire to survive. This can be the fear felt when starving while traveling through barren lands, or anger at getting injured while hunting a dangerous predator. That said many are all too aware of the perilous nature of such situations, and it is considered unwise to intentionally seek out such opportunities. Most believe that such chances can only be granted by the reality-warping Ratuk itself. To encounter hardships is seen as having Ratuk’s expectations placed upon one’s shoulders.
Those who have survived multiple such encounters become widely known as Wildspeakers. Often heavily wounded and permanently injured by their experiences, they are seen as those ready to rejoin the great Ratuk, though they have been tasked with remaining mortal to act as a way to communicate with the people. In many communities Wildspeakers are respected healers or diviners that interpret various weather events or anomalies as omens.
Cosmic Warfare Religions
These faiths believe in or are involved with a millennia-long spiritual struggle for control of the multiverse, worshiping one (or many) of the various interplanar entities and factions vying for domination. Amid this grand battle the mortal realms are often considered relatively safe zones—but in truth the Material Plane is the site of many spiritual proxy-battles. Nobody knows when a world might draw the attention of intergalactic forces better left forgotten.
The cosmological horror of cosmic war positions religion as a natural psychological defense. Even if time begins and ends with the gods at war, that is no reason to live with the fact in the center of one’s spiritual life. The psychological benefit of these faiths is that the faithful can devote their life to a god and that god’s laws, and in doing so live with a sense of security and integrity.
As for the gods, seemingly beneficent entities reveal themselves to mortals and provide for them—they may or may not ask for worship and undying loyalty in return. Some seekers of knowledge and power petition entities who never pretended to have the Material Plane’s best interest at heart. Other beings who have nothing to do with the cosmic war may misrepresent themselves to mortals with canny deceptions or seductive lies. And some deities keep cosmic war a secret from their followers, suppressing any revelations of their activities.
When thinking about a fantasy religion that might be this type, consider whether or not the religion’s main appeal is that supernatural forces are here to protect mortals and their world from other supernatural forces. If they are, what is this tradition’s history regarding cosmic war? Is the Material Plane born from the blood and bones of slain gods, or is it a precious speck of dust that deities deign to protect? What are the forces of destruction—fiends, elementals, undead, or something else? Are they banished, sealed, or barely kept at bay? How do all these things fit into the religion's moral norms? What is the reward for loyalty and obedience?
No matter the specifics of your campaign’s cosmology, consider how that aspect affects the religious life of everyday people. How do the stories of the origin, fate, and meaning of the multiverse play out in daily life?
Philosophies
Some religions did not begin as beliefs but rather as philosophies meant to dictate how one should view life and existence, and the appropriate behaviors that should reflect such views. These philosophies may arise to explain or criticize various societal issues, and serve to point out solutions to solve or prevent such problems. The rules dictated by these philosophies can encompass various aspects of life, from laws by which a sovereign should govern to simple acts of compassion and charity.
In addition, philosophies often provide an explanation of the cosmology and existential purpose of the world to go in tandem with their rules. From explaining how souls can reincarnate or what purpose the world was created for, each philosophy defines how the world works and uses such definitions to dictate whether certain acts or ideas should be perceived as good or evil, natural or aberrant, proper or inappropriate.
Much like other belief systems, philosophies can become ritualized and ingrained into a culture. Over time it may look like any other religion in all but origin. Such processes often take centuries, if not longer, and often involve various societies interpreting the philosophy for their own benefit. For example, it’s not unusual for philosophies to be co-opted by rulers if it means that they will have better control over the populace.
When creating a philosophy which might appear in the world, consider the following: who is or are the primary philosophers, and what influenced them to form this school of thought? What effect did they want it to have on society? What is the philosophy’s central idea? What values does the philosophy hold as greatly important or good? What behaviors and thoughts are discouraged or criticized? How is a person judged in such a philosophy?
Philosophy Example
The Measure of the Oath originally began as a declaration of ethics meant for swearing in knights of a kingdom. Drew Markin wrote it during a time when the crown was rapidly switching hands every handful of years, realizing that with each new sovereign upon the throne, new knights would be inducted as favors. The lack of vetting process caused many abuses of power as the noble rank became bloated. His old lordship thus wrote the first of many documents, hoping these would serve as a standard that all knights would be held to. While he did not live to see it, an expanded and amended Measure of the Oath was formally adopted after a bloody civil war and did in fact serve to reign in the knights.
Despite royalty and nobility being a thing of the past in the republic that replaced said kingdom, the Measure of the Oath remains an important aspect of daily life. Many national religious holidays are annual rituals where one renews their oaths to society, themselves, and each other. Elected officials are sworn in with a declaration that is remarkably similar to the historical version of the Measure of the Oath. The most common method of farewell is saying, “maybe,” in reply to the question, “shall we meet again?”
A common phenomenon observed in societies that practice the Measure of the Oath is in how casually people might promise something to a stranger, yet the same shall never be given, demanded, or expected from those held close. Apparently this behavior arose as the result of the Measure seeing the breaking of promises as abhorrent and despicable—thus the closer two people are the greater the expectation there is upon the oath. Many avoid the uncomfortable position of disrespecting one another by breaking an oath due to something they have no control over. Incidentally, the most obvious impact this has can be observed in how the republic does not practice or celebrate marriage, nor record or keep track of such relations in the sense that many other cultures do. If anything, there seems to be a distinct lack of it.
Atheism and Secularism
In some cultures the removal or divorce of faith and beliefs from daily life can be the most prevalent of societal norms. Sometimes this is actively achieved with the purging of religious materials, or the passive result of traditions that have fallen into the past. With the former there is often a reason behind such movements, ranging from a desire to remove past dogma that stifled the people to persecution in the name of control or politics. The reasons behind passive loss, however, can be much more elusive to pinpoint. Some say that high population density leading to the homogenization of cultures may be the cause, while others think that social stability means people have less of a need for faith, particularly those that placed trust into the supernatural and unknowing.
When creating an atheist culture, consider why this is the norm. Did the society start out atheist and remained so, or was there a prevalent religion before? What historical events might have led to the desire for lack of beliefs? What do people place faith in then with regards to hopes, wishes, and desires?
Humanism and Humanistic Faith
Humanism is the central concern with and for human beings (and other humanoids), but it isn’t so much a standalone philosophy as it is a sentiment found within a wide variety of religious and philosophical movements. In a word, humanism centers the wellbeing, autonomy, rationality, and moral judgment of humans (as well as dwarves, elves, and other heritages) over and against radical dependency on the gods.
Some humanists simply don't define their religious life in terms of the gods—others actively view the gods with suspicion. What makes the gods the absolute arbiters of right and wrong? Isn’t worshiping gods to get something a practice of selfishness? Humanists interpret divine magic as the manifestation of a person’s clarity of heart, rather than direct intervention by a deity. A humanist might well grant that the gods exist, but whereas the pious will ask the gods, “what is your law?,” the humanists will ask, “how can we become a law unto ourselves?”
Some folk strike a curious balance between devotion to a patron god and a central concern for humanity. They might say the gods are pleased when humanity practices their independence. On the other hand, a person might take no interest in deities, but that does not make them a humanist. Devotion to law, commerce, and knowledge all lose their humanist bent when policy, profit, or information are elevated above human dignity.
The humanist tendency can take a culture by storm, and it can appear spontaneously even in stiflingly reverential environments. When creating a humanist culture, ask if humanist (or dwarvist, or elvist, and so on) is the term that they use for the ideology, or if the term is related to something more tangible—like art or science? How do pious factions respond to humanist sentiment? Do they see it as a legitimate interpretation of faith, or as a heresy? Are the secular and atheist factions humanist?
Sample Gods and Pantheons
Every campaign varies in terms of what deities take center stage. To help accommodate this the following tables gloss the gods and religions referenced in this book, plus a sample pantheon for building and expanding upon.
Each god or belief system has suggested aspects presented for convenience, but they are easily expanded or modified. Domains are a brief overview of the gods' theological symbols and areas of influence, but the specifics vary between believers, communities, and settings. Alignment represents a common moral disposition among that religion's believers, but not all worshipers fit that mold—and who can say what thoughts a god privately entertains.
The sample gods are usable as presented, but they also work well combined. For example, the Dawnbringer and the Hunter strongly resemble Apollo and Artemis from Greek mythology. On the other hand, the god Thor from Norse mythology might be some combination of the Ravager, the Tempest, and others.
God or Belief |
Domains |
Alignment |
Algol |
Darkness, Destruction, Fear, Madness, Multiplicity, Secrets, Stars |
Chaotic Evil |
Forge God |
Building, Crafting, Creation, Earth, Fire |
Lawful |
Lutiya |
Calamity, Domination, Dragons, Law, Protection, Wisdom |
Lawful Good |
Measure of the Oath |
Accountability, Ethics, Honesty, Justice |
Lawful |
Moon God |
Courage, Darkness, Knowledge, Light, Stealth, Transformation |
— |
Orcus |
Death, Hatred, Murder, Punishment, Undead |
Evil |
Queen Mab |
Dreams, Elves, Faeries, Magic, Romance, Trickery |
Chaotic |
Ratuk |
Mental Clarity, Nature, Perfection, Strength, Survival |
— |
The Shaper |
Community, Friendship, Hospitality, Loyalty, Halflings, Humility, Surprise |
Good |
Spirits of the Earth |
Connection, Life, Magic, Mystery, Nature |
— |
Tiamat |
Blood, Chaos, Dragons, Fertility, Ocean, Poison, Water |
Chaotic |
The Trickster |
Humor, Intrigue, Revolution, Transformation, Trickery |
Chaotic |
The Righteous Five |
Courage, Protection, Sacrifice |
Good |
Josfen the Harbinger |
Stealth, Survival, Vigilance, Insight, Humans |
Chaotic Good |
Serafina the Silver-Tongued |
Diplomacy, Peace, Prosperity, Royalty, Elves |
Lawful Good |
Margthran the Scholar |
Dwarves, Invention, Knowledge, Magic, Research |
Good |
Gurerdin the Goldcount |
Accountability, Commerce, Currency, Numbers, Orcs |
Good |
Sharlthiss the Redeemed |
Death, Dragonborn, Morality, Redemption, Undead |
Lawfu |
God |
Domains |
Alignment |
The Artist |
Art, Culture, Music |
Good |
The Builder |
Building, Crafting, Creation, Earth, Fire |
Good |
The Dawnbringer |
Light, Prophecy, Sun, Time |
Good |
The Devil |
Darkness, Demons, Evil |
Evil |
The Dragon |
Ambition, Dragons, Monsters |
— |
Elder God |
Arcana, History, Knowledge, Madness |
Evil |
The Executioner |
Death, Undead, Underworld |
Evil |
The Father |
Law, Rulership, Sky |
Lawful |
The Fisher |
Bounty, Laborers, Sea |
— |
The Gambler |
Fate, Luck |
Chaotic |
The Hunter |
Hunting, Moon, Self-Reliance |
— |
The Judge |
Chivalry, Honesty, Justice |
Lawful |
The Keeper |
Agriculture, Nature, Wilderness |
Good |
The Leper |
Disease, Drought, Insects, Plague |
Evil |
The Lover |
Beauty, Hope, Love |
Good |
The Mother |
Birth, Family, Fertility, Healing, Hearth, Life |
Good |
The Ravager |
Brutality, Force, Plunder |
Chaotic |
The Reveler |
Greed, Mirth, Wine |
Chaotic |
The Scholar |
Knowledge, Wisdom |
Lawful |
The Shepherd |
Guidance, Safety, Serenity |
Good |
The Tempest |
Storms, Thunder, Weather |
Chaotic |
The Traveler |
Commerce, Trade, Travel |
— |
The Trickster |
Humor, Intrigue, Trickery |
Chaotic |
The Torturer |
Incarceration, Pain, Poison |
Evil |
The Warrior |
Honor, Protection, Strength, War |
— |
Religious Conspiracies and Plots
Religious hierarchies are the site of unending political intrigue. Even in campaign settings where gods make regular appearances there’s room for machinations, temptations, and betrayal—in fact, the appearance of a true god can make the faithful all the more vulnerable to manipulation. Use the table below to develop such a plot or imagine entirely new ways for faith to go awry.
d10 |
Religious Conspiracy |
1 |
A fake priest is defrauding locals out of their savings.
|
2 |
The religious hierarchy makes every reason to demote and expel magic-users from their ranks. Why?
|
3 |
A well-respected leader has recently fallen from the hierarchy’s good graces. What happened?
|
4 |
A faction of dragons in disguise has infiltrated the hierarchy, impersonating the leadership and possibly even the gods.
|
5 |
A divinely appointed religious leader is much too young, and the child’s appointed counsel is unfit.
|
6 |
The gods have been appearing and giving revelations a lot recently.
|
7 |
A remote monastery claims to worship a certain god but their true faith tradition is a deadly secret.
|
8 |
The religious hierarchy secretly knows but actively suppresses the location of lost scripture, sacred relics, or artifacts.
|
9 |
The top members of the religious hierarchy are being mind-controlled by a powerful mage.
|
10 |
A famous oracle of the gods has stopped speaking. Why?
|
Planes
Planes
The world is vaster than anyone could explore in a lifetime with mysterious corners that promise wonder and peril, yet there are other dimensions far stranger and deadlier, called planes. Many claim to have read the truths of those other realms in books or learned them from religious dogma, or even boast that they’ve visited in person. Their accounts may not be trustworthy, but they all tell of places that pose unique challenges and offer rewards unlike anything one could find at home.
A Planar Primer
Everyday people know legends about strange pathways in remote forests that lead into the dream-like land of the fey. Their tales warn of bleak ruins where one can step across the threshold to a place where all joy, sound, and light have been leached away. In the dark of night they gaze at the stars and share stories of ancient heroes and gods who gave the Heavens their shape. In times of crisis they curse their enemies to Hell, and pray to gods they’ve never seen.
Adventurers eventually come to understand more about the nature of existence. Clerics and scholars study the true names of demons and devils and the differences between the two. Learned wizards and theurgists research the metaphysics that provide the arcane energies of their spells. Druids and worshipers of nature perform incantations to ward against interplanar incursions. Warlocks form pacts with horrors born of the spaces between worlds, the lower planes, or even the fey.
Common folk are superstitious, seeing danger in mundane shadow, but perhaps adventurers and their ilk don’t understand the nature of reality as well as they think—the fell entities that warlocks pledge themselves to might even just be clever monsters from the next county over having a good laugh. While people aren’t entirely sure of the truth of the multiverse, it is undeniable that these planes exist, and that the nature of reality elsewhere isn’t quite the same as here. Fools who stumble upon another world unprepared are unlikely to survive. Interplanar monsters are often more powerful and magical than average wild beasts, and the native intelligent beings have strange ways of thinking. They are seldom swayed by the same threats or persuasion that work on normal humanoids.

Types of Planes
The so-called ‘real’ world where most humanoids and nations exist is known as the Waking, or the Material Plane. Closely linked worlds referred to as Mirror Planes have the same general shape as the realms material—the same landforms, same structures, perhaps even the same people—but differ in character or the nature of magic.
Two other types of planes are easily codified. Elemental Planes (sometimes called Inner Planes) are defined by some overriding physical trait, while Moral Planes (sometimes called Outer Planes) each reflect a central ideology or philosophy of being.
Magic to travel between worlds makes use of the Transitive Planes, which connect multiple planes but have few noteworthy landmarks or residents. Amidst these are innumerable Demiplanes that range from lifeless pocket dimensions for bags of holding, to drifting shards that support the vestiges of dead worlds, to realms as large as continents created as prisons, crucibles, or palaces. Beyond them all exists the Far Realm, a place so alien to the minds of mortals that few can understand it or glimpse it without risking insanity.
The same plane may have different names in different cultures. Explorers might erroneously think two locations on the same plane are separate dimensions entirely, or model them as different nested ‘layers’ that have the same essence but take different forms. Some planes even actively resist efforts to map them, morphing to vex codification and categorization.
Travel Between Planes
Monsters from other dimensions can be summoned to the Material Plane but sometimes adventurers must face strange outsiders in the realms where they originated.
Spells. A handful of metal with the appropriate resonance and several hours of smithing with arcane treatments can produce the rod necessary for a plane shift spell, though discovering the proper formula might require an adventure itself. The esoteric astral projection spell lets people explore in a spiritual form, protecting their bodies at the risk of their very souls. The mighty gate spell permits immediate and precise travel, but the rare magic users capable of such powerful magic are seen as threats by many extraplanar powers.
More obscure magic can also breach the veil between worlds, often through great rituals and terrible costs.
Transits. Planar transits take three main forms: portals, pathways, and tides. Portals have a clear threshold between worlds, like a carved stone dragon maw that leads to the Prison Plane of the Great Pyromancer. Pathways offer a gradual transition that must be completed in full to reach the destination plane, such as the shadow labyrinth that leads to the demiplane of Phorros Irrendra, last bastion of the Taranesti elves. Tides cause a given area to shift between worlds, taking those within with it, like the shores along Bosum Strand where on the Night of the Mirror Moon those who dive into the waters holding a mirror emerge in the fey realm known as the Dreaming. By dawn however the magic fades, stranding any who haven’t found their way home.
Many planar transits are ephemeral and cannot be relied on to still be there for a return trip. Some appear and vanish without discovery, brought forth by little understood conjunctions of place and planar energy—and those that are discovered often provoke fear rather than exploratory fervor.
The rare permanent portal is highly valued and closely guarded. It is said the hierarchs who built the Gates of Dawn and Dusk hoped to unite their world with Heaven and Hell, but angels and devils united to punish their hubris. The hierarchs’ continent was carved out into a prison plane known as Daemonforge where the souls of the dead can never reach the afterlife.
Overlays. While a planar tide carries creatures in an area between worlds, sometimes the elemental or moral energy of a plane bleeds into the Material Plane, such as the haunted peak of Cauldron Hill where the veil to the Bleak Gate is thin. Overlays—also called coterminances or manifestations—can vary greatly. One might be temporary, linked to some celestial convergence, or permanent, perhaps the result of a great magical cataclysm, and its borders might simply mark a return to normalcy or could serve as a way to travel to another plane.
Mirror Planes
Like a reflection or echo of the realms material, Mirror Planes take the familiar and imbue it with a sense of fascination or repulsion.
The land called the Dreaming is a verdant, shifting landscape where time and distance conspire for the sake of dramatic events, ensuring travelers reach their destination at the moment that will yield the greatest conflict or catharsis. The fey population’s strange behaviors make a whimsical sort of half-sense, even if their goals are cruel. Promises made in the Dreaming are dangerous to break, and accepting gifts can oblige their recipient to the giver.
The most famous figures of the Dreaming are the lords of the Unseen Court—served by the implacable riders of the Great Hunt—who threaten war but can be appeased with offerings of songs and riddles. But the fey vary based on the cultures and myths of the lands they reflect. Around temperate farmlands pixies cavort with leaves in their hair and hags lure children into the woods with tempting sweets, while in vaunted cities of high art the pixies might take the shape of figures from famous paintings and hags call gullible schoolchildren down into sewer drains.
In opposition to the vibrant life of the Dreaming is the somber emptiness of the Bleak Gate. Here buildings sit hollow and abandoned, and even the brightest magic cannot illuminate much farther than a stone’s throw. The air lies still and windless. The only sounds are the scattered whispers and lonely moans of the recently dead, whose souls linger for a time before passing on to some final reward. Without sun or stars time here becomes almost meaningless, unconsidered by the beings of shadow and decay that reside within. Uneasy spirits haunt their old houses, cursed mortals and condemned penitents roam in caravans seeking absolution or simply a way home, and exiled fey of the Bleak Court trade in souls, their servants often seen at the sites of great tragedies to enslave the recently slain.
Other Mirror Planes are possible. Some conceptions of Hell depict it as the Material Plane in the aftermath of some fiery cataclysm. Temporal magic that flows around a crux of fate might create two splinter realities branching from different outcomes of a pivotal event—perhaps in that world, an adventurer’s double longs for everything that their counterpart has, and would kill to get it.
Transitive Planes
If you were to write down details of each plane, the Ethereal Plane is like the page the words are written on, and the Astral Plane is the book itself. Both dimensions have little in the way of interesting landmarks or natives, and even most planar travelers pay them no mind. But certain magic relies on them.
Thought reigns in the Astral Plane—disembodied souls navigate by will and distance means nothing, the world fading to silvery gray in every direction. Most of the dimension is empty, though errant ideas can sometimes manifest crude matter. The personal mindscapes of dreamers may form links to the Astral Plane, and those trapped in perpetual sleep may create permanent dream bodies that eventually degenerate into monsters. Ur-ideas can take the form of leviathans that swim the astral like a psychic sea, and it is rumored an entire empire of psychic beings has learned to control these creatures. Magic like dream and astral projection can untether the soul from the body, using the astral to reach other minds and other worlds. Travelers can move to other planes through convergences, which mortal minds often perceive as swirling pools of color or other sensations that evoke the feeling of the destination.
The Ethereal Plane is what allows incorporeal creatures to move through solid objects, and nearly every plane has its own ethereal. Beings in the ethereal usually are invisible to those in the plane they originated from, but can perceive a small swath of the dimension they left. Matter and energy from that world cannot affect them, nor even gravity, but other ethereal beings can interact with or harm them, and spells like wall of force extend into the Ethereal Plane. Usually the only thing for a traveler to do in the ethereal is to watch their plane of origination, explore, and emerge at some other spot in that same world, though sometimes two dimensions abut the same Ethereal Plane, and a creature can slip between them like poking a hole in a sheet of paper. It is also possible for ethereal travelers to metaphysically wander away from their origination plane—they find themselves swept up in mists, and might become lost forever or emerge in a random dimension.
Elemental Planes
Most magical traditions define four cardinal elements—air, earth, fire, and water. These are often depicted as vast wedge-like realms floating together in a roiling Elemental Chaos.
The cores of the Elemental Planes are simple expanses of pure elemental energy. Some regions are almost like the Material Plane just with an exaggerated presence of one element—huge flocks of birds might nest on islands that float through storms in Caeloon, the Plane of Air, gems might rain as hailstones upon endless mountain ranges of Urim, the Plane of Earth, city-sized forges might gather ore from molten seas on Jiese, the Plane of Fire, and luminescent kelp might support civilizations of fish folk in deep benthic gorges in Ostea, the Plane of Water.
The cardinal elements are sometimes categorized alongside four esoteric elements—death, life, space, and time. Amrou, the Plane of Death has dark grottos, vacuous expanses of drifting asteroids, and rivers of negative energies that awaken undead. Av, the Plane of Life thrums with positive energy, nurturing light, endless tangles of jungle, and rains that cause animals to sprout from rich soil. Mavisha, the Plane of Space is known for geometric palaces and platforms of pure force that orbit, interlink, and fold upon themselves in mind-bending tesseracts and optical illusions brought to life. Sphinxes watch over Ascetia, the Plane of Time, a place where mirages of the past and flickering glimpses of possible futures cause travelers to forget when they are, and the only signs of civilization are enigmatic monoliths and bones upon bones of fallen empires.
Moral Planes
The Moral Planes are the homes of gods, or at least things that claim that title. As with the Elemental Chaos, the great majority of these planes are hard for mortals to conceive and exist more as ideas than as places. Even so certain regions can be explored and visited, and are home to creatures that are motivated by strong ideologies or overpowering impulses. Deities may claim domain to some regions where they can shape the world and set the rules.
Goodness elevates the heavens and other Upper Planes while evil seethes in Hell and similar Lower Planes, but from those generalities each dimension’s texture is nuanced with diverse philosophical manifestations of that core morality. On a single plane that is suffused with lawful essence, one divine domain might be a gallery garden that shifts to fulfill a visitor’s every hedonistic pleasure, another a stolid yet vaunted bureaucracy working to ensure a stable price for diamonds and pearls across the cosmos, and a third a holy bastion under constant siege by demons.
Mortal souls are thought by most to find their way to Moral Planes after death where they may be transmogrified into servants or receive rewards for their service. Others wait in purgatory, endure punishment for sins, or are simply absorbed into the plane’s spiritual core where perhaps the choices they made with their free will in life will help shift the scales of the moral multiverse.
Otherworldly Oddities
Most dimensions are not so neatly codified as the Elemental, Moral, Mirror, and Transitive Planes.
Planets
The Material Plane has other planets orbiting other stars, and some are suffused with a different mix of elemental and moral energies.
In the ZEITGEIST setting travel to most planes is nearly impossible, but plane shift and planar transits allow some journeys between worlds around the same star. Each has a supernatural influence on the primary world, Amsywr—the planet Jiese, the Fire of Industry has spurred technological innovation, the influence of Mavisha, the Mysterious Deep means divinations do not work well on islands or at sea, and Caeloon, the Paper Wind lifts spirits in the face of tragedy and produces magic to help with graceful flight.
Mindscapes
Psychic magic can draw energy from the Astral Plane to create small ephemeral dimensions where one’s thoughts can shape subjective reality almost like a god. Here the limits of flesh and physical laws bend to a strong will, and weak minds can be overwhelmed and forget that what they see isn’t real.
These planes are almost always temporary, but in the BURNING SKIES setting a perpetual and massive mindscape exists deep underground, guarded by dragons. The dreamborn beings within (called trillith) reflect various desires and fears of some great sleeping entity called the Mother of Dreams that is trapped in the depths of the mindscape. Within this world one must have the right mindset to reach their destination, and those who find common purpose with a trillith might bond with it and receive occult powers.
Pocket Dimensions
Mortal magic can attempt to emulate the divine power necessary to create planes, but few can create more than mere pocket dimensions a few score feet across. Without a true divine spark, most of these artificial planes cannot support life. Inanimate objects made of wood or fabric can endure for weeks or years, but still degrade rapidly. Food is sapped of its nourishing essence and becomes tasteless within hours if not faster. Creatures placed within might die within minutes. Water, even in sealed vessels, becomes infused with energies that makes it undrinkable.
The Gyre and The Far Realm
In some distant reach of the multiverse floats The Gyre, a graveyard of planes where the last vestiges of dead worlds are drawn into a churning cloud and ultimately obliterated. Perhaps their energies are then used for the creation of new worlds, or maybe the whole of the multiverse will be consumed one day, but those pieces of worlds that survive long enough to reach the Gyre are homes of the most dreadful and powerful beings–often those who brought about their own apocalypses.
How many of those worlds have been destroyed by corruption from the Far Realm? Few even begin to understand the alien concepts of that place, and those with the insight can become threats themselves. To most the aberrations birthed by contact with the Far Realm are terrifying, yet some come to see that very unnaturality as something be desired and shared with others. Adventurers should be careful when staring into that maddening abyss—lest they become like the monsters they fight.
The Nature of Reality
One theory sees other planes as wellsprings of elemental essences and morality that underpin reality. The elemental energies mingle to create the diverse physical form of the realms material, and the balance of moral energies ensure that free will is innate to the mortals native to the Material Plane. No shortage of theories disagree. Some think other planes are simply places like any other, and that they exert no sway on reality. Others claim the planes are actually created by mortals and their beliefs, and that there was no Hell before there were people to consider the nature of evil, no Plane of Earth until there were mortal minds to think of rocks as being distinct from water. This may seem a distinction without a difference, but it has ramifications for the meaning of life and the purpose of existence. Perhaps mortals are fairly inconsequential relative to the vast scale of the planes, their actions drowned out by forces far greater than them—yet if the planes are shaped by belief, then a person with the right idea can remake the multiverse.
Beyond the First Steps
Beyond the First Steps
From fighting on the frontlines to raiding royal repositories, the activities of your character and their party members gains them experience points. As these accumulate a character will eventually gain a level when they’ve acquired a certain number of experience points as seen in the table below.
Experience | Level | Proficiency Bonus |
0 | 1st | +2 |
300 | 2nd | +2 |
900 | 3rd | +2 |
2,700 | 4th | +2 |
6,500 | 5th | +3 |
14,000 | 6th | +3 |
23,000 | 7th | +3 |
34,000 | 8th | +3 |
48,000 | 9th | +4 |
64,000 | 10th | +4 |
85,000 | 11th | +4 |
100,000 | 12th | +4 |
120,000 | 13th | +5 |
140,000 | 14th | +5 |
165,000 | 15th | +5 |
195,000 | 16th | +5 |
225,000 | 17th | +6 |
265,000 | 18th | +6 |
305,000 | 19th | +6 |
355,000 | 20th | +6 |
When your character gains a level their class offers additional features, and at certain levels their proficiency bonus increases. Leveling up will eventually provide the opportunity to increase your ability scores; however no ability score can surpass 20.
As part of the process, each level provides your character with an additional Hit Die. You may either roll this die or take the average result of the die (rounded up), add your Constitution modifier, and increase your hit point maximum by that amount.
Tiers of Play
The challenges your characters face and the adventures they take can be classified into five main tiers of play. Tiers of play help give you an idea of what to expect involving the scale of the challenges you face and how the world generally reacts to you.
At Tier 0 (levels 1st–2nd) your characters are novices. They are taking their very first steps towards destiny, perhaps traveling further from their homes than ever before. The obstacles and foes they face are only slightly more perilous than what commoners contend with, albeit more frequent
At Tier 1 (levels 3rd–4th) your characters are local heroes. They are coming into their own as adventurers and learning the basic elements of their classes. Threats are small in scale and scope.
At Tier 2 (levels 5th–10th) your characters are regional heroes. They are accessing new levels of martial or magical power and can use skills, features, and magic that attract attention and acclaim.
At Tier 3 (levels 11th–16th) your characters are masters of their craft, well beyond the abilities of other people and even other adventurers. Spells can bend the definition of what’s possible while martial characters taking to the battlefield can and have turned the tides of massive battles.
At Tier 4 (levels 17th–20th) your characters have reached a point where the challenges they face are of world-changing size and proportion. At this tier, your character’s actions have the potential to fundamentally alter the lives and wellbeing of those that rely on (or fear) them.
Other parts of the game will also refer to tiers of play, including exploration challenges and regions . These tiers assist the Narrator in determining appropriate challenges for the player characters.
Prestige Rating
Prestige Rating
A character’s Prestige rating represents how prominent they are, either as an ally or enemy, and can influence how easy it is for the character to call in favors from their allies, or determine how much effort their enemies will put into defeating them. Most Prestige ratings range from 0 to 6, although some deities and extraplanar beings may have higher ratings.
Player characters start with a Prestige rating of 1. Each time a character enters a new tier of play at 5th, 11th, and 17th level their Prestige rating increases by 1. Additionally, characters may gain Prestige when acquiring a stronghold, and the Narrator may award Prestige when they accomplish great deeds during play. Finally, some class features may grant Prestige bonuses.
Additionally, Prestige determines how many followers a character can have at any one time. This number is equal to the character’s Prestige rating.
Prestige Center. A character’s Prestige rating distinguishes how widely known they are. If they travel beyond their home, the character may find that people do not know who they are. Prestige applies in an area whose size is determined by a character’s Prestige rating, starting from as small as a village to as large as an entire world. When creating a character, the player should work with the Narrator to determine where their Prestige is centered from. Often this will be the starting area of a campaign.
Prestige Check. To determine whether somebody has heard of a character, or to call in a favor (see below), the character makes a Prestige check by rolling 1d20 and adding their Prestige rating. The DC of a Prestige check is equal to 12 + double the tier of the region the character is in (or when extremely far from their Prestige Center, triple the tier). When outside the area described by their Prestige rating, the character has disadvantage .
For example, Zidi Wheatling, the “Halfling Titan”, has a Prestige rating of 5. She is known across the county for her great strength, and stories of how she beat a minotaur in an arm-wrestling match have become a regional legend. She has traveled all the way to the country’s capital (a tier 2 region) and seeks an audience with a wealthy noble. Zidi rolls a Prestige check with disadvantage , adding 5 to the roll (from her Prestige rating) against DC 16. Unfortunately the result is an 11—the noble has not heard of her and will not grant her an audience. Zidi has to find some other way to attract their attention!
Rating | Is Well Known Across | Can Automatically Get An Audience With | Notoriety |
0 | Unknown | Nobody |
The character is viewed with disdain, as a buffoon or pariah. People do not take them seriously. |
1 | Local | Shopkeep |
The character is relatively unknown, but some local folks know them. |
2 | Village | Guard captain | The character has done a few noteworthy things, but most people don’t know them or assume they won’t do anything else interesting. |
3 | Town | Mayor |
The character has become known across town, or across a district of a city. |
4 | City | Minor noble |
The character is known across an entire city, or a single town plus its immediate environs. |
5 | Region | Noble | The character has distinguished themself across the region, and most influential people know about their actions and talents. |
6 | Country | Powerful noble | The character is known all across the land. People pay close attention to them, either viewing them as a powerful ally or a dangerous enemy. |
7 | Continent | Monarch | The character is well known by those in more than one country. Monarchs and important rulers typically have this level of Prestige. |
8 | World | Emperor | The character is one of the most famous people in the world, known well to monarchs and powerful figures. A lot of resources are devoted to either helping them out or taking them down. |
9 | Plane | Minor deity | The character is known not just on this world, but on other worlds on the same plane of existence. They might have saved or threatened the entire world. |
10 | Multiverse | Greater deity |
The character is known not just across the world, but by powerful beings on other planes. |
11 | Multiverse | Greater deity |
When the character seeks the audience of powerful beings like gods they are noticed. |
12 | Multiverse | Greater deity |
When the character seeks the audience of powerful beings like gods they are answered. |
13 | Multiverse | Pantheon |
When the character seeks the audience of powerful beings like gods they are answered in a timely manner. |
14 | Divine | Anybody | This level of Prestige is usually the province of deities and other powerful extraplanar beings. The character is widely known on multiple worlds or planes. |
Optional Rule: Calling In Favors
Most fantasy adventurers are free agents with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. Over the course of a campaign however, player characters may want to call in favors from a friendly baroness, the local police, or other power groups. Prestige provides a quick guideline of how much clout the party has, whether they’re calling in a mage to perform a ritual beyond their ken, or trying to get their hands on a rare battle wand before assaulting a criminal stronghold.
In addition to acting as a handy track of a character’s notoriety, Prestige can be used to call in favors. Use the following guidelines to determine the level of a favor. Calling in a favor normally takes 1d6 hours and requires a Prestige check. The party as a whole can call in one favor per day. As a default, favors can get people to help for up to half an hour. Any task that requires a few hours or more increases the level by 1, or if for a day or more by 2.
The favor ratings below are just guidelines. The Narrator can impose modifiers at their discretion, or state that certain favors are impossible.
Example Favors
Here are some sample favors.
Level 0 (Unknown). Urchins to watch a street. A scribe to look through documents or handle paperwork. A carriage-driver to provide discreet passage around a district.
Level 1 (Local). Audience with the guard captain. A ferry-man to give discreet passage around the city. A craftsman to make a custom mundane item (the character pays the normal price). A minor noble to bend the rules. A bard to tell a story.
Level 2 (Village). Audience with the mayor. A docker to create a distraction that might get them into trouble. A bard to spread a false tale that could have serious consequences. A major noble agreeing to converse for a few minutes.
Level 3 (Town). Audience with a minor noble. A gang of bandits to commit some crimes. A small group of concerned citizens to rally and protest somewhere.
Level 4 (City). A large crowd of protesters to block off a whole building or street. A temple’s acolytes to come out and use their skills for the common people. A ship captain to smuggle something.
Level 5 (Region). Audience with a powerful noble. A noble to take a stand for something that might cost them their position. A city-wide search for a missing person. A local celebrity to put on a private show.
Level 6 (Country). Audience with a monarch. A city-wide protest. A call for all citizens to take arms against a threat.
Level 7 (Continent). A national uprising against a tyrannical monarch. Royal pardon for a heinous crime. Borrow an artifact.
Level 8 (World). Coronation as a monarch.
Level 9 (Plane). Audience with a deity.
Level 10 (Multiverse). Audience with a pantheon.
Between Adventures
Between Adventures
Though an adventurer is typically defined by the dangers they face, the bulk of their time is often spent traveling, healing, preparing, or simply living. Some spend their time with families, others contribute to the communities that they protect, develop relationships, or simply kill time until the excitement begins anew.
This period between adventures, called downtime, can represent the passing of a season, a period spent traveling, or the time necessary for an ally or NPC to secure a vital piece of information or permission for the party to travel through guarded lands. Additionally, the mental and physical stress of adventuring often necessitates time off, which can prevent characters from jumping from 1st level to 11th level in a single month! While it is not necessary to meticulously describe each and every day that PCs spend in this way, providing key details can help to bring the setting to life, create the feeling of time passing, and foreshadow events to come.
When considering these key details, think about significant life events for the adventurers and their friends or allies—weddings, birthdays, funerals, holidays, festivals or other seasonal events, political trends, or significant events occurring abroad that come as news. Any of these can be used to foreshadow future plots.
Lifestyle
Some adventurers choose to live lavishly between quests while others are content to rent a room at their favorite drinking establishment. When calculating expenses, see Chapter 4: Equipment. A character’s lifestyle (poor, moderate, or rich) impacts some of their downtime activities.
An adventurer’s lifestyle can also impact their interactions with those around them. The Narrator may provide advantage or disadvantage on Intelligence, Wisdom, and Charisma checks made against people that perceive a PC to be of a different lifestyle than themselves, depending upon the circumstances — an adventurer with a poor lifestyle has a harder time getting along with rich nobles and vice versa.
Downtime Activities
Downtime activities represent specific and intentional activities that a character undertakes to achieve a benefit. A character can undertake one downtime activity per week of downtime, although they do not necessarily occur sequentially.
A downtime period consists of 5 days (treated as a week) each involving at least 8 hours of engaging in a downtime activity. In most cases, an unfinished week does not count towards progress, but in some situations the Narrator might allow specific days to add to the total. At the end of each downtime period, any check required is made and success or failure is determined. Some downtime activities may require more than 1 week to complete. If a downtime activity mentions a month it assumes 4 weeks.
Extended Downtime. When a party of adventurers is experiencing a particularly long period of downtime, such as a year or longer, the Narrator may extend the length of the downtime period to 1 month and allow players to roll one check per 4 weeks of downtime activity. A success on an extended downtime check is treated as 4 successful weeks of a downtime activity, a failure is treated as 2 successful weeks, and on a failure by 5 or more the character makes no progress at the downtime activity.
For even longer periods of downtime, the Narrator can extend the downtime to seasons (treating a success as 12 weeks, a failure as 6 weeks, and a failure by 5 or more as 3 weeks), or even years (treating a success as 52 weeks, a failure as 26 weeks, and a failure by 5 or more as 13 weeks).
Characters may wish to work together to complete downtime activities. At the Narrator’s discretion, one character may assist another (as the Help action). Both characters must spend their downtime on the chosen activity.
Craft
Adventurers with tool proficiencies may use their downtime to create weapons, armor, or other items. The Craft activity can be used to create weapons, armor, tools, clothing, other equipment, or a work of art.
All crafted items require materials. Poor quality items can be made with materials equal to 1/10th the base cost of the item that the character wishes to create. Normal quality work requires materials equal to 1/8th the base cost. If a character wishes to craft a fine item, they must acquire fine materials equal to ½ the item’s base cost. If a character wishes to craft a masterwork item, the materials cost is equal to the base cost of the item.
Special Materials. Rarely a smith might happen upon special materials. These materials can only rarely be purchased and must often be found. When attempting to craft using adamantine, mithral, or other wondrous materials , increase the DC to craft the item by 2. See the Materials section of Chapter 4: Equipment for more details.
Time Required. The time required varies depending upon what a character is attempting to craft, as per Table: Crafting Time. At the end of the required time, the character makes a check based upon the desired quality level. On a success, the materials are consumed and they create the item. On a failure, they create an item of one quality level lower than they desired or may salvage the materials. When a character fails by 5 or more, they produce a poor quality item and the materials are consumed.
Quality. The quality of an item affects the time, cost, and difficulty of crafting it. Items of fine quality or masterwork quality also offer special benefits. A fine item also costs an additional 25 gold to produce, and a masterwork item 125 gold.
Engineering. The Craft downtime activity can also be used for buildings, engineering devices, and other projects. Each check requires a week of work and access to an amount of gold worth of materials. The DC and materials cost are determined by the project’s complexity. The scope of the project determines how many checks are required to complete it.
Quality | Time | DC | Materials | Production Cost | Sell Price | Benefit |
Poor | Half | 10 | x1/8 | - | Half |
Gains the Broken condition after each use |
Normal | Base | 15 | x1/4th | - | Up to full | - |
Fine | Double | 20 | x1/2 | +25 gp | At least full price | Can be enchanted to become a magic item of up to uncommon rarity |
Masterwork | Triple | 25 | x1 | +125 gp | No less than double full price | Never has damage vulnerabilities, and can be enchanted to become a magic item of any rarity |
See the core rulebook for tables Engineering Items and Engineering Time.
Item | Craft Time |
Dual-wielding weapon* | 2 per week |
Martial or simple weapon* | 1 week |
Heavy weapon* | 2 weeks |
Ammunition | 50 per week |
Light armor | 1 week |
Medium armor | 2 weeks |
Heavy armor | 4 weeks |
Tool or equipment | 2 per week |
*Rare weapons may require longer crafting times determined by the Narrator.
Gather Information
The Gather Information activity is used to uncover secure or secret information about individuals, events, organizations, or other things that still exist within living memory. Gather Information is typically done by word-of-mouth on the street or in taverns.
The character specifies a particular individual, event, organization, or place from which they wish to learn more declares a specific piece of information that they’re seeking to learn, making an Investigation check. The time, DC, and costs are included below.
On a success, the character learns what they are looking for along with a point of Key Knowledge. Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
Key Knowledge. Key Knowledge represents clues, secrets, or other insights into a particular location, individual, or event. Each point of Key Knowledge is specific to an individual, creature, or location. These points may be spent to gain advantage on an attack roll or ability check made in relation to the subject.
At the Narrator’s discretion, these points can also be spent to introduce a small fact to the story. Perhaps a character learns of a friendly bartender while Gathering Information about the next town or discovers a potentially safe cavern while Researching the dungeon they plan to enter.
Limitations. The Narrator may decide that there is simply no way that a piece of information can be gleaned by the Gather Information activity. In this case, the Narrator should inform the player before attempting the check.
Obscurity | DC | Time | Cost | Examples |
Uncommon | 10 | 1 week | 10 gp |
The bar where a local crime boss conducts business, where a local noble likes to drink |
Esoteric | 15 | 2 weeks | 25 gp |
The name of the best fence in a particular city, where to go to get illicit magic ingredients |
Hidden | 20 | 3 weeks | 100 gp |
The location of the duke’s secret prison, the name of a dragon’s agent in a city |
Secret | 25 | 5 weeks | 500+ gp |
The identity of the leader of a guild of assassins, what the king keeps in the secret room below his chambers |
Recovery
Sometimes it is necessary to recover from the dangers faced by an adventurer. In order to take the Recover activity, a character must have or temporarily pay for at least a moderate lifestyle. Each week that a character takes the Recover activity, they may:
- Make a Constitution saving throw against one effect that is preventing them from regaining hit points.
- Make one additional saving throw against one disease or poison currently affecting them.
If a character is tended to by someone with a healer’s satchel, they have advantage on the above checks.
Religious Devotion
Religious Devotion allows a character to engage in acts of piety in an attempt to appease the gods and earn their favor. In order to engage in this downtime activity, a character must have access to a shrine, temple, or other sacred site and spend the required gold on sacred offerings to make a Nature or Religion check against a DC from Table: Religious Devotion. On a success, the character gains 1 point of favor, plus 1 additional point of favor for every 5 points their result exceeds the DC.
Favor. A point of favor can be spent to represent a minor but helpful boon that aligns with a deity’s portfolio. A point of favor from a war god might allow a character to find a weapon after they’ve been disarmed, while a point of favor from a nature god might make it easier to find a safe place to camp. The specific details are left up to the Narrator, but in general, this should represent advantage on a roll, the discovery of a small but useful item, or a helpful chance encounter. For 2 favor points, the Narrator may allow a character to benefit from the effects of a 1st-level spell that aligns with a deity’s portfolio. Narrators are free to come up with other uses.
If a character acts against the interests or philosophy of a deity during an adventure, any points of favor are immediately lost.
Philosophical Similarity | DC | Offering* | Description |
Strongly Aligned | 10 | 10 gp |
The character's personal ethos and actions closely mirror the deity’s philosophy and teachings. |
Aligned | 15 | 25 gp |
The character's personal ethos and actions are generally similar to the deity’s philosophy and teachings. |
Neutral | 20 | 50 gp |
The character’s personal ethos and actions do not align with or oppose the deity they are beseeching. |
Opposed | 25 | 100 gp |
The character’s personal ethos and actions are generally counter to the deity’s philosophy and teachings. |
Strongly Opposed | 30 | 500 gp |
The character's personal ethos and actions run directly counter to the deity’s philosophy and teachings. |
*The Narrator may allow specific actions by the character to reduce or eliminate this cost.
Research
Research is used to uncover obscure information about individuals, events, organizations, or other things that have faded beyond living memory but still exist in recorded history. Alternatively, Research can be used to find facts or information contained within bureaucratic records.
In order to conduct the Research activity, a character must have access to a library or libraries that might conceivably contain the information that they are searching for — a noble villa’s private library might contain original ownership records, but is unlikely to contain information regarding alien interlopers from the last age. The character makes an Arcana or History check (determined by the topic of Research) against the DC listed on Table: Research, taking an appropriate amount of time and spending the indicated amount of gold.
On a success, they learn what they are looking for along with a point of Key Knowledge (see Gather Information). Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
The cost of research is reflective of bribes, library fees, and other related expenses. At the Narrator’s discretion, a character may dispense with these if they already have access to a library that may contain the information.
Obscurity | DC | Time | Cost | Examples |
Uncommon | 10 | 1 week | 10 gp | The original name of a particular village |
Esoteric | 15 | 2 weeks | 25 gp |
The original owner of a piece of land or business, the location of an ancient tomb |
Hidden | 20 | 3 weeks | 100 gp |
The true history of the founding of a dynasty, the real lineage of the local ruler |
Secret | 25 | 5 weeks | 500+ gp |
The name of a fiend, the location of a city destroyed by the gods in the last age |
Spellcraft
This downtime activity allows spellcasters to create rare spells by refining their knowledge. Pick a common version of a spell that the character knows and choose one modification from the modifications table. Alternatively, with the Narrator’s permission a character may choose one rare spell from Chapter 11: Spellcasting provided it is of a level they can cast.
The character makes an ability check using their spellcasting ability and Arcana (sorcerer, warlock, wizard), Nature (druid), Performance (bard), or Religion (cleric, herald). The DC of the check is based on the spell level as per Table: Rare Spell Crafting and is increased by the desired modification.
Each check requires 1 week and the amount of indicated materials. A character requires a number of successful study weeks as listed on Table: Rare Spell Crafting. If a character succeeds the check by 5 or more, that week counts as 2 weeks for the purposes of completion. On a failure, the character makes no progress that week and the materials are consumed, and on a failure by 5 or more the materials are consumed and a week of progress is lost. The rare spell is finished when the final check succeeds.
Modification | DC Modifier | Effect |
Altered Effect | +0 | The spell’s primary effect is changed. This can be used to add or alter a spell's damage type, affect what the spell targets, or otherwise modify its core effect. Examples include an invisibility spell that targets objects instead of creatures, a fireball that deals cold damage, or a lightning bolt that has a cone area. |
Lingering Effect | +1 | The spell has a secondary effect that occurs after the spell has ended. Examples include a fireball that causes the target to take ongoing fire damage or a slow spell that leaves a target fatigued after its duration has ended. |
Additional Effect | +2 |
An additional effect is added to the spell’s primary function. Examples include an ice storm that freezes a target in place for the duration. |
Additional Target | +2 | The spell has the means to target additional creatures. Examples include a paralyzing effect that spreads by touch or a suggestion to new targets through conversation. |
In order to invent a rare spell, a character must have access to the appropriate type of library. Wizards and sorcerers require a collection of arcane tomes. Clerics and heralds must have access to books of esoteric lore and theological texts. Druids need a sacred place of nature untouched by civilization. Bards utilize folios of magical compositions. Warlocks require forbidden texts and works of the occult.
Creating rare spells should be a collaboration with the Narrator. As always, the Narrator must approve any new rare spell. When in doubt, use preexisting rare spell effects for inspiration.
In addition to crafting rare spells, it is possible to create entirely new spells. This process typically requires years of work and often represents the pinnacle of a spellcaster’s career. If a character wishes to create their own spell, it should require at least 2 months per spell level and 500 gold per spell level each week. DCs for such checks and the other specifics are determined by the Narrator, using the rules for crafting rare spells as a guideline.
Spell Level | DC | Cost Per Week | Successful Study Weeks |
1st | 15 | 100 gp | 2 |
2nd | 16 | 150 gp | 3 |
3rd | 17 | 200 gp | 4 |
4th | 18 | 300 gp | 5 |
5th | 19 | 500 gp | 6 |
6th | 20 | 1,000 gp | 7 |
7th | 21 | 1,500 gp | 8 |
8th | 22 | 3,000 gp | 9 |
9th | 23 | 5,000 gp | 10 |
Train
The Train activity allows a character to learn a new weapon, language, or tool proficiency, or it can be used to swap a class feature or feat that they learned previously.
Language or Tool. Learning a new language or tool proficiency requires a character to spend a number of months equal to 12 - their Intelligence modifier and pay 50 gold pieces per month to retain a tutor. If a character does not wish to pay for or does not have access to a tutor, they must have another reliable means of learning and the time required is doubled. At the end of this period, the character acquires the proficiency.
Weapon. Learning a new weapon proficiency requires a character spend a number of months equal to 6 - their Strength or Dexterity modifier (whichever is highest) training and pay 50 gold pieces per month to retain a tutor. At the end of this time period, the character acquires the weapon proficiency.
Relearning. A character may also relearn class features. This activity does not require spending any gold. The time required is 1 week to change a feature gained at 1st–5th level, 2 weeks to change a feature gained at 6th–10th level, 3 weeks to change a feature gained at 11th–15th level, and 4 weeks to change a feature gained at 15th–20th level. This activity cannot be used to swap out spells that have been entered into a spellbook.
Feat. To swap a feat gained through leveling to another feat, a character may spend a number of months equal to 8 – their proficiency bonus and pay 50 gold pieces each month to acquire practice materials and advice from experts in the feat they are learning.
Archetype. A character can change to a different archetype for their class by spending 12 weeks mastering the new archetype, at which point they are able to select it. When they do, any class features gained from their previous archetype are lost and replaced by the class features of their new archetype. Changing from one class to another requires the use of powerful reality- altering magic (like the wish spell or the direct intervention of a deity).
Activity | Time | Cost |
New language or tool proficiency | 12 - Int modifier months | 50/month |
New weapon proficiency | 6 - Str or Dex modifier months | 50/month |
Relearn class features | 1 week (1st-5th) 2 weeks (6th-10th) 3 weeks (11th-15th) 4 weeks (15th-20th) |
No cost |
Swap feat | 9 - proficiency bonus months | 50/month |
Change archetype | 12 weeks | No cost |
Work
A character can use the Work activity to pay their cost of living expenses and earn some coin between adventures. Work is broken down into two categories. On a successful check after spending a week on this downtime activity, a character supports a lifestyle (poor, moderate, or rich), and earns gold as listed on Table: Work.
Legal Work. Legal work allows a character to practice a trade or profession without fear of consequence. The character selects a tool proficiency or skill approved by the Narrator and makes an ability check, consulting Table: Work to determine the lifestyle their profits support and the extra gold earned. On a result of 5 or less, a character earns nothing, supports no lifestyle, and has disadvantage on the next Work check that they make using the same skill or tool.
Illegal Work. Illegal work allows a character to sustain themselves and make some coin by engaging in petty crime. First, a character selects the type of crime that they would like to engage in and selects an appropriate skill or ability check approved by the Narrator. They then select the difficulty of criminal activities as per Table: Work.
On a failed check, a character receives no earnings and must cover the cost of their lifestyle themselves. If they fail by 5 or more, the character must lay low and cannot take a downtime activity for the following week, and on a failure by 10 or more they are caught and suffer consequences or complications determined by the Narrator.
Difficulty | DC | Lifestyle | Earnings |
Easy | 10 | Poor | 1d6 gp |
Average | 15 | Moderate | 3d6 gp |
Hard | 20 | Rich | 6d6 gp |
Very Hard | 25 | Rich | 10d6 gp |
Resting
Resting
Rest is a fundamental necessity for most living creatures. While the exact amount of rest each type of creature needs may vary, they all still must rest in order to recuperate from wounds, rid themselves of fatigue and strife, and replenish their spell slots.
Short Rest
A short rest is a period of no less than an hour, in which the character does nothing more strenuous than reading, writing, talking, and binding wounds.
At the end of a short rest, a character may expend one or more Hit Dice to restore any lost hit points, up to their maximum number of Hit Dice. For each Hit Die expended, the player rolls the dice (as determined by their class) and adds their Constitution modifier. A player can decide to roll an additional Hit Die after each roll.
Long Rest
A long rest is a period of time of at least 8 hours, 6 of which must be spent asleep. The remaining hours can be spent doing light activity like eating or standing watch. If this period is interrupted by strenuous activity for more than an hour, such as walking, fighting, or casting spells, the characters gain no benefit and the time period resets.
After a long rest has been completed, a character regains all lost hit points. The character also regains expended Hit Dice, up to a maximum of half of the character’s total number of them (minimum of 1). For example, a character with 10 Hit Dice who has expended 8 would regain 5 Hit Dice after a long rest.
A character cannot benefit from more than one long rest in a 24-hour period, and must have at least 1 hit point at the start of the long rest to benefit from it. Any character that does not consume at least 1 Supply suffers a level of fatigue when they finish a long rest, and adventurers are only able to truly recuperate within a haven. A character recovers from one level of fatigue and one level of strife after finishing a long rest in a haven where they have consumed Supply. When taking a long rest and consuming Supply without a haven, a character can recover only from the first level of fatigue or strife.
Resting and Havens
While on a journey, adventurers are only able to recover from the second level and beyond of fatigue or strife on a long rest when they have access to a haven.
A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. Some spells and class features may create havens.
Objects
Objects
The world is full of chandeliers and tree branches to be swung from, doors to be kicked in, and eldritch statues full of ruinous power to meddle with. There are numerous objects bristling with possibility for the intrepid and the bold. Adventurers can perform many actions with an object—they might pick up a vase to secure treasure, throw a glass sculpture to create a diversion, or try and hack their way through hastily set up barricades.
When interacting with an object, a creature might use a trait, feature, or combat maneuver, or it might simply make an attack. In general, given enough time and the right equipment, any adventurer can usually accomplish what they want with an object.
An object is a single inanimate item like a rug, vase, axe, painting, boulder, door, section of wall, or a bureau full of clothes (which themselves are many objects).
Try the Object Statistics Tool! ⇨
Interacting with Objects
Most physical interactions with the environment simply require a player to announce their intentions to the Narrator. A statement like, “I open the wardrobe,” is normally all that is necessary to set an action into motion.
Some interactions, however, may require an ability check . A wardrobe that won’t open might require a Dexterity (thieves’ tools) check to pick a lock or a Strength check to pull it open despite rusted hinges. The Narrator sets the DC for the check based on the difficulty of the task. A Strength check can also be used to break an object. The Narrator sets the DC for the check.
Creatures can also damage objects with both physical attacks and spells. Objects are immune to psychic and poison damage, but otherwise they can be affected by damage just like creatures. The Narrator determines an object’s AC and hit points, and if it has any damage resistances, immunities, or vulnerabilities. Objects always fail Strength and Dexterity saving throws, but are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.
Statistics for Objects
In the middle of a tense situation where time is of the essence, the Narrator can assign an Armor Class and hit points to a destructible object, as well as determine what immunities, resistances, and vulnerabilities to damage it might have.
When a creature is trying to do something besides destroy the object, the Narrator determines what ability checks are appropriate.
Armor Class
An object’s Armor Class represents how tough the object is to damage. Especially tough objects might be harder to damage—the Object Armor Class table has suggested values for objects based on the materials they are made from.
Object | Armor Class |
Cloth, paper, rope | AC 11 |
Crystal, glass, ice | AC 13 |
Wood, bone | AC 15 |
Stone | AC 17 |
Iron, steel | AC 19 |
Mithral | AC 21 |
Adamantine | AC 21 |
Hit Points
An object’s hit points determine how much damage it can take before it is destroyed. A particularly sturdy object (resilient) might have more hit points than more delicate objects (fragile). The Object Hit Points table has suggested hit points for objects based on their size.
Object | Size | Hit Points (fragile) | Hit Points (resilient) |
Game piece, vial | Tiny | 2 (1d4) | 5 (2d4) |
Chair, painting | Small | 3 (1d6) | 10 (3d6) |
Crate, Medium door, table | Medium | 4 (1d8) | 18 (4d8) |
Equestrian statue, Large door, 10-foot section of wall | Large | 5 (1d10) | 27 (5d10) |
Huge and Gargantuan Objects
Against Huge or Gargantuan objects, normal weapons or tools are of little effect. Against a castle wall or treasure vault door, a hammer or sword won’t get the job done —but determined creatures might try just the same. If the Narrator decides a Huge or Gargantuan object is vulnerable to a creature’s attacks, divide it into separate smaller sections that are each Large-sized and track the hit points of each section independently. For example, a Huge windmill might fall apart when the axle holding the blades is destroyed.
Objects and Damage Types
When damaging an object some damage types might be more effective than others, depending on the object’s composition. For example, slashing damage might help cut through a rope, but be less effective for smashing the legs of a stone statue. Flammable objects are typically vulnerable to fire, and unless noted otherwise (such as with inanimate plants) objects are immune to poison and psychic damage. The Narrator determines the effectiveness of any given attack on an object.
Damage Threshold
Objects built to endure attack (like the reinforced walls of a towering fort or the armored hull of a skyship) often have an extra measure of protection: a damage threshold. If an object has a damage threshold it is immune to damage unless an attack or effect deals damage equal to or greater than the damage threshold. Any attack or effect that deals damage less than the damage threshold instead deals no damage at all.
Doors
This content is from Dungeon Delver's Guide.
Most doors are an inch or more thick and typically have 27 (5d10) hit points or more. The DC to bash down a door, or the AC to damage it, are as follows:
Door Type | Bash DC | AC | Damage Threshold | Recommended Dungeon Level |
Wooden | 15 | 15 | - | 1+ |
Wooden, fortified | 19 | 15 | 19 | 9+ |
Stone | 17 | 17 | - | 5+ |
Stone, fortified | 21 | 17 | 21 | 13+ |
Iron | 19 | 19 | - | 9+ |
Iron, fortified | 23 | 19 | 23 | 17+ |
Mithral | 21 | 21 | - | 13+ |
Mithral, fortified | 25 | 21 | 25 | 17+ |
Adamantine | 23 | 23 | - | 17+ |
Adamantine, fortified | 27 | 23 | 27 | 17+ |
Fortified Doors
Some dungeon doors are especially thick, protected by magical wards, or reinforced with iron bars. These fortified doors have damage thresholds equal to their AC values. Thus, an attack that would deal less than 15 damage has no effect on a fortified wooden door. The DC to force open a fortified door is increased by 4 (so a fortified adamantine door can be bashed open with a Strength check of 27).
Given enough time, characters can dismantle most doors—unless even rolling a 20 on a Strength check can’t bash it open and even a critical hit can’t overcome its damage threshold.
Far Future
This content is from Voidrunner's Codex .
Items in the far future are often made of exotic materials and rare elements. Starship hulls are made with duranium, which is able to withstand the rigors of space–and combat. Other materials such as plassteel and transparent aluminum are common, and forcefields are often used in place of walls and doors.
Forcefields. Forcefields cannot be bashed; additionally they regenerate 5 hit points per round.
Ray Shielding. Objects which are ray shielded have resistance against fire and radiant damage.
Zirkon. Zirkon crystal has anti-psionic properties. Psionic powers and effects of power level III or less cannot penetrate barriers made of zirkon, and the psionic points required to manifest a power of level IV or higher through zirkon is doubled.
Object/Material | Hit Points | Bash DC | AC | Damage Threshold |
Plastic | 5 (1d10) | 15 | 15 | - |
Plassteel | 27 (5d10) | 15 | 17 | 5 |
Transparent Aluminum | 18 (4d8) | 17 | 17 | 19 |
Blast door | 27 (5d10) | 17 | 19 | - |
Blast door, fortified | 37 (7d10) | 19 | 19 | 23 |
Blast door, duranium | 55 (10d10) | 19 | 23 | 25 |
Forcefield* | 55 (10d10) | - | 23 | 20 |
Zirkon | 27 (5d10) | 17 | 17 | 5 |
*The DC to bash down a door or break an object.