Safety Tools
Safety Tools
Roleplaying games provide a chance at escapism, an outlet for creativity, and a unique opportunity for collaboration. They are also, however, often largely improvisational. Because of this players can be exposed to potentially upsetting or distressing scenarios. Safety tools give groups an easy way to cut these scenarios short or even avoid them all together.
The most important part of collaborative gameplay is communication. Disruptive players, uncooperative characters—the first step to solving every problem is almost always communication. When using safety tools it is the Narrator’s responsibility to educate the table on their importance and how to use them, and a player’s responsibility to make themselves heard and to utilize the implemented safety tools properly. Without proper communication and collaboration between players and the Narrator, safety tools cannot effectively do what they’re intended to do.
What Are Safety Tools?
During improvisational, collaborative play, situations may arise where one or more players and even the Narrator are stressed, uncomfortable, or just not having fun. Safety tools provide an easy way to check in with each other, learn where one another's boundaries lie, and can help navigate difficult situations when they arise.
Consent and Boundaries
Everyone has their own personal boundaries, and those boundaries may be different for every table that person plays at. It’s important for the Narrator to learn where each player’s personal boundaries lie and to respect them. In some instances—such as when roleplaying difficult situations—the group may benefit from getting consent from each player individually before moving forward with the scene. Crossing a boundary without consent, whether intentional or not, can have devastating effects on the group as well as the players themselves and should be avoided.
Discovering each player's boundaries can be done in multiple different ways. Some players may be comfortable having a frank discussion, while some may appreciate the privacy of being able to fill out a form or survey instead (see the back of the book for the Consent Checklist form). Even seasoned players and table regulars can benefit from these methods as having their boundaries respected can greatly increase anyone’s enjoyment of the game.
Respecting boundaries is an important part of group play for everyone involved. When boundaries aren’t respected or lines are crossed without consent, a group can quickly fall apart. While the reason behind a boundary might not be known, it is always best to assume that others have a greater understanding of their own lived experiences and mental health—pushing someone to explain the reasoning behind their boundaries is at best rude and at worst can potentially retraumatize someone.
Here are some topics that Narrators should consider when acquiring consent from players or determining boundaries: harm to animals, harm to children, blood/gore, body horror, insects, religious horror, possession, romance (on an individual basis, between PCs, between PCs and NPCs, sexual content, explicit scenes), pregnancy, abortion, miscarriage, sex work, child abuse and exploitation, homophobia, transphobia, racism, sexism, terrorism, war, xenophobia, genocide, slavery, people trafficking, life-threatening illness, mental illness, suicide, physical abuse, substance abuse, psychological abuse, self-harm, starvation, dehydration, torture, natural disasters, gaslighting, police, government aggression, claustrophobia, paralysis or restraints, mind control, cults.
How to Use Safety Tools
Implementing safety tools for the first time can be stressful, and Narrators may be worried at how other people in the group may react to them. It is important to remember that safety tools are here to increase the enjoyment of the game for everyone. If someone is distressed by certain content in the game, that can impact their fellow players; why not just avoid said content and keep the fun going, instead?
To ensure they can be as effective as possible, safety tools are best used in conjunction with other safety tools. This isn’t to say that they are ineffective on their own, only that using multiple safety tools helps ensure the group’s safety and enjoyment. For example, using Lines and Veils provides great groundwork for the game, while also using the X-Card allows a group to catch anything that might have fallen through the cracks during planning. It never hurts to have a backup plan, especially when dealing with sensitive content.
The best time to implement safety tools is prior to character creation and the start of a game. Session zero is an invaluable safety tool which can provide the perfect opportunity to address and begin including other safety tools. The second best time to implement safety tools is now—the Narrator can do it before the next session, or even turn a mid-campaign session into something similar to the session zero. It’s never too early to introduce a group to safety tools, but it can be too late when situations that might have otherwise been prevented cause a group to break down.
Safety Tools and Online Play
While most safety tools include information on how to use them in an in-person game, it can be difficult to figure out how to implement them in an online environment. To implement tools like the X-Card or Scene Change, groups can utilize a program's chat features or use a form of direct messaging to activate the X-Card or call for a scene change. Safety tools like lines and veils can be done through messages, private chats, or even online forms.
Types of Safety Tools
There are numerous different safety tools out there, some of which may work in similar ways. It is up to the Narrator to determine which safety tools are the best fit for their table, and to implement them properly. When the person running the game embraces safety tools themselves it can help their group warm up to the idea faster and make the experience go smoother!
Session Zero
In roleplaying games a session zero is the equivalent of a job interview. It is one of the most useful safety tools, as it allows players to communicate what they expect from a campaign and what type of game they actually want to play. Below are just a few ways that a session zero can improve the game:
- Allows the Narrator to prepare a story that aligns with player expectations.
- Encourages collaborative character creation which can improve a party’s synergy in all pillars of play.
- Provides a great opportunity for players to introduce themselves, potentially for the first time, and can help determine if players are a good fit for the game.
A session zero can take place at any point during a campaign, but is the most useful when done beforehand in conjunction with character creation. It can be used as an opportunity to address things like boundaries, preferred play styles, campaign flavor, and table rules. It can also be used as an opportunity for making a truly cohesive adventuring party, and for the Narrator to work the characters' stories into their world.
Even if the Narrator feels like some of the subjects covered in a session zero don’t apply to their group, discussing things can yield surprising results that merit changes which make the game better. When planning to utilize other safety tools, a session zero is the perfect place to introduce them and lay the groundwork necessary for them to be successful.
Open Door Policy
The safety tool that requires the least effort is something called an “open door policy”. What this means is that players are able to leave the table or game without judgment as long as they do so in a non-disruptive way. When using this policy, the Narrator should almost always do so in conjunction with other safety tools as this method does little to solve the root of the problem.
When using an open door policy, it is best to make sure players understand exactly what that means. At some tables it may mean “feel free to leave, whenever, for whatever reason without explanation!”, while at others it may mean “let us know when you feel like you need to leave the table.”
Lines and Veils
The most effective method of determining boundaries is having lines and veils determined by each player, prior to the start of a game or campaign. Multiple checklists for determining lines and veils are available online, or the Narrator may even choose to customize a checklist for the group or the campaign.
Lines. Lines are something that is a hard boundary for a player, and should be excluded from the game with no questions asked.
Veils. Veils are often softer boundaries, which are something the player may be comfortable dealing with in game as long as it isn’t explicitly described. When dealing with veils, it is usually best to take a fade-to-black or fast-forward approach.
When determining a group’s lines and veils it’s best to do so one-on-one to maintain each player's privacy, or through the use of private checklists. While this doesn’t have to be done prior to the start of a game, the earlier on it happens the better. The most common way to utilize this method is by asking players to fill out a form, marking various elements as a “line”, a “veil”, neither, or even as prefered content. This allows the Narrator to save their players’ answers to reference later during a game, or while plotting out the story in advance.
The Narrator should never argue with a player on what they consider a hard line and what they consider a veil. If the lines and veils a player sets would greatly interfere with the planned game, it’s possible that campaign (or even group) isn’t the best fit for that player. Lines and veils aren’t set to ruin fun or make a game boring, they are set to protect a player, their enjoyment of the game, and their mental health.
During the course of a game, a player’s lines and veils may change. This is normal as someone becomes more comfortable with a play group or their situation changes, and means it is important for Narrators to periodically check in with their players.
The X-Card
Of the simpler options, the use of X-Cards is the most popular. This involves a card with a large X which is placed on the table in reach of all players. If someone at the table becomes uncomfortable, all they have to do is touch or raise the X-Card. After someone touches or raises the card, the Narrator and other players should immediately alter the scene by transitioning to a new one or changing what is happening. The player who activates the X-Card should never be questioned on their reasoning, and the game should continue as normal.
When introducing the X-Card it is important to remember that the introduction can be as important as the card itself. The Narrator should make it clear that the goal is for everyone to play together, that the group is more important than playing the game, and that the X-Card is simply a tool that allows everyone to take better care of each other.
The X-Card is not a replacement for communication, but a tool to help facilitate it. After the X-Card has been activated, the Narrator should always check in with the group as a whole. Is everyone having fun? Is it time to take a break to process what happened?
The X-Card was designed by John Stavropoulos and is used here with permission (more information can be found at http://tinyurl.com/x-card-rpg).
Script Change
Another popular safety tool is the script change, which involves the implementation of film ratings (or another rating system) to outline the “audience” the table is playing for, and uses tools based on media controls to influence the game. A player who expects an R-rated game is likely going to want to play very different scenarios than a player who expects a PG or PG-13 rating for their game. It is also one of the most in-depth safety tools, and comprises several different tools.
Ratings. To utilize this method, the Narrator first determines what rating the game they plan to run would have, then asks the players what rating of game they’re wanting to play. If the ratings don’t line up, players are asked to elaborate on what boundaries they associate with the Narrator’s rating and their own, as people can have different ideas of what a rating like PG-13 or R implies. If the ratings fall too far apart, it may not be the best fit to play that game together. If they differ only slightly, the Narrator should modify the planned game so that it can be enjoyable for all of the players.
Squicks, Icks, and Picks. Content that players absolutely do not want to encounter should be recorded in the Narrator’s notes as squicks, which are things that merely make a player uncomfortable, and icks, which is content that may be triggering, traumatizing, or distressing. Content or gameplay elements that players do want to encounter should be recorded in the Narrator’s notes as picks, which can help them shape the direction of the game.
Change the Script. The core tools of the Script Change are fast-forward, frame-by-frame, pause, rewind, and resume, but additional tools can be included such as highlight reel, instant replay, and wrap meeting. To make things easier, each player should have an indeX-Card for each tool to be used in a similar way to the X-Card. To call for a script change, players can simply say “rewind”, “pause”, and so on, or they can tap or raise the appropriate script change tool.
When asking for a script change players can be as descriptive (“Could we rewind that statement? I don’t think my character would actually say that!”) or as vague (“I’d like to fast forward this scene.”) as they like. Like with other safety tools, there is no expectation to explain the reasoning behind requesting a script change. After resolving the script change, a player can simply say “resume” to continue the game as normal.
Rewind. A rewind can be called for to help someone catch information they might have missed, or to address an issue that couldn’t be addressed during play. Rewind can also be used to rewind entire scenes, at which point the content that has been rewound is no longer considered canon and the group is creating a new story.
Fast-Forward. A fast-forward can be called for when a scene has reached a logical conclusion, or a player wishes to skip difficult content. It can be used to end a scene or encounter, or for larger gaps when necessary and discussed with the Narrator.
Pause. A pause can be called for when a player needs a minute to process difficult content or an intense scene. A pause can also be called simply for bathroom breaks, snack breaks, or to discuss something that might have come up during play. When the player who called for the pause is ready to play, they should say “resume” to let the table know to continue.
Frame-by-Frame. Frame-by-frame can be called for to let the Narrator and other players know to take it slow through a scene. It could be due to difficult content, or even just something a player is unsure about and would like to approach cautiously. Once the player is ready for regular play to resume, they should say “resume” or “play” to let the table know to continue. Topics that a player would like to handle frame-by-frame can also be addressed at the beginning of a game or privately with the Narrator.
Highlight Reel. Using the highlight reel tool takes place at the end of a session, and is intended to allow players to point out things they liked about the session. Each player should get the chance to mention something they enjoyed and the Narrator should as well. This tool is intended to be strictly positive and should focus only on the good parts of the session.
Wrap Meeting. This tool provides an opportunity for the group to discuss the rest of the game that wouldn’t be addressed during a highlight reel, and also takes place at the end of a session. This can be used to get clarification on information, address problematic content, or even address problem table behaviors. While a wrap meeting does not need to be strictly positive, like the highlight reel, it should be a supportive environment where players can feel comfortable talking about issues that may have arisen during play.
Bloopers and Outtakes. Like highlight reels and wrap meetings, bloopers and outtakes should be used at the end of a session. This tool focuses on constructive criticism, and self-improvement. Bloopers should have a funner, “whoopsie” vibe, while outtakes are more serious things like conflict or emotional harm. When using this tool, the Narrator should allow for 4 “reels” of sharing:
- For the first round of sharing, players who share bloopers should use “I” statements. An example would be, “I overreacted to this scene.”
- When sharing in this reel, players should continue to use “I” statements, but instead include statements about how the bloopers from reel 1 made them feel.
- During this reel, players should use “I” statements to address constructive criticism or conflict within the game. Let players state their thoughts and experiences, and remind everyone to use extreme care in how they might respond.
- Players should continue to use “I” statements, while trying to take special care to understand each other and owning any hurt they may have caused.
At any point during the sharing of bloopers and outtakes, players and the Narrator can call for a pause. This can be used to take a break and allow people to cool off, or to address a situation that may have come up more in depth.
The Script Change Tool was designed by Beau Jágr Sheldon and is used here with permission (more information can be found at briebeau.com/scriptchange).
Collective Understanding
With the variety of games available, even when only counting tabletop roleplaying games, it is inevitable that players from different backgrounds will have different ideas on how to best play any game. With this tool, the Narrator can ensure all of their players are on the same page and hopefully avoid the clashing of playstyles.
The point of using this tool is to create a clear picture of the game being played, not to attempt to find a way to combine incompatible playstyles. Prior to the beginning of a campaign, the Narrator and players should get together, in real time, to ask questions and go over a checklist to define the campaign. This can be done around the table in person or digitally so long as everyone can discuss and make choices together. Once together, the group can work to determine which choices work the best for the game, and why. If two players, or the players and the Narrator, do not agree on the same fundamental things this tool will not help discover common ground that isn’t there—what it will do, however, is let the Narrator and players know prior to the beginning of a game whether or not this is the right group. For each choice, only one answer should be chosen. There is room for negotiation of course, but all choices should be made as a group as the results will determine the kind of game being played.
For some choices there may only be one answer that works for the game being discussed. In these cases that should be made clear when discussing that question to ensure all players are comfortable with it. Checklists to use with this method can be found online, or the Narrator can make their own with options that are tailored specifically to the game. When making a checklist, make sure to touch on the following points;
- Is the point of playing to win?
- Are the players expected to work together? Pursue personal goals? Work against each other?
- Is the Narrator expected to wing it? Be prepared for anything? Provide a challenging game?
- Are the players' roles to follow the story? Make their own story?
- Is the relationship between the rules of the game and this campaign important? Unimportant? “What rules?”
Another way to ensure players are on the same page with their playstyles is to include different scenarios, and responses to those scenarios, as choices and answers on the checklist.
Did all of the players choose the same answers or at least agree on most of them? If so, great! If not, the Narrator may need to find another group, or find another game for this group to play together. If the Narrator finds that the tone of the game shifts dramatically after a couple of sessions, or several sessions down the line, consider running through the checklist with the players again. Just like with setting lines and veils, a player’s (or Narrator’s) preferences and playstyle may change over time.
Something Went Wrong—Now What?
Eventually, regardless of how well safety tools have been used, something will inevitably happen. Players don’t always get along, characters don’t always work together, and the Narrator doesn’t always have all of the answers. When dealing with these situations it is important to remember that the players are only human (we assume).
If a difficult situation arises in a group, the Narrator should try to remember the following advice:
- When discussing difficult topics or navigating arguments, it’s best for all parties involved to use “I” statements. This involves saying things like, “I feel,” and, “I think,” rather than “You did,” or, “You said,”. This helps avoid placing blame and can help to keep situations civil.
- The Narrator should dissuade players from confronting others in front of the group, as it puts them on the spot and can make it harder to achieve the desired outcome. If the issue is relatively small, the Narrator may try approaching the other player privately to have a discussion about what happened. For bigger or more distressing issues, the Narrator’s role might be to mediate group discussions to address the problem in an oblique manner that doesn’t alienate anyone involved.
- Stepping back and taking a break, even during a session, can allow everyone time to calm down and let the group approach the problem with new eyes.
Equipment
Equipment
- Armor & Weapons || Armor | Shields | Weapons | Weapon Properties
- Materials & Customizing || Materials | Fine and Masterwork | Customizing Armaments | Maintenance
- Adventuring Gear || Medicinals | Spellcasting Foci | Common Poisons | Survival Gear | Miscellaneous Adventuring Gear | Equipment Packs | Tools | Mounts | Vehicles | Trade Goods | Lifestyle Expenses
- Lifting and Carrying || Bulky Items | Containers
- Spending Gold || Magic Item Suppliers | Smithies | NPC Services | Ordering Crafted Items | Enchanting Gear | Spellcasting Services | Donations | Pets | Eggs
- Strongholds || Building a Stronghold | Followers
Whether you find yourself in the cobbled confines of an alleyway meeting an alchemist of ill repute, peering into the weathered face of a tinker as she shows you her wares, or navigating the bustling crowds and heady aromas of a marketplace to find a traveling armorer, the world offers many objects to enhance your adventures. You may find mundane and miraculous items ranging from the small and inconsequential to the legendary and deadly.
For day-to-day adventuring there are some staples that come in handy at any level. A sturdy length of rope, well-made armor, and a source of light could well be the difference between a successful quest and an early demise.
In this chapter you’ll find both common items and more unusual knickknacks that you may find most efficacious in your travels.
Starting Equipment
Your character’s beginnings determine the supplies they have access to at the start of your adventure. Choices made during character creation provide a list of default gear, but there is also the option to forgo this standard list and select items that you feel better fit your character. Simply choose your class from the table below and spend the allotted amount of gold on the equipment detailed in this chapter.
How your character came by your starting equipment is up to you. Perhaps they pickpocketed gold until they could afford the shiniest axe, or excelled in transmutation class and were given a beautiful crystal spell focus as a reward. An herbalism kit may be passed down through generations of village healers, or a holy text may be a treasured inheritance from a devout relative. These items are not simply useful implements for your adventuring—they are opportunities to flesh out your character.
Starting Gold Per Class
Adept 30 gp
Bard 135 gp
Berserker 120 gp
Cleric 125 gp
Druid 115 gp
Fighter 140 gp
Herald 200 gp
Marshal 200 gp
Ranger 150 gp
Rogue 125 gp
Sorcerer 100 gp
Warlock 110 gp
Wizard 100 gp
Trading
While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to barter day-to-day, and many local governments accept taxes in valuable items that meet the amount due—whether that be poultry or fine wines. The wealthy may trade in the same way albeit on a grander scale such as with deeds, parcels of land, or full bars of precious metal.
Currency
Coinage varies widely in appearance across realms and sometimes even between cities. Coins are minted with the faces of different rulers and in different shapes or patterns. Sometimes these designs represent their originating culture, and sometimes simply to make a forger’s job harder and rightly so—despite best efforts to thwart them, forgeries are common. Merchants and vendors may be suspicious if your character’s spending power is incongruous with their appearance, and may test coins (either openly or surreptitiously).
Most coins from across the world are made from the same weight of their respective metal, ensuring easy trade across continents and oceans. A gold piece is the usual standard unit of wealth, and when discussing deals and trade merchants will often refer to value in gold pieces even if the final trade involves gems, metal bars, or services.
The average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer is a single gold piece.
One gold piece is equivalent to 10 silver pieces. A silver piece is half a day’s wages for an unskilled laborer.
One silver piece is equivalent to 10 copper pieces, the most common coinage amongst the lower-paid working class.
Other coins of less common metals may be found while traveling. Electrum and platinum are not unheard of, but may not spend easily. Cautious merchants may avoid unfamiliar currency to avoid being duped by a forgery.
On average, 50 coins of any value weigh 1 pound.
Table: Exchange Rates and Relative Value
Currency |
Copper Piece |
Silver Piece |
Electrum Piece |
Gold Piece |
Platinum Piece |
Copper |
1 |
1/10 |
1/50 |
1/100 |
1/1,000 |
Silver |
10 |
1 |
1/5 |
1/10 |
1/100 |
Electrum |
50 |
5 |
1 |
1/5 |
1/20 |
Gold |
100 |
10 |
5 |
1 |
1/10 |
Platinum |
1,000 |
100 |
20 |
10 |
1 |
Trading Valuables and Treasure
It’s likely that on your adventures you’ll come across an immense variety of valuables ranging from unusual trinkets to weapons and armor of every make, shape, and size. While common items can be sold in almost any town, some more unique items may be difficult to sell without locating a specialist or a sufficiently wealthy collector.
Used Weapons, Armor, and Equipment
Used equipment in good working order will usually sell, but it may be worth half (or even less) than a new item. This is not a hard and fast situation and vendors may be swayed into giving more—how your character persuades someone to do that is up to them.
Magic Items
The ease of selling magic items differs from place to place. If in a region where magic is commonplace—perhaps an arcane academy is nearby—selling these items is relatively straightforward and can be highly profitable. In regions where magic is rare, vendors may not believe the item is genuine let alone be willing to buy it. If they can be sold, magic items are valuable and often cost more gold than the average person would see in a year or even a lifetime.
Treasure and Art
Items such as gems, precious metals, jewelry, and art are valuable because they are sought after across the world. For this reason they rarely diminish in price and may even gain value as time goes by. Lost relics or pieces by master crafters are especially likely to bring in vast amounts of gold despite their lack of magical or practical utility.
Basic Trade Goods
Trade goods such as grain, salt, and domesticated beasts are sought after everywhere and so are unlikely to diminish much in value from place to place. Because of their almost universal usefulness, these are the items most commonly used to barter for the average person.
Character Walkthrough
Character Walkthrough
This step-by-step walkthrough guides you through the process of creating your 1st-level Level Up character.
There are six major steps: Ability Scores , Heritage , Culture , Background , Destiny , and Class . As you work through them, you will build your character's backstory from birth up until the point where they begin adventuring.
Urthek. Throughout this process, we will also give an example as we create Urthek, our new character. Look out for highlighted examples which begin with the name Urthek! You can see the final character here.
1. Roll or select your ability scores
You have six ability scores : Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Generate ability scores
Ability scores are generated randomly by rolling four 6-sided dice and recording the total of the highest three dice on a spare sheet of paper. You continue to do this until you have a total of six numbers.
Choose where you’d like to assign these numbers by recording each next to an ability score.
Variants: There are other ways to generate your ability scores , including a standard ability array (assign 15, 14, 13, 12, 10, and 8 to whichever ability scores you wish) and a point-buy method. Check with your Narrator which you are using.
These ability scores will be modified by your choice of background, later.
Urthek. We'll give Urthek the standard ability array as follows: Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 15.
Record ability modifiers
Your ability scores correspond with 'ability modifiers'. These are numbers you add to or subtract from your dice rolls when making attacks or ability checks.
Record each ability score's corresponding modifier.
Score | 2-3 | 4-5 | 6-7 | 8-9 | 10-11 |
Modifier | -4 | -3 | -2 | -1 | +0 |
Score | 12-13 | 14-15 | 16-17 | 18-19 | 20-21 |
Modifier | +1 | +2 | +3 | +4 | +5 |
2. Choose your heritage
Your heritage determines your biologically inherited characteristics. You can choose from several heritages, such as dragonborn , elf , or human .
Urthek. We have decided that Urthek is a dragonborn .
Heritage Traits
Record all of your heritage traits, which include things like size, speed, and special abilities like a dragonborn's breath weapon.
Urthek. Our dragonborn character is Medium-sized, with a Speed of 30 feet. They also have a Dragon Breath ability, for which we need to choose a damage type. Urthek is a white dragonborn, so we'll choose a 15-foot cone of cold damage as our breath weapon type.
Heritage Gift
Choose one heritage gift. Each heritage contains two or more gifts which help distinguish you from others with the same heritage.
Urthek. A dragonborn character can choose from Draconian Armor, Draconian Fins, or Draconian Wings. We'll choose Draconian Armor.
3. Choose your culture
Your culture tells you where you grew up, and the skills and customs you learned along the way. There are lots of cultures, such as circusfolk , nomads , warhordlings , and wildlings ; and there are some cultures which are usually associated with specific heritages, such as wood elves , and tinker gnomes . Any heritage can choose any culture -- your dwarf may have grown up with forest gnomes .
Cultural Traits
Record all of your culture's traits, which include things like languages, and special skills and abilities learned by those within that culture.
Urthek. Steamforged is a fun culture which represents a character who grew up in an early industrial society. A steamforged character gains the traits Mind Like a Steel Trap, Tech Savvy, War Scholar, and Languages.
4. Choose your background
You now know who your parents were, and you know what culture you were raised in, but your background tells you what your role was within that culture. Were you a farmer , a guard , a noble ? There are over 20 backgrounds to choose from.
Background Traits
Record all of your background traits. These include increases to two ability scores , and proficiencies in some skills and tools, along with a special feature.
Urthek. A farmer gains a bonus to Wisdom and one other ability score (we'll choose Charisma), proficiency in Nature and Animal Handling or Survival skills, and proficiency in the use of land vehicles, plus the ability to carry twice the usual number of supplies. This makes Urthek's ability scores Str 12, Dex 14, Con 13, Int 10, Wis 9, Cha 16.
Background Connections & Mementos
Roll for or choose one connection and one memento from the lists in your chosen background . These help flesh out your backstory.
Urthek. We rolled, and Urthek's connection is the landowner who foreclosed on their family land, and their memento is half a locket given to them by a missing sweetheart.
5. Choose your destiny
The final part of your character's origin is their destiny . This tells you what motivates and inspires your character. Destinies include things like Knowledge , Revenge , and Wealth .
Urthek. We are going to choose the Revenge destiny, as this ties in nicely with our farmer background connection -- the landowner who foreclosed on our dragonborn character's family land.
Source of Inspiration
Record your destiny's source of inspiration. This tells you when you will gain an inspiration die (an extra d20 you can roll when making an attack or ability check ).
Urthek. Characters with the Revenge destiny have the Served Cold source of inspiration. They gain an inspiration die when they successfully attack a surprised opponent or lead a foe into a prepared trap, amongst other things.
Inspiration Feature
Record your inspiration feature. This is a special ability.
Urthek. The inspiration feature of the Revenge destiny is an ability called Cloak and Dagger, which allows the character to avert suspicion when danger closes in.
Fulfillment Feature
Your destiny will tell you what you must achieve to fulfill it, and what special benefits you gain once you have done so. This is a long-term goal for your character.
Urthek. The Revenge destiny's fulfillment feature is called Retaliatory Reputation. It is achieved when you have killed, imprisoned or dethrones whatever entity wronged you, and gives you an ability to frighten others with a threatening stare.
Motivation
Finally, roll for or choose one of the six motivations listed for your destiny, or create one of your own. Along with your background connections and mementos, this motivation helps to flesh out your character.
6. Choose your class
Now that you have a complete origin for your character, it's time to decide what sort of adventurer they are now. Are you a wizard or a rogue? A berserker or a bard? There are 13 core adventuring classes for you to choose from.
Your class gives you a collection of features and statistics which will round off your character.
Urthek. Our steamforged dragonborn farmer will become a bard .
Level
You start the game at 1st level unless your Narrator tells you otherwise.
Hit Dice
Record your Hit Dice type. This will be d6, d8, d10, or (rarely) d12. This is how tough you are, and tells you how may hit points you start the game with, how many hit points you gain when you go up a level, and many hit points you can recover when you take a short rest.
Hit Points
Record your starting hit points. This noted in your class description, but it is equal to a maximum roll of your Hit Die.
Urthek. A bard which has a d8 Hit Dice type starts with 8 hit points. To this number, add your Constitution modifier. A bard with a Constitution of 12 would start the game with 9 (8+1) hit points.
Proficiencies
Your class will give you some armor, weapon, tool, saving throw, and skill proficiencies. Note all of these. You will already have some proficiencies from your culture and your background.
Urthek. Our bard gains proficiencies in light armor, two musical instruments, Dexterity and Charisma saving throws, any three skills, and several weapons. We chose Culture, Performance, and Persuasion for Urthek's three skill proficiencies.
Skill Specialties
At 1st level, you also gain two skill specialties. Each skill has a list of suggested specialties. Choose two skill specialties from skills you are proficient in.
Proficiency Bonus
Note your proficiency bonus . This is +2, as you are a 1st-level character. It will increase when you reach 5th-level. This is an important number which is added to all attack rolls, skill checks, saving throws , or ability checks in which you are proficient.
Class Features
The class table for your chosen class tells you what class features you get at each level. As you're a 1st-level character, you only need to worry about the first row. Record the class features you get.
Urthek. A 1st-level bard gets Art Speciality, Bardic Inspiration, Battle Hymn, and Spellcasting.
Spells, Knacks, and other Tricks
Most classes also gain some other features, which are selected from lists.
Spells
Characters with spell casting ability will be able to choose one or more first level spells, and a number of cantrips. The class entry tells you how many spells to choose. Only the []bard]], cleric , sorcerer , warlock , wizard , druid , and herald gain spells at 1st level.
Knacks
Knacks (sometimes called tricks, lessons, and other names) are acquired in a similar way to spells. These generally work in the exploration pillar of the game. Only the rogue , berserker , druid , fighter , and ranger gain knacks at 1st level.
Combat maneuvers
Several classes gain combat maneuvers , which are non-magical martial abilities you can use in battle. If you have access to combat maneuvers, your class entry will tell you at which levels you will gain those. Record the two traditions you are proficient in (selected from the list in your class entry). You should also record your exertion points which are equal to twice your proficiency bonus . Only the fighter gains combat maneuvers at 1st level, and can choose any two traditions.
Urthek. Our bard has no tricks (the bard's name for knacks) at first level, and doesn't get combat maneuvers . However, we do know 3 bard cantrips and 4 1st-level bard spells. We'll choose those from the bard spell list.
Equipment
Your class offers you two or more choices of starting equipment packages, or you can spend your starting gold in the Equipment chapter.
Urthek. We decide to choose the Agitator Set, one of the bard's starting equipment package choices. This costs 128 of our starting 135 gold, and gives us a dagger, hand crossbow with 20 crossbow bolts, padded cloth armor, musical instrument, and entertainer’s pack.
7. Final Statistics
There are a few final housekeeping statistics to record.
Defense
Your Armor Class (AC) represents your ability to avoid damage in combat. Normally, you character's AC is 10 + their Dexterity modifier.
If you have purchased armor , the armor entry in the equipment list will tell you what your AC now is. If you have a shield , this gives you a bonus to your AC.
Check whether any of your class features affects your AC.
Urthek. Our dragonborn bard has padded cloth armor, and their 14 Dexterity gives them a +2 Dexterity modifier. According to the Equipment chapter, padded cloth armor gives you an AC of 11 + Dexterity modifier, so our AC is 13.
However, when we chose our Dragonborn Gift earlier, we selected Draconian Armor, which gives us scales with an AC of 13 + Dexterity modifier when not wearing armor. This is better than the padded cloth armor, so we'll discard that and accept our natural AC of 15 instead.
Save Difficulty Classes
Some of your attacks and spells may force your target to make a saving throw to resist it. You have two saving throw difficulty classes (DCs), one used for combat maneuvers , and the other for spellcasting .
Combat maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier.
Offense
For each weapon you own, you should record its attack statistics on your character sheet.
Attack bonus = Strength modifier (melee) or Dexterity modifier (ranged) plus your proficiency bonus if you are proficient.
Damage is listed in the equipment entry. Melee weapons add your Strength modifier to damage, while ranged weapons add your Dexterity modifier to damage. Some weapons with the thrown property allow you to use your character’s Strength modifier. All attacks also indicate the type of damage they deal. A sickle deals slashing damage while a heavy maul deals bludgeoning damage.
Urthek. When we picked our heritage, we chose Draconian Armor as our Dragonborn Gift. Along with the scales we mentioned above, this also gives us sharp claws which do damage equal to 1d4 + our Strength modifier.
Urthek's Strength is 12 so our Strength modifier is +1, which means the claws do 1d4+1 damage. Their attack bonus is +3 (our Strength modifier plus our proficiency bonus). Of course, we also have a dagger and a hand crossbow, so we'd work out the stats for those, too.
You can see the final character here.
Compatibility
Compatibility
Level Up: Advanced 5th Edition (A5E) is designed to be backwards compatible with the original version of the game. You can use any of your existing (or future) original 5th Edition (O5E) adventures, monsters, spells, characters, and more in Level Up right out of the box. This book, Trials & Treasures, and the Monstrous Menagerie replace the O5E core book with revamped classes and expanded rules, the O5E Narrator’s book with new magic items and rewarding exploration rules, and the O5E monster book with more in-depth versions of the same creatures (plus variants and a whole lot more).
However, in some rare cases, you will find some terminology changes. For convenience, these have been listed below.
O5E Name |
A5E Name |
Aasimar |
|
Barbarian |
|
Drow |
|
Duergar |
|
Exhaustion |
|
Game Master |
Narrator |
Golem |
Guardian |
Half-orc, half-elf |
|
Madness |
|
Monk |
|
Oni |
|
Phylactery |
Soulvessel |
Paladin |
|
Race |
|
Tiefling |
Some spells have also been renamed. O5E spells which contain proper named individuals in the title no longer contain the proper name (sometimes substituting the word “arcane”). The spell name is the same otherwise. This includes the following spells: acid arrow , arcane hand , arcane sword , arcanist's magic aura, black tentacles , faithful hound , floating disk , freezing sphere , hideous laughter , instant summons , irresistible dance , magnificent mansion , private sanctum , resilient sphere , secret chest , tiny hut , telepathic bond .
Maneuver DC
Before using an O5E creature in an A5E game, the Narrator should calculate and jot down its Maneuver Defense (8 + proficiency bonus + Dexterity or Strength modifier).
Supply & Magic
In A5E, magic is limited in the amount of useful food and water it can create. Only the following spells in this book create Supply: create food and water , create or destroy water , heroes’ feast . Also, magnificent mansion can support a number of occupants for its duration. If a spell does not specify that it creates Supply, then any foodstuffs that it creates do not constitute Supply.
Additionally, Supply cannot be stored in extradimensional spaces.
If you are using O5E spells, or spells from additional sources, the Narrator will need to determine whether the spell creates Supply. Generally, a spell is able to create a maximum amount of Supply equal to its spell level up to 3rd-level spells, or up to twice its spell level for spells of 4th level or higher. Spells of 8th or 9th level can generally circumvent Supply requirements.
What Isn’t Compatible?
While characters in O5E and A5E can be used alongside each other, and are fully compatible as complete entities, their building blocks are slightly different in each game because A5E was designed from the ground up to provide a wide degree of flexibility and customization.
This means that A5E’s heritages, cultures, and backgrounds are not individually directly compatible with O5E’s races and backgrounds. However, your A5E character can be used in an O5E adventure and vice versa, and you can safely mix and match characters and NPCs from both games.
Basic Maneuvers
Basic Maneuvers
Melee combat is not always an exchange of weapon attacks—sometimes you are trying to subdue, not kill. Other times, you may want to do something else other than damage your target in order to gain an upper hand. Several other basic maneuvers are presented below. The Narrator can use these to help adjudicate other improvised actions, following a similar structure and using similarly weighted effects.
All creatures can use basic maneuvers, even if they do not have access to combat maneuvers. No exertion points are required to use a basic maneuver.
Basic Melee Damage
When you successfully use a basic maneuver you also deal basic melee damage. This is equal to 1 + your Strength modifier.
You cannot use a basic maneuver to activate any features that deal additional damage (such as Sneak Attack or Divine Smite) unless the feature specifically states otherwise.
Any creature with a Challenge Rating of 0 cannot deal basic melee damage.
Disarm
You can use the Disarm maneuver to attempt to knock an item or weapon from a creature’s hand. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be holding an item (either carried or wielded). The target makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you deal basic melee damage and the target drops the item in its space. The target has advantage if it is larger than you or holding the item with two or more hands, or if the target is smaller than you it has disadvantage .
Grab On
While you cannot grapple a creature two or more size categories larger than you, you can grab onto it. By jumping onto its back or climbing up a limb, you can make a Strength or Dexterity saving throw against the creature’s maneuver DC to cling to or balance upon its body. On a success, you move into the creature’s space and can move upon its body as if it is difficult terrain .
While grabbing onto a larger creature, you gain advantage on attack rolls against it. The larger creature may be able to attack you as normal, depending on its limbs or attacks. It can also use an action to dislodge you, such as shaking you loose or bashing you against a wall, forcing you to make a Strength or Dexterity saving throw against its maneuver DC or fall prone into the nearest space adjacent to the creature, taking its basic melee damage in the process.
If the creature chooses to roll over in order to dislodge you, it becomes prone , but you have disadvantage on the check to hang on.
Grapple
You can use the Grapple maneuver to grab or wrestle a creature. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
You must have at least one free hand to attempt a grapple, your target must be within your reach, and the target must be no more than one size category larger than you. The target makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you deal basic melee damage and the target becomes grappled. In addition to things that end the condition, you can release the target at any time (no action required).
Escaping a Grapple. While grappled, a creature can use its action to attempt to escape. It must succeed on a Strength or Dexterity saving throw against your maneuver DC.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you. When you do so, your Speed is halved, unless the creature’s weight is within your carrying capacity and you are not encumbered by bulky items.
Freeing a Grappled Creature. You can use the Grapple maneuver to try to free another grappled or restrained creature. The creature grappling or restraining the target makes a Strength saving throw against your maneuver DC. If it fails the saving throw, the grappled or restrained creature is freed. Additionally, you may move the freed creature 5-ft in any direction.
Knockdown
You can use the Knockdown maneuver to trip or push a creature down. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your maneuver DC. On a failure, you deal basic melee damage and knock the target prone .
Overrun
You can use an action or bonus action to make an Overrun maneuver to move through a hostile creature’s space by forcing your way past. Make a Strength saving throw against the target’s maneuver DC. On a success, you deal basic melee damage and can move through the hostile creature’s space once this turn. The creature can choose to just let you pass instead of rolling. You have advantage if you are larger than the target, or disadvantage if you are smaller. If you are two or more sizes smaller than the target, you can move through the hostile creature’s space without making a save. You still provoke opportunity attacks if you move beyond a creature’s reach.
Shove
You can use the Shove maneuver to push a creature away. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your maneuver DC. On a failure, you deal basic melee damage and push the target a number of feet away from you equal to 5 + 5 for every 5 points it failed its saving throw by. You can move the creature in any direction away from you (to the side, forward, or diagonally away).
A creature that is shoved off of a precipice is propelled off of whatever it is standing on—it does not receive any saving throw or ability check to grab onto something to avoid falling down below.
Ability Check Criticals
Ability Check Criticals
When you roll a natural 20 and succeed on an ability check, or when you roll a natural 1 and fail on an ability check, if you’re using a skill roll 1d6 to determine what special effect occurs. Because of the benefits of ability check criticals, some players may try a variety of easy ability checks to get a critical effect. The Narrator is always the arbiter of these critical effects and can rule that if an ability check is superfluous or insignificant, any resulting natural 20s and natural 1s have no special effect.
Tool Kits. Whether or not a tool kit is appropriate for an Ability Check Critical and for which type it qualifies is at the Narrator’s discretion.
Arcane
Arcane criticals only occur when an active magical effect is involved. This might be the response to a counterspell or dispel magic , the curious activation of a specific magic item, or interaction with a ritual or permanent enchantment.
When an arcane critical success or critical failure would not apply to the effect that activated it, reroll.
Critical Success
- Arcane Surge. You gain temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.
- Comfort in the Arcane. You may take 10 on Arcana checks for the next 24 hours, even if it is not normally allowed.
- Expanded Use. If the magic item or effect targets a set number of targets, you may add one additional target within range. When this does not apply, reroll.
- Free Use. If activating a scroll or item with charges (such as a wand), you do not use the scroll or any charges. When this does not apply, reroll.
- Lucky Magic. You gain an expertise die on Arcana checks for the next 24 hours.
- Metamagic Use. Choose one minor metamagic from those found in the sorcerer class and apply it to the spell. When this does not apply, reroll.
Critical Failure
- Arcane Feedback. You take 1 point of damage per spell level. When this does not apply, reroll.
- Break Device. The activated item gains the broken condition or, in the case of a scroll it is destroyed entirely. When this does not apply, reroll.
- Delayed Activation. At some point within the next 1d12 hours, the magic device randomly activates. The target is chosen by the Narrator. When this does not apply, reroll.
- Misaligned Aiming. The device activates, but the target of the item’s effect or spell changes to a target of the Narrator’s choosing. When this does not apply, reroll.
- Unlucky Magic. You are rattled for the next 2d4 hours.
- Wasteful Usage. If activating an item with charges (such as a wand), you use 5 charges (even if the device does not activate). When this does not apply, reroll.
Facts and Discoveries
Includes skills such as Arcana, Culture, Engineering, History, Investigation, Nature, Perception, Religion, and Survival.
Critical Success
- Doctorate. This subject is one of your areas of study and some of it is coming back to you. For the next 24 hours, you gain an expertise die on ability checks using this skill so long as the check is for similar subjects.
- Forgotten Language. Choose the language most closely associated with the target (if none or if you already know the language, roll again). If this is your first time getting a critical success with that language, you remember that you studied it long ago. Write down the language. The next time you roll this result, you permanently learn the language.
- Moment of Revelation. You gain the benefits of a single augury spell (although no magic is involved).
- Related Expertise. For the next hour, you may add half your proficiency bonus (rounded down) to any Intelligence or Wisdom check that doesn’t already include your proficiency bonus.
- Relevant Tidbit. You recall some important bit of information relevant to the target.
- View Auras. For 1 minute, you gain the benefits of detect magic against targets related to your check.
Critical Failure
- Aggressive Handling. If you are examining something, you either break it or worsen a creature’s attitude towards you (as Gossip). When this does not apply, reroll.
- Arcane Fatigue. You lose one of your highest level spell slots. When this does not apply, reroll.
- Boring Topic. You find this topic incredibly boring. For the next 24 hours, you take a –2 penalty on checks against similar targets.
- Earworm. You are trying to concentrate but all you can remember is an advertising jingle. For the next hour, you cannot gain expertise dice on Intelligence and Wisdom checks.
- Frightening Revelation. You become frightened for 1d4+1 rounds. There is no direct source of your fear.
- Misinformation. You are positive of the veracity of some false bit of information.
Medicine
Critical Success
- Buffer. The target gains a number of temporary hit points equal to your proficiency bonus. These temporary hit points last 1 hour.
- Comprehensive Checkup. The target heals 1 level of fatigue or strife (reroll if neither applies).
- Expertise. You may take 10 on Medicine checks for the next 24 hours, even if it is not normally allowed.
- Repeat the Procedure. You may treat your next Medicine check as a natural 20 so long as it is made before you complete a long rest . This does not result in a critical success.
- Spur Natural Healing. The target’s natural healing improves dramatically. For the next 24 hours, double the hit points the target regains from spending Hit Dice during a short rest .
- Superb Healing. The target regains additional hit points equal to your proficiency bonus.
Critical Failure
- Amputate Toe. You accidentally amputate the patient’s little toe (or similar non-vital extremity). Now, how did you do that?
- Disgusting Procedure. You and the target are poisoned for 1 minute.
- Harm. The target takes 1d4 bludgeoning, piercing, or slashing damage.
- Infect Wound. The target must make a DC 12 Constitution saving throw or becomes infected with sewer plague (see Diseases in Chapter 12: Gamemastery).
- Open Wound. The target takes 1 ongoing damage for 1 minute. Each turn the target can use its bonus action to make a Constitution saving throw (DC 20 – 1 per previous save) to stop the bleeding. Any amount of magical healing also stops the bleeding.
- Organ Damage. The target suffers one level of fatigue.
Physical Skills
Includes skills such as Acrobatics, Athletics, Sleight of Hand, and Stealth.
Critical Success
- Cool Confidence. You may take 10 on these skill checks for the next 24 hours, even if it is not normally allowed.
- Impressive Success. You impress others with your physical feat. For the next hour, you gain an expertise die on Intimidation and Persuasion checks against targets who saw your success.
- Lead the Way. Your allies who attempt a similar check in the next 5 minutes gain an expertise die .
- Like Wearing Nothing at All. For the next hour, you ignore any disadvantage to Stealth checks gained from wearing armor.
- Satisfying Exhaustion. You’ll sleep well tonight. For the next 24 hours, double the hit points you regain from spending Hit Dice during a short rest .
- Speedy. You can immediately use your reaction to move half your Speed.
Critical Failure
- Fumble. An item held in your hands (Narrator’s choice) gains the broken condition.
- Jam. You jam your fingers or toes, and for the next 10 minutes your melee attack bonus or AC are reduced by –1 (Narrator’s choice).
- Loosened Latch. Something you are wearing inexplicably gains the broken condition (Narrator’s choice).
- Off Balance. You fall prone .
- Pull a Ligament. Your Speed is reduced by 5 feet for the next hour.
- Pushed Too Hard. You suffer 2 levels of fatigue . After 1 round one of these levels of fatigue is removed, and the other is gone after 1 hour.
Social Skills
Includes skills such as Animal Handling, Deception, Insight, Intimidation, Performance, and Persuasion.
Special: When using a disguise kit, the effect of the natural 20 or natural 1 is “stored” until a particularly opportune or inopportune time.
Critical Success
- Clever Banter. Improve the target’s attitude toward you—someone that was put off might become apathetic, and an apathetic person might become friendly.
- Friendly Crowd. The target calls over some friends that are friendly to you and interested in what you are doing.
- Gift. The target wants to give you some small gift outside the scope of this conversation.
- Good Reputation. After this conversation, the attitudes of the target’s closest allies improve towards you (as Clever Banter).
- Loose Lips. The target accidentally reveals a useful piece of information.
- Love Interest. The target may become romantically interested with you.
Critical Failure
- Accidental Reveal. You accidentally reveal a piece of information best kept hidden.
- Escalating Tension. The target calls over some friends that are not fans of you and your cause.
- False Negative. You believe something truthful that the target says to be a lie.
- Gossip. After this conversation, the attitudes of the target’s close allies worsen towards you. Someone who was apathetic might be put off, and someone put off might become borderline hostile.
- Suspicious. The target believes something truthful to be a lie.
- Unfriendly Banter. Worsen the target’s attitude toward you by one step (as Gossip).
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?
|