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Revision as of 22:01, 22 September 2023

The core rules chapters ability scores, proficiencies and ability checks, the main components of every creature. How these are used in encounters is what drives failure and success. They conceptualize both player characters and monsters in these encounters.


Basics of Play

Playing roleplaying games has a lot of different parts, but generally the most fundemental steps are the following.

  1. The GM sets the scene, describes what's in their vicinity and any particulars of the space around.
  2. A player then answers and follows the description laid out by the GM. He can choose to do something that seems possible, or ask for clarifications.
  3. What follows is these two repeating steps, as a conversation between the GM and players makes a narrative continue. Players can act individually or as a group, all depending on their goals at that moment.

During the game, two major things will probably come up. Firstly, rolling dice. Whenever something has a risk of failure, a dice roll will be present. This always comes in the form of either an Ability Check; these can come in the form of either an Attack Roll, a Contested Check or a Skill Check, or a Random Roll. Depending on the difficulty set by the GM and the roll result, the conversation continues.

The second important piece is combat or turn-based phases. This is when time partly stops, letting each player in turn act what they want to do during the coming six seconds or whatever the scene requires.

While this is the basic description of the gameplay, one has to remember that there are many rules to follow and how to fill a character sheet. The rulebook tells each player what they must do and what their duties are, as well as what they have to remember and write down. It also speaks on what authority lies with them and what lies with the GM.

What's important to remember is, no one should control the story in its overall structure. The story should be the work of this conversation, and while premises may be set up on what characters, monsters and even the world may look like, the GM and the players tell the story together. Its a collaborative game, the grown up version of playing in the woods as kids imagining slaying dragons, just with more rules.

Dice

The dice used for these rules are 4-, 6-, 8-, 10-, 12- and 20-sided dice, each described with a 'd' before to refer to it as a die.

Sometimes odd numbers are rolled and sometimes a d100 is called for, these are solved by rolling the die worth double the amount of sides or rolling two d10s.

The rules should always tell you what die to roll, and as such, you only need access to at least these 7 dice (two d10)


Ability Checks

An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge, and is the main subject of tension for the game. The GM calls for an ability check when a character or monster attempts an action that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the GM decides which of the eight ability scores is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Level. The more difficult a task, the higher its DL. To make an ability check, roll a d20 and add the relevant ability modifier. If the total equals or exceeds the DL, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Almost every ability check also includes bonuses and/or penalties that are added to the roll. These bonuses are usually covered by the four main types of ability checks that are rolled: Attack Roll, Spellcasting Check, Proficiency Check and Contest Check. These are covered below.


Difficulty Level

Difficulty Level DL Description
Routine 0 Anyone can do this basically every time
Simple 3 Most people can do this most of the time
Standard 6 Typical task requiring focus, but most people can usually do this
Demanding 9 Requires full attention; most people have 50/50 chance to succeed
Difficult 12 Trained people have a 50/50 chance to succeed
Challenging 15 Even trained people often fail
Intimidating 18 Normal people almost never succeed
Formidable 21 Impossible without skills or great effort
Heroic 24 A task worthy of tales told for years afterward
Immortal 27 A task worthy of legends that last for lifetimes
Impossible 30 A task that normal humans couldn’t consider (but doesn’t break laws of physics)

Attack Rolls

An attack roll is a roll to determine whether an attack made by a character or creature is successful in hitting its intended target. When a character or creature declares it is making an attack, the following steps typically occur:
1. Determine the possibility of attacking:

When you make an attack, the attack must:

When you make an attack, whether by weapon or spell, the target must be within a specified range. For melee attacks this range is usually between 1 to 3 meter, decided by their size (Light & One-Handed = 1 meter, Two-Handed = 2 meters, Great = 3 meters), while ranged attacks either has a specified maximum range, or two ranges. When an attack has two ranges, the lower number is the normal range and the higher number is the long range. Any attack at long range is done at disadvantage, and you are unable to attack above the long range or maximum range. Any ranged attack made within 2 meters of an opponent is made with disadvantage, as long as the creature is able to sense and target you, see concealment, and doesn't have disadvantage against you if they were to make an attack.

2. Roll a d20:

The attacker rolls a twenty-sided die.

  • Advantage. If the attacker has one advantage or three advantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the higher of the two or three.
  • Disadvantage. If the attacker has one disadvantage or three disadvantages on the attack roll, the attacker rolls two or three d20s respectively, and takes the lower of the two or three.
3. Attack Modifiers:

To the result of the d20 roll, the attacker adds relevant modifiers. These modifiers include:

  • Proficiency Bonus. The character or creature adds their proficiency bonus if applicable. Spellcasting always adds their proficiency bonus.
  • Ability Modifiers. Strength is used for melee cleaving, splitting and bludgeoning attack rolls. Dexterity is used for melee slashing and piercing attack rolls, as well as ranged attack rolls (including throwing). Intelligence, Wisdom or Charisma is used for spellcasting rolls.
  • Bonus Modifiers. Any additional bonuses from magical weapons, class features, or other situational effects.
  • Multiple Advantages. At your 2nd, 4th

The defender adds relevant temporary bonuses or situational effects to their AL, for example cover bonuses.

  • Cover Bonus. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Type of Covers

Cover Details
Half Cover
  • +2 bonus to AL and Reflex saving throws.
  • A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-quarters Cover
  • +5 bonus to AL and Reflex saving throws.
  • A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
  • Can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect.
  • A target has total cover if it is completely concealed by an obstacle.
4. Compare the Total to the target's Armor Level (AL)

The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

  • Critical Success & Critical Failure
  • If the attack exceeds or fails the AL by 10 or more, the attack counts as either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.
5. Roll for Damage

If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.

6. Damage Modifiers

To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:

  • Ability Modifier.
    • Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
    • Melee slashing and piercing damage rolls uses Dexterity.
    • Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
    • Ranged drawn and loaded damage rolls uses Draw Strength
    • Spell damage rolls do not usually add any damage from their ability modifier.
  • Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).

Spellcasting Checks

A spellcasting check is a roll to determine whether a spell cast by a character or creature is successful. All spells has a description which includes information about its Name, Spell Level, Casting Time, Distance, Incantation Components, Duration, Effects, Critical Effects and Power Increase.

When a character or creature declares it is casting a spell, the following steps typically occur:

1. Select the Spell

Choose a Spell: Review your prepared spells and select the spell you wish to cast. Ensure you meet the following criteria:

  • Prepared: Ensure your character has prepared the spell you wish to cast and has access to a focus if required.
  • Spell Range: Be within range of its intended effect.
  • Spell Points: The caster has enough spell points to perform the spell.
  • Incantation Components: Be able to perform all incantation components of the spell.
  • Other: Follow any special restrictions of the spell.

If the spellcast is an attack roll, follow the rules for attack rolls.

1. Roll a d20:

The spell caster rolls a twenty-sided die.

  • Advantage. If the caster has one advantage or three advantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the higher of the two or three.
  • Disadvantage. If the caster has one disadvantage or three disadvantages on the spellcasting roll, the caster rolls two or three d20s respectively, and takes the lower of the two or three.
2. Spellcasting Modifiers:

To the result of the d20 roll, the caster adds any relevant modifiers. These modifiers usually include:

  • Proficiency Bonus. The character adds their level-based proficiency bonus.
  • Ability Modifiers. The character adds their Intelligence, Wisdom or Charisma modifier, depending on their spells origin.
  • Bonus Modifiers. Any additional bonuses from magical items, class features, or other situational effects.
  • Multiple Advantages/Disadvantages. At your 2nd, 4th and above advantage or disadvantage, you add +2 or -2 to your roll for each subsequent advantage or disadvantage you have.
3. Compare the total to a measure of success
a. If the spell cast is a spell attack - Compare the total to the target's Armor Level (AL).

The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

b. If the spell cast requires a contested check - Compare the total to the target's contested check.

The target must roll a contested check determined by the spell.

The total result is compared to the of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

c. If the spell cast needs to meet a DL - Compare the Total to the target's Armor Level (AL)

The total result is compared to the Armor Level of the target. If the attacker's total is equal to or greater than the target's AC, the attack hits. If it's lower, the attack misses.

  If the attack exceeds or fails the DL by 10 or more, the attack is affected by either a critical success or a critical failure. Additionally, when rolling a natural 20 or a natural 1, the attack results in an increased or decreased degree of success or failure respectively. This usually results in a critical success or critical failure.

4. Roll for Damage

If the attack hits, the attacker typically rolls dice to determine the amount of damage dealt. The type and number of dice rolled depend on the weapon, spell, or attack being used.

  If the attack is a critical success, i.e. a critical hit, the damage is doubled after all positive modifiers have been applied.

5. Damage Modifiers

To the result of the damage roll, the attacker adds relevant modifiers. These modifiers include:

  • Ability Modifier.
    • Melee cleaving, splitting and bludgeoning damage rolls uses Strength.
    • Melee slashing and piercing damage rolls uses Dexterity.
    • Ranged thrown damage rolls uses the corresponding melee damage ability modifier.
    • Ranged drawn and loaded damage rolls uses Draw Strength
    • Spell damage rolls do not usually add any damage from their ability modifier.
  • Immunities, Resistances, Susceptibilities and Vulnerabilities. Depending on the creature's defenses against the damage type caused, the damage may be negated (immunity), halved (resistance), increased by half (susceptibility) or doubled (vulnerability).
  • Critical Hit.

Proficiency Checks

Contest Checks



Ability Scores

Beside general appearance and race, ability scores is the main factor when determining a creature's capabilities. They determine how well or ill your character traverses the world, as well as how they do it, both mechanically and through role-playing.

Ability scores lay the foundation for every part of the game in some way or another. Either through ability modifiers which add a bonus to ability checks, or to fixed changes in effectiveness of many mechanics, rules and features. Carrying Capacity for example, is always affected by your Strength score.

Below is a short summary on each ability score and their main roles and effect on a character.

Ability Score Summary
Dexterity (DEX) Readiness, grace, quickness and reflexes. Dexterity affects initiative, Armor Level (AL) and gives bonus to certain Attack and damage rolls.
Perception (PER) The interpretation of sensory information. Whether by sight or other senses. Perception affects Passive Perception, Initiative.
Strength (STR) Bodily power and the extent to which you can exert raw physical force. Strength affects Carrying Capacity, Encumbrance, movement speed, throwing distance, melee Attack rolls and much more.
Constitution (CON) Health, stamina, and vital force. Constitution affects hit point gain per level and movement Endurance. Constitution may affect some innate powers, like racial features.
Intelligence (INT) Mental acuity, accuracy of recall, and the ability to reason. Intelligence affects the effectiveness of the Arcane and Cunning themes, by for instance Spellcasting. Additionally, it increases number of proficiencies.
Wisdom (WIS) Reflects attunement to the world around you and represents perceptiveness and intuition. Wisdom affects the effectiveness of the Divine, Primal and Occult themes, by for instance Spellcasting.
Charisma (CHA) Your force of personality and your general ability to interact with others. Charisma affects the effectiveness of the Innate theme, by for instance Spellcasting. Charisma also affects power of some innate capabilities like racial spells.
Luck Your fate's skewness to either fame and fortune or squalor and despair. Luck affects all rolls made against or for you that isn't an ability check. Rolls such as loot tables, Wild Surges and weather are included.
Modifier

All Ability Scores has a modifier value which is what usually is being used when making a roll, it can either be positive or negative depending on your Ability Score.

Every second point from the baseline 10 add (or retract if negative) from the Ability Scores Modifier.


Ability Score Modifier = (Ability Score - 10) / 2


Ability Score Ability Modifier
1 -5
2 -4
3 -4
4 -3
5 -3
6 -2
7 -2
8 -1
9 -1
10 0
11 0
12 +1
13 +1
14 +2
15 +2
16 +3
17 +3
18 +4
19 +4
20 +5
21 +5
22 +6
23 +6
24 +7
25 +7
26 +8
27 +8
28 +9
29 +9
30 +10


Dexterity

Dexterity score represents actions which require speed, agility and reflexes, or legerdemain and steadiness of hand.

Creatures with high dexterity can perform impressive acrobatic stunts like somersaults and vaults. It also determines a characters ability to be precise with weapons at long range, or when throwing objects at precise targets. Low dexterity however, makes for a clumsy creature, with slow reflexes and terrible accuracy when flinging or shooting objects.

Armor Level

You add your Dexterity modifier when calculating your Armor Level. Depending on the armor you wear, you might add some or all of your Dexterity modifier, as described in the Armor section in the Proficiency chapter.

Attack Rolls and Damage

You add your Dexterity modifier to your attack roll and your damage roll when making a slashing, piercing or ranged attack, such as a sling, longbow or rapier. For thrown attacks, you add your Dexterity modifier to your attack roll.

Dexterous Initiative

You add your Dexterity modifier when you roll initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat, as described in the Combat chapter.

Ranged Attack Distanc

Ranged Attack Distance (ft) is the distance at which a creature can hit another target at disadvantage with a ranged attack. This is their maximum accurate range, and ranges above automatically miss. At 1/4th of that range, a creature do no longer have disadvantage to attack the target with the ranged attack.

Ranged Attack Distance uses the same calculations as throwing distance, except for two things: The variables Strength and Athletics are replaced by Dexterity and Perception and the distance is reduced to 2/3rds of the distance otherwise calculated.

Additional modifying factors exist, and may be applied, just as with throwing distance.

Ranged Attack Distance (ft) = (2/3) x (Weight-2/3 x (your Dexterity score2 + your Perception Proficiency bonus2 + (your Dexterity score + your Perception Proficiency bonus)your Dexterity score / 10))1 - 0.001 x your Dexterity score

Example Calculation If a creature has a Dexterity score of 14 and a Perception Proficiency bonus of 4 and wants to shoot or throw a 1 lb object, their Ranged Attack Distance is 165 ft with disadvantage, and 40 ft. without. This is without any modifying factors, like a ranged weapon or misty field of view.

Precision Modifiers
Depending on an object's shape and its path's predictability, the vision to the target and other perception based factors, the ability to aim and hit may be altered. Additionally, ranged weapons often have a modifier that reduces or increases the effective range, affecting the Ranged Attack Distance too. More about this is found under the Weapons section under Proficiencies.

Perception

Perception score is the sum of a creatures attention, sharpness of senses and the general awareness of their surroundings.

Creatures with high Perception are able to detect incoming threats quickly, more easily spot something hidden in cluttered environments and in general use their senses to detect even minute details with their senses. Low Perception represents creatures may lack peripheral vision, are slow to act in high pressure situations and are in general oblivious most minor sensations, like the intricacies of a dish.

Passive Intuition

You add you Perception modifier to your passive intuition. Passive intuition represents your perception of your surroundings and general intuition in new situations and areas while exploring. More can be read about it in the rules of adventure chapter.

Perceptive Initiative

You add your Perception modifier when you roll initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat, as described in the Combat chapter.

Strength

Strength score is the major descriptor for the general athletic abilities of a character. High strength represents creatures whom can perform many great physical feats like lifting heavy boulders, pulling packed carts or cleanly cleaving an ogre's head off. Low strength represents creatures who lack muscle and bodily power to act effectively in the world with phyisical means, lacking the ability to move quickly, trading successful blows in a fisticuffs or carrying heavy objects.

Attack Rolls and Damage

You add your Strength modifier to your attack roll and your damage roll when making a cleaving, splitting or bludgeoning attack, or when you roll the damage for thrown attacks.

Movement Speed

Characters and monsters have a base speed (Walking) represented by intrinsic capabilities. This is then individually modified by individual statistics, like strength or athletic proficiency. This is called modified speed. They can use as much or as little of their modified speed on their turn. You can read more about this in the Movement Speed section.

Carrying Capacity

Carrying capacity determines the amount of weight you can carry. Carrying capacity increases exponentially with your Strength score, making strength more impactful, both as a penalty for low strength and a bonus for high strength.


Carrying Capacity = your Strength score2 + your Brawn Proficiency bonus2 + (your Strength score + your Brawn Proficiency bonus)your Strength score / 10


Encumbrance

Encumbrance comes in stages, affecting both movement speed as well as defensive capabilities. When you carry weight in excess of X your carrying capacity:

Exceeding
Carrying Capacity
By
Detriment
1/3 You are Encumbered.

Your speed is reduced by 1/3.

2/3 You are Heavily Encumbered.

Your speed is reduced by 1/2.
You have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

1 You are Extremely Encumbered.

Your speed is reduced by 2/3.
In addition to previous effects, you are unable to use any Movement Actions.

3/2 You are Over Encumbered.

Your speed is reduced to 0.
In addition to previous effects, you must succeed on a Strength (Brawn) check of DC 10 + X for each 1/10 over your Carrying Capacity each turn. On a failure, you either drop the object or objects you're holding if you can, or get crushed and knocked Prone by it, taking damage determined by what's appropriate by the DM.

Strength Feats

(Strength Feats)

Arnold


Your training and focus on bodybuilding allows you to perform feats that most others can’t:

  • You count as one size larger when determining whether you can Shove, drag, Grapple or Lift an object or creature.
  • You gain advantage on all Strength (Athletics) checks when attempting to Shove a creature. Additionally, when shoving a creature, you can push the target an additional 5 feet away.
  • Any effect that would move you 10 feet or more against your will only moves you half the distance. You do not move if the action would move you 5 feet.
  • You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.
  • You gain advantage in all Strength or Dexterity checks to resist being shoved or moved against your will.

Constitution

Constitution score describe the general fortitude, tolerance and perseverance of a creature.

Creatures with a high Constitution can withstand sickness and disease, pain and damage. They can endure taxing actions like swimming for long periods of time, or walking through burning buildings. Low Constitution however describes a creature who hardly resists poisons and disease, who have a lacking stamina and who generally have a deteriorating or worse health.

Endurance

Endurance is the use of constitution and athleticism to perform athletic abilities during an extended period of time, withstanding possible exhaustion.

The movement actions a character perform requires successful Constitution (Athletics) checks. The check is called an Endurance check, which even dashing requires, however each movement action has an active time period in which additional rolls for that movement action is not required.

The DLs for movement actions range from 14 to 22, however, failing these does not mean total failure, to make up for the difference between the roll and the DL you can use Endurance Points. These endurance points recuperate while no movement action is active, at a rate of three times the active time period for the movement action you took. When determining success, you may use your passive score or the roll, whichever is higher.


Endurance Points = your Constitution score + your Athletics Proficiency bonus


Passive Endurance = 10 + your Constitution modifier + your Athletics Proficiency bonus


Endurance Table
Action DL Active Time Speed
Walk - 1x
Dash 14 10 minutes (100 rounds) 2x
Run 18 1 minute (10 rounds) 3x
Sprint 22 6 seconds (1 round) 4x

In Combat Ruling

In combat a Dash check is always made at the start of it. This cost is to allow dashes to be made freely, without having to control for it within combat during separate turns.

This ruling allows for dashing during 10 minutes, which translates into 100 turns.

Example

For example when Zalek the Orc Barbarian with a Constitution score of 17 and an Athletics Proficiency bonus of +4 first starts combat, he rolls a dash Endurance check to see if he can dash. However, his passive score already surpasses the DL, which lets him automatically succeed.

The next turn, Zalek decides that he wants to make a sprint towards the closest enemy, requiring a DL 22 Endurance check. He rolls a 12 on his d20, totaling the roll to 19. Fortunately, he can make up the difference between the DL of 22 and his roll of 19 with his Endurance points, which has the pool size of 21. Using 3 of his Endurance points lets him succeed on his sprint check.

Afterward, if he wants to regain the spent Endurance points, he has to wait three times the active time of the movement action he used. This means that he has to wait for 18 seconds, or 3 turns, without using any movement actions, to regain the 3 points he spent.

Hit Points

Hit points are determined by the size of a creature through their Hit Dice, and the Constitution modifier of the creature. You add your Constitution modifier to each Hit Die you roll for your hit points.

If your Constitution modifier changes, your hit point maximum changes as well, retroactively.

Temporary Hit Points

These are extra hit points gained through spells, equipment or feats, often with a limited timespan. You may go beyond your maximum hit points when gaining temporary hit points and damage suffered is first subtracted from your temporary hit points before taken from your regular hit points. It's recommendad to write down your temporary hit points seperately from your regular hit points.

Intelligence

Intelligence score measures creatures mental capacity and ability for complex thought. The higher a creature scores, the easier it has for pattern analysis, memory recall and deductive reasoning.

A creature with high Intelligence score can therefore problem-solve complex problems, able to easily speak, read and write languages and can quickly generalize knowledge gained. Low Intelligence however impacts a creature with faulty memory, low pattern recognition and an inability to retain and generalize knowledge.

Spellcasting with Intelligence

Intelligence is the spellcasting ability modifier for Arcane spellcasting. You use your Intelligence whenever a spell refers to your spellcasting ability. You are always proficient with your own spellcasting, where the bonus is level-based.

Spellcasting modifier = your proficiency bonus + your Intelligence modifier


Tiered Proficiency Bonuses

Intelligence allow you to unlock the potential to learn more skills, tools, languages and performances, i.e. Tiered proficiencies.

For each point of Intelligence modifier you have, you may choose two proficiencies of your choice from the tiered proficiencies to gain or lose proficiency in.

When you gain proficiency from Intelligence gain, you may either increase the tier of a proficiency you already know by one, or gain the trained tier in a proficiency of your choice. When you lose proficiency from Intelligence gain, you must decrease the tier of a proficiency you already know by one.

This works retroactively, such that when you permanently increase or decrease your Intelligence modifier, you may either choose one tiered proficiency which gains a tier or one that loses one.

Wisdom

Wisdom score describes a creature's, well, wisdom. It represents the general sensitivity and accuracy of a creature's intuition, perceptiveness and will.

A creature with high Wisdom have can pick up small details in their environment, like being able to pick up lies, read between the lines of meanings and in general having an accurate and strong gut feeling. Being mindful often describes a wise creature.

Low Wisdom describes a creature which is the opposite, having trouble detecting hidden meanings and predicting changes through intuition.

Instinctive Initiative

You add your Wisdom modifier when you roll Initiative at the beginning of every combat. Initiative determines the order of creatures' turns in combat, as described in the Combat chapter.

Passive Intuition

You add you Wisdom modifier to your passive intuition. Passive intuition represents your perception of your surroundings and general intuition in new situations and areas while exploring. More can be read about it in the rules of adventure chapter.

Spellcasting with Wisdom

Wisdom is the spellcasting ability for the Divine, Primal and Occult themes. You use your Wisdom whenever a spell refers to your spellcasting ability. You are always proficient with your own spellcasting, where the bonus is level-based.

Spellcasting modifier = your proficiency bonus + your Wisdom modifier

Charisma

Charisma measures your force of personality. This represents your social adeptness and ability to interact effectively with others, like with confidence, eloquence, charm or dominance, but also the strength of one's sense of identity, self-esteem and ability to project their will to shape their surroundings.

Creatures with high Charisma scores have the ability to project a commanding presence, draw attention to their words and wishes, and have a unwaivering sense of self. Those of with lower Charisma scores have problem getting talked over constantly, nobody gives you the benefit of the doubt, and you have trouble commanding a room even when you're standing behind a podium giving a speech.

Attractiveness

While Charisma inherently do not affect physical attractiveness, characters who have favorable and pleasant physical features generally have an easier time to be confident, eloquent, charming and in turn more charismatic.

If you are physically attractive, you probably have high Charisma, but if you have high Charisma, you aren't necessarily physically attractive.

Spellcasting with Charisma

Charisma is the spellcasting ability for the Innate theme. You use your Charisma whenever a spell refers to your spellcasting ability. You are always proficient with your own spellcasting, where the bonus is level-based, as seen in the Proficiency chapter.

Spellcasting modifier = your proficiency bonus + your Charisma modifier

Luck

Luck is a measure of a creature's destiny. Some creatures are more bound by the weave of time to experience fortunes and prosperity, while others are forced by fate to squalor and despair.

High luck scores are represent those who gamble and never lose, gain opportunities few can dream of and creatures that may survive incredible odds stacked against them.

Low luck describes those who may have lost their family fortune, who have a major problem of freak accidents or those who never really can catch a break in life.

Lucky

Whenever you make a roll, you can spend one Luck point to roll an additional roll. You can choose to spend one of your Luck points after you roll the die, but before the outcome is determined. You choose which of the rolls is used.

Maximum number of Luck points = your Luck modifier

You can also spend one Luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a Luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain expended Luck points when you finish a long rest.

Random Rolls

Whenever a random die roll is called for that does not use any proficiency bonus or ability modifier, and where your personal skill, Background or History has no bearing on its result, you may add or subtract your ability modifier to the roll.

However, when your ability modifier is negative, the DM chooses whether to add or subtract from the roll. For example, if you have a luck modifier of +2 and you roll on a loot table, you may add or subtract +2/-2 to the roll. However, if your luck modifier is -2, the DM make the addition or subtraction, always in the most unfavorable way.

Other examples include: directional d8 rolls, random encounter tables, random loot tables, monster targeting, etc.





Contested Scores

Reflex
Fortitude
Sanity
Will

Proficiencies

Skills
Acrobatics
Alchemy
Animal Handling
Arcana
Athletics
Brawn
Coercion
Deception
Economics
Engineering
Geography
History
Insight
Investigation
Medicine
Nature
Occultism
Primal
Psionics
Religion
Society
Sleight of Hand
Stealth
Warfare


Tools
Alchemist's Supplies
Beautician's Supplies
Brewer's Supplies
Calligrapher's Supplies
Carpenter's Tools
Cartographer's Tools
Cobbler's Tools
Cook's Utensils
Engineering Kit
Glassblower's Tools
Healer's Supplies
Herbalist's Tools
Jeweler's Tools
Leatherworker's Tools
Mason's Tools
Navigator's Tools
Painter's Supplies
Potter's Tools
Sewing & Weaver's Tools
Smith's Tools
Surgeon's Kit
Tattooist's Tools
Tinker's Tools
Thieves' Tools
Woodcarver's Tools
Vehicles and Siege Engines
Air Vehicles
Land Vehicles
Water Vehicles
Siege Engines
Languages
Common
Eiselar
Helian
Zhenri
Minor
Giant
Littlish

   

Racial
Draconic
Dwarvish
Elven
Kalasharr
Special
Druidic
Thieves' cant

   

Performances
Games

Armor
Weapons
Spellcasting
Arcane
Divine
Innate
Occult