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<span class="mw-customtoggle-Basics-of-Combat"><h2>Basics of Combat</h2> | <span class="mw-customtoggle-Basics-of-Combat"><h2>Basics of Combat</h2></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Basics-of-Combat"> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Basics-of-Combat"> | ||
<span class="mw-customtoggle-Initiative"><h3>[[Initiative]]</h3> | <span class="mw-customtoggle-Initiative"><h3>[[Initiative]]</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Initiative">{{:Initiative}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Initiative">{{:Initiative}}</div> | ||
<span class="mw-customtoggle-Round"><h3>[[Round]]s</h3> | <span class="mw-customtoggle-Round"><h3>[[Round]]s</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Round">{{:Round}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Round">{{:Round}}</div> | ||
<span class="mw-customtoggle-Turn"><h3>[[Turn]]s</h3> | <span class="mw-customtoggle-Turn"><h3>[[Turn]]s</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Turn">{{:Turn}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Turn">{{:Turn}}</div> | ||
<span class="mw-customtoggle-Movement"><h3>[[Movement]]</h3> | <span class="mw-customtoggle-Movement"><h3>[[Movement]]</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Movement">{{:Movement}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Movement">{{:Movement}}</div> | ||
</div> | </div> | ||
<span class="mw-customtoggle-Actions"><h2>Actions</h2> | <span class="mw-customtoggle-Actions"><h2>Actions</h2></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Actions"> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Actions"> | ||
<span class="mw-customtoggle-Action-Point"><h3>[[Action Point]]s</h3> | <span class="mw-customtoggle-Action-Point"><h3>[[Action Point]]s</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Action-Point">{{:Action Point}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Action-Point">{{:Action Point}}</div> | ||
<span class="mw-customtoggle-Full-Actions"><h3>[[Full Actions]]</h3> | <span class="mw-customtoggle-Full-Actions"><h3>[[Full Actions]]</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Full-Actions">{{:Full Actions}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Full-Actions">{{:Full Actions}}</div> | ||
<span class="mw-customtoggle-Major-Actions"><h3>[[Major Actions]]</h3> | <span class="mw-customtoggle-Major-Actions"><h3>[[Major Actions]]</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Major-Actions">{{:Major Actions}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Major-Actions">{{:Major Actions}}</div> | ||
<span class="mw-customtoggle-Minor-Actions"><h3>[[Minor Actions]]</h3> | <span class="mw-customtoggle-Minor-Actions"><h3>[[Minor Actions]]</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Minor-Actions">{{:Minor Actions}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Minor-Actions">{{:Minor Actions}}</div> | ||
<span class="mw-customtoggle-Quick-Actions"><h3>[[Quick Actions]]</h3> | <span class="mw-customtoggle-Quick-Actions"><h3>[[Quick Actions]]</h3></span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Quick-Actions">{{:Quick Actions}}</div> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Quick-Actions">{{:Quick Actions}}</div> | ||
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Revision as of 18:43, 21 October 2023
Basics of Combat
Initiative
- Initiative check =
d20 +
your Dexterity modifier +
your Perception modifier +
your Wisdom modifier +
your Luck modifier +
your Warfare Proficiency bonus
- Initiative check =
The initiative ranks the combatants in order from the highest to the one the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.
Surprise Rounds
The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive perception of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't. The condition ends when the first round of combat ends.
Synergy Turns
When two characters roll the same initiative, they can take their turns in the order they decide, or do their moves simultaneously, to allow for special interactions.Rounds
Turns
Movement
Additionally, they can use movement actions to run further during their turn, and during longer periods of time, traverse quickly over longer areas. These actions however come with certain risks, like tripping in Difficult Terrain.
Movement includes Jumping, Climbing, and Swimming. As well as more special movement types like Flying and burrowing. These different modes of movement can be combined with Walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Base Speed
Base speed is the initial speed determined by general body structure. Base speed can generally be defined as the species average movement speed. For players, this speed is often set by your choice of species, and can be modified by different feats or class features.
Base speed |
Land | Sea | Air |
---|---|---|---|
10 | Oozes, Giant Tortoise | Sea Horse | |
20 | Children, Platypuses | Manatee | |
30 | Human adults | Turtles | Birdfolk (Avesmuintir) |
40 | Bears, Wolves | ||
50 | Gazelles, Lions | Seals | Flying Snake (Gliding) |
60 | Antelopes | Birds, Bats, Dragons | |
70 | Cheetahs | Swordfish | Common Swift, Peregrine Falcon |
Do note that these scores are then modified by the animals specific athletic abilities and strength scores, their movement actions and creature movement options. In general, creatures with a high base speed and most birds use a combination of creature movement options.
Modified Speed
Modified speed is the pace at which an individual creature of a certain species travel at. Modified speed is the base speed modified by two parts: Strength and athletic proficiency. The modification of speed also works with Climbing and Swimming. Meaning increases to Strength or Athletics increases their speed as well.
Flying and Burrowing speed unlike the other three, are heavily defined by the body structure of the creature, rather than possible differences in strength and athleticism.
The modified speed for each movement type is calculated and shown on the upcoming pages in tables, dependent on your Base Speed, Strength and Athletics. If a speed is to be calculated outside of this range, the calculations below is to be followed, and rounded down as usual.
- Modified Speed =
Base Speed × (Strength score + Athletics Proficiency bonus / 10)
- Modified Speed =
Movement Actions
Creatures are not completely limited by their modified movement speed. Most creatures if they have the endurance for it can push themselves to move even faster. These actions are called movement actions and represent the ability for creatures to walk, jog, run or sprint.
Using humans as an example, we know that for the average person, moving 60 feet in 6 seconds is about the average jogging speed. For the fastest marathon runners, they run at about 110 feet in 6 seconds. For the fastest 100 meter sprinters, they run at about 200 feet in 6 seconds.
Action | Details |
---|---|
Walk |
|
Dash (Jog) |
|
Run |
|
Sprint |
|
Creature Movement
Below are a few options one might apply to creatures as the DM see fit. They add additional traits to the creatures, allowing them an extra push when portraying possible speeds.
Creature Movement Options
Some creatures have incredible sprints and bursts of speed, the peregrine falcon, the cheetah, or the black marlin are a few examples. These creatures, even with the changes made with modified speed need another increase.
Restrictions can be added to these features, examples of such restrictions include:
- Once used, the trait can't be used again until the creature moves without using a movement action on one of its turns.
- Once used, the trait can't be used again until the creature do not move on one of its turns.
Bursting
The creature can double its speed until the end of the turn.
High Pace
The creature can use its bonus action to either Dash, Run or Sprint. Restriction on this can be made, up to one of the Movement Actions, for example, only Dash and Run or only Dash.
Dive
The creature can move straight downward 10ft by expending only 5ft of movement. Whenever the creature moves more than 100 feet during its turn, its first attack before the start of its next turn inflicts bludgeoning damage equal to appropriate damage from the Improvised Damage table.
Climbing, Flying & Swimming
When a creature is naturally climbing, flying or swimming, they suffer a detriment to their carrying capacity and speed. For flying the penalty is large, while for climbing its minimal.
Additionally, most creatures on land are able to climb or swim without a base speed, however, they suffer further difficulties while doing so. Most often, a land creature that climbs or swims without a natural base speed, must spend 3 feet of extra movement for each foot traveled. I.e, your climbing and swimming speed is 1/4th of your walking speed.
These traveling types and their effects on your character are further described in the Adventure chapter under the Traveling section.
Jumping
The following rules describe jumping, which can be followed strictly, however its generally recommended to instead see them as guidelines for what's possible. The reason behind this is because each time a creature jumps, the conditions is different and most often they aren't optimal.
Quick Jump
In most jumps, the DM should follow the intuition of setting DCs, and put an Athletics ability check on the jump. Depending on the scenario, more often than not, should let passive scores be used for success. Such that an easy jump of DC 10, will let all average humans succeed it.
Long Jump
When you make a long jump, you cover a number of feet up to half your Strength score + half your Athletics Proficiency bonus
. If you move at least 1/4th of your current movement speed on foot immediately before the jump, you can add 1/12th of your current movement speed to the long jump distance. Each foot you clear on the jump costs a foot of movement.
Vertical Jump
When you make a high jump, you leap into the air a number of feet equal to 1/200th of the sum of your Strength score and your Athletics Proficiency bonus multiplied with your modified speed.
Creatures with long reaching limbs, like humanoids, can extend their arms half their height above themselves during the jump. Thus, they can reach above them a distance equal to the height of the jump plus 1½ times their height.Actions
Action Points
Actions are the main action a creature performs during its turn. It is often the most impactful decision and often tied to the character's class.
During a creature's turn they can perform up to four actions, using up to four Action Points (AP). There are four types of actions a creature can make during one turn: Full Actions (4 AP), Standard Actions (3 AP), Minor Actions (2 AP) and Quick Actions (1 AP).
Additionally, a creature can make one Maneuver and one Reaction during each round. They are regained at the start of each creature's turn.
Actions Table
AP | Type | Actions |
---|---|---|
4 | Full Actions | Rituals Sprint Improvise |
3 | Standard Actions | Combat Action (Attack, Shove, etc.) Disengage Dodge Grapple Hide Help Run Search Spellcasting Improvise |
2 | Minor Actions | 2nd+ Bonus Action/turn Cantrips Dash Improvise |
1 | Quick Actions | 1st Bonus Action/turn Interaction Ready (+cost of readied action) Walk |
Full Actions
Major Actions
Combat actions are standard actions in which a creature makes an attack roll against a creature's Armor Level (AL) or an ability check against a contested score.
The Improved Combat Action Martial feat, allow combat actions to be taken as minor actions or quick actions.
Attack
</noinclude>- As a combat action, you swing a sword, fire an arrow from a bow, or brawl with your fists. You make one melee or ranged attack.
Shove
- As a combat action, you shove a creature, either to knock it prone or push it away from you. You make a Strength (Brawn) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 2 meters away from you.
- The target must be no more than one size larger than you, and it must be within your reach.
Disengage
- As an action, you cannot be the target of Opportunity attacks.
Dodge
- As an action, until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Reflex saving throws with advantage.
- You lose this benefit if you are incapacitated or if your speed drops to 0.
Grapple
- As a combat action and at least one free hand, you try to seize the target by making a grapple check, a Strength (Brawn) check contested by the target's Strength (Brawn) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
- You can release the target whenever you like (no action required).
- When you grapple a creature, you may as a combat action make a grapple check to attempt a grapple action, to wrestle with it further.
- The target of your grapple must be no more than one size larger than you, and it must be within your reach.
- You lose the grapple if you are incapacitated.
Action | Details |
---|---|
Bind |
|
Choke |
|
Crush |
|
Lift |
|
Meath Shield |
|
Restrain / Wrestle |
|
Throw |
Escape Grapple
- As a combat action, the creature must succeed with a Strength (Brawn) or Dexterity (Acrobatics) check contested by the creature's Strength (Brawn) check.
Hide
- As an action, you make a Dexterity (Stealth) check in an attempt to conceal your presence. On a success, you become Hidden.
Help
- As an action, you aid another character in a task. You must have proficiency in that skill and make a DL 10 skill check with that skill. You cannot use this action if you suffer disadvantage to the roll. If you score a critical success on your DL 10 skill check, the action you are helping towards succeeds even if the character who is being helped has failed.
Run
- As a standard action, you gain extra movement equal to twice your speed after applying any modifiers.
- This action has the following conditions:
- Can only be used if you have a set base speed for the specified terrain type.
- You lose any Dexterity bonus to AL.
- You can't run across difficult terrain.
- Running requires a DL 18 Endurance check every minute.
- This action has the following conditions:
Search
Spellcasting
For lists of spells, see Spell Lists.
Spellcasting is the art of conjuring, creating and using magic. For some, this is a matter of study and practice, while others its natural cunning, instinct and genetics. Some gain this power from their gods, others through the spirits around them, and some through occult rites. These different sources are described as the four main practices of magic: Arcane, Divine, Primal and Occult.
Each source draws their power from something specific, for arcane spellcasters, this is the arcane weave, which flows through everything like an encoded memory of the world. For divine spellcasters, they receive their power from either higher powers and creatures or just pure faith.
Each source has their own way of creating magic, which means that the way they use components, learn spells or prepare and cast spells may differ.
The Weave
Thunder |
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Air |
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Void |
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Lightning |
Storm |
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Fire |
Mist |
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Dust |
Fog |
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Elemental |
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Metal |
Crystal |
Ice |
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Earth |
Mud |
Water |
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Magma |
Acid |
Steam |
Knowledge |
Ambition |
Passion | ||||||||
Mind |
Spirit |
Soul |
||||||||
Illusion |
Dream |
Tranquility |
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Awakening |
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Order |
Death |
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Reason |
Nature |
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Creativity |
Life |
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Inertia |
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Body |
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Motion |
Divine |
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Planar |
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Chaos |
Dimension |
Good |
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Balance |
Ethereal |
Morality |
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Law |
Evil |
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Occult |
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Falsehood |
Veracity |
Illumination |
Light |
|||||||
Truth |
Dark |
|||||||||
Fate |
||||||||||
Arcane |
Time |
Primal |
||||||||
Luck |
Spell Level
Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is. Cantrips are simple level 0 spells that characters can cast without expending their resources. The higher a spell’s level, the higher level a Spellcaster must be to use that spell.
Spell Level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
Spell Points
Characters and creatures that uses spellcasting has a pool of spell points (SP) to fuel spells. Each spell level has an associated point cost as shown in the Spell Points Table. Cantrips do not require spell points.
The number of spell points you may spend is based on your themes' spellcasting feats.
Regain Lost Spell Points
You regain all spent spell points when you finish a long rest.
When you roll any number of hit dice during a short rest – to regain your hit points – you also regain spell points equal to the resulting face of the dice. This can be done, even if you are at maximum hit points.
Spell Components
V | Verbose | You must be able to speak to cast the spell. |
S | Somatic | You must be able to physically move your hands to cast the spell. |
M | Material | You must have the required material to cast the spell. |
Rituals
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend spell points, which means the ritual version of a spell can't be cast at a higher level.
To cast a spell as a ritual, a spellcaster must have the ritual casting feat. The caster must also have the spell prepared or on his or her list of spells known.
Thematic Spellcasting Differences
While all types of spellcasting are similar in many ways, they do have some distinctions, see the individual page:
By drawing power from the arcane weave, an arcane spellcaster can redraw and bend reality to its will. With the use of specific gestures and sounds a spellcaster can interact with the weave, commanding it and telling it what to do. These maneuvers takes years upon years to master, are often long and tedious to cast and perform and can be almost impossible to remember without a spellbook.
While a few arcane spellcaster can cast spells that are fixed in their mind, even in the most dire circumstances, most arcane spellcasters circumvent that problem with an arcane focus. Arcane Spellcasting Ability
Arcane Spellcasting Ability
Arcane spellcasters use Intelligence as their spellcasting ability modifier. You use your Intelligence whenever a spell refers to your spellcasitng ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.
- Arcane Spellcasting Ability =
8 + your proficiency bonus + your Intelligence modifier
- Arcane Spellcasting Ability =
Learning & Preparation
Arcane spellcasters learn spells that they then must prepare. Each time you learn an arcane spell from either a class feature, feat or other feature, you know it by heart. When you prepare your arcane spells, you prepare them from the spells that you have learned.
Preparing your arcane spells requires time spent studying, practicing and memorizing the incantations and gestures you must make to cast the spell, as well as storing arcane functions within a focus.
You can change your prepared spells when you finish a long rest. Preparing a new list of spells requires you spend at least 5 minute per spell level for each spell on your list. Mental Preparation
Mental Preparation
An arcane spellcaster can prepare a number of arcane spells in their mind from their known spells equal to the total arcane spell level of their Intelligence score. Each spell level counts as one level higher for preparation purposes, such that a level 1 spell counts as a level 2 spell and cantrips, which are level 0 spells, count as level 1 spells.
- Mentally Prepared Arcane Spells =
(your total sum of preperation spell levels)2 / 2 (rounded up) = your Intelligence score
- Mentally Prepared Arcane Spells =
Arcane Focus
An arcane focus is a special item used by manipulators of the arcane weave to more easily cast their spells. They come in many variations: orbs, rods, staves, wands, or some similar item - designed to channel the power of arcane spells, but tying them all together is the use of a crystal.
Crystals are used by their wielders by imprinting arcane functions into its crystalline structure. This takes time and preparation, but lets their wielders more easily prepare and remember spells. The arcane functions works as a shortcut to the weave, repeating complex patterns, gestures and other arcane components.
- Arcane Focus Prepared Spells =
the sum of your prepared memory spells + your prepared width spells
- Arcane Focus Prepared Spells =
Crystals however are not all the same, different structures and bonds have different strengths and weaknesses. These strengths and weaknesses are scored by the Conductivity, Memory and Width factors. Depending on the wielder of the arcane power, their focus and choice of crystal may vary. The following are the factors each crystal have.
Crystal Structures
Conductivity
You gain a bonus to spell attack rolls and to the contested check DCs of your arcane spells.
Degree / Quality | Simple | Martial | Masterwork |
---|---|---|---|
Low | -2 | -1 | +0 |
Medium | -1 | +0 | +1 |
High | +0 | +1 | +2 |
Memory
You can prepare a number of spells from your known spells up to a sum of total spell levels.
Degree / Quality | Simple | Martial | Masterwork |
---|---|---|---|
Low | 8 | 16 | 24 |
Medium | 12 | 24 | 36 |
High | 16 | 32 | 48 |
Width
You can prepare a number of spells from your known spells of a spell level equal to or lower than (1/3/5), determined by the quality of the crystal: (Simple/ Martial/ Masterwork).
Degree / Quality | Simple | Martial | Masterwork |
---|---|---|---|
Low | 0 | 0 | 0 |
Medium | 8 | 16 | 24 |
High | 16 | 32 | 48 |
The three main types of crystals
Salt Crystals
Salt crystals are foci used primarily for use when wielding a wide arsenal of simple spells. Casters who use these crystals are often specialists that have to be ready for anything. They generally do not have the capacity for high level magic, but rather many low level spells.
Simple | Martial | Masterwork | |
---|---|---|---|
Conductivity [Medium] Spell bonus |
-1 | +0 | +1 |
Memory [Low] Number of Memory spells |
8 | 16 | 24 |
Width [High] Number of Width spells (Max. spell level) |
16 (1) |
32 (3) |
48 (5) |
Metal Crystals
Metal crystals are used mainly in warfare by wielders focused on a few destructive spells, like warmages or spellswords, or by specialized magicians that focus only on very specific spells, like forge-mages and transmuters.
Simple | Martial | Masterwork | |
---|---|---|---|
Conductivity [High] Spell bonus |
+0 | +1 | +2 |
Memory [Medium] Number of Memory spells |
12 | 24 | 36 |
Width [Low] Number of Width spells (Max. spell level) |
0 (1) |
0 (3) |
0 (5) |
Gem Crystals
Gem crystals are a wide range of arcane crystals that also is the most common type of focus for most mages. These crystals main advantage is their large memory and capacity to store arcane functions. For those not worried about being the most accurate and effective, but rather varied in both high level and low level magic, gem crystals are perfect.
Simple | Martial | Masterwork | |
---|---|---|---|
Conductivity [Low] Spell bonus |
-2 | -1 | +0 |
Memory [High] Number of Memory spells |
16 | 32 | 48 |
Width [Medium] Number of Width spells (Max. spell level) |
8 (1) |
16 (3) |
24 (5) |
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world or brought upon in through sheer will. Divine casters are conduits for that power, manifesting it as miraculous effects. This power is not granted to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn't rely on study or training. A divine caster might learn formulaic prayers and ancient rites, but the ability to cast spells relies on devotion and an intuitive sense of a deity's wishes or their internal ardor.
Divine casters are wide in their magic, from helpful magic of healing and inspiring their allies with spells that harm and hinder foes to provoking awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies.
Divine Spellcasting Ability
Divine spellcasters use either Wisdom or Charisma as their spellcasting ability modifier, dependent on their source of power. You use your Wisdom or Charisma whenever a spell refers to your spellcasting ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based.
- Divine Spellcasting Ability =
8 + your proficiency bonus + your Wisdom or Charisma modifier
- Divine Spellcasting Ability =
Preparation
Divine casters do not need to prepare their spells. They can cast all spells on their domain spell lists, as long as they can cast their spell level.
Divine Focus
Divine foci are a special items tethered to the source of a divine caster's power. Whether it is an icon dedicated to a deity, a personal object of great importance or just as a simple means to expel their divine power to the material plane.
Divine foci can range from simple carved holy symbols to jeweled icons of the praised deity, but books are also a common foci and even natural objects like twigs, rocks or leaves from holy places. Whatever object is used, the wielder often has to have it in hand, to project its power.
Divine Domains
Divine casters choose two domains related to their deity from the list of domains below. Each domain details their own spell list and once you gain a domain spell, you always have it prepared.
Domain Channel Divinity
Divine casters also have access to the Channel Divinity options associated with their domains.
Elemental Domains
Divine Domain |
Channel Divinity | Description |
---|---|---|
Acid | Acidic Meltdown |
|
Air | Shockwave Invocation | You channel a forceful blast of wind. |
Crystal | Arcane Bulwark |
|
Dust | Dust to Dust | You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
|
Earth | ||
Fire | ||
Fog | ||
Ice | Ice Prison |
|
Inertia | ||
Lightning | ||
Magma | ||
Metal | Divine Forging |
|
Mist | ||
Mud | ||
Steam | ||
Storm | ||
Thunder | ||
Water |
Awakening Domains
Divine Domain |
Channel Divinity | Description |
---|---|---|
Ambition | ||
Apathy | ||
Body | ||
Creation | Bring to Life | Bring to Life |
Death | Touch of Death |
Your touch can increase entropy and wither the life from living things.
|
Displacement | ||
Dream | Slumber | Slumber |
Emotion | ||
Illusion | Invoke Duplicity | Invoke Duplicity |
Knowledge | ||
Life | Preserve Life |
|
Mind | ||
Nature | ||
Sanity | ||
Soul | ||
Spirit | Drain Spirit | Drain Spirit |
Tranquility |
Aether Domains
Divine Domain |
Channel Divinity | Description |
---|---|---|
Arcane | Create Tear | Create Tear |
Astral | ||
Chaos | ||
Dark | ||
Divine | ||
Evil | ||
Falsehood | ||
Fate | Seer's Omen | Seer's Omen |
Good | Truce | Truce |
Law | ||
Light | Radiance of the Dawn |
|
Luck | Chaos of Battle | Chaos of Battle |
Occult | Blood Puppet | Blood Puppet |
Planar | Arcane Abjuration | Arcane Abjuration |
Primal | ||
Truth |
Innate Spellcasting Ability
Innate spellcasters use Charisma as their spellcasting ability modifier. You use your Charisma whenever a spell refers to your spellcasitng ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.
- Innate Spellcasting Ability =
8 + your proficiency bonus + your Charisma modifier
- Innate Spellcasting Ability =
Preparation & Learned Spells
An innate spellcaster replaces the mechanics of another spellcasting type. They never have to worry about preparing magic, instead any spell they learn is always prepared. Instead of learning any spells from their spellcasting feats, they learn one spell per spellcasting feat.
Body as Focus
An innate spellcaster can use themselves as a spellcasting focus when casting spells. When doing so they use Charisma as their Spellcasting ability modifier instead of another defined Spellcasting ability modifier.
Your occult research and the magic bestowed on you by your patron have given you facility with spells.
Occult spellcasters seek knowledge in the unknown and unexplained. They are seekers of the deep hidden secrets of the world, those that can't be explained by simple science or knowledge of the arcane or otherwise. Occult magic is the
some seek what lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock's being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Occult Spellcasting Ability
Occult spellcasters use either Intelligence or Charisma as their spellcasting ability modifier, dependent on their source of power. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. You are always proficienct with your own spellcasting, and the proficiency bonus is level-based, as described in the Proficiency introduction.
- Occult Spellcasting Ability =
8 + your proficiency bonus + your Intelligence or Charisma modifier
- Occult Spellcasting Ability =
Preparation
Eldritch Power
Occult spellcasters always cast their spells at their maximum level,
A druid weaving the flora around her to protect her from the weather, a warden calling upon the primal powers of the elements to bring thunder and lightning down on his foes or warriors granted ancestral powers by their forefathers, each of these represent the power of the Primal domain.
Primal magic is the power of nature, the power of spirits and the power of the elements. These powers is manifested only if the primal casters will is granted by nature or the spirits or whatever source they channel from, which results in a need of balance between their power and their source. Primal magicians rely on study, but also understanding and wisdom. Most of their magic is granted by having a relationship with the places around them.
Primal Spellcasting Ability
Primal spellcasters use Wisdom as their spellcasting ability modifier. You use your Wisdom whenever a spell refers to your spellcasitng ability. You are always proficient with your own spellcasting, and the proficiency bonus is level-based, as described above in the Proficiency introduction.
- Primal Spellcasting Ability =
8 + your proficiency bonus + your Wisdom modifier
- Primal Spellcasting Ability =
Preparation
A primal caster has the whole width of primal spells at their disposal, but not all at once. Primal casters can prepare a select few spells each day at the end of each long rest, from all primal spells.
- Prepared Primal Spells =
1 + your number of Primal Spellcasting Feats + your Wisdom modifier
- Prepared Primal Spells =
Primal Leylines
Primal casters are magically bonded to the locations they visit, the weather and the spirits that surround them. This makes some of spells easier to cast in certain places and locations.
Primal spells has an Affinity Tag that determines when they are easier to cast. Spells that create gusts of freezing air are easier to cast in ice cold tundra, while calling upon fire would be easier in a scorching desert.
When an affinity tag is active, the primal caster can cast a chosen spell with half the required spell points. If the affinity tag is vague and difficult to know whether its active or not, the DM has final say over whether it counts or not. Generally, if you have to roll exhaustion contests for heat, the heat tag is active, and vica versa for cold climates, and if you are in a terrain type the heavily matches the affinity tag, it is active.
Primal Domains | Primal Leylines |
---|---|
Anima | Soul Body |
Caelum | Heat (Energy) Cold (Inactivity) |
Elementus Terra |
Land Water Wind |
Fauna Flora Fungi |
Life Death |
Rainforest Desert |
Heat Cold (🤷♂️?) |
Primal Focus and Components
Primal spellcasting encompass a very wide span of different types of spellcasters. Some channel their
Primal foci channels the force
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Multiple variations of this item exist, as listed below:
Improvise
- Your character can do things not covered by usual actions, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. See the descriptions of the ability scores in the Using Ability Scores section for inspiration as you improvise.
- When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Minor Actions
Quick Actions
Actions are the main action a creature performs during its turn. It is often the most impactful decision and often tied to the character's class.
During a creature's turn they can perform up to four actions, using up to four Action Points (AP). There are four types of actions a creature can make during one turn: Full Actions (4 AP), Standard Actions (3 AP), Minor Actions (2 AP) and Quick Actions (1 AP).
Additionally, a creature can make one Maneuver and one Reaction during each round. They are regained at the start of each creature's turn.
Actions Table
AP | Type | Actions |
---|---|---|
4 | Full Actions | Rituals Sprint Improvise |
3 | Standard Actions | Combat Action (Attack, Shove, etc.) Disengage Dodge Grapple Hide Help Run Search Spellcasting Improvise |
2 | Minor Actions | 2nd+ Bonus Action/turn Cantrips Dash Improvise |
1 | Quick Actions | 1st Bonus Action/turn Interaction Ready (+cost of readied action) Walk |