The Combat Rules

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Basics of Combat

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes an Initiative check to determine their place in the initiative order.
Initiative check = d20 +
your Dexterity modifier +
your Perception modifier +
your Wisdom modifier +
your Luck modifier +
your Warfare Proficiency bonus

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

During a creature's turn they can perform up to four actions, using up to four action points. There are four types of actions a creature can make during one turn: s, Standard Action, Minor Actions and Quick Actions.** Their cost is **4, 3, 2** and **1** respectively. Additionally, a creature can make one **Reaction** during each round. This reaction is regained at the start of each creature's turn.

Movement

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.

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.

Examples
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)
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)
  • As a minor action, you gain extra movement equal to your speed after applying any modifiers.
    • Dashing requires a DL 14 Endurance check every 10 minutes.
Run
Sprint
  • As a full action, you gain extra movement equal to three times your speed after applying any modifiers.
    • This action has the following conditions, including the ones specified in the Run action:
    • Sprinting requires a DL 22 Endurance check every round.
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

→ 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

→ 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

→ 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.

Throwing

Actions

Action Points

See also: Category:Action | Category:Cunning Action.

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 Action====

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


Dodge


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
  • You try to bind your target’s weapon. If you succeed, your opponent may not use the bound weapon. You may end the bind at any time.
Choke
  • You attempt to choke a creature that is of a size equal to or smaller than you. If you succeed, the creature immediately begins suffocate. To maintain the choke, you must use a combat action each turn.
Crush
  • You attempt to use your brute strength to squeeze the life out of your opponent. If you succeed, the creature takes your Strength modifier as bludgeoning damage. If you have another extra free hand, you may use it to add 1d4 damage.
Lift
  • You attempt to lift up the creature. The creature's weight is doubled when calculating your carrying capacity and encumbrance, unless you use another free hand.
Meath Shield
Restrain / Wrestle
  • You try to pin a creature grappled by you. If you succeed, the creature is restrained until the grapple ends.
Throw
  • You attempt to throw a creature. If you succeed, you throw the creature up to your throwing distance, knocking the creature prone.
    • The creature's weight is doubled, when calculating your throwing distance for it, unless you are lifting the creature.

Escape Grapple


Hide


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

Search

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

Air

Void

Lightning

Storm

Fire

Mist

Dust

Fog

Elemental
Sphere

Metal

Crystal

Ice

Earth

Mud

Water

Magma

Acid

Steam

Knowledge

Ambition

Passion

Mind

Spirit

Soul

Illusion

Dream

Tranquility

Awakening
Sphere

Order

Death

Reason

Nature

Creativity

Life

Inertia

Body

Motion

Divine

Planar

Chaos

Dimension

Good

Balance

Ethereal

Morality

Law

Evil

Occult

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.

Spell Level Point Cost
0 (Cantrip) -
1st 2 SP
2nd 3 SP
3rd 5 SP
4th 8 SP
5th 13 SP
6th 21 SP
7th 34 SP
8th 55 SP
9th 89 SP
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

→ Ritual

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:

→ Arcane Spellcasting

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

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

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

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 Spellcasting

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


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
  • As an action, you touch a creature or an object within reach. A creature must make a Reflex check, taking 5 × your level in acid damage on a failed check and half as much on a successful one. An object takes 5 × your level in acid damage.
  • Additionally, if the target carries or wears corrodable armor or weapons, it must make a Reflex check. On a failed save, one piece of armor or weapon of your choice takes a permanent and cumulative -1 penalty. Armor reduced to an AL of 10 or a shield that drops to a +0 bonus is destroyed. Weapons reduced to -5 to hit and to damage are destroyed.
Air Shockwave Invocation You channel a forceful blast of wind.
  • As an action, a creature within 5 meters of you must make a Fortitude check, taking 3 × your level as bludgeoning damage and is pushed 5 × your level in meters on a failed save, or half as much on a successful one.
Crystal Arcane Bulwark
  • As a reaction, when you take damage from a spell or other magical effect from a creature within 3 meters of you, halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged you takes force damage equal to 2d10 + your level.
Dust Dust to Dust You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
  • When you cast a spell that deals damage to one or more creatures, you may add your divine spellcasting modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.
  • Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.
Earth
Fire
Fog
Ice Ice Prison
  • As an action, you can brandish your holy symbol, facing a creature you can see within 10 meters of you. It must make a Fortitude save or the ice forming around it will encase it for 1 minute. While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Fortitude save, breaking free of the ice on a success.
Inertia
Lightning
Magma
Metal Divine Forging
  • As an hour-long ritual, you present your holy symbol, you can craft a nonmagical item that include some metal:
    • a simple or martial weapon
    • a suit of armor
    • 30 pieces of ammunition
    • a set of tools
    • or another metal object
  • At completion, the object is created. Additionally the following rules apply.
    • It must be worth equal to or less than 50 gp per level.
    • You must have the required metal to create the object, and any additional non-metal parts required.
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.

  • As an action, make a melee spell attack against a creature within your reach. On a hit, that creature takes 1d4 necrotic damage. If one of these dice rolls a 3 or a 4, roll two additional dice of one size larger (d6, d8, d10, d12, d20), rolling again if these dice rolls their maximum value, and so on.
  • This attack's initial damage increases to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level
Displacement
Dream Slumber Slumber
Emotion
Illusion Invoke Duplicity Invoke Duplicity
Knowledge
Life Preserve Life
  • As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 × your character level. Choose any creatures within 10 meters of you, and divide those hit points among them.
    • This feature can restore a creature to no more than half of its hit point maximum.
    • You can't use this feature on an undead or a construct.
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
  • As an action, you present your holy symbol, and any magical darkness within 10 meters of you is dispelled.
  • Each hostile creature within 10 meters of you must make a Fortitude contest. A creature takes radiant damage equal to 1d10 + your divine spellcasting modifier, per point of proficiency bonus on a failed check, and half as much damage on a successful one.
    • A creature that has total cover from you is not affected.
Luck Chaos of Battle Chaos of Battle
Occult Blood Puppet Blood Puppet
Planar Arcane Abjuration Arcane Abjuration
Primal
Truth
→ Innate Spellcasting

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


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.

→ Occult Spellcasting

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


Preparation

Eldritch Power

Occult spellcasters always cast their spells at their maximum level,


→ Primal Spellcasting

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


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


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

See also: Category:Action | Category:Cunning Action.

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