Mimics & Miscreants

MIMICS & MISCREANTS

Adventure. Make Bad Decisions. Die.

(by Velexiraptor at A Blasted, Cratered Land)

Gestate a Murderhobo

1. Roll 3d6 for each of your character’s ability scores: STRength, DEXterity, CONstitution, INTelligence, WISdom, and CHArisma. If you dislike your scores, you may invert them (subtract each of your scores from 21 and replace them with the result). Then, either reallocate them as you wish, or get a Reward roll.

2. Pick a Folk (or roll a random Folk and get a Reward roll), reroll Folk ability scores until higher

3. Pick a Calling (or roll a random Calling and get a Reward roll). Start at level 1, get starting items from Calling, roll a Calling skill.

4. Roll a random item from each of Weapons/Gear/Bonus, take Starting Items, and roll a random skill.

5. Fill in Armor if you’re wearing any, fill in starting HP (the max value of your Hit Dice).

6. If you have any Reward Rolls, roll that many times on the Random Rewards table and take your favorite result. 

7. Roll how your character knows the character to your left.


Folk: 2d6+4 (High Fantasy) OR 2d10 (Weird Fantasy)

2. Molluscfolk: https://crateredland.blogspot.com/2019/06/molluscfolk.html

3. Fungusfolk: https://crateredland.blogspot.com/2019/03/fungusfolk.html

4. Crustaceanfolk: https://crateredland.blogspot.com/2019/01/crustaceanfolk.html

5. Bugfolk: https://crateredland.blogspot.com/2019/02/bugfolk.html

6. Troll: Reroll STR or CON, can heal major wounds in daily rest, always crit by elemental damage.

7. Kobold: Reroll DEX or INT, advantage on DEX saves, small, but step down hit die.

8. Goblin: Reroll DEX or CON, can smell as well as you can see, small, but -4 inventory slots.

9. Orc: Reroll STR or CON, can burn 1 HP to get +1 to STR for a roll, but animals hate you.

10. Elf: Reroll DEX and another score of choice, negative mutation when wounded by iron.

11. Human: Pick an extra skill of choice and get a Random Reward.

12. Dwarf: Reroll CON or WIS, made of stone, can speak with stone, can’t run.

13. Dragonborn: Reroll STR or WIS, breath fire (2d6 fire damage) 1/day, WIS save to gift or sell items.

14. Tiefling: Reroll CHA or INT, light torch-sized flame within 30’ (1d4 fire damage ranged attack), take radiant damage from prayer and religious symbols (the holier it is the more damage you take).

15. Aasimar: Reroll CHA or WIS, radiate soft divine light within 10’, but can’t lie.

16. Dryad: Reroll WIS or DEX, speak with plants on 2-in-6, need sunlight to restore health on rests.

17. Mutant: https://crateredland.blogspot.com/2019/04/marvelous-magical-mutations.html

18. Reconstructed: https://crateredland.blogspot.com/2019/05/reconstructed.html

19. Starfolk: https://crateredland.blogspot.com/2019/01/starfolk.html

20. Mimic: https://crateredland.blogspot.com/2019/05/this-post-might-eat-you.html

Calling (d12 or d20)

1. Fighter

2. Thief

3. Cleric

4. Wizard

5. Adept

6. Barbarian

7. Butcher

8. Engineer

9. Jack

10. Ranger

11. Paladin

12. Sorcerer

13. Chemist

14. Warlock

15. Bard

16. Traveler

17. Psion

18. Trainer

19. Mechwarrior

20. Noble House


Starting Items

All characters begin with 3 travel rations, 3 torches, a bedroll and canteen, and 3gp.

Weapons (d20)

1. Axe

2. Shortbow, 6 arrows

3. Cleaver

4. Club

5. Daggers, 2

6. Flintlock

7. Grenades, 2

8. Javelins, 3

9. Knuckledusters

10. Quarterstaff

11. Rapier

12. Scythe

13. Short Sword

14. Sling, bag of stones

15. Spear

16. Stilettos, 3

17. Sword

18. War Pick

19. Warhammer

20. Whip

Gear (d20)

1. Bandages

2. Buckler

3. Caltrops in bag

4. Carrier pigeon and cage

5. Crowbar

6. Flint and steel

7. Gauntlets

8. Grapple and rope, 50'

9. Hammer, bag of nails

10. Helmet

11. Holy water in vial

12. Lantern, 3 doses of oil

13. Leather gambeson

14. Leather greaves

15. Light shield

16. Lockpick set

17. Pole, 10'

18. Shovel

19. Torches, 3

20. Travel rations, 3

Bonus (d20)

1. Acid in vial

2. Bear trap

3. Book (blank), ink, quill

4. Cheese, large wheel

5. Clothing (fancy)

6. Gold coins (fake), 10

7. Hand mirror

8. Holy symbol

9. Key to inn room

10. Leeches in jar

11. Liquor, bottle

12. Locket, shiny

13. Lodestone

14. Lute

15. Perfume (pungent)

16. Poison, vial

17. Sleeping draught in vial

18. Spice bags, 3

19. Spyglass

20. Tobacco, pipe

Random Rewards (d20)

1. Extra random weapon

2. Extra random gear

3. Extra random bonus item

4. Extra random skill

5. Set of leather armor

6. d10 extra starting gold

7. Mundane pet

8. Supernatural pet

9. Peasant contact, owes you favor

10. Noble contact, owes you favor

11. Wizard contact, owes you favor

12. Random cosmetic mutation

13. Random mixed mutation

14. Random positive mutation

15. Guild membership and insignia

16. Folk story about your deeds

17. Noble title

18. +1 to ability score of choice

19. +2 to random ability score

20. Inherited +1 weapon

Skills

Reasons You Know The Character To Your Left

1. Acting

2. Alchemy

3. Animal Handling

4. Architecture

5. Aristocracy

6. Arson

7. Art

8. Astrology

9. Banditry

10. Barber-Surgery

11. Bartending

12. Begging

13. Blacksmithing

14. Bully

15. Butchery

16. Butlery

17. Cartography

18. City Watch

19. Clerking

20. Clockmaking

21. Comedy

22. Conviction

23. Cooking

24. Cultistry

25. Dealing

26. Debate

27. Detectivism

28. Divine Will

29. Dueling

30. Etiquette

31. Farming

32. Fishing

33. Foraging

34. Forgery

35. Fortune Telling

36. Gambling

37. Gardening

38. Gladiation

39. Guarding

40. Herbology

41. Hermitry

42. Hunting

43. Interrogation

44. Jailery

45. Knaving

46. Laborer

47. Languages

48. Law

49. Librariing

50. Lore

51. Lumberjackery

52. Managing

53. Masonry

54. Matchmaker

55. Medicine

56. Merchantry

57. Mining

58. Mountaineering

59. Music

60. Noetics

61. Oration

62. Outlawry

63. Peasantry

64. Philosophy

65. Pickpocketry

66. Pilgrimage

67. Pillaging

68. Poetry

69. Poisoning

70. Priestliness

71. Quartermastery

72. Questing

73. Ratcatching

74. Riding

75. Sailing

76. Scribing

77. Sculpting

78. Seduction

79. Serfdom

80. Servantry

81. Shepherding

82. Shopkeeping

83. Soldiering

84. Street Magic

85. Surviving Improbably

86. Tactics

87. Tailoring

88. Tax Collecting

89. Teaching

90. Tinkering

91. Traveling

92. Trivia

93. Undertaking

94. Use Rope

95. Vigilance

96. Violence

97. Witchcraft

98. Xenobiology

99. Yeomanship

100. Zealotry

1. Admired by

2. Admires

3. Adoptive cousins

4. Apprentices under same master

5. Both bad at same mundane activity

6. Both skilled at same mundane activity

7. Both think the other is someone else they know

8. Can't place where you saw each other, but have major deja vu

9. Cell buddies

10. Childhood friends

11. Collaborators on project

12. Contracted by

13. Drinking buddies

14. Former classmates

15. Former coworkers

16. Frequented same establishment

17. Friendly rivals

18. From the same town

19. Have a business plan for when you retire from adventuring

20. Have same ex

21. Have same guild membership

22. Idolize same famous figure

23. Introduced by mutual friend, hit it off

24. Know each other’s embarrassing secrets

25. Life saved by

26. Looking for same rare item

27. Lost friends in same mysterious circumstances

28. Member of the same church

29. Named in same inheritance

30. Owed something by

31. Owes something to

32. Pen pals

33. Ran away from home together

34. Received same mysterious letter

35. Roommates

36. Same embarrassing nickname

37. Same political agitation group

38. Saved their life

39. Scammed in same con

40. Scarred in same event

41. Study same obscure subject

42. Suffering from same disease

43. Sworn to protect

44. Their mentor

45. Their student

46. Traveling companions

47. Unrequited crush

48. Used to date, mutually broke it off

49. War buddies

50. Wear same unfashionable article of clothing

(These are not exhaustive lists, feel free to make up your own)

Rolling

When you do something that has a chance to fail in an interesting way, roll a d20 and add the relevant ability score. ≥20 is a success, <20 is a failure. Rolling of your own volition is a Test. When forced to roll by something else, it’s a Save. 

Rolling a natural 20 is a critical success, in which the best case scenario occurs. A natural 1 is a critical failure, and the worst case scenario occurs. If you have advantage, roll twice and take the better result. If you have disadvantage, roll twice and take the worse result. Having a relevant skill gives you advantage, or cancels out disadvantage. Ties always go to the player.

Sometimes an effect will tell you to step up (increase) or step down (decrease) a die. Die sizes go d4 → d6 → d8 → d10 → d12. If you step up a die beyond a d12, add 1 to the result. If you step down below a d4, subtract 1 from the result.

Combat

Initiative

All players make a DEX test. Anyone who succeeds goes before the monsters (or may go after, if they want), in an order of their choice. Anyone who fails goes after the monsters.

On Your Turn

You get one action to do anything including attacking, and one action to do anything but attack. Spellcasting takes both actions.

Fighting 

Attacking: Roll d20+your attack ability (Strength in melee, Dexterity at range, Intelligence for spells, Wisdom for miracles). If your enemy has Armor, you have to meet 20+Armor instead of just 20.

If you hit, roll damage. If your enemy has taken more damage this round that their Armor, the damage goes to their HP. Damage that reduces HP to half inflicts a Minor Wound, and to 0 inflicts a Major Wound.

If you miss, they can Take It or Dodge (see Defending). Natural 1s always miss, and natural 20s roll double damage dice.

Unarmed Attacks: deal d4 bludgeoning damage by default.

Dual-wielding: If you're dual-wielding, you can make attacks with both your actions, but you step down your damage dice.

Defending: Choose to either Dodge or Take It.

Dodge: Roll d20+Dexterity. If you succeed, take no damage. If you fail, the enemy deals full damage.

Take It (melee): Both sides deal damage to each other.

Take It (ranged): You take damage, and can shoot back if you have a ranged attack. This can keep going until someone dodges or dies.

Parrying: If you’re wielding an item that lets you parry, like a rapier or a buckler, when you successfully Dodge in melee, you can make a regular attack back.

Armor: You can absorb damage per round equal to your Armor. Any attacks that deal damage beyond that limit subtract from your HP.

Only players make Attack rolls (when they attack an NPC) and Defense rolls (when an NPC attacks them). When NPCs are attacking each other, the GM can adjudicate it however they want. If you want PVP in your game, rule it yourself – I don’t allow PVP at my tables.

Resting

Lunch takes 30 minutes of downtime and consumes 1 ration. You may roll one Hit Die and restore that much HP. -d4 Stress. Do this once a day.

A daily rest takes 8 hours of sleep and downtime and consumes 1 ration. Roll any HD you have left to heal HP, then regain all spent HD. Heal a minor wound. -d8 Stress.

A long rest takes a week of sleep, shelter, downtime, and full meals. Set your HP to maximum, roll 1 HD and heal that much ability damage, set Stress to 0. Heal a major wound.

Hit Points and Wounds

HP represents your ability to shrug off major damage. You can keep fighting until your wounds become incapacitating. You might not want to. At character creation, you start with 1 Hit Die, which by default is a d6. You roll your Hit Die to restore HP. Some Callings or Folk modify the die size. Some Callings also gain more Hit Dice when you level up.

When you’re reduced to half HP (round down) or less, take a Minor Wound of the corresponding damage type. When you’re reduced to 0 or below, take a Major Wound. When you take damage, if you’re at or below 0 HP, roll a d20 over the total amount of damage you’ve taken since you were reduced to 0. If you fail to roll equal or higher, you die.

Physical Wounds

Bludgeoning

Piercing

Slashing

Firearm

Minor (examples)

Knocked down.

Disarmed.

Fractured, break a bone and have disadvantage to use that area.

Vulnerable, halve Armor.

Eye gouged, blinded (save ends). 

Bleeding, next attack deals damage with advantage.

Lacerations, disadvantage or take 1 damage on all physical tests (CON save ends).

Finger removed, disadvantage with that hand.

Tendon severed, DEX save to move without falling over.

Holed, attack deals an extra d6 damage.

Deafened (save ends).

Bullet embedded, -2 max HP (removing bullet deals 2 damage).

Major (examples)

Bones shattered, area unusable.

Skull split, knocked unconscious (save ends). 

Skewered, halve max HP.

Lose an eye.

Punctured lung, disadvantage unless you take 1 damage on physical tests.

Lose a limb/nose/ear.

Open guts, hold them in or take 2 damage a round.

Blown apart, lose an important organ.

Internal hemorrhage, take d6 damage immediately and save vs death.

Elemental Wounds

Acid

Cold

Fire

Minor (examples)

Etched, halve Armor.

Melted, lose a random item.

Frozen, stuck to surface, STR test to break free.

Burning, take d4 fire damage a round until extinguished.

Melted, lose a random flammable item.

Major (examples)

Scoured, lose 3 random items.

Frostbitten, STR test to attack or move.

Blazing, take d4 fire damage and lose a random flammable item each round until extinguished.

Lightning

Necrotic

Psychic

Minor (examples)

Shocked, drop everything you're holding.

If wearing metal armor, paralyzed (save ends).

Attack chains to nearby target.

Withered, -2 to all ability scores. 

Decayed, skin stripped down to bone, limb unusable

Panicked. Gain Stress equal to the damage the attack dealt.

Major (examples)

Paralyzed (save ends).

Drained, lose a class feature or ability. 

Traumatized. Gain Stress equal to twice the damage the attack dealt.

Exploration

Overland Travel

A party's base travel speed is 1 hex every 4 hours. You can sustain this for 12 hours a day. If you want to push yourselves further, make a CON test for each additional hex. If you fail, take -1 CON for each additional hex you have travelled today (so if you fail on hex 5, take -2 CON). Larger groups like caravans or armies travel fewer hexes per day. A group of ~10 follows the above rules, a group of ~100 travels at 1 hex every 6 hours, a group of ~1000 travels 1 hex every 8 hours.

Some hexes, like mountain or desert or swamp, take 2 hexes of time to traverse. Exploring for secret locations, or foraging for rations (if a hex would reasonably have such), takes an additional hex of time. A road through a hex lets you travel it in 2 hours rather than 4, though if the road doesn't lead to your destination hex you'll have to take the normal amount of time. Fast mounts like horses let you shave 1 hour off of travel time.

Whenever you travel through a hex, or rest to make camp, roll a d6. On a 1, you Encounter something. On a 2, there is an Omen of a potential encounter – you may choose to pursue it if it seems worthwhile. A standard day of overland travel is 3 hexes of travel, 12 hours of camp, 8 hours of which is rest time on rotating shifts.

Encumbrance

You have inventory slots equal to your Strength score. Some items take up more or fewer slots. If you are over encumbered, you have disadvantage on Dexterity tests and can’t run. If you have filled over twice your inventory slots, you have disadvantage on all tests.

If an item fits in your mouth, it doesn’t take up a slot. This is subject to GM fiat – a few gold coins don’t take up a slot, but you don’t get to take the entirety of the dragon’s hoard because you can swallow a quarter.

Light

Tracking light is onerous, but it’s also very important in the lightless caverns and tombs that are the bread and butter of adventuring. If you can’t see what you’re doing, you have disadvantage on anything that requires sight, and the GM won’t give you visual description cues, which might make things more difficult. Generally, one character having a light source active is enough for the whole party, though if you’re going to split the party each group is going to need their own.

Dropping a light source like a candle or torch to go into combat will extinguish it, as will being knocked down or disarmed. Make sure the party has specified who’s carrying the torch.

Dungeon Crawling

When you’re in the dungeon, time is subdivided into ten-minute intervals called Exploration Turns. Any major action, like inspecting an area for traps, fighting in a brief skirmish battle, taking a short rest, etc, takes an Exploration Turn. Each ET, check to see if the party’s light sources go out, roll for random encounters if necessary, and have the dungeon locals do stuff if they’re inclined to do so.

Leveling Up

Start with level 1 in a class. When you level up, you can level up in a class you have, or multiclass and take the first level in another class. You can only level up in town, and you need to be there for at least a week to learn your new abilities. If you multiclass, if you gain a hit die, gain the hit die of the class you took the level in (a Cleric 2/Fighter 1, leveling up to Cleric 2/Fighter 2 would gain a d8 hit die, increasing their HD to 1d6 and 1d8). Multiclassing doesn’t get you skills or starting equipment from that class.

For a leveling experience that won’t cap off as quickly, you can intersperse class levels with classless Upgrades. You can forego a Class Level to get 2 random Upgrades. Remember, you have to level up in town, during a long rest.

Levels (with upgrades)

1. Class Level 1

2. Upgrade

3. Class Level 2

4. Upgrade

5. Class Level 3

6. Upgrade

7. Class Level 4

8+. Random Upgrade

Upgrades!

1. Learn a new skill

2. +2 to an ability score (max 20)

3. Step up a hit die

4. Learn a new Spell/Miracle/Fighting Style/etc depending on your class

5. +1 Resource Die

6. Get 2 Contact Dice (as Jack) that won't regenerate

7. If you've found another version of the class that you like, you can grab an ability of approximate power level to your highest level template from that class

8. Get an item related to your skills that you've been crafting in your free time.

Trauma

Stress

Whenever you fail an INT, WIS, or CHA save, gain 1 Stress. You might gain more, depending on the effect.

Whenever you gain Stress, roll a d20. If you roll equal to or under your stress, you Crack. Roll d6 to see how. Each time you Crack, step up the die size for the next time you roll.

Cracking

1-2. Panic. +d6 Stress (don’t roll to Crack, though).

3. Twitchy. Disadvantage on Dexterity rolls.

4. Phobia. Gain 1 stress when you encounter something that reminds you of this stressor.

5. Fight-or-flight. WIS save vs. fleeing. If you succeed, you need to attack the stressor at least once. If you fail, you have disadvantage on anything besides actions that’ll make you safe from the stressor.

6. Deadened. Lose your powers of (d4): 1. Sight, 2. Hearing, 3. Touch, 4. Speech.

7. Hallucinations. If you look for or listen to stuff, the GM might describe something different. Disadvantage on WIS and CHA saves.

8. Rage. You enter a 1-die Barbarian Rage. You can’t end it without taking damage.

9. Paranoia. No one counts as allies to you; must WIS save to accept aid or work in team.

10. Amnesia. Lose all abilities associated with your most recent level.

11. Breakdown. WIS save to do anything.

12+. Catatonic. Remove your character from the session until healed. You can bring in another character or play a hireling.

If you have >10 Stress, the result is permanent until removed. If you have 10 or less Stress, it can be healed during a daily or long rest.

Spellscars

When you’re hit by a spell, miracle, or spell-like effect with 3 or more dice, CON save vs. being scarred by it.

2d6 for scar effect

2. At dawn each day, the spell returns to your mind to haunt you. CHA save versus its effects each morning.

3-4. You develop a magic allergy; whenever someone casts a spell around you, -1 to a random ability score until the end of the day.

5-6. Disadvantage on saves against spell effects, as the ghost of the spell tries to let its brethren in.

7. Random supernatural mutation. You detect as magical.

8-9. Whenever you touch something, you can tell whether or not it's magical, and if the magic is related to the spell that scarred you, you know what it does.

10-11. You can sense the direction to the nearest creature that knows how to cast the spell.

12. The spell etches itself into your mind. You can (and must) cast it once per day, as a scroll.

d12 for scar appearance

1. Shifting lesions across the parts of your body affected by the spell.

2. You reek of the spell; the scent fills the entire room.

3. Your shadow takes on the spell’s shape and moves on its own.

4. Your eyes drip with glowing tears of the color of the spell's energy.

5. A tattoo of the events of the casting across 25% of your skin.

6. You uncontrollably whisper the arcane syllables of the spell under your breath.

7. The air around you shimmers as a heat haze of the spell’s color.

8. Fragments of the spell protrude from your skin like spikes.

9. Wearing clothing and holding items that are not the color of the spell cause you to break out in hives and sores.

10. Patterns reminiscent of the spell spread on everything you touch.

11. If you stay still somewhere long enough, you leave behind a translucent impression of yourself, the color and pattern of the spell. It lasts for d4 hours.

12. All hair on your head grows long and wild, turns the color of the spell, and moves as if animated by the spell's remnants.


Weapons

1. Arquebus: 1d10 ranged firearm damage, two-handed, full turn to reload. On a critical failure, gun jams, must spend a short rest cleaning before firing again.

2. Axe: 1d6 slashing damage, a miss deals minimum damage even when Dodged

3. Bastard Sword: 1d8 slashing damage, step up damage die when two-handing

4. Blunderbuss: 1d12 ranged firearm damage, two-handed, can't hit anyone reliably beyond 15' but fires pretty much anything, full turn to reload. On a critical failure, gun jams, must spend a short rest cleaning before firing again.

5. Boomerang: 1d6 ranged bludgeoning damage, comes back after you throw it except if it deals damage or on a critical failure

6. Bola: 1d4 ranged bludgeoning damage, thrown, target STR saves vs. knockdown

7. Caltrops: 1d4 piercing damage to anyone who moves through caltrops, can throw a bag of caltrops to cover a 10' radius area

8. Chakram: 1d6 ranged slashing damage, thrown, can throw 2 as an action

9. Cleaver: 1d6 slashing damage, on 6+ damage target loses 3 max HP (as minor wound)

10. Club: 1d6 bludgeoning damage, step up damage die when two-handing

11. Crossbow: 1d12 ranged piercing damage, takes two hands to fire, full round to load, test STR to load and fire in the same round

12. Crowbar: 1d6 bludgeoning damage, on 6+ damage halve target’s armor (as minor wound)

13. Dagger: 1d6 piercing or piercing slashing (your choice), melee attacks with DEX, throwable, 3 per inventory slot

14. Falchion: 1d6 slashing damage, on 6+ damage target is disarmed

15. Fire lance: 1d10 fire damage, two-handed, works for 2 rounds from ignition to burnout, hits targets up to 15' away.

16. Flail: 1d6 bludgeoning damage, ignores AC bonuses from shields

17. Flintlock: 1d8 ranged firearm damage, full turn to reload. On a critical failure, gun jams, must spend a short rest cleaning before firing again.

18. Glaive/Naginata: 1d8 slashing damage, two-handed, +1 AC.

19. Greataxe: 1d12 slashing damage, two-handed.

20. Greatbow: 1d12 ranged piercing damage, takes two hands to fire, can’t move and fire in same turn, if STR < 16 must test to fire.

21. Greatsword/Claymore: 1d10 slashing damage, two-handed, on 6+ damage you can make an attack against an adjacent enemy

22. Grenade: 2d6 (minus Armor) firearm damage to everyone within 10', throwable, consumable, on miss roll 1d4: 1. DEX save vs. grenade exploding in your hand, 2. grenade scatters 1d10' in a random direction, 3. grenade explodes next turn, 4. grenade explodes in 2 turns.

23. Halberd: 1d8 slashing damage, two-handed, enemies you hit are pushed 5’ in a direction of your choice.

24. Handaxe: 1d6 slashing damage, throwable

25. Iklwa/Short Spear: 1d6 piercing and slashing damage

26. Javelin: 1d6 piercing damage, can be thrown, takes up 1/2 an inventory slot

27. Katar: step up unarmed damage die and change damage type to slashing, counts as an unarmed attack

28. Khopesh: 1d6 slashing damage, on 6+ damage target loses 1 HP per round (save ends)

29. Knuckledusters: step up unarmed damage die, counts as an unarmed attack

30. Longbow: 1d8 ranged piercing damage, takes 2 hands to fire, if STR < 14 must test to fire

31. Mace: 1d6 bludgeoning damage, on 6+ damage break target’s limb

32. Maul: 1d10 bludgeoning damage, two-handed, on 10+ damage knock target down

33. Meteor hammer: 1d8 bludgeoning damage, two-handed, can make attacks as if dual-wielding

34. Morningstar: 1d6 piercing damage,  on 6+ damage target loses 1 HP per round (save ends)

35. Nunchucks: 1d6 bludgeoning damage, when you hit you can make an extra attack after for d4 bludgeoning damage

36. Pike: 1d8 piercing damage, two-handed, double melee reach, on 8+ damage can impale target

37. Quarterstaff: 1d6 bludgeoning damage, can make attacks as if dual-wielding when two-handing

38. Rapier: 1d6 piercing damage, melee attacks with DEX, lets you Parry attacks when you Take It.

39. Sabre: 1d6 slashing damage, on 6+ damage remove target’s finger

40. Scythe: 1d8 slashing damage, two-handed, double melee reach, can attack two adjacent enemies and split damage.

41. Shortbow: 1d6 ranged piercing damage, takes two hands to fire

42. Short sword: 1d6 piercing or slashing damage, lets you Parry attacks when you Take It

43. Shuriken: 1d4 ranged slashing damage, thrown, can throw 2 as an action, 6 per inventory slot

44. Sling: 1d6 ranged bludgeoning damage, can throw anything fist-sized or smaller

45. Spear: 1d6 piercing damage, can be thrown, you can make a free attack against enemies closing to melee with shorter weapons

46. Stiletto: 1d4 piercing damage, can be thrown, 3 per inventory slot, can be well-hidden on person

47. Sword: 1d6 slashing damage, step up damage die when two-handing, lets you Parry attacks when you Take It

48. War Pick: 1d6 piercing damage, on 6+ damage reduces target's armor by 1

49. Warhammer: 1d6 bludgeoning damage, step up damage die when two-handing, minor wound is always Knockdown

50. Whip: 1d4 bludgeoning damage, double melee reach, can grab an object or limb on hit instead of dealing damage.

Adventuring Gear

Armour and Shields

Gauntlets, +1AC, 5gp

Helmet, +1AC, 1gp

Leather gambeson, +1AC, 1gp

Leather greaves, +1AC, 1gp

Chain shirt, +2AC, 2 slots, 15gp

Chain greaves, +2AC, 2 slots, 25gp

Breastplate, +3AC, 3 slots, 100gp

Platelegs, +3AC, 3 slots, 100gp

(if you’re wearing any plate, cap DEX while defending at 10)

Buckler, lets you parry when you Take It in melee, 1gp

Light Shield, +1AC, 3gp

Heavy Shield, +2AC, 2 slots, counts as plate, 20gp

Parrying dagger, lets you parry when you Take It in melee, counts-as dagger w/o throwable, 1gp

Clothing

Robes, 1gp

Normal clothes, 5sp

Fancy clothes, 5gp

Weapons

Common (dagger, spear, staff), 5sp

Battle (sword, bow, flail), 5gp

Heavy (greatsword, warhammer, crossbow), 15gp, 2 slots

Arrows, 5cp each, 0.05 slots

Bolts, 15cp each, ? slot

Food

Standard meal, 1 ration, 1sp

Travel ration, 1 ration, ? slot, 2sp

Full meal, 1 ration, restore HP during rest with advantage, rest time 1 hour, 5sp

Liquor, advantage on CHA saves, disadvantage on DEX and WIS saves, 3sp

Salt, makes rations keep for twice as long, 0.1 slot, 1sp

Lighting

Candle, 2-in-6 chance to go out each exploration turn, ? slot, 1cp

Torch, 1-in-6 chance to go out each exploration turn, ? slot, 3cp

Lamp oil, powers lantern for 1 hour, ? slot, 1sp

Lantern, requires lamp oil, 5gp

Animals

Carrier pigeon, conveys message with 1 day turnaround time, 5gp

Dog, can track scents, 1gp

Horse, carries 18 inventory slots including rider’s, 10gp

Livestock, carries 8 inventory slots, can slaughter for full meals, 5sp

Mule, carries 20 inventory slots, 3gp

Survival

Tent, 1gp

Bedroll, 5sp

Flint and steel, 2sp

Tinderbox, 5sp

Fishing gear, 5sp

Canteen, 1sp

Pickaxe, 5sp

Rope (50’), 3sp

Shovel, 3sp

Lodgings

Barn, 5cp/night

Inn, 5sp/night

Manor, 5gp/night

Misc

Book, 5gp

Caltrops, 4sp

Chisel, 1sp

Crowbar, 2sp

Grappling hook, 3sp

Hammer, 1sp

Holy water, 3gp

Nails (10), 3cp

Silk Rope (50’), 1gp

Specialty tools, 2gp

Spike, 3cp

Vial, 2sp


Fighter

Level 1: Cleave, Push Through, Fighting Style

Level 2: Threat Assessment, Tools of the Trade, +1 Fighting Style, +HD

Level 3: Commander, +1 Fighting Style, +HD

Level 4: Lord of War, +1 Fighting Style

Hit Die: d8

Starting Equipment: Chain shirt OR leather gambeson, chain OR leather greaves, buckler OR light shield, 2 weapons of choice needed for fighting style, whetstone, scar with history

Skills (d6)

1. City Watch

2. Gladiation

3. Guarding

4. Medicine

5. Outlawry

6. Soldiery

Fighting Styles: See right.

Cleave: When you kill a creature or roll max damage, you can make another attack.

Push Through: Once per day, when you would be reduced to or below 0 hit points, you can be knocked prone and go to 1 hit point instead. 

You may take your turn to spend a hit die and regain that many hit points.

Threat Assessment: You can ask one question about the capabilities of an enemy you either have 5 interrupted minutes to observe, or hit in combat.

Tools of the Trade: You can switch weapons once per turn for free.

Commander: When in town, you can hire up to (level)d4 soldiers, (level) of which have 1 level in a martial class (fighter, thief, barbarian, ranger, or adept). As a group, they demand equal shares of the loot, but will follow your orders.

Lord of War: Whenever you personally kill a creature with more than twice your hit dice, gain a mundane ability it has or +1 HD.

Fighting Styles

When wielding the appropriate weapon, you get the bonuses from relevant styles you know. If you are wielding weapons that qualify for multiple styles, all applicable styles apply. If you’re wielding 2 weapons that qualify for different styles, the styles only apply for their specific weapons.

1. Archer (bow)

You can shoot inanimate targets within range without making a roll.

Your bow attacks pierce targets, dealing half damage to whoever’s behind them.

2. Brawler (unarmed)

Step up the die for your unarmed attacks and add STR to damage.

If you hit a target with your first unarmed attack in a round, you can make an additional unarmed attack against them.

3. Crusher (bludgeoning weapon)

Reroll 1s for damage with bludgeoning weapons.

When you deal 6+ damage with a bludgeoning weapon, you can destroy one item the target is carrying or reduce their AC by 1.

4. Dual Wielding (two weapons)

Don’t step down damage dice when dual wielding.

If you hit a target with one weapon, get advantage against them with your other attack.

5. Duelist (one-handed sword)

You can use any one-handed sword to parry, not just rapiers.

If you are wielding a rapier or can already parry for some other reason, you get +1 AC.

6. Esoteric Warrior (any weapon)

If you’re wielding a weapon that your enemy has never heard of, your attacks always inflict minor wounds.

7. Greatshield (light or heavy shield)

When you absorb all the damage of an attack with your armor and shield, you have advantage on your next attack against that enemy.

Shields only count for one inventory slot.

8. Great Weapon (two-handed weapon)

Your Cleave attacks crit if they hit.

If you hit a target, you can attack another target adjacent to them within range. This doesn’t chain or stack with Cleave.

9. Improvised (anything not a weapon)

Crit range with improvised weapons is 18-20.

When an enemy Dodges an attack you make with an improvised weapon, they still take minimum damage.

10. Reaver (slashing weapon)

Your attacks leave scars in patterns of your choice.

When you deal 6+ damage with a slashing weapon, you can inflict a minor wound.

11. Spearwall (piercing melee weapon)

When you’re wielding a piercing weapon, adjacent allies get +1 AC.

You have double reach with piercing weapons.

12. Throwing (throwing weapon)

You can throw any weapon with no penalties (only specifically throwing weapons work for your fighting style)

On a crit, your throwing weapon improbably bounces back to you.

You can throw a throwing weapon on your person as a bonus attack on your turn if you have a free hand.


Thief

Level 1: Con Artist, Second Story Worker, pick 1 Talent, roll an extra class skill

Level 2: Pick 1 Talent, roll 1 Talent, roll an extra class skill

Level 3: Roll 2 Talents, Con Artist duration becomes hours, pick an extra class skill

Level 4: Pick 1 Talent, roll 1 Talent, Con Artist duration becomes days, pick any skill of your choice

Hit Die: d6

Starting Equipment: Cloak with many pockets (extra 3 inventory slots), dagger, lockpick set, roll three random items from the Gear or Bonus lists

Skills (d20)

1. Animal Handling

2. Bully

3. Cartography

4. Cooking

5. Cultistry

6. Dueling

7. Etiquette

8. Forgery

9. Gambling

10. Gladiation

11. Hunting

12. Jailery

13. Medicine

14. Merchantry

15. Music

16. Pickpocketry

17. Pillaging

18. Poisoning

19. Sailing

20. Seduction

Con Artist: So long as no one can verify what you’re saying is wrong, you can lie through your teeth and they’ll believe you for at least d6 minutes.

Second Story Worker: You climb just as well without climbing gear as with it. If a climb would be trivial using gear, you don’t need to roll, even if you’re free-climbing. If a climb would be impossible using gear, you can roll anyway.

Talents

1. Acrobat: You move twice as fast, can jump twice as high, and can fall safely twice as far.

2. Actor: Anyone can use makeup and do an accent, but your makeup and accents are impeccable. You don’t have to roll to impersonate someone in casual conversation, but gaps in your knowledge can still reveal you. 

3. Cat’s Eyes: As long as there’s a little bit of light, you can see 30’ in darkness (no color). 

4. Coward: Cover grants an additional +1 AC

5. Divine Grunt: Suggestion (as the spell) at 1 die once per day. Only affects: d4 1 Undead, 2 Animals, 3 Plants, 4 Furniture

6. Fashionable: Fancy clothes provide +1 AC and don’t take up inventory slots.

7. Getaway Horse: You start with a horse. Horses you train can DEX test for stealth with advantage, understand abstract directions, and follow a schedule to the minute.

8. Lucky: Free reroll once per day. 

9. Dog Whisperer: You start with a dog. Dogs you train can DEX test for stealth with advantage, communicate if an area is obviously dangerous, and track a week-old trail by scent without fail (barring magical concealment). 

10. Opportunist: When you have a situational attack bonus, deal an extra 1d6 damage.

11. Quick Fingers: You have advantage on DEX tests to pickpocket people. You can steal things directly out of someone’s hands with a DEX test.

12. Recorder Crow: You start with a crow. It can make and play auditory recordings. It responds to Record, Stop Recording, Play, Pause, Rewind, and Fast Forward. Max storage: 1 hour. It’s very smart. 

13. Redirect: Once per round, when an enemy attacks you, you can roll DEX to redirect their attack to another enemy they can hit.

14. Second Chance: Once per lifetime, cheat death. 

15. Square Meal: Short rest heals a full HD provided you pair it with alcohol. 

16. Tongues: Speak With d4: 1. Weapons, 2. Doors, 3. Birds, 4. Clothing at 1 die once per day.

17. Tricky: Advantage on Stunts.

18. Urchin: A street rat demands to learn under you. They’re a very sneaky hireling that doesn’t ask for pay. If you lose your urchin, you can recruit another wherever urchins are plentiful, but it will be difficult if you have a reputation for getting them killed.

19. Watchful: You always act first in initiative order and have a 50% chance of acting in surprise rounds. You can’t be snuck past.

20. Wizardly Initiate: By tasting an object, you can tell whether or not it is magical. You know one random spell and can cast it once per day.

Cleric

Level 1: Divine Portfolio

Level 2: Evangelist, Mission from God

Level 3: Splinter Sect

Level 4: High Priest, +3 Sect Heresies

Hit Die: d6

Starting Equipment: Holy symbol, holy texts, vestments, sanctified weapon of choice

Skills (d6)

1. Divine Will

2. Languages

3. Medicine

4. Oration

5. Pilgrimage

6. Priestliness

Divine Portfolio: Clerics have a set of 1-3 Domains. You begin with 3 Miracles, at least one from each domain you follow. You invoke miracles using the Divine Casting rules.

Evangelist: When you go into town, your sermons draw audiences of (level)d6 believers (and potentially some unbelievers as well). After your sermons, you can hire on a number of believers equal to your level as hirelings. There is a level-in-6 chance of one of them having class levels. All believers, hired or not, will be kind to you and do small domain-appropriate favors for you that do not put themselves in jeopardy.

Mission From God: Pick a command. When you obey it when invoking a miracle, gain an extra die.

Splinter Sect: Start your own sect! Pick three of the following Heresies. You can pick the same Heresy multiple times.

1. Unbounded Dominion: Choose an additional domain.

2. Highest Commandment: Pick a command. It applies to all of your miracles, not just those from its domain.

3. Deeper Mysteries: Learn a miracle.

4. Upon Closer Reading…: Invert a command. That command is also inverted for all of your believers.

5. Syncretism: Combine two miracles that you know from different domains into a new miracle. This miracle scales with commands from both domains.

6. Divine Provenance: +1 Mission From God command.

High Priest: To many, your believers could be called cultists. In your sermons, you can make pronouncements that will be followed by your believers to the best of their ability. So long as the pronouncement falls in line with your domains' commands, they will follow unless it puts them directly in jeopardy, and your hireling believers become fanatics who will follow your commands to the death.

Divine Casting

Miracles are divided into Domains. each with four Commands. When you invoke a miracle, for each Command of its domain you directly obey, it gets +1 die, up to your Cleric level.

You may add extra dice to a miracle, for each die added this way, roll on the Disfavor table, starting with a d6 and stepping the die up each time. If you obeyed no commands and only invoked a miracle using extra dice, roll on the Disfavor table an additional time.

Disfavor

1. Your deity puts before you a test of faith, which you must overcome alone.

2. Poor intentions beget poor outcomes. Roll with disadvantage for the rest of the session.

3. You lose your connection to your divine powers for 24 hours.

4. Misused divine energy sears your eyes. Go blind for a week.

5. You must do penance. Take a vow of poverty, silence, or fasting (or something else), and follow it for a month.

6. You lose something of personal value to you.

7. You are wounded through what seems like random chance. Take a Minor Wound on a random Wound table.

8. You are marked for your sins. Gain a spellscar.

9. You are excommunicated. Those of your faith will shun you. Zealots will hunt you down, and your judgment shall be swift and merciless.

10+. You are stripped of your divine powers forever. 

Cleric Domains

1. Animal

2. Authority

3. Battle

4. Blood

5. Creation

6. Death

7. Element

8. Fate

9. Forge

10. Greed

11. Harvest

12. Knowledge

13. Love

14. Mercy

15. Nobility

16. Storm

17. Trickery

18. Undeath

19. Vengeance

20. Wilds

Wizard

Level 1: Wizard Spellcasting, 3 random spells, 2 Magic Dice

Level 2: Spell Consultation,+2 spells, +2 MD

Level 3: Spell Breeding, +2 spells, +2 MD

Level 4: Master Arcanist, +2 spells, +2 MD

Hit Die: d4

Starting Equipment: Robe, pointy hat, staff, spellbook, ink and quill pen, parchment

Skills (d6)

1. Alchemy

2. Cultistry

3. Librariing

4. Philosophy

5. Scribing

6. Street Magic

Wizard Spellcasting: You can cast spells using the Arcane Spellcasting rules. In the morning, prepare level+1 spells from your spellbook. These are the spells you can cast today. You can make an INT test to swap one out during a short rest. Get increasing disadvantage on further tests each day each time you successfully swap out a spell. You can cast spells from scrolls without triggering Mishaps on doubles (this consumes the scroll, you still may trigger Dooms).

Spell Consultation: Instead of allowing a prepared spell to have its usual effect, a spellcaster may expend and forget the spell to speak aloud to a manifestation of it. The spell is an expert on relevant information. Only the caster and others with magical sight will be able to see or hear the manifestation.

Spell Breeding: With a night of work, you can breed two spells you know or have on scrolls to learn a new random spell with a Spell Mutation of your choice. This destroys the bred spells.

Master Arcanist: Invent a new spell and scribe it into your spellbook.

Arcane Spellcasting

Spellcasters have Magic Dice. When you cast a spell, invest up to (templates)+1 Magic Dice, and roll them. (dice) in a spell is the number of MD invested. (sum) is the total of the rolled MD. Any MD that comes up a 5 or 6 is expended. Expended MD come back after a daily rest.

If you roll doubles while casting, a Mishap occurs. If you roll triples, suffer a Doom (First, then Second, then Final).

You can recover expended MD by sacrificing brainpower. To restore an MD, halve your choice of INT, WIS, or CHA. Restore one ability score halved this way after a daily rest.

Mishaps

1. Take (dice)*2 damage.

2. Gain a random mutation for (sum) minutes.

3. Turn into a small mundane creature for (sum) rounds.

4. Spell targets something else at random.

5. Immediately cast another random spell you know at (dice) MD.

6. Summon an Animate Spell of the spell you just cast.

Dooms

First Doom. Lose the ability to cast spells for a day. Gain a spellscar.

Second Doom. Lose the ability to cast spells for a week. Gain a spellscar.

Final Doom. Magic Itself shows up, berates you, and takes away your magical powers forever.


Adept

Level 1: Harmonious Motion, 2 Fighting Styles 

Level 2: Flurry of Blows, Natural Student, +1 Style, +HD

Level 3: Iron Body, +1 Active Style, +HD

Level 4: Diamond Mind, Dojo

Hit Die: d6

Starting Equipment: Robes, bandages, meditation focus, staff, rare teas

Skills (d6)

1. Art

2. Etiquette

3. Gardening

4. Hermitry

5. Lore

6. Pilgrimage

Adept Fighting Styles: See right.

Harmonious Motion: You can move twice as fast as normal, take fall damage at half the normal rate, and ignore difficult terrain. You are also incredibly flexible, and can escape from mundane restraints or cram yourself through gaps half your size.

Flurry of Blows: Whenever you hit with an unarmed attack, you can make another attack against the same target and step up the damage die (to a max of d12), but take disadvantage on the attack roll.

Natural Student: When you fight and are greatly injured by a strong foe, you can learn a new style over a long rest that gives you two of the following: one of its movement types, one of its abilities, one of its attacks.

Iron Body: You have advantage on CON and DEX saves, and can STR save to resist half of any environmental damage.

Diamond Mind: You have advantage on WIS and CHA saves, and can INT save each turn to break charm, possession, and domination effects.

Dojo: In town you can start a Dojo to train students in your fighting styles. (level)d4 students will come to study under you each time you are in town, and d4 will be eager enough to join you on your quests. They gain fighting styles via Natural Student, and gain their first adept level when they learn their second style.

Fighting Styles

Only active if unarmed, can only have one active at once, takes 10 minutes of uninterrupted meditation to switch your style. Your unarmed attacks deal d6 damage by default.

1. Absorbing Ooze

You can squeeze through spaces the size of your head.

When you hit an enemy, you can automatically steal an item they’re carrying, including pieces of armor.

2. Charging Wurm

You can burrow through loose earth and breathe underground for 30 minutes.

When you attack an enemy from below, step up your damage die and they DEX save vs. being grappled (can’t move unless you let them go).

3. Flailing Kraken

You can swim in any conditions and hold your breath underwater for 10 minutes.

You can make as many attacks per round as you have free limbs; step down your damage die for all of those attacks once for each extra attack you're making.

4. Glaring Tyrant

You can’t be surprised.

As a reaction, with eye contact, you can force a creature to WIS save vs. countering an ability it’s trying to use. This only works once per round, but you can try until it works.

5. Keening Wraith

You can astrally project while meditating.

Your astral body is intangible, transparent (though not invisible), and cannot go further than (level)*100' away from your body. You can attack and be attacked while astrally projecting, which deals damage in the form of increasing your Stress. When you Crack, you stop projecting.

6. Lurking Basilisk

Your movement and unarmed attacks are silent.

With eye contact, you can force a creature to DEX save vs. paralyzation. If they succeed, it doesn’t work on them again.

7. Nesting Owlbear

You can climb rough vertical surfaces as quickly as you run.

You can parry attacks targeting adjacent allies when your allies Take It. If you miss on the parry, you Take It instead of your ally.

8. Patient Mimic

With a minute of prep-time, you can create a camouflage disguise that blends you into the environment until you move.

You can make an unarmed strike that imitates the mundane attack that an enemy just hit you with.

9. Ruling Dragon

You can jump as high as you can move in a round. Falling from this jump doesn’t inflict fall damage.

You can dual-wield weapons without stepping down your damage dice, and holster and draw different weapons between attacks.

10. Stalking Displacer

You can split into two copies of yourself, each of which you control independently. One copy is an illusion. Choose which is real when you want to interact with something or something tries to hit one of the copies. When you choose which is real, the other disappears.

If both you and your copy are teaming up on the same enemy, you get advantage on the attacks.

11. Striding Giant

You travel overland at double speed.

You can treat your Strength as 20 for anything besides fighting.

12. Thirsting Stirge

You can skim over the ground, without leaving footprints or applying pressure to the ground until you end your move.

When you wound someone, you can drain their vitality and restore 1 HP.

Barbarian

Level 1: Danger Sense, Loincloth Armor, Rage, 1 Rage Die

Level 2: Battle Rage, +1 RD, +HD

Level 3: Master of Men and Beasts, +1 RD, +HD

Level 4: Horde, +1 RD, +HD

Hit Die: d12 when unarmored (see Loincloth Armor)

Starting Equipment: Enough cloth to maintain bare minimum of decency, weapon of choice, random weapon, conduit

Skills (d6): 1. Gladiation, 2. Hunting, 3. Mountaineering, 4. Pillaging, 5. Sailing, 6. Violence

Danger Sense: You have a level-in-4 chance to act in surprise rounds.

Loincloth Armor: For every 2 points of armor you’re wearing, step down your hit die size. If you put armor on after you roll your hit points, decrease your HP by HD*2.

Rage: Pick a Conduit to channel your furious berserker rage. You gain its Passive benefit. You have Rage Dice, which are d4s. When you want to enter a rage, roll any number of your Rage Dice. Your rage lasts for (sum) minutes. Rage Dice burn out on 3s or 4s, and only return on a daily or long rest. When you roll doubles or triples on your Rage Dice, you get the related effect from your Conduit.

While raging, you get an extra attack each round, (sum) bonus temporary Hit Points, and can use the Active benefit at the cost of cutting (dice) minutes off your rage. You can't take any actions that don't contribute to you brutally murdering things while you're raging, and it automatically expires when all enemies are dead, subdued, or driven off, regardless of how much time is left. You can try to end your rage early on a 1-in-4.

Battle Rage: When you're raging, you have access to a Fighting Style of your choice.

Master of Men and Beasts: When you personally defeat an enemy in single combat without killing them, you have a Barbarian level-in-6 chance to recruit them as a hireling if they have any concept of loyalty. Each time you daily rest, roll again to maintain their loyalty – if you fail, they might turn on you again, or just slip off into the night.

Horde: Your reputation has spread far and wide. Once, ever, you can muster up a great horde a thousand strong over the course of a month. They flock to your banner, and will follow you until your death, defeat, or humiliation. Refusing to lead them personally, or throw yourself into combat with the reckless abandon they do, will lose their loyalty.

Conduits

Drugs

Passive: You can tell what a drug might do by handling/sampling a bit of it. You can also hook people up with some good stuff cause you know the right people, and you can tell what drugs someone’s on with a glance. Become a drug connoisseur! Sample poisons! Experiment! Also, begin with 2d6 doses of a drug of your choice, and d6 doses of something else.

Active: You can consume a dose of your drug to instantly end your rage.

Doubles

1. Exhale the drug or poison you’ve most recently taken. People close to you must CON save or be affected by the drug or poison for (sum) rounds. You continue to breathe out drug stuff for dice hours.

2. When you damage an enemy, they must CON save or suffer your drug’s overdose effect for (dice) rounds. For (dice) hours, any person you touch has to CON save or suffer the overdose effects for (sum) minutes.

3. You gain the effects of (dice) drugs you’ve ingested of your choice. You suffer the dependency effects of those drugs for (dice) hours.

4. You become immune to a harmful liquid/powder/paste inside of you/that you ingest. You suffer its effects for (dice) rounds, but make your CON save with a (dice) bonus, and if you pass all of them, the effects of the substance end.

Triples

1. When you take damage, (dice) small homunculi crawls out of the wound. They have (dice) HP, and when they die or touch someone, they explode for (dice) damage (you’re unaffected) and cause all creatures within 10 feet to CON save or be affected by a drug of your choice. You direct them. They keep crawling out of your mouth for (dice) hours, and you don’t control them. If they’re prevented from escaping, they explode inside you for (dice) damage.

2. You’re immune to a method of exposure to drugs of your choice. (Piercing, slashing, snorting, ear dropper, etc.). You’re vulnerable to that method of exposure for (dice) hours. If it’s a type of damage that can be inflicted by weapons, you either take 2x the damage total or gain a Major Wound, your choice. If it’s inhalation, you automatically fail your CON saves against gaseous things, etc.

3. Your blood is horrifically corrosive. Anyone within 10 feet of you when you take damage takes (sum) acid damage (CON save for half). Metallic or organic objects are degraded by this stuff. This substance turns into a gas that has the same effect with radius equal to 10 * (dice) when your Rage ends. Run!

4. Roll twice on Doubles.

Hunger

Passive: You are nature, red in tooth and claw. Step up the damage die for your unarmed attacks, and they can deal slashing damage instead of bludgeoning if you so choose.

Active: When you inflict a wound with slashing damage, you can eat what you took. Immediately gain the benefit of a random Butcher Cut until your Rage ends.

Doubles

1. You can make an additional unarmed attack each round with your teeth, but for the next day you can't get the benefits of rations except from creatures you've killed with your bare hands.

2. Your blood boils out your eyes, mouth, and nose, creating a red mist that obscures other creatures' vision for dice*10' around you, but all that blood loss deals (dice)d4 damage to you.

3. The stench of battle and rage attracts (dice) HD of fellow local predatory animals that'll go for your enemies first, but after your rage ends you're gonna be their next meal.

4. Your melee attacks deal slashing, piercing, and bludgeoning damage. Once you engage a target, you can't change targets until they're dead.

Triples

1. When you kill an enemy, they explode into chunks of meaty gore that force anyone they hit to WIS save vs. fear, but anyone who passes the save flies into a 1-die Hunger rage.

2. When you deal maximum damage to an enemy you wound them as if you’d dealt double damage, but enemies have advantage on damage rolls against you.

3. You can tear off spontaneous cancerous growths of yourself out to throw as impromptu Grenades (see Weapons) that deal (dice)d4 acid damage, but doing this deals (dice)d4 slashing damage to you, and not throwing any leaves you with unsightly growths that give you -(dice) Charisma, -(dice) Constitution, and -(sum) max HP until your next long rest.

4. Roll twice on Doubles.

Mantra

Passive: You are supernaturally calm. You cannot be frightened or charmed. Nothing will sway you from your grim mission.

Active: When you pass a save, you can force another creature in the combat within range of the effect to save against it instead.

Doubles

1. You can sense life and emotional states for 100' around you. You feel their pain and take (dice) psychic damage whenever they take damage.

2. You can foresee attacks. When you dodge, you may redirect the attack towards someone else within range. Your movement is halved.

3. Multiply your move speed and jump height by (dice), and you can climb at your move speed. When you take damage you're knocked down.

4. You are immovable. Effects cannot slow you, stop you, or push you, and you're immune to environmental damage, but you cannot move in any direction besides towards an enemy.

Triples

1. You astrally project your mind from your body, become intangible, move at double speed, and deal psychic damage with your attacks, but your meat body is a drooling immobile husk.

2. Your blows connect with immense strength. All your attacks deal maximum damage, but you take maximum damage from all attacks.

3. With each repetition, you strike somewhere new. Treat all enemies who can hear your mantra as adjacent to you even if they aren't nearby, but when you hit someone or are hit by someone you are teleported next to them.

4. Roll twice on Doubles.

Butcher

Level 1: Butchery, 4 Cuts

Level 2: Corpse Rendering, +2 Cuts, +HD

Level 3: You Are What You Eat, +2 Cuts, +HD

Level 4: Apex Predator, +2 Cuts

Hit Die: d6

Starting Equipment: Cleaver (d6, use to prepare Cuts and turn corpses into edible meat), cutting board, whetstone, cauldron

Skills (d6): 1. Cooking, 2. Farming, 3. Fishing, 4. Interrogation, 5. Hunting, 6. Undertaking

Butchery: Take a freshly-killed corpse and, in ten minutes, turn it into a Cut you’ve learned. Any character can eat a Cut to get its effects. The rest of the creature can be consumed as rations. Uneaten Cuts go stale, and all eaten Cuts’ effects wear off, at end of day. (HD) in a Cut’s effect refers to the originating monster's hit die size. 

Corpse Rendering: Instead of making a Cut, you can take an hour and use a large cauldron of boiling water to render a corpse into thaumaturgical lard, which behaves as a Butcher-exclusive scroll. Monsters render into spells relevant to their place in the ecosystem or their abilities (ex. giant spider → spider climb, purple worm → passwall, goblin thief → knock, bandit captain → command). Spellcasters render into a random spell known in life.

You Are What You Eat: Whenever you eat a Cut that gives you a bonus, you may roll a d4 above the number of mutations you have to retain that ability indefinitely as a mutation. If you fail, your body violently rejects all your current beneficial mutations, and your HP is halved until you return to town and eat some real, non-monstrous meals. You may voluntarily purge all beneficial mutations from this ability during any rest.

Apex Predator: Whenever you deal maximum damage to a creature, you can make a random Cut from it. This is in addition to Cuts you butcher from its corpse.

Cuts

1. Marrow: Heal (HD) hp.

2. Sirloin: Get +1 to the monster's highest ability score.

3. Fillet: You have advantage on your next (HD) rolls.

4. Trotters: Double your overland and movement speed.

5. Shank: This Cut is a bludgeoning weapon that deals (HD)-1 damage and has a 1 in 6 chance to poison.

6. Stewed Head: All who gaze upon your twisted visage WIS save vs. fear (including allies).

7. Rump: Counts as a full day's worth of rations for a party, or a week's worth for a single person.

8. Sweetmeats: Immediately CON save to cure one chosen disease, poison, or other condition currently afflicting you.

9. Paté: You become highly suggestible, as under the effects of a Charm Person spell.

10. Raw Dripping Heart: You enter a 1-die Barbarian Rage. Whenever you take damage while raging, WIS save or it ends.

11. Hindbrain: You get the fractured, dizzying memories of the monster's past (HD) days.

12. Forebrain: You get a random skill the monster possessed in life.

13. Steamed Genitals: WIS save vs. sleep. If you succeed, you become calm and suggestible (as Suggestion). 

14. Blood Pudding: Exsanguinates from inside-out. -2 STR/DEX/CON. 

15. Lard: When thrown, acts as a 1-die Grease spell. Flammable.

16. Tongue: You can speak to and understand creatures of this type.

17. Bone Stew: Your nails and teeth become long and wicked sharp, giving you an (HD) natural weapon.

18. Offal: CON save vs. poison. Can be applied to weapons or surfaces, or covertly slipped into food.

19. Caviar: Causes delusions of grandeur. Others need to CHA save or see you as higher social standing than them, but you need to WIS save to remember that you aren't actually higher social standing than them 

20. Soul Food: You can ask one question of the monster’s spirit before it passes on. It must answer truthfully, though may answer maliciously (you are eating it, after all).

Engineer

Level 1: Dungeon Architect, Diagrammer, additional class skill

Level 2: Dis/Assembler, Stonespeaker

Level 3: Juryrigger, count as 3 people for Dungeon Architect, can use Stonespeaker on items/structures

Level 4: Master Builder, count as 6 people for Dungeon Architect

Hit Die: d6

Starting Equipment: Toolbox, helmet with integrated lamp, drafting papers, crowbar (stats as war pick), telescope

Skills (d6): 1. Architecture, 2. Art, 3. Cartography, 4. Mining, 5. Tactics, 6. Tinkering

Dungeon Architect: With ten minutes and your toolbox, you can:

– make a trap or other mechanism trigger when a specific condition is met, or at a chosen time.

– secure doors so they can't be opened without breaking them down, as a Lock spell.

– hide features of constructed environments (like a door or arrow slot in a wall, or grease or a rune on a floor).

– break down or erect 10' of mundane walls, or excavate an equivalent amount of material (roughly a 5' cube).

With 3 people, you can do this an additional time in ten minutes. With 6 people, you can do this 2 more times; with 10 people, 3 more times, etc.

Diagrammer: After seeing the outside of a location, you can roughly sketch its inner plan. From inside a room, you can roughly sketch adjoining rooms that you know about.

Dis/Assembler: You deal damage to constructs and structures with advantage, and can choose the wounds you deal. You can also repair structures and constructs (d6 HP per 10 minutes working on them).

Stonespeaker: You can deduce the goings-on in a room by analyzing the layout and the scuffs on the floors, walls, and furniture. In a room, you may ask a question of the space like a Speak With Dead spell. Do this only once per room.

Juryrigger: With a day's work, you can build a device that replicates the effect of a magic item you have access to. It works once, then breaks. You can also overclock a magic item (that wasn't created this way), doubling its function once, then breaking it.

Master Builder: You can make an INT test to build something from Dungeon Architect in 1 round. If you fail, it’ll take the normal amount of time. Anything you build or repair is twice as tough, items you use have an additional use (including items from Juryrigger), and you can build complex triggers and moving parts into your machines.

Jack

Level 1: I Know a Guy, Trustworthy Face, 2 Contact Dice

Level 2: Con Artist, +1 CD

Level 3: Lover Not a Fighter, +1 CD

Level 4: Fake It 'Til You Make It, +1 CD

Hit Die: d6

Starting Equipment: Weapon of choice small enough to hide under your clothes (daggers and pistols yes, battleaxes no), fancy clothes, hireling buddy you convinced to go on this adventure against their better judgment

Skills (d6)

1. Bartending

2. Etiquette

3. Languages

4. Music

5. Oration

6. Seduction

I Know a Guy: You have Contact Dice, which are d6s. Use them to make Contacts.

Trustworthy Face: If you aren't in open combat with someone, they're going to be a little less hostile to you (but not necessarily the rest of the party, or your hirelings) than they would be to your average murderhobo. If you speak their language, upgrade their reaction to you by one category, or downgrade it if you want to.

Con Artist: So long as no one can verify what you’re saying is wrong, you can lie through your teeth and they’ll believe you for at least d6 minutes. You can walk through somewhere unquestioned if you look like you belong and don't act suspicious for at least d6 hours, so long as you don't start talking to people. With a daily rest of practice and study, you can learn the basics of a skill to the point where untrained onlookers will believe you know what you're doing until you fail a roll. Expires on your next daily rest.

Lover Not a Fighter: You can make attacks with Charisma vs. your enemy's Wisdom if they speak your language. If you do, the attack inflicts Stress instead of damage. You may make the penalty for failing the Stress roll changing their reaction by 1, instead of Cracking.

Fake It 'Til You Make It: If you get a long rest of training from someone with levels in a class, you can use that class's level 1 abilities until you fail a roll on them. Can't do it again until you go back and get pointers on how to do it during a long rest in town. You can have access to multiple fake classes at once, but you can't get abilities above level 1.

Contact Rules

Spend Contact Dice to realize you know or get to know someone in a location, and roll 1 die for each feature you want them to have. The extent and usefulness of the feature is based on how well you roll. You can spend multiple dice on one feature to take the highest of those dice. If you roll doubles when making a Contact, also roll a Complication. Spent Contact Dice return on a long rest, or when you enter a new town.

Sample Features

Information: 1. Common local wisdom 6. Secrets known to few

Item: 1. With some creative thinking, what they have might be useful 6. They've got exactly what you need and more

Location: 1. Temporary access to a generic kind of place you're looking for 6. Round-the-clock access to the exact venue you need

Relationship: 1. You met once, a long time ago 6. You've been close since childhood

Skill: 1. Decent at a relevant skill 6. Multiple class levels

Status: 1. Trusted by locals 6. Official title and position of power

Complications

1. They want a favor from you before they help you out.

2. They're laying low and can't do anything that'd attract attention.

3. They're harder to reach than usual, perhaps temporarily in jail, or on a trip out of town.

4. They're doing something you find distasteful, perhaps at cross purposes to your aims.

5. They're working with/in a relationship with someone who doesn't like you, who'll be around making their own demands.

6. Their value to you has been misrepresented somehow. Decrease their highest feature by 2.

Once you've made a Contact, you can spend Contact Dice during long rests in their area to either get a chance to upgrade the level of an established feature, or get them as a hireling for (sum) days at the cost of (dice) shares of the loot. To do this, spend and roll a Contact Die; if the result is greater than their level in the relevant feature (or their highest feature, for hiring), upgrade the feature or hire them. If you roll the same level as they currently have, however, roll a new Complication.

Paladin

Level 1: Consecrated Weapon, Detect Heresy

Level 2: Divine Rituals, Holy Mount, 1 Miracle, +HD

Level 3: Not Finished Yet, +1 Miracle, +HD

Level 4: True Believer, +1 Miracle, +HD

Hit Die: d8

Starting Equipment: Chain shirt, chain legs, heavy shield, holy symbol, holy book, consecrated weapon of choice

Skills (d6): 1. Conviction, 2. Divine Will, 3. Law, 4. Soldiering, 5. Tactics, 6. Zealotry

Consecrated Weapon: Pick a Cleric Domain. While you’re wielding a consecrated weapon, for each command you have followed on a turn when you make an attack, you can add one of the following effects to your attack:

1. Smite: Step up damage die

2. Divine Guidance: Negate disadvantage

3. Holy Warrior: Treat attack as having an applicable Fighting Style from the Fighter list

4. Aura of Fear: If you hit, enemy must WIS save vs. fleeing for turns equal to your Paladin level

5. Savior: If you hit, target focuses on attacking you next turn.

6. Sinseer: If you hit, instantly fully Detect Heresy on the target.

Detect Heresy: By meditating in a location for 10 minutes, you can feel the presence of heretical deeds that contravene the commandments of your domain. Every additional 10 minutes you spend gives you another piece of information:

– Specific commands violated

– Precise location of heresy in location

– Detect heresies up to 24 hours ago

Divine Rituals: You can invoke Miracles as a Cleric, but you require 10 minutes of uninterrupted prayer and holy rituals to do so.

Holy Mount: With 10 minutes of prayer and ritual, you can summon your divine mount, which takes the form of an animal associated with your Domain. It obeys your commands unquestioningly and it is large enough to ride. You can dismiss it at any time. If it dies, you cannot summon it again for a week. It doesn’t need food, water, or sleep.

Not Finished Yet: When you would take a fatal blow, you can return to life empowered by divinity until your current adventure is concluded. You heal all wounds and ability damage, gain a Paladin Level, and return to maximum HP. When your adventure ends, or when you take an action that directly contravenes your Domain’s commands, you pass on immediately.

True Believer: You can invoke Miracles as part of a weapon attack. You still need to be obeying Commands to do so.

Ranger

Level 1: Advantageous Terrain, Loyal Companion

Level 2: Hated Foe, Pragmatic Survivalist, +1 Terrain, +1 random class skill, +HD

Level 3: +1 Terrain, +1 Foe, +1 Style or Cut or Spell or Miracle, +1 random class skill, +HD

Level 4: +1 Terrain, +1 Foe, +2 Styles or Cuts or Spells or Miracles in any combination, +1 random class skill

Hit Die: d6

Starting Equipment: Leather gambeson and greaves, ranged weapon of choice w/ 20 ammo, melee weapon of choice, animal feed, 3 rations, flint and steel, tinderbox, bedroll, spyglass

Skills (d10): 1. Animal Handling, 2. Cooking, 3. Cartography, 4. Foraging, 5. Hermitry, 6. Herbology, 7. Hunting, 8. Languages, 9. Lumberjackry, 10. Yeomanship

Advantageous Terrain: Pick a terrain when you get this feature. You travel at double speed through this terrain. When a fight breaks out in your chosen terrain, you can add plausible terrain features. In addition, while travelling in this terrain, you can reroll one weather or encounter die per day, one skill roll per hour, and one attack roll per combat.

Loyal Companion: You have a mundane animal pet (HD = level) that is loyal to you and only you. You two can understand each other perfectly. It will do anything for you, even putting itself in harm's way. It levels up with you and gains HD and thematic abilities. If it dies, you can spend a week during a long rest finding and training a new pet.

Pragmatic Survivalist: You have a Fighting Style from the Fighter or Adept lists, know how to prepare a Cut from the Butcher list, can cast a Spell from a Wizard list of your choice, and invoke a Miracle from a Cleric domain of your choice (as if you had 1 Cleric level).

Hated Foe: Pick an enemy type. You get advantage on attacks against them, step up your damage dice against them, and can track them through any of your terrains.

Sorcerer

Level 1: Spellhive, 1 Magic Die

Level 2: Empower Spell, Spell Hatchery, +1 MD

Level 3: Spellchemist, +1 MD

Level 4: Embody Spell, +1 MD

Hit Die: d6

Starting Equipment: Spellscar of your Spellhive spell, clothing/other materials you can use to conceal the scar

Skills (d6)

1. Astrology

2. Cultistry

3. Hermitry

4. Seduction

5. Street Magic

6. Witchcraft

Spellhive: You can cast spells (see Arcane Spellcasting rules). You know one particular spell, plus Sorcerer level random spells, randomized each morning. Your spells each come with a random mutation, and whenever you cast one, the mutation changes for the next time you cast that spell.

Empower Spell: You may add random mutations to your spells up to your Sorcerer level minus 1 as you cast it. For each mutation added this way, subtract 1 from each MD.

Spell Hatchery: When you would cast a spell, you may instead release it into the wild as an Animate Spell with 1 HD. You can speak with it, ask it questions, and give it instructions, so long as they align with its newly-born, childish, impulsive nature, and you can only control HD of spells equal to your Sorcerer level. Spells dissipate on your next daily or long rest.

Spellchemist: When you cast a spell, you can combine it with your Spellhive spell to make a new spell. Figure the child-spell's effect out with your GM.

Embody Spell: Your spellscar spreads across your skin and you become physically part spell. You can prepare extra spells equal to your CHA (minimum 0). You can smell and taste magic, and speak with spells in the wild, whether in books, other casters' heads, or en route to their targets. You how to cause one mutation of your choice by heart, and can apply it to spells you cast, or to other spells in the outside world (if the spell is opposed to you, it gets a WIS save).

Spell Mutations

1. Anthropomorphized: The spell manifests as a creature that carries out its duty at your behest, and dissipates once its effects have been performed. It's not particularly smart, it follows your orders to the letter rather than the spirit, but does so with enthusiasm.

2. Atomised: Split into multiple spells cast at different targets, each of which has one partial effect of the original spell.

3. Chaotic: Triggers a Mishap.

4. Delocalized: Spread the effects of the spell out across a 100'*dice radius, and decrease them proportionally. A (sum) damage spell with 1 target instead divides its damage among many targets, or a charm spell merely gives good feelings to an entire crowd.

5. Flighty: The spell, after its effects take place, will move to the mind of a nearby creature at random who can then cast it before their next daily/long rest. There's a dice-in-6 chance that it'll come back to you instead.

6. Fluid: The spell leaks from your fingers and pools around you as a gooey liquid. Anyone else who touches it gets affected by it at dice proportional to the amount they touched, and that bit dissipates.

7. Hungry: Instead of being powered by Magic Dice, the spell is powered by flesh. The spell has 1 die for every 4 HP sacrificed during casting.

8. Imbued: Enchant an item with the spell. Whenever an eligible target interacts with it (whether that's touching it, being hit by it, etc) you can cast the spell at 1 die on that target. You can do this a number of times equal to (dice).

9. Inconspicuous: The spell manifests its effects in ways not improbable for the local environment. No one without magical expertise can tell that the effect was magical in nature.

10. Influenced: The spell seeks out something nearby with deep symbolic meaning, like a gemstone, flower, colour, or tarot card, and modifies its effect through that lens.

11. Inscribed: To cast the spell, you need to write it down in your own blood. This takes 1 minute and (sum) HP of blood. When someone reads it, it casts itself at them or another appropriate target associated with the reader. Each time it's read, it has a dice-in-6 of remaining on the page to cast itself again.

12. Inverted: Reverse the main effect of the spell. A Fireball becomes an Iceball, Disguise Self becomes Reveal Other, Hold Person becomes Move Object…

13. Lingering: The effects of the spell remain in the area where its target is for d6 minutes. This increases to hours at 2 dice, days at 3 dice, and weeks at 4 dice. Targets entering the area must INT save or have the spell affect them at dice 1.

14. Lucky: All dice above half their value are treated as maximum. All dice below or equal to half their value are treated as minimum.

15. Misspelled: Change or remove one of the letters in the spell name and cast the resulting spell.

16. Possessive: The spell manifests itself through you. You gain a special ability for (sum) minutes related to the spell's effects.

17. Reapplied: The target of the spell changes to d4: 1. item, 2. creature, 3. spell/effect, 4. material

18. Rhyming: Perform an effect that rhymes with the original spell's name. Sleep could become Creep and increase sneakiness, Illusion could become Delusion and cause hallucinations, Cone of Cold could become Loan of Old and temporarily age the targets…

19. Void: The spell breaks reality over its knee. It is notable by its absence from everything, and all its poignant lack touches grieves for the existence that has been lost. Observers of its casting and effects, including you, must WIS save vs. fear.

20. Warping: The spell pulls its energy from everyone around its target, causing some negative effect. Charm siphons positivity from those around the target, Fireball flash-freezes the air, Light creates a glowing orb in the middle of a cloud of darkness…

Cleric Domains

1. Animal

(Pick an animal when you get this domain. You can pick this domain multiple times for different animals)

Commands

1. Protect your animal and its environment

2. Act as your animal does in its place in the ecosystem

3. Promote the societal virtues your animal embodies

4. Defend your animal's honor.

Miracles

1. Animal Traits: as the spell, for your Domain animal. Alternatively, you can just turn the target into your animal as Polymorph, with (dice) HD.

2. Summon Animal: sum/2 HD of (chosen animal) flock to you. They will follow simple instructions that are in line with your Commands for sum*10 minutes.

3. Survival Instinct: Touch a creature (or yourself). For (sum) hours, the target has Advantageous Terrain as a Ranger for your chosen animal's home terrain. They can gain sustenance from anything your chosen animal could eat. Target knows the tracks of local predators and prey and can follow them unerringly.

2. Authority

Commands

1. Punish sinners and criminals

2. Convert nonbelievers

3. Spread the rule of law

4. Defend those who obey the law

Miracles

1. Smite: Deal (sum) damage to a target within 100’. If the target is a creature, and (dice) is at least 2, you may force the target to fall prostrate. They must pass a WIS save to stand up.

2. Summon Minor Angel of Judgment: Summon a minor angel of law adjacent to you. It has (dice) HD, can fly, and projects a (dice)*10' radius field that enforces the law. It follows your commands to the letter, so long as they are consistent with the law. It will resolve disputes within the field. It dissipates in (sum) hours.

3. Empower: Touch a creature (or yourself). They get +dice to their next (sum) of one of the following: attack rolls, saves, STR/DEX/CON ability tests, INT/WIS/CHA ability tests. If they violate the law, this spell ends immediately.

3. Battle

Commands

1. Openly confront your enemies

2. Crush the opposition

3. Fight your own battles

4. Die in battle

Miracles

1. Enrage: Up to (dice) targets within 50’ become enraged for (sum) minutes and must WIS save to restrain themselves from resorting to violence to solve even the most trivial of problems. You may also cause one target to enter a 1-die Barbarian Rage.

2. Summon Blessed Armory: Summon (dice) blessed weapons of your choice. They count as magical and silvered, and the wounds they leave cannot be healed except by magical means. They dissipate in (sum) minutes.

3. Untouchability: Touch up to (sum) creatures. For (dice) rounds, anyone attempting to attack a target must CHA save vs. divine intervention. If they succeed, they don't need to make those saves anymore.

4. Blood

Commands

1. Shed 1+ HP of your own blood

2. Shed 1+ HP of someone else's blood

3. Sacrifice an animal with at least 1 HD

4. Drink 1+ HP of someone else's blood.

Miracles

1. Blood Servant: Create a fluid servant out of the blood of a restrained or willing creature. The servant has (dice) HD. It follows your complex commands, squeeze through very small gaps, and can force creatures it attacks to CON save vs. suffocation. Lasts for (dice) hours.

2. Exsanguinate: Make a ranged attack that deals (sum) piercing damage to a target with blood within 10’. You control the exsanguinated blood for (dice) turns. It works as a (dice)-die Mage Hand made out of blood.

3. Hemomancy: Learn information about a creature you drink the blood of. 1 die gives you their name, appearance, mental state, and any ailments they suffer from. 2 dice lets you track them by scent. 3 dice gives you their actions for the past 24 hours and lets you experience one memory in that time from their perspective. 4 dice extends that to the past week and 3 memories.


5. Creation

Commands

1. Bring beautiful things into being and prevent them from being destroyed

2. Empower others to create

3. Discover new wonders of god's creation

4. Show others the beauties of creation

Miracles

1. Regenerate/Mending (as spell)

2. Transmute: A chunk of material the size of a head (1D)/a person (2D)/a wagon (3D)/a house (4D) becomes another material of your choice. 1 die; must be same category of item (metal, food, tool) and all further restrictions. 2 dice; must be same consistency of matter (powdery, sludgy, solid) and all further restrictions. 3 dice; must be same state of matter (solid, liquid, gas, etc.). 4+ dice; no restrictions. Lasts for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D)

3. Duplicate: Create a perfect mundane duplicate of an item you touch. It lasts for (sum) hours. If (dice) is 3 or greater, the duplicate also copies one magical property of the target. The Duplicate fades away at end of the duration.

6. Death

Commands

1. Let none cheat death

2. Help others pass on in peace when their time comes

3. Remind others that death will come for them

4. Release trapped souls from the world

Miracles

1. Speak With Dead (as spell, for the dead and undead)

2. Blight (as spell)

3. Exorcise: Draw a circle. For (sum) hours, spirits, undead, and (if you so desire) unbelievers cannot enter the circle. All such within the circle must CHA save (on cast/each hour/each minute/each turn, (dice) = 1/2/3/4) vs. being violently expelled from the circle, taking (dice)d8 damage. If the circle is broken, the effect ends.

7. Element

(Pick an element when you take this domain; you can take this domain multiple times for different elements)

Commands

1. Spend time in areas affiliated with your element

2. Wear talismans and garments linked to your element

3. Attack opposed elements

4. Seek out marvels of your element

Miracles

1. Shape/Control … (as spell, for your Domain element)

2. Summon Elemental: Summon a (dice) HD minion made of your element that obeys your commands. Its size is based on its HD, and its attacks deal d6/d8/d10/d12 (1/2/3/4 dice) damage of an appropriate elemental type. It has a relevant movement type (e.g. burrowing for earth, or teleportation for lightning). You can only have HD of elementals summoned equal to your cleric level. They last for (dice) hours.

3. … Form (as spell, for your Domain element)

8. Fate

Commands

1. Ensure that prophecy comes to pass

2. Prevent the misuse of magic, for it oft damages the strings of fate

3. Be the hand of karmic balance in the world

4. Uncover the past, in order to better know the future

Miracles

1. Second Chance: A target within 100’ rerolls a die that rolled its worst possible value. This works on the GM too.

2. Foretell: You can ask one question about the future of the something you have a sympathetic link to (ex. something of meaning to the target) within the next (sum) days/months/years/decades ((dice) = 1/2/3/4). When you next sleep, the answer is revealed to you metaphorically in a dream.

3. Snip Fatestrings: A target creature within 100’ loses (sum)*(dice) years off their life. The shock of this forces them to WIS save vs. fear. If this brings their lifespan to less than their current age, they CON save vs. death. If they pass that save, you can't cast this on them anymore, and their existence is a karmic imbalance that you must personally correct.

9. Forge

Commands

1. Create masterworks

2. Practice what you preach

3. Build to last

4. Take no shortcuts

Miracles

1. Find Materials: You learn the direction to the nearest source of a material that you can name or describe. If (dice) is 2 or greater, you also learn how large that source is.

2. Shape/Control Metal (as spell, for metal)

3. Improve: Give a constructed item (dice) of the following bonuses of your choice for (sum) minutes:

– a Blacksmith bonus as Engineer (can choose multiple times)

– Change the special ability of a mundane weapon

– Halve the duration that a function of the item takes

– +1 to one function of the item (can choose multiple times, but not stack)

10. Greed

Commands

1. Acquire wealth

2. Flaunt your wealth

3. Protect your wealth

4. Compel others to acquire wealth

Miracles

1. Shape/Control Coins (as spell, for legitimate coinage)

2. Assay: Learn how much an item within 100’ is worth. If dice is 2 or more, you know how much you, personally, could sell it for. If dice is 3 or more, you know who made it and how. If dice is 4 or more, you know how much it will be worth at all points in the future.

3. Moneychange: Touch an item, or a creature with (dice) or less HD. (sum)*5% of the target is rendered into the equivalent % of its value in coinage. If the target is a creature, it gets to CHA save against this effect, and if they gather all the coinage in one place during a rest they can return it to their body.

11. Harvest

Commands

1. Sow seeds for the future

2. Hope for the best, prepare for the worst

3. Do honest work

4. Tend to others' needs

Miracles

1. Fortify: Touch (dice)*2 food items. Pick (dice) effects to apply to the targets. Effects can be chosen more than once, but once imbued, targets can't be imbued again. Lasts (sum) hours.

– Remove diseases/poisons/mold/rot from food/drink

– Change taste

– Advantage on HP rolls during rest

– Heals 1 HP when consumed

– Make it keep (dice)+1 times longer than it usually would (this effect doesn't wear off).

2. Loaves and Fishes: Divide a food item into (dice)+1 copies of itself. They disintegrate into dust in (dice) hours unless consumed first. Each copy only counts for 1 ration.

3. Domesticate: (dice) animals you touch becomes placid for (sum) hours and will meekly follow you. Targets with over (dice) HD get a WIS save.

12. Knowledge

Commands

1. Learn about the world, especially its secrets

2. Distribute knowledge to the masses

3. Speak truth to those who spread falsehoods

4. Recover lost and hidden things and bring them back for all to see

Miracles

1. Identify: Touch an item, creature, or effect. Learn (dice) of its magical properties. If dice is 2 or greater, you also learn what created it. If dice is 3 or greater, you also learn about the target's history. If dice is 4 or greater, you learn about how to replicate its effects.

2. Mind Meld: Touch someone and gain a telepathic connection with them. You can read their surface thoughts, and can have a 2-way telepathic conversation. If dice is 2 or greater, you can also read their recent memories. If dice is 3 or greater, you can also read their secrets. If dice is 4 or greater, you can also wipe their mind.

3. Dowse: You learn the direction to an item or creature that you can name or describe; your sense of this follows the target as it moves for up to (sum) hours.

13. Love

Commands

1. Spread love, not war

2. Foster kinship between all living things

3. Bring together those who were destined to be together

4. Keep true love alive and expose false "love" for the lie it is

Miracles

1. Heart to Heart: Touch (dice)+1 creatures. For (dice) hours, the targets gain telepathy, know each other's location, and cannot lie to each other. With 2 dice, targets can voluntarily share memories. With 3 dice, targets can experience each others' senses and move each others' bodies. With 4 dice, continues working even after one target dies.

2. Locate Soulmate: You and a creature both learn one piece of information at random of (one of) their soulmates that you don't already know.

1 die: one physical feature (eye color, hair color, clothing, etc.)

2 dice: one mental feature (favorite food, personality trait, current mental state, etc.)

3 dice: their name

4 dice: their current location

3. Unite: Touch someone. For (sum) minutes, they can use (dice) abilities per round of other creatures voluntarily touching them. This includes but is not limited to class abilities, spells, movement types, languages, etc.

14. Mercy

Commands

1. Aid the downtrodden

2. Preserve the proper order of the world

3. Resist and destroy the undead and other abominations

4. Redeem those who were once good, for none are beyond saving

Miracles

1. Cure Disease: Touch someone. They may CON save vs. (dice) diseases and other conditions afflicting them. If they fail, can't try to cure it again until the disease progresses or condition worsens.

2. Turn Undead: Up to (sum) HD of undead within 100’ must WIS save vs. fear, if they fail they flee. If (dice) is 3 or greater, they also take (sum) damage even if they pass their save.

3. Heal: Touch a living creature. They regain (sum) hit points. This can’t heal them above ?/?/?/full (1/2/3/4 dice).

15. Nobility

Commands

1. Flaunt your status

2. Reinforce hierarchy

3. Do your lord's bidding

4. Gather power for yourself and your lord

Miracles

1. Assert Status: For (sum) minutes, one mortal within 50’ is perceived by all others as (dice) ranks more or less important than they usually are (i.e. you could make a soldier perceived as the commander on a battlefield, or your party's scholar as a lowly scribe unworthy of note).

2. Summon Servant: Summon a servant. They are the platonic ideal of that servant, perfectly obsequious and loyal, with relevant skills in their area of expertise and absolutely none outside of them. They last for (sum) hours.

1 die: a butler (no class levels)

2 dice: a cook (level 1 butcher)

3 dice: a bodyguard (level 2 d4: 1-2. fighter, 3. ranger, 4. adept)

4 dice: a advisor (level 2 d4: 1. scholar, 2. wizard, 3. cleric, 4. engineer)

3. Geas: Target creature must obey a prohibition you put on it, or perform a service you demand of it, for (sum) hours/days/months/permanently (1/2/3/4 dice). Whenever it tries to disobey your command, it must INT save or take (dice) d6 damage. This command cannot be immediately or drastically self-destructive.

16. Storm

Commands

1. Follow your instincts

2. Embody the raw power of nature

3. Humble the mighty

4. There's no kill like overkill

Miracles

1. Control Weather: Change the weather within a 1-mile radius for (sum) minutes. You can call or banish any mundane, common weather. 2 or more (dice) lets you call or banish magical or regional weather. 3 or more (dice) makes it last (sum) hours. 4 or more (dice) lets you call natural disasters.

2. Lightning Bolt (as spell, for lightning)

3. Shape/Control Water (as spell, for water)

17. Trickery

Commands

1. Execute the final stages of your plans

2. Lie

3. Act in secret

4. Subvert authority

Miracles

1. Break Chains: Anything physically restraining you no longer does so. Handcuffs unlock, chains snap, cell doors open, guards' grips loosen involuntarily. If you are imprisoned, you can teleport (sum)*10 feet away to a location where you are free.

2. Chaos: In a (dice)*50' radius, you can cause small items to fall, flames to flicker and die, doors and windows to open and close, armor to rattle, and other impressive and distracting theatrical effects. This lasts for (sum) minutes.

3. Illusion (as spell)

18. Undeath

Commands

1. Resurrect great powers

2. Oppose those who would keep the dead buried

3. Seek out and fulfill the will of the dead

4. Slay others so they too can join the ranks of the dead

Miracles

1. Raise Dead (as spell)

2. Speak With Dead (as spell, for the dead and undead)

3. Steal Soul: Make a ranged attack against one ensouled creature within 100’ that deals (sum) necrotic damage and imprisons a proportional amount of their soul in a vessel on your person. This soul can be interrogated as Speak With Dead.

19. Vengeance

Commands

1. Do unto others as they have done unto you

2. Keep grudges

3. Help others settle their own scores

4. Ensure the right person is punished for their crimes

Miracles

1. Do Unto: Make a 100’ ranged attack that inflicts a minor petty inconvenience that (among other things) deals d4 damage to someone who has wronged you or someone you know. For each way in which the inconvenience is ironic, you can upgrade the scale of the inconvenience and step up the damage die, up to a maximum of (dice) times.

2. Hunt Down: You learn one random piece of information about one creature who has wronged you or someone you know that you don't already know.

1 die: one physical feature (eye color, hair color, clothing, etc.)

2 dice: one mental feature (favorite food, personality trait, mental state, etc.)

3 dice: their name

4 dice: their current location

3. Compel Confession: Touch a creature, who confesses to a crime they have committed. For each die, you can ask them one question about it, to get more details. At 2 or more dice, you can specify which crime they confess to, though if they didn't do it they'll just make stuff up and hope it's enough for you.

20. Wilds

Commands

1. Oppose the spread of civilization

2. Prey upon those below you on the food chain

3. Destroy unnatural abominations like the undead

4. Spread life into dead places like cities

Miracles

1. Call Fauna: (sum) (dice)HD local creatures flock to you for (sum)*10 minutes. If (dice) is greater than 2, they will follow simple instructions that are in line with your Commands.

2. Grow Flora: Up to (sum) plants within (dice)*10’ grows to (dice)+1 times its size. If (dice) is greater than 2, you can roughly control the shape that it grows in, and have it grab items and creatures (they STR save vs. grapple).

3. Shatter (as spell)


d50 Random Spells

Sample Substances

Sample Animals

1. Fire

2. Water

3. Earth

4. Air

5. Ice

6. Lightning

7. Acid

8. Ooze

9. Radiance

10. Shadow

11. Metal

12. Flesh

13. Sand

14. Wood

15. Fungus

16. Crystal

17. Magic

18. Poison/Venom

19. Paper

20. Ectoplasm

1. Wolf

2. Cat

3. Elephant

4. Crow

5. Rat

6. Spider

7. Octopus

8. Shark

9. Crab

10. Snake

11. Frog

12. Ant

13. Wasp

14. Deer

15. Cow

16. Alligator

17. Chameleon

18. Amoeba

19. Tyrannosaurus

20. Mimic

1. Alter Emotions: Induce a strong emotion like calm, anger, sadness, etc in up to (sum) HD creatures within 100’. Targets must WIS save vs. being distracted by the emotion, though they still feel it if they succeed. It lasts for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

2. Alter Gravity: You can alter the direction and speed of gravity in a (sum)*10’ radius sphere within 100’ from 0 to (dice) times normal. Gravity greater than normal increases encumbrance by that many times, and any change requires everyone in the area to DEX save to maintain their footing. Lasts for (sum) minutes.

3. Animal Traits: Choose an animal when you learn this spell. Give up to (dice) creatures you touch (dice) of the animal's physical traits or abilities. Spider Traits lets you give spider climb, web-spinning, venom, etc, Cat Traits lets you give darkvision, enhanced smell, etc, Shark Traits lets you give water breathing, natural slashing bite attack, electroreception, etc. Natural weapons deal d6 damage of an appropriate type, stepped up once per extra die. These last for (dice) hours.

4. Animate Object: Touch up to (dice) objects, which become 1HD creatures that can move under their own power. Make Charisma tests to command them. They're about as smart as a trained dog, and can talk. This lasts for (sum) rounds of strenuous activity, or (sum) minutes.

5. …ball: Fire a (sum)*5’ radius ball of a substance chosen when you learn this spell at a point within 100’. It deals (sum)+(dice) damage of a relevant type to everything it hits. Scatters (dice)d6*5' in a random direction.

6. Blight: Touch something. It takes (dice)*3 necrotic damage, and is aged by (sum) days (1D)/months (2D)/years (3D)/decades (4D).

7. … Bolt: Fire a bolt of a substance chosen when you learn this spell at a point within 100’. It deals sum+dice damage of a relevant type.

8. Cloud of …: Create a (sum)*(dice)*10' radius cloud of a gaseous substance chosen when you learn this spell. You can change its shape as an action. It obscures vision, has relevant effects depending on the substance, and you may have it deal (dice) damage of a relevant type per turn to anyone within it. Lasts for (sum) minutes.

9. Contact Greater Power: Choose a specific greater power when you learn this spell (like an angel, a djinn, a star, your mentor, the pope, etc). For an hour, you enter a trance and commune with the chosen being. You may ask it (dice) questions. It will answer them to the best of its ability (though cryptically), then require a favor. That favor will be proportionate to the implications of answering your question. You cannot cast this spell again until you have fulfilled your end of the bargain.

10. Counterspell: Counter a spell you can see. Roll a d10, stepped down once for each die beyond the first, to see how it’s countered.

Counter

1. Fizzled. The spell winks out of existence, never to be seen again.

2. Redirected. Point the spell at a new target of your choice.

3. Frozen. The spell is trapped just beyond the caster's fingertips. Anyone who touches it suffers its effects. It disappears in d6 rounds.

4. Illusory. It looks like the spell happened, but it's really just an illusion.

5. Delayed. The spell will take effect in d6 rounds, at the location of the original target.

6. Premature. The spell goes off at some point before it reaches its target.

7. Deflected. The spell changes to a new target at random.

8. Drained. The spell loses 1 die of potency.

9. Transmuted. The spell becomes another spell at random.

10. Mutated. Roll a Spell Mutation for the spell; you make any decisions needed for it.

11. Darkness: Create a (sum)*10’ radius sphere of utter darkness within 100’. Natural light cannot penetrate it; magical lighting is dimmed to 1/10th of its radius. It lasts for (sum) minutes.

12. Detect/Locate …: Choose something to be able to detect/locate when you learn this spell, like magic, anger, precious metals, elves, etc. Learn how many things of the chosen type are within a (sum)*10^(dice)' radius area. On (dice)>2, you can name a specific creature/object/instance of the chosen type. Learn the direction to it, and if it's within range, also learn the distance to it.

13. Dispel Magic: A magical effect within 10’ ceases for (sum) minutes, then returns as if no time has passed. If you dispel a creature, it temporarily loses (dice) supernatural abilities. You may pick 1, the rest are lost at random.

14. Enlarge/Shrink: Touch an object or creature. It increases or decreases (dice) size categories. In addition to the obvious effects, step up the damage and hit dice of enlarged creatures by 1 per size category, and step them down for shrunken creatures. Scale HP to match. Lasts for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

15. Floating Disc: A 5’ diameter floating disk springs into existence beside you. It floats between an inch and 6' above the floor, stays within 10' of you, and can hold up to (dice)*500 lbs. You can direct its movement. Lasts for (dice) hours.

16. … Form: Choose a substance when you learn this spell. For (sum) minutes, become a roughly-humanoid conglomeration of the chosen substance. You have (dice) of the substance's useful properties of your choice (e.g. Air Form can fly, be transparent, be intangible, etc.; Iron Form can be incredibly tough, worked into useful shapes, magnetic, etc.), and your unarmed attacks deal a relevant damage type, stepped up once for each die beyond the first. You are weak to anything the substance is weak to, and are always crit by those damage types.

17. Fuse: Take two items smaller than a head (1D)/a person (2D)/a wagon (3D)/a house (4D) or creature with HD <= (dice) (or an item and a creature) and combine them into a new whole with (dice) useful properties from each. Unwilling creatures get an INT save on cast and each time interval, and fused creatures must either share the new body or fight with each other for it (roll INT or WIS or CHA (mind's choice), high roller takes control each time interval). Lasts for (sum) minutes (1D)/hours (2D)/days (3D)/years (4D).

18. Haste: Touch up to (dice) objects or creatures. For (sum) rounds, targets move at up to 1+(dice) times speed. Hastened creatures go before non-hastened creatures in initiative order.

19. Hold: Up to (dice) objects or creatures within 100’ stop moving for (sum) rounds. Unwilling targets get a STR save each round. This doesn't deal damage by rapid deceleration (unless you want it to).

20. Illusion: Create an illusion of whatever you want, within 100’, with maximum size (sum)*10' radius sphere. It has one sensory property per die (e.g. 1D can make a sound or a silent image, 2D can make a silent image that creates the illusion of solidity (but isn't solid), etc). You can move the illusion within range. Lasts for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

21. Intangibility: (dice) object or creatures you touch becomes shimmery and mostly intangible for (sum) minutes. It can pass through solid surfaces. Step down damage taken and dealt (dice) times. Unwilling targets get an INT save each time interval.

22. Invisibility: Touch an object or creature, which becomes invisible for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D). Unwilling targets get an INT save each round. INT save to stay invisible when attacking.

23. Knock/Lock: Touch an object and apply one of the following effects.

Knock – Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone, worn armor falls off if the wearer fails a STR save. Creatures must STR save or vomit.

Lock – Object closes and can't be opened non-magically for (sum) minutes (can still be destroyed). Works on things beyond doors, like swords in scabbards, armor, creature's mouths. Creatures get a STR save each time interval.

24. Levitate: Touch up to (dice) objects or creatures, which float up to (sum)*5' above the ground for (sum) minutes. You can move them (sum)*10' per round. You can let creatures move independently. Unwilling targets get an INT save each round.

25. Light: Create a magical light within 100’ that illuminates within (sum)*10' for (sum) minutes. If in same space as a creature, can blind them (DEX save negates and ends). Can move the light within range.

26. Mage Hand: Create a spectral floating hand that can manipulate items within 10’. It is intangible when you want it to be. You can have multiple hands active at once. For each die, you can increase the size of the hand and step up the damage of its unarmed attacks. All its ability scores are 6+(sum). Lasts for (sum) minutes.

27. Magic Circle: Inscribe a (dice)*10’ radius circle with an ink/chalk/implement of your choice. While it remains unbroken, things with certain properties cannot enter or leave the circle. You can choose (sum) properties. Each property can be (dice) words long.

28. Magic Missile: Deal (sum) bludgeoning, slashing, or piercing damage (your choice) divided as you choose between up to (sum) objects or creatures within 100’ (DEX save for half).

29. Message: Send a message of up to (sum) short sentences to up to (sum) creatures you can see. Each target can respond with a message if you let them.

30. Permanency: A target magical effect lasts for its maximum duration. If you cast this spell with 3+ dice, the effect becomes permanent. Dispel Magic can de-Permanency an effect.

31. Polymorph: Touch a creature and give them (dice) mutations of your choice. Unwilling targets get an INT save, and if they pass, the mutations are random. Alternatively, target becomes a different creature. The HD of the creature can be up to (dice) HD greater than the target. Target retains all of their mental characteristics. Unwilling targets get a INT save, and an additional save each time interval. These effects last for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

32. Prismatic Orb: Create a glowing rainbow orb at a point within 100’. For (sum) rounds, it fires (dice) beams (as ranged spell attacks) at random targets (including allies) within 10' each round. You can move the orb 30' per round. Roll a d10 for the damage type of each beam; they deal (sum) damage.

Beam Effects

1. Red. Fire.

2. Orange. Bludgeoning.

3. Yellow. Lightning.

4. Green. Acid.

5. Blue. Cold.

6. Indigo. Psychic.

7. Violet. Necrotic.

8. Octarine. Esoteric (roll two elemental damage types and combine).

9. Struck twice. Roll a d8 twice.

10. Struck thrice. Roll a d8 three times.

33. Protection From …: Choose a descriptor when you learn this spell. Touch up to (dice) creatures. For (sum) minutes, they cannot be willingly touched by creatures of the descriptor, and has advantage on saves and defense rolls against effects and attacks with that descriptor. You can add a qualifier or similar descriptor for each die beyond the first.

34. Raise Dead: Touch a corpse, or an object that was once living. It returns to a facsimile of its living form, and becomes (dice) HD divided between up to (dice) separate creatures. Each undead created this way has abilities based on its form. You can break up corpses this way, like into a flesh blob and a skeleton, or a skinwraith and nerve-jellyfish. You can control up to (level)*2 HD of undead at once. They re-die after (sum) minutes (1D)/hours (2D)/days (3D)/months (4D).

35. Read Mind/Object: Touch a creature or object. You can ask (dice) short questions about the the creature’s current mental state or the object's history, and the GM will answer truthfully, if cryptically. Creatures get CHA saves against future casts at equal or lesser (sum)s after the first time you read their mind.

36. Regenerate/Mending: Touch a creature or object, and apply the appropriate effect.

Regenerate – Heal (dice)*2 ability score damage. Can’t restore points above (sum)+6 (so a sum of 6 couldn’t heal a score to above 12). At 4 or more dice, can heal fatal wounds if you have >50% of the corpse and regenerated within 3 rounds of death.

Mending – Repair a shattered item. You need 1/(sum) of the item. Can't Mend different pieces of the item into multiple copies. Doesn't restore lost magical properties.

37. Scry: Observe from a point within the city (1D)/region (2D)/continent (3D)/world (4D) that you have seen (or that you can describe with enough accuracy to convince magic that you have seen) as if you were physically there, for (sum) minutes. You can't move the observation point. Magic-users can tell that someone is scrying them if their level is equal to or greater than (dice).

38. Shape/Control …: Choose a substance when you learn this spell. For (sum) rounds, you can manipulate a chunk of the chosen substance you’re touching the size of a head (1D)/a person (2D)/a wagon (3D)/a house (4D). You can do (dice) things with it per round. If it's part of a creature, they get a CHA save whenever you try to do something with it.

39. Shatter: Deals (sum) bludgeoning damage to an item, a construct, or undead within 100’ in an explosion of shrapnel and shreds other nearby items and constructs, dealing (sum)/2 piercing damage. This effect chains up to (dice) times from items that the shrapnel destroys.

40. Sleep: (sum) HD of creatures within 100’ INT save vs. falling asleep for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D). When they take damage, or each time interval (if their HD > (dice)), they get an additional save.

41. Speak With …: Choose a thing to be able to speak with when you learn this spell. It doesn't need to be inherently capable of speech. For (sum) minutes, you can speak with things of the chosen type. If necessary, they become NPCs that you can talk with. They'll be willing to talk, but not necessarily friendly, or truthful.

42. Spellify: Touch an object the size of a head (1D)/a person (2D)/a wagon (3D)/a house (4D) or creature (with HD <= (dice)), turn it into raw magic, and engrave it into your brain as a spell. It stays in your brain for (sum) hours. Casting the spell creates the item's effect or the creature's abilities, scaling with (dice) – for example, casting Greataxe deals (dice)d12 slashing damage to a target in melee, or casting Goblin distracts and confuses up to (dice) creatures (a different Goblin might create an awful smell, or deal (dice)d6 piercing bite damage that infects the target, depending on the source goblin's proclivities).

You can't cast this spell while you've Spellified something with it (but if you've got multiple Spellifies prepared, you can Spellify something with each of them). At the end of the duration, the target remanifests next to you, and if it's a creature it's angry. If you've got a creature in your head, every hour, roll a d4, stepped up once for each die beyond the first, for Reverse Possession.

Reverse Possession

1-2. Sedate. Nothing happens.

3. Frisky. Another spell in your brain combines with the spell.

4. Belligerent. Make a CHA save or have disadvantage on mental rolls for the next hour.

5. Restless. It casts itself at something of its choice.

6. Possessive. The spell gets control of you for the next hour. If multiple Spellified creatures all get this result, they share your body, which is exactly as bad as it sounds.

7. Demanding. The spell blackmails you. Do something it wants or it gets control of you for the rest of the duration.

8. Mutating. Both you and the spell gain a mutation (the spell gets a Spell Mutation, you just get a regular one). CON save against the mutation being permanent at the end of the duration.

9. Trapped. The spell gets control of you indefinitely and does not disappear at the end of the duration. You get a CHA save at the start of each day to cast out the spell.

10+. The Spellified creature bursts out of your brain fully-formed and very hungry. You detonate in a shower of gore, and all the other spells in your brain are instantly cast as well.

43. Spell Glyph: Inscribe a magical glyph on a surface or page. This inscription is complicated and takes (sum) minutes. It contains another spell that you know that will be triggered when a set of conditions that you define are met. It uses the (dice) and (sum) values for this spell. When the glyph triggers, it's erased unless you succeed on a (dice)-in-6 chance. You can't change the conditions without rewriting the spell. If you learn this spell at character creation, the GM might (in their infinite generosity and wisdom) let you learn an attached spell that you can only inscribe as a glyph until you learn it in another way.

44. Suggestion/Command: Issue a command of up to (sum) words, in a way that (dice) creatures that can understand you interpret. For (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D), the targets try to obey it to the best of their ability, without harming themselves (if they have HD > (dice), they get a CHA save).

45. Summon Creature: You draw a summoning circle to summon an outsider from the veil that shrouds the worlds. This takes 1 hour per HD of the creature (max HD = (dice)*2). When you summon it, roll under your Intelligence minus the summon's HD to bind it for (sum) hours (days, with true name). If you succeed, you can give it (sum) commands. If you tie or fail, consult (sum) result on the Disrupted Summons table. It will follow the letter of your commands, unless they align with its agenda, in which case it will follow the spirit. With a number of unique symbolically important items equal to the summon's HD, you can choose one of its traits, or add an additional random trait from a table of your choice. Items used this way are consumed. With a creature's true name, you can summon and bind it reliably.

Disrupted Summons

0-2: Summon will only do things if they directly help its agenda, will obstruct you from defying its agenda

3-4: Summon is beholden to someone other than the summoner, picks random person within HD*1000' to control it

5-6: Must trade favors of equal value with summon in order to command it, otherwise it does what it wants

7-8: Summon breaks free, uses its power as much as possible, then explodes for HD (substance) damage to onlookers.

9-10: Summon breaks free, is hostile, wants something from you and will threaten you for its services

11+: Summon breaks free, is hostile, wants to return to the comfort of the void at all costs and punish you for your transgressions.

46. Summon Object: Summon an item in your hand or adjacent to you. You get (dice) words to describe it with. It can't be larger than a head (1D)/a person (2D)/a wagon (3D)/a house (4D). It lasts for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

47. Teleport: You teleport (dice) creatures or objects to a point you can see, have been to, or can describe as if you'd been there, within (sum)*10^(dice)'. At 3+ dice, you can create a pair of portals linking the two locations. They last (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

48. Transmute … to …: Choose two substances when you learn this spell. Touch one of the chosen substances, and turn a chunk of one it the size of a head (1D)/a person (2D)/a wagon (3D)/a house (4D) into the other. It turns back in (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

49. Wall of …: Choose a substance when you learn this spell. Starting at a point adjacent to you, conjure a wall of the chosen substance, up to (sum)*10' long, 1' thick, and 10' high. Anything that'd be in its way gets a DEX save to jump out of the way. It disintegrates at the end of (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

50. Web: Cover a (sum)*10’ radius area within 100’ in sticky webs. Creatures in the area are tangled and must STR save to move. The web has (dice)*10 HP, is destroyed at 0, and is weak to fire and slashing damage. It lasts for (sum) rounds (1D)/minutes (2D)/hours (3D)/days (4D).

Summon Tables

Summons have a Form, an Agenda, a Substance, a Feature, and a Power. Summons begin with 10 in each ability score (modified by Form), HD based on their form, HP equal to the max of their HD+CON mod, AC based on their substance, and a d6 substance damage melee attack. When a Summon evolves, or for each HD it has, add all the stuff it gets from its new Form/Substance/Feature/Power to what it already has, even if that weakens it in some ways.

Form (d20)

1. Amphibian: +4 DEX, +4 CON, d6 HD, can swim, can jump long distances

2. Bird: +4 DEX, +4 INT, d4 HD, can fly

3. Blob: +4 STR, +4 CON, d6 HD, fits through small spaces

4. Cat: +4 DEX, +4 INT, d6 HD, can climb

5. Cephalopod: +4 CHA, +4 WIS, d6 HD, can swim

6. Cloud: +4 INT, +4 WIS, d4 HD, floats/flies, can pass through obstacles

7. Crustacean: +4 STR, +4 WIS, d8 HD, can swim, can't run

8. Dog: +4 CON, +4 CHA, d6 HD, strong sense of smell

9. Draconid: +4 STR, +4 CHA, d6 HD, can glide

10. Golem: +4 STR, +4 CON, d8 HD, can't run

11. Insect: +4 DEX, +4 CON, d4 HD, can fly

12. Obelisk: +4 STR, +4 INT, d6 HD, hovers HD' above ground

13. Reptile: +4 CON, +4 WIS, d6 HD, +2 Armor

14. Rodent: +4 DEX, +4 CHA, d4 HD, very small and evasive, can jump long distances

15. Shark: +4 STR, +4 DEX, d6 HD, smells blood, can swim

16. Snake: +4 DEX, +4 CHA, d6 HD, small, stealthy

17. Sphere: +4 CON, +4 INT, d6 HD, hovers HD' above ground

18. Spider: +4 DEX, +4 WIS, d4 HD, can spin webs, can climb

19. Spirit: +4 INT, +4 CHA, d4 HD, can become intangible

20. Tree: +4 CON, +4 WIS, d8 HD, lots of branch-arms but can't move under own power

Agenda (d20)

1. To destroy

2. To create

3. To protect

4. To reproduce

5. To consume

6. To accumulate

7. To conquer

8. To sacrifice

9. To seek out

10. To manipulate

11. To survive

12. To enjoy itself

13. To profit

14. To love

15. To serve

16. To die

17. To make friends

18. To escape

19. To deceive

20. Roll two, it wants both

Summon Tables (continued)

Substance (d20; attack damage type, ability, Armor, weaknesses)

1. Blood: deals acid, weak to cold and necrotic. Resists physical, restores 1 HP on hit.

2. Bone: deals random physical, weak to bludgeoning. Healed by necrotic.

3. Chitin: deals random physical, weak to piercing. +2 Armor, resists bludgeoning and slashing.

4. Crystal: deals electric, weak to bludgeoning. +4 Armor, can store and cast a spell of HD dice or smaller as a scroll

5. Fire: deals fire, weak to cold. -4 Armor, resists physical, leaves flaming trail.

6. Flesh: deals psychic, weak to necrotic. +HD size HP.

7. Fungus: deals random physical, weak to fire. Ignores wounds from attacks that deal 2 damage or less.

8. Fur: deals random physical, weak to fire. resists all other elemental.

9. Iron: deals random physical, weak to all elemental. +8 Armor, resists physical.

10. Lightning: deals electric. -4 Armor, rolls a 1 on all HD, can teleport within line of sight

11. Ooze: deals acid, weak to slashing. Resists bludgeoning and piercing, can squeeze through small gaps, separate self into HD+1 autonomous pieces (still only gets 1 attack per round)

12. Plant: deals slashing, weak to fire. +2 Armor, can spend HD to restore HP during combat as short rest

13. Poison: deals necrotic, weak to psychic. Targets take d4 ongoing necrotic each minute (CON save ends, failed save steps up die size).

14. Radiance: deals fire and electric, weak to cold and necrotic. Has 120' ranged attack, glows in 10' radius.

15. Rock: deals bludgeoning, weak to acid. +6 Armor

16. Scale: deals random physical, weak to acid. +4 Armor.

17. Shadow: deals necrotic, weak to electric. -4 Armor, can step between shadows in line of sight.

18. Soul: deals psychic, weak to psychic. Can read the minds of those it touches for HD minutes after touching them.

19. Water: deals cold, weak to electric. Can flow through small gaps and change size 1 category larger or smaller.

20. Wind: deals cold. Resists physical, rolls a 1 on all HD, can fly.

Feature (d20; roll a substance for the feature, feature adds capabilities modified by the its substance)

1. Arms: two d6 substance damage grapple attacks

2. Blades: step up base damage die, attack can deal choice of slashing or feature substance or base substance damage

3. Bones: gain substance's weaknesses and abilities, healed by substance damage

4. Claws: step up attack damage dice, other attacks also deal substance damage

5. Eyes: d6 substance damage 60' ranged attack, darkvision, gain substance's weaknesses

6. Fangs: d6 substance damage bite attack, d6 substance damage 20' ranged spit attack

7. Hair: can switch between substance damage types and weaknesses each round

8. Hands: anything it picks up (or throws) deals substance damage

9. Horns: d6 substance damage push attack, can make this attack in addition to other attacks

10. Jaw: d8 substance damage bite attack

11. Legs: double speed, d6 substance damage push attack

12. Patterns: can switch between substance abilities and weaknesses each round

13. Shell: +2 Armor, resist substance damage

14. Skin: use substance's abilities, damage type, and weaknesses instead of main substance's until 0 HP

15. Spines: melee attackers DEX save vs. taking d6 substance damage

16. Surrounding it: anyone in 10' DEX saves vs. taking d4 substance damage, leaves trail of substance

17. Tail: d6 substance damage melee attack, target STR saves vs. knockdown

18. Tentacles: three d4 substance damage attacks with reach or one d6 substance damage grapple attack with reach

19. Torso: gain substance's abilities

20. Wings: can fly, gain substance's weaknesses and abilities

Power (3d6)

3. changes substance every time you summon it

4. has an anti-magic aura, magic effects within 20' INT save vs. being dispelled

5. can summon HD more of its kind (unevolved) with HD 1, without this ability

6. can phase in/out of reality, when phased out pass through walls but not attacks, 3-in-6 chance of not being noticed

7. can levitate itself and objects around it within 20'

8. has a paralyzing gaze, on eye contact with target they DEX save vs. paralysis for HD rounds

9. knows a random miracle, invoke as level HD Cleric

10. controls its substance in 20' radius

11. knows a random spell, cast as level HD wizard

12. is a size category larger, +CON HP and step up damage dice

13. knows a random Adept fighting style

14. moves faster than the eye can see, run three times a turn

15. can regenerate 1 HP per round

16. gets an extra turn at the start of the round

17. can wield tools and weapons, knows a random Fighter fighting style

18. has HD levels in a random class

Mutations

1. Cosmetic

1. Animal Ears. d6: 1. cat, 2. dog, 3. lizard, 4. rat, 5. bat, 6. bug antennae.

2. Ant Blood. Your blood is now ants. Your skin crawls.

3. Bizarre Colour. Skin patterned with two colours (d8: 1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6. Indigo, 7. Violet, 8. Octarine).

4. Compound Eyes. Whole bunch of little eyeballs, like a raspberry.

5. Deadened. You look like a rotting corpse, as if you'd been dead for a week.

6. Detachable Tail. Newt-like. Falls off when you drop to 0 HP, regrows.

7. Dopplered. You red-shift and blue-shift at walking speed, and leave a blurred trail behind you.

8. Engorged. d6: 1. Arm, 2. Leg, 3. Head, 4. Torso, 5. Hands, 6. Feet.

9. Extra Fingers. d4 per hand.

10. Extra Mouths. Gain d6 extra mouths across your body.

11. Faceless. All your senses work as normal, but your face is smooth and featureless. Don't ask how you eat/speak, you just do.

12. Flora. Grow leaves and flowers instead of body/head/facial hair.

13. Gemstone Eyes. Cut (1d6: 1. rubies, 2. sapphires, 3. pearls, 4. diamonds, 5. obsidian, 6. bismuth). Worth 10gp each.

14. Goat Horns. Small and pointy.

15. Hole. Mysterious hole right through your torso.

16. Skeleton Limb. One of your limbs becomes a skeleton of itself. Works normally.

17. Third Eye. On your forehead.

18. Transparent Skin. Everyone can see your organs.

19. Unusual Genitals. Whatever you had going on down there is different and weird now.

20. Vestigial Wings. d6: 1. Bird, 2. Bat, 3. Dragon, 4. Butterfly, 5. Beetle, 6. Elemental. Cannot fly.

2. Positive

1. 1000 Eyes. They cover your body. You cannot be Surprised.

2. Amoebic. You can split and reform yourself. Each half has half stats, half HP, and half the abilities on your sheet.

3. Caustic Spray. New pulsing glands on back. Can fire 20' cone, 2d6 acid damage, smells awful.

4. Dragonbreath Gland. 30' cone, 1d6 fire damage, once per day.

5. Fractal Fingers. One hand. Cannot drop objects held in that hand, and advantage on DEX tests with that hand. 2d1000 fingers.

6. Frog Tongue. As a whip.

7. Gills. You can breathe underwater.

8. Glow Pockets. Can glow (as a candle) at will.

9. Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain.

10. Hydra. If head or limb cut off, CON save. If passed, 2 new heads or limbs emerge.

11. Leathery Hide. +2 AC.

12. Magnetic Sense. Lump of metal protrudes from head. Can detect magnetic north unless near a strong magnetic field or iron.

13. Out of Phase. Flickery. You can hover through solid objects by taking 1d6 necrotic damage per round.

14. Perfect Memory. Can INT test to recall incredibly trivial details. Brain glows through head.

15. Prehensile Tail. Can grip items, advantage on climbing.

16. Scorpion Tail. +1 attack per round dealing 1d4 poison damage.

17. Shark Teeth. Whole mouth full of them. 1d6 bite damage.

18. Spider Gland. On both wrists. You can spin 10' of rope per hour.

19. Spores. Grow glowing, bulbous lumps. 1/day, coat a 30' radius in purple hallucinogenic spores.

20. Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 necrotic damage if they break the skin.

3. Mixed

1. Antlers. Ridiculously large. d6 bludgeoning damage attack, but can't fit through doorways or thin passages.

2. Boneless. You can squeeze through gaps as small as your head. -1d6 STR.

3. Cascading Mutations. Whenever you drop to 0 HP, gain a random (d100) mutation until you heal.

4. Claws. Your fingers fuse into sharp claws. You can’t hold weapons. You claws do slashing damage, step up unarmed damage die.

5. Crab Arm. One hand becomes a claw. 1d8 bludgeoning damage, can't wield items.

6. Crab Legs. They replace your normal legs. Can scuttle sideways at normal speed.

7. Detachable Limbs. Your arms, legs, and head can be removed and reattached.

8. Duplication. Split in half. Reduce all your Stats by 1d6 and your HP by half. Your "twin" rolls new stats and HP. 3-in-6 of your twin being comically evil.

9. Echolocation. You echolocate within 30', as a high-pitched audible whine. Can't turn it off.

10. Extra Limb. d6: 1. Left arm, 2. Right arm, 3. Left leg, 4. Right leg, 5. Tentacle, 6. Roll again, but you get d4 more.

11. Face Mimic. When you kill someone, your face shifts to look like theirs.

12. Ink Cloud. When startled, WIS save. On failure, spray ink in a 20' radius.

13. Ink Skin. You can cause words to appear on your skin by concentrating. Your thoughts also appear there; CHA save to resist this.

14. Iron Spines. You're covered in 6" iron spikes that protrude from your bones at odd angles. Can't wear armor, but deal d6 piercing damage to anyone who hits you in melee.

15. Lamarckian Evolution. One hand turns into a terrible version of the last tool you used.

16. Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour, and -1d6 Dexterity. +8 AC.

17. Molten Blood. Your blood is now molten iron. You are incredibly warm and deal 1d4 fire damage to anyone who wounds you in melee. 4 Inventory Slots are filled with Iron Blood.

18. Pheromones. Attracts insects, 20' radius.

19. Polymorphed. Reroll your race.

20. Universally Compatible. If it's alive, you can reproduce with it.

4. Negative

1. Atrophy. One your limbs becomes withered and unusable. If leg, halve move speed. If arm, -1d6 STR.

2. Borrowed Time. Everyone around you is perpetually uneasy. At the end of each session, make a random ability score save vs. death. Pass three of these saves in a row and death gives up; heal this mutation.

3. Brittle-boned. Always crit by bludgeoning damage.

4. Combat Fever. Perpetual barely-constrained anger. Can only restore HP if you've fought today.

5. Creaking Joints. Go last in initiative order. Mundane tasks take twice as long.

6. Cyclopean Eye. No depth perception, disadvantage on ranged attacks.

7. Delicious. You smell absolutely delicious and are going to be the first target in combat.

8. Dietary Shift. Save every time you eat a ration or vomit profusely and take 1 damage, unless that ration is (d6: 1. Blood, 2. Metal, 3. Wriggling, 4. Sunlight, 5. Poisonous, 6. Magic)

9. Flaky. You're water-soluble. 1 necrotic damage per round in rain, dissolve if submerged.

10. Ichorblood. You perpetually leak a sticky, flammable, black ichor from your pores and orifices. Whenever you take damage, take an extra point of necrotic damage.

11. Independent Hair. Your hair can move on its own, takes as much effort to cut as a limb. It likes messing with you.

12. Metal Reactivity. You break out in painful welts (1 slashing damage/round) whenever you touch metal.

13. No Skin. -1 AC, leave trail of blood on everything you touch.

14. Overheating. After performing strenuous activity (physical or mental), CON save vs. d6 fire damage. You're constantly steaming.

15. Parasite Friends. They live in your guts. Need to eat 1 extra Ration per day, or take -1 STR and -1 CON. Recover 1 point of this stat drain for each day you meet the parasites' needs.

16. Pox-ridden. You've got an incredibly degenerative disease. Whenever you would roll an HD to regain HP, do so with disadvantage.

17. Sudden Rapid Disassembly Syndrome. When surprised, save vs. a limb falling off. You can reattach them, but it takes a round of holding it there while it seals back on.

18. Tumorous Growths. All over your hands and face. -1d6 DEX and CHA.

19. Unstable. Guts glow menacing orange. When you take a Major Wound, CON save vs. exploding. 3d6 firearm damage, 20' radius.

20. Xenobiology. Your organs are arranged… wrong. Randomly reassign your ability scores whenever you level up.

5. Supernatural

1. Animating Touch. Objects you touch animate as a 1HD Animate Object. You can only have one object animated this way (changes when you touch something new), and it won't follow your orders.

2. Aurovore. You can eat 5gp instead of a ration, and can digest metal.

3. Blood Foam. When you bleed, it expands into a soft foam that rapidly hardens into a brittle shell. 1ft^3 per hit point of blood.

4. Chronologically Detached. Slightly transparent. Take 1d6 time damage to disappear and reappear that many hours in the future. Takes that many minutes to phase out.

5. Colour Ripple. You are always the colour of the thing you are looking at.

6. Eldritch Markings. Skin covered in colored marks; reflect your personality and deeds.

7. Elemental Affinity. Your attacks also deal (d6: 1. Acid, 2. Cold, 3. Fire, 4. Lightning, 5. Psychic, 6. Necrotic) damage, but when you're hit you also take that type of damage. Your element crackles around your hands and face.

8. Emergency Teleport. Jitter constantly. If you are reduced to 0 HP, you teleport 2d10x10' in a random direction.

9. Flame Hair. Hair is literally fire. Doesn't burn you, sheds light as torch if you feed it a ration.

10. Foggy. The air around you condenses into a fluffy, obscuring cloud.

11. Hovering. 1" off the ground at all times.

12. Mercury Arm. Arm replaced with liquid metal. Can squeeze through gaps.

13. Mimic. Bird beak replaces your tongue. You can mimic all voices, music, and natural sounds.

14. Nominative Imperative. You know whenever anyone says your name.

15. Open Soul. Visible, roiling aura. Magical effects always have the maximum (sum) on you.

16. Personal Gravitational Field. Small objects (pebble-sized or smaller) orbit you.

17. Phenotypic Mirror. You take on the appearance of the first person you see each day (don't gain their stats).

18. Second Sight. Always staring into the middle distance. Can see ghosts, spells, and spirits as faint outlines.

19. Unnoticeability. If not being actively looked for, won't be perceived until unexpected noise made or interacting with someone.

20. Wyrdsight. One eye has glowing cataract, can see souls. Migraines and disadvantage on WIS and CHA tests when uncovered.

6. Roll again, roll twice on that table.

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