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Choose Your Skills For Your Adventure.

Whether sneaking past enemies or dazzling crowds with your musical prowess, roll the dice and apply character-specific bonuses to ace your challenges. Choose your character's skills wisely to shape their journey in the world of Crusaders.

Below we will explain what each skill does and how you can use it to pass challenges and aid your team to victory! Some skill checks can be used as a bonus action on your turn to gain combat advantages.


Strength Attribute & Skills

Strength skill checks are great for characters that focus primarily on being physically imposing.


A skill check requires an Action to use in combat unless otherwise specified.

Strength Score Bonuses

Putting points into your Strength score has quite a few benefits. Let's discuss why you might increase your Strength and become an expert in Strength skills. Including your fighting modifier.

Carrying Capacity

A player character's carrying capacity is determined by their Strength score multiplied by 10. For example, if a character's Strength is 12, they can carry up to 120 pounds.

Movement Speed

Player characters gains additional movement speed for having more strength. For every 5 points in strength over 10, they gain 5 movement speed.

Throwing Distance

18 Strength or higher

You can double your throwing distance for thrown weapon attacks.

Stagger

20 Strength or higher

On hit if the attack or Strength skill check beats the creature's armor class or contested check by more than the Strength modifier, the creature is Dazed.


Stagger in roleplaying, if a character has at least 20 Strength and they succeed on an intimidation skill check the next skill check the intimidated creature makes is at disadvantage.

Strength Skills

Athletics

Athletics is used for physical feats like climbing, swimming, or jumping. A DM might call for an Athletics check when a character needs to use physical strength, such as scaling a wall or leaping across a chasm. With Athletics:


  • In combat, you can make an Athletics check as a bonus action to dash.
  • You are knocked prone on failure.

Grapple

Grappling involves restraining or controlling a target through physical contact. When successful, the target is grappled until they succeed on an Agility or Athletics skill check to escape. You cannot grapple creatures that are more than 1 size larger than you. While grappling:


  • On a failed escape check and at the start of the grappler's turn, the grappled target takes (PM)d4 + STR modifier bludgeoning damage.
  • The target is unable to willingly move away from the grappler while grappled. Additionally, the grappler's movement speed is halved unless they release the grappled target.
  • The grappler gains advantage on attack rolls against the grappled target, while the grappled target has disadvantage on attack rolls against the grappler.
  • As an action, the grappler can squeeze the grappled target, dealing the grapple damage to them and imposing disadvantage on their next escape check.

Hauling

Hauling involves lifting, pulling, or transporting objects or individuals with strength and stability. The target's weight and size affect the difficulty of the task. The condition of the terrain and any obstacles present can also hinder or facilitate hauling. When using Hauling:


  • You could grab a falling ally and lift them to safety, pull an ally up a rope, or lift heavy objects.
  • Failure may result in the load being dropped or movement being impeded.

Intimidation

This skill focuses on instilling fear or intimidation in others. A successful Intimidation check results in:


  • The target feeling intimidated and potentially complying with demands or requests.
  • The target could gain the fear or frightened condition.
  • The target could back down from a confrontation or avoiding aggressive behavior.

Might

Might represents raw physical strength and power. Characters proficient in Might can perform tasks such as breaking chains, bending metal bars, or lifting heavy objects. When utilizing Might:


  • Characters can attempt feats of strength like breaking chains, bending metal bars, or lifting heavy objects.
  • The DM could call for a Might check in situations requiring displays of raw physical strength.
  • Success in a Might check often results in accomplishing physically demanding tasks with ease.

Shove

Shoving involves forcefully moving a creature away from you. When successful, the target is pushed back a distance determined by the Shoving check result. Additionally:


  • The shoved creature is knocked prone and takes (PM)d4 + STR modifier bludgeoning damage.
  • The shoving character cannot move the target up or down unless specified by the DM, and the distance is 5 feet and increases by 5 for every 5 points of STR above 15.

Taming

Taming involves physically handling creatures, such as calming or controlling animals. Once mounted, characters do not need to make a Taming check unless something knocks them prone. While taming:


  • Characters can attempt to physically calm or control animals.
  • Once successfully mounted, characters maintain control unless knocked prone.

Dexterity Attribute & Skills

Dexterity skill checks are great for characters that focus primarily on being physically imposing.


A skill check requires an Action to use in combat unless otherwise specified.

Dexterity Score Bonuses

Putting points into your Dexterity score has quite a few benefits. Let's discuss why you might increase your Dexterity and become an expert in Dexterity skills.

Initiative Bonus

Player characters with high Dexterity scores often act quicker in combat, granting them a bonus to their initiative rolls. This allows them to react faster and potentially act before their opponents.

Alert

18 Dexterity or higher

For every 5 points in dexterity over 10, you gain 5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Quick Reflexes

20 Dexterity or higher

You can use your reaction to halve the damage from a failed Dexterity saving throw.

Dexterity Skills

Agility

Agility pertains to nimbleness, reflexes, and coordination in physical movements. An Agility check is rolled against a difficulty set by the DM, influenced by factors such as the complexity of the action and environmental conditions. When attempting actions requiring agility:


  • Dodging attacks, balancing on precarious surfaces, or performing acrobatic maneuvers are common uses.
  • Getting out of grapples.

Balancing

This dexterity skill involves maintaining stability and poise in precarious situations, such as walking across narrow ledges or navigating treacherous terrain. Characters may make Balancing checks to stay upright and avoid falling. The DM sets the difficulty based on the instability of the surface and the character's agility.


  • Run across uneven or slippery terrain without falling.
  • Walk across a thin beam without losing balance.

Catching

Catching is the skill of intercepting or snagging objects in motion with speed and accuracy. Characters may make Catching checks to catch falling objects, snatch projectiles out of the air, or grab onto a ledge while falling. The DM sets the difficulty based on the speed and trajectory of the object and the character's agility.


  • Catching falling objects
  • Snatching projectiles out of the air
  • Grabbing onto a ledge while falling

Crafting

Crafting involves intricate tasks requiring manual dexterity and precision. You might employ it for tasks like fine woodworking, delicate engraving, or intricate jewelry-making. A Crafting check is rolled against a difficulty set by the DM, influenced by the complexity of the task and the quality of materials available.


  • Crafting detailed woodwork, carpentry, delicate engravings or carvings, intricate jewelry or metalwork.
  • Building precise mechanisms or devices.
  • Fashioning complex textiles or fabrics.

Precision

Precision is the ability to perform delicate or intricate tasks with finesse and accuracy. Characters proficient in Precision can execute tasks like disarming traps, picking locks, or performing intricate maneuvers in combat. The DM sets the difficulty based on the complexity of the task and the character's dexterity.


  • Disarming traps
  • Picking locks
  • Perform Surgery (used with Medicine for improved results)

Stealth

Stealth involves moving silently and unseen, avoiding detection or observation. You might use it to hide from enemies, sneak past guards, or eavesdrop on conversations. A Stealth check is made against a difficulty set by the DM, affected by factors like lighting, cover, and the vigilance of observers.


  • You can take the Hide action granting you advantage on Stealth.
  • Sneaking past guards
  • Eavesdropping on conversations

Trickery

Trickery involves dexterity and finesse in performing tasks with the hands, especially those involving pickpocketing, planting evidence, or performing sleight of hand tricks. A Trickery check is rolled against a difficulty set by the DM, influenced by factors such as the complexity of the task and the scrutiny of onlookers.


  • Skillfully lift items from others without being noticed.
  • Conceal or place objects to incriminate or frame someone.
  • Perform feats of manual dexterity to entertain or deceive others.

Constitution Attribute & Skills

In Crusaders TTRPG, Constitution represents a character's physical health, resilience, and endurance. It encompasses their ability to withstand physical strain, environmental dangers, and mental stress. Skills like Endurance, Starvation, and Vitality test their physical toughness, while skills like Composure and Sanity reflect their mental resilience. Tolerance showcases their resistance to diseases and toxins.


Constitution determines how well a character can endure challenges and remain effective in the face of adversity. A skill check requires an Action to use in combat unless otherwise specified.

Constitution Score Bonuses

Putting points into your Constitution score has quite a few benefits. Let's discuss why you might increase your Constitution and become an expert in Constitution skills.

Hardy

Constitution 18 or higher

Years of punishing your body has led to a powerful fortitude. You gain the following benefits:


  • You have advantage on Saving Throws against being poisoned.
  • When you eat a ration you heal for (PM)d6 + your CON modifier hit points.

Regeneration

Constitution 20 or higher

During combat, at the start of your turn, if you have at least 1 hit point remaining, you regain (1 + PM) hit points.

Hit Points

Your character gains additional hit points for having more Constitution. For every 5 points in Constitution over 10, you gain 5 hit points per level.

Class Level 1 Hit Points Hit Points Per Level Spell List
Bard 8 5 Arcane
Cleric 8 5 Support
Mage 6 4 Arcane
Shaman 10 6 Support
Shifter 12 7 Chosen
Mutant 10 6 Arcane
Rogue 6 4 Martial
Duelist 10 6 Martial
Guardian 8 5 Support
Tinkerer 10 6 Martial
Tracker 10 6 Support
Evoker 10 6 Arcane
Titan 12 7 Martial

Constitution Skills

Concentration

 Stay focused despite distractions or when searching a room. Make checks to stay alert, like watching for enemies or listening for threats. Difficulty set by distractions and focus ability.


  • Scanning a room for objectives, and hidden creatures or objects.

Composure

Maintain calm and control in stressful or chaotic situations. Characters may make Composure checks to regulate emotions, resist intimidation, or remain focused under pressure. The DM sets the difficulty based on the intensity of the situation and the character's ability to maintain self-control.


  • Regulating emotions
  • Resisting intimidation
  • Remaining focused under pressure

Endurance

Endure physical strain and maintain stamina over time. Make checks for activities like running, labor, or harsh environments. Difficulty based on task duration, intensity, and character resilience.


  • Running long distances
  • Intense labor
  • Enduring harsh environmental hazards

Sanity

Maintain mental stability against stressors. Make checks to resist manipulation, stay rational in fear, and endure trauma. Difficulty based on threat severity and character resilience.


  • Resisting manipulation
  • Staying rational in fear
  • Enduring trauma

Starvation

Characters must sustain health and energy with minimal food and water intake. They may make Starvation checks to endure prolonged periods without adequate nourishment. The DM sets the difficulty based on the severity of the deprivation and the character's physical resilience.


  • Enduring prolonged periods without adequate nourishment
  • Facing severe food and water deprivation
  • Maintaining health and energy despite starvation

Tolerance

Characters possess increased resistance to diseases and infections. They may make Tolerance checks to resist illness or poison effects, such as exposure to pathogens or venomous creatures. The DM sets the difficulty based on the severity of the threat and the character's natural immunity.


  • Resisting illness
  • Resisting poison effects
  • Natural immunity

Vitality

Representing physical robustness and injury resilience, characters use Vitality to endure exertion or heal themselves for (PM)d8 + CON (Constitution Modifier) as a bonus action a number of times equal to their Constitution modifier. The DM sets the difficulty based on the challenge and the character's stamina.


  • Enduring exertion
  • Healing wounds
  • Difficulty based on challenge and stamina

Intelligence Attribute & Skills

Intelligence skill checks are significant for characters emphasizing perception, intuition, and insight.


A skill check requires an Action to use in combat unless otherwise specified.

Intelligence Score Bonuses

Putting points into your Intelligence score has quite a few benefits. Let's discuss why you might increase your Intelligence and become an expert in Intelligence skills.

Spellcasting

Your character's spellcasting abilities, including spell save DCs and spell attack rolls, could be influenced by their Intelligence modifier. A higher Intelligence score might enhance your character's spellcasting prowess, leading to more effective magical abilities and greater success when casting spells.

Quick Study

Intelligence 18 or higher

You are quick learner, able to grasp new concepts and information rapidly, granting you a passive Science score of 10. This allows automatic success on Science skill checks with a DC of less than 10. At 24 Intelligence, this passive score increases to 15.

Subject Master

Intelligence 20 or higher

When making a Intelligence skill check, if you are at least proficient in any skill you can replace a rolled 1 with a 2.

Intelligence Skills

Analysis

Focuses on breaking down complex systems or situations into smaller components to understand their structure, function, and relationships. Characters skilled in Analysis can identify patterns, draw conclusions, and make informed decisions based on gathered information. The DM might request Analysis checks to decipher a code, analyze enemy tactics, or unravel a mystery by examining clues.

  • Breaking down complex systems
  • Identifying patterns and relationships
  • Drawing conclusions from gathered information

Engineering

Engineering involves the application of scientific and mathematical principles to design, build, and maintain structures, machines, systems, and processes. Characters proficient in Engineering can create blueprints, solve technical problems, and construct complex devices. The DM may call for Engineering checks to design a bridge, repair a malfunctioning machine, or invent a new gadget.


  • Designing structures or assessing the safety of a shaky structure
  • Solving technical problems
  • Constructing complex devices๏ปฟ

Investigation

Investigation involves physically interacting with objects or clues to gather insight, search for clues, and uncover secrets or mysteries. Use it to touch, manipulate, or closely examine objects, such as finding hidden compartments or deciphering codes. Difficulty is set by the DM based on the thoroughness of the search and task complexity.


  • Finding hidden objects
  • Deciphering codes
  • Unraveling conspiracies

Medicine

Diagnose illnesses, provide first aid, and administer treatments. In combat, heal a wounded ally for (PM)d8 + SM (Spellcasting Modifier) as a bonus action with a Medicine check a number of times equal to your Intelligence modifier per long rest. Difficulty set by the DM, based on ailment severity and medical knowledge.


  • Diagnosing illnesses
  • Providing first aid
  • Administering treatments

Memory

Recalling information and experiences from the past. Characters use Memory to remember details, facts, and events relevant to their current situation. A Memory check is made against a difficulty set by the DM, influenced by the complexity of the information and the character's familiarity with it.


  • Recalling details
  • Remembering facts
  • Recollecting past events

Technology

Technology proficiency showcases mastery over tools, devices, or systems to achieve goals or solve problems. Use it to innovate, gain project support, or enhance user experience. Difficulty is determined by task complexity, expertise needed, and technological environment.

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  • Innovating in a competitive market
  • Gaining project support
  • Enhancing user experience

Science

Explore diverse fields like physics, chemistry, and biology. Use it for experiments, substance analysis, or understanding phenomena. Difficulty set by complexity and research resources.


  • Conducting experiments
  • Analyzing substances
  • Understanding natural phenomena

Wisdom Attribute & Skills

Wisdom skill checks are significant for characters emphasizing perception, intuition, and insight.

A skill check requires an Action to use in combat unless otherwise specified.

Wisdom Score Bonuses

Putting points into your Wisdom score has quite a few benefits. Let's discuss why you might increase your Wisdom and become an expert in Wisdom skills.

Spellcasting

Your character's spellcasting abilities, including spell save DCs and spell attack rolls, could be influenced by their Wisdom modifier. A higher Wisdom score might enhance your character's spellcasting prowess, leading to more effective magical abilities and greater success when casting spells.

Observant

Wisdom 18 or higher

You possess keen observational skills, granting you a passive Insight score of 10. This allows automatic success on Insight skill checks with a DC of less than 10. At 24 Wisdom, this passive score increases to 15.

Worldly

Wisdom 20 or higher

When making a Wisdom skill check, if you are at least proficient in a skill you can replace any rolled 1 with a 2.

Wisdom Skills

Awareness

Awareness involves being attuned to one's surroundings, noticing details, and detecting potential threats or opportunities. Characters proficient in Awareness can quickly react to changes, anticipate danger, and spot hidden objects or creatures. The DM may call for Awareness checks to detect traps, sense non divine enemies, or notice changes in the environment.


  • Detecting traps
  • Sensing enemies
  • Noticing environmental changes

Cooking

Cooking involves preparing and crafting delicious meals. A successful Cooking check results in a tasty dish that can provide various benefits, such as healing, temporary buffs, or improved morale. Additionally:


  • The quality of the dish and its effects depend on the ingredients used, the Cooking skill level, and any relevant tools or equipment.
  • Failure may result in a poorly cooked or inedible dish, potentially causing negative effects or wasting ingredients.
  • Certain recipes may require specific ingredients or cooking techniques, and the DM may impose additional challenges or bonuses based on the complexity of the dish or the cooking environment.

Divination

Gain mystical insight into a specific topic, location, or individual. The DM determines the level of detail revealed. Additional skill checks or limitations may apply.


  • The accuracy and clarity of the information obtained depend on the diviner's proficiency and the complexity of the inquiry.
  • Divination spells and abilities may have specific requirements or restrictions, such as material components or time constraints, which affect their effectiveness.

Insight

Insight involves understanding the true intentions, emotions, or motivations of others. When successful, it provides valuable insights into a character's behavior or statements. Additionally:


  • A successful Insight check can reveal if someone is lying, hiding something, or acting suspiciously.
  • It can also provide hints about a creature's next course of action or reveal hidden agendas.
  • The DM might call for an Insight check to gauge a character's trustworthiness or sincerity in a conversation.

Monster Knowledge

Monster Knowledge involves detecting, identifying, and understanding the behavior of creatures in the environment. Characters proficient in Monster Knowledge can recognize signs of nearby monsters, interpret their intentions, and anticipate their actions. The DM sets the difficulty based on factors such as the creature's stealth, the character's knowledge of monster behavior, and environmental conditions.


  • Detecting signs of nearby monsters
  • Interpreting monster intentions
  • Anticipating monster actions

Nature

The DM sets the difficulty for Nature checks, considering factors like terrain complexity, weather conditions, and the rarity of plants or creatures.


  • Nature involves keen environmental awareness and herbalism.
  • You might use it to identify plants or animals, interpret nature's signals for safe passage, or gather herbs for medicinal purposes.

Tracking

Tracking involves following the trail or signs left by creatures or objects. When attempting to track, make a skill check against a difficulty set by the DM, influenced by factors such as the freshness of the trail, the terrain, and weather conditions. While tracking:


  • You can determine the direction and approximate number of creatures or objects being tracked.
  • You can discern the size and type of creatures or objects being tracked.
  • You may uncover additional information, such as the speed, gait, or purpose of the tracked entities.
  • You can attempt to follow the trail stealthily, avoiding detection by your quarry.

Charisma Attribute & Skills

Charisma skill checks are great for characters that focus primarily on likability or infamy.

A skill check requires an Action to use in combat unless otherwise specified.

Charisma Score Bonuses

Putting points into your Charisma score has quite a few benefits. Let's discuss why you might increase your Charisma and become an expert in Charisma skills.

Spellcasting

Your character's spellcasting abilities, including spell save DCs and spell attack rolls, could be influenced by their Charisma modifier. A higher charisma score might enhance your character's spellcasting prowess, leading to more effective magical abilities and greater success when casting spells.

Social Awareness

Charisma 18 or higher

You possess innate social intuition, granting you a passive Etiquette score of 10. This allows automatic success on Etiquette skill checks with a DC of less than 10. At 24 Charisma, this passive score increases to 15.

Diplomat

Charisma 20 or higher

When making a Charisma skill check, if you are at least proficient in any skill you can replace a rolled 1 with a 2.

Charisma Skills

Conviction

Assess belief and sincerity in yourself or others. Use it to inspire trust, detect deception, or evaluate promises. Checks involve discerning genuineness based on situation complexity and insight.


  • Inspiring trust
  • Detecting deception
  • Evaluating promises

Deception

Trickery and deceit to achieve objectives. Use it to lie convincingly, disguise intentions, or mislead others. DM sets difficulty, often contested by Insight. Influenced by believability and perception.


  • Lying convincingly
  • Disguising intentions
  • Misleading others

Diplomacy

Utilize charm, reputation, and persuasion to achieve goals. Tasks include changing minds, negotiating deals, or showing respect. Roll a Diplomacy check against a DM-set difficulty, influenced by the creature's disposition and situation.


  • Changing minds
  • Negotiating deals
  • Showing respect

Etiquette

Demonstrate or recognize proper social behavior and manners in various situations. Use it to show respect/disrespect, navigate formal settings, or interact effectively. Difficulty set by DM, influenced by social context and expectations.


  • Showing respect or disrespect
  • Navigating formal settings
  • Interacting effectively with others

Flattery

Gain favor or manipulate others with excessive praise or compliments. Use it to ingratiate yourself, gain trust, or persuade others. Difficulty depends on the target's receptiveness and the believability.


  • Ingratiating yourself
  • Gaining trust
  • Persuasion

Impersonation

Mimic another's behavior, speech, or appearance convincingly. Use it to deceive others, infiltrate enemy ranks, or gather information covertly. An Impersonation check is rolled against a difficulty set by the DM, influenced by observer scrutiny and portrayal accuracy.


  • Deceiving others
  • Infiltrating enemy ranks
  • Gathering information covertly

Showmanship

Captivate an audience through performance or presentation. Use it to entertain a crowd, impress a noble, or sway opinions. Roll a Showmanship check against a difficulty set by the DM, influenced by audience receptiveness and performance quality.


  • Entertaining a crowd
  • Impressing a noble
  • Swaying opinions

Saving Throws in Crusaders TTRPG

In previous editions of Dungeons and Dragons they used 3 saving throws. Fortitude, Reflex, and Will saving throws rather than having each save be it's own category. This not only made characters less Multi Ability Dependent (MAD) but simplified creation. In Crusaders TTRPG, we decided that this is the best way to do it, but with a twist.

Saving Throws Calculated

Saving throws are calculated for you, to update the scores to the correct scores click the circle after you finish inputting your Attribute scores. For proficiency you can click a circle next to a skill multiple times, the outer layer means 1/2 proficiency, full circle is proficiency, circle plus outer is expertise, and an empty circle means no proficiency. For saving throws you can only be proficient or not proficient, they are calculated as follows:
Fortitude Saving Throw: 2 + CON + CHA * .5
Reflex Saving Throw: 
2 + STR + DEX * .5
Will Saving Throw: 
2 + INT + WIS * .5

Fortitude Saving Throw

Fortitude: 2 + CON + CHA * .5

A Fortitude saving throw is a roll made by a character to resist or endure certain effects that directly target their physical resilience and stamina. It is used to resist harmful effects such as poisons, diseases, environmental hazards, and other physical ailments that could potentially weaken or incapacitate the character.


This represents the character's combined physical strength and endurance, reflecting their ability to withstand physical challenges and shrug off harmful effects that target their body's resilience.

Reflex Saving Throw

Fortitude: 2 + CON + CHA * .5

A Reflex saving throw is a roll made by a character to evade or dodge certain effects that require quick reflexes and agility. It is used to avoid traps, spells, and other sudden threats that target the character's ability to react swiftly and evade danger.


To calculate your Reflex saving throw score, you 2 + your Dexterity and Intelligence modifiers and divide the total by 2, rounding down. This represents the character's combined agility and awareness, reflecting their ability to react quickly and instinctively to sudden dangers and threats.

Cognitive Saving Throw

Fortitude: 2 + CON + CHA * .5

A Will saving throw is a roll made by a character to resist or overcome mental or magical effects that target their mind and willpower. It is used to resist spells, illusions, and other effects that attempt to manipulate or control the character's thoughts, emotions, or actions.


To calculate your Will saving throw score, you 2 + your Wisdom and Charisma modifiers and divide the total by 2, rounding down. This represents the character's combined mental fortitude and force of personality, reflecting their ability to resist mental influence and maintain control over their own thoughts and actions.

Understanding Resistance and Vulnerability in Crusaders

In Crusaders, characters and creatures can be more or less affected by certain types of damage, like from swords or magic spells. This is represented through "Resistance" and "Vulnerability." Imagine Resistance as armor that reduces damage, and Vulnerability as a weakness that increases it. We categorize these effects into tiers to show how strong the resistance or vulnerability is.


Resistance Tiers:

  • Minor Resistance (20%): Your character shrugs off a small portion of the damage.
  • Lesser Resistance (35%): A bit more of the damage is ignored.
  • Resistance (50%): Half of the incoming damage doesn't affect you.
  • Greater Resistance (65%): You're now able to ignore even more damage.
  • Immunity (80%): Very little damage gets through to you.
  • Invulnerability (95%): Almost nothing can hurt you.


Stacking Resistance: If your character has more than one source of the same type of resistance (like two spells that give Minor Resistance to fire), these don't just add up. Instead, you move up to the next tier (from Minor to Lesser Resistance in this example).


Vulnerability Tiers:

  • Minor Vulnerability (20%): You take a bit more damage than usual.
  • Lesser Vulnerability (35%): The extra damage you take increases.
  • Vulnerability (50%): You take twice the damage.
  • Greater Vulnerability (65%): Damage to you is significantly increased.
  • Extreme Vulnerability (80%): You're very susceptible to more damage.
  • Max Vulnerability (95%): Almost any hit feels like a critical blow.


Stacking Vulnerability: Similar to resistance, if you have more than one source of vulnerability to the same type of damage, you move up to the next level of vulnerability instead of adding the percentages together.

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Canceling Out Effects: If your character has both resistance and vulnerability to the same type of damage, they can cancel each other out or reduce the effect, depending on their levels. For example, if you have Minor Resistance and Minor Vulnerability to fire damage, they nullify each other, and you take normal damage. If the resistance is higher than the vulnerability, you retain a level of resistance equivalent to the difference.

Elemental Damage Types

  • Acid: Damage caused by corrosive substances or chemicals.
  • Air: Damage caused by the force of wind or air currents.
  • Earth: Damage caused by the power of rocks, soil, or minerals.
  • Fire: Damage caused by intense heat or flames.
  • Ice: Damage caused by extreme cold or freezing temperatures.
  • Lightning: Damage caused by electricity or electrical charges.
  • Nature: Damage caused by natural elements such as plants, animals or weather patterns.
  • Sonic: Damage caused by sound waves or vibrations.
  • Poison: Damage caused by toxins or harmful substances.
  • Water: Damage caused by the force or pressure of water.

Otherworldly Damage Types

  • Cosmic: Damage caused by the power of stars, space, or celestial energy.
  • Dark: Damage caused by negative energy or unholy power.
  • Ethereal: Damage caused by the power of the spirit world or other planes of existence.
  • Force: Damage caused by pure energy or telekinetic force.
  • Lunar: Damage caused by the power of the moon or lunar energy. This could include effects like moonlight, tides, or lunar phases, and could be associated with magic, mysticism, or lunar goddesses.
  • Necrotic: Damage caused by the power of death or decay.
  • Psychic: Damage caused by mental energy or the power of the mind.
  • Radiant: Damage caused by the power of positive energy or holy powers.
  • Solar: Damage caused by the power of the sun or solar energy. This type of damage is often associated with heat, and can cause burns, dehydration, or sickness.
  • Time: Damage caused by the manipulation of time or temporal energy.

Frequently Asked Questions

Official answers to questions that may arise.

  • Can I Use A Different Check To Do A Task?

    Encouraging teamwork is a fundamental aspect of the game, fostering collaboration among players to achieve common goals. For instance, players may opt to utilize their individual strengths by choosing between a Science or Nature check to study a plant, or an Etiquette check instead of an Insight check to discern if someone is behaving suspiciously. This approach empowers players to leverage their unique abilities and skillsets to tackle challenges effectively within the game's framework.

  • How Should I Build?

    In our design philosophy, we prioritize player agency and encourage individual creativity in character creation. While we do not impose strict guidelines on character development, we emphasize the importance of considering the broader context of gameplay balance.


    It is important to recognize that specializing in a particular aspect of gameplay may result in proficiency in that area, but could also lead to limitations or challenges in other areas. Characters who focus solely on one aspect, or strive for a "pure" build, may excel in their chosen field but may encounter difficulties or setbacks in other areas of gameplay.


    We believe that a well-designed game experience encompasses a variety of challenges and opportunities, beyond simply excelling in specific skill checks. A balanced and immersive dungeon or setting provides opportunities for diverse gameplay experiences, including exploration, problem-solving, combat, and role-playing interactions. Our goal is to create a rich and dynamic game environment that encourages players to explore and engage with all aspects of the game world.

  • When Do I Choose My Spell's Damage Type?

    In our system, we prioritize the significance of player choices. To streamline the Dungeon Master's experience, we have simplified spell mechanics by allowing players to select their spell's damage type during character creation. This approach empowers players to tailor their characters to their preferred playstyle and thematic preferences from the outset.

  • Why No Perception Check?

    In Dungeons & Dragons, the traditional perception check can sometimes disrupt immersion by relying solely on the roll of a die. As an alternative, the Dungeon Master (DM) can choose to directly inform players of relevant details based on their character's actions and behavior.


    For instance, a character who carefully examines an object may make an Investigation check, allowing them to physically interact with the object and glean additional information beyond what is immediately apparent. Similarly, a character who senses a divine presence or seeks insight into mystical matters may make a Divination check, tapping into their connection with the divine or their knowledge of arcane lore.


    Additionally, a Concentration check may be employed by characters who wish to focus their attention on specific details or areas that the DM has deliberately kept out of the initial description. This allows players to actively engage with the environment and uncover hidden clues or secrets that may have been overlooked.


    By incorporating these alternative checks, players can maintain immersion in the game world while still engaging with their surroundings in a meaningful way, without solely relying on the randomness of a perception check.

  • So, If Concentration Is A Skill, How Do Casters Concentrate on Spells?

    Instead of concentration, casters employ channeling to maintain spells. While channeling, casters cannot cast additional spells, but they can still cast cantrips. If a caster initiates a new spell or action that is not an "On Hit" or cantrip while maintaining a spell, the ongoing spell immediately ends. 


    This distinction is particularly relevant when considering the martial spell list.

  • Doesn't Everyone Have The Capability To Do [Insert Skill]?

    Any character can excel at memory-based checks by gaining expertise in the Memory skill. Even characters lacking high Intelligence can leverage exceptional memory skills through this proficiency, it's still an Intelligence skill. Discussing skill adjustments with the Dungeon Master to ensure the best fit for their character's abilities and enjoyment at the table, though it's not typically recommended to alter skill assignments, we don't want to ruin your table's fun solely for mechanical reasons.

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