Classic heroic fantasy, on the 5e SRD

Fantasy

Roll the d20, feel the weight of every hit point.

Fantasy, the world

The world

Where it happens

A world of ancient kingdoms, dark forests, and forgotten gods where heroes rise from ordinary origins to face world-ending threats. The central tension is survival against a cosmos that does not care: monsters hunger, dungeons collapse, and every ally has a price.

Sessions are driven by player choice and dice. You declare an action, the GM sets the stakes, and a d20 decides what happens. Combat is tactical and lethal in the early levels, epic and cinematic by the later ones. Lorewend improvises the world prose; the engine tracks every number with precision.

The killer tomb — a grave built as a weapon — the warnings are part of the trap, and the legends in every tavern are the invitation
image slot · The killer tomb
The killer tomba grave built as a weapon — the warnings are part of the trap, and the legends in every tavern are the invitation
The dragon’s country — a land living under wings: the tithe-day comes whether you are ready or not, and a whole country arranges its life around the high crags
image slot · The dragon’s country
The dragon’s countrya land living under wings: the tithe-day comes whether you are ready or not, and a whole country arranges its life around the high crags
The high market — a smithy, a pawnbroker and a poisoner’s back shelf — the last healing potion is a scene, and the pawnbroker remembers every face
image slot · The high market
The high marketa smithy, a pawnbroker and a poisoner’s back shelf — the last healing potion is a scene, and the pawnbroker remembers every face
The temple — the economy of the divine: coin, penance — and the unpayable, where a miracle is a petition and the god’s own book keeps the account
image slot · The temple
The templethe economy of the divine: coin, penance — and the unpayable, where a miracle is a petition and the god’s own book keeps the account
The salt road — the ship is the stronghold that moves — and a sail on the horizon is the table’s favorite question: colors shown, colors false, or no colors at all
image slot · The salt road
The salt roadthe ship is the stronghold that moves — and a sail on the horizon is the table’s favorite question: colors shown, colors false, or no colors at all
The uncharted isle — a coast no chart carries: the map grows by walking, the great beasts own the valleys — and getting home is half the adventure
image slot · The uncharted isle
The uncharted islea coast no chart carries: the map grows by walking, the great beasts own the valleys — and getting home is half the adventure
The land behind the hedge — getting in is easy — that is the warning. Time slips, names have prices, and every gift is a loan somebody ledgers
image slot · The land behind the hedge
The land behind the hedgegetting in is easy — that is the warning. Time slips, names have prices, and every gift is a loan somebody ledgers
The wizard’s wager — a gauntlet built as a game, posted at the crossroads: bring wit — the maker is not collecting corpses, but material
image slot · The wizard’s wager
The wizard’s wagera gauntlet built as a game, posted at the crossroads: bring wit — the maker is not collecting corpses, but material

Eight stages of the classic campaign — and behind them the whole open shelf: wars and sieges, courts and trials, intrigues, hauntings, the deep delves and the long game. This is the fantasy you already know, run on dice nobody can fudge.

And where your band begins is your choice. Fantasy happens EVERYWHERE — nine bands of the wide world, each with its own foes, weather and prize. You pick where your first campaign opens (the settled lands are the default — the classic road-inn and harvest-fair start); every other band is a journey away.

The settled lands
The settled lands
The settled landsShires, road-inns and harvest fairs — the small wars of the settled world. Your band starts the classic way: a job at the inn, a purse to win at the fair, and a tithe cart that never reached the temple though the drovers swear they delivered it. They did — somewhere. Bandits, goblin raids and a marauding giant are the danger on the roads.
The frozen reaches
The frozen reaches
The frozen reachesGlaciers, tundra holds and month-long nights. A beacon on the winter caravan road has gone dark — the keepers haven’t signaled in nine days and the pass closes in twelve. The beacon, when you reach it, is lit. Something is standing in front of it. Wolves, a shaggy-white ogre and a frost giant own the white.
The mountain holds
The mountain holds
The mountain holdsPeaks, mines and dwarven galleries. A surface smelter still buys ore from a hold that stopped selling a month ago — yet the wagons keep coming, on time, driven by strangers who pay the road-tolls in old coin. Someone is mining a hold the miners left. Orc war-bands, a griffon and a stone giant keep the high stone.
The deep forests
The deep forests
The deep forestsTrackless green and fey crossings. A charcoal-burner pays in honey and dread: the grove her family has coppiced for five generations went silent — no birds, no wind — and her whistling son walked into it yesterday. A fey crossing has moved, and something holds the door. A dire wolf, an owlbear, a green hag and the elven courts keep the wood.
The coastal isles
The coastal isles
The coastal islesPorts, wreckers and sea-caves. Wreckers’ children swear the drowned chapel’s bell rang three times at slack tide — from under the water — and the harbormaster is paying for divers who can also hold a sword. The bell is a warning someone below is still ringing. Pirates, reef-things and a kraken in the deep own the tide.
The fenlands
The fenlands
The fenlandsMists, drowned roads and stilt villages. The only causeway through the fen is draining — the water is going somewhere — and the stilt villages that live by the wet are packing knives. What the fen preserved is waking up dry. Lizardfolk tribes, a ghast and a young black dragon rule the wet dark.
The desert badlands
The desert badlands
The desert badlandsCaravan roads, glass ruins and buried tombs. Two wells on the caravan road went sweet-then-poison in a week; the third is guarded by a mummy’s court that claims the water was theirs first — and offers honest terms. The caravan lords’ counter-offer is not. Gnoll packs, a mummy and a blue dragon’s court keep the sand.
The deep jungles
The deep jungles
The deep junglesCanopy gloom, serpent ruins and fever rivers. A porters’ guild sells your crew the ledger of an expedition nobody came back from — good maps ending in one repeated line of a dead script. The god at the ruin still keeps accounts, and the ledger is a debt. A giant snake, serpent-cultists and the great apes own the green.
The lightless deeps
The lightless deeps
The lightless deepsCaves past the sunlit world: sunless seas, fungal forests and drow spire-cities. A mining town’s new shaft broke into a stair nobody dug — old, worn smooth, and DESCENDING. The town wants a survey; the priest wants it sealed; something below wants visitors. Light is the resource here; drow patrols and cave-horrors keep the dark.

Nine ways in — the whole wide world. Set a campaign in any band; the dungeon under the town is only ever one of them.

the last healing potion

Gold, and what it buys

An economy, not a vending machine

A town with one “shop” plays like a vending machine. Here a town has a smithy, a pawnbroker and a poisoner’s back shelf — and it plays like a place. Stock is finite and restocks weekly, so the last healing potion is a scene: who else wants it? Haggling is a real contest, once per item until the shelves restock — a silver tongue is a discount, not a slot machine. And who buys your loot matters: a pawnbroker pays better than the going rate, a desperate scrap dealer worse, and every fence remembers your face.

Knowledge sells like any ware: the tavern rumor, the informant’s fee, the proper chart, the treasure map with a bloodstain on the corner — and half the fun is whether the seller lied. Every town keeps a back room of things with licenses they don’t have; what’s bought there is contraband, and the Watch has eyes. A skilled hand can skip the counter entirely: forage, hunt, salvage, then craft at the campfire — or earn a guild’s teaching for the forge line. The great works, a named blade, a masterwork, are gold, days, and a story.

the pressure that drives play

What drives it

Hit points, rests, and spell slots

Every fight costs resources: hit points drain, spell slots burn, and class abilities recharge only on a short or long rest. Drop to zero and you go down, but the engine never simply kills your hero on one bad roll: a lost fight is a defeat the story carries, captured, robbed, or dragged out half-dead, not a deleted character. Death stays story-first and a last resort, never an automatic end at zero. The long road from level 1 to the high tiers demands that you conserve your resources and choose your battles carefully.

Somewhere in an archive, somebody signed — an ancestor, a mayor, a dying friend — and the clause is coming due. The paper is real, binding, and honored to the letter; that fidelity is their pride, their court, and their trap. Read the definitions before you draw. The fight is usually what the contract wants.

Fantasy, how it plays

How it plays

The systems you can ask for

Beyond the core 5e loop, the engine runs whole systems many tables skip. Ask your gamemaster for any of them — every tracked number is enforced; the fiction around it is yours.

What playing here costs: a fight you lose is a fight you lost — winding the story back at all spends Fantasy’s own Rune of Recall, and there is no other way to undo it. Beyond that, what you carry is weighed, a night away from a roof eats a ration, breaking off from a fight gives your enemies a free swing, and a camp in the open is exposed. You never have to shop for food, though: passing through anywhere that sells it, your gamemaster tops the packs up for you and pays for it out of your own purse — so the coin moves without you asking, and the ledger always says where it went. None of that can be switched off, which is what makes the numbers here worth anything - the sprawl's rent and the Lifeline contract are the only two things you choose.

Multiclass, subclasses & expertise
Combine classes as you level, take a subclass path, and double your best skills with Expertise.
Companions & mounts
Recruit allies who travel with you and fight at your side.
Guilds & factions
Join orders, earn rank and perks; rivals will not share you.
A living world
Weather, world events, quests, bounties, even property you can buy.
Craft & trade
Real prices, real carry weight, recipes, magic-item crafting.
Save & undo
Checkpoints roll the story back when a night goes wrong — and every rewind spends a rare Rune of Recall, whatever you are undoing.
The long game
Claim a cleared dungeon as property, raise a stronghold on granted land, and fly your own banner — followers, income, and a map with a heart worth threatening.
The high seas
Buy a ship whose hold is your vault, crew her with named officers, and let boarding actions, wrecks and salvage law write the voyage.
Trials, tourneys & the fair folk
Stand trial by combat, break lances at the summer tourney, and bargain at fey crossings — where the exact wording of the deal is the deal.

Every role commits to a discipline as it grows — Berserker, Lore, Life, Land, and more. See every path ↓

“The engine rolls the dice. You decide what is worth rolling for.”

the first rule of the table
Fantasy — a night at the ford, at the table

A night at the ford

Read a night at the ford

What play actually feels like — one scene of a real session, gamemaster and player, every number the engine’s own.

GamemasterThe flood took the bridge at dusk, and the ford is the only way across for a day in either direction. Travelers pile up on the near bank: a tinker’s wagon, two drovers, a courier who keeps checking the treeline. Your fire is the biggest, so the questions come to you. Somewhere upstream, a dog will not stop barking.
PlayerI ask the courier what she’s watching for. And while she answers, I’m watching her hands.
GamemasterRoll Insight — a 14, plus your +3 is 17. Her story is smooth; her hands are wrong: courier’s gloves, but the letter-case rides strapped for a left-handed draw she doesn’t have. She is carrying someone else’s satchel, and she knows you noticed. The engine logs her to your journal — she has a name now, and a first impression of you.
PlayerLow stakes, big flood. I offer her stew and say nothing. If trouble’s coming for her, I want it to find us fed. Before I sleep I’d like to prepare Bless instead of Sanctuary.
GamemasterDone — the engine swaps the preparation and keeps your slot ledger honest: two first-level slots for tomorrow, no more, however dramatic the morning gets. The night passes in watches. On yours, the dog upstream stops barking — all at once, mid-yelp.
PlayerThat’s worse than barking. I wake the drovers quietly, douse the fire, and stand between the wagons and the water with my mace out.
GamemasterInitiative — the engine rolls it for everyone, friend, stranger, and the three shapes now wading the ford. First blood is a crossbow bolt out of the dark: 5 damage, and your sheet says 13 of 18 — every point is counted, which is exactly why the next choice matters. The courier is suddenly beside you, knife out, on YOUR side. For now.
PlayerBless — on me, her, and the biggest drover. We hold the ford.
GamemasterOne slot spent, three blessings live — every roll you three make tonight carries the extra die the engine just added. Hold the water line, and by morning you will want to know who sends three armed men after one stolen satchel. The satchel, for the record, is now leaning against your pack.
the wild hunt rides

The seams in the world

Some doors were never ours

The wide world has seams: a ring of standing stones, a mirror at the wrong midnight, a cave that exhales in summer. The planes are playable long before anyone learns a gate spell — and the door is the adventure’s spine, because the way home is never guaranteed, and never the way in.

The fey country
Getting in is easy; that is the warning. A night inside is a coin-flip of calendar outside, a full name freely given can be CALLED across any distance — and every gift is a loan.
The wild hunt
On certain nights a hunt rides the sky: hide, and shelter whoever knocks; join, and come back changed; or bargain — name it a better quarry, and now you owe it a hunt.
The contract hells
Devils are law made predatory: the paper is real, binding, honored to the letter — and a party that out-lawyers a devil earns a reputation in strange places.
The elemental leak
A door stands ajar and the land tunes toward it: a week of ash-snow, tides running in a granary, lamplight burning blue and cold — the finale is a working, with a fight defending it.
The wrong door
The deep lake nobody fishes twice; three strangers dreaming the same wrong angles. Something on the far side is old, patient — and its door opens inward.
The sealed vessel
A bottle, a jar, a locked box with something bound inside: the first age of imprisonment swears riches to the rescuer; the last swears ruin to whoever comes so late. Negotiate through the seal first.
the races of Fantasy

Who you can be

25 races

Human

Human

Humans are the most widespread of peoples, found in every corner of the world and thriving in nearly every climate and culture. They are adaptable and ambitious, building kingdoms and forging alliances with a restless drive that few other species can match. Their lifespans are shorter than most, yet they achieve great things in the time they have — driven by an urgency that shapes their bold, resourceful character.

Plays well as Versatile's origin feat and Skillful's extra proficiency suit any class; Fighter, Rogue, and Bard get the most from stacked skill coverage.

Abilities
Resourceful — You gain Heroic Inspiration whenever you finish a Long Rest, letting you reroll any die immediately after rolling it.
Skillful — You gain proficiency in one skill of your choice.
Versatile — You gain an Origin feat of your choice.
Drow Elf

Drow Elf

Drow are an elven lineage whose supernatural heritage pushes their darkvision to 120 feet, far beyond other elves. Their innate magic runs toward darkness and deception: they know the Dancing Lights cantrip, and with experience gain Faerie Fire and then Darkness. They share all base elf traits — Fey Ancestry, Keen Senses, Trance — but their lineage marks them as creatures of shadow.

Plays well as Trance halves rest time and Elven Lineage adds subrace spells, strongly favouring Wizard, Druid or Ranger who lean on prepared-spell cycling.

Darkvision
120 ft
Innate magic
Dancing Lights, Faerie Fire, Darkness
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Elven Lineage — You belong to one of three lineages (Drow, High Elf, or Wood Elf), each granting a cantrip at level 1 and progressively higher spells at levels 3 and 5.
Fey Ancestry — You have Advantage on saving throws to avoid or end the Charmed condition.
Keen Senses — You have proficiency in the Insight, Perception, or Survival skill.
Trance — You don't need to sleep and can't be magically put to sleep; you finish a Long Rest in 4 hours of conscious, trancelike meditation.
High Elf

High Elf

High Elves are an elven lineage oriented toward arcane study. At the heart of their lineage is a mutable Prestidigitation cantrip they can swap for any Wizard cantrip after each Long Rest, reflecting a mind that never stops learning. Their higher-level spells — Detect Magic and Misty Step — reinforce their role as elves with a foot in the magical world.

Plays well as Trance halves rest time and Elven Lineage adds subrace spells, strongly favouring Wizard, Druid or Ranger who lean on prepared-spell cycling.

Darkvision
60 ft
Innate magic
Prestidigitation, Detect Magic, Misty Step
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Elven Lineage — You belong to one of three lineages (Drow, High Elf, or Wood Elf), each granting a cantrip at level 1 and progressively higher spells at levels 3 and 5.
Fey Ancestry — You have Advantage on saving throws to avoid or end the Charmed condition.
Keen Senses — You have proficiency in the Insight, Perception, or Survival skill.
Trance — You don't need to sleep and can't be magically put to sleep; you finish a Long Rest in 4 hours of conscious, trancelike meditation.
Wood Elf

Wood Elf

Wood Elves are an elven lineage built for the wild. Their speed increases to 35 feet, making them the fastest of the elven lineages on foot. Their magic is of the living world — Druidcraft as a cantrip, then Longstrider and Pass without Trace — granting them unmatched ability to move through and commune with natural terrain.

Plays well as Trance halves rest time and Elven Lineage adds subrace spells, strongly favouring Wizard, Druid or Ranger who lean on prepared-spell cycling.

Darkvision
60 ft
Speed
35 ft
Innate magic
Druidcraft, Longstrider, Pass without Trace
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Elven Lineage — You belong to one of three lineages (Drow, High Elf, or Wood Elf), each granting a cantrip at level 1 and progressively higher spells at levels 3 and 5.
Fey Ancestry — You have Advantage on saving throws to avoid or end the Charmed condition.
Keen Senses — You have proficiency in the Insight, Perception, or Survival skill.
Trance — You don't need to sleep and can't be magically put to sleep; you finish a Long Rest in 4 hours of conscious, trancelike meditation.
Dwarf

Dwarf

Dwarves are a stout, enduring people with deep roots in stone and mountain. Renowned for their resilience, they shrug off poison that would fell larger folk and possess an uncanny sense for the stonework beneath their feet. Dwarven communities are tight-knit, fiercely loyal, and shaped by centuries of craft and conflict with the darkness underground.

Plays well as Dwarven Toughness's +1 HP per level and Dwarven Resilience favour durable frontliners — Barbarian, Fighter, or Paladin.

Darkvision
120 ft
Resists
poison
Abilities
Darkvision — You can see in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Dwarven Resilience — You have Resistance to Poison damage and Advantage on saving throws to avoid or end the Poisoned condition.
Dwarven Toughness — Your Hit Point maximum increases by 1 at creation and again each time you gain a level.
Stonecunning — As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes while touching a stone surface, usable a number of times equal to your Proficiency Bonus per Long Rest.
Halfling

Halfling

Halflings are a small, cheerful folk known for their extraordinary luck and an almost supernatural courage despite their modest stature. They have a talent for going unnoticed, slipping through spaces that larger creatures never could. Most halflings prefer the comforts of home and community, yet an adventurous streak carries many of them far across the world.

Plays well as Luck rerolling 1s on attacks and saves, combined with Naturally Stealthy and Nimbleness, makes Rogue — and Monk — exceptionally consistent.

Size
Small
Abilities
Brave — You have Advantage on saving throws to avoid or end the Frightened condition.
Halfling Nimbleness — You can move through the space of any creature that is a size larger than you, though you can't stop there.
Luck — When you roll a 1 on the d20 of a D20 Test, you can reroll the die and must use the new roll.
Naturally Stealthy — You can take the Hide action even when obscured only by a creature at least one size larger than you.
Black Dragonborn

Black DragonbornPremium

A dragonborn of black draconic ancestry; its breath weapon and damage resistance are acid damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Acid damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Blue Dragonborn

Blue DragonbornPremium

A dragonborn of blue draconic ancestry; its breath weapon and damage resistance are lightning damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Lightning damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Brass Dragonborn

Brass DragonbornPremium

A dragonborn of brass draconic ancestry; its breath weapon and damage resistance are fire damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Fire damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Bronze Dragonborn

Bronze DragonbornPremium

A dragonborn of bronze draconic ancestry; its breath weapon and damage resistance are lightning damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Lightning damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Copper Dragonborn

Copper DragonbornPremium

A dragonborn of copper draconic ancestry; its breath weapon and damage resistance are acid damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Acid damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Gold Dragonborn

Gold DragonbornPremium

A dragonborn of gold draconic ancestry; its breath weapon and damage resistance are fire damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Fire damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Green Dragonborn

Green DragonbornPremium

A dragonborn of green draconic ancestry; its breath weapon and damage resistance are poison damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Poison damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Red Dragonborn

Red DragonbornPremium

A dragonborn of red draconic ancestry; its breath weapon and damage resistance are fire damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Fire damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Silver Dragonborn

Silver DragonbornPremium

A dragonborn of silver draconic ancestry; its breath weapon and damage resistance are cold damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Cold damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
White Dragonborn

White DragonbornPremium

A dragonborn of white draconic ancestry; its breath weapon and damage resistance are cold damage.

Plays well as Draconic Flight rewards mobile strikers, and the Breath Weapon replaces one of your attacks, so it costs a swing rather than your bonus action.

Darkvision
60 ft
Breath & resist
Cold damage
Abilities
Draconic Ancestry — You choose a dragon type from the Draconic Ancestors table; this choice determines the damage type of your Breath Weapon and Damage Resistance.
Breath Weapon — When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line of elemental energy (Dexterity save, DC 8 + Constitution modifier + Proficiency Bonus), dealing 1d10 damage of your ancestry type (scaling to 4d10 at level 17), usable a number of times equal to your Proficiency Bonus per Long Rest.
Damage Resistance — You have Resistance to the damage type determined by your Draconic Ancestry.
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Draconic Flight — Starting at level 5, you can sprout spectral wings as a Bonus Action, granting a Fly Speed equal to your Speed for 10 minutes, once per Long Rest.
Abyssal Tiefling

Abyssal TieflingPremium

Abyssal Tieflings carry a legacy tied to the demon-haunted Abyss. Their heritage grants Resistance to Poison damage and the Poison Spray cantrip at first level, escalating to Ray of Sickness and Hold Person as their power grows. Compared to their Infernal cousins, Abyssal Tieflings embody disease and corruption rather than fire and dominance.

Plays well as Fiendish Legacy's resistance and subrace spell list pair cleanly with Warlock, Sorcerer, or Paladin — all CHA-driven classes.

Darkvision
60 ft
Resistance
Poison
Innate magic
Poison Spray, Ray of Sickness, Hold Person
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Fiendish Legacy — You choose one of three fiendish legacies (Abyssal, Chthonic, or Infernal), each granting a damage resistance, a level-1 cantrip, and progressively higher spells at levels 3 and 5.
Otherworldly Presence — You know the Thaumaturgy cantrip, cast using the same spellcasting ability as your Fiendish Legacy.
Chthonic Tiefling

Chthonic TieflingPremium

Chthonic Tieflings draw their legacy from forces of death and entropy. They gain Resistance to Necrotic damage and the Chill Touch cantrip, then False Life and Ray of Enfeeblement as they advance — spells that drain vitality rather than destroy outright. Of the three legacies, Chthonic is the most focused on wearing enemies down through necrotic attrition.

Plays well as Fiendish Legacy's resistance and subrace spell list pair cleanly with Warlock, Sorcerer, or Paladin — all CHA-driven classes.

Darkvision
60 ft
Resistance
Necrotic
Innate magic
Chill Touch, False Life, Ray of Enfeeblement
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Fiendish Legacy — You choose one of three fiendish legacies (Abyssal, Chthonic, or Infernal), each granting a damage resistance, a level-1 cantrip, and progressively higher spells at levels 3 and 5.
Otherworldly Presence — You know the Thaumaturgy cantrip, cast using the same spellcasting ability as your Fiendish Legacy.
Infernal Tiefling

Infernal TieflingPremium

Infernal Tieflings are the classic fiend-blooded lineage, descended from devil pacts or diabolic bloodlines. They gain Resistance to Fire damage and the Fire Bolt cantrip at first level, then Hellish Rebuke — a reactive blast of fire — and Darkness as their legacy deepens. All three Tiefling legacies share Darkvision and the Thaumaturgy cantrip, but Infernal is the most offensively inclined.

Plays well as Fiendish Legacy's resistance and subrace spell list pair cleanly with Warlock, Sorcerer, or Paladin — all CHA-driven classes.

Darkvision
60 ft
Resistance
Fire
Innate magic
Fire Bolt, Hellish Rebuke, Darkness
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Fiendish Legacy — You choose one of three fiendish legacies (Abyssal, Chthonic, or Infernal), each granting a damage resistance, a level-1 cantrip, and progressively higher spells at levels 3 and 5.
Otherworldly Presence — You know the Thaumaturgy cantrip, cast using the same spellcasting ability as your Fiendish Legacy.
Goliath

GoliathPremium

Goliaths are towering, giant-blooded humanoids who stand nearly eight feet tall and carry the supernatural legacy of one of the giant bloodlines in their veins. They are competitive and stoic, measuring themselves constantly against the harsh challenges of mountain and wilderness. Their giant ancestry manifests as a single powerful boon — a teleport, a burst of elemental damage, damage reduction, or the ability to knock foes prone.

Plays well as Large Form and Powerful Build enable dominant grapple control, favouring Barbarian or Fighter who rely on STR-based physical dominance.

Speed
35 ft
Abilities
Giant Ancestry — You choose one supernatural boon from the Giant Ancestry options (Cloud's Jaunt, Fire's Burn, Frost's Chill, Hill's Tumble, Stone's Endurance, or Storm's Thunder), usable a number of times equal to your Proficiency Bonus per Long Rest.
Large Form — Starting at level 5, you can grow to Large size as a Bonus Action for 10 minutes, gaining Advantage on Strength checks and +10 feet of Speed, once per Long Rest.
Powerful Build — You have Advantage on checks to end the Grappled condition and count as one size larger when determining your carrying capacity.
Lineages · you always play one
Cloud — Cloud's Jaunt — bonus-action teleport 30 ft
Fire — Fire's Burn — +1d10 fire on a hit
Frost — Frost's Chill — +1d6 cold and slow on a hit
Hill — Hill's Tumble — knock a creature prone on a hit
Stone — Stone's Endurance — reaction to reduce damage (1d12 + CON)
Storm — Storm's Thunder — reaction 1d8 thunder to a nearby attacker
Orc

OrcPremium

Orcs are powerfully built warriors with a fierce adrenaline-fuelled combat instinct and an extraordinary will to survive. They see sharply in pitch darkness and can push through injuries that would kill lesser beings, dropping to their last breath through sheer determination. Orc culture values strength and deeds, and they form fierce bonds with those who have proven themselves worthy.

Plays well as Relentless Endurance prevents a killing blow once per long rest — a lifesaver for Barbarian or Fighter holding the front line.

Darkvision
120 ft
Abilities
Adrenaline Rush — You can take the Dash action as a Bonus Action and gain Temporary Hit Points equal to your Proficiency Bonus when you do, usable a number of times equal to your Proficiency Bonus per Short or Long Rest.
Darkvision — You can see in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Relentless Endurance — When reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead, once per Long Rest.
Forest Gnome

Forest GnomePremium

Forest Gnomes are a gnomish lineage tied to the living world. They know the Minor Illusion cantrip and always have Speak with Animals prepared, which they can cast a number of times equal to their proficiency bonus per long rest, without spending slots. Compared to their Rock Gnome cousins, Forest Gnomes lean toward nature and creature kinship rather than tinkering.

Plays well as Gnomish Cunning grants advantage on INT, WIS and CHA saving throws — an exceptional defensive shield for Wizard, Druid, or any arcane caster.

Darkvision
60 ft
Size
Small
Innate magic
Minor Illusion, Speak with Animals
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Gnomish Cunning — You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage — You choose either Forest Gnome (granting Minor Illusion and Speak with Animals) or Rock Gnome (granting Mending, Prestidigitation, and the ability to craft small clockwork devices).
Rock Gnome

Rock GnomePremium

Rock Gnomes are a gnomish lineage defined by mechanical ingenuity. They know the Mending and Prestidigitation cantrips, and can spend ten minutes shaping Prestidigitation into a Tiny clockwork device — a toy, fire-starter, or music box — that any creature can activate with a touch. Up to three such devices can exist at once, each lasting eight hours. Where Forest Gnomes commune with animals, Rock Gnomes build little wonders.

Plays well as Gnomish Cunning grants advantage on INT, WIS and CHA saving throws — an exceptional defensive shield for Wizard, Druid, or any arcane caster.

Darkvision
60 ft
Size
Small
Innate magic
Mending, Prestidigitation
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Gnomish Cunning — You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage — You choose either Forest Gnome (granting Minor Illusion and Speak with Animals) or Rock Gnome (granting Mending, Prestidigitation, and the ability to craft small clockwork devices).
Half-Elf

Half-ElfPremium

Half-Elves bridge two worlds, carrying the fey blood of elven ancestry alongside the adaptable spirit of humanity. They inherit elven charm resistance and perceptive senses while gaining additional skills and languages from their human side. Neither fully at home in elven society nor among humans, half-elves often become wanderers and diplomats, comfortable on the threshold between cultures.

Plays well as Versatile's two extra skills plus Fey Ancestry's advantage against being charmed suit Bard, Warlock or Paladin — the CHA classes that live in the social scene.

Darkvision
60 ft
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Fey Ancestry — You have Advantage on saving throws to avoid or end the Charmed condition.
Keen Senses — You have proficiency in the Insight, Perception, or Survival skill.
Versatile — You gain proficiency in one additional skill of your choice and learn one additional language.
Half-Orc

Half-OrcPremium

Half-Orcs combine orcish physical might and battlefield endurance with the adaptability of human heritage. They see clearly in darkness, can push past mortal limits when reduced to nothing, and sprint forward with a burst of adrenaline that temporarily shrugs off injury. Often shaped by hardship, half-orcs earn respect through actions rather than lineage and are formidable presences in any conflict.

Plays well as Relentless Endurance plus Powerful Build and Adrenaline Rush Temp HP make Half-Orc a natural Barbarian or Fighter, surviving and dominating at melee range.

Darkvision
60 ft
Abilities
Darkvision — You can see in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light (colors appear as shades of gray).
Adrenaline Rush — You can take the Dash action as a Bonus Action and gain Temporary Hit Points equal to your Proficiency Bonus, usable a number of times equal to your Proficiency Bonus per Long Rest.
Relentless Endurance — When reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead, once per Long Rest.
Powerful Build — You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Where you commit

Every path your role can take

Each class has two specializations to choose between at level 6 — an earned milestone, not a starting pick. One is its open-SRD subclass (Berserker for the Barbarian, Life for the Cleric, and so on); the other is an original we added, since the free SRD licenses only the one. Its features unlock as you climb — one at level 6, the rest at 10, 14 and 18. Committing also grants a signature gift — a piece of gear, and some gold to go with it, that marks the path.

And a second road, if you want one: from level 2 you may spend any level-up on a second class instead of your first, and keep climbing both. It asks something of you: 13+ in the deciding ability of the one you hold and the one you take, checked by the engine at the moment you ask — a refusal is a refusal, not a suggestion. It is a trade, not a bonus: your levels split between the two, so at character level 6 you stand at 3 and 3, not 6 — and the deep features of each road (the ones at 6, 10, 14 and 18) come far later, or never. Breadth now, paid for in depth. Blending two is a Premium feature; a single road is free and complete.

The features are named here; ask your gamemaster what each does in play — and the signature gift most paths grant carries a real, counted charge: spend it and the dice remember until it comes back.

Barbarian Berserker · Worldbreaker

Berserker

A warrior who feeds on fury itself — when the red haze takes hold the blows come faster and wilder, and the body pays the toll only after the killing is done.

  • L6 Frenzy — When you rage you can go into a frenzy: for the rage's duration you can make a single melee weapon attack as a bonus action on each of your turns. When the rage ends you suffer one level of exhaustion.
  • L10 Mindless Rage — You cannot be charmed or frightened while raging. If you are already charmed or frightened when you enter your rage, the effect is suspended for the rage's duration.
  • L14 Intimidating Presence — As an action, frighten one creature within 30 feet that can see or hear you: it makes a Wisdom save (DC 8 + your proficiency bonus + your Charisma modifier) or is frightened until the end of your next turn. You can extend it as an action on later turns; it ends if the creature is more than 60 feet from you or out of your line of sight.
  • L18 Retaliation — When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee weapon attack against it.

Unlock gift (L6): Frenzy-Notched Greataxe — Scarred from a hundred rages; once per short rest, reroll one damage die you roll with it. (+40 gold)

Worldbreaker

A mountain given legs and wrath, who drives tremors through the earth with every strike, shatters stone and shield alike, and simply refuses to fall while the rage still burns.

  • L6 Seismic Strike — Once per turn while raging, when you hit with a melee weapon attack you can drive a tremor through the target: it must succeed a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone, and one creature of your choice within 5 feet of it takes thunder damage equal to your Rage damage bonus.
  • L10 Unshakable — While raging you cannot be knocked prone or moved against your will except by magic of 6th level or higher, you have advantage on Strength checks and saves to shove, grapple, or break objects and bindings, and you ignore difficult terrain made of earth, rubble, or stone.
  • L14 Quake Stomp — As an action while raging, once per short or long rest, you strike the ground. Each creature within 15 feet makes a Dexterity saving throw against your Seismic Strike DC: on a failure it takes 3d8 thunder damage, is knocked prone, and its speed becomes 0 until the end of its next turn; on a success it takes half damage and is otherwise unaffected. Unattended objects and structures in the area take maximum damage.
  • L18 Rage of the Breaking World — Your Seismic Strike now deals 2d8 thunder and strikes every creature within 5 feet of the target, not just one. In addition, once per long rest, when you would drop to 0 hit points while raging you instead drop to 1, your rage does not end, and every creature within 10 feet of you is knocked prone.

Unlock gift (L6): Faultline Maul — Its head is fused stone; once per short rest, on a hit you may shove the target 5 feet as the blow lands. (+40 gold)

Bard Lore · Spymaster

Lore

A keeper of half-forgotten secrets and the perfect, wounding word, whose learning arms allies and whose cutting remark can unmake a foe's courage at the very moment of his triumph.

  • L6 Bonus Proficiencies — You gain proficiency with three skills of your choice.
  • L6 Cutting Words — When a creature within 60 feet that you can hear makes an attack roll, an ability check, or a damage roll, you can use your reaction and expend one Bardic Inspiration die to subtract the rolled number from its total. A creature immune to being charmed is unaffected.
  • L10 Additional Magical Secrets — You learn two spells of your choice from any class; they count as bard spells for you and are always prepared, but do not count against the number of bard spells you know.
  • L14 Peerless Skill — When you make an ability check, you can expend one Bardic Inspiration die and add it to the roll; you can do this after rolling but before learning whether it succeeds.

Unlock gift (L6): Annotated Folio — A scholar's traveling book; once per long rest, gain advantage on one Arcana, History, or Lore check. (+50 gold)

Spymaster

A master who works from the shadows — pulling the strings of the powerful through a web of informants and an unerring read of who is lying and who can be bought.

  • L6 Informant Network — You cultivate a web of contacts. Spending a day and 25 gp in a settlement establishes a network there; it persists but decays one step each week you neither visit nor send 25 gp of upkeep. Where your network holds, once per long rest you can call on it to learn the answer to one specific factual question a local plausibly knows, or to arrange a discreet service (a forged document, a smuggled item, a quiet meeting). The GM sets difficulty by how guarded the matter is; on a failure the favor is refused or quietly draws the wrong attention.
  • L6 Read the Person — After at least a minute watching or speaking with a humanoid, make a Wisdom (Insight) check contested by the target Charisma (Deception). On a success you learn one true thing of your choice: their disposition toward you, their dominant motive (greed, fear, loyalty, or ambition), or whether they are lying about one specific topic you have in mind. One attempt per creature per scene.
  • L10 Puppet Strings — When a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you can use your reaction and expend one use of Bardic Inspiration to twist the moment: either subtract the rolled Bardic Inspiration die from that creature roll, or add it to the roll of a different creature you are subtly aiding. You can do this after the die is rolled but before the outcome is known.
  • L14 The Unseen Hand — Your contacts become a true apparatus. You may maintain up to three networks at once, and calling on one no longer spends your long-rest use (only the GM-set difficulty applies). Once per long rest you may run a standing operation through a network — a theft, an abduction, a tailing, a delivered warning — resolved off-screen over hours or days as the GM weighs your network reach against the target protection. If it fails, your protective contacts take the blame and you are not implicated unless the GM roll fails badly (two failures in a row).

Unlock gift (L6): Cipher Ring — A signet hiding a coded seal; once per long rest, read or forge a short message as if fluent in its cipher. (+50 gold)

Cleric Life · Verdict

Life

A vessel of pure mercy whose touch knits flesh and calls the dying back from the brink, a beacon of vitality who heals more deeply than any other devout.

  • L6 Bonus Proficiency — You gain proficiency with heavy armor.
  • L6 Disciple of Life — Whenever you restore hit points to a creature with a spell of 1st level or higher, it regains additional hit points equal to 2 + the spell's level.
  • L10 Channel Divinity: Preserve Life — As an action, present your holy symbol and restore hit points equal to five times your cleric level, divided as you choose among creatures within 30 feet. You cannot raise a creature above half its hit point maximum this way, and it has no effect on undead or constructs.
  • L14 Blessed Healer — When you cast a spell of 1st level or higher that restores hit points to another creature, you also regain hit points equal to 2 + the spell's level.
  • L18 Divine Strike — Once per turn when you hit a creature with a weapon attack, you deal an extra 1d8 radiant damage; this increases to 2d8 at 20th level.
  • L20 Supreme Healing — When you would roll dice to restore hit points with a spell, you instead use the highest number possible for each die.

Unlock gift (L6): Healer's Reliquary — A warm relic of your faith; once per long rest, a healing spell you cast restores the maximum on one of its dice. (+50 gold)

Verdict

A divine judge who marks the guilty and answers cruelty with searing light, an avenger whose retribution falls hardest on those who would strike down the innocent.

  • L6 Bonus Proficiency — You gain proficiency with heavy armor.
  • L6 Mark of Judgment — As a bonus action, mark one creature you can see within 60 feet for 1 minute (no concentration; it ends early if the creature drops or you mark another). The first time each turn the marked creature deals damage to one of your allies, it takes radiant damage equal to 1d6 + your Wisdom modifier (minimum 1). You can use this a number of times equal to your proficiency bonus per long rest.
  • L10 Channel Divinity: Sentence — As a Channel Divinity, pronounce sentence on a creature within 30 feet. It must make a Wisdom saving throw against your spell save DC. On a failure it is branded for 1 minute: it has disadvantage on attack rolls against any creature other than you, and you have advantage on attack rolls against it. It repeats the save at the end of each of its turns, ending the effect on a success.
  • L14 Aura of Reckoning — When a creature you can see within 30 feet reduces one of your allies to 0 hit points, you can use your reaction to smite it: it takes radiant damage equal to 2d8 + your cleric level and must succeed a Constitution saving throw against your spell save DC or be unable to take reactions until the end of its next turn. Once per short or long rest.
  • L18 Divine Strike — Once per turn when you hit a creature with a weapon attack, you deal an extra 1d8 radiant damage; this increases to 2d8 at 20th level.
  • L20 Final Verdict — Once per long rest, when you use Mark of Judgment you may declare a Final Verdict on the target. While the mark lasts, you and your allies have advantage on saving throws against that creature spells and abilities; and if it drops to 0 hit points before the mark ends, it cannot be restored to life by raise dead, reincarnate, or resurrection — only true resurrection or a wish can return it.

Unlock gift (L6): Scales of the Verdict — A brass token of judgment that turns a blow meant for the guilty (+1 AC). (+50 gold)

Druid Land · Wild Hunt

Land

A keeper of the wild’s quiet seasons, drawing strength from forest, marsh, and mountain, who walks untouched through thorn and bog and is warded by the green world itself.

  • L6 Bonus Cantrip — You learn one additional druid cantrip of your choice.
  • L6 Natural Recovery — Once per day during a short rest, you can recover expended spell slots whose combined level is no more than half your druid level (rounded up), none of 6th level or higher.
  • L10 Circle Spells — Choose a land type (such as forest, grassland, mountain, or swamp). You gain its circle spells, always prepared at the levels listed for that land, and they do not count against the number of spells you can prepare.
  • L14 Land's Stride — Moving through nonmagical difficult terrain costs you no extra movement, and you can pass through nonmagical plants without being slowed or taking damage from them. You have advantage on saves against plants magically created or manipulated to impede movement.
  • L18 Nature's Ward — You cannot be charmed or frightened by elementals or fey, and you are immune to poison and disease.
  • L20 Nature's Sanctuary — When a beast or plant creature attacks you, it must succeed a Wisdom save against your spell save DC or choose a different target; on a success it is immune to this effect for 24 hours.

Unlock gift (L6): Seedbound Staff — Living wood that buds in your hand; once per long rest, cast a druid cantrip without somatic components. (+40 gold)

Wild Hunt

A dread sovereign of the deep woods who cows beasts with a glance, grows mightier the wilder the land, and at the last looses a spectral hunting pack upon his prey.

  • L6 Speaker of the Wild — You can cast Speak with Animals at will without a spell slot. In addition, you have advantage on Wisdom (Animal Handling) checks and on saving throws against being frightened.
  • L6 Rebuke the Beast — As an action, present yourself as the apex of the wild. Each beast within 30 feet that can see or hear you must succeed a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute (it repeats the save at the end of each of its turns). A beast that fails by 5 or more flees instead for that duration. A beast controlled or charmed by another creature makes the save with disadvantage, and you learn it is being controlled. You can use this a number of times equal to your proficiency bonus per long rest.
  • L10 Spells of the Hunt — You always have these spells prepared and they do not count against the number you can prepare: hunter's mark, locate animals or plants, conjure animals, locate creature, and insect plague. You cast hunter's mark using your Wisdom, and you do not lose concentration on it when you Wild Shape.
  • L14 Dread of the Deepwood — As an action, once per short or long rest, you loose the dread of the wild in a 30-foot radius. Each creature of your choice there makes a Wisdom saving throw against your spell save DC; on a failure it is frightened of you for 1 minute and its speed is halved while frightened, repeating the save at the end of each of its turns. A creature that cannot see you makes the save with disadvantage.
  • L18 Heart of the Hvozd — While you are in natural terrain (forest, jungle, swamp, or untamed wild) you gain +2 AC, your walking speed increases by 10 feet, and you ignore non-magical difficult terrain. Whenever you enter a Wild Shape you gain temporary hit points equal to your druid level, and your beast-form attacks count as magical for overcoming resistance.
  • L20 The Wild Hunt Rides — As an action, once per long rest, you call a spectral hunting pack at up to three points you can see within 60 feet. A spectral predator appears at each — the GM brings them into the fight as your allies — with AC 13, HP 20, +6 to hit, and one attack for 2d6 force damage; each is immune to being frightened, acts on your initiative, obeys you, and fades after 1 minute or at 0 HP. While at least one survives, you and allies within 30 feet of a predator have advantage on attack rolls against any creature that is frightened.

Unlock gift (L6): Antler Totem — Bone of the first stag; once per short rest, your next move ignores difficult natural terrain. (+40 gold)

Fighter Champion · Duelist

Champion

A peerless athlete of the blade who wins by sheer, relentless prowess — finding the killing stroke more often than any other and refusing to drop while a fight still rages.

  • L6 Improved Critical — Your weapon attacks score a critical hit on a roll of 19 or 20.
  • L10 Remarkable Athlete — You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check that does not already use it, and your running long jump distance increases by a number of feet equal to your Strength modifier.
  • L14 Additional Fighting Style — You choose a second Fighting Style option. (The sheet holds ONE active style — record the one currently fighting with via mutate_state fightingStyle; switching between your two styles out of combat is free.)
  • L18 Superior Critical — Your weapon attacks score a critical hit on a roll of 18-20.
  • L20 Survivor — At the start of each of your turns, if you have at least 1 hit point but no more than half your maximum, you regain hit points equal to 5 + your Constitution modifier.

Unlock gift (L6): Proving Blade — An arming sword balanced to your hand; once per short rest, reroll one attack's damage die. (+50 gold)

Duelist

A lone master of the single blade who turns every enemy stroke into an opening, parrying, riposting, and answering each miss with a precise, punishing thrust.

  • L6 Counterstroke and Guard — When a creature you can see misses you with a melee attack, you can use your reaction to make one melee weapon attack against it. In addition, while you wield a single one-handed melee weapon and no shield or other weapon, you gain +1 to AC.
  • L10 Master of the Blade — Choose a one-handed melee weapon type as your dueling blade; you gain +2 to damage rolls with it. Once per turn when you hit a creature with it, you may forgo that bonus to make a precise thrust instead: the target must succeed a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be unable to take reactions until the start of your next turn.
  • L14 Dancing Steel — Once per turn, when you take the Attack action wielding your dueling blade, you can make one additional attack with it as a bonus action. You do not add your ability modifier to this extra attack's damage, unless that modifier is negative.
  • L18 Deflecting Counterstroke — You can use Counterstroke against a ranged weapon attack that misses you, knocking the shot aside. Whenever you score a critical hit or drop a creature to 0 hit points with your dueling blade, you may immediately make one Counterstroke attack against a different creature within your reach.
  • L20 Master Duelist — Once per round, when a creature hits you with a melee attack, you can use your reaction to halve that attack damage and then make a Counterstroke attack against the attacker. While conscious and wielding your dueling blade, attackers gain no advantage against you from being unseen or from your being surprised after the first round of combat.

Unlock gift (L6): Riposting Rapier — A perfectly sprung blade; once per short rest, when a foe misses you in melee, mark it for advantage on your next attack. (+50 gold)

Monk Open Hand · Distant Thunder

Open Hand

A serene master of close combat who turns the body into a perfect weapon, redirecting an enemy's force with each strike and able to still even a beating heart with a touch.

  • L6 Open Hand Technique — When you hit a creature with an attack from your Flurry of Blows, you can impose one effect: it makes a Dexterity save or is knocked prone; or a Strength save or is pushed 15 feet; or (no save) it cannot take reactions until the end of your next turn.
  • L10 Wholeness of Body — As an action, once per long rest, you regain hit points equal to three times your monk level.
  • L14 Tranquility — At the end of a long rest you gain the effect of a sanctuary spell (save DC 8 + your Wisdom modifier + your proficiency bonus) until your next long rest; it ends early if you attack, cast a harmful spell, or deal damage.
  • L18 Quivering Palm — When you hit a creature with an unarmed strike you can spend 3 ki points to set up lethal vibrations lasting a number of days equal to your monk level. While they last you can use an action to end them: the creature makes a Constitution save against your ki save DC, dropping to 0 hit points on a failure or taking 10d10 necrotic on a success.

Unlock gift (L6): Meditation Beads — Worn smooth by your forms; once per long rest, regain one focus point during a short rest. (+40 gold)

Distant Thunder

A monk whose disciplined breath becomes concussive force, hurling thunderclaps across the field, catching arrows from the air, and answering them with the storm's own voice.

  • L6 Thunderfist — Your unarmed strikes gain a range of 20 feet, striking with a clap of concussive force; you may have them deal force damage instead of bludgeoning. When you use Flurry of Blows you may direct each strike at any target within range, and a creature you hit at range gains no benefit from cover lighter than total cover against that strike.
  • L10 Repulsing Wave — Once per turn when you hit a creature with an unarmed strike, you can spend 1 ki point to force a Strength saving throw against your ki save DC; on a failure you push the creature up to 15 feet away, and if it strikes a wall or another creature it is knocked prone.
  • L14 Catch the Lightning — When you are hit by a ranged weapon attack, you can use your reaction and spend 1 ki point to catch the shot: reduce the damage by 1d10 + your Wisdom modifier + your monk level. If you reduce the damage to 0, you may immediately hurl the caught force at a creature within 30 feet as a ranged unarmed strike dealing one roll of your Martial Arts die in force damage.
  • L18 Rolling Thunder — As an action, spend 4 ki points to loose a line of concussive force 60 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw against your ki save DC, taking 6d10 force damage and being knocked prone and pushed 10 feet on a failure, or half damage on a success.

Unlock gift (L6): Stormcaller Wraps — Hand-wraps that hum before a strike; once per short rest, one unarmed hit booms — the target has disadvantage on its next attack. (+40 gold)

Paladin Devotion · Pyre

Devotion

The shining knight of an unbroken vow, whose holy presence shields the faithful from corruption and whose blessed blade burns away the undead and the fiendish.

  • L6 Channel Divinity — You gain two Channel Divinity options. SACRED WEAPON (as an action, for 1 minute you add your Charisma modifier to attack rolls with one weapon, which sheds bright light). TURN THE UNHOLY (as an action, each undead and fiend within 30 feet that can see or hear you makes a Wisdom save or is turned for 1 minute).
  • L10 Aura of Devotion — You and friendly creatures within 10 feet of you (30 feet at 18th level) cannot be charmed while you are conscious.
  • L14 Purity of Spirit — You are always under the effect of a protection from evil and good spell.
  • L18 Holy Nimbus — As an action, once per long rest, you emanate sunlight for 1 minute: it sheds bright light in a 30-foot radius, enemies that start their turn within it take 10 radiant damage, and you have advantage on saves against spells cast by fiends and undead.

Unlock gift (L6): Oathkeeper's Sigil — A vow pressed into silver; it turns the blow your conviction would not (+1 AC). (+50 gold)

Pyre

A holy purifier wreathed in sacred fire, who brands the unclean with searing light and burns the undead and the fiendish to ash in the name of his oath.

  • L6 Channel Divinity — You gain two Channel Divinity options. PYRE BRAND (as an action, brand a creature within 30 feet for 1 minute: it sheds bright light in a 10-foot radius, gains no benefit from invisibility or being unseen against you and your allies, and the first time each turn it is hit it takes 1d6 fire damage). SEARING CENSURE (as an action, each undead or fiend within 30 feet must succeed a Wisdom saving throw against your spell save DC or be turned for 1 minute and take 1d10 radiant damage when it ends its turn within 30 feet of you; one that fails by 5 or more and whose challenge rating is at or below half your level is destroyed instead).
  • L10 Aura of the Pyre — You and friendly creatures within 10 feet of you (30 feet at 18th level) deal an extra 1d4 fire damage on a weapon hit. An undead or fiend that starts its turn within the aura takes fire damage equal to your Charisma modifier (minimum 1).
  • L14 Cleansing Flame — When you take damage from a creature within 30 feet of you, you can use your reaction to wreathe it in holy fire: it takes 3d8 fire damage (Constitution saving throw against your spell save DC for half), and you end one disease, one poison, or the charmed or frightened condition affecting you. Once per short or long rest.
  • L18 Avatar of the Pyre — As an action, once per long rest, you become a living pyre for 1 minute: you shed bright light in a 30-foot radius, you have resistance to all damage dealt by undead and fiends, your weapon attacks deal an extra 2d8 fire damage, and any undead or fiend that starts its turn within 30 feet of you must succeed a Wisdom saving throw against your spell save DC or be frightened until the end of its turn.

Unlock gift (L6): Emberbrand Censer — Coals that never cool; once per long rest, your next Divine Smite deals fire and sets an unholy foe alight (GM tracks). (+50 gold)

Ranger Hunter · Wayfarer

Hunter

A relentless slayer of great threats, schooled to fell giants, scatter hordes, and bring down the deadliest quarry — the one you want between the wilds and the helpless.

  • L6 Hunter's Prey — Choose one: COLOSSUS SLAYER (once per turn, deal an extra 1d8 to a creature below its hit point maximum); GIANT KILLER (use your reaction to attack a Large or larger creature within 5 feet that attacks you); or HORDE BREAKER (once per turn, make one extra attack against a different creature within 5 feet of your target).
  • L10 Defensive Tactics — Choose one: ESCAPE THE HORDE (opportunity attacks against you have disadvantage); MULTIATTACK DEFENSE (after a creature hits you, it takes -4 to its other attacks against you that turn); or STEEL WILL (advantage on saves against being frightened).
  • L14 Multiattack — Choose one: VOLLEY (make a ranged attack against any number of creatures within 10 feet of a point you can see, rolling separately for each); or WHIRLWIND ATTACK (make a melee attack against any number of creatures within 5 feet of you, rolling separately for each).
  • L18 Superior Hunter's Defense — Choose one defensive option, such as EVASION: when you make a Dexterity saving throw to take half damage, you instead take no damage on a success and only half on a failure.

Unlock gift (L6): Hunter's Longbow — Strung with sinew of your first kill; once per short rest, reroll one damage die against a marked quarry. (+40 gold)

Wayfarer

A lone road-walker bonded to a single blade that flares to life mid-swing, who reads strangers at a glance, never loses the trail, and marches farther than any other could.

  • L6 Bonded Blade — You bond with a single one-handed weapon over a short rest. A number of times equal to your Wisdom modifier (minimum once) per long rest, as a bonus action you may invoke one bladework that takes effect without interrupting your attacks: DEFLECT (until the start of your next turn you can use your reaction to impose disadvantage on one ranged attack against you); BRIGHT EDGE (for 1 minute the blade sheds light in a 20-foot radius and deals an extra 1d6 radiant damage on a hit); or TWIN CUT (your Attack action this turn gains one extra attack with the bonded blade).
  • L10 Read the Road — After at least a minute observing a creature, you can make a Wisdom (Insight) check (DC set by the GM): on a success you sense whether it means you harm and learn one notable thing it is concealing (a hidden weapon, a lie about a topic you have in mind, or a secret allegiance). You can also cast Speak with Animals and Comprehend Languages at will, without a spell slot.
  • L14 Tireless Wayfarer — You and companions you lead ignore the first level of exhaustion from a forced march, and your group overland speed increases by half on roads and open country. In the first round of a combat that begins from your concealment or ambush, the first attack you make that round deals an extra 2d6 damage.
  • L18 The Long Road — Your Bonded Blade gains a new invocation, SEVER (on a hit, the target must succeed a Strength saving throw against 8 + your proficiency bonus + your Wisdom modifier or drop one held item, or else have its speed halved until the start of your next turn). Once per turn you may invoke a bladework as part of making an attack rather than as a bonus action. You can no longer be surprised while conscious, nor be tracked by nonmagical means.

Unlock gift (L6): Pathfinder's Compass — It points not north but home; once per long rest, you and your group cannot become lost in the wilds for a day. (+40 gold)

Rogue Thief · Saboteur

Thief

A nimble prowler of rooftops and locked vaults, faster of hand than the eye can follow, who slips past every ward and bends any device to his purpose.

  • L6 Fast Hands — You can use the bonus action from your Cunning Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
  • L6 Second-Story Work — Climbing costs you no extra movement, and when you make a running jump the distance increases by a number of feet equal to your Dexterity modifier.
  • L10 Supreme Sneak — You have advantage on a Dexterity (Stealth) check on any turn in which you move no more than half your speed.
  • L14 Use Magic Device — You ignore all class, race, and level requirements on the use of magic items.
  • L18 Thief's Reflexes — You take two turns during the first round of any combat — one at your normal initiative and one at your initiative minus 10. You cannot use this when you are surprised.

Unlock gift (L6): Featherweight Picks — Master-forged lock tools; once per long rest, gain advantage on one Sleight of Hand or thieves'-tools check. (+40 gold)

Saboteur

A cunning alchemist-bomber who fights with fire and cleverness, scattering firebombs that spare his friends, laying hidden traps, and vanishing into his own smoke.

  • L6 Alchemist's Satchel — You carry a kit of volatile compounds. After a short or long rest you prepare a number of single-use devices equal to your proficiency bonus + your Intelligence modifier; spent devices are remade at the next rest. Drawing and using a device is part of the same action that throws or places it, and you are never harmed by your own devices.
  • L6 Firebomb — As an action you hurl a firebomb at a point within 30 feet, spending one device: each creature within 5 feet makes a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), taking 2d6 fire damage on a failure or half on a success. When you throw it you may exclude any creatures of your choice in the blast — they take no damage. The damage rises to 3d6 at 10th level, 4d6 at 14th, and 5d6 at 18th.
  • L10 Trapsmith — Over 10 minutes, spending one device, you set a hidden trap on a 5-foot space, door, or container (its concealment is your Sleight of Hand or Investigation vs a creature Perception). Choose SNARE (a creature entering makes a Dexterity save or is restrained until it frees itself with a Strength check vs your DC), GAS (a Constitution save or poisoned for 1 minute), or BLAST (4d6 fire or force, Dexterity save for half). Each trap triggers once; you can have a number of set traps equal to your proficiency bonus.
  • L14 Smoke and Mirrors — As a bonus action, spend one device to drop a 10-foot-radius cloud of smoke centered on you or a point within 30 feet; it heavily obscures the area for 1 minute or until a strong wind disperses it. You and creatures you designate when you deploy it can see through the cloud normally. While within obscurement you may Hide as a bonus action with advantage on the Dexterity (Stealth) check.
  • L18 Master Saboteur — Your Firebomb radius increases to 10 feet. Once per turn, when a creature fails a saving throw against one of your devices and is within 5 feet of one of your allies or cannot see you, it also takes your Sneak Attack damage (no attack roll needed). Once per long rest you may instead rig a Demolition Charge: 1 minute to place, then 8d6 fire or force damage in a 20-foot radius (Dexterity save for half) — enough to breach a wall or gate.

Unlock gift (L6): Saboteur's Satchel — An oilcloth pouch of volatile compounds; once per long rest, improvise one firebomb (GM sets the dice) from scavenged materials. (+40 gold)

Sorcerer Draconic · Stoneblood

Draconic

An heir of dragonkind whose blood runs with elemental fire, hardening the skin to scale, lending wings to the air, and bending lesser creatures beneath a dragon's terrible majesty.

  • L6 Dragon Ancestor — You choose a dragon type as your ancestor, setting a damage type tied to your bloodline. You can speak, read, and write Draconic, and you double your proficiency bonus on Charisma checks when interacting with dragons.
  • L6 Draconic Resilience — Your hit point maximum increases by 1 per sorcerer level, and while you wear no armor your AC equals 13 + your Dexterity modifier.
  • L10 Elemental Affinity — When you cast a spell dealing your draconic damage type, add your Charisma modifier to one damage roll; you may also spend 1 sorcery point to gain resistance to that damage type for 1 hour.
  • L14 Dragon Wings — As a bonus action you sprout dragon wings, gaining a flying speed equal to your current speed for as long as you keep them; you cannot use them in armor not made to accommodate them.
  • L18 Draconic Presence — As an action, spend 5 sorcery points to exude an aura of awe or fear in a 60-foot radius for 1 minute: each hostile creature that starts its turn there must succeed a Wisdom save or be charmed or frightened (your choice) until the aura ends.

Unlock gift (L6): Scaled Focus — A shed dragon-scale bound to your palm; your draconic blood hardens behind it (+1 AC). (+50 gold)

Stoneblood

A mage whose magic wells up from the deep earth, whose skin turns to living rock against a blow, who hurls stone shards and rends the ground itself open beneath his foes.

  • L6 Stone Ancestry — Your magic wells up from the deep earth. You learn the Druidcraft cantrip (it does not count against your cantrips known), you can speak and understand Terran, and you have advantage on saving throws against being moved against your will or knocked prone.
  • L6 Living Stone — A grain of living rock runs through your skin. While you wear no armor your AC equals 13 + your Dexterity modifier, and when you are hit by an attack you can use your reaction to harden, gaining resistance to that attack damage. You can use the reaction a number of times equal to your proficiency bonus per long rest.
  • L10 Shard Bolt — When you cast a spell that deals acid, bludgeoning, piercing, or slashing damage, you can add your Charisma modifier to one damage roll of that spell. In addition, as part of casting a sorcerer cantrip you may spend 1 sorcery point to launch a stone shard at a creature within 30 feet: a ranged spell attack dealing 1d10 piercing damage.
  • L14 Stoneskin Surge — As a bonus action, spend 3 sorcery points to encase yourself in living rock for 1 minute: you gain temporary hit points equal to your sorcerer level, resistance to nonmagical bludgeoning, piercing, and slashing damage, and your unarmed strikes and Shard Bolt deal an extra 1d10 damage. While it lasts your speed is reduced by 10 feet.
  • L18 Wrath of the Deep Earth — As an action, spend 5 sorcery points to rupture the ground in a 20-foot radius within 60 feet. The area becomes difficult terrain (jutting rock), and each creature there makes a Dexterity saving throw against your spell save DC, taking 8d6 bludgeoning damage and being restrained (a Strength check vs your DC to break free) on a failure, or half damage on a success.

Unlock gift (L6): Geode Heart — A stone that beats with your pulse; once per long rest, when you take damage you may reduce it by your CON modifier as your skin turns to stone. (+50 gold)

Warlock Fiend · Astral Sphere

Fiend

One who has struck a bargain in the lower planes, growing stronger on the deaths he deals, riding infernal luck, and able to fling an enemy screaming through Hell itself.

  • L6 Dark One's Blessing — When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum 1).
  • L10 Dark One's Own Luck — When you make an ability check or saving throw, you can add a d10 to the roll (after rolling, before the outcome). Once per short or long rest.
  • L14 Fiendish Resilience — At the end of a short or long rest, choose one damage type; you have resistance to it until you choose a different one, except damage from magical or silvered weapons.
  • L18 Hurl Through Hell — When you hit a creature with an attack, once per long rest you can fling it through the lower planes: it vanishes until the end of your next turn, then returns and takes 10d10 psychic damage (a fiend is unaffected by the damage).

Unlock gift (L6): Brimstone Seal — A pact-mark that smolders; once per long rest, recast a 1st-level warlock spell without expending a slot. (+50 gold)

Astral Sphere

A petitioner of jealous, alien spheres who trades careful questions for star-cold secrets and opens lesser gates to call down elemental servitors — though the greatest gate exacts a brutal toll.

  • L6 Astral Commune — Your patron is a tiered hierarchy of astral spheres you petition for knowledge. As a 10-minute rite, once per long rest (twice from 10th level, three times from 18th), you ask the sphere ONE question about a creature, place, object, or event; the GM answers honestly in a word or short phrase. But the spheres are alien and jealous of their secrets: the GM secretly rolls 1d6 and on a 1 the answer is a convincing lie you cannot tell from truth (a 1d8 from 14th level, as the spheres come to trust you). Afterward you sense only that the sphere has spoken, never whether it lied.
  • L10 Bind the Spirit — As a bonus action you bind a shard of your sphere into your pact weapon or a held focus for 1 minute, once per short or long rest. Choose the binding as you call it: ATTACK (your weapon deals an extra 1d8 force damage on each hit); GUARDIAN (+1 AC and resistance to one damage type you name); or KEY (advantage on checks to open, disable, or shatter locks and bonds, and your strikes ignore nonmagical cover). The shard returns to its sphere when the minute ends or when you bind another. The GM applies this as a timed buff.
  • L14 Summon the Servitor — As an action, once per long rest, you open a lesser gate and call an elemental servitor. The GM brings it into the fight as your ally with FIXED stats: AC 15, HP 45, speed 30 ft (fly 30 ft), +6 to hit, one attack for 2d8 force damage; immune to frightened and poisoned, obeys your spoken commands, acts on your initiative, and returns to its sphere after 10 minutes or at 0 HP. Name its element as you summon it for one rider: FIRE (its hit also deals 1d6 fire and ignites the flammable), STONE (+2 AC and it cannot be moved against its will), WIND (fly speed 60 ft and advantage on attacks vs grounded foes), or TIDE (its hit drops the target speed to 0 until the end of its next turn).
  • L18 Open the Greater Gate — Once per long rest you may open a greater gate instead, calling a GREATER servitor — the GM brings it into the fight as your ally — (AC 17, HP 90, +8 to hit, two attacks of 2d10 force each, plus its chosen elemental rider) that serves for 10 minutes. Or, once per long rest, you may compel a TRUE answer from your highest sphere: ask one question as Astral Commune, but the sphere cannot deceive you and volunteers one crucial related fact. The greater gate exacts a heavy toll: each time you open it you gain two levels of exhaustion.

Unlock gift (L6): Astral Lens — A disc of frozen starlight; once per long rest, ask your patron one extra question through Astral Commune with no risk of a lie. (+50 gold)

Wizard Evocation · Mind-Weaver

Evocation

A master of raw destructive magic who shapes fire and lightning at will, sculpting the blast to spare his allies and pressing every spell to its most devastating limit.

  • L6 Evocation Savant — The gold and time you spend to copy an evocation spell into your spellbook is halved.
  • L6 Sculpt Spells — When you cast an evocation spell that affects creatures you can see, you can protect a number of them equal to 1 + the spell's level: each automatically succeeds its save against the spell and takes no damage from it.
  • L10 Potent Cantrip — When a creature succeeds a saving throw against your cantrip, it still takes half the cantrip's damage (if any) and suffers no other effect.
  • L14 Empowered Evocation — You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
  • L18 Overchannel — When you cast a wizard spell of 1st-5th level that deals damage, you can deal maximum damage with it. The first time costs nothing; each later use before a long rest deals you escalating necrotic damage that ignores resistance and immunity.

Unlock gift (L6): Evoker's Orb — A glass sphere webbed with old lightning; it deflects the backlash of your own spells (+1 AC). (+50 gold)

Mind-Weaver

A mage of the silent war of thought, who guards minds against intrusion, bends the will of those who fail against him, and can shatter a rival's psyche in a single duel of wills.

  • L6 Mentalist Savant — The gold and time you spend to copy an enchantment or divination spell into your spellbook is halved. You also learn the Message cantrip and can cast it with neither verbal nor somatic components.
  • L6 Veil of Thought — You can steady a mind against intrusion. As a reaction, when you or a creature within 30 feet must make an Intelligence, Wisdom, or Charisma saving throw, you can grant advantage on that save. You can do this a number of times equal to your Intelligence modifier (minimum once) per long rest.
  • L10 Dominating Will — Once per turn, when a creature fails a saving throw against an enchantment or illusion spell you cast, you may impose one rider until the end of its next turn (no extra save): it is frightened of you, or charmed by you. In addition, the first saving throw a target makes against your Suggestion, Hold Person, Dominate Beast, Dominate Person, or Dominate Monster spells is made with disadvantage.
  • L14 Seize the Mind — As an action, once per short or long rest, you reach into a creature you can see within 60 feet (not a construct or undead, and only one with an Intelligence of 4 or higher). It makes a Wisdom saving throw against your spell save DC; on a failure it is charmed and must obey your verbal commands (requiring your concentration) for up to 1 minute. It repeats the save at the END of EACH of its turns, ending the effect on a success, and it saves with advantage whenever you command it to harm itself or its allies. You can have only one creature seized at a time.
  • L18 Mind Duel — As an action, once per short or long rest, you assail the mind of a creature within 60 feet that can cast spells or has an Intelligence of 10 or higher. The target makes an Intelligence saving throw against your spell save DC; on a failure it takes 6d10 psychic damage and is stunned until the end of its next turn, and on a success you take half that damage as the duel rebounds on you. It makes the save with disadvantage if you currently have it charmed, frightened, or dominated.

Unlock gift (L6): Loom-Sigil Ring — A ring etched with a thought-loom; once per long rest, gain advantage on a save against being charmed or frightened. (+50 gold)

the classes in action

What you can do

12 classes

Barbarian
Rage-fueled melee bruiser with unarmored toughness and primal instincts.
Bard
Silver-tongued performer who buffs allies and casts arcane magic.
Cleric
Divine conduit channeling deity power to heal and smite.
Druid
Nature priest who wild-shapes into beasts and commands the elements.
Fighter
Martial master with the broadest weapon and armor proficiencies.
Monk
Disciplined warrior spending ki points for supernatural strikes and speed.
Paladin
Holy knight who smites with divine power and inspires with auras.
Ranger
Wilderness hunter tracking prey with spells and favored enemy lore.
Rogue
Cunning striker landing brutal sneak attacks from the shadows.
Sorcerer
Born spellcaster reshaping magic through innate draconic bloodline.
Warlock
Pact-bound caster drawing eldritch power from a dark otherworldly patron.
Wizard
Scholar of the arcane preparing spells from a vast written spellbook.
the god that walks

Heaven has a stake

The power that wants something back

Half a party’s power comes from something that WANTS: a cleric’s god, a paladin’s oath, a warlock’s patron. A god in play is the most powerful person a campaign can hold — and the best divine stories never resolve into a fight. They resolve into a choice.

The patron’s price
A pact is a transaction, and the other party has terms: the magic is real and reliable, which is exactly why the bill cannot be refused without cost.
The silent god
One day the prayers go unheard — not a god who punishes, but one gone QUIET. Belief chosen in the silence is worth more than belief that was only ever answered.
The miracle
The killing blow that simply does not land. It is real, it is unearned, and it always costs — and the cruelest question it asks is “why me”.
The false prophet
Someone stands in the square claiming a god speaks through them — and the dangerous prophet is the sincere one, gathering the desperate toward a cliff.
The god that walks
An avatar in the road: the land bends around it, factions form to worship, use or banish it — the god is never the villain, only the weather no one can shelter from.
The empty heaven
A god CAN die, and its portfolio goes untended: the dead unjudged, the seasons unturned — and a million faithful left holding a silence where their whole world used to answer.
a village raises its elder — once

Death, and the door

The price of coming back

In this world, death is a DOOR, and the door has a price list — paid in diamonds, rising steeply with the depth of death. That makes diamonds the world’s strangest strategic resource: temples hoard them, lords bank them, thieves’ guilds keep one in a floor-safe the way sailors keep a lifeboat. A market that runs out of resurrection diamonds is a city where death has quietly become permanent again — nobody announces it, everyone feels it.

Most of the world stays dead. The poor stay dead — a village pools a lifetime to raise a beloved elder exactly once, and the tale is told for a century. The unwilling stay dead — the soul must consent, the system’s one mercy. And the law learns: murder where the victim walks in on Tuesday is theft of days, and the victim TESTIFIES; a corpse is a deposition the court can order; and a returned lord suing his own heirs is a campaign opening wearing a writ.

The knife trade adapts: destroy or hide the body, strike where grief makes the soul unwilling — or aim at what no spell restores: a reputation. And every veteran party has the campfire conversation eventually — the fund, the list, who we bring back and who we let rest. Have it in character, once. It is the cheapest great scene this world offers.

the arms of Fantasy

The arsenal

Arms, and what they cost

Real rows from the engine's own tables: the dice are the dice, the prices are the prices. Your gamemaster cannot fudge them, and neither can you.

Longsword1d8

The knight's plain answer to most of the world's problems.

Longbow1d8

Death at two hundred paces, fletched and patient.

Greataxe1d12

Subtlety for people who can afford a second swing.

Plate armorAC 18

A fortress you wear; the dragon notices the glare.

Potion of Healing2d4+2

Crushed-velvet warmth where the wound used to be.

Thieves' tools25 gp

Every locked door becomes a polite suggestion.

… and 299 more catalogued pieces in play.

the parley

The oldest thing in the world

A person older than kingdoms

A dragon can be a boss fight. The better use is the dragon as the SPINE of a campaign: an ancient, vain, patient intelligence whose shadow lies over a whole region — a person older than kingdoms, with a memory, a pride, and a plan. The best dragon stories spend far more time in its shadow than in its fire.

The hoard that curses
A hoard is a hook, not a reward: it is not the dragon’s magic that ruins gold-finders. It is what they already were, made rich enough to show it.
The parley
The deadliest conversation in the world: it reads a lie it has heard a thousand times, is moved by a flattery it has NOT — and a deal struck with a dragon is always real, always binding.
The dragon’s game
Riddles, wagers, contests: it keeps its word, because a dragon’s pride in its own game is the one honesty it will not sell. The trap is in the terms, not the dice.
The wyrmling raised
The deadliest thing in the world is small, helpless, and imprinting on you — and the day it is strong enough to break the bond, it chooses.
The dead dragon’s legacy
The slaying is the beginning: its terror held a hundred smaller things in check, and the peace lasts exactly until the scavengers understand the sky is empty.
The dragon behind the throne
The oldest wyrms hoard POWER, wearing a face: a councillor who never ages, a beloved ruler of a suspiciously long and prosperous reign — its best armor is that it is loved.
what hunts you in Fantasy

The opposition

What hunts you

Every foe is statted before the fight starts; what your party learns about them is recorded, hunt by hunt.

Goblin MinionHP 7

Small, vicious, and never alone for long.

OwlbearHP 59

A bear's hunger steered by an owl's patience.

TrollHP 94

It knits shut while you watch. Bring fire.

Adult Red DragonHP 256

The reason the word 'hoard' exists.

LichHP 315

Death was a door; it kept the key.

… and 344 more in the bestiary.

the garden of the caught

The statues are people

The garden of the caught

A medusa’s lair keeps its whole history in stone: the statue garden is a gallery of everyone who came before — and restoration magic turns any of them BACK. Every statue is a quest wearing a pose: the knight caught a century ago wakes into a world where his war is a chapter and his keep is a ruin; the rival company caught last spring wakes OWING you, publicly, forever; the heir caught sixty years ago wakes to find his brother’s grandson holding the title.

The garden holds more need than diamonds and spell slots will cover — the choosing is the adventure, and walking past a stone face you could have saved is the kind of scene tables remember for years. And the keeper knows what she has: a medusa who understands her garden is a hostage bank is a negotiator, not an ambush — and you are a customer, a threat, or the first people in a century who offered her a way to stop.

Begin a Fantasy campaign

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