Category: Uncategorized

  • Attack of Opportunity

    Attack of Opportunity ⤾ Trigger:  A creature within your reach that you can see makes an attack with a ranged weapon or uses an action with the Manipulate, Concentration, or Vulnerable keywords. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. This Strike doesn’t count toward…

  • Actions

    Multiple Attack Penalty (MAP) If you use actions with the Attack trait more than once on the same turn, all attacks after your first become less effective. After using each Attack action, you gain a Multiple Attack Penalty point. For each Multiple Attack Penalty point, you take a -5 penalty on attack rolls (including spell…

  • Activity Resolution

    You will take many actions as an adventurer, each of which may end in success or failure. Typically, the DM will only call for a dice roll if there is a possibility of success, a possibility of failure, and there are interesting consequences on both a success and a failure. For routine tasks performed without…

  • Ability Scores

    The Five Ability Scores Strength Strength measures your character’s physical power and endurance. Strength is useful if your character plans to engage in hand-to-hand combat wearing heavy armor. Your Strength modifier influences your melee damage rolls, your Hit Points, your Fortitude saving throws, and how much your character can carry. Dexterity Dexterity measures your character’s…

  • Spells

    Casting Spells The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you…

  • Hazard Zones

    Many spells create ongoing effects that harm creatures that move through or occupy an area. The rules of this section apply whenever a spell or effect states that it creates a “Hazardous Zone.” Whenever a creature enters the effect’s area or starts its turn in the effect’s area, the hazardous effect triggers as described in…

  • Spell Archetypes

    Area Denial These spells zone off a section of the battlefield and make it punishing for enemies to go there. They narrow the enemy’s tactical options, often with the goal of directing the enemy toward prepared defenses of a killzone. These spells should not have an initial effect on targets in the area. They form…

  • Basic Balance Math

    To Hit Chance Ranged Attack Balancing Cover is plentiful and effective. Taking basic cover gives -4 to attacks. Taking full cover gives -6 to attacks. Raising a shield gives -2 to attacks. Being hit by a melee attack disrupts cover, including the cover provided by a shield. Ranged attacks further than 30 feet away have…

  • Spell Slots

    IDEA: Casters have three primary ways to cast spells (analogous to 4e’s At-Will, Encounter, and Daily abilities): CANTRIPS: can be cast at will, without spending any resources. FOCUS: use up a limited number of slots that are replenished during a short rest. EMPOWERED: use up daily-renewed resources. Maybe also requires a FOCUS slot? Or otherwise…

  • Health

    IDEA: Resources: Any damage dealt to a character removes temporary hp first. Lots of effects grant temporary hp (healing potions, bolstering, non-daily healing spells). Temporary hp typically stacks, but the combined total of hit points + temporary hp cannot exceed a character’s base hp (some effects may allow this total to be exceeded, by some…