Character Creation
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This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Make your character in the order given below. Each step is described in full elsewhere; this is the sequence, so that nothing is chosen before the thing it depends on.
Recommended Sequence
- Roll your Zodiac sign. It is the star you were born under, and it is rolled, never chosen (see “Zodiac”).
- Choose your race (see “Races”).
- Assign your ability scores, which record what nature gave you and where it was lazy (see “Rolling Ability Scores”).
- Choose your name, and roll or choose your height and weight (see “Races”).
- Choose your alignment (see “Alignment”).
- Choose your Upbringing feat, which records what you did or how you were raised before you took up adventuring (see “Upbringing Feats”).
- Choose your class, which is your specialisation (see “Classes”).
- Roll your age, or choose it if your GM allows it and you have a clear idea of who your character has been (see “Races”).
- Choose one feat from those your class allows, or more if you begin play above 1st level (see “Feats”).
- Follow your class entry to settle your Knacks, your remaining traits, and your starting wealth (see “Classes”).
Rolling Ability Scores
You have seven ability scores (see “The Six Plus One Abilities” in “Playing the Game”). They are settled as soon as your race is known, because the race raises and lowers them, and everything chosen afterwards is chosen knowing what they are. There is more than one way to arrive at them. The Party Pool is the recommended method, and the rest of this chapter assumes it.
The Party Pool
Recommended method
Ability scores are rolled once for the whole table, and every character in the party is built from the same dice.
The Roll. One player or the GM rolls 24d6 where everyone can see them, and the three lowest dice are discarded. The twenty-one that remain are the party’s pool.
The Pool. The pool does not change. It is the same for every character in the party, and a character made later — to replace one who has died, or to bring a new player in — is built from the pool the party already rolled.
Assigning the Pool. Each player arranges the twenty-one dice into seven groups of three, one group for each ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Luck. Every die must be used, and no die may be used twice. The total of each group is that ability’s score.
Players do not arrange the pool alike, and they are not meant to. The same twenty-one dice produce different characters, because only their total is fixed.
Racial Modifiers. Your race raises and lowers certain scores (see “Races”). Apply those modifiers to each group as it is assigned, so that every score is final before it is written down.
The Cap. No ability score may exceed 16, counted after racial modifiers. Where a group would carry a score past 16, put a smaller die in that group instead: the arrangement is the player’s to make, and one that stays within the cap is nearly always there to be found. Only a pool rolled exceptionally high leaves no such arrangement, and then the score stands at 16 and the excess is lost.
Consider a party whose roll leaves the pool 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 4, 4, 4, 3, 2, 2, 2, 2, 2, 1, 1. Two of its players are making humans, whose race changes no score, and they build the characters shown on the Two Characters from One Pool table, taking the same dice to opposite ends.
Two Characters from One Pool
| Ability | Knight | Wizard |
|---|---|---|
| Strength | 6+6+4 = 16 | 2+1+1 = 4 |
| Dexterity | 6+5+2 = 13 | 6+5+5 = 16 |
| Constitution | 6+5+5 = 16 | 5+5+3 = 13 |
| Intelligence | 5+4+2 = 11 | 6+6+4 = 16 |
| Wisdom | 2+1+1 = 4 | 6+5+2 = 13 |
| Charisma | 5+5+2 = 12 | 4+2+2 = 8 |
| Luck | 4+3+2 = 9 | 5+4+2 = 11 |
| Total | 81 | 81 |
Neither player was given a better roll than the other. Each chose where the two ones would go. Had the knight been a half-orc, whose Strength rises by 2, the group of 6, 6 and 4 would have carried her past the cap, and she would have taken a 3 in place of one of the sixes and put the six elsewhere.
Nobody Rolls Three Sixteens
When each player rolls her own scores, the dice decide which character matters before anyone has spoken a word. One of them comes up with three scores near the ceiling and walks through the campaign untouched; two land somewhere ordinary; and the last one rolls a party member who is worse at everything than the guard on the gate, for twenty levels, through no decision she made. The table notices by the third session. So does the GM, who now has to build every fight so that it threatens the strong character without deleting the weak one, and who will fail at that regularly.
One pool takes the unfairness out and leaves the luck in. The dice still swing — a pool of eighty-one is a very different party from a pool of ninety-four, and the table lives with what it rolled together. But nobody at that table is carrying somebody else’s bad night, and every difference between two characters is a choice one of the players made on purpose.
Level Advancement
You earn Experience Points (XP) for enemies overcome, for treasure recovered, and for tasks completed. When your XP total equals or exceeds the figure given for the next level, you gain that level.
The Experience Points needed to reach level L are 1,000 × (L − 1)². The Character Advancement table gives the figures to level 20.
Character Advancement
| Level | Experience Points |
|---|---|
| 1 | 0 |
| 2 | 1,000 |
| 3 | 4,000 |
| 4 | 9,000 |
| 5 | 16,000 |
| 6 | 25,000 |
| 7 | 36,000 |
| 8 | 49,000 |
| 9 | 64,000 |
| 10 | 81,000 |
| 11 | 100,000 |
| 12 | 121,000 |
| 13 | 144,000 |
| 14 | 169,000 |
| 15 | 196,000 |
| 16 | 225,000 |
| 17 | 256,000 |
| 18 | 289,000 |
| 19 | 324,000 |
| 20 | 361,000 |
Beyond Level 20
S&S carries a character to level 20, and level 20 is ordinarily the highest level you attain. If you want to keep your character and continue advancing, the GM may allow advancement past level 20. The XP required for each further level is given by the same formula. You gain Hit Points and Magic Points for each new level as you otherwise would, and you choose an Epic Feat at every even level above 20.
Zodiac
As the first step of character creation, roll 1d12 to determine your character’s Zodiac sign. The sign is the constellation you were born under.
A Zodiac sign is always rolled. It is never selected by the player. The sign grants the bonus listed for it on the Zodiac Signs table, and that bonus is held for life.
Zodiac Signs
| Roll (d12) | Sign | Bonus |
|---|---|---|
| 1 | Draconus | +2 Resistance Points against Fire damage |
| 2 | Gryphus | +1 to Wisdom (Perception) checks and to your Passive Perception |
| 3 | Centaurus | The Strength requirement of any bow or armour you use is lowered by 2 |
| 4 | Phoenicea | Rolling a 1 on a Death Saving Throw counts as a single failure, not two |
| 5 | Hydrus | When you regain Hit Points from any source, you regain 1 additional Hit Point |
| 6 | Sphinga | +2 to Dexterity (Sleight of Hand) checks made to unlock or disarm a chest or other container |
| 7 | Minotaurus | +1 Armour Class |
| 8 | Cerberus | If combat begins while you are Unconscious due to sleep, you wake and stand up as a Reaction |
| 9 | Satyrus | +1 to Charisma checks made with one skill of your choice |
| 10 | Chimaera | Once per Long Rest, reroll one ability check and take either result |
| 11 | Basiliscus | +3 to saving throws made against the Petrified condition |
| 12 | Pegasus | +5 ft. Speed |
Races
Dwarf
Ability Scores: Constitution +1; Luck +1; Dexterity −2
Creature Type: Humanoid
Size: Medium
Speed: 20 feet
Darkvision. You have Darkvision with a range of 60 feet.
Dwarven Resilience. You have +5 Resistance Points against Poison damage. You also have Advantage on saving throws you make to avoid or end the Drunk condition.
Greed. You have a Knack for the Haggle skill and a +2 racial bonus on Haggle checks.
Stability. While standing on solid ground, you have Advantage on saving throws and ability checks made to resist gaining the Prone condition or being moved against your will.
Weapon Training. You have a Knack for Maces.
Dwarf Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 40 years | +3d6 | +5d6 | +7d6 |
Dwarf Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 125 years | 188 years | 250 years | +2d100 years |
1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
Dwarf Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Male | 4’ 1” | 120 lb. | +2d4 | × (2d6) lb. |
| Female | 3’ 9” | 100 lb. | +2d4 | × (2d6) lb. |
Elf
Ability Scores: Wisdom +1; Strength −1
Creature Type: Humanoid
Size: Medium
Speed: 30 feet
Elven Archetype. You are part of an archetype that grants you supernatural abilities. Choose an archetype from the Elven archetypes table.
Elven Archetypes
| Archetype | Skill Knacks | Ability |
|---|---|---|
| Black Elf | Animal Handling, Haggle | You are an innate fortune teller and sense danger before it arrives. Thrice per Long Rest, when you roll Initiative, you can roll a d6 and choose yourself or a visible ally to add that number to that creature’s Initiative. You decide before seeing the Initiative rolls. |
| Dark Elf | Intimidation, Stealth | You have Darkvision with a range of 120 feet. In direct sunlight, you have Disadvantage on Wisdom (Perception) checks that rely on sight. |
| High Elf | Arcana, History | You know one 1st-level spell of your choice from an Elemental school. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability for it; if you have no Skill Rank in that school, it counts as 1 for this spell. Once per Long Rest you can cast that spell without expending Magic Points or Material components. |
| Meadow Elf | Nature, Medicine | When you complete a Long Rest in the wilderness under the open sky, you gain 2d4 + 2 Temporary Hit Points. You can move through nonmagical difficult terrain created by nature (tall grass, mud, ice, and the like) as through normal terrain. |
| Sea Elf | Athletics, Survival | You have a Swim Speed of 30 feet, and you can breathe underwater. |
| Wood Elf | Nature, Survival | Your Speed increases to 35 feet. |
Low-Light Vision. You have Low-Light Vision.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Elf Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 110 years | +4d6 | +6d6 | +10d6 |
Elf Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 175 years | 263 years | 350 years | +2d100 years |
1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
Elf Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Male | 4’ 4” | 80 lb. | +2d6 | × (1d6) lb. |
| Female | 4’ 4” | 75 lb. | +2d6 | × (1d6) lb. |
Gnome
Ability Scores: Luck +2; Strength −1; Constitution −1
Creature Type: Humanoid
Size: Small
Speed: 20 feet
Low-Light Vision. You have Low-Light Vision.
Stealthy. You have a Knack for the Stealth skill and a +1 racial bonus on Stealth checks.
Unclouded Wits. You have +5 Resistance Points against Psychic damage. You have a +1 racial bonus to your Skill Rank in Mind magic, and a +1 racial bonus on Investigation checks made to discern magical illusions.
Gnome Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 40 years | +4d6 | +6d6 | +9d6 |
Gnome Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 100 years | 150 years | 200 years | +3d100 years |
1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
Gnome Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Male | 3’ 0” | 40 lb. | +2d4 | × (1) lb. |
| Female | 2’ 10” | 30 lb. | +2d4 | × (1) lb. |
Half-Orc
Ability Scores: Strength +2; Charisma −1; Luck −1
Creature Type: Humanoid
Size: Medium
Speed: 30 feet
Blood Rises. At the start of your turn, while you are Bloodied, you can choose to give in. You add 1d4 damage to every melee weapon hit and every Unarmed Strike that hits, and you have Advantage on saving throws to avoid or end the Frightened condition. While it lasts, you can’t willingly move out of the reach of any hostile creature that is within your reach. The effect ends when you are no longer Bloodied. The extra damage increases to 2d4 at level 10.
Die Standing. When damage reduces you to 0 Hit Points or fewer without killing you outright, you don’t gain the Unconscious condition for 1 minute. You act normally during that time, and you make a Death Saving Throw at the end of each of your turns. The first time you fail a Death Saving Throw, you collapse. Becoming Stable doesn’t end the effect — you remain on your feet, though you stop making Death Saving Throws, and you collapse when the minute ends. When you collapse, you gain the Unconscious condition, and if you aren’t Stable you continue making Death Saving Throws as normal. You can choose to collapse early at any time. If you regain any Hit Points above 0, the effect ends.
Hunter’s Nose. You have Scent with a range of 60 feet.
Weapon Training. You have a Knack for Axes.
Half-Orc Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 13 years | +1d4 | +1d8 | +2d8 |
Half-Orc Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 25 years | 38 years | 50 years | +3d10 years |
1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
Half-Orc Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Male | 5’ 0” | 160 lb. | +2d8 | × (2d6) lb. |
| Female | 4’ 10” | 140 lb. | +2d8 | × (2d6) lb. |
Human
Ability Scores: None
Creature Type: Humanoid
Size: Medium
Speed: 30 feet
Heroic. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Skilful. You gain two additional Skill Points, and one more each time your level increases.
Versatile. You gain an additional Upbringing feat of your choice.
Human Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 15 years | +1d4 | +1d6 | +2d6 |
Human Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 35 years | 53 years | 70 years | +2d20 years |
1 At middle age, −1 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
2 At old age, −2 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
3 At venerable age, −3 to STR, DEX, and CON; +1 to INT, WIS, and CHA.
Human Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Man | 4’ 10” | 120 lb. | +2d10 | × (2d4) lb. |
| Woman | 4’ 6” | 100 lb. | +2d10 | × (2d4) lb. |
A Man Is Not a Specimen
Male and female are words for stock. A physician writes them on a corpse, a breeder writes them on a pedigree, and a scholar writes them on whatever she has cut open and is no longer obliged to be polite about.
A woman is neither of these things, nor is a man.
Troll
Ability Scores: Constitution +2; Intelligence −2; Charisma −2
Creature Type: Giant
Size: Medium
Speed: 25 feet
Darkvision. You have Darkvision with a range of 30 feet.
Low-Light Vision. You have Low-Light Vision.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Regeneration. Once per round, if you have taken damage since the start of your last turn — or since the battle began, if this is your first turn — and none of it was Acid or Fire damage, you can restore 1d4 Hit Points, to a maximum of the damage taken. The healing increases to 2d4 at level 5, 3d4 at level 10, 4d4 at level 15, and 5d4 at level 20. If damage reduces you to 0 Hit Points or fewer without killing you outright, you remain Unconscious but Stable and make no Death Saving Throws, unless the damage that felled you was Acid or Fire damage.
Troll Random Starting Ages
| Adulthood | Simple | Moderate | Complex |
|---|---|---|---|
| 20 years | +2d6 | +4d6 | +6d6 |
Troll Aging Effects
| Middle Age1 | Old2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 120 years | 180 years | 240 years | +2d100 years |
1 At middle age, −1 to DEX, INT, and CHA; +1 to STR, CON, and WIS.
2 At old age, −2 to DEX, INT, and CHA; +1 to STR, CON, and WIS.
3 At venerable age, −3 to DEX, INT, and CHA; +1 to STR, CON, and WIS.
Troll Random Height and Weight
| Gender | Base Height | Base Weight | Height Modifier | Weight Modifier |
|---|---|---|---|---|
| Male | 6’ 6” | 250 lb. | +2d8 | × (2d8) lb. |
| Female | 6’ 0” | 220 lb. | +2d8 | × (2d8) lb. |
Classes
A character’s class is chosen at character creation and never changes. It supplies the numbers a character starts with, the Knacks she begins play holding, and the schedule on which she gains feats and Ability Score Improvements.
There are no subclasses, and a class grants no fixed feature at a fixed level. What a character becomes is decided by where her Skill Points go and which feats she chooses from those she is eligible for, and two members of the same class need have nothing else in common.
Each class entry opens with a summary of these values.
Primary Ability. The ability the class depends on most.
Hit Point Die. The die rolled for Hit Points at each level after the first. The entry also gives the Hit Points the character has at level 1, and what she can take in place of a poor roll thereafter.
Saving Throw Knacks. The two saving throws to which the character adds her Save Bonus (see “Saving Throws” in “Playing the Game”).
Skill, Weapon, and Armour Knacks. The Knacks the character begins with. A Knack halves the Skill Point cost of ranks in whatever it covers and raises the cap on that rank (see “Skill Rank” in “Playing the Game”).
Skill Points. The number of Skill Points the character starts with, and the number she gains at each new level.
Starting Wealth. The coin the character begins play with: a sum fixed by her class, and a little more for each year she has lived past the adulthood age of her race, counting no more than ten such years. A character who has scarcely come of age is not poorer for it than the rules can bear, and a long-lived race is not richer for a century of it.
Two sections close each entry. Spellcasting gives the schools available to the character, the formula for her Magic Point maximum, and the number and size of her Spell Dice (see “Magic Points” in “Spellcasting”); a class that casts nothing says so. Advancement gives the levels at which she gains feats and Ability Score Improvements.
Archer
Primary Ability: Dexterity
Hit Point Die: d8 per Archer level
Hit Points at Level 1: 8 + your Constitution modifier
Hit Points per Additional Level: Roll 1d8 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 5 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.
Saving Throw Knacks: Strength, Dexterity
Skill Knacks: Choose two skills that use Strength or Dexterity
Weapon Knacks: Bows; choose one from Daggers or Swords
Armour Knacks: Light
Skill Points: 8 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter
Starting Wealth: 175 cp, plus 5 cp for each year of your age past your race’s adulthood, to a maximum of ten such years
Spellcasting
An archer learns no spells, and no magic school is available to an archer by class.
Spellcasting Ability. None.
Spellcasting Knacks. None.
Magic Points. Your Magic Point maximum is 0.
Spell Die. None.
Advancement
An archer gains feats and Ability Score Improvements on the schedule shown on the Archer Advancement table. A feat is chosen from those the character is eligible for at that level.
Archer Advancement
| Level | Advancement |
|---|---|
| 1 | Feat |
| 2 | Feat |
| 4 | Ability Score Improvement |
| 6 | Feat and Ability Score Improvement |
| 8 | Ability Score Improvement |
| 10 | Feat |
| 12 | Ability Score Improvement |
| 14 | Ability Score Improvement |
| 16 | Ability Score Improvement |
| 18 | Feat |
| 20 | Feat and Ability Score Improvement |
Levels not listed grant Skill Points and Hit Points only.
Cleric
Primary Ability: Wisdom
Hit Point Die: d6 per Cleric level
Hit Points at Level 1: 6 + your Constitution modifier
Hit Points per Additional Level: Roll 1d6 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 4 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.
Saving Throw Knacks: Wisdom, Charisma
Skill Knacks: Choose two skills that use Wisdom or Charisma
Weapon Knacks: Choose one from Swords or Maces
Armour Knacks: None
Skill Points: 8 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter
Starting Wealth: 375 cp, plus 5 cp for each year of your age past your race’s adulthood, to a maximum of ten such years
Spellcasting
A cleric learns spells from the three Ego schools: Body, Mind, and Spirit. A good-aligned cleric also learns spells from Light magic, and an evil-aligned cleric from Dark magic. A neutral cleric learns from neither. No other school is available to a cleric by class, and no cleric draws on both Moral schools.
Spellcasting Ability. Wisdom.
Spellcasting Knacks. A good-aligned cleric has a Knack in Light magic and in one Ego school of her choice; an evil-aligned cleric has a Knack in Dark magic and in one Ego school of her choice. A neutral cleric gains no Moral school and has a Knack in all three Ego schools instead.
Magic Points. Your Magic Point maximum is:
Magic Points = your Cleric level × (your Mastery + your Wisdom modifier) + 4
Your Mastery is the total of your Skill Ranks in Body, Mind, and Spirit magic, and in your Moral school if one is available to you, divided by four. A school you have put no ranks in adds nothing, and a neutral cleric divides by four all the same (see “Magic Points” in “Spellcasting”).
Spell Die. d4 per Cleric level.
Example of a Cleric’s Magic Points
A level 8 good-aligned cleric has Skill Rank 4 in Light magic, Skill Rank 3 in Body magic, and Skill Rank 2 in Mind magic, with no ranks in Spirit magic, for 9 ranks in total and a Mastery of 2. Her Wisdom is 16, for a modifier of +3, so her Magic Point maximum is 8 × (2 + 3) + 4 = 44.
Advancement
A cleric gains feats and Ability Score Improvements on the schedule shown on the Cleric Advancement table. A feat is chosen from those the character is eligible for at that level.
Cleric Advancement
| Level | Advancement |
|---|---|
| 1 | Feat |
| 2 | Feat |
| 4 | Ability Score Improvement |
| 6 | Feat |
| 8 | Ability Score Improvement |
| 10 | Feat |
| 12 | Ability Score Improvement |
| 14 | Feat |
| 16 | Ability Score Improvement |
| 18 | Feat |
| 20 | Feat and Ability Score Improvement |
Levels not listed grant Skill Points and Hit Points only.
Knight
Primary Ability: Strength
Hit Point Die: d12 per Knight level
Hit Points at Level 1: 12 + your Constitution modifier
Hit Points per Additional Level: Roll 1d12 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 7 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.
Saving Throw Knacks: Strength, Wisdom
Skill Knacks: Choose two skills that use Strength, Wisdom, or Charisma
Weapon Knacks: Swords and Spears
Armour Knacks: Choose one from Light, Medium, or Heavy; Shields
Skill Points: 10 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter
Starting Wealth: 400 cp, plus 6 cp for each year of your age past your race’s adulthood, to a maximum of ten such years
Spellcasting
A knight learns no spells, and no magic school is available to a knight by class.
Spellcasting Ability. None.
Spellcasting Knacks. None.
Magic Points. Your Magic Point maximum is 0.
Spell Die. None.
Advancement
A knight gains feats and Ability Score Improvements on the schedule shown on the Knight Advancement table. A feat is chosen from those the character is eligible for at that level.
Knight Advancement
| Level | Advancement |
|---|---|
| 1 | Feat |
| 2 | Feat |
| 4 | Ability Score Improvement |
| 6 | Feat and Ability Score Improvement |
| 8 | Ability Score Improvement |
| 10 | Feat |
| 12 | Ability Score Improvement |
| 14 | Ability Score Improvement |
| 16 | Ability Score Improvement |
| 18 | Feat |
| 20 | Feat and Ability Score Improvement |
Levels not listed grant Skill Points and Hit Points only.
Paladin
Primary Ability: Strength
Hit Point Die: d10 per Paladin level
Hit Points at Level 1: 10 + your Constitution modifier
Hit Points per Additional Level: Roll 1d10 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 6 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.
Saving Throw Knacks: Strength, Charisma
Skill Knacks: Choose two skills that use Strength, Wisdom, or Charisma
Weapon Knacks: Swords; choose one from Maces or Spears
Armour Knacks: Choose one from Light, Medium, or Heavy; Shields
Skill Points: 12 + your Intelligence modifier at level 1, and 10 + your Intelligence modifier at each level thereafter
Starting Wealth: 500 cp, plus 6 cp for each year of your age past your race’s adulthood, to a maximum of ten such years
Spellcasting
A paladin learns spells from the three Ego schools — Body, Mind, and Spirit — and from Holy magic, which is granted rather than studied and is open to no other class. No other school is available to a paladin by class.
Spellcasting Ability. Charisma.
Spellcasting Knacks. None. A paladin has no Knack in any school, so no paladin can pass Skill Rank 5. Holy magic accordingly has no spells above 5th level (see “Spell Level and Skill Rank” in “Spellcasting”).
Magic Points. Your Magic Point maximum is:
Magic Points = (half your Paladin level, rounded up) × (your Mastery + your Charisma modifier) + 4
Your Mastery is the total of your Skill Ranks in Body, Mind, Spirit, and Holy magic, divided by four. A school you have put no ranks in adds nothing (see “Magic Points” in “Spellcasting”).
Spell Die. d4, one for every odd Paladin level, so your Spell Dice number half your level, rounded up.
Example of a Paladin’s Magic Points
A level 6 paladin has Skill Rank 2 in Holy magic, Skill Rank 2 in Body magic, and Skill Rank 2 in Spirit magic, with no ranks in Mind magic, for 6 ranks in total and a Mastery of 1. Her Charisma is 16, for a modifier of +3, so her Magic Point maximum is 3 × (1 + 3) + 4 = 16. She has three Spell Dice, gained at levels 1, 3, and 5. She has no Knack in any school, so 2 is her maximum rank in each of them at this level.
Advancement
A paladin gains feats and Ability Score Improvements on the schedule shown on the Paladin Advancement table. A feat is chosen from those the character is eligible for at that level.
Paladin Advancement
| Level | Advancement |
|---|---|
| 1 | Feat |
| 2 | Feat |
| 4 | Ability Score Improvement |
| 6 | Feat and Ability Score Improvement |
| 8 | Ability Score Improvement |
| 10 | Feat |
| 12 | Ability Score Improvement |
| 14 | Feat |
| 16 | Ability Score Improvement |
| 18 | Feat |
| 20 | Feat and Ability Score Improvement |
Levels not listed grant Skill Points and Hit Points only.
Rogue
Primary Ability: Dexterity
Hit Point Die: d6 per Rogue level
Hit Points at Level 1: 6 + your Constitution modifier
Hit Points per Additional Level: Roll 1d6 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 4 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.
Saving Throw Knacks: Dexterity, Charisma
Skill Knacks: Choose four skills that use Strength, Dexterity, or Charisma
Skill Rank Expertise: Choose two skills you have a Knack for. Your maximum Skill Rank in each increases by 2.
Weapon Knacks: Daggers; choose one from Swords or Rigged
Armour Knacks: Light
Skill Points: 12 + your Intelligence modifier at level 1, and 10 + your Intelligence modifier at each level thereafter
Starting Wealth: 375 cp, plus 2 cp for each year of your age past your race’s adulthood, to a maximum of ten such years
Spellcasting
A rogue learns no spells, and no magic school is available to a rogue by class.
Spellcasting Ability. None.
Spellcasting Knacks. None.
Magic Points. Your Magic Point maximum is 0.
Spell Die. None.
Advancement
A rogue gains feats and Ability Score Improvements on the schedule shown on the Rogue Advancement table. A feat is chosen from those the character is eligible for at that level.
Rogue Advancement
| Level | Advancement |
|---|---|
| 1 | Feat |
| 2 | Feat |
| 4 | Ability Score Improvement |
| 6 | Feat |
| 8 | Ability Score Improvement |
| 10 | Feat |
| 12 | Ability Score Improvement |
| 14 | Feat |
| 16 | Ability Score Improvement |
| 18 | Feat |
| 20 | Feat and Ability Score Improvement |
Levels not listed grant Skill Points and Hit Points only.
Wizard
Primary Ability: Intelligence
Hit Point Die: d4 per Wizard level
Hit Points at Level 1: 4 + your Constitution modifier
Hit Points per Additional Level: Roll 1d4 and add your Constitution modifier. If you are dissatisfied with the result, you can instead take 3 + your Constitution modifier, or reroll the die. If you reroll, you must take the new result.
Saving Throw Knacks: Intelligence, Wisdom
Skill Knacks: Choose two skills that use Intelligence or Wisdom
Weapon Knacks: Choose one from Daggers or Staffs
Armour Knacks: None
Skill Points: 8 + your Intelligence modifier at level 1, and 8 + your Intelligence modifier at each level thereafter
Starting Wealth: 275 cp, plus 3 cp for each year of your age past your race’s adulthood, to a maximum of ten such years
Spellcasting
A wizard learns spells from the four Elemental schools: Air, Fire, Water, and Earth. No other school is available to a wizard by class.
Spellcasting Ability. Intelligence.
Spellcasting Knacks. Choose two of the four Elemental schools. You have a Knack in those two and not in the other two.
Magic Points. Your Magic Point maximum is:
Magic Points = your Wizard level × (your Mastery + your Intelligence modifier) + 4
Your Mastery is the total of your Skill Ranks in Air, Fire, Water, and Earth magic, divided by four. A school you have put no ranks in adds nothing (see “Magic Points” in “Spellcasting”).
Spell Die. d4 per Wizard level.
Example of a Wizard’s Magic Points
A level 5 wizard has Skill Rank 3 in Fire magic and in Air magic, and Skill Rank 2 in Water magic and in Earth magic, for 10 ranks in total and a Mastery of 2. Her Intelligence is 16, for a modifier of +3, so her Magic Point maximum is 5 × (2 + 3) + 4 = 29. That pays for fourteen 1st-level castings, or seven 2nd-level castings with 1 Magic Point left over, or any other combination she can afford.
Advancement
A wizard gains feats and Ability Score Improvements on the schedule shown on the Wizard Advancement table. A feat is chosen from those the character is eligible for at that level.
Wizard Advancement
| Level | Advancement |
|---|---|
| 1 | Feat |
| 2 | Feat |
| 4 | Ability Score Improvement |
| 6 | Feat |
| 8 | Ability Score Improvement |
| 10 | Feat |
| 12 | Ability Score Improvement |
| 14 | Feat |
| 16 | Ability Score Improvement |
| 18 | Feat |
| 20 | Feat and Ability Score Improvement |
Levels not listed grant Skill Points and Hit Points only.
Upbringing Feats
Sturdy
Upbringing Feat
Your Hit Point maximum increases by 1 Hit Point. Whenever you gain a character level, your Hit Point maximum increases by an additional 1 Hit Point.
Hunter
Upbringing Feat
You know how to make simple makeshift weapons if the environment provides you with suitable natural materials. You can construct a Club, Quarterstaff, Javelin, Spear, or Shortbow within 15 minutes. A bow you build this way has whatever draw force you choose, up to 40 lbf, and everything else about it follows from that draw force (see “Bows” in “Equipment”). The weapon lasts until the next combat ends.
Dancer
Upbringing Feat
You can distract creatures of the same type as you with a tantalising dance from a distance of up to 60 feet, if your allies haven’t been discovered by the creatures. Each creature you distract must succeed on a Wisdom saving throw (DC 10 + your Charisma modifier) or be distracted. While creatures are distracted, if you or your allies start combat, the creatures are surprised.
Celibacy
Upbringing Feat
Prerequisite: Spellcasting Class
Your Magic Point maximum increases by 1 Magic Point. Whenever you gain a character level, your Magic Point maximum increases by an additional 2 Magic Points.
Acrobat
Upbringing Feat
Due to your flexible joints, you can take an action to free yourself from the Grappled or Restrained condition, once between Long Rests. This feat only works against conditions caused by physical restraint — such as chains, ropes, or a creature’s grip — not magical effects.
Savage
Upbringing Feat
You strike to kill — it is the only way you know. Once per turn, when you hit with a weapon attack for the first time, you roll the weapon’s damage dice twice and use the larger result.
Whipping Boy
Upbringing Feat
You gain +2 Resistance Points against Bludgeoning, Piercing, or Slashing damage.
Crafty
Upbringing Feat
You gain Knacks in three skills of your choice. Alternatively, choose one skill you already have a Knack for: your maximum Skill Rank in it increases by 2 (see “Skill Rank” in “Playing the Game”). You also receive 6 Skill Points, and whenever you gain a character level, you gain an additional 1 Skill Point.
Medic
Upbringing Feat
As a Bonus Action, you can use a Healer’s Kit to tend to a creature within 5 feet of you that is making Death Saving Throws. If the creature has one or more failures on its Death Saving Throws, it loses one failure. If the creature has no failures, it gains one success.
Christened
Upbringing Feat
You gain +2 Resistance Points against Necrotic, Psychic, or Poison damage.
Feats
A feat represents a talent or an area of expertise.
You gain feats and Ability Score Improvements on the schedule given in your class’s advancement table (see “Classes”). The two are not interchangeable. At a level that grants a feat, choose any feat whose prerequisite you meet. At a level that grants an Ability Score Improvement, you take the Ability Score Improvement feat.
Each entry names the feat’s category and gives its prerequisite, if it has one. You must meet a feat’s prerequisite to take it. A feat marked Repeatable can be taken more than once; any other feat can be taken only once.
The Ability Score Improvement feat is listed first. The rest are in alphabetical order.
Ability Score Improvement
General Feat
Prerequisite: A level that grants an Ability Score Improvement
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Accidental Discovery
Wizard Feat
Prerequisite: Wizard level 1+
You learned your very first spell by accident, working out how to cast it without any guidance. Choose one 1st-level spell from a school available to you. You know that spell, and you can cast it once without expending Magic Points or Material components. You regain the ability to cast it that way when you finish a Short or Long Rest.
Almoner
Cleric Feat
Prerequisite: Cleric level 1+
Nothing you give is wasted. When you restore Hit Points to a creature and the healing exceeds what the creature is missing, the excess becomes Temporary Hit Points, up to a maximum of your Cleric level.
Ambidextrous
Knight Feat
Prerequisite: Knight level 1+
While you are holding a weapon with the Light property in each hand, you can make one extra attack as a Bonus Action later on the same turn. You must first take the Attack action and attack with one of those weapons; the extra attack is made with the other.
Arcane Recovery
Wizard Feat
Prerequisite: Wizard level 1+
You can recover some of your spent magical energy by thinking about the magic. When you finish a Short Rest, roll a number of d4s equal to half your Wizard level, rounded up, and regain that many Magic Points. This can’t raise your Magic Points above your maximum.
Once you use this feat, you can’t use it again until you finish a Long Rest.
Armmastery
General Feat
Prerequisite: Knight, Paladin, or Archer level 6+, Skill Rank 2 or higher in a weapon group you have a Knack for, other than Bows
You have drilled with weapons long enough to exploit them effectively. You gain the Armmastery discipline (see “Discipline” in “Playing the Game”).
When you hit with a weapon from a group you have a Knack for, other than Bows, add a number of that weapon’s damage dice equal to your Skill Rank in Armmastery.
At Arm’s Length
Wizard Feat
Prerequisite: Wizard level 2+
You would rather not put your hand on it. When you cast a spell whose range is Touch, you can cast it at a range of 20 feet instead.
You can use this feat once. You can use it twice from Wizard level 9, and three times from Wizard level 15, and you regain all expended uses when you finish a Long Rest.
Basic Archery Training
Archer Feat
Prerequisite: Archer level 1+
Daily draw from a young age has built your frame around the bow. The Strength requirement of any bow you use decreases by 5 (see “Bows” in “Equipment”).
Blessed of Heaven
Cleric Feat
Prerequisite: Cleric level 2+
Heaven does not make you wait your turn. On your turn you can spend Magic Points twice rather than once, provided the two spells have different casting times (see “One Paid Spell per Turn” in “Spellcasting”). You pay for each spell in full.
You can use this feat a number of times equal to your Wisdom modifier, a minimum of once, and you regain all expended uses when you finish a Long Rest.
Cunning
Rogue Feat
Prerequisite: Rogue level 2+
The way out is a thing you plan before the way in. You can take the Dash, Disengage or Hide action as a Bonus Action.
Deftness
Rogue Feat
Prerequisite: Rogue level 6+
There is no trick in it you have not already done a thousand times in the dark. You gain the Deftness discipline (see “Discipline” in “Playing the Game”).
When you make a Dexterity (Sleight of Hand) check to steal an item, pick a pocket, pick a lock, or disarm a trap, and the total of the check is lower than 10 plus twice your Skill Rank in Deftness, the total becomes that number instead.
Divine Providence
Paladin Feat
Prerequisite: Paladin level 1+, any non-Evil alignment
You touch a willing creature other than yourself and set it apart for the fight ahead. The creature gains Temporary Hit Points equal to your Paladin level, adds half your Charisma modifier, rounded up, to its weapon damage rolls, and has Advantage on saving throws against the Frightened condition. This lasts 1 minute.
Touching the creature is a Bonus Action. Once you use this feat, you can’t use it again until you finish a Long Rest.
Elite Archery Training
Archer Feat
Prerequisite: Archer level 18+, Extended Archery Training
The Strength requirement of any bow you use decreases by a further 5, for a total reduction of 15.
What the bow has made of you is plain to anyone who looks. Your Resistance Points against Bludgeoning damage worsen to −10, your Speed decreases by 5 feet, and you have Disadvantage on Strength (Athletics) checks made to climb or to swim.
Extended Archery Training
Archer Feat
Prerequisite: Archer level 10+, Basic Archery Training
The Strength requirement of any bow you use decreases by a further 5, for a total reduction of 10.
Your body has begun to remodel itself around the draw. The bones of your bow-arm thicken, your shoulder wears, and your spine sets into a lean. You have −5 Resistance Points against Bludgeoning damage, and you have Disadvantage on Dexterity (Acrobatics) checks.
False Expertise
Rogue Feat
Prerequisite: Rogue level 1+
You get away with things not because you are good at them, but because you do them with enormous confidence. When you make an ability check with a skill you have no Knack for, you can add your Luck modifier to the check. You must decide to do so before you roll.
You can use this feat a number of times equal to your character level, and you regain all expended uses when you finish a Long Rest.
Feint
Rogue Feat
Prerequisite: Rogue level 1+
Half of fighting is making a man look at the wrong hand. As a Bonus Action, choose one creature within 30 feet that can see you and make a Charisma (Deception) check against a DC of 12 or the creature’s Wisdom score, whichever is higher. On a success, the next attack roll made against that creature before the start of your next turn has a +3 bonus.
You can use this feat a number of times equal to your Charisma modifier, a minimum of once, and you regain all expended uses when you finish a Long Rest.
Forewarned
Wizard Feat
Prerequisite: Wizard level 2+
You have thought about how this ends since before it started. You can take the Disengage action as a Bonus Action. You also add your Intelligence modifier to your Initiative rolls, in addition to the Dexterity modifier that roll already uses (see “Initiative” in “Playing the Game”).
Furious Rebukes
Paladin Feat
Prerequisite: Paladin level 2+, any non-Good alignment
When you make a melee weapon attack roll, you can add 10 to it. You must decide to do so after you roll the d20 and before the GM says whether the attack hits.
You can use this feat once. You can use it twice from Paladin level 9, and three times from Paladin level 15, and you regain all expended uses when you finish a Long Rest.
Grammar
General Feat
Prerequisite: Cleric or Wizard level 6+
You sat over your books for years, and there is more room in your head than there was. You gain the Grammar discipline (see “Discipline” in “Playing the Game”).
Your Magic Point maximum increases by an amount equal to five times your Skill Rank in Grammar, and changes whenever that rank does.
Guile
Rogue Feat
Prerequisite: Rogue level 6+
You have talked your way out of worse rooms than this one. You gain the Guile discipline (see “Discipline” in “Playing the Game”).
When you fail an Influence check, you can try again at once instead of waiting, a number of additional times equal to your Skill Rank in Guile, to a maximum of four. You must use a different skill check from the Influence Checks table each time.
At Skill Rank 5 in Guile, you have Advantage on Influence checks.
A failed Influence check never worsens a creature’s attitude towards you.
High Ground
Archer Feat
Prerequisite: Archer level 2+
You have a Climb Speed equal to your Speed (see “Special Speeds” in “Conditions of Play”).
When you make a ranged attack with a Bow against a target lower than you are, the bow’s normal and long ranges increase by 10 feet for every 5 feet you stand above it. Apply this after any change the arrow makes to those ranges (see “Arrows” in “Equipment”).
Housebreaker
Rogue Feat
Prerequisite: Rogue level 2+
You have climbed wet stone in the dark, dropped into the courtyard, and put a sentry down before he could turn.
You have a Climb Speed equal to your Speed (see “Special Speeds” in “Conditions of Play”), and you take half the damage from a fall (see “Falling” in “Conditions of Play”).
When you hit a creature that has not seen you since the end of your last turn with a melee attack, you can force it to make a Constitution saving throw. On a failed save, it gains the Unconscious condition for 1 minute. The DC is 8 plus your Dexterity modifier plus your Skill Rank in the weapon group you used. The condition ends early if the creature takes any damage, or if another creature takes an action to rouse it. A Construct or an Undead is unaffected.
You can do this once. You can do it twice from Rogue level 9, and three times from Rogue level 15, and you regain all expended uses when you finish a Long Rest.
Intercession
Cleric Feat
Prerequisite: Cleric level 2+
You step between a man and what was owed to him. When you, or a creature you can see within 30 feet of you, fails a saving throw, you can take a Reaction to turn that failure into a success. This feat cannot be used on a Death Saving Throw.
Once you use this feat, you can’t use it again until you finish a Long Rest.
Knifework
Rogue Feat
Prerequisite: Rogue level 6+
You learned early that a man dies quietest when he never knew you were there. You gain the Knifework discipline (see “Discipline” in “Playing the Game”).
Add your Skill Rank in Knifework to Dexterity (Stealth) checks.
The rest of this feat applies only if you took the Hide action during your last turn, and only to creatures that have not seen you since the end of that turn and whose Passive Perception was lower than your Stealth result. It applies to every such creature at once.
While you move on your turn, those creatures do not see you, even if you would otherwise stop being hidden. Every other creature sees you as normal, and you provoke Opportunity Attacks as normal.
When you attack one of those creatures with a weapon of the Daggers group, add twice your Skill Rank in Knifework to the attack roll. On a hit, add a number of d6 equal to twice your Skill Rank in Knifework to the damage.
Last Rites
Cleric Feat
Prerequisite: Cleric level 1+
As a Bonus Action, you touch a creature that is making Death Saving Throws and speak the rites over it. The creature either gains one success or loses one failure. The choice belongs to the dying creature and not to you, and it need tell no one what it chose.
You can’t speak the rites over the same creature again until you finish a Short Rest.
Lay on Hands
Paladin Feat
Prerequisite: Paladin level 1+, any non-Evil alignment
Your blessed touch can heal wounds. You have a pool of healing that refills when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you touch a creature, which can be yourself, and spend any number of Hit Points from the pool, up to what remains in it. The creature regains that many Hit Points.
You can choose to spend 5 Hit Points from the pool to remove the Drunk condition from a creature you touch. Those points restore no Hit Points.
Alternatively, you can spend 5 Hit Points from the pool to tend to a creature you touch that is making Death Saving Throws, stabilising it. Those points restore no Hit Points.
Learning
General Feat
Prerequisite: Cleric or Wizard level 6+
You were taught long enough to learn how to be taught. You gain the Learning discipline (see “Discipline” in “Playing the Game”).
You gain additional Skill Points, and the number changes whenever your rank or your character level does:
Additional Skill Points = your Skill Rank in Learning × your character level ÷ 2
Marksman
Archer Feat
Prerequisite: Archer level 2+
You have put more arrows into a mark than most men have put into meat. You have a +2 bonus on attack rolls you make with a Bow.
Millstone
Paladin Feat
Prerequisite: Paladin level 1+, any non-Good alignment
Mercy is a thing you were taught and then unlearned. You add your Charisma modifier to your weapon damage rolls against a creature that has the Grappled, Restrained, Paralysed, or Unconscious condition.
Monastery Service
Paladin Feat
Prerequisite: Paladin level 1+
You served in a monastery before you took your oath, and one of the brothers’ arts stayed with you. Choose one 1st-level spell from the Body, Mind, or Spirit school. You know that spell, and you can cast it once without expending Magic Points or Material components. You regain the ability to cast it that way when you finish a Long Rest.
Mounted Archery
Archer Feat
Prerequisite: Archer level 1+
You can control your mount as a Bonus Action rather than as an action (see “Controlling a Mount” in “Playing the Game”).
Mounted Combat
Knight Feat
Prerequisite: Knight level 2+
Directing your mount costs you a Bonus Action rather than an action, and a mount you direct is not held to the Dash, Disengage and Dodge actions: it can take any action, Bonus Action or Reaction it has (see “Controlling a Mount” in “Playing the Game”).
Patience
General Feat
Prerequisite: Cleric or Wizard level 6+
Many have worked against your mind before now, and it held. You gain the Patience discipline (see “Discipline” in “Playing the Game”).
Add half of your Skill Rank in Patience, rounded up, to Intelligence, Wisdom, and Charisma saving throws.
Physician
Cleric Feat
Prerequisite: Cleric level 2+
When you cast a spell that restores Hit Points to a creature, add your Wisdom modifier to the Hit Points restored. If the spell restores Hit Points to more than one creature, or restores them more than once, this applies only once, to a creature of your choice.
Prowess
General Feat
Prerequisite: Knight, Paladin, or Archer level 6+
You practised the seven agilities long enough, and it has started to pay off. You gain the Prowess discipline (see “Discipline” in “Playing the Game”).
Your Hit Point maximum increases by an amount equal to ten times your Skill Rank in Prowess, and changes whenever that rank does.
Quick Reflexes
Archer Feat
Prerequisite: Archer level 1+
If you begin your turn within 5 feet of a hostile creature, putting away the ranged weapon you are holding and drawing a melee weapon together count as a single Free Action for you on that turn.
Redoubled Effort
Knight Feat
Prerequisite: Knight level 2+
On your turn, you can push yourself past what the moment allows and take one additional action.
You can use this feat once. You can use it twice from Knight level 9, and three times from Knight level 15, and you regain all expended uses when you finish a Short or Long Rest.
Second Breath
Knight Feat
Prerequisite: Knight level 2+
While you are Bloodied (see “Hit Points” in “Playing the Game”), you can take a Bonus Action to catch your breath and regain 1d12 Hit Points.
You can use this feat once. You can use it twice from Knight level 9, and three times from Knight level 15, and you regain all expended uses when you finish a Long Rest.
Self-Taught Protection
Cleric Feat
Prerequisite: Cleric level 1+
You were never drilled in a shield wall, but pilgrimage taught you something. While you carry a Buckler, you gain its Armour Class bonus and its properties as though your Skill Rank in Shields were 1. This applies to a Buckler and to no other shield, and it gives you no Skill Rank in Shields for any other purpose.
The Buckler is strapped to your forearm rather than held, and the hand it is strapped to remains free to carry Material components and to perform Somatic components.
You also gain +1 Resistance Point against Bludgeoning damage, +1 against Piercing damage, and +1 against Slashing damage while you carry it, despite the shield’s Slight property.
Set a Mark
Paladin Feat
Prerequisite: Paladin level 2+
Judgement is a thing you can point at. As a Bonus Action, you set a mark upon a creature you can see within 60 feet of you. For 1 minute, you know the creature’s exact location while it is within 1 mile of you, and the first time on each of its turns that it deals damage to a creature, it takes Radiant damage equal to your Charisma modifier.
Once you use this feat, you can’t use it again until you finish a Long Rest.
Shield Bash
Knight Feat
Prerequisite: Knight level 1+
While you are holding a shield, you can attack with it as a Bonus Action. Your attack roll is d20 + your Strength modifier + your Skill Rank in Shields. On a hit, the target takes 1d4 + your Strength modifier Bludgeoning damage.
On a Critical Hit, a target no larger than you must also succeed on a Strength saving throw (DC 10 + your Skill Rank in Shields) or have the Prone condition.
Skedaddle
Rogue Feat
Prerequisite: Rogue level 1+
You know when a fight has stopped being worth staying in. You can take a Reaction to move up to half your Speed when either of the following happens:
- Damage leaves you Bloodied (see “Hit Points” in “Playing the Game”).
- A hostile creature within 5 feet of you begins casting a spell, and you notice the casting. You notice it if you can hear the spell’s Verbal component or see its Somatic component (see “Components” in “Spellcasting”). A spell that needs neither gives you nothing to notice.
This movement doesn’t provoke Opportunity Attacks.
Steady Aim
Archer Feat
Prerequisite: Archer level 2+
Standing still is part of the shot. As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn. You can take this Bonus Action only if you haven’t moved during this turn, and after you take it your Speed is 0 until the end of the turn.
Steel Against Sorcery
Rogue Feat
Prerequisite: Rogue level 2+
When a creature you can see within 30 feet of you begins casting a spell and you notice the casting, you can take a Reaction to make one weapon attack against it. You notice the casting if you can hear the spell’s Verbal component or see its Somatic component (see “Components” in “Spellcasting”). A spell that needs neither gives you nothing to notice.
If the creature is beyond your reach, you must make the attack with a weapon that has the Thrown property. On a hit, the creature must succeed on a Constitution saving throw or the casting is disrupted: the spell fails and has no effect, and the Magic Points spent on it are lost. The DC is 10 or half the damage you dealt, whichever is higher, to a maximum of 30.
Swift Redraw
Knight Feat
Prerequisite: Knight level 1+
Putting away a weapon or shield you are holding and readying another weapon or shield together count as a single Free Action for you, rather than two (see “Free Actions” in “Playing the Game”). You can exchange a weapon for another weapon, a weapon for a shield, or a shield for a weapon. This feat covers weapons and shields only, and no other equipment.
The Sun Stands Still
Paladin Feat
Prerequisite: Paladin level 2+, any non-Evil alignment
As a Bonus Action, you command the day to wait. Choose a number of allies you can see up to your Charisma modifier, a minimum of one. Each of them can immediately take a Reaction to make one weapon attack.
Once you use this feat, you can’t use it again until you finish a Long Rest.
Thirty Pieces
Paladin Feat
Prerequisite: Paladin level 1+, any non-Good alignment
A man who trusts you stands closer than one who does not. When you hit a creature whose attitude towards you is Indifferent or Friendly, and that neither you nor your allies have attacked before, you roll the attack’s damage dice twice and add your Paladin level to the damage.
Once you use this feat, you can’t use it again until you finish a Long Rest.
To the Bones
Paladin Feat
Prerequisite: Paladin level 2+, any non-Evil alignment, Lay on Hands
As a Bonus Action, you touch a creature, which can be yourself, and spend 5 Hit Points from your Lay on Hands pool to treat one Injury the creature is suffering (see “Critical Rolls” in “Conditions of Play”). Those points restore no Hit Points.
Under the Ban
Paladin Feat
Prerequisite: Paladin level 2+, any non-Good alignment
A creature that leaves your reach still provokes an Opportunity Attack from you even if it took the Disengage action. Other effects that prevent Opportunity Attacks are unaffected.
Unspent Word
Wizard Feat
Prerequisite: Wizard level 2+
When you miss with a spell attack, you can regain the Magic Points you spent to cast that spell.
You can use this feat once. You can use it twice from Wizard level 9, and three times from Wizard level 15, and you regain all expended uses when you finish a Long Rest.
Voiding
General Feat
Prerequisite: Knight, Paladin, or Archer level 6+
Enough men have swung at you that you no longer wait to see where the stroke is going. You gain the Voiding discipline (see “Discipline” in “Playing the Game”).
Your Armour Class increases by half your Skill Rank in Voiding, rounded up.
Warlock
Wizard Feat
Prerequisite: Wizard level 1+
When you reduce a hostile creature to 0 Hit Points with a spell, you gain Temporary Hit Points equal to your Skill Rank in that spell’s school plus your Wizard level.
Weapon Mastery
General Feat
Prerequisite: Level 2+, a Knack for a weapon group
Choose two weapons, each drawn from a weapon group you have a Knack for. You have unlocked the mastery properties of those two weapons (see “Mastery Properties” in “Equipment”).
Whenever you gain a level, you can spend the time at the drill ground and replace one of those weapons with another from a group you have a Knack for.