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System

Uses a modified version of Dungeons and Dragons 5th edition.

Base LevelRacial Feats
1--
2--
31
41
52
62
73
83
94
104
114
125
135
145
156
166
176
187
197
207
  • Hit points at 1st level are based off constitution score plus the maximum roll on your hit die.
  • A character has hit dice based off their class levels, plus their racial levels.
  • There are three types of rest: A short rest (1 hour), a long rest (6~8 hours), and a week's rest (5~7 days)

Additional Rules

Hit Point Burn

A decrease to maximum hit points, hit point burn recovers on a long rest at a rate equal to twice your level, and is fully restored with a week's rest regardless of the amount.
  • Temporary Hit Point Burn instead recovers on a short rest by spending hit dice when HP is full.

Sever, combat maneuver

You may make a sever attempt as an attack against a piecemeal monster or against a bloodied creature. Against a piecemeal monster, you roll damage as normal and double it (it is not inflicted as damage), comparing it to the HP of the part. The target then makes a saving throw against grievous wounds, and on a failure, the part is severed from the main monster, and is usually destroyed. If the saving throw is successful, then the original rolled damage is halved and then applied to the part as if it were a normal attack, and the part is not severed unless the damage is still enough to destroy the part.
Against a bloodied creature, the target makes a save against grievous wounds based on the normal damage plus twice your proficiency bonus. If the saving throw against grievous wounds is failed, then you may choose a part to be severed, causing the target to suffer appropriate penalties. If the damage is not enough to kill the target, you may not cause a lethal wound with sever (such as severing a neck or head on a creature that needs those, but other parts may also be relevant).

Shields

While wielding a shield, you may spend a bonus action to ready it, adding your strength modifier to the shield AC bonus granted, to a maximum based on the type of shield.
ShieldShield AC BonusMaximum Strength ModifierSpecial
Buckler+1+1Advantage to checks made to feint. Shield bash 1d4, finesse light weapon.
Targe+1+0Is strapped to the arm, and so you can wield a weapon in the same hand that is using the targe.
Light Shield+2+2Shield bash 1d6.
Heavy Shield+2+4Shield bash 1d8.
Tower Shield+4+6Can be set to function as cover. Shield bash 2d6, two-handed heavy weapon.

Weapon Mastery Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

Cleave
If you hit a creature with a melee attack roll using this weapon, your next attack that turn against another creature has its multiple attack penalty reduced by 2.

Graze
If your attack with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Nick
Once per turn when dual-wielding weapons with this property, you may strike with both as part of the same action, using the same multiple attack penalty and counting it as only one attack for further multiple attack penalties.

Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Vex
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

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Page last modified on August 02, 2025, at 08:47 PM