The Player's Handbook · 12 callings · 10 peoples · 71 spells

The Player's Handbook

Rivermark Chronicles · levels 1 to 20

Who you can be, what you can do, and what the numbers on your sheet are for. Everything in this book is read from the rules the game actually enforces — if it is printed here, it happens.

Rules content from the 5e System Reference Document, CC-BY 4.0 · setting and prose original to this game

Contents

A handbook, not an adventure. Nothing in here spoils anything: the creatures are in the bestiary and the places are in the referee's own book.

How a fight works
The board · the turn · what an action buys

The peoples
Dragonborn · Hill Dwarf · Mountain Dwarf · Dark Elf · High Elf · Wood Elf · Forest Gnome · Rock Gnome · Half-Elf · Half-Orc · Lightfoot · Stout · Human · Sarsen · Tiefling

The callings
Barbarian · Bard · Cleric · Druid · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Wizard

Rising
The ladder · ability increases · spell slots

Abilities and skills

Spells
Cantrips · 1st-level · 2nd-level · 3rd-level · 4th-level · 5th-level · 6th-level · 7th-level · 8th-level · 9th-level

Conditions
Blinded · Charmed · Frightened · Grappled · Incapacitated · Invisible · Paralyzed · Petrified · Poisoned · Prone · Restrained · Stunned · Unconscious

Gear
Armor · Misc · Potion · Scroll · Weapon

How a fight works

A fight is fought on a board of five-foot cells with terrain on it. Everything that follows is a distance or a count, and the server works all of it out — the screen draws the answer rather than guessing at it.

The turn. On your turn you have your movement, one action, and — if your calling gives you one — a bonus action. Movement is spent in feet out of your speed. Taking the Dash action buys your speed again.

Reach and range. A melee weapon reaches five feet unless it says otherwise. A thrown or fired weapon has a normal range and a long one, and shooting past the normal range costs you accuracy. Nothing is abstract: if the number says thirty feet, it is six cells.

Cover. Anything solid between you and what you are shooting at makes it harder to hit, and cover is worked out for that shot rather than for the square you are standing in.

Opportunity attacks. Stepping out of somebody's reach lets them swing at you as you go. The squares that will cost you are hatched on the board before you move. Taking the Disengage action means they do not get the swing.

Advantage and disadvantage. Two dice, keep the better or the worse. They do not stack and they cancel: whatever the reasons, you have one, the other, or neither.

Going down. At nought hit points you are dying, and each turn you roll a death saving throw. Three successes and you are stable; three failures and you are gone. Any healing at all puts you back on your feet with the slate wiped.

Resting. An hour's breather gives back a hit die and the features whose text says short rest. A night's camp gives back the rest — all your hit points, half your hit dice, and your spell slots. Where you may sleep is a fact about the place you are standing.

The peoples

A trait marked Run is one the game enforces. One left plain is printed on your sheet and nothing in the engine reads it — Darkvision is the standing example, because there is no light or darkness anywhere in this game.

Dragonborn

30 ft speed · STR +2, CHA +1

Rivermark sees perhaps two a year, both times off the caravan ground, and the town has never settled on whether to be frightened. What it has settled on is the price: a dragonborn who wants a bed at the Flagon pays what everyone pays, and a dragonborn who wants work is hired the same afternoon, because nobody on a wagon road turns down a guard that arriving raiders can see from the ridge.

Draconic Ancestry · printed only

Breath Weapon · printed only

Damage Resistance · run — Resistance to the damage type your ancestry answers to.

Hill Dwarf Dwarf

25 ft speed · CON +2, WIS +1

The hill families came down the valley with the second wave of stone-carts and never went back up: four generations of them hold the high ground north of the ford now, running sheep on land nobody else wanted and lending money at rates nobody else would dare. They are the reason the priory keeps a set of accounts it does not show visitors.

Darkvision · run

Dwarven Resilience · run — Advantage on saves against poison, and you take half of it.

Stonecunning · run — Double proficiency on History checks about stonework.

Dwarven Toughness · run — A hit point per level on top of your die.

Mountain Dwarf Dwarf

25 ft speed · STR +2, CON +2

These came for the deep seams and stayed for the argument about who owns them. A mountain dwarf in Rivermark is generally in mail, generally on somebody's payroll, and generally of the opinion that the cut was abandoned twenty years too early — which is why more of them go down the Undervault stair each season than come back up it.

Darkvision · run

Dwarven Resilience · run — Advantage on saves against poison, and you take half of it.

Stonecunning · run — Double proficiency on History checks about stonework.

Dwarven Armor Training · printed only

Dark Elf Elf

30 ft speed · DEX +2, CHA +1

There are roads under this valley older than the Old City, and the people who use them come up into Undertown blinking and unimpressed. The watch counts them at the gate and writes the number down; the market takes their coin without comment; and every dark elf in Rivermark has heard the same joke about daylight often enough to have stopped hearing it.

Superior Darkvision · run

Keen Senses · run — Perception, proficient, whoever you decided to be.

Fey Ancestry · run — Advantage against being charmed, and nothing puts you to sleep.

Trance · printed only

Sunlight Sensitivity · printed only

Drow Magic · printed only

High Elf Elf

30 ft speed · DEX +2, INT +1

They keep a house on the good side of the market square and a correspondence with somewhere further east that nobody here has been. Rivermark finds them courteous, unhurried and impossible to hurry, and has learned that a high elf who says a thing will be seen to means it and does not mean this month.

Darkvision · run

Keen Senses · run — Perception, proficient, whoever you decided to be.

Fey Ancestry · run — Advantage against being charmed, and nothing puts you to sleep.

Trance · printed only

Cantrip · printed only

Wood Elf Elf

35 ft speed · DEX +2, WIS +1

The standing woods east of the river are walked by people the town almost never sees and relies on completely. Half the warden's camps above the quarry road are theirs, the valley's early warning about the raiders came down out of the trees before it reached the gate, and a wood elf will tell you the wood is not theirs either — it is simply where they are.

Darkvision · run

Keen Senses · run — Perception, proficient, whoever you decided to be.

Fey Ancestry · run — Advantage against being charmed, and nothing puts you to sleep.

Trance · printed only

Fleet of Foot · printed only

Mask of the Wild · printed only

Forest Gnome Gnome

25 ft speed · DEX +1, INT +2

Fen-side people, hedge-side people: they hold the small holdings between Rivermark and Hollow Fen and know which of the paths across it are paths. When a holding out that way goes quiet, a forest gnome is usually the one who noticed first and the last one anybody in town thinks to ask.

Darkvision · run

Gnome Cunning · run — Advantage on Intelligence, Wisdom and Charisma saves against magic.

Natural Illusionist · printed only

Speak with Small Beasts · printed only

Rock Gnome Gnome

25 ft speed · CON +1, INT +2

Everything in this town that pumps, winds, lifts or counts was set up by a rock gnome and is maintained by a rock gnome grandchild who has strong views about the original. They keep benches at the caravan ground rather than shops, on the principle that the work comes off the road and the road does not stop.

Darkvision · run

Gnome Cunning · run — Advantage on Intelligence, Wisdom and Charisma saves against magic.

Artificer's Lore · printed only

Tinker · printed only

Half-Elf

30 ft speed · CHA +2

A trade town that has stopped trading well runs on people who can sit between two parties and be trusted by neither more than the other, and Rivermark has made that a profession. Half the contracts on the caravan ground were witnessed by a half-elf, which is a living, and a way of never quite being from anywhere.

Darkvision · run

Fey Ancestry · run — Advantage against being charmed, and nothing puts you to sleep.

Skill Versatility · printed only

Half-Orc

30 ft speed · STR +2, CON +1

The fighting pit off the quarry road pays well and asks nothing, which is why the town assumes that is where its half-orcs are, and why a good many of them are somewhere else out of spite. Judged before speaking and hired after, they hold more of the caravan guard work in this valley than any other people and almost none of the standing it should have bought.

Darkvision · run

Relentless Endurance · run — The blow that would drop you leaves you at one hit point instead, once a day.

Savage Attacks · run — An extra damage die on a critical hit with a melee weapon.

Lightfoot Halfling

25 ft speed · DEX +2, CHA +1

River families, boat families: they came up the water when the water still carried trade and they have not entirely accepted that it does not. The Flagon's kitchen is theirs, three of the barges tied below the bridge are theirs, and a lightfoot can cross a crowded common room without one person turning round.

Lucky · run — Reroll a natural 1 on an attack, a check or a save.

Brave · run — Advantage on saves against fear.

Halfling Nimbleness · printed only

Naturally Stealthy · printed only

Stout Halfling

25 ft speed · DEX +2, CON +1

The holdings west of the water are stout country, and the west is where the emptying started. Some of those farms are dark now and some are not, and the ones that are not are held by people who have buried a neighbour, moved the livestock in with the family, and gone back out to the field in the morning.

Lucky · run — Reroll a natural 1 on an attack, a check or a save.

Brave · run — Advantage on saves against fear.

Halfling Nimbleness · printed only

Stout Resilience · run — Advantage on saves against poison, and you take half of it.

Human

30 ft speed · STR +1, DEX +1, CON +1, INT +1, WIS +1, CHA +1

Rivermark is a human town in the way a coat is a coat: it was built by them, mostly, and it is wearing out at the elbows. They put it up on the bones of the Old City without asking hard questions about what the bones were, and two hundred years later the questions are asking themselves.

Extra Language · printed only

Sarsen

30 ft speed · STR +1, CON +2 · Rivermark

The cut above Rivermark was worked by Sarsen crews for four generations: grey-skinned, heavy through the shoulder, a head and a half over the men who hired them, and famously hard to hurry. The quarry stopped paying twenty years ago and most of the crews went east with the stone-carts, but not all of them — there are Sarsen families along the haul-road who have not dressed a block in a lifetime and still cut their own boundary marks by hand, because a mark somebody else cut is a mark somebody else can argue with. They keep their reckoning on their forearms in short chisel-strokes, one to a debt owed and one across it when it is paid.

Quarry-Built · run — Athletics, proficient, whether or not you wrote it down.

Set Fast · run — Advantage on the contest to resist a grapple or a shove.

Load-Bearing · printed only

Tiefling

30 ft speed · INT +1, CHA +2

The priory has a position on tieflings, and the market has a different one, and the market is where people actually live. What a tiefling gets in Rivermark is service, civility, and a small pause before both — endless, unremarkable, and the reason most of them can tell you exactly how long they have been in this valley.

Darkvision · run

Hellish Resistance · run — Half damage from fire.

Infernal Legacy · printed only

The callings

Each entry lists what the game runs, with the level it arrives at, and separately what your sheet prints without the engine reading it. Both halves are read out of the same tables the fight consults.

Barbarian

d12 hit die · Strength · saves in Strength, Constitution

Armour: Light, Medium, Shields · Weapons: Simple, Martial · Path of the Berserker at 3

What the game runs

Rage · level 1 — Shrug off physical damage and hit harder while it lasts.

Danger Sense · level 2 — Advantage on Dexterity saves against anything you can see coming.

Reckless Attack · level 2 — Throw your weight into it — advantage on your Strength attacks, and everyone gets advantage back on you.

Extra Attack · level 5 — Two swings instead of one, every time you take the Attack action.

Fast Movement · level 5 — Ten more feet of speed, so long as you are not in heavy armour.

Brutal Critical · level 9 — Another weapon die on every melee critical — and it stacks with a half-orc's.

Printed on the sheet — Unarmored Defense

Bard

d8 hit die · Charisma · saves in Dexterity, Charisma

Armour: Light · Weapons: Simple, Hand Crossbow, Longsword, Rapier, Shortsword · College of Lore at 3

What the game runs

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet — Bardic Inspiration

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5 6 7 8 9
1 2————————
2 3————————
3 42———————
4 43———————
5 432——————
6 433——————
7 4331—————
8 4332—————
9 43331————
10 43332————
11 433321———
12 433321———
13 4333211——
14 4333211——
15 43332111—
16 43332111—
17 433321111
18 433331111
19 433332111
20 433332211

Cleric

d8 hit die · Wisdom · saves in Wisdom, Charisma

Armour: Light, Medium, Shields · Weapons: Simple · Life Domain at 1

What the game runs

Disciple of Life · level 1 — Every healing spell you cast carries two extra points, and one more per slot level.

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Channel Divinity · level 2 — Turn the undead, or Preserve Life — five hit points a level, shared out within thirty feet.

Printed on the sheet — Divine Domain

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5 6 7 8 9
1 2————————
2 3————————
3 42———————
4 43———————
5 432——————
6 433——————
7 4331—————
8 4332—————
9 43331————
10 43332————
11 433321———
12 433321———
13 4333211——
14 4333211——
15 43332111—
16 43332111—
17 433321111
18 433331111
19 433332111
20 433332211

Druid

d8 hit die · Wisdom · saves in Intelligence, Wisdom

Armour: Light, Medium, Shields (nonmetal) · Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears · Circle of the Land at 2

What the game runs

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet — Druidic

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5 6 7 8 9
1 2————————
2 3————————
3 42———————
4 43———————
5 432——————
6 433——————
7 4331—————
8 4332—————
9 43331————
10 43332————
11 433321———
12 433321———
13 4333211——
14 4333211——
15 43332111—
16 43332111—
17 433321111
18 433331111
19 433332111
20 433332211

Fighter

d10 hit die · Strength or Dexterity · saves in Strength, Constitution

Armour: All, Shields · Weapons: Simple, Martial · Champion at 3

What the game runs

Second Wind · level 1 — Regain 1d10 + your level in hit points, as a bonus action.

Action Surge · level 2 — Take a second full action, once between breathers.

Improved Critical · level 3 — You crit on a 19 as well as a 20.

Extra Attack · level 5 — Two swings instead of one, every time you take the Attack action.

Printed on the sheet — Fighting Style

Monk

d8 hit die · Dexterity, Wisdom · saves in Strength, Dexterity

Armour: None · Weapons: Simple, Shortswords · Way of the Open Hand at 3

What the game runs

Martial Arts · level 1 — Your fists scale with your level, and let you strike again as a bonus action.

Extra Attack · level 5 — Two swings instead of one, every time you take the Attack action.

Evasion · level 7 — A save that would have halved the damage takes none of it; a failure takes half.

Diamond Soul · level 14 — Proficient in every saving throw, not only your class's two.

Printed on the sheet — Unarmored Defense

Paladin

d10 hit die · Strength, Charisma · saves in Wisdom, Charisma

Armour: All, Shields · Weapons: Simple, Martial · Oath of Devotion at 3

What the game runs

Divine Sense · level 1 — Fiends and undead within sixty feet cannot hide what they are.

Lay on Hands · level 1 — A pool of healing five points a level deep, spent a point at a time.

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Divine Smite · level 2 — Burn a spell slot on a hit for 2d8 and more, with an extra die against the unclean.

Extra Attack · level 5 — Two swings instead of one, every time you take the Attack action.

Improved Divine Smite · level 11 — Every melee hit carries 1d8 radiant, with no slot spent on it.

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5
1 —————
2 2————
3 3————
4 3————
5 42———
6 42———
7 43———
8 43———
9 432——
10 432——
11 433——
12 433——
13 4331—
14 4331—
15 4332—
16 4332—
17 43331
18 43331
19 43332
20 43332

Ranger

d10 hit die · Dexterity, Wisdom · saves in Strength, Dexterity

Armour: Light, Medium, Shields · Weapons: Simple, Martial · Hunter at 3

What the game runs

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Colossus Slayer · level 3 — An extra 1d8, once a turn, against anything already wounded.

Extra Attack · level 5 — Two swings instead of one, every time you take the Attack action.

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5
1 —————
2 2————
3 3————
4 3————
5 42———
6 42———
7 43———
8 43———
9 432——
10 432——
11 433——
12 433——
13 4331—
14 4331—
15 4332—
16 4332—
17 43331
18 43331
19 43332
20 43332

Rogue

d8 hit die · Dexterity · saves in Dexterity, Intelligence

Armour: Light · Weapons: Simple, Hand Crossbow, Longsword, Rapier, Shortsword · Thief at 3

What the game runs

Cunning Action · level 1 — Dash or Disengage as a bonus action, every turn.

Expertise · level 1 — Double your proficiency bonus on the skills you are best at.

Sneak Attack · level 1 — Extra dice when you have advantage, or when a friend is already in their face.

Fast Hands · level 3 — Use an item as a bonus action.

Uncanny Dodge · level 5 — Halve the damage of one attack you saw coming.

Evasion · level 7 — A save that would have halved the damage takes none of it; a failure takes half.

Printed on the sheet — Thieves' Cant

Sorcerer

d6 hit die · Charisma · saves in Constitution, Charisma

Armour: None · Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows · Draconic Bloodline at 1

What the game runs

Draconic Resilience · level 1 — A hit point per level on top, and 13 + Dexterity when you wear no armour.

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet — Sorcerous Origin

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5 6 7 8 9
1 2————————
2 3————————
3 42———————
4 43———————
5 432——————
6 433——————
7 4331—————
8 4332—————
9 43331————
10 43332————
11 433321———
12 433321———
13 4333211——
14 4333211——
15 43332111—
16 43332111—
17 433321111
18 433331111
19 433332111
20 433332211

Warlock

d8 hit die · Charisma · saves in Wisdom, Charisma

Armour: Light · Weapons: Simple · The Fiend at 1

What the game runs

Dark Ones Blessing · level 1 — Drop a foe and the temporary hit points arrive on their own.

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Printed on the sheet — Otherworldly Patron, Pact Magic

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5
1 1————
2 2————
3 —2———
4 —2———
5 ——2——
6 ——2——
7 ———2—
8 ———2—
9 ————2
10 ————2
11 ————3
12 ————3
13 ————3
14 ————3
15 ————3
16 ————3
17 ————4
18 ————4
19 ————4
20 ————4

Wizard

d6 hit die · Intelligence · saves in Intelligence, Wisdom

Armour: None · Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows · School of Evocation at 2

What the game runs

Arcane Recovery · level 1 — Take slots back out of a short rest, once a day.

Spellcasting · level 1 — Prepared or known spells, with slots that come back when you sleep.

Sculpt Spells · level 2 — Your allies standing inside your own fireball are simply not in it.

Spell slots — character level down the side, spell level across the top

Lv 1 2 3 4 5 6 7 8 9
1 2————————
2 3————————
3 42———————
4 43———————
5 432——————
6 433——————
7 4331—————
8 4332—————
9 43331————
10 43332————
11 433321———
12 433321———
13 4333211——
14 4333211——
15 43332111—
16 43332111—
17 433321111
18 433331111
19 433332111
20 433332211

Rising

Experience is banked when a fight ends and the level is claimed on the spot. A level in bold offers an ability increase or a feat.

LevelExperience ProficiencyAlso
1 0 +2
2 300 +2
3 900 +2
4 2,700 +2 Ability increase or a feat
5 6,500 +3
6 14,000 +3
7 23,000 +3
8 34,000 +3 Ability increase or a feat
9 48,000 +4
10 64,000 +4
11 85,000 +4
12 100,000 +4 Ability increase or a feat
13 120,000 +5
14 140,000 +5
15 165,000 +5
16 195,000 +5 Ability increase or a feat
17 225,000 +6
18 265,000 +6
19 305,000 +6 Ability increase or a feat
20 355,000 +6

Your hit points go up every level by a roll of your calling's hit die plus your Constitution modifier. Your proficiency bonus is added to everything you are proficient in — attacks with weapons you know, saves your calling grants, and skills you trained.

Abilities and skills

Six abilities, and every skill is rolled with one of them. A score of 10 is a modifier of +0, and every two points either way moves it by one.

AbilitySkills rolled with it
Strength Athletics
Dexterity Acrobatics, Sleight Of Hand, Stealth
Constitution —
Intelligence Arcana, History, Investigation, Nature, Religion
Wisdom Animal Handling, Insight, Medicine, Perception, Survival
Charisma Deception, Intimidation, Performance, Persuasion

Being proficient in a skill adds your proficiency bonus to it. Expertise — which a rogue gets — adds it a second time.

Spells

What each spell actually does when it is cast, taken from the numbers the engine resolves against rather than from the description. Cantrips cost no slot and grow with your level.

Cantrips

Chill Touch — 1d8 necrotic · a spell attack roll Necromancy · 1 action · 120 feet

Eldritch Blast — 1d10 force · a spell attack roll Evocation · 1 action · 120 feet

Fire Bolt — 1d10 fire · a spell attack roll Evocation · 1 action · 120 feet

Guidance — Concentration Divination · 1 action · Touch

Light Evocation · 1 action · Touch

Poison Spray — 1d12 poison · Constitution save to avoid it Conjuration · 1 action · 10 feet

Ray of Frost — 1d8 cold · a spell attack roll Evocation · 1 action · 60 feet

Sacred Flame — 1d8 radiant · Dexterity save to avoid it Evocation · 1 action · 60 feet

Shocking Grasp — 1d8 lightning · a spell attack roll Evocation · 1 action · Touch

Spare the Dying Necromancy · 1 action · Touch

Vicious Mockery — 1d4 psychic · Wisdom save to avoid it Enchantment · 1 action · 60 feet

1st-level

Bless — Concentration Enchantment · 1 action · 30 feet

Burning Hands — 3d6 fire · Dexterity save for half · +1d6 per slot level above Evocation · 1 action · Self (15-foot cone)

Charm Person — Wisdom save to avoid it Enchantment · 1 action · 30 feet

Command — Wisdom save to avoid it Enchantment · 1 action · 60 feet

Cure Wounds — Heals 1d8 · +1d8 per slot level above Evocation · 1 action · Touch

Faerie Fire — Dexterity save to avoid it · concentration Evocation · 1 action · 60 feet

False Life — 1d4+4 Necromancy · 1 action · Self

Guiding Bolt — 4d6 radiant · a spell attack roll · +1d6 per slot level above Evocation · 1 action · 120 feet

Healing Word — 1d4 · +1d4 per slot level above Evocation · 1 bonus action · 60 feet

Hellish Rebuke — 2d10 fire · Dexterity save for half · +1d10 per slot level above Evocation · 1 reaction · 60 feet

Hunter's Mark — Concentration Divination · 1 bonus action · 90 feet

Inflict Wounds — 3d10 necrotic · a spell attack roll · +1d10 per slot level above Necromancy · 1 action · Touch

Magic Missile — 3d4+3 force · +1d4 per slot level above Evocation · 1 action · 120 feet

Shield Abjuration · 1 reaction · Self

Shield of Faith — Concentration Abjuration · 1 bonus action · 60 feet

Sleep — Wisdom save to avoid it Enchantment · 1 action · 90 feet

Thunderwave — 2d8 thunder · Constitution save for half · +1d8 per slot level above Evocation · 1 action · Self (15-foot cube)

2nd-level

Aid — 5 Abjuration · 1 action · 30 feet

Barkskin — Concentration Transmutation · 1 action · Touch

Branding Smite — Concentration Evocation · 1 bonus action · Self

Hold Person — Wisdom save to avoid it · concentration Enchantment · 1 action · 60 feet

Lesser Restoration Abjuration · 1 action · Touch

Protection from Poison Abjuration · 1 action · Touch

Scorching Ray — 6d6 fire · a spell attack roll · +2d6 per slot level above Evocation · 1 action · 120 feet

Shatter — 3d8 thunder · Constitution save for half · +1d8 per slot level above Evocation · 1 action · 60 feet

Spike Growth — 2d4 piercing · concentration Transmutation · 1 action · 150 feet

Spiritual Weapon — 1d8+3 force · +1d8 per slot level above Evocation · 1 bonus action · 60 feet

3rd-level

Call Lightning — 3d10 lightning · Dexterity save for half · concentration Conjuration · 1 action · 120 feet

Crusader's Mantle — Concentration Evocation · 1 action · Self

Fear — Wisdom save to avoid it · concentration Illusion · 1 action · Self (30-foot cone)

Fireball — 8d6 fire · Dexterity save for half Evocation · 1 action · 150 feet

Hypnotic Pattern — Wisdom save to avoid it · concentration Illusion · 1 action · 120 feet

Lightning Bolt — 8d6 lightning · Dexterity save for half Evocation · 1 action · Self (100-foot line)

Mass Healing Word — 1d4 Evocation · 1 bonus action · 60 feet

Sleet Storm — Dexterity save to avoid it · concentration Conjuration · 1 action · 150 feet

Spirit Guardians — 3d8 radiant · Wisdom save for half · concentration Conjuration · 1 action · Self (15-foot radius)

Vampiric Touch — 3d6 necrotic · a spell attack roll · concentration Necromancy · 1 action · Self

4th-level

Banishment — Charisma save to avoid it · concentration Abjuration · 1 action · 60 feet

Blight — 8d8 necrotic · Constitution save for half · +1d8 per slot level above Necromancy · 1 action · 30 feet

Ice Storm — 4d6 cold · Dexterity save for half Evocation · 1 action · 300 feet

Wall of Fire — 5d8 fire · Dexterity save for half · +1d8 per slot level above · concentration Evocation · 1 action · 120 feet

5th-level

Cone of Cold — 8d8 cold · Constitution save for half · +1d8 per slot level above Evocation · 1 action · 60 feet

Flame Strike — 4d6 fire · Dexterity save for half · +1d6 per slot level above Evocation · 1 action · 60 feet

Hold Monster — Wisdom save to avoid it · concentration Enchantment · 1 action · 90 feet

Insect Plague — 4d10 piercing · Constitution save for half · +1d10 per slot level above · concentration Conjuration · 1 action · 300 feet

Mass Cure Wounds — Heals 3d8 · +1d8 per slot level above Evocation · 1 action · 60 feet

6th-level

Blade Barrier — 6d10 slashing · Dexterity save for half · concentration Evocation · 1 action · 90 feet

Chain Lightning — 10d8 lightning · Dexterity save for half · +1d8 per slot level above Evocation · 1 action · 150 feet

Disintegrate — 10d6+40 force · Dexterity save to avoid it · +3d6 per slot level above Transmutation · 1 action · 60 feet

Harm — 14d6 necrotic · Constitution save for half Necromancy · 1 action · 60 feet

7th-level

Delayed Blast Fireball — 12d6 fire · Dexterity save for half · +1d6 per slot level above · concentration Evocation · 1 action · 150 feet

Divine Word — Charisma save to avoid it Evocation · 1 action · 30 feet

Finger of Death — 7d8+30 necrotic · Constitution save for half Necromancy · 1 action · 60 feet

Fire Storm — 7d10 fire · Dexterity save for half Evocation · 1 action · 150 feet

8th-level

Incendiary Cloud — 10d8 fire · Dexterity save for half · concentration Conjuration · 1 action · 150 feet

Power Word Stun — Constitution save to avoid it Enchantment · 1 action · 60 feet

Sunburst — 12d6 radiant · Constitution save for half Evocation · 1 action · 150 feet

9th-level

Mass Heal — Heals 20d8 Evocation · 1 action · 60 feet

Meteor Swarm — 20d6 fire · Dexterity save for half Evocation · 1 action · 1 mile

Weird — Wisdom save to avoid it · concentration Illusion · 1 action · 120 feet

Conditions

Every condition the board can put on you or on something you are fighting, and exactly what it does. These are the engine's own words for them.

Blinded — Cannot see, and automatically fails any check that requires sight. Attacks against it have advantage; its own attacks have disadvantage.

Charmed — Cannot attack the charmer or target them with harmful effects, and the charmer has advantage on social checks against it.

Frightened — Has disadvantage on ability checks and attack rolls while the source of its fear is in sight, and cannot willingly move closer to it.

Grappled — Its speed is zero and it gains no benefit from any bonus to speed.

Incapacitated — Cannot take actions or reactions.

Invisible — Impossible to see without magic or a special sense. Attacks against it have disadvantage; its own attacks have advantage.

Paralyzed — Incapacitated and unable to move or speak. It automatically fails Strength and Dexterity saves, attacks against it have advantage, and any attack that hits it from within reach is a critical hit.

Petrified — Turned to stone, incapacitated and unaware of its surroundings. Attacks against it have advantage, it automatically fails Strength and Dexterity saves, and it resists all damage.

Poisoned — Has disadvantage on attack rolls and ability checks.

Prone — Its own attacks have disadvantage. Attacks against it have advantage from within reach and disadvantage from further off.

Restrained — Its speed is zero. Attacks against it have advantage, its own attacks have disadvantage, and it has disadvantage on Dexterity saves.

Stunned — Incapacitated, unable to move, and able to speak only falteringly. It automatically fails Strength and Dexterity saves, and attacks against it have advantage.

Unconscious — Incapacitated, unaware of its surroundings, and prone. It automatically fails Strength and Dexterity saves, attacks against it have advantage, and any attack that hits it from within reach is a critical hit.

Gear

What you can carry and what it is worth. Treasure is left out — it is what a hoard is made of rather than anything you choose.

Armor

Chain Shirt AC 13 + Dex (max 2) · medium · 20 lb · 50 gp

Dented Steel Helm 6 lb · 10 gp

Drainman's Oilskin quiet underground · 4 lb · 15 gp

Fen-Wardens' Waders no difficult terrain marsh · 4 lb · 90 gp

Grey Road Oilcloth stealth advantage outdoors · 3 lb · 140 gp

Leather Armor AC 11 + Dex · light · 10 lb · 10 gp

Pit Warden's Coat AC 13 + Dex · light · 12 lb · 150 gp

Serviceable Mail AC 6 · heavy · 55 lb · 35 gp

The Left Pauldron 6 lb · 60 gp

Warded Shield AC +2 · ac bonus +1 · 6 lb · 250 gp

Warden's Oilcloth stealth advantage outdoors · 3 lb · 120 gp

Misc

A Bond of Service

A Child's Shoe

A Crate Lid, Lot 41 2 lb

A Green Bottle 1 lb · 2 gp

A Hurried Note

Abe Treen's Day-Book 1 lb

Amulet of Warding save bonus +1 · 0.2 lb · 300 gp

An Offering That Came Back save bonus +1 · 0.1 lb

Antitoxin 0.1 lb · 40 gp

Articles of Retainer

Bill of Lading

Brass Plumb-Bob 1 lb · 4 gp

Caged Shaft Lamp light · 3 lb · 18 gp

Charcoal Rubbing

Cloak of the Marsh resistance poison · 3 lb · 350 gp

Corrin Dale's Indenture

Court Slate safe passage undertown

Cracked Delving Lamp light · 3 lb · 6 gp

Cut Fen-Root 3 lb · 45 gp

Dried Fen-Root 1 lb · 25 gp

Four Letters to Sten Harrow

Gate Wheel Key 4 lb

Hooded Lantern light 30, 30 · 2 lb · 5 gp

Kell's Crew Tag

Lines of a Tenth Hull 0.3 lb

Mara's Cellar Tally 1 lb

Mara's Hooded Lantern light · 2 lb · 5 gp

Note of Hand for Wages

Oil of Embers 1 lb · 60 gp

Pewter Sun-Disc focus divine · 1 lb · 5 gp

Reeve's Writ of Carriage 1 lb

Ring of Protection ac bonus +1 · save bonus +1 · 600 gp

Ropewalk Line climb advantage · 8 lb · 12 gp

Rubbing from the Mearing Stone

Spiked Collar of the Warg cursed looking · 3 lb · 120 gp

Stamped Tally Stick 1 lb

Tarrow Bread Token currency token · 0.05 lb · 1 gp

The Almoner's List 1 lb

The Anvil Note 1 lb

The Arden Cartulary, Fourth Press 8 lb

The Engineers' Tally Board 2 lb

The Factor's Return 0.4 lb

The Fennow Deposit Book 4 lb

The Ford Entry, Fair Copy

The League Standard Weight 14 lb

The Mill Ledger 3 lb

The Quiet Charter's Book 1.5 lb

The Sluice-Keeper's Quarters 1 lb

The Unmarked Gauge 2 lb

The Valley Survey 2 lb

The Warden's Tally 1 lb

Thieves' Tools tool thieves_tools · 1 lb · 25 gp

Vennik's Long Glass perception advantage distant · 2 lb · 180 gp

Wand of Detecting Secrets charges +31 · effect reveals_hidden_exits · 1 lb · 400 gp

Warden Vorn's List 0.2 lb

Warlord's Tooth safe passage warren · 1 lb

Potion

Greater Potion of Healing heals 4d4+4 · 0.5 lb · 150 gp

Potion of Healing heals 2d4+2 · 0.5 lb · 50 gp

Scroll

Scroll of Mending Flesh use effect cure_wounds · 0.1 lb · 120 gp

Weapon

Caulker's Maul 2d6 bludgeoning · two handed · heavy · martial · 10 lb · 10 gp

Dart 1d4 piercing · thrown 20/60 · finesse · simple · 0.25 lb · 1 gp

Delver's Pick 1d6 piercing · simple · 4 lb · 5 gp

Drover's Ash Staff 1d6 bludgeoning · versatile 1d8 · reach · 4 lb · 30 gp

Greataxe 1d12 slashing · heavy · two handed · martial · 7 lb · 30 gp

Halberd 1d10 slashing · reach · heavy · two handed · martial · 6 lb · 20 gp

Javelin 1d6 piercing · thrown 30/120 · simple · 2 lb · 5 gp

Jimmy's Dagger 1d4+1 piercing · finesse · light · thrown · attack bonus +1 · damage bonus +1 · bane humanoid (goblinoid), 2, 2 · 1 lb · 350 gp

Light Crossbow 1d8 piercing · ranged 80/320 · two handed · loading · simple · 5 lb · 25 gp

Longbow 1d8 piercing · ranged 150/600 · two handed · heavy · martial · 1 lb · 50 gp

Longsword 1d8 slashing · versatile 1d10 · martial · 3 lb · 15 gp

Longsword +1 1d8 slashing · versatile 1d10 · attack bonus +1 · damage bonus +1 · 3 lb · 500 gp

Mace 1d6 bludgeoning · simple · 4 lb · 5 gp

Quarterstaff 1d6 bludgeoning · versatile 1d8 · simple · 4 lb · 1 gp

Shortbow 1d6 piercing · ranged 80/320 · two handed · simple · 2 lb · 25 gp

Shortsword 1d6 piercing · finesse · light · martial · 2 lb · 10 gp

Silvered Shortsword 1d6 piercing · finesse · light · silvered · martial · 2 lb · 110 gp

Sling 1d4 bludgeoning · ranged 30/120 · simple · 1 gp

Spear 1d6 piercing · versatile 1d8 · thrown 20/60 · simple · 3 lb · 1 gp

Printed from Rivermark Chronicles for the person playing it. Rules content from the 5e System Reference Document 5.1 and 5.2 under CC-BY 4.0; setting, prose and art original to this game. Not affiliated with any trademark holder.