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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 | 4 | 2 | — | — | — |
| 6 | 4 | 2 | — | — | — |
| 7 | 4 | 3 | — | — | — |
| 8 | 4 | 3 | — | — | — |
| 9 | 4 | 3 | 2 | — | — |
| 10 | 4 | 3 | 2 | — | — |
| 11 | 4 | 3 | 3 | — | — |
| 12 | 4 | 3 | 3 | — | — |
| 13 | 4 | 3 | 3 | 1 | — |
| 14 | 4 | 3 | 3 | 1 | — |
| 15 | 4 | 3 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | 2 | — |
| 17 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 3 | 3 | 3 | 1 |
| 19 | 4 | 3 | 3 | 3 | 2 |
| 20 | 4 | 3 | 3 | 3 | 2 |
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 | 4 | 2 | — | — | — |
| 6 | 4 | 2 | — | — | — |
| 7 | 4 | 3 | — | — | — |
| 8 | 4 | 3 | — | — | — |
| 9 | 4 | 3 | 2 | — | — |
| 10 | 4 | 3 | 2 | — | — |
| 11 | 4 | 3 | 3 | — | — |
| 12 | 4 | 3 | 3 | — | — |
| 13 | 4 | 3 | 3 | 1 | — |
| 14 | 4 | 3 | 3 | 1 | — |
| 15 | 4 | 3 | 3 | 2 | — |
| 16 | 4 | 3 | 3 | 2 | — |
| 17 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 3 | 3 | 3 | 1 |
| 19 | 4 | 3 | 3 | 3 | 2 |
| 20 | 4 | 3 | 3 | 3 | 2 |
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 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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 | 4 | 2 | — | — | — | — | — | — | — |
| 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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.
| Level | Experience | Proficiency | Also |
|---|---|---|---|
| 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.
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.
| Ability | Skills 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.
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.
Chill Touch — 1d8 necrotic · a spell attack roll
Eldritch Blast — 1d10 force · a spell attack roll
Fire Bolt — 1d10 fire · a spell attack roll
Guidance — Concentration
Light
Poison Spray — 1d12 poison · Constitution save to avoid it
Ray of Frost — 1d8 cold · a spell attack roll
Sacred Flame — 1d8 radiant · Dexterity save to avoid it
Shocking Grasp — 1d8 lightning · a spell attack roll
Spare the Dying
Vicious Mockery — 1d4 psychic · Wisdom save to avoid it
Bless — Concentration
Burning Hands — 3d6 fire · Dexterity save for half · +1d6 per slot level above
Charm Person — Wisdom save to avoid it
Command — Wisdom save to avoid it
Cure Wounds — Heals 1d8 · +1d8 per slot level above
Faerie Fire — Dexterity save to avoid it · concentration
False Life — 1d4+4
Guiding Bolt — 4d6 radiant · a spell attack roll · +1d6 per slot level above
Healing Word — 1d4 · +1d4 per slot level above
Hellish Rebuke — 2d10 fire · Dexterity save for half · +1d10 per slot level above
Hunter's Mark — Concentration
Inflict Wounds — 3d10 necrotic · a spell attack roll · +1d10 per slot level above
Magic Missile — 3d4+3 force · +1d4 per slot level above
Shield
Shield of Faith — Concentration
Sleep — Wisdom save to avoid it
Thunderwave — 2d8 thunder · Constitution save for half · +1d8 per slot level above
Aid — 5
Barkskin — Concentration
Branding Smite — Concentration
Hold Person — Wisdom save to avoid it · concentration
Lesser Restoration
Protection from Poison
Scorching Ray — 6d6 fire · a spell attack roll · +2d6 per slot level above
Shatter — 3d8 thunder · Constitution save for half · +1d8 per slot level above
Spike Growth — 2d4 piercing · concentration
Spiritual Weapon — 1d8+3 force · +1d8 per slot level above
Call Lightning — 3d10 lightning · Dexterity save for half · concentration
Crusader's Mantle — Concentration
Fear — Wisdom save to avoid it · concentration
Fireball — 8d6 fire · Dexterity save for half
Hypnotic Pattern — Wisdom save to avoid it · concentration
Lightning Bolt — 8d6 lightning · Dexterity save for half
Mass Healing Word — 1d4
Sleet Storm — Dexterity save to avoid it · concentration
Spirit Guardians — 3d8 radiant · Wisdom save for half · concentration
Vampiric Touch — 3d6 necrotic · a spell attack roll · concentration
Banishment — Charisma save to avoid it · concentration
Blight — 8d8 necrotic · Constitution save for half · +1d8 per slot level above
Ice Storm — 4d6 cold · Dexterity save for half
Wall of Fire — 5d8 fire · Dexterity save for half · +1d8 per slot level above · concentration
Cone of Cold — 8d8 cold · Constitution save for half · +1d8 per slot level above
Flame Strike — 4d6 fire · Dexterity save for half · +1d6 per slot level above
Hold Monster — Wisdom save to avoid it · concentration
Insect Plague — 4d10 piercing · Constitution save for half · +1d10 per slot level above · concentration
Mass Cure Wounds — Heals 3d8 · +1d8 per slot level above
Blade Barrier — 6d10 slashing · Dexterity save for half · concentration
Chain Lightning — 10d8 lightning · Dexterity save for half · +1d8 per slot level above
Disintegrate — 10d6+40 force · Dexterity save to avoid it · +3d6 per slot level above
Harm — 14d6 necrotic · Constitution save for half
Delayed Blast Fireball — 12d6 fire · Dexterity save for half · +1d6 per slot level above · concentration
Divine Word — Charisma save to avoid it
Finger of Death — 7d8+30 necrotic · Constitution save for half
Fire Storm — 7d10 fire · Dexterity save for half
Incendiary Cloud — 10d8 fire · Dexterity save for half · concentration
Power Word Stun — Constitution save to avoid it
Sunburst — 12d6 radiant · Constitution save for half
Mass Heal — Heals 20d8
Meteor Swarm — 20d6 fire · Dexterity save for half
Weird — Wisdom save to avoid it · concentration
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.
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.
Chain Shirt
Dented Steel Helm
Drainman's Oilskin
Fen-Wardens' Waders
Grey Road Oilcloth
Leather Armor
Pit Warden's Coat
Serviceable Mail
The Left Pauldron
Warded Shield
Warden's Oilcloth
A Bond of Service
A Child's Shoe
A Crate Lid, Lot 41
A Green Bottle
A Hurried Note
Abe Treen's Day-Book
Amulet of Warding
An Offering That Came Back
Antitoxin
Articles of Retainer
Bill of Lading
Brass Plumb-Bob
Caged Shaft Lamp
Charcoal Rubbing
Cloak of the Marsh
Corrin Dale's Indenture
Court Slate
Cracked Delving Lamp
Cut Fen-Root
Dried Fen-Root
Four Letters to Sten Harrow
Gate Wheel Key
Hooded Lantern
Kell's Crew Tag
Lines of a Tenth Hull
Mara's Cellar Tally
Mara's Hooded Lantern
Note of Hand for Wages
Oil of Embers
Pewter Sun-Disc
Reeve's Writ of Carriage
Ring of Protection
Ropewalk Line
Rubbing from the Mearing Stone
Spiked Collar of the Warg
Stamped Tally Stick
Tarrow Bread Token
The Almoner's List
The Anvil Note
The Arden Cartulary, Fourth Press
The Engineers' Tally Board
The Factor's Return
The Fennow Deposit Book
The Ford Entry, Fair Copy
The League Standard Weight
The Mill Ledger
The Quiet Charter's Book
The Sluice-Keeper's Quarters
The Unmarked Gauge
The Valley Survey
The Warden's Tally
Thieves' Tools
Vennik's Long Glass
Wand of Detecting Secrets
Warden Vorn's List
Warlord's Tooth
Greater Potion of Healing
Potion of Healing
Scroll of Mending Flesh
Caulker's Maul
Dart
Delver's Pick
Drover's Ash Staff
Greataxe
Halberd
Javelin
Jimmy's Dagger
Light Crossbow
Longbow
Longsword
Longsword +1
Mace
Quarterstaff
Shortbow
Shortsword
Silvered Shortsword
Sling
Spear
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.