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Gameplay mechanics

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Revision as of 17:41, 23 February 2022 by 5corp1u7 (talk | contribs) (→‎Conditions)
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Main Page > Character Abilities


As an adventurer, you possess many skills to protect yourself and your allies during your ventures. Depending on your background, class, race, you gain different feats, proficiencies, and other abilities.

Player Actions

Action Icon.png Action

Bonus Action Icon.png Bonus Action

Reaction Icon.png Reaction

Feats

Ability Score Increase

Increase one Ability by 2, or two Abilities by 1.

You can't increase an Ability above 20 using this feature.

Athlete

Increase Strength or Dexterity by 1, to a maximum of 20.

When you are Prone, standing up uses less movement.

Defensive Duelist

When attacked with a melee attack, use your reaction to increase your Armour Class by 2, potentially causing the attack to miss.

Prerequisite: you must be wielding a Finesse Weapon with which you are Proficient.

Dual Wielder

Gain a +1 bonus to Armour Class while wielding a melee weapon in each hand.

You can use two-weapon fighting even if your weapons aren't light.

Great Weapon Master

When an attack with a Melee Weapon scores a Critical Hit or kills a creature, you can make another Melee Weapon Attack as a Bonus Action.

When attacking with Heavy Weapons you are proficient with, attack rolls take a -5 penalty, but their damage increases by 10.

Heavily Armored
(Requires Medium Armor Proficiency)

Increase your Strength by 1, to a maximum of 20.

Gain Armour Proficiency with Heavy Armour.

Moderately Armored
(Requires Light Armor Proficiency)

Increase your Strength or Dexterity by 1, to a maximum of 20.

You have Armour Proficiency with Medium Armour and shields.

Lightly Armored

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Armour Proficiency with Light Armour.

Magic Initiate: Cleric

Learn 2 Cantrips and a 1st-level Spell from the Cleric spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.

Magic Initiate: Druid

Learn 2 Cantrips and a 1st-level Spell from the Druid spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Wisdom.

Magic Initiate: Sorcerer

Learn 2 Cantrips and a 1st-level Spell from the Sorcerer spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.

Magic Initiate: Warlock

Learn 2 Cantrips and a 1st-level Spell from the Warlock spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Charisma.

Magic Initiate: Wizard

Learn 2 Cantrips and a 1st-level Spell from the Wizard spell list.

You can cast the 1st-level Spell once per Long Rest. Your Spellcasting Modifier for all three spells is Intelligence.

Martial Adept

Learn two maneuvers from the Battle Master archetype and receive 1 (additional) Superiority Die to fuel them.

You regain expended Superiority Dice after a Short or Long Rest.

Mobile

Your Movement Speed increases (by 3m / 10ft).

When you use the Dash action, difficult terrain doesn't slow you down.

Moreover, if you move after making a melee attack, you don't provoke an Opportunity Attack from your target.

Shield Master

Gain a +2 bonus to Dexterity Saving Throws when wielding a shield.

Skilled

You gain Proficiency in 3 Skills of your choice.

Tough

Hit point maximum increased by 2 for each level.

Weapon Master

Increase your Strength or Dexterity by 1, to a maximum of 20.

Gain Proficiency with four weapons of your choice.

Proficiency

Proficiency indicates your expertise in a particular set of skills. Whether it is knowing how to handle a weapon effectively in combat, or knowing how to use a lockpick.

Every classes have Proficiency Bonus, which is based on the character’s total level. Proficiency Bonus will be added whenever a character makes an Attack Roll, Ability Check, or Saving Throw.

Proficiency Bonuses per Level
Level Proficiency Bonus
Level 1 to 4 + 2
Level 5 to 8 + 3
Level 9 to 12 + 4
Level 13 to 16 + 5
Level 17 to 20 + 6

Spellcasting

Spellcasting is the ability to cast Spell. Through spellcasting, you can harm, heal, hinder, or buff a target at your will. Different classes have certain ways to learn and channel magic and prepare their spells.

Classes capable of spellcasting:

Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experiences, knowledges or innate abilities to create magical Effects or deal damage to enemies or heal their allies.

List of Spells:

Conditions

Conditions are resulted by effects of Spells, Class Features, etc. Conditions may positively or negatively affect a creature, and knowing how to inflict, applies, or avoid certain Conditions can grant you the upper hand in many situations.

List of Conditions: