Mortality Feature: Shamanic Lore Soldier [Flavour Text] Armour Proficiencies: 2 armours of your choice. Skill Proficiencies: Tool Proficiencies: Land Vehicles Weapon Proficiencies: 1 Weapon Category of your choice. Languages: Equipment: Feature: Military Rank Underdark Trader [Flavour Text] Armour Proficiencies: Skill Proficiencies: Persuasion, Stealth Tool Proficiencies: Weapon Proficiencies: Languages: Undercommon Equipment: Feature: Urchin [Flavour Text] Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiencies: Disguise kit, thieves’ tools Weapon Proficiencies: 1 simple or martial knife of your choice. Equipment: Feature: City Secrets Flaws Nobody is perfect and neither are adventurers. It’s likely that your character has a flaw of some form that affects their day-to-day life as an adventurer. Flaws are separated into two categories: Major and Minor flaws Consult the table below to see what you gain for your flaws. 3 Minor flaws count as 1 Major flaw Flaws Flaw Reward 1 Major Flaw A feat or 3 CP 1 Minor Flaw 1 CP If a flaw would reduce an ability score, it cannot lower it below 1. What’s the Point? These flaws are to provide another level of challenge to the game. Character’s aren’t infallible, they’re mortal and flawed. A player shouldn’t attempt to mitigate these flaws by taking other character options such as feats but rather should lean into these flaws and use them to fuel the roleplay of the character. Removing a Flaw Removing a flaw is a big task and may be the purpose of a character’s adventure in itself. When attempting to remove a flaw from your character, it should require work and a lot of effort. Pg 151 Part 5: Personality & Background
Mortality Work with your DM to figure out if your flaw should be able to be removed. Removing certain flaws may be as simple as obtaining an item (such as a prosthetic arm or leg) whereas others may require much more struggle and strife. Addiction (Minor / Major) You just have to have the desire of your dependency. Your addiction is likely an addictive substance or drug (such as alcohol or chew leaf), but could be some other odd compulsion. ● Following every long rest, you must make a DC 8 Wisdom or Constitution saving throw (use your weakest save) if you did not partake in your addiction the previous day. If you fail your save, you suffer 1 level of exhaustion. (You should roleplay how the levels of exhaustion affect your behaviour). You can only attain 3 levels of exhaustion through your addiction. On a successful save, you stave off your dependency for a day. If you pass the check by 5 or more, you benefit from some short-term coping mechanisms and actually reduce your exhaustion level due to your addiction by 1. (If you have previous levels of exhaustion from this flaw). ● (Major only). Your addiction can lead you down to 5 levels of exhaustion and the DC to resist increases to 10. Asshole (Major) You’re unflinchingly mean. ● Your first social interaction roll is a Charisma (Intimidation) check no matter what your intentions are. ● You have disadvantage on Charisma (Persuasion) and Wisdom (Insight) checks. ● Reduce your Wisdom score by 2. Ailin’ (Major) You are suffering from a long term illness that leaves you susceptible to exhaustion. Your weakness may well kill you. ● Decrease your Strength, Dexterity or Constitution score by 2 (this should be representative of the illness.) ● You have disadvantage on saving throws made to resist exhaustion. ● You must make a DC10 Constitution saving throw (with disadvantage) in order to remove a level of exhaustion even when you would normally do so without needing to make a roll. ● At the start of each game session you must make a DC10 Constitution saving throw or suffer a level of exhaustion. Pg 152 Part 5: Personality & Background
Mortality Exhaustion from this effect is your illness taking hold. All-Thumbs (Major) Your motor skills are severely underdeveloped. ● You have disadvantage on Dexterity (Sleight of Hand) checks as well as other Dexterity checks that require fine motor skill (such as picking locks, forging a document, playing an instrument etc.) ● You have disadvantage on attack rolls made using Dexterity as well as spell attack rolls for spells that require material components. Allergy (Minor / Major) Antisocial (Major) You’re not used to dealing with other people and often avoid social contact. ● Reduce your Charisma score by 4. Anxious (Major) You are constantly on edge about everything. ● When you are subject to stress, you take the maximum amount. Arrogant (Minor) You think you are above the common rabble. Only people of your station/status/power deserve respect. You might humiliate foes or find common foes beneath your concerns and issue challenges to leader-types. ● You have disadvantage on Charisma (Persuasion) and Wisdom (Insight) checks. (This does not apply to people of your status, such as if you are a Noble (the background) interacting with other nobles. Likewise, if you are from the lower class dealing with other peasants). Aversion (Minor) You do not get along with a particular group of creatures. Some races have this drawback and it is made clear who you do not get along with. A GM might allow a player to choose a focused group for their character if it suits their background. Ideas include a particular race, arcane casters, members of a particular organisation or religion (if it plays a prominent part in the game), beasts (or beasts of a particular grouping and their anthropomorphic-related races, if any), or other creature types. ● You have disadvantage on any Wisdom (Animal Handling) rolls made with beasts or other non-intelligent creatures in your chosen group. ● You have disadvantage on all Charisma checks when Pg 153 Part 5: Personality & Background
Mortality interacting with intelligent members of your chosen group. ● Creatures belonging to your chosen group typically reciprocate the negative feelings you have for them, and will likely target you over other targets. Bleeder (Major) You bleed easily and blades are especially dangerous to you. ● You take twice as much bleed damage. Blind (Major) Both of your eyes are damaged or missing and you are completely blind. This flaw counts as 2 Major flaws. ● You are Blinded (as explained in appendix A) permanently. Brain-Dead (Major) There isn’t much going on in your head. ● Reduce your Intelligence score by 4. Brittle Bones (Major) Your bones break easily and falls can be dangerous for you. ● You have vulnerability 5 to bludgeoning damage. Cautious (Minor) You take your time assessing a situation and never rush in. ● The first turn of every combat encounter you must use your action to make an appropriate Intelligence or Wisdom check to assess your surroundings or foes. On a success, your character learns something about either that they did not know before. City-Slicker (Minor) You’ve spent little time outside of a city and have lived a relatively sheltered life. ● You have disadvantage on Animal Handling, Nature, Spot, Survival, Tracking checks. Civilian (Major) You are not used to combat situations. ● You have disadvantage on melee attack rolls. ● You take twice as much stress for being hit by an attack. Clumsy (Minor) You aren’t as graceful as others. ● Reduce your Dexterity score by 2. Cocky (Minor) When it comes to using your skills, there is nothing you can't handle. When you fail, you do not take it well. Pg 154 Part 5: Personality & Background
Mortality ● If you fail at a task you are proficient in, you suffer disadvantage on all ability checks and attack rolls until you finish a long rest. (For combat, this does not mean failing a single attack, but failing to defeat the enemy if you used attacks with weapons, spells etc with which you are proficient. Likewise for tasks requiring several checks - the penalty only applies if you fail the task, not an individual check). ● You tend to tackle the toughest (or smartest) enemy - whichever is considered a 'suitable target' for one of your skills. Corruptible (Minor) You are easily corrupted and take more damage from evil sources. ● You have vulnerability 5 to evil damage. Coward (Major) You get rattled easily. ● You have disadvantage on saving throws against being frightened or terrified. Curious (Minor) Curiosity often gets the better of you, sometimes putting you in bad situations. ● When confronted by a situation where you don't know all the answers, you act to find those answers. There may be times where a GM might impose a Wisdom save if you wish to resist acting upon this compulsion. ● You have disadvantage on Wisdom saves to resist effects that draw you into curious situations, such as following a will-o-wisp or using your reaction in combat to turn towards a noise. Deaf (Major) Your ears are damaged whether through birth or injury. ● You are Deafened (as explained in appendix A) permanently. Disorganised (Minor) You’ve never been good at packing bags or storing things neatly. ● Retrieving an item from your backpack takes you 1 minute. ● Retrieving an item from a belt, sling or bandolier takes a bonus action for you. Easy Target (Major) You often zig when you should’ve zagged and seem to attract stray arrows. ● When a creature rolls a critical fumble that targets a nearby ally or a random target in a combat (from a ranged attack), you Pg 155 Part 5: Personality & Background
Mortality become that target and the attack is rerolled against you. ● You suffer a -1 to your AC or a -2 if you are wearing medium or heavy armour. Elderly (Major) Your old age makes you naturally more frail. ● You have disadvantage on saving throws made to resist exhaustion ● Reduce your Strength, Dexterity and Constitution scores by 2 each. Elephant Feet (Minor) Your steps are much louder and you find it harder to walk quietly. ● You have disadvantage on Dexterity (Move Silently) checks. Fearful (Minor) You are especially easy to rattle. ● You have disadvantage on saving throws against being Frightened. Feeble (Major) You might have trouble fighting your way out of a paper bag. ● You have disadvantage on all Strength and Constitution saving throws. ● You have disadvantage on all Strength checks and attack rolls that use your Strength modifier. Flammable (Minor) You are naturally more flammable than others. ● You have vulnerability 5 to fire damage. Forgetful (Minor) Your memory is like a sieve. ● You have disadvantage on all Intelligence checks to recall lore (typically, all Arcana, History, Nature and Religion checks). Fragile (Minor) Force and thunder damage leave you rattled. ● You have vulnerability 5 to force and thunder damage. Frail (Major) Your body is less resilient than others. ● Reduce your Constitution score by 4. Glass Jaw (Major) You might look tough, but you go down easily when hit in the right spot. ● Anytime you take damage totaling half your current hit points or more, you must make a Constitution saving throw or Pg 156 Part 5: Personality & Background
Mortality become incapacitated. The DC is 10 or half the damage you take, whichever is higher. ● If incapacitated from a failed save due to this flaw, you can make a DC 10 Constitution saving throw at the end of each of your turns to remove the condition. Gullible (Minor) You tend to believe even the wildest claims. ● You have disadvantage on Wisdom (Insight) checks. ● You have disadvantage on checks made to see through illusions. ● You have disadvantage on saving throws to resist the Charmed condition. Hard of Hearing (Minor) Your hearing isn’t as good as others. ● You have disadvantage on Wisdom (Listen) checks. Heavy Sleeper (Minor) You like to get a good sleep and are harder to wake. ● You have disadvantage on all Wisdom (Listen) checks when asleep, no matter how loud the noise. ● You have disadvantage on all attacks and checks for 1 minute following a long rest or when roused from your sleep, until you spend a bonus action to make a DC 10 Constitution or Wisdom save. A successful save removes the penalties until the next long rest. ● If your sleep is disturbed, you gain a major amount of stress instead of a moderate amount and you do not heal any fatigue. Honest (Minor) You are not good at lying and believe that honesty is the best policy. ● You have disadvantage on Dexterity (Sleight of Hand) and Charisma (Bluff) checks. Illiterate (Minor) You can’t, or were never taught to, read and as such are illiterate. ● You cannot read or write regardless of your Intelligence. Impulsive (Major) You never stop to think about the consequences of your actions often leading to putting yourself in bad positions. ● Reduce your Wisdom score by 4. Impure (Minor) Your soul is marked by an impurity, you are more susceptible to damage from good sources. Pg 157 Part 5: Personality & Background
Mortality ● You have vulnerability 5 to good damage. Innumerate (Minor) You were never taught basic mathematics. ● You automatically fail all Mathematics checks. Klutz (Major) You are incredibly ungraceful. ● Reduce your Dexterity score by 4. Landlubber (Minor) Light Sensitivity (Minor) Your eyes are more sensitive to the light. ● You are Partially Blinded when in Brightest Light. Loyal (Minor) You do not leave a mate behind. ● If you are not the last of your group to leave a dangerous situation, then you suffer overwhelming guilt. (This includes running or disengaging from an enemy that still threatens other allies). You have disadvantage on all ability checks until you take a long rest. (If several members of a group have this flaw, then the penalty only applies if there are allies without this drawback left behind). Mad (Minor) You are considered unhinged or may be missing some mental faculties. ● You have a form of indefinite madness from the Indefinite Madness table on page 260 of the Dungeon Master’s Guide Mean (Minor) You are difficult to talk to due to your mean disposition. ● Your first social interaction roll is a Charisma (Intimidation) check no matter what your intentions are. ● You have disadvantage on Charisma (Persuasion) and Wisdom (Insight) checks. Mute (Major) You can’t, or were never taught to, speak. ● You are unable to speak. ● You are unable to cast spells that require verbal components. Nervous (Minor) You are more on edge than most. ● You have disadvantage on saving throws to resist stress. Pg 158 Part 5: Personality & Background
Mortality One-Armed (Major) You lost an arm making it harder for you to perform certain tasks. ● You lack an arm and cannot wield weapons with the two-handed property. Which Arm? You can choose which arm your character lost or determine randomly by rolling a d20 (Even = Left, Odd = Right) If you lose the arm for your dominant hand, you gain an extra proficiency of your choice. One-Eyed (Major) You lost an eye resulting in poor eyesight and lack of depth perception. ● You are constantly under the Partially Blinded condition. ● You reduce the normal range of any weapon to 30ft if it was higher than this. Which Eye? You can choose which eye your character lost or determine randomly by rolling a d20 (Even = Left, Odd = Right) One-Legged (Major) You lost a leg making it harder for you to walk. ● You are missing a leg. ● Your walking speed is halved (round down to the nearest 5ft). ● You have disadvantage on saving throws to resist being knocked prone. ● When you take the Dash action, you must make a DC15 Dexterity (Acrobatics) check or fall prone. Which Leg? You can choose which leg your character lost or determine randomly by rolling a d20 (Even = Left, Odd = Right) Outsider (Minor) You are away from your own people and your ways are strange to those where you are now. ● You have disadvantage on all Charisma (Persuasion) checks. (You do not have disadvantage when interacting with people from your homeland or of the same subrace/culture). Paper Skin (Major) Your skin is easy to cut and blades are dangerous around you. ● You have vulnerability 5 to slashing damage. Phobia (Minor) You have an irrational fear of something (like cats, drinking from containers, tall people), or your fear of something that others fear (undead, aberrations, etc) is extreme. Your fear must be something that will have an Pg 159 Part 5: Personality & Background
Mortality effect on your abilities, so a creature type is a good choice for this drawback. ● Upon seeing or being within 30 feet of your phobia, you must make a Wisdom save DC 10 or suffer the terrified condition. This save must be repeated at the start of each of your turns if you remain within 30 feet of your phobia (even if you previously passed the saving throw). ● Once terrified, you can take a bonus action to make another Wisdom DC 10 save to remove the condition. However, if you roll a natural 1, the fear cannot be overcome this encounter and you do not get to make any more saves. If you roll a natural 20, your 'fight' reflex takes over and you instead gain advantage on your next attack versus the object/creature of your phobia and you do not need to make any more saves to avoid being frightened by your phobia this encounter. Poor Eyesight (Minor) You have trouble seeing things in fine detail or that are far away. ● You are constantly under the Partially Blinded condition. Poor Reflexes (Major) You were always slower to react than others which puts you in perilous positions. ● You have disadvantage on Initiative rolls and Dexterity saving throws. Primitive (Minor) Puny (Major) You are significantly weaker than others. ● Reduce your Strength score by 4. Rash (Minor) You make quick decisions instead of thinking things through. ● Reduce your Wisdom score by 2. Shaky (Minor) You have not developed your motor skills and have trouble performing tasks that require fine motor control. ● You have disadvantage on Dexterity (Sleight of Hand) checks as well as other Dexterity checks that require fine motor skill (such as picking locks, forging a document, playing an instrument etc) Shy (Minor) Pg 160 Part 5: Personality & Background
Mortality You’re shy and often quiet in conversation. ● Reduce your Charisma score by 2. Slowpoke (Minor) You are naturally slower on your feet than others. ● Your walking speed is reduced by 5ft. Soft-Skin (Major) Your skin is easier to pierce than most. ● You have vulnerability 5 to piercing damage. Stupid (Minor) You aren’t as mentally quick as others. ● Reduce your Intelligence score by 2. Super-Conductor (Minor) You seem to attract lightning bolts and they hurt more for you. ● You have vulnerability 5 to lightning damage. Suspicious (Minor) You are naturally suspicious of others. ● Your first social interaction roll is a Wisdom (Insight) check no matter who the person is. Undergrounder (Major) You have rarely seen the sun preferring subterranean environments. ● You are blinded when in Brightest Light Unfit (Minor) You do not exercise regularly and are unfit. ● Reduce your Constitution score by 2. Walking Dead (Major) Your cling to life isn’t as strong as others. ● You have disadvantage on death saving throws. Weak (Minor) You aren’t as strong as others. ● Reduce your Strength score by 2. Weak-Blooded (Minor) Acids and poisons seem to affect you more than others. ● You have vulnerability 5 to acid and poison damage. ● You have disadvantage on saving throws against poisons. Weak-Minded (Major) Your mind is easier to assault. ● You have disadvantage on all Intelligence, Wisdom and Charisma saving throws. Pg 161 Part 5: Personality & Background
Mortality Part 6: Equipment Armour and Shields Materials & Resistances Robes Made from specially enchanted fabrics, robes are favoured by spellcasters for their innate connection to the weave that allows the robes to provide some arcane protection to the wearer. However due to their enchanted nature, they do not offer any protection to the user if the user is unable to cast spells or if they are in an antimagic field. Light Armour Medium Armour Heavy Armour Shields A character that is wielding a shield may use their bonus action to attempt to bash an enemy with their shield immediately after taking the attack action, they may add their proficiency bonus to their attack roll provided they are proficient with the shield, the category of shields, or shield weapons. The attack deals bludgeoning damage equal to 1d4 + the creature’s Strength modifier. Shields are separated into three categories: Light, Medium, and Heavy Light Shields Buckler Shield. The buckler shield may be thrown up to 20 feet as an improvised weapon. When thrown in this way, it deals bludgeoning damage equal to 1d4 + your Strength modifier. Round Shield. Medium Shields Bouche Shield. Designed to help lancemen when mounted, a creature gains a +1 bonus to attack rolls made with a lance while they are wielding a bouche shield and riding another creature. Heater Shield. Targe Shield. A shield bash attack with a targe shield gains a +1 bonus to the damage roll Heavy Shields Kite Shield. A creature wielding a kite shield and riding another creature gains a +1 bonus to its AC. Pavise Shield. As an action, the wielder of a pavise shield may deploy their pavise shield by sticking the shield into the ground (assuming the ground is soft enough) freeing the wielder’s hands and granting them half-cover. Tower Shield. As an action, the wielder of a tower shield may use their shield to protect another creature within 5 feet of them, granting that creature the benefits of the tower shield for as long as neither the Pg 162 Part 6: Equipment
Mortality creature, nor the wielder of the tower shield move, and the tower shield is being wielded. Getting Into and Out of Armour Armour Armour Cost Armour Class (AC) Strength Stealth Weight Robes Novice Robes 75 gp 10 + Spellcasting ability modifier — — 4 lb. Apprentice Robes 150 gp 11 + Spellcasting ability modifier — — 4 lb. Journeyman Robes 250 gp 13 + Spellcasting ability modifier — — 4 lb. Expert Robes 450 gp 14 + Spellcasting ability modifier — — 4 lb. Master Robes 600 gp 16 + Spellcasting ability modifier — — 4 lb. Light Armour Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb. Leather 10 gp 11 + Dex modifier — — 10 lb. Studded Leather 45 gp 12 + Dex modifier — — 13 lb. Brigandine 75 gp 13 + Dex modifier — Disadvantage 17 lb. Medium Armour Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb. Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb. Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb. Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb. Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb. Heavy Armour Ring mail 30 gp 14 Str 11 40 lb. Chain mail 75 gp 16 Str 13 Disadvantage 55 lb. Splint 200 gp 17 Str 15 Disadvantage 60 lb. Plate 1500 gp 18 Str 15 Disadvantage 65 lb. Pg 163 Part 6: Equipment
Mortality Light Shields Buckler 5 gp +1 — — 2 lb. Round Shield 10 gp +2 — — 5 lb. Medium Shields Targe Shield 15 gp +3 — — 6 lb. Heater Shield 12 gp +3 — — 5 lb. Bouche Shield 20 gp +3 — — 6 lb. Heavy Shields Kite Shield 20 gp +4 Str 13 — 10 lb. Pavise Shield 25 gp +4 Str 13 Disadvantage 12 lb. Tower Shield 30 gp +5 Str 15 Disadvantage 15 lb. Pg 164 Part 6: Equipment
Mortality Weapons Weapon Proficiency Weapon Properties Agile. This weapon is nimble and easy to chain strikes with. For each attack you hit with this weapon on your turn, you gain a cumulative +1 bonus to attack rolls with it until the end of your turn. Attached. An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to make an attack with the spikes, but only if you have the shield equipped. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. Backstabber. When you hit a creature that is surprised, you deal an additional damage equal to your proficiency bonus on a hit. Backswing. You can use the momentum from a missed attack with this weapon to lead into your next attack. When you miss an attack with this weapon, you can use your reaction to make another attack with it. Capacity. Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as a free action that doesn't require a free hand. Each barrel or chamber can be reloaded after it's fired as a separate free action. Climbing. Whilst wielding this weapon you have a climbing speed equal to your walking speed provided you aren’t wearing heavy armour. Combination. This weapon is combined with another weapon providing extra functionality. Combination is always accompanied by a weapon in parenthesis. It takes a free action to switch between forms. Concealable. You have advantage on Dexterity (Sleight of Hand) checks made to hide this weapon on your person. Deadly. On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this in addition to the extra dice rolled for a critical hit, this die is not doubled. Disarm. You can use this weapon to attempt to disarm a creature with a Strength (Athletics) roll contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) roll. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Strength (Athletics) check. On a success, the creature drops the weapon. If you have a free hand, you may use your reaction to catch the weapon. Pg 165 Part 6: Equipment
Mortality Double Barrel. When firing this weapon, you can choose to fire ammo from both barrels. If you do this, the weapon’s damage die increases by 1 size. Fatal. On a critical hit with this weapon, the damage die becomes the listed size for the attack. The weapon also adds an additional damage die of the listed size. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Forceful. This weapon increases its damage with each strike. For each time you hit with an attack using this weapon, you gain a cumulative +1 to damage rolls until the end of your turn. Freehand. This weapon doesn't take up your hand, usually because it is built into your armour. A free-hand weapon can't be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can't attack with a free-hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. If you are wielding a freehand weapon, you may consider your unarmed strikes to gain the benefits of the weapon provided that you could normally attack with it. Grapple. You can use this weapon to attempt to grapple a creature with an attack roll contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) roll. This uses the weapon's reach (if different from your own). On a success, the creature is grappled by you. Heavy. A creature wielding a weapon with the heavy property that is a bigger size than them has disadvantage on attack rolls with it. Light. A light weapon is small and easy to handle making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9 of the Player's Handbook . Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Modular. The weapon has multiple configurations that you can switch between using a bonus action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “Modular (Bludgeoning, Piercing, or Slashing)”), though it’s possible for a modular weapon’s description to list more complicated configurations. Monk. You can use this weapon as a monk weapon regardless of whether it follows the normal rules for monk weapons. Pg 166 Part 6: Equipment
Mortality Nonlethal. This weapon doesn’t kill an enemy, instead if this weapon reduces a creature to 0 hitpoints, they are unconscious but stable. To attempt to deal lethal damage with this weapon, it suffers disadvantage on the attack roll to do so. Parry. When you use your reaction to parry an attack, you gain a +2 bonus to the attack roll made to parry. Propulsive. You add half your Strength modifier (if positive) rounded down to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Reload. A limited number of shots can be made with a weapon with the reload property. A character must then reload it using an action or a bonus action (Character’s choice) Scatter. This weapon fires a cluster of pellets in a wide spray. On a hit, the primary target of attacks with a scatter weapon takes the listed damage, and the target and all other creatures within 5 feet around it take 1 point of damage per weapon damage die. Shove. You can use this weapon to attempt to shove a creature with an attack roll contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) roll. This uses the weapon's reach (if different from your own). On a success, the creature is pushed 5 feet away from you. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). Sweep. When you attack with this weapon, as a bonus action, you can make an additional attack against a different target within range. Tethered. This weapon is anchored to you, if it is not in your hand, you can use a free action to pull the weapon back to your hand provided you have one free. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hand axe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Trip. You can use this weapon to attempt to trip a creature with an attack roll contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) roll. This uses the weapon's reach (if different from your Pg 167 Part 6: Equipment
Mortality own). On a success, the creature falls prone. Twin. When you attack with a twin weapon, you gain a +1 bonus to the damage roll if you are wielding a weapon of the same type or the listed weapon in your other hand. Two-Hand. This weapon can be used with two hands. When you use a weapon with this property in this way, its damage die increases to the size listed. Two-Handed. This weapon requires two hands to wield. Versatile. This weapon is capable of dealing a different type of damage than that listed in the damage entry. This trait indicates the alternate damage type. For instance, a slashing weapon that is versatile Piercing can be used to deal Piercing or Slashing damage. You choose the damage each time you make the attack. Volley. You suffer a -2 penalty to attack rolls against targets within the listed range. Adamantine Weapons Mithral Weapons Mithral weapons are exceptionally light. When a weapon is made from Mithral, it removes the Heavy property if the weapon possessed it or the weapon gains the Light property if the weapon lacked the Heavy property. The normal and long ranges of a mithral weapon with the Thrown property are doubled. Additionally, the weapon weighs half as much as usual. Silvered Weapons Special Weapons Injection Lance. This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison as a bonus action. Refilling the weapon with a new substance requires 1 minute of time. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Weapons Name Type Cost Damage Weight Properties Axes Adze Martial 15 gp 1d10 Slashing 10 lb. Forceful, Sweep, Two-Handed Battle Axe Martial 10 gp 1d8 Slashing 4 lb. Sweep, Two-Hand (1d10) Boarding Axe Martial 15 gp 1d6 Slashing 3 lb. Agile, Climbing, Versatile (Piercing) Pg 168 Part 6: Equipment
Mortality Butchering Axe Martial 40 gp 2d6 Slashing 8 lb. Heavy, Shove, Sweep, Two-Handed Greataxe Martial 30 gp 2d6 Slashing 7 lb. Heavy, Sweep, Two-Handed Hand Adze Simple 5 gp 1d6 Slashing 3 lb. Agile, Forceful, Sweep, Thrown (10/30) Hatchet Simple 5 gp 1d6 Slashing 2 lb. Agile, Light, Sweep, Thrown (20/60) Mambele Martial 15 gp 1d6 Slashing 3 lb. Deadly (d10), Disarm, Thrown (20/60) Necksplitter Martial 20 gp 1d8 Slashing 4 lb. Deadly (d12) Forceful, Sweep War Axe Martial 25 gp 1d10 Slashing 4 lb. Sweep, Two-Hand (d12) Bows Composite Greatbow Martial 300gp 2d6 Piercing 5 lb. Ammunition, Deadly (2d10), Heavy, Propulsive, Range (400/1600), Two-Handed, Volley (45ft) Composite Longbow Martial 150 gp 1d10 Piercing 3 lb. Ammunition, Deadly (2d6), Heavy, Propulsive, Range (200/800), Two-Handed, Volley (30ft) Composite Recurve Bow Martial 100gp 1d8 Piercing 3 lb. Ammunition, Deadly (d12), Propulsive, Range (120/480), Two-Handed Composite Shortbow Simple 50 gp 1d6 Piercing 3 lb. Ammunition, Deadly (d10), Propulsive, Range (100/400), Two-Handed Crossbow Simple 25 gp 1d8 Piercing 5 lb. Loading, Range (80/320), Two-Handed Greatbow Martial 150 gp 2d6 Piercing 5 lb. Ammunition, Deadly (2d10), Heavy, Propulsive, Range (300/1200), Two-Handed, Volley (45ft) Hand Crossbow Martial 75 gp 1d6 Piercing 3 lb. Light, Loading, Range (30/120) Heavy Crossbow Martial 50 gp 1d10 Piercing 18 lb. Heavy, Loading, Range (100/400), Two-Handed Longbow Martial 75 gp 1d10 Piercing 2 lb. Ammunition, Deadly (2d6), Heavy, Range (150/600), Two-Handed, Volley (30ft) Recurve Bow Martial 50 gp 1d8 Piercing 2 lb. Ammunition, Deadly (d12), Range (100/400), Two-Handed Repeating Crossbow Simple 50 gp 1d8 Piercing 7 lb. Range (80/320), Reload (5 shots), Two-Handed Repeating Hand Crossbow Martial 150 gp 1d6 Piercing 4 lb. Light, Range (30/120), Reload (5 shots) Pg 169 Part 6: Equipment
Mortality Repeating Heavy Crossbow Martial 100 gp 1d10 Piercing 20 lb. Heavy, Range (100/400), Reload (5 shots), Two-Handed Repeating Wrist Crossbow Exotic 250 gp 1d6 Piercing 3 lb. Freehand, Light, Range (30/120), Reload (5 shots) Shortbow Simple 25 gp 1d6 Piercing 2 lb. Ammunition, Deadly (d10), Range (80/320), Two-Handed Wrist Crossbow Exotic 125 gp 1d6 Piercing 2 lb. Freehand, Light, Loading, Range (30/120) Brawling Gauntlet Simple 1 gp 1d4 Bludgeoning Agile, Freehand, Light Knuckle Duster Simple 5 sp 1d4 Bludgeoning 1 lb. Agile, Freehand, Light, Monk Pantograph Gauntlet Exotic 15 gp 1d6 Bludgeoning 2 lb. Deadly (d10), Light, Monk, Reach, Shove Spiked Gauntlet Simple 1 gp 1d4 Piercing 1 lb. Agile, Light, Tekko-Kagi Martial 15 gp 1d6 Slashing 2 lb. Agile, Deadly (d10), Disarm, Finesse, Light, Parry, Trip Tonfa Martial 1 gp 1d4 Bludgeoning 2 lb. Agile, Finesse, Light, Monk, Parry, Twin Clubs Aklys Martial 10 gp 1d6 Bludgeoning 2 lb. Ranged Trip, Tethered, Thrown (20/60), Trip Bo Staff Martial 5 gp 1d8 Bludgeoning 4 lb. Monk, Parry, Reach, Trip, Two-Handed Club Simple 1 sp 1d4 Bludgeoning 2 lb. Light, Thrown (20/60) Cane Sword Sheath Exotic - 1d4 Bludgeoning 1 lb. Agile, Finesse, Light, Parry, Twin (Cane Sword) Fighting Stick Martial 1 gp 1d6 Bludgeoning 3 lb. Backswing, Nonlethal, Shove Greatclub Simple 2 sp 1d10 Bludgeoning 10 lb. Backswing, Heavy, Shove, Two-Handed Griffon Cane Martial 5 gp 1d6 Bludgeoning 4 lb. Backswing, Two-Hand (d10) Hooked Cane Simple 1 gp 1d6 Bludgeoning 3 lb. Trip Khakkhara Martial 10 gp 1d6 Bludgeoning 4 lb. Monk, Shove, Two-Hand (d8), Versatile (Piercing) Light Mace Simple 2 gp 1d4 Bludgeoning 2 lb. Agile, Finesse, Light, Shove Mace Simple 5 gp 1d6 Bludgeoning 4 lb. Shove Morningstar Martial 15 gp 1d8 Bludgeoning 4 lb. Versatile (Piercing) Pg 170 Part 6: Equipment
Mortality Nightstick Simple 5 gp 1d4 Bludgeoning 2 lb. Agile, Finesse, Nonlethal, Parry Nunchaku Martial 10 gp 1d6 Bludgeoning 3 lb. Backswing, Disarm, Finesse, Monk Reinforced Stock Simple 5 gp 1d4 Bludgeoning 3 lb. Attached (Crossbow or Firearm), Two-Hand (d6) Rungu Martial 5 gp 1d6 Bludgeoning 3 lb. Shove, Thrown (20/60) Sap Martial 1 gp 1d6 Bludgeoning 4 lb. Agile, Finesse, Nonlethal Staff Simple 2 sp 1d6 Bludgeoning 4 lb. Two-Hand (d8) Thundermace Martial 10 gp 1d8 Bludgeoning 5 lb. Backswing, Two-Handed Darts Blowgun Martial 10 gp 1 Piercing 1 lb. Agile, Nonlethal, Loading, Range (20/80) Dart Simple 5 cp 1d4 Piercing 1/4 lb. Agile, Light, Thrown (20/60) Edged Card Exotic 5gp 1d8 Slashing - Agile, Finesse, Light, Thrown (20/60) Javelin Simple 5 sp 1d6 Piercing 2 lb Thrown (20/60) Shuriken Martial 1 sp 1d4 Piercing 1/4 lb. Agile, Finesse, Light, Monk, Thrown (20/60) Stiletto Pen Martial 2 gp 1d4 Piercing 1/2 lb. Agile, Concealable, Finesse, Light, Thrown (20/60) Firearms Air Repeater Firearm 60 gp 1d4 Piercing 3 lb. Agile, Range (30/120), Reload (8 shots) Arquebus Firearm 250 gp 2d6 Piercing 10 lb. Fatal (2d10), Heavy, Loading, Range (150/600), Two-Handed Axe Musket Firearm 200 gp 1d8 Piercing 18 lb. Combination (Battleaxe), Fatal (d12), Heavy, Loading, Range (80/320), Two-Handed Blunderbuss Firearm 100 gp 1d8 Piercing 10 lb. Loading, Range (40/160), Scatter, Two-Handed Cane Pistol Exotic 75 gp 1d4 Piercing 2 lb. Combination (Cane Sword Sheath), Fatal (d8), Loading, Range (30/120) Coat Pistol Firearm 75 gp 1d4 Piercing 2 lb. Concealable, Fatal (d8), Loading, Range (30/120) Dagger Pistol Exotic 60 gp 1d4 Piercing 4 lb. Agile, Combination (Dagger), Fatal (d8), Light, Loading, Range (30/120) Double-Barrelled Musket Firearm 300 gp 1d10 Piercing 12 lb. Double Barrel, Fatal (2d6), Loading, Range (40/160), Two-Handed Pg 171 Part 6: Equipment
Mortality Double-Barrelled Pistol Firearm 150 gp 1d6 Piercing 4 lb. Double Barrel, Fatal (d10), Loading, Range (30/120) Dragon Mouth Pistol Firearm 75 gp 1d6 Modular 4 lb. Loading, Modular (Piercing, Fire), Range (20/80), Scatter Duelling Pistol Firearm 100 gp 1d6 Piercing 2 lb. Concealable, Fatal (d10), Light, Loading, Range (40/160) Dwarven Scattergun Firearm 200 gp 2d6 Piercing 14 lb. Heavy, Loading, Range (40/160), Scatter, Two-Handed Fire Lance Firearm 40 gp 1d6 Piercing 5 lb. Fatal (d10), Range (10/40), Reload (2 Shots), Two-Handed Flintlock Musket Firearm 150 gp 1d10 Piercing 10 lb. Fatal (2d6), Loading, Range (80/320), Two-Handed Flintlock Pistol Firearm 50 gp 1d6 Piercing 3 lb. Fatal (d10), Light, Loading, Range (40/160) Gun Sword Exotic 75 gp 1d8 Piercing 5 lb. Combination (Longsword), Loading, Range (40/160), Two-Handed Hammer Gun Exotic 100 gp 1d6 Piercing 6 lb. Combination (Warhammer), Fatal (d10), Loading, Range (40/160), Two-Handed Hand Cannon Firearm 60 gp 1d6 Modular 5 lb. Loading, Modular (Bludgeoning, Piercing, Slashing), Range (30/120) Harmona Gun Firearm 200 gp 2d6 Bludgeoning 15 lb. Loading, Range (150/600), Two-Handed Jezail Firearm 150 gp 1d8 Piercing 8 lb. Fatal (d12), Loading, Range (80/320), Two-Handed Long Air Repeater Firearm 120 gp 1d6 Piercing 7 lb. Range (40/160), Reload (8 Shots), Two-Handed Mace Multipistol Exotic 200 gp 1d4 Piercing 6 lb. Capacity (3), Combination (Mace), Fatal (d8), Loading, Range (20/80) Mithral Tree Exotic 250 gp 1d6 Piercing 12 lb. Fatal (d10), Loading, Parry, Range (150/600), Two-Handed Pepperbox Firearm 200 gp 1d6 Piercing 6 lb. Capacity (3), Fatal (d10), Loading, Range (40/160) Rapier Pistol Exotic 125 gp 1d4 Piercing 4 lb. Combination (Rapier), Fatal (d8), Loading, Range (30/120) Rattlegun Firearm 300 gp 1d8 Piercing 15 lb. Fatal (d12), Heavy, Range (60/240), Reload (10 shots), Two-Handed Slide Pistol Firearm 75 gp 1d6 Piercing 4 lb. Capacity (5), Fatal (d10), Loading, Range (40/160) Pg 172 Part 6: Equipment
Mortality Flails Bladed Scarf Exotic 25 gp 1d6 Slashing 3 lb. Disarm, Finesse, Reach, Sweep, Trip Combat Grapnel Simple 10 gp 1d6 Piercing 6 lb. Finesse, Grapple, Reach, Tethered, Thrown (20/60) Flail Martial 10 gp 1d6 Bludgeoning 2 lb. Disarm, Sweep, Trip Flickmace Martial 30 gp 1d8 Bludgeoning 5 lb. Reach Meteor Hammer Martial 20 gp 1d8 Bludgeoning 5 lb. Backswing, Disarm, Reach, Trip Monkey's Fist Martial 2 sp 1d6 Bludgeoning 2 lb. Finesse, Light, Monk, Nonlethal, Reach Rope Dart Martial 2 sp 1d6 Bludgeoning 2 lb. Finesse, Monk, Reach, Tethered, Two-Handed Scourge Martial 5 gp 1d4 Slashing 3 lb. Agile, Disarm, Finesse, Nonlethal, Sweep Spiked Chain Martial 10 gp 1d8 Slashing 10 lb. Disarm, Finesse, Heavy, Trip, Two-Handed Urumi Martial 5 gp 1d6 Slashing 3 lb. Deadly (d10), Sweep War Flail Martial 25 gp 1d10 Bludgeoning 4 lb. Disarm, Sweep, Trip, Two-Handed Whip Martial 2 gp 1d4 Slashing 3 lb. Disarm, Finesse, Light, Nonlethal, Reach, Trip Whip Claw Martial 10 gp 1d6 Slashing 4 lb. Finesse, Reach, Two-Handed Hammers Light Hammer Simple 2 gp 1d6 Bludgeoning 2 lb. Agile, Thrown (20/60) Maul Martial 10 gp 2d6 Bludgeoning 10 lb. Heavy, Shove, Two-Handed Thunderhammer Martial 30gp 1d8 Bludgeoning 3 lb. Forceful, Shove, Two-Hand (d10) Warhammer Martial 15 gp 1d8 Bludgeoning 2 lb. Shove, Two-Hand (d10) Knives Bayonet Martial 2 gp 1d4 Piercing 1 lb. Agile, Attached (Crossbow or Firearm), Finesse Chakram Martial 5 gp 1d8 Slashing 2 lb. Thrown (20/60) Claw Blade Martial 5 gp 1d4 Slashing 1 lb. Agile, Deadly (d8), Disarm, Finesse, Light, Versatile (Piercing) Dagger Simple 2 gp 1d4 Piercing 1 lb. Agile, Finesse, Light, Thrown (20/60), Versatile (Slashing) Pg 173 Part 6: Equipment
Mortality Fighting Fan Exotic 10 gp 1d4 Slashing 1 lb. Agile, Backstabber, Deadly (d8), Finesse, Monk Kama Simple 5 gp 1d6 Slashing 2 lb. Agile, Monk, Trip Karambit Martial 5 gp 1d4 Piercing 1 lb. Agile, Deadly (d8), Finesse, Versatile (Slashing) Katar Simple 5 gp 1d4 Piercing 1 lb. Agile, Deadly (d8), Monk Kukri Martial 5 gp 1d6 Slashing 2 lb. Agile, Finesse, Trip Kusarigama Martial 15 gp 1d8 Slashing 3 lb. Disarm, Monk, Reach, Trip, Versatile (Bludgeoning) Main-Gauche Martial 15 gp 1d4 Piercing 2 lb. Agile, Disarm, Finesse, Parry, Versatile (Slashing) Knuckle Dagger Simple 5 gp 1d6 Piercing 2 lb. Agile, Light, Disarm Piranha Kiss Martial 10 gp 1d6 Slashing 2 lb. Agile, Disarm, Light Sai Martial 10 gp 1d4 Piercing 1 lb. Agile, Disarm, Finesse, Light, Monk, Versatile (Bludgeoning) Shears Simple 1 gp 1d4 Slashing 1 lb. Finesse, Light, Versatile (Piercing) Sickle Simple 1 gp 1d4 Slashing 2 lb. Agile, Finesse, Trip Starknife Exotic 5 gp 1d4 Piercing 2 lb. Agile, Deadly (d8), Finesse, Thrown (20/60), Versatile (Slashing) Throwing Knife Martial 5 gp 1d4 Piercing 1/2 lb. Agile, Finesse, Thrown (40/120) Tri-Bladed Katar Simple 10 gp 1d4 Piercing 2 lb. Disarm, Fatal (d8), Monk War Razor Martial 3 gp 1d4 Slashing 1 lb. Agile, Backstabber, Deadly (d8), Finesse, Light Wristblade Exotic 25 gp 1d6 Piercing 1 lb. Backstabber, Concealable, Deadly (d10), Finesse, Light Picks Greatpick Martial 25 gp 1d10 Piercing 4 lb. Fatal (2d6), Heavy, Two-Handed Lightpick Simple 5 gp 1d6 Piercing 1 lb. Agile, Climbing, Fatal (d10), Light Pick Martial 10 gp 1d8 Piercing 2 lb. Fatal (d12), Two-Hand(d10) Switchscythe Exotic 25 gp 1d6 Modular 3 lb. Fatal (d10), Modular (Piercing and Grapple or Slashing and Sweep) Polearms Boarding Pike Martial 25 gp 1d10 Piercing 7 lb. Reach, Shove, Two-Handed Fauchard Martial 20 gp 1d8 Piercing 6 lb. Deadly (d8), Heavy, Reach, Sweep, Trip, Two-Handed Pg 174 Part 6: Equipment
Mortality Glaive Martial 20 gp 1d8 Slashing 6 lb. Deadly (d8), Forceful, Heavy, Reach, Two-Handed Guisarme Martial 25 gp 1d10 Slashing 6 lb. Heavy, Reach, Trip, Two-Handed Halberd Martial 20 gp 1d10 Piercing 6 lb. Heavy, Reach, Two-Handed, Versatile (Slashing) Naginata Martial 25 gp 1d8 Slashing 7 lb. Deadly (d12), Heavy, Reach, Two-Handed, Versatile (Piercing) Ranseur Martial 20 gp 1d10 Piercing 6 lb. Disarm, Heavy, Reach, Two-Handed Scythe Martial 15 gp 1d10 Slashing 7 lb. Deadly (2d6), Heavy, Trip, Two-Handed Shields Shield Boss Simple 10 gp 1d6 Bludgeoning 3 lb. Attached (Shield) Shield Spikes Simple 10 gp 1d6 Piercing 2 lb. Attached (Shield) Slings Bola Simple 1 gp 1d6 Bludgeoning 1 lb. Nonlethal, Ranged Trip, Thrown (20/60) Sling Simple 1 sp 1d6 Bludgeoning - Loading, Propulsive, Range (50/200) Sling Staff Simple 2gp 1d10 Bludgeoning 3 lb. Loading, Propulsive, Range (80/320), Two-Handed Thunder Sling Martial 1 gp 1d6 Piercing 1 lb. Agile, Loading, Propulsive, Range (60/240) Spears Branched Spear Martial 15 gp 1d6 Piercing 3 lb. Deadly (d10), Finesse, Reach, Two-Handed Duelling Spear Martial 10 gp 1d8 Piercing 4 lb. Disarm, Finesse, Versatile (Slashing) Gill Hook Martial 20 gp 1d10 Piercing 4 lb. Grapple, Reach, Two-Handed Greatspear Martial 15 gp 2d6 Piercing 6 lb. Heavy, Reach, Two-Handed Half Spear Simple 1 gp 1d4 Piercing 2 lb. Finesse, Light Injection Spear Exotic 15 gp 1d8 Piercing 4 lb. Reach, Special, Two-Handed Lance Martial 10 gp 2d6 Piercing 6 lb. Deadly (2d10), Reach, Special Longspear Martial 5 gp 1d10 Piercing 5 lb. Reach, Two-Handed Spear Simple 2 gp 1d6 Piercing 3 lb. Two-Hand(d8) Thrown (20/60) Trident Martial 5 gp 1d8 Piercing 4 lb. Thrown (20/60) Swords Bastard Sword Martial 25 gp 1d8 Slashing 5 lb. Two-Hand (2d6) Pg 175 Part 6: Equipment
Mortality Butterfly Sword Martial 15 gp 1d4 Slashing 2 lb. Agile, Disarm, Finesse, Light, Monk, Parry, Twin Buugeng Exotic 10 gp 1d4 Slashing 2 lb. Agile, Light, Sweep, Twin Cane Sword Exotic 25 gp 1d6 Piercing 3 lb. Agile, Concealable, Finesse, Parry, Twin (Cane Sword Sheath) Curve Blade Martial 20 gp 1d8 Slashing 3 lb. Finesse, Forceful Duelling Sword Martial 25 gp 1d8 Slashing 3 lb. Finesse, Versatile (Piercing) Falchion Martial 30 gp 1d10 Slashing 5 lb. Forceful, Heavy, Sweep, Two-Handed Greatsword Martial 50 gp 2d6 Slashing 6 lb. Heavy, Sweep, Two-Handed, Versatile (Piercing) Hook Sword Martial 25 gp 1d6 Slashing 2 lb. Disarm, Light, Monk, Parry, Trip, Twin Katana Martial 20 gp 1d8 Slashing 3 lb. Deadly (d12), Two-Hand (d10), Versatile (Piercing) Khopesh Martial 30 gp 1d8 Slashing 4 lb. Trip Longsword Martial 15 gp 1d8 Slashing 3 lb. Versatile (Piercing), Two-Hand (d10) Machete Martial 10 gp 1d6 Slashing 2 lb. Deadly (d10), Sweep Nine Ring Sword Martial 20 gp 1d8 Slashing 4 lb. Disarm Rapier Martial 25 gp 1d8 Piercing 2 lb. Deadly (d12), Finesse, Parry Sawtooth Sabre Martial 25gp 1d6 Slashing 3 lb. Agile, Finesse, Light, Twin Scimitar Martial 25gp 1d6 Slashing 3 lb. Finesse, Forceful, Light, Sweep Shortsword Martial 10 gp 1d6 Piercing 2 lb. Agile, Finesse, Light, Versatile (Slashing) Sickle-Sword Martial 15 gp 1d6 Slashing 3 lb. Backswing, Forceful Spiral Rapier Exotic 25 gp 1d6 Piercing 2 lb. Deadly (d12), Disarm, Finesse, Parry Temple Sword Martial 20 gp 1d8 Slashing 4 lb. Monk, Trip Tengu Gale Blade Martial 20 gp 1d6 Slashing 3 lb. Agile, Disarm, Finesse Wakizashi Martial 5 gp 1d4 Slashing 2 lb. Agile, Deadly (d8), Finesse, Versatile (Piercing) Clothes Clothing Clothing Cost Cold Insulation Hot Insulation Weight Common Clothes 5 sp 1 1 3 lb. Pg 176 Part 6: Equipment
Mortality Costume 5 gp 0 0 5 lb. Fine Clothes 15 gp 0 0 6 lb. Traveller’s Clothes 2 gp 2 2 4 lb. Cold Weather Clothes 10 gp 4 -1 5 lb. Hot Weather Clothes 10 gp -1 4 4 lb. Robes Varies 1 1 4 lb. Cold Insulation This is how well a piece of clothing protects you from cold environments. A higher cold insulation will help counteract the environmental hazards posed by arctic tundras and similar environments. Hot Insulation This is how well a piece of clothing protects you from hot environments. A higher hot insulation will help counteract the environmental hazards posed by deserts and similar environments. Adventuring Gear Adventuring Gear Item Cost Weight Item Cost Weight Abacus 2 gp 2 lb. Hammer, Sledge 2 gp 10 lb. Acid (Vial) 25 gp 1/2 lb. Healer’s Kit 5 gp 3 lb. Alchemist’s Fire (Flask) 50 gp 1 lb. Holy Symbol Ammunition Amulet 5 gp 1 lb. Arrows (20) 1 gp 1 lb. Emblem 5 gp — Blowgun Needles (50) 1 gp 1 lb. Reliquary 5 gp 2 lb. Bullet (20) 5 gp 1 lb. Holy Water (Flask) 25 gp 1 lb. Crossbow Bolts (20) 1 gp 1 1/2 lb. Hunting Trap 5 gp 25 lb. Sling 4 cp 1 ½ lb. Ink (1 ounce 10 gp — Pg 177 Part 6: Equipment
Mortality Bullets (20) bottle) Antitoxin (Vial) 50 gp — Ink Pen 2 cp — Arcane Focus Ladder (10 foot) 1 sp 25 lb. Crystal 10 gp 1 lb. Light Sources Orb 20 gp 3 lb. Candle 1 cp — Rod 10 gp 2 lb. Flare 5 cp 1/2 lb. Staff 5 gp 4 lb. Lamp 5 sp 1 lb. Wand 10 gp 1 lb. Lantern, Bullseye 10 gp 2 lb. Ball Bearings (1000) 1 gp 2 lb Lantern, Glowworm 20 gp 2 lb. Bell 1 cp — Lantern Hooded 5 gp 2 lb. Block and Tackle Torch 1 cp 1 lb. Block of Incense 5 gp 1 lb. Lock 10 gp 1 lb. Bottle, Glass 5 gp 1/4 lb. Magnifying Glass 100 gp — Bucket 5 Manacles 2 gp 6 lb. Caltrops (bag of 20) 1 gp 2 lb. Mess Kit 2 sp 1 lb. Camping Equipment Mirror, Steel 5 gp 1/2 lb. Bedroll 1 gp 5 lb. Oil (Flask) 1 sp 1 lb. Tent, 1-Person 1 gp 12 lb. Paper (one sheet) 2 sp — Tent, 2-Person 2 gp 20 lb. Parchment (one sheet) 1 sp — Tent, 4-Person 4 gp 30 lb. Perfume (vial) 5 gp — Tinderbox 5 sp 1 lb. Pick, Miner’s 2 gp 10 lb. Case, Map or Scroll 1 gp 1 lb. Pitons 5 cp 1/4 lb. Pg 178 Part 6: Equipment
Mortality Censer Pole (10-foot) 5 cp 7 lb. Chain (10 feet) 5 gp 10 lb. Pot, Iron 2 gp 10 lb. Chalk (1 piece) 1 cp — Ram, Portable 4 gp 35 lb. Crowbar 2 gp 5 lb. Ration 2 sp 1/2 lb. Druidic Focus Rope, Hempen (50 feet) 1 gp 10 lb. Sprig of Mistletoe 1 gp — Rope, Silk (50 feet) 10 gp 5 lb. Totem 1 gp — Scale, Merchants 5 gp 3 lb. Wooden Staff 5 gp 4 lb. Sealing Wax 5 sp — Yew Wand 10 gp 1 lb. Shovel 2 gp 5 lb. Dynamite (Stick) 1 lb. Signal Whistle 5 cp — Exploration Equipment Signet Ring 5 gp — Climber’s Kit 25 gp 12 lb. Small Knife 5 sp — Crampons 2 gp 1/4 lb. Soap 2 cp — Goggles 1 gp 1 lb. Spellbook 50 gp 3 lb. Grappling Hook 2 gp 4 lb. Spikes, Iron (10) 1 gp 5 lb. Shaded Goggles 4 gp 1 lb. Stake, Wooden — — Snowshoes 2 gp 4 lb. String 1 cp — Fishing Tackle 1 gp 4 lb. Vestments 5 gp — Flask 2 cp 1 lb. Vial 1 gp — Gunpowder Keg 250 gp 20 lb. Waterskin 2 sp 5 lb. Gunpowder, Powder Horn 35 gp 2 lb. Whetstone 1 cp 1 lb. Hammer 1 gp 3 lb. — — — Pg 179 Part 6: Equipment
Mortality Containers Magical containers such as a bag of holding, portable hole or Heward’s Handy Haversack require an action to retrieve items from within. Whilst the rules may state that a container is able to store 40 pounds of equipment, it must still make logical sense that the container in question can actually store the equipment (DM’s discretion). For instance, a backpack could not store 10 longswords even though its weight capacity would technically allow it. Apply the weight modifier of the container to any equipment stored within. Backpacks Backpacks can help to prevent encumbrance by modifying the weight of items carried in it. However, the backpack still has a maximum capacity that it can carry before it risks breaking. The weight modifier of the backpack is not taken into account when calculating how much the backpack can store. Typically a backpack can hold half its listed capacity extra in weight. It cannot carry more than this and the backpack counts as overloaded. For each hour that you are carrying an overloaded backpack, roll a d6. On the result of a 1 or a 2, the backpack gains a notch. Backpacks can be used to carry any number of things but they cannot store weapons that lack the light property. A character can only wear one backpack and retrieving an item from a backpack takes an action. Strapping Items Some items can be strapped to the outside of a backpack. These items can be weapons or items that would not normally fit in a backpack or could be things like rope or a bedroll. An item strapped to the side of a backpack still counts towards how much the backpack can carry but can be retrieved as a bonus action instead of taking an action. Bandoliers Bandoliers can be used to carry vials, flasks, coins and weapons with the light property. A character can only wear one bandolier and retrieving an item from a bandolier takes a free action. Belts Belts can be used to carry any number of things such as vials, flasks, coin pouches and weapons that lack the two-handed property. A character can only wear one belt and retrieving an item from a belt takes a free action. Slings Slings can be used to carry weapons that possess the Two-Handed Property. A character can wear two slings retrieving an item from a sling takes a free action. Pg 180 Part 6: Equipment
Mortality Containers Container Cost Capacity Weight Weight Modifier Backpacks Light Backpack 1 gp 20 lb. 2 ½ lb. 3/4 Medium Backpack 2 gp 40 lb. 5 lb. 3/4 Heavy Backpack 5 gp 60 lb. 7 lb. 1/2 Bandoliers Light Bandolier 3 gp 6 lb. 2 lb. — Medium Bandolier 5 gp 10 lb. 3 lb. 3/4 Heavy Bandolier 10 gp 16 lb. 5 lb. 3/4 Belts Light Belt 5 sp 4 lb. ½ lb. — Medium Belt 1 gp 6 lb. 1 lb. — Heavy Belt 2 gp 8 lb. 2 lb. — Quivers Light Quiver 5 sp 3 lb. ½ lb. — Medium Quiver 1 gp 4 lb. 1 lb. — Heavy Quiver 2 gp 6 lb. 1 ½ lb. — Slings Light Sling 5 sp 6 lb. ½ lb. — Medium Sling 1 gp 12 lb. 1 lb. — Heavy Sling 2 gp 18 lb. 2 lb. 3/4 Equipment Quality The quality of equipment can affect its performance on an adventure. Typically, more expensive equipment performs better than its cheaper counterparts but some crypts may contain legendary swords or other valuable artefacts. Pg 181 Part 6: Equipment
Mortality Equipment Qualities Equipment Availability Reforging Equipment Sometimes a weapon or piece of armour holds sentimental value to a character and swapping out the weapon for a shinier and sharper blade may feel alien for the character. In such cases, a character can reforge the weapon provided they have the necessary funds and facilities available to them. Reforging equipment allows it to take on new and better properties whilst retaining its identity. Cost Reforging a piece of equipment usually costs twice the equipment’s current value, however may cost more for use of the facilities at the DM’s discretion. Mishaps Reforging gear is no easy task, especially for delicate or rare equipment. Anyone can attempt to reforge a piece of equipment but more experienced craftsmen have a higher chance of doing so successfully. When a craftsman does fail an attempt at reforging a piece of equipment, roll on the Reforge Mishaps table below: Reforge Mishaps Equipment Quality Craftsman Skill Level Awful Shoddy Poor Standard Good Excellent Masterwork Legendary Novice Apprentice Adept Expert Master Grandmaster Racial Craft Certain races are better at making certain types of armour or weapons. Common Races Dwarves, Elves, Gnomes, Halfling, Humans Equipment forged by common races can typically be bought anywhere though obtaining weakened or abandoned equipment is rare and ill-advised. Pg 182 Part 6: Equipment
Mortality Uncommon Races Dragonborn, Goblinoid, Goliath, Harengon, Tiefling Exotic Races Celestials, Fiends, Illithids Ancient Equipment Ancient equipment is forged from ages past and still holds a lot of the original perks and strengths that made it legendary in the first place. Typically speaking ancient equipment cannot be bought on the open market though merchants trading in rare artefacts may have a piece of ancient equipment or two in store. Enchanting Equipment Part 7: Wear & Tear Gaining Notches Critical Hits When you are hit by a critical hit, your armour takes a notch. If you are wielding a shield, it is the shield that gains notches before your armour. If you are not wielding a shield or wearing armour, an object you are holding takes a notch. If you are not holding anything and are not wielding a shield or wearing armour, a random item on your person gains a notch. Critical Fumbles When you roll a critical fumble on an attack roll which uses a weapon, that weapon takes a notch. If you critically fumble on a spell attack roll, your spellcasting focus takes a notch. If you critically fumble on a tool check, the tool set takes a notch. Effect of Notches Notches represent superficial damage that do not break a piece of equipment but do hinder its abilities to perform tasks well. Armour Per notch that a piece of armour has, the AC it offers is reduced by 1 to a minimum of 10 for armour and +0 for shields. Sacrificing Armour When a creature takes damage, they may use their reaction to sacrifice the armour they are wearing, destroying the armour in the process, to reduce the incoming damage by an amount depending on the type of armour according to the table below: Sacrificing Armour Armour Type Damage Reduction Light Armour or Light Shields 3d4 Pg 183 Part 6: Equipment
Mortality Medium Armour or Medium Shields 3d8 Heavy Armour or Heavy Shields 3d12 Containers Backpacks Per notch a backpack has, its capacity is reduced by 5 pounds. Bandoliers Per notch a bandolier has, its capacity is reduced by 1 pound. Belts Per notch a belt has, its capacity is reduced by 1 pound. Quivers Per notch a quiver has, its capacity is reduced by 1 pound. Slings Per notch a sling has, its capacity is reduced by 2 pounds. Spellcasting Foci Per notch a spellcasting focus has, the caster’s spell attack bonus and spell save DC are reduced by 1. Tools Per notch a tool has, it receives a -1 penalty to any checks made with it. Weapons Per notch a weapon has, its damage die is reduced by one step. If a weapon only has 1 damage dice such as a longsword, follow method A for the reduction. If the weapon has 2 damage dice such as with a greatsword, follow method B Method A. 1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1 Method B. 2d6 -> 1d6 + 1d4 -> 2d4 -> 1d4+1 -> 2 Sacrificing Weapons When a creature makes a weapon attack with a weapon that has notches. The creature may choose to sacrifice the weapon to roll the damage with the weapon’s normal damage dice, destroying the weapon in the process. Fixing Notches To fix a notch on equipment, a character can attempt a DC10 Intelligence (Tool Set) check using an appropriate tool set during a short or long rest, removing a notch on a success. Tempering Adventuring with damaged equipment is a chore and most adventurers seek craftsmen capable of tempering their gear and strengthening it to the effect of notches. Item Condition Pg 184 Part 7: Wear & Tear
Mortality Part 8: Feats Apprentice Feats Apprentice feats represent your excellence in a skill, they typically add new things that your character can do or improve upon your character’s strengths Acrobat Prerequisite: Proficiency in the acrobatics skill Your balance is excellent and you are adept at acrobatic routines. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Acrobatics checks. ● As an action, you may attempt a DC15 Dexterity (Tumble) and begin to tumble until the start of your next turn on a success. Whilst tumbling, opportunity attacks made against you have disadvantage and your speed is increased by 10 feet. On a failure, you fall prone and your speed becomes 0 until the start of your next turn. Agile You are quicker to react than others. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● You gain a +1 bonus to Dexterity saving throws. Alchemist Prerequisite: An intelligence score of 13 or higher. You are trained in brewing and altering potions. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You gain proficiency with alchemist’s supplies if you don't already have it. With one hour of work using alchemist’s supplies and expending 50 gp worth of materials, you can create a number of potent healing potions equal to your proficiency bonus. A creature that drinks a potion rolls a hit die without expending it and regains hit points equal to the result + your proficiency bonus. A potion loses its potency after 24 hours. Alert Prerequisite: A wisdom score of 13 or higher. You are always ready for danger and are rarely surprised. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You gain a +5 bonus to initiative. ● You can’t be surprised whilst you are conscious. Pg 185 Part 8: Feats
Mortality ● Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. ● You may apply the benefits of a shield against an unseen attacker. Ambidextrous Prerequisite: A dexterity score of 13 or higher. Whether through natural gift or training, you are ambidextrous. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● Both of your hands are considered dominant for the purposes of making weapon attacks. Animal Handler Prerequisite: Novice rank in the animal handling skill. ● Your Wisdom score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Wisdom (Animal Handling) checks. ● As an action, you may try to calm a beast by making a DC15 Wisdom (Animal Handling) check. On a success, the beast is charmed by you for an hour, this effect ends early if you or one of your allies harms the beast. A beast with an intelligence of 6 or higher is unaffected by this feature. Arcane Armoury Prerequisite: Pact magic or spellcasting feature. You learn to channel magic into a weapon, strengthening it. You gain the following benefits: ● Your Intelligence, Wisdom, or Charisma score increases by 1 to a maximum of 20. ● As an action, you can touch a weapon and expend a spell slot of 1st level or higher, the weapon becomes temporarily magical for a number of hours equal to the level of the spell slot expended. The weapon counts as magical and gains a +1 bonus to attack and damage rolls and you may use the weapon as a spellcasting focus for the duration. This effect ends when the duration expires, or when you cast a spell that requires your concentration. You must complete a short or long rest before you can use this feature again. Arcane Charger Prerequisite: The ability to cast at least one spell. You have learnt to charge into battle, using your momentum to empower your magic. You gain the following benefits: ● Your Intelligence, Wisdom or Charisma score increases by 1 to a maximum of 20. ● When you take the Dash action, you can cast a cantrip with a range of touch as a bonus Pg 186 Part 8: Feats
Mortality action. If you move at least 10 feet in a straight line and hit with your cantrip, you can either add a +5 bonus to the spell’s damage roll or push the target 10 feet directly away from you. Astute You are smarter than others. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You gain a +1 bonus to Intelligence saving throws. Bloodthirsty You are filled with a lust for blood. You gain the following benefits: ● When you reduce a creature to 0 hit points, you may use a reaction to move up to half your movement speed and make an attack against another target. This movement provokes opportunity attacks as normal. ● When a creature you can see is reduced to 0 hit points, you may use your reaction to gain 1d6 temporary hit points. ● You gain twice as much adrenaline when you reduce a creature to 0 hit points. Brawny Prerequisite: Proficiency in the athletics skill. Your stocky body makes you naturally stronger than others. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Athletics checks. ● You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Brewer Prerequisite: A constitution or wisdom score of 13 or higher. You are adept at making restorative brews and tasty drinks. You gain the following benefits: ● Your Constitution or Wisdom score increases by 1 to a maximum of 20. ● You gain a rank with Brewer’s Supplies up to your rank maximum. Brutal Grip Prerequisite: A strength score of 13 or higher. Your grip rarely falters and you are able to carry much heavier items than normal in one hand. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● You have advantage on checks and saves made to resist being disarmed. ● You are able to wield weapons with the two-handed property in one hand with the exception of Bows. Attacks made with weapons held this way have disadvantage. Pg 187 Part 8: Feats
Mortality Built You are stronger than normal. You gain the following benefits: ● Your Strength score increases by 1 to a maximum of 20. ● You gain a +1 bonus to Strength saving throws. Chef Prerequisite: A constitution or wisdom score of 13 or higher. You are trained in the art of cooking. you gain the following benefits: ● Your Constitution or Wisdom score increases by 1 to a maximum of 20. ● You gain a rank with Cook’s Utensils up to your rank maximum. Clear-Minded Prerequisite: A wisdom score of 13 or higher. You are naturally more resistant to stress. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20 ● Your maximum stress increases by 5 ● As an action, you may end the charmed or frightened condition on yourself. You can do this a number of times equal to your Wisdom modifier (minimum of 1) and you regain expended uses when you finish a long rest. Clotter Prerequisite: A constitution score of 13 or higher. Your blood naturally clots quicker than others preventing you from bleeding out as much. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have advantage on saving throws against effects that cause the Bleeding condition. ● If you are under the effects of the Bleeding condition at the end of your turn, you may choose to roll a Constitution saving throw (DC10). On a success, you end the Bleeding condition on yourself. You may do this a number of times equal to your Constitution modifier (minimum once) and regain expended uses when you finish a long rest. Con Artist Prerequisite: Proficiency in the bluff skill. You are adept at lying and conning your way through life. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● You gain a rank in the Bluff skill up to your rank maximum. ● [Something else] Defensive Duelist Prerequisite: A dexterity score of 13 or higher. Pg 188 Part 8: Feats
Mortality You are adept at parrying blows. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● When you are wielding a finesse weapon with which you are proficient and another creature that you can see hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Dual Wielder Prerequisite: A strength or dexterity score of 13 or higher. You are adept at dual-wielding weapons. You gain the following benefits: ● You gain a +1 bonus to your AC whilst you are wielding a melee weapon in each hand. ● When you engage in two-weapon fighting you may make two attacks with the weapon in your offhand instead of one. ● You can use two-weapon fighting even when the weapons you’re wielding aren’t light. ● You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Elementally Inured Prerequisite: A constitution score of 13 or higher. Whether through long exposure or a freak mutation, you are able to resist the brunt of an element. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You gain resistance to one damage type of your choice from the following: acid, cold, fire, lightning, poison, or thunder. The resistance value is equal to 5 or half your level, whichever is highest. You can select this feat multiple times, selecting a new element each time. Exotic Weapons Training Prerequisite: 4th level or far traveller background. You are trained in the use of exotic weapons. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain proficiency with 2 Exotic Weapons of your choice Healer Prerequisite: A wisdom score of 13 or higher. You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: ● When you use a healer's kit to stabilise a dying creature, that creature also regains 1 hit point. ● As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit Pg 189 Part 8: Feats
Mortality points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. Heavily Armoured Prerequisite: Proficiency with medium armour. You have trained in the effective use of heavy armour. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain a rank with heavy armour up to your rank maximum. Herbalist Prerequisite: A wisdom score of 13 or higher. Insightful Prerequisite: 4th level, proficiency in the insight skill. You are adept at detecting subtle undertones in people’s speech and behaviour. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Insight checks. ● You can use an action to look at a creature and make a DC15 Wisdom (Insight) check. On a success, you have advantage on Charisma checks against the creature for the next hour. Inspiring Leader Prerequisite: A charisma score of 13 or higher. You are adept at rallying troops and boosting morale. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose a number of friendly creatures up to your Charisma modifier (minimum 1) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier (minimum 1). A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. In addition, when you use this feature, each creature that gains temporary hit points also heals by a moderate amount of stress. Keen Mind Prerequisite: An intelligence score of 13 or higher. Your mind is keen and sharp. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. Pg 190 Part 8: Feats
Mortality Lightly Armoured You have trained in the effective use of light armour. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain a rank with light armour up to your rank maximum. Linguist Prerequisite: An intelligence score of 13 or higher. You have studied languages and codes. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You can speak, read, and write 3 additional languages of your choice. This does not count towards the number of languages you can learn based on your Intelligence. ● You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Lionheart Your heart is filled with the courage of a lion. You gain the following benefits: ● You have advantage on saving throws against being Frightened. ● You may let out a mighty roar that inspires fear in your enemies. As an action you can choose creatures up to your Charisma modifier (minimum of 1) to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you for 1 minute. The creature may repeat the saving throw at the end of each of their turns ending the effect on a success. Mage Prerequisite: Proficiency in the arcana skill. You have studied magic and the arcane in depth. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Arcana checks. ● You know two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability for these spells. Mage Slayer Prerequisite: A strength or dexterity score of 13 or higher. Magic Initiate Prerequisite: An intelligence, wisdom or charisma score of 13 or higher. Pg 191 Part 8: Feats
Mortality Martial Adept Prerequisite: Proficiency with a martial weapon. Masochist Prerequisite: A constitution score of 13 or higher. You love pain. It energises you and boosts your resilience to more. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● Whenever you take damage, you can use your reaction to gain temporary hit points equal to your Constitution modifier + your proficiency bonus. You can do this a number of times equal to your Constitution modifier and regain expended uses when you finish a long rest. ● You no longer gain stress for getting hit by an attack. Metamagic Adept Prerequisite: A charisma score of 13 or higher, the ability to cast at least 1 spell. Military Training Prerequisite: A strength or constitution score of 13 or higher. You are accustomed to a harsh military life. You gain the following benefits: ● Your Strength, Dexterity or Constitution score increases by 1 to a maximum of 20. ● You gain proficiency with 4 simple or martial weapons of your choice. ● You can walk for 10 hours before needing to make Constitution saving throws against exhaustion. Mobile Prerequisite: A dexterity score of 13 or higher. You are quick on your feet and hard to hit. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● Your movement speed is increased by 10 feet. Moderately Armoured Prerequisite: Proficiency with light armour. You have trained in the effective use of medium armour. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain proficiency with medium armour. Musician Prerequisite: Proficiency with a musical instrument. You have extensively trained with a musical instrument allowing you to play soothing melodies. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● Choose a musical instrument in which you are proficient. You Pg 192 Part 8: Feats
Mortality may add twice your proficiency bonus to any checks made with that instrument. ● When you take a short rest, you may play a soothing melody on your musical instrument. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains extra hit points equal to your proficiency bonus. Naturist Prerequisite: Proficiency in the nature skill. You appreciate nature’s beauty and charms and have learned to reap its bounties. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Intelligence (Nature) checks you make. ● Observant Prerequisite: A wisdom score of 13 or higher. You are naturally more observant than others and often notice things that they would miss. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You gain a +5 bonus to your passive listen, search, smell, and spot scores. Organised Prerequisite: A wisdom score of 13 or higher. You are adept at organising containers and allowing them to store more. You gain the following benefits: ● Containers that you pack can store additional weight equal to half the normal capacity of the container. ● You can retrieve or stow an object from a backpack or magical containers (such as a bag of holding) as a bonus action. ● You can draw or stow 1 item from a bandolier, belt or sling without requiring any action. Quick-Fingered Prerequisite: Proficiency in the sleight of hand skill. Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: ● Increase your Dexterity score by 1 to a maximum of 20. ● You may add double your proficiency bonus to Sleight of Hand checks ● As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. Pg 193 Part 8: Feats
Mortality Shield Training You have trained in the effective use of shields. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain proficiency with shields. Silvertongue Prerequisite: Proficiency in the persuasion skill. You are a smooth talker by nature. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Persuasion checks. Skulker Prerequisite: A dexterity of 13 or higher. You are expert at slinking through shadows. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● You can try to hide when you are lightly obscured from the creature from which you are hiding. ● When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. ● Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. Spotter Prerequisite: Proficiency in the perception skill. You have a trained eye capable of spotting fine details and interesting figures. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Perception checks. ● As an action, you can look at a target and make a DC15 Wisdom (Perception) check and mark them on a success. Once per turn when you hit your marked target, you can deal extra damage equal to your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a long rest. Strong-Blooded Prerequisite: A constitution score of 13 or higher. Whether through a good diet or natural hardiness, you are naturally resistant to toxins. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You have resistance to poison damage. Pg 194 Part 8: Feats
Mortality ● You have advantage on saving throws against poisons. Strong-Willed You are more headstrong than others. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You gain a +1 bonus to Wisdom saving throws. Sure-Footed Prerequisite: A strength or dexterity score of 13 or higher. You are harder to push around and are adept at sticking your ground. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You have advantage on ability checks and saving throws against being moved against your will or knocked prone. Survivalist Prerequisite: Proficiency in the survival skill. You have learned to survive in the harsh wilderness. You gain the following benefits: ● Your Wisdom score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Survival checks. ● Whilst you are sleeping, you remain aware of your surroundings. Tavern Brawler Prerequisite: A strength or constitution score of 13 or higher. You are accustomed to bar-fights and brawls. You gain the following benefits: ● Your Strength or Constitution score increases by 1 to a maximum of 20. ● You are proficient with improvised weapons ● Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier. ● When you hit a creature with an improvised weapon or unarmed strike on your turn, you may attempt to disarm, grapple, shove or trip as a bonus action. Theologian Prerequisite: Proficiency in the religion skill. You are practised in various ceremonies and rituals. You gain the following benefits: ● Your Intelligence score increases by 1 to a maximum of 20. ● You may add twice your proficiency bonus to Religion checks. ● You can spend a minute attempting to inspire and bless your allies. Make a DC 15 Religion check. On a success, you inspire a number of allies up to your Charisma modifier (minimum of 1) and inspire them. Once within the next 10 minutes, the creature can roll a Pg 195 Part 8: Feats
Mortality d4 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Tough Prerequisite: A constitution score of 13 or higher. You are naturally more resilient than others. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● Your hit point maximum increases by twice your level when you gain this feat and increases by 2 again each time you gain a new level. Trained Reflexes Prerequisite: A dexterity score of 13 or higher. You figured that life would be easier if you could dodge more things. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● Whilst you are not blinded, deafened or incapacitated, you may add your proficiency bonus to your initiative rolls. ● Whilst you are not blinded, deafened or incapacitated, you may add +1 to your AC. Vigorous You are healthier than others. You gain the following benefits: ● Your Constitution score increases by 1 to a maximum of 20. ● You gain a +1 bonus to Constitution saving throws. Weapon Training Prerequisite: A strength or dexterity score of 13 or higher. You have trained in the effective use of weapons. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You gain proficiency with 4 weapons of your choice that are not Exotic. Winsome You have a stronger personality than others. You gain the following benefits: ● Your Charisma score increases by 1 to a maximum of 20. ● You gain a +1 bonus to Charisma saving throws. Master Feats Master feats signify your extended study of skills and abilities that set you apart from other practitioners. Axe Master Prerequisite: 4th level, proficiency with axes. Pg 196 Part 8: Feats
Mortality ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● When you score a critical hit with an axe, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ● When you hit a creature with an Axe, you can use a bonus action to force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be partially exposed until the start of your next turn. ● You treat all Axes as if they had the Forceful and Sweep properties. Bow Master Prerequisite: 4th level, proficiency with bows. ● Your Dexterity score increases by 1 to a maximum of 20. ● The normal and long range of bows is doubled for you. ● Your attacks with bows ignore half-cover. ● When you hit a creature with a bow, you can use a bonus action to attempt to pin the creature in place, the creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) on a failure, the creature’s speed is reduced to 0 until it uses an action to free itself. Brawling Master Prerequisite: 4th level, proficiency with brawling weapons. You’ve trained in the school of hard knocks, teaching you a thing or two about brawling. You’ve gained the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● Brawling weapons that you wield are considered to have the Twin property for attacks you make with them. ● Whilst you are wielding a brawling weapon, you can use a bonus action to enter a defensive stance and brace for incoming attacks. Until the start of your next turn, you may add a +2 bonus to your AC. Club Master Prerequisite: 4th level, proficiency with clubs. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You can ignore the non-lethal property of Clubs that you wield and treat all Clubs as if they had the Forceful property. ● When you hit a creature with a Club, you may use your bonus action to force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or have disadvantage on the next attack Pg 197 Part 8: Feats
Mortality roll they make before the start of your next turn. Crossbow Specialist Prerequisite: 4th level, proficiency with bows. You are an expert at using crossbows effectively. You gain the following benefits: ● Your Dexterity score increases by 1 to a maximum of 20. ● You ignore the loading property of crossbows and may reload a crossbow with the reload property as a free action on your turn. ● Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with crossbows. ● When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow or wristbow you are wielding. Firearm Master Prerequisite: 4th level, proficiency with firearms. ● Your Dexterity score increases by 1 to a maximum of 20. ● You ignore the loading property of any firearm and may reload a firearm with the reload property as a free action on your turn. ● The normal and long range of firearms is doubled for you. ● Your attacks with firearms ignore half cover. Flail Master Prerequisite: 4th level, proficiency with flails. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● As a bonus action on your turn, you may prepare to extend your flail over or around a target’s shield. Until the end of your turn, you gain a +2 to attack rolls made against a target wielding a shield. ● You treat all flails as if they had the Backswing and Sweep properties. Hammer Master Prerequisite: 4th level, proficiency with hammers. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● When you hit a creature with a hammer, you may use your bonus action to force the creature to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet directly away from you or knocked prone on a failed save. ● You treat all hammers as if they had the Forceful property. Heavy Armour Master Prerequisite: 4th level, proficiency with heavy armour. Pg 198 Part 8: Feats
Mortality You have mastered the effective use of heavy armour. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. Knife Master Prerequisite: 4th level, proficiency with knives. You have mastered the use of knives to eliminate your opponents. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● When you hit a creature with a knife, you may use your bonus action to force the creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or start Bleeding for the next minute. The creature can repeat the saving throw at the end of each of their turns, ending the condition on a success. ● You treat all Knives as if they had the Backstabber, Concealable, and Finesse properties. Light Armour Master Prerequisite: 4th level, proficiency with light armour. You have mastered the effective use of light armour. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● When you are wearing light armour and you are hit by an attack, you may use your reaction to reduce the damage by your proficiency bonus. Medium Armour Master Prerequisite: 4th level, proficiency with medium armour. You have mastered the effective use of medium armour. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. Pick Master Prerequisite: 4th level, proficiency with picks. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. Polearm Master Prerequisite: 4th level, proficiency with polearms. You can keep your enemies at bay with reach weapons. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● When you take the Attack action and attack with a polearm you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability Pg 199 Part 8: Feats
Mortality modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. ● While you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. Shield Master Prerequisite: 4th level, proficiency with shields. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You may apply the benefits of your shield to the attack roll made to parry. Sling Master Prerequisite: 4th level, proficiency with slings. ● Your Strength or Dexterity score increases by 1 to a maximum of 20. Spear Master Prerequisite: 4th level, proficiency with spears. You have extensively studied hoplite techniques and have learned to apply them to your combative style. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving. ● As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn. Sword Master Prerequisite: 4th level, proficiency with swords. You have mastered the art of swordplay. You gain the following benefits: ● Your Strength or Dexterity score increases by 1 to a maximum of 20. ● You treat all swords as if they had the Agile and Parry properties and may add 2 to your AC when you use the parry property. ● When you take the attack action and make an attack with a sword, you may use your bonus action to make an additional attack with that sword. Pg 200 Part 8: Feats