Tournament Mode 5eTE Alpha 1.1
Tournament Mode 5eTE Alpha 1.1
Martial Heroes
Contents
Introduction
Chapter 1: New Terms & Rule Adjustments
Chapter 2: Races
Midgard
Dragonverse
Elysium
Underworld
Deadlands
Sidhe
Mechanoverse
Chapter 3: Backgrounds
Chapter 4: Classes & Talents
Beginner Classes
Talents
Tactics
Feats
Chapter 5: Equipment
Chapter 6: The Crucible
Credits
1
M
customization, while providing guidelines to
ULTIVERSES are complex help players and Referees (aka) from becoming
places. With timelines overwhelmed by the number of options
constantly diverging and available.
shifts in possibility and Chapter 1 explains some of the new terms
probability creating strange being used and adjustments to 5e’s rules.
and wonderful worlds on Chapter 2 provides details on races; there are
what some planets would call “a daily basis”, 32 of them, all balanced against each other.
con icts are bound to arise. Chapter 3 is about backgrounds and the combat
The grandest of these con icts happen when features they provide. Chapter 4 details the
one universe attempts to take over another classes, all of which are martial in this edition of
universe. Almost as soon as a universe discovers the book. Chapter 5 is about equipment and
a means to get to another one, someone in that how to upgrade it. Chapter 6 discusses the
rst universe starts thinking of how they could Crucible and suggests ways to organize
conquer this other one. Not all of those people tournaments, etc.
have any resembling the resources to actually do There is also a Credits section for all of the
it, but some of them do. artists whose work I use non-commercially and
To mitigate these sorts of people, the All- without permission because god forbid you
Father created the Crucible. It is a micro-verse release homebrew content without pictures.
(or demiplane) that sits at the center of reality. Also in the Credits are some wonderful
(The “universe” vs “plane” debate is a erce homebrewers whose work contributed to this
one, by linguist’s terms, and this author will book.
attempt to represent both systems of
nomenclature.)1
There will a more in-depth discussion of the Alpha Version
Crucible, later, but the rst thing you must This is part of the Alpha version of this system.
know is this: the Crucible is where disputes If you play it and have any feedback, you can
between universes/planes are settled using the contact u/LoveAndViscera on Reddit.
universal language of armed con ict. Future entries will include magic users and
Champions from across the multiverse are NPC creature types, like Beasts and
brought to the Crucible to face various trials to Monstrosities. However, I want to make sure
settle in a matter of days what armies would that the core design is solid before getting into
take years—and countless lives—to resolve. magic, etc.
1The author will not be using the term “multiplane” because it sounds too much like an obscenity in his native language. He
apologizes to anyone reading this book in a translation from the original Ashfork.
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Chapter 1
New Terms and Rule Adjustments
T
OURNAMENT EDITION is All that to say, the abilities and skill list are
geared towards a di erent style of di erent for Tournament Edition. There isn’t
play than 5e: PvP. Rather than much call for History checks during a boxing
taking inspiration from high match and ‘Street Fighter’ doesn’t have a
fantasy media, this system is ‘Religion’ button.
inspired by things like ‘Mortal Kombat’, Abilities
‘Overwatch’, and pro wrestling. This better
5e has six ability scores: Strength, Dexterity,
facilitates:
Constitution, Intelligence, Wisdom, and
• Solo and 1-on-1 play Charisma. Tournament Edition changes these
• Friendly Local Game Store events to:
• Min-maxing murderhobo games
• Strength > Strength (STR)
In addition to tournaments and battle
• Dexterity > Precision (PRS)
royales, this system is highly suitable for
• Constitution > Grit (GRT)
dungeon crawls. Some of the class options have
• Intelligence > Intelligence (INT)
strong ‘Raid: Redemption’ or ‘John Wick’ vibes.
• Wisdom > Awareness (AWR)
Mechanically, this version of the game combines
• Charisma > Will (WIL)
5e with elements of 3.5e and 4e.
“Precision” and “Awareness” better describe
At the end of the day, though, it’s your
the roles of “Dexterity” and “Wisdom” in
game. Play it however you like; but it is helpful
combat. “Constitution” is is kind of outdated,
to know what the designer had in mind.
linguistically. “Will” better describes the role of
Referee “Charisma” in spell casting.
If you want to combine the skill sets from
This system does not require a gamemaster. The
5e and Tournament Edition, you can and use
need for the GM role is a big part of why 5e is
whichever set of equivalent ability names makes
di cult to play solo or with only one other
the most sense to you.
player (particularly if that player is new to the
game). Skills
However, if you do get a larger group of The Tournament Edition skill list is designed to
people to play, a Referee can be helpful. The o er more basic combat options to players.
Referee determines the nature of tournaments. Each skill has a cost: action, bonus action,
In a battle royale, their rst job is managing reaction, save.
turns. They can also run opponents for 1-on-1 The di erences will be discussed in the next
games or ll the standard GM role for a section.
dungeon crawl (or tower climb). If a skill does not have an ability associated
with it, it does not require a roll.
Abilities & Skills Contests. When a skill (or any other roll) is
Tournament Edition guts 5e of what few social ‘contested’, that means one player makes a roll
rules it had. If your game is going to include to try to do something and one or more other
social interactions between characters, just play players also make a roll to prevent it from
it out and see what feels right. In the event that happening. The higher roll wins.
your game starts getting deep into character Line of Sight. A creature’s line of sight
interactions (like a pro wrestling season might), covers a 90° half circle with the curve’s apex in
I highly recommend the game ‘Follow’ as a the direction that the creature is facing. By
supplement. default, a creature is facing the direction that
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Skill Ability Cost Use
Attend Awr Action, Save Try to see, hear, or smell something. Saves against Sneak.
Block Prs Action The result of your roll replaces your AC until the start of
your next turn.
Clarity Awr Save Contests attacks that charm.
Misdirect Int Action Try to draw an opponent’s attention away from you,
changing their line of sight.
Pick Up — Bonus Action Pick up an unequipped item, such as a dropped weapon.
Recover Grt Action Regain HP. Use your hit die instead of 1d20.
Shove Str Action If a creature is 0-1 spaces away from you, you attempt to
move them 1 more space away.
Sneak Prs Action Try to move unseen and unheard. You cannot roll Sneak
against a creature if you are currently in that creature’s line
of sight.
Stand Str Save Contests Shove.
they most recently moved in. Some e ects (such Movement & Spaces
as failing an Focus Save) can change this Movement is described using spaces. Spaces are
direction or if the player says that they turn in a 5’x5’ squares or hexagons. This description
certain direction. Turning is a free action. makes it easier to translate movements onto a
Rounds & Actions battle map.
It is possible to be in the space as another
Combat encounters is divided into rounds. Each creature. This is described as “0 spaces away” or
combatant gets 1 turn, each round. On your “Range 0”.
turn, you get 1 Action, 1 Bonus Action, and
Movement. Each round, you also get 1 Reaction. Conditions
You may also need to make Save rolls. Normally, successful attacks will reduce your hit
Reactions and Saves are rolls you make points (HP), but some will in ict a condition
during someone else’s turn. To do this, there on you. Here’s the list:
must be a trigger, which will be described as • Blind. You can’t see. Attacks and skills that
part of the skill or talent. For example, the depend on sight are made with disadvantage
Stand skill is a Save and it is triggered when and you cannot add ability score bonuses to
someone tries to Shove you. them.
While you only get 1 Reaction each round • Charmed. You believe the creature that
(unless a talent gives to extra), you can make as charmed you is your friend. The condition
many Saves as are triggered in a round. ends if that creature becomes hostile or 3
Some things are described as Free Actions. Rounds pass.
You can make as many Free Actions as you • Diseased. Each round that a creature is
want on your turn. However, you cannot do the diseased, they must make a Grit Save at a
same Free Action twice in 1 round. DC de ned by the e ect which causes the
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disease. On a failed Save, the diseased players that are new to 5e. If you’re already
creature takes 1d4 Poison damage. familiar with 5e, you can jump to Advanced
• Frightened. You cannot move towards the Options; which is a build-your-own-class
creature that frightened you. Whenever sandbox of “talents”.
possible, you try to get 3+ spaces away from
that creature. At the start of your turn, you
Physical Damage
can make a Will Save. If your result is ≥ 10 In Tournament Edition, the three basic forms of
+ half frightener’s level, you aren’t damage (bludgeoning, piercing, and slashing)
frightened anymore. have been condensed into one damage type:
• Incapacitated. You can’t move, attack, use Physical damage.
skills or talents. Any attack against you has Weapons
advantage.
• Injured. You can be injured on speci c Tournament Edition di erentiates between
parts of your body. Injured body parts can’t natural weapons and armed weapons. Natural
be used. You can be injured in the hand, weapons include things like claws and breath
knee, or eye. Injuring 1 hand means you can weapons, where armed weapons are things like
only use one-handed weapons or a shield; 2 swords and daggers.
hands, you cannot use non-natural weapons, Features and talents that provide bonuses to
shields, or spell focuses. Injuring 1 knee “weapons” e ect both, unless the feature or
reduces your speed by 3 spaces; 2 knees, talent speci es one or the other.
you cannot use movement (unless you can Natural weapons, by default, use your
y). Injuring 1 eye means you cannot add Strength modi er for attack rolls and damage
your pro ciency bonus to attack rolls; 2 rolls. However, some use a di erent modi er. If
eyes, you are blind. The Recover skill has no a description says “you have a natural melee
e ect on injuries. weapon (Prs)”, that means that you use
• Restrained. You can’t move and you have Precision, rather than Strength.
disadvantage on skill and talent rolls. At the Improving your armed weapons is discussed
end of your turn, as a free action, you may in Ch. 5. Natural weapons improve as you gain
make a Strength roll contested by the levels (Ch. 4).
restrainer’s Strength Save. If you succeed,
you break free.
• Stunned. You are incapacitated until the
end of your next turn.
Restraining
Any character may try to restrain another. Make
an unarmed strike. If you hit, you can forgo
doing damage and, instead, restrain the target.
You must have at least one free hand to do
this.
Classes
Chapter 4 will detail all of this, but the class
system has been reworked for maximum
customization. In ch. 4, you will be given
instructions on building a Level 0 character.
This is a baseline for all PCs.
Next, there is a section of Beginner Classes.
These are very streamlined classes designed for
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Chapter 2
Races
T
HERE are eight universes that sidhe are cow-sized wolves and are the least
regularly compete in Crucible complex race to play.
tournaments. Each of these planes Intelligence, Awareness, and Will may seem
is represented by four distinct like dump stats for martial characters, but you
races. Yes, that’s a lot of races, but will nd that many talents use these to increase
that’s also a lot of customization options for damage, improve defense, and provide
your character. advantage.
If you’re feeling daunted, the next section
will help you decide. This is an Alpha build. If you would like
These race descriptions do contain ability more sandbox options for races, let me know. I
score adjustments. That’s a mechanic that 5e is absolutely have ideas for a system that lets you
getting away from to o er players more control mix and match genetics and culture. I chose to
over their characters. I am including them go classic with the races on this build because I
because each of these races represent a di erent wanted creature type to remain a meaningful
culture or cultural strata of the world they are mechanic.
from. Members of those groups who are sent to Compatibility. All of these races are
the Crucible are the best warriors by the balanced for 5e. Some races do have a small
group’s standards. advantage when you calculate the fullness of
Tournament Edition is designed assuming 5e’s spells, but mostly only at lower levels.
your character concept is in the vein of Race Info Block
Scorpion, D.Va, or Stone Cold Steve Austin;
Race info blocks contain all of the character
rather than Frodo, Little Finger, or three
sheet information about a given race. Take a
kobolds in a trench coat.
look:
Choosing a Race
1. What kind of creature do you want to be? Name Type Key Stat
A. Classic fantasy (Midgard)
B. Descended from dragons (Dragonverse) Ability Score Adjustment
C. From Heaven (Elysium) Size Speed
D. From Hell (Underworld)
E. Undead (Deadlands) Resistances Immunities
F. A fairy (Sidhe) Vulnerabilities
G. Some kind of robot (Mechanoverse)
2. What ability do you favor? Height Weight
A. Will Age Range
B. Precision
C. Strength Features
D. Grit
Feature 1. Description.
Each of the universes in question 1 have a
race whose key stat (ability) is listed in Feature 2. Description.
question 2. By answering those two questions,
Feature 3. Description.
you have picked your race.
If you’re still feeling overwhelmed, play as a Languages. You may note the absence of
human (Midgard) or cu sidhe (Sidhe). Cu Languages. That’s intentional. Languages are
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e ectively optional mechanics in 5e and usually
only come into play with puzzles, researching,
Midgard
and a handful of spells. Tournament Edition Midgard is a material realm dominated by
does not need them. humans. For centuries, the major races battled
Age Range. There’s a saying: “Beware an for supremacy, but the discovery of other planes
old man in a profession where most men die (and the possibility of invasion) helped solidify
young.” In 3.5, there was a minor aging truces among the key powers.
mechanic and I’m bringing a version of it back. Human
There are 5 age ranges. Each range has a set
of ability score adjustments. The ages that t Humans predominantly live in large, urban
into the ranges vary across races. environments. They are the most social of
These adjustments assume that the character Midgard’s races and their ability to cooperate in
has spent their life as a champion. Therefore, large numbers has been key to their rise to
there is a minimum level for the character to dominance as the most numerous and militarily
reach in order to get the adjustments. powerful race.
Human Humanoid Will
Age Ability Score Adjustment Min
Range Level +2 Will, +1 Str
Small 6 spaces
Young: 5-10
Adult: 11-25
Middle Age: 26-40
Old: 41-55
Venerable: 56+
Features
Elysium Demigod
Being the child of a god and a mortal doesn’t
Elysium is an ethereal plane where the souls of
automatically destine you for greatness, but it
noble and virtuous warriors are reborn upon
helps. Across the multiverse, gods may reward
their death. Mortal souls know themselves
their worshippers with a child; but the majority
through con ict, so Elysium is a place where
of demigods are born with a purpose.
the chosen begin again to learn, grow, and
That purpose may be to bring about great
discover themselves.
social change, vanquish a terrible evil, or live a
It lacks the doubts and uncertainty that
life that exempli es the values of their divine
plague mortals on the material plane; but it does
parent.
have the mystery and struggle which give
mortal lives purpose.
Demigod Celestial Will
Since it is a plane of mortals (albeit mortals
eternally reborn into the same universe), it is +2 Will, +1 Str
accessible by the same means as any material
plane. There are logistical issues with movement Medium 6 spaces
between material and ethereal planes, but the Fire —
su ciently dedicated nd ways. The material
bodies that champions of Elysium have in the Necrotic
Crucible are as strong as any other, but are
6 ft 1 in 185 lbs
more susceptible to the ravages of time.
So, there are times when heroes from None
Elysium must go to the Crucible to champion
Features
the borders of the ethereal planes. Some choose
to go simply to test themselves or to try to
represent the highest martial virtues.
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Demigod Celestial Will celestials can often have children, this way,
though it tends to be less purposeful and more
+2 Will, +1 Str
the result of love..
Medium 6 spaces In the Crucible, nephilim have bodies much
like those they had in life. To calculate height
Fire — and weight, as well as size, choose a race from a
Necrotic material plane for the mortal parent and use
those rolls.
6 ft 1 in 185 lbs
None
Features
Nephilim
Gods are not the only celestial beings that have
been known to mate with mortals. Lesser
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Nephilim Celestial Grit Throne Beast Celestial Precision
Iron Wings. As a bonus action, you can unfurl a pair Roar. As a bonus action, you can let out a bone-
of metal wings. The wings remain for 6 rounds. At shaking roar. All enemies within range 3 must make a
the start of each turn, including when you first use Resolve Save at DC 10 + your Will modifier. On a
this feature, you can make the wings offensive or failure, targets become frightened and take 1d6
defensive. Thunder damage; half damage on a success. You
Offensive. The wings are natural weapons that attack must wait 3 rounds to use this again.
all creatures within a range of 1-2 for 1d8 Physical
damage.
Defensive. Your AC increases by +2.
Throne Beast
Throne Beasts were created by the All-Father
defend the ethereal planes from incursion by
ends. In Elysium, they often serve as tutors to
the reborn chosen when not guarding the
borders.
These animal-headed protectors often
submit themselves to the Crucible for their own
edi cation. Battling the great variety of foes
improving their ability to protect their world.
+2 Prs, +1 Wil
Medium 6 spaces
Fire —
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Heroic Soul Underworld
It is not only the souls of celestial o spring that A world of darkness where the souls of those
are brought to Elysium. Warriors of any who made bargains with devils are held. Very
material race that please the high gods may few of its once material residents are sent to the
enter its gates. Crucible; the infernal planes do not release their
To calculate height and weight, as well as prisoners so easily.
size, choose a race from a material plane for the The devils of Underworld are power hungry
mortal parent and use those rolls. creatures and were the rst to attempt to
conquer another universe. While the Crucible
Heroic Soul Celestial Str
denies them their full power, Underworld
+2 Str, +1 Prs champions have won the right of conquest on
more than one occasion.
See above 6 spaces
Devil
Fire —
The archdevils that rule Underworld would
Necrotic never deign enter the ring, themselves, but
lesser devils will brave the Crucible for the hope
See above See above
of reward in the newly conquered lands.
None
Devil Fiend Will
Features
+2 Will, +1 Int
Divine Weapon. Once per day, you may use your
bonus action to bless your armed weapon. The effect Medium 6 spaces
lasts 6 rounds. Until the effect ends, armed melee
and ranged weapons get +1d4 damage dice that do Radiant —
Radiant damage.
Cold
Shield Adept. You gain +1 AC while using a shield.
4 ft + 3d10 in 50 + (2d6 x 3d10) lbs
Magnificent Valor. You have expertise in the Valor
skill. None
Weapons Training. You have proficiency with 2
Features
weapon types of your choice. They must be Small or
Medium. Lord of Darkness. As an action, you release a cloud
Pick it up. If you disarm a creature and can attack which creates a 20x20 space of dim light.
again, this turn, you may use the Recover skill instead Darkvision 60. You can see up to 12 spaces in non-
of attacking. magical darkness.
+2 Str, +1 Prs
Infernal Cambion Fiend Prs
Medium 8 spaces
+2 Prs, +1 Int
Radiant —
Medium 6 spaces
Cold
Radiant —
5 ft + 2d6 80 + (2d6 x 2d6)
—
None
5 ft + 3d6 in 90 + (4d4 x 3d6)
Features
None
Claws. Your unarmed strike does 1d4 Fire damage
Features
and has a range of 0-1.
Infernal Words. When a creature makes a critical Squishy Targets. You have advantage on attacks
attack against you, you may use your reaction to fill against unarmored creatures.
their mind with infernal chatter. The target makes a
Will save at DC 10 + your Int modifier. If they fail, they Crack the Shell. When you attack a creature at range
take 1d10 Psychic damage. If they succeed, they take 0, you can replace your damage with a contested Str
no damage and become immune to this effect for 1 roll. If you succeed, you remove any armor that the
day. creature is wearing.
Wrist Training. You are proficient with Thrown Darkvision 60. You can see up to 12 spaces in non-
weapons. magical darkness.
Darkvision 60. You can see up to 12 spaces in non- Savage Critical. Once per round, if you make a critical
magical darkness. attack, you may attack again.
Hellfire. When you roll Fire damage, you may reroll Hellfire. When you roll Fire damage, you may reroll
any 1 on the fire damage dice. any 1 on the fire damage dice.
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Bangungot Deadlands
The horse-headed gatekeepers of Underworld When souls are separated from their bodies,
combine the calculation of a devil with the raw their material bodies decompose and provide
ferocity of a fury. They are tasked with holding fuel for new life. At least, they’re supposed to.
back the desperate souls longing to escape the For who nd themselves in the Deadlands,
deals they made to get into Underworld. death is only the beginning.
Ruled by an uneasy truce between liches and
Bangungot Fiend Grit
vampires, the Deadlands are a barren world
+2 Grt, +1 Awr where undead monsters swarm over any living
creatures unlucky enough to stumble (or be
Medium 6 spaces pulled) into this plane.
Radiant —
It is rare for a denizen of the Deadlands to
volunteer to go to the Crucible. More often, it is
Cold the high judge demanding their presence to
settle disputes over illegal portals.
5 ft + 6 in + 2d10 in 150 + (2d6 x 2d10)
None
Lich
The Deadlands were rst settled by liches
Features
seeking a haven from the champions of their
Ring of Fire. As an action, you can start a fire in all homeworlds. It was a place where they could
spaces at range 1, centered on you. Any creature that gather their armies before returning home to
starts or ends their turn in the fire takes 2d6 Fire reek their terrible vengeance.
damage. You must wait 5 rounds to use his feature
again.
For size, height and weight, choose a race
from a material plane.
Compel. You point at a target within 5 spaces of you
that you can see. That creature must make a
Lich Undead Will
contested Will roll. If the target fails, they move 2
spaces towards you.
+2 Will, +1 Int
Joint Lock. Creatures you are restraining have
disadvantage on rolls to break free. See above 6 spaces
Features
+2 Prs, +1 Grit
Necrotic —
Radiant
None
Features
For those intending to build an army of the Sandstorm. As an action, you can summon a
dead over a long period of time, mummi cation sandstorm that fills a 20x20 space with darkness.
is an extremely useful art to learn. Mummies, Creatures other than you inside the sandstorm are
unlike zombies, maintain a good deal of their Blind and take 1d4 Physical damage at the start of
each 0f their turns. The sandstorm lasts for 6 rounds.
strength, even over long periods of inactivity. After the effect ends, you must wait 5 rounds to use
For size, height and weight, choose a race this feature again.
from a material plane.
Darkvision 60. You can see up to 12 spaces in non-
magical darkness.
Mummy Undead Strength
Useful. You have proficiency in 1 skill of your choice.
+2 Str, +1 Will
Necrotic —
Radiant
None
Features
+2 Grit, -2 Int
Radiant
None
Features
Zombie
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Sidhe
The realm of the fey is as full of wonders as it is
full of terrors. Famously, the fey have little
regard for or understanding of mortal life. If/
when a fairy dies, they are reincarnated
according to a caste system that even they don’t
understand.
The fey have little interest in actually
conquering other universes. However, having
license to enter another plane and play with the
creatures they nd there does sound fun. Fun
enough to su er the limits on their powers
imposed by the Crucible.
True Fey
The highest caste of fairies are the true fey.
These towering beings possess incredible beauty
and detachment. E ectively immortal, true fey
are given to a level of hedonism that makes
vampires look puritanical.
+2 Will, +1 Awr
— —
Youth: 50-500
Adult: 501+
Features
— — — —
— —
Low Flight. Restrictions of the Crucible prevent you Bite. You have a natural melee weapon with a range
from flying more than 20 feet above the ground. of 0 which does 1d6 Physical damage. On a hit, the
target must make a contested Str Save. If the creature
Superior Invisibility. As a bonus action, you can make fails, they are restrained by you.
yourself invisible. Any time you attack, cause damage,
or force a creature to make a Save, you must make a Paws. You cannot used armed weapons.
Grit Save. The DC for the save is 8 + the number of
rounds you have been invisible. On a failed save you
become visible. You must wait 5 rounds to use this
feature again.
Medium 7 spaces
Clockman
Poison —
The oldest and “most perfect” denizens of
— Mechanoverse are the clockmen. Fully metallic
clockwork bodies infused with a divine spark,
4 ft + 8 in + 2d8 in 100 + (2d4 x 2d8) lbs
the clockmen “organize” (rule) their universe
Young: 15-25 with e ciency and accuracy.
Adult: 26-45 The sparks—which is di erent than a soul—
Middle Aged: 46-59 came from the deity they call “the divine
Old: 60-75
Venerable: 76+ clockmaker” and, therefore, there are a nite
number of them. There can only be 2 million
Features clockmen at one time and, should one fall in
Ram. Your unarmed strike does 1d4 + Str Physical battle, recovering their spark is paramount.
damage.
Clockman Construct Prs
High Tolerance. Years of heavy drinking have taught
how to hold your liquor and made you resistant to
+2 Prs, +1 Int
Poison damage.
Weapon Training. You are proficient with Light and 6 ft 300 lbs
Thrown weapons
None
Features
Lightning — Features
7 ft 150 + (2d6 x 3d10) lbs Tinkling Laughter. Marionettes are built with the
ability to approximate laughter. For some reason, off-
None worlders find this unsettling. As a bonus action, you
can laugh, forcing all non-construct creatures within
Features
4 spaces to make a Will Save at DC 8 + your Will
modifier. On a failure, the creature is frightened of
Powerful Build. You can use Large weapons and do
you. On a success, the creature becomes immune to
not take movement penalties from wearing armor.
this effect until the fight ends.
Reach. Armed melee weapons you are using get +1
Bogeyman. You have advantage on attacks against
range.
creatures frightened of you.
Self-Repair. You have proficiency in the Recover skill.
Weapons Training. You have proficiency with Small
Warning Swing. When a creature enters your melee weapons.
range, you may use your reaction to make an attack Unarmored Endurance. While not wearing armor,
against them. On a hit, the weapon’s damage is your AC is 12 + your Grit modifier.
halved and the creature’s movement is reduced to 0
until the end of the round.
+2 Will, +1 Prs
Medium 6 spaces
— —
6 ft 200 lbs
None
Features
Chapter 3
Backgrounds
B
ACKGROUNDS in 5e provide some the depths of these lost cultures and return with
minor features that mostly bene t every bit of precious they can carry.
the social side of the game. The only
part of the 5e model of backgrounds Archaeologist
that bene ts a character in
Tournament Edition is the extra skill You are a highly educated treasure hunter. Knowledge
excites you even more than the glint of a golden idol.
pro ciencies. While your expeditions often include hired muscle,
This chapter provides nine backgrounds you can look after yourself when the pushers come to
which give characters small combat bene ts in shove.
addition to avor. As stated before, it is Bull Whip Proficiency. You have proficiency with bull
assumed that the characters created for whips. (Pg. 50)
Tournament Edition are chosen by their
You have proficiency in the Focus and Misdirect skills.
societies as their best hope for winning the right
to invade other worlds (or prevent invasion).
Compatibility. These backgrounds are not
compatible with 5e. Criminal
Background Info Block As much as certain behaviors are prohibited in a
Background info blocks contain all information society, those willing to do them are not always
regarding a background. Take a look: useless. In fact, the hard life of those on the
wrong side of the law frequently produces
individuals ideally suited for the Crucible: tough
Background Name
and expendable. The promise of a pardon is an
Description excellent (and cheap) motivator.
Feature
Criminal
Skill Proficiencies
You have lived much of your life on the legally
culpable outskirts of your society. Whether
professional thief, gangster, or some other
Archaeologist condemned occupation; those in power have seen
the possibility for victory in the arena in you.
One of the most curious things about the
multiverse is that every single one of them has Survivor. The first time in a fight that your HP would
drop to 0, it becomes 1 instead.
hidden treasures. Even in Mechanoverse, there
are signs of an older, advanced civilization. It You have proficiency in the Attend and Clarity skills.
has been theorized that time can move in
multiple directions at once, thus ancient
civilizations (and their artifacts) develop Entertainer
simultaneously as modern ones. Often regarded as unlikely heroes, entertainers
There is another theory that the clockmen have a long history of doing very well in the
are not the rst creations of the divine Crucible; and equally long history of dying
watchmaker and they need to get o their high immediately. “The Sparkling Curse” is a term
horse about it. used among veterans of the tournaments to
Whatever the truth is, there are always describe this phenomena. Entertainers who
individuals who are ready and willing to plumb
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survive their rst ve ghts are said to be Noble
destined for greatness.
Good Tutors. You have expertise in the Block and
Sneak skills.
Entertainer
—
You made your living in the spot light. Whether as a
musician, dancer, gladiator, or something even more
exotic, you have found a way to weaponize the crowd
itself. Their applause strengthens you and weakens Priest
your enemies.
Each plane has its gods. Sometimes they are the
A Good Show. If you made a critical attack in the same gods called by di erent names. Sometimes
previous round, your first attack has advantage, this the revered gods of one world are the fallen of
round.
another. Regardless of the pantheon, there are
You are proficient in the Resolve and Valor skills. those who dedicate their lives to the service of
these deities.
The term “gentleman” is a gender neutral man You are a leader of the faithful to a particular god.
word in the lexicon of the Crucible. It is applied Only the All-Father has dominion in the Crucible, but
to combatants who combine the air of nobles that doesn’t mean the lesser gods can’t assist those
they favor in the contest.
with the ruthlessness of criminals.
Constant Prayer. At the start of each round, you may
Gentleman Scoundrel roll 1d12. If the result is 12, your first attack this round
has advantage.
On your world, you walked the delicate balance of You have proficiency in the Recover and Resolve
high society and the violent streets. Perhaps you were skills.
a second son who participated in basement boxing
matches; or a killer who was welcomed by the elite; or
an alluring beauty who had to regularly defend herself
from angry, cockolded wives. Scientist
Sword Cane Proficiency. You have proficiency with There is a wealth of knowledge to be gained in
sword canes. (Pg 50) the Crucible. The myriad peoples provide a
You have proficiency in the Clarity and Misdirect unique opportunity to return home with data
skills. that no one else could properly collect; as long
as you survive.
Noble Scientist
In any society, someone is on top. There is You have come to the Crucible to research the planes
almost always someone with a little more in a way that only a tournament fighter possibly
decision-making power. Those who nd could. Some scientists come to learn about potential
themselves with the most agency in a society enemies to better defend their world and others come
to put those defenses to a practical test.
are dubbed nobles. The advantages of the high
life frequently translate to the Crucible, as well. Science Gun. You have proficiency with Science Guns.
Warrior
The most numerous of the Crucible’s
combatants, warriors have dedicated their lives
to the art of war. Some pursue honor, justice, or
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Chapter 4
Classes & Talents
T
ALENT is a Tournament Edition “Features” are static aspects of race,
term which largely replaces what background, or class. The term “talent”
5e calls “class feature”. Advanced di erentiates advanced character creation from
character creation in Tournament beginner character creation.
Edition is a sandbox where you For beginners. 5e is a wonderful game, but
can cobble together a set of mechanics, bonuses, it’s a game that “comes with a textbook”, to
and pro ciencies that is completely unique to quote Marisha Ray. If you’re new to the game,
your character. 5e’s classes can be daunting; especially when it
comes to subclasses. For these players, this book
4 1 +2 +4 Talent Ranks 4 1
9 2 +2 +2 Talent Ranks 6 1
40 6 +3 +3 Talent Ranks 14 2
52 7 +3 +3 Talent Ranks 17 2
82 9 +4 +4 Talent Ranks 21 2
Tournament Edition Alpha assumes that you In a multi-team game, you only count the
will be ghting creatures created with the same number of rounds that at least one member of
system as your character. This enables Referees the team was not incapacitated.
to create more balanced NPCs for PCs to ght. If this calculation gives you XP with a
The smaller numbers of combatants in each decimal (i.e. 2.5), that’s okay.
ght also allows for a little more record keeping
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Level 7 Level 2
Deadly Strike . All of your attacks get +1d4 De ecting Blow. You can attack and disengage
damage dice. as part of the same action.
Never Outgunned . If you use your action to
attack and succeed, you get an extra bonus Level 3
action, this turn. Recover ( d). You can roll 2 hit dice for your
Recover skill roll.
Level 9 Strong Base . Reaction attacks you make have
Extra Attack . When you use your action to advantage.
attack, you get 2 extra actions which must also
be attacks. Level 5
Armor Break. When you succeed on an attack, Vital Blow . Your Vital Die is 1d6.
you can choose to damage their weapon instead
of damaging the target. Attacks with a damaged Level 6
weapon are made with disadvantage.
Strong Base . You can take 2 Reactions per
Level 10 round.
De ect & Strike . If an attack against you is
Decisive Strike . Your damage die bonus <5 below your AC, you can use your reaction to
increases to +3d6. make an attack with advantage.
Knife Mastery. Your attack rolls with Light or
Thrown weapons get +3. Level 7
Disarming Blow. If you make a critical attack,
Duelist you can choose to do standard damage and
A duelist balances attack and defense, waiting force your target to drop one weapon.
for his moment to do maximum damage.
Belying this patience is a deep, essential passion Level 9
for the arte duello. Vital Blow . Your Vital Die is 1d8.
Level 1 Level 10
Sword & Shield Pro ciency. You have Pirate’s Advantage. You have advantage on
pro ciency in non-heavy shields and Light attacks against creatures with no armed
weapons. weapon.
Ready Defense . You can use the Block and Ready Defense . If your block roll result is
Recover skills as a single action. lower than your AC, you may use your AC.
Parry . When a character would hit you with a
melee attack, you may use your reaction
increase your AC by +2. This bonus applies to
one attack and must be declared before damage
is rolled.
Vital Blow . After declaring an attack, but
before making your attack roll, you can roll
Vital Dice. If your attack is a hit, the result of
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Tank penalties from armor.
Tanks lurch into the arena like mountains of
pain rising from the inevitability of a lava ow. Level 10
Their strong armor and high HP keep them in Healthy . Your hit die becomes 1d10.
the ght while they whittle their opponents Shield Bash . Attacks made with your shield
down to nothing. ignore your target’s AC bonuses from shields.
Level 1
Healthy . Your hit die becomes 1d8.
Heavy Pro ciency. You have pro ciency in
Heavy armor and weapons.
Heavy Infantry . You only need +2 Strength
to use Heavy equipment. You only need +4 to
use two pieces of Heavy equipment.
Shield Pro ciency. You have pro ciency with
shields. When using the Shove skill, you may
add your shield’s AC bonus to the result.
Level 2
Charging Attack. You may add +1 to one attack
roll for every space you moved toward the
target this turn.
Level 3
Invincible . Your base AC is 11 + your Prs
modi er.
Shield Bash . You can use your shield as a
melee weapon. It has a range of 0 and does
1d6 Physical damage.
Level 5
Heavy Hitter. Your attacks with Heavy weapons
do an extra 1d4 Physical damage.
Level 6
Healthy . Your gain an extra hit die, this level.
Relentless. You can move 1 space on your turn
while incapacitated.
Level 7
Invincible . Your base AC is 12 + your Prs
modi er.
Level 9
Heavy Infantry . You do not take movement
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Tactics
Here are the tactic suites.
Assassin
Some people quite enjoy their jobs, but even
they, generally speaking, want to get it done as
quick as it can be. So, when your job is killing, a
ght—a proper one—is a bit of a nuisance.
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That’s why, when killing is your job, you Magic Knife ◊•◊••◊•••◊
stay as invisible as possible right up to and,
preferably, after the job is done. Rank 10: Both knives have Homing and Shank.
Passive —
Cloak of Darkness ◊•◊••◊•••◊
You have a magical cloak. It is Light armor and grants Never Outgunned ◊•◊••◊•••◊
+1 AC.
You use your successes in battle to press the attack.
Rank 1: You can make yourself invisible until you
attack or the start of your next turn.
Rank 1: You can make a standard attack with a bonus
Rank 3: Or You can fill 6x6 spaces, centered on the action. If it hits, you have advantage on your next
space you occupy when you use this feature, with attack, this turn.
darkness that lasts until the start of your next turn. Rank 3: If you use an action to attack and hit, you get
Creatures within the darkness are Blind. an extra bonus action, this turn.
Rank 6: Your invisibility lasts until you attack or 3 Rank 6: If you use a bonus action to attack and hit,
rounds. The darkness lasts 3 rounds. you get another action, this turn.
Rank 10: Attacking does not automatically end your
Rank 10: And you may use a 1 Round talent that you
invisibility. After you attack, make a Grit Save at DC
already used, this turn.
10 + your target’s level. On a success, you remain
invisible. Additionally, you are not blind in the Bonus Action 1 Round
darkness created by the cloak.
Bonus Action 3 Rounds
Passive 1 Round
Rank 1: You have proficiency in the Sneak skill. If have Rank 1: You can hit all characters within range with a
this proficiency from your racial features, you get single melee attack. You make a single attack roll,
expertise. which applies to all characters within range; ally or
opponent. Attacks done this way cannot be critical.
Rank 3: You may add your Int modifier to your Sneak After you use this talent, attacks against you have
rolls. advantage until the start of your next turn.
Rank 6: Focus Saves you trigger have disadvantage. Rank 3: While performing this attack, you have +2 AC.
Rank 10: You can use the Sneak skill, even if you are Rank 6: Attacks against you do not have advantage
in a creature’s line of sight. due to this talent.
Passive —
Rank 10: If your attack roll would be critical, you may
choose one character to take critical damage.
Action 3 Rounds
Berserker
A long time ago, there were these mad sailors
Bloodlust
who’d park their boat and proceed to ransack ◊•◊••◊•••◊
whatever was nearest wearing no more armor You enter an altered mental state, completely focused
than a toothy grin and a bear-skin shirt. They on victory. Bloodlust lasts 5 Rounds, unless you are
got named after those shirts. incapacitated or you neither attack nor take damage
Berserkers go looking for a ght like it owes for 1 Round.
them money and face down Death herself like Rank 1: Your melee weapon attacks do +2 damage, +4
she’s going to propose. on a critical hit. You have resistance to Physical and
Psychic damage.
Blade Storm ◊•◊••◊•••◊ Rank 3: If your HP drops to 0, you may use your
reaction to make a Recover roll. Additionally, you
You attack with great, wild swings, knowing neither cannot be charmed or frightened while in your
friend or foe. Bloodlust.
Rank 10: Before moving into melee range of a target, It is very hard to bring you down.
you can use your bonus action to let out a battle cry.
This is a natural ranged weapon attack with a range of Rank 1: Starting at this level, your hit die steps up.
2-10. It is contested by the target’s Will Save, rather (e.g. d6 becomes d8)
than AC. If your attack roll is higher, the target is
Rank 3: While Incapacitated, you can move 1 space on
stunned.
your turn.
Bonus Action 1 Round
Rank 6: You do not have disadvantage on attacks
while Restrained.
Death Like Wine ◊•◊••◊•••◊ Rank 10: You are immune to being Stunned.
Passive —
The lower your HP becomes, the more dangerous
you are. As a bonus action, you can grant yourself
a boon that lasts until the start of your next turn.
Rank 3: Choose another one. When facing multiple enemies, you know how to even
the odds.
Rank 6: Choose another one.
Rank 1: When you use your action to attack a
Rank 10: Choose another one. creature, you may make a second attack against a
different creature in range.
Bonus Action 3 Rounds
Rank 3: If your attack roll result is 7+ above the
target’s AC, the target is stunned.
Heavy Critical ◊•◊••◊•••◊ Rank 6: You can attack and shove as part of the same
action.
Your critical attacks do even more damage.
Rank 10: You may injure a target instead of stunning
Rank 1: Your critical hits deal +1 damage dice in them.
addition to your standard critical damage. Passive 1 Round
Rank 3: The bonus increases to +2 damage dice.
Rank 3: After you take the Disengage action, you may Rank 1: When you incapacitate or kill a creature, you
make one attack against one creature for each space regain all spent actions, bonus actions, and
that you move, this turn. You may not attack a movement.
creature more than once per round using this feature.
Rank 3: And make a Will roll. All opponents within 2
Rank 6: Each time you hit an opponent, your next spaces of you must make a Will Save against it. If any
attack gets +1 damage dice. fails their save, they are frightened of you.
Rank 10: Each time you attack, your next attack gets Rank 6: And you get +1 damage dice until the end of
+1 damage dice. your turn.
Action (Disengage) 3 Rounds Rank 10: And your weapon’s damage steps up until
the end of your turn. (e.g. d4 becomes d6)
Passive —
King of the Hill ◊◊••◊•◊
Rank 4: And you may attack other opponents with the Movement 1 Round
restrained opponent’s weapon. You may not add stat
bonuses to damage done this way.
Reaction 1 Round You can use a bonus action at the end of your turn to
prepare for the next attack.
Incapacitating a creature gives you a rush that allows Rank 3: The bonus becomes +2.
to assert total dominance over the battlefield.
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En Garde ◊•◊••◊•••◊ Remise ◊•◊••◊•••◊
Rank 6: The bonus becomes +3. When an attack fails, you immediately renew your
attack.
Rank 10: The bonus becomes +4.
Rank 1: If your attack roll is 1 less than the target’s
Bonus Action 1 Round AC, you may reroll.
Rank 6: The AC bonus for this talent increases to +3. You move backwards to prepare yourself for the next
attack.
Rank 10: You may use your second reaction to attack
Rank 1: When a character makes a melee attack
immediately.
against you and does not hit, you may move 1 space
Reaction 1 Round away from them.
Movement 1 Round
Peacemaker ◊•◊••◊•••◊
Peace is an agreement. It’s when all concerned Rank 1: Choose one customization option:
• Reliable: The misfire is reduced by -1, minimum of
parties shake hands to say that they won’t cause
1.
trouble. That’s a fragile thing. Just one person • Extended Magazine: The reload is increased by +2.
deciding that trouble is the cure for what ails • Long Barrel: The maximum range is increased by
them can send everyone scrambling for the +5 spaces.
handiest way to make someone else bleed. • Improved Rifling: Attack rolls get a +1 bonus.
Keeping the peace generally requires you to Rank 3: Choose an additional option.
nd someone who has all the quali cations of a
Rank 6: Choose an additional option.
top-shelf troublemaker and convincing them
that this agreement is worth the sweat to keep. Rank 10: Choose an additional option.
Funnily enough, there’s usually one already at
Passive —
the table.
You have learned to use your firearms effectively in a You have had your armor customized. You must be
melee. wearing heavy armor to gain these benefits.
Rank 1: You may add your proficiency die to melee Rank 2: Choose one option:
attacks made with a firearm. • Spiked Armor: Natural melee weapon attacks and
unarmed strikes that hit you do 1d4 Physical
Rank 3: If you have moved since your last attack, you damage to the attacker.
have advantage on melee attacks with a firearm. • Gong Armor: Attacks that hit you do 1d4 Thunder
Rank 6: You can make melee attacks with a two- damage to all creatures other than you within
handed firearm, even if one of your hands is injured. Range 1.
• Hard Gauntlet: Your unarmed strike does Physical
Rank 10: You can Shove as part of a melee attack with damage equal to 1d4 + your Str modifier.
a firearm. • Beavered Helm: Your eyes cannot be injured. You
have disadvantage on Attend rolls.
Passive —
Rank 4: Choose an additional option.
You may assume a stance which grants a benefit You have trained to use your shield as a melee
until the end of your next turn or you move. You weapon.
may only assume one stance at a time. No other Rank 1: When using the Shove skill, you may add your
creatures can be in the same space as you when shield’s AC bonus to the result.
you assume the stance and you must be holding
Rank 2: You may use your shield as a melee weapon
an armed melee weapon.
when you move into a space occupied by another
Rank 1: Choose one stance to learn: character. The attack does 1d6 + your Strength score
Physical damage. On a hit, you may shove as part of
• High: When a character attacks, you may use
your action.
your reaction to make a melee weapon attack
first. If your attack is successful, the target is Rank 6: Choose one option:
stunned. • If your shove is successful, you may choose to
• Hanging: You gain +1 AC. If a character move the target into a space occupied by
attacks you and misses, your next attack another opponent. The second opponent
against that opponent has advantage. takes half the damage of the attack.
• Inside: Your next melee weapon attack • You may add +1 to your attack roll for every
ignores AC bonuses from armor. space you moved towards your target, this
• Back: You may double the damage from your turn.
Strength score on your next melee weapon
Rank 10: Choose an additional option.
attack.
Action 1 Round
Rank 3: You learn an additional stance.
Rank 3: One attack roll against your KE gets +2d4. Living Weapon (Str) ◊•◊••◊•••◊
Rank 6: One attack roll against your KE gets +3d4. You have turned your body into a tool of destruction.
Rank 10: Attack rolls against your KE are critical if the Rank 1: Your unarmed strikes do 1d4 + your Str
result is ≥30. modifier Physical damage. Your natural weapons do
+2 damage.
Passive 1 Round
Rank 3: Your unarmed strikes do 2d4 + your Str
modifier Physical damage. Your natural weapons do
Known Enemy +4 damage.
(Arteries) ◊•◊••◊•••◊
Rank 6: Your unarmed strikes do 3d4 + your Str
modifier Physical damage. Your natural weapons do
You have trained to fight a particular type of creature. +6 damage.
This is your Known Enemy (KE). You choose one KE
when you take a Known Enemy talent. You cannot Rank 10: You can change the type of damage that
choose a second KE, even if you take two Known your unarmed strikes and natural melee weapons do
Enemy talents, until you reach Level 7. You can when you gain a level, starting with this one.
choose a third KE at Level 13 and a fourth at Level 19.
Passive —
Rank 1: One attack against your KE does +1d4
damage.
Rank 3: One attack against your KE does +1d6 Right Where I Want
You ◊•◊••◊•••◊
damage.
Rank 6: One attack against your KE does +2d4 You have trained to restrain creatures.
damage.
Rank 1: When you make an unarmed strike to restrain
Rank 10: One attack against your KE does +2d6 a creature, you have advantage on the attack.
damage.
Rank 3: When a creature you are restraining attempts
Passive 1 Round to break free, you have advantage on the save.
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Right Where I Want
You ◊•◊••◊•••◊ Feats
Feats are general, utility talents. They are
Rank 6: You have advantage on attacks against purchased alongside tactics.
restrained creatures.
Rank 10: When a creature you are restraining tries to Weapon Proficiency
break free and fails, they take one injury. ◊◊••◊•◊
Rank 2: You attack twice when you take the attack Rank 1: You gain proficiency in two skills of your
action. choice.
Rank 5: You attack three times when you take the Rank 3: You gain proficiency in one skill of your
attack action. choice.
Rank 8: You attack four times when you take the Rank 6: You gain proficiency in one skill of your
attack action. choice.
Rank 11: You attack five times when you take the Rank 10: You gain proficiency in one skill of your
attack action. choice.
— — — —
48
Chapter 5
Equipment
M
ANY competitors in the would result in the destruction of the Crucible,
Crucible do not even bring itself.
their own bodies, much less The entire demiplane was created for the
their own weapons. A purpose of tournaments and that includes its
universe sending their best native residents. An abnormally high number of
and toughest to ght would smiths and wrights populate the Crucible,
obviously equip them with the best armor and o ering competitors a wide variety of weapons
weapons available on their world. Allowing this and armor.
Standard Weapons
Small (Light, Throwing knife, sai Melee: 1d4 + Str 1 EP (2) Range 0-1 (Melee), Range 2-5 (Ranged)
Thrown) Ranged: 1d4 + Prs
Large (Heavy) Tree, 200-lb 2d10 + Str 3 EP Range 1-2, Two-handed, requires
hammer Strength 14 to use
Firearm (One- Pistol 2d6 + Prs 2 EP Range 2-15, Ammo, Reload 6, Misfire 2
handed)
Firearm (Two- Rifle 2d8 + Prs 3 EP Range 2-15, Ammo Reload 4, Misfire 1
handed)
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Standard Armor
Cloth +1 0 1 EP
Partial (Light) +2 0 1 EP
Standard Shields
Tiny +2 0 1 EP
Medium +3 1 Space 2 EP
(Heavy)
Large +4 1 Space 2 EP
Listed AC Bonuses are for same-size creatures. Larger creatures deduct -1 AC for each size increment.
Weapon Improvements
Poisoned This weapon does +1d4 2 EP Poison damage applies to one attack. You must use a
(Melee, Thrown) Poison damage. Bonus Action to poison the weapon again.
Poisoned This weapon does +1d4 3 EP Poison damage applies to five attacks. You must use an
(Ammo) Poison damage. Action to poison one shot.
Bull Whip 1d6 + Prs 0 EP Range 1-5, Light, restrains on a critical hit
Only usable to Archaeologists
Sword Cane Sword: 1d6 + Prs 0 EP Range 0-1, Light. You can use the cane as a
Cane: 1d4 + Str / +1 AC melee weapon or a shield until the start of your
next turn.
Only usable by Gentleman Scoundrels
Chapter 6
The Crucible
W
ELCOME to a world bene t from more complex maps. Having a
between the worlds. As a combination of heights is recommended.
Referee, there are a few Solo vs Team. For a ght where one
locations that you should character is taking on multiple opponents, it is
be familiar with. This recommended that the collective level of the
brief guide will familiarize you with the most team be equal to the solo ghter.
important parts of this world.
The Catacombs
The Omnigate Beneath the arena are numerous levels of
Traveling between worlds requires some sort of winding dungeon-type constructions. These
portal. The Crucible has the most incredible dungeons can be used as practice for teams. In a
portal in existence. A single, massive gate of large tournament, solo ghters eliminated early
swirling energy can take you anywhere in the in the tournament might be allowed to win a
multiverse. wild card spot by clearing one of these.
It also takes arrivals. Much simpler than
having a great hub of thousands of portals.
Accommodations
The Omnigate also functions to transform Fighters may spend several days or even weeks
all creatures into a comparable form of the in the Crucible. Various parts of the city have
native material. This process can reduce quarters suitable for combatants from various
seasoned warriors to novices. After all, if you worlds.
want to earn your stripes in the Crucible; you The Grand Market
must earn them in the Crucible.
A stone’s throw from the arena is a micro-city
The Arena of craftsmen and merchants. Any equipment
At the center of the city at the center of the that the ghters need can be found here.
Crucible is the arena; a sprawling complex of The Silent Market
ghting rings where audiences can sit to cheer
or boo whomever they like. For the very dedicated, a small and hidden
There are hundreds of “rings” in the arena; market can be found somewhere in the city. The
some are wide open, others peppered with Silent Market trades in magic items smuggled
“ancient ruins”, and some are more like small through the Omnigate. It’s a quick, if
villages. Just about any combat environment can inconvenient, way to get a few extra EP or
be accommodated within the arena. spend your excess on something to give you an
Arena Matches edge in the Catacombs.
Using magic items in the Arena is frowned
-on- . These are the ghts most famed. upon, with a few exceptions. Things purchased
Two ghters go in and one walks out. Fights do from the Silent Market have gotten more than a
not need to be to the death. Incapacitation does few would-be champions barred from the
just ne, particularly before the nals. Arena.
Maps are recommended to be fairly small.
30x30 (150ft x 150ft) are as large as such a
ring needs to be.
Team Matches. 2-on-2 ghts aren’t much
di erent than 1-on-1’s, but 3-on and higher
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Credits
Homebrewers
Eleazzaar - Detect Balance
Detect Balance is a Google Sheets document
that is indispensable for those homebrewing 5e
races.
Artists
Cover - Zezhou Chen
Pg 7 - Barrett Frymar
Pg 10 - Ethan Tandin
Pg 12 - Anndr Pazyniuk
Pg 13 - Jason Nguyen
Pg 17 - Alexandra Malygina
Pg 19 - Dominik Mayer
Pg 20 - Richard Sashigane
Pg 24 - Je Chen
Pg 27 - Sandra Duchiewicz
Pg 30 - Benjamin Lee
Pg 32 - Conor Smith
Pg 33 - Russell Dongjun Lu
Pg 35 - Matt Rhodes
Pg 39 - Bach Do
Pg 40 - Jorge Saldana
Pg 43 - Wesley Gardner
Pg 45 - Bayard Wu
Pg 46 - Jenny Harder
Pg 50 - Martin Sobr
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