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Tournament Mode 5eTE Alpha 1.1

The '5E: Tournament Edition' document outlines a reimagined tabletop RPG system focused on player-versus-player (PvP) combat, featuring new rules, races, classes, and skills tailored for tournament-style play. It introduces a variety of races and a streamlined class system, emphasizing customization and combat mechanics while minimizing social interaction rules. The document serves as an alpha version, inviting feedback for further development and expansion of the game system.

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0% found this document useful (0 votes)
26 views56 pages

Tournament Mode 5eTE Alpha 1.1

The '5E: Tournament Edition' document outlines a reimagined tabletop RPG system focused on player-versus-player (PvP) combat, featuring new rules, races, classes, and skills tailored for tournament-style play. It introduces a variety of races and a streamlined class system, emphasizing customization and combat mechanics while minimizing social interaction rules. The document serves as an alpha version, inviting feedback for further development and expansion of the game system.

Uploaded by

bob marely
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5E: TOURNAMENT EDITION

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

Introduction rules. It is designed for maximum

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.

Using This Book


The game we shall be referring to only as “5e”
has a wonderful combat system. However, it is
designed for groups of allies ghting enemies
that are built using a di erent set of mechanics.
Pitting one player character (PC) against
another is rarely fair, particularly at lower
levels.
This book is a complete reimagining of the
PC building system that is compatible with 5e

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.

Focus Int Save Contests Misdirect.

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.

Resolve Wil Save Contests attacks that frighten.

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.

Tinker Int Action Try to repair a misfired firearm.

Valor Wil Save Contests attacks that stun.

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

Youth +0 Str, +1 Prs, +1 Grt, -1 Int, +1 0 Medium 6 Spaces


Awr, -1 Wil
— —
Adult +1 Str, +0 Prs, +0 Grt, +0 Int, 1
+0 Awr, +0 Wil —

Middle -1 Str, +1 Prs, +1 Grt, +1 Int, -1 10 4 ft + 10 in + 3d8 in 90 + (2d6 x 3d8) lbs


Age Awr, +1 Wil
Youth: 12-25
Old -1 Str, +1 Prs, +0 Grt, +1 Int, -1 20 Adult: 26-40
Awr, +1 Wil Middle Age: 41-55
Old: 56-75
Venerable -1 Str, +1 Prs, -1 Grt, +1 Int, -1 30 Venerable: 76+
Awr, +1 Wil
Features
Characters who t into a certain age range,
but do not meet the minimum level, do not Skillful. You have proficiency in 2 skills of your choice.
bene t from any ability score adjustments from Weapons Training. You have proficiency with 2
age. weapon types of your choice. They must be Small or
Medium.

Bravery. You have advantage on Resolve Saves.


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Elf Elf Humanoid Precision

The elves of Midgard have long dedicated +2 Prs, +1 Will


themselves to the preservation of nature. Long
ago, they saw the world transforming into Medium 6 Spaces
something arti cial at the hands of humans and — —
dwarves; which brought them into violent
con ict. —
They now protect and maintain large 5 ft + 8 in + 2d8 in 80 + (2d6 x 2d8) lbs
wildernesses and live in a highly advanced
hunter-gatherer society. Youth: 10-50
Adult 51-150
Middle Age: 151-300
Old: 301-500
Venerable: 501+
Features

Ancient Mind. You have proficiency in the Clarity skill.

Immortal. You can use the Recover skill to regain HP


or heal 1 injury.

Hunter-Gatherer. You have proficiency with two-


handed melee and ranged weapons.

Survivor. You can take the Disengage or Dash actions


as a bonus action.
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Dwarf Halfling
Dwarves have been cave-dwellers since time In nearly every war fought between the races of
immemorial. They have developed to carve Midgard, hal ings have remained neutral. Their
great halls and factories for themselves. agrarian society did little to o end elves; they
Historically, their diet was largely mushroom- freely traded meat with dwarves; and they co-
based, though many discovered methods of existed besides humans for centuries before the
domesticating bats for meat; leading to the advent of human cities.
aggekorn. That said, when driven to ght, they
In more recent centuries, cli side gardens accomplish feats few would think possible.
and pig farms have become commonplace.
Halfling Humanoid Grit
Dwarf Humanoid Strength
+2 Grit, +1 Prs
+2 Str, +1 Grt
Small 5 spaces
Medium 5 spaces
— —
Poison —


2ft + 4 in + 3d4 in 45 + (1d6 x 3d4) lbs
3 ft + 10 in + 2d8 in 90 + (1d6 x 2d8) lbs
Young: 8-19
Youth: 16-30 Adult: 20-39
Adult: 31-50 Middle Age: 40-55
Middle Age: 51-65 Old: 56-65
Old: 66-75 Venerable: 66+
Venerable: 76+
Features
Features
Skillful. You have proficiency in 2 skills of your choice.
Sturdy. You ignore movement penalties from armor.
Lucky. When you roll a 1 on a d20, you can reroll the
Darkvision 60. You can see up to 60 in non-magical die. You must use the second roll.
darkness.
Slippery. You have advantage on Stand saves.
Mushroom Diet. You are resistant to Poison damage
and have advantages on Grit Saves against being Lightfoot. You have expertise in the Sneak skill.
poisoned.

Fighting Miner. You have proficiency with two-handed


melee weapons.

Hold Fast. You have expertise in the Stand skill.


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Dragonverse High Dragons


The high dragons were the ones to tame their
In ancient times, the world known as
world. They maintain dominance through a
Dragonverse was dominated by the great ying
strict and often complex hereditary land
beasts of legend. (The draconic name is very
ownership system. One’s ability to acquire land
di cult to pronounce and literally means “our
is the highest measure of authority in their
world”, which is confusing in translation.) At
culture. High dragon champions are frequently
some point, a smaller, bipedal race of dragons
promised lands as a reward for victory in the
emerged who were capable of slaying their
Crucible.
larger ancestors.
The common “true dragons” of Dragonverse
High Dragon Dragon Will
have been reduced to bestial intelligence; though
stories about the return of the “great dragons” +2 Will, +2 Str
are common in draconic literature.
Dragonverse is a material plane. Medium 6 spaces
Draconic Affinity See Draconic Affinity —
Dracologists generally agree that dragons
See Draconic Affinity
originated as material manifestations of
creatures from the elemental planes. This is 5 ft + 3 in + 3d6 in 120 + (2d6 x 3d6) lbs
meant to explain the a nity that draconic
Young: 35-80
creatures have towards certain elements. Adult: 81-200
Though modern scholars nd the connection Middle Age: 201-350
not altogether convincing. Old: 351-600
Draconic a nities come in opposing pairs. Venerable: 601+
Strength against one means weakness against Features
the other. These are the a nities:
• Acid / Thunder Breath Weapon. You have a natural ranged weapon
with a range of 0-5. It does 1d10 damage of the type
• Cold / Fire from your draconic affinity.
• Lightning / Poison
When creating a dragon character, you Tutored. You have proficiency in the skill of your
choice.
choose one of these a nities, each designated
by a color. Scales. Your base AC gets +1.

Dragon Blessed Weapon. As a bonus action, you can


Color Affinity Opposite infuse a melee weapon with draconic power. The
weapon gains 1d4 damage die that does the damage
Black Acid Thunder type from your draconic affinity. This lasts for 6
rounds. You may use this feature once per day.
Blue Lightning Poison
Claws. Your unarmed strike does 1d4 Physical
Green Poison Lightning damage.

Grey Thunder Acid

Red Fire Cold

White Cold Fire

Your draconic a nity will determine your


resistance and vulnerability.
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Dracoling
Dracolings claim to be descended from true
dragons, just like high dragons. However, their
small size put them at a great disadvantage in
high dragon society. This drove most of them
into subterranean catacombs. Many dracoling
societies are based around cults that pray for
the return of grand dragons; believing that
serving true dragons will let them replace high
dragons.

Dracoling Dragon Precision

+2 Prs, +2 Awr, -1 Will

Small 6 spaces

See Draconic Affinity —

See Draconic Affinity

1 ft + 10 in + 2d8 in 20 + (1d4 x 2d8) lbs

Young: 5-10
Adult: 11-25
Middle Age: 26-40
Old: 41-55
Venerable: 56+
Features

Grab On. While you are in the same space as another


creature who is larger than you, you gain +2 AC and
have advantage on Stand Saves.

Bite. Your unarmed strike does d6 Physical damage.


The number of damage dice is equal to your Str
modifier. It is a Prs attack.

Darkvision 60. You can see up to 60 in non-magical


Half-Dragon
darkness. The high dragons were not the rst sentient
Swarmer. You have advantage on range 0 attacks. bipeds in Dragonverse. A humanoid race
predated them, though they were more often
Burrow. As a bonus action, you can dig a 6 inch hole food than threat to the grand dragons. Low-
if you are standing on ground. Medium creatures
entering that space must succeed on an Awr Save at status high dragons mated with these mammals
DC 8 + your Prs modifier. If they fail, they cannot use and produced the half-dragons.
actions on that turn. You may use this as a Reaction if Half-dragons live among high dragons as
a creature moves at least 5 spaces towards you. second-class citizens. Law prevents half-dragons
Savage. Once per round, you may add your level to from inheriting land. However, if a half-dragon
the total damage of an attack. were awarded land for victory in the Crucible,
they may be able to marry a high dragon and
thus start a dynasty.
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Half-Dragon Dragon Str Feral Half-Dragon
+2 Str, +1 Awr Not all half-dragons are content to live in high
dragon society. Living in the outskirts and
Medium 6 spaces wilds, feral half-dragons embrace the savage life
See Draconic Affinity — of true dragons. As much as high dragons took
the world from them, the true dragons still
— inspire fear when they appear in the skies above
5 ft + 2d8 in 100 + (2d4 x 2d8) lbs all those fancy castles.
For feral half-dragons, the Crucible is not an
Young: 25-70 opportunity for land. It is the chance to spit in
Adult: 71-150 the face of those who would oppress them.
Middle Age: 151-250
Old: 251-350
Venerable: 351+ Feral Half-Dragon Dragon Grit

Features +2 Grit, +1 Str, -1 Int

Bravery. You have advantage on Resolve Saves. Medium 6 spaces

Semi-Scaled. While not wearing armor, your AC is 10 See Draconic Affinity —


+ 3 + your Prs modifier.

Useful. You have proficiency in 2 skills of your choice.
4 ft + 10 in + 2d8 in 90 + (2d6 x 2d8) lbs
Aggressive. As a bonus action, you can move your
full speed towards an enemy. Young: 25-70
Adult: 71-150
Middle Age: 151-250
Old: 251-350
Venerable: 351+
Features

Semi-Scaled. While not wearing armor, your AC is 10


+ 3 + your Prs modifier.

Useful. You have proficiency in 2 skills of your choice.

Savage. Once per round, you may add your level to


the total damage of an attack.

Long Claws. Your unarmed strike does 1d6 Physical


damage.
12

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

Divine Weapon. Once per day, you may use your


bonus action to bless your weapon. The effect lasts 6
rounds. Until the effect ends, melee and ranged
weapons you are holding gain extra 1d4 damage die
that does Radiant damage.

Divine Presence. As an action, you can emit divine


light. All creatures that are not celestials must
succeed on a Resolve Save or become frightened. You
can do this once per fight.

Divine Mind. You have expertise in the Clarity skill.

Weapon Training. You have proficiency in two types of


weapon.

Mighty Attacker. You can use Large weapons.

Nephilim
Gods are not the only celestial beings that have
been known to mate with mortals. Lesser
14
Nephilim Celestial Grit Throne Beast Celestial Precision

+2 Grit, +1 Int Necrotic


See above Speed 6 ft 5 in 260 lbs
Fire — None
Necrotic
Features
See above See above
Smiting Blast. You have a 1d10 natural ranged
None weapon with a range of o-5 which does Radiant
damage.
Features
On the Wall. You have proficiency with ranged
Counterattack. When a creature within range misses weapons.
an attack against you, you may use your reaction to
make an attack against them. Mighty Defender. You can use Large armor.
Additionally, you have expertise in the Block skill.
Adrenaline Rush. At the start of Round 1, you gain
temporary equal to your Grit modifier. Born Celestial. You do not breathe.

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.

Great Defender. You have expertise in the Block skill.


Additionally, you not take movement penalties from
armor.

Relentless. If an attack would reduce you to 0 HP,


you may use your reaction to use the Recover skill.

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.

Throne Beast Celestial Precision

+2 Prs, +1 Wil

Medium 6 spaces

Fire —
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15
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.

Ally of Darkness. After you take damage, while in


darkness or dim light, you can use your reaction to
become invisible. The effect ends when you attack,
deal damage, or force a creature to make a Save.

Burning Touch. Your unarmed strikes do 1d6 + your


Will modifier Fire damage.

Flaming Blade. As a bonus action, you may give an


armed weapon +1d4 damage dice. The weapon does
Fire damage instead of Physical. The effect lasts for 6
rounds.
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16
Infernal Cambion Fury
Cambions are the o spring of devils and Furies are the enforcers of Underworld law.
mortals. While in the material plane, cambions They are almost mindlessly vicious when it
are as likely to be oppose and support the comes to carrying out the terrible punishments
ambitions of their endish parent. Those that for violating a contract.
prove they can abide by their parent’s laws are
given places of pride in Underworld. Fury Fiend Str

+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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17
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

Strong Hands. You may sacrifice the damage of a Necrotic —


melee attack to Restrain a creature. If you do, the
attack roll is 1d20 + your Str modifier + your Will Radiant
modifier.
See above See above
Darkvision 60. You can see in non-magical darkness
up to 12 spaces. None

Features

Paralyzing Touch. You have a 1d10 natural weapon


with a range of 0-1 which does Cold damage. On a
hit, the target must succeed on a contested Will roll.
If they fail, they are Stunned.

Frigid Gaze. A bolt of pale blue erupts from your eyes.


As an action, you can make a natural ranged weapon
attack that does 1d8 Cold damage.

Force Shield. When a creature attacks you, you may


use your reaction to surround yourself in a shield of
energy. You get +5 AC until the start of your next turn.
You must wait 3 rounds to use this feature again.
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18
Lich Undead Will Vampire
Invisibility. As an action, you can make yourself Much like the liches before them, many
invisible until you make an attack, cause damage, or vampires have sought out the Deadlands as a
force a creature to make a saving throw. You must refuge. They have constructed great castles and
wait 5 rounds to use this feature again.
palaces for themselves in a world otherwise
devoid of luxuries.
For size, height and weight, choose a race
from a material plane.

Vampire Undead Precision

+2 Prs, +1 Grit

See above 6 spaces

Necrotic —

Radiant

See above See above

None

Features

Draining Bite. You have a natural melee weapon (Prs)


with a range of 0 that does 1d6 Necrotic damage. On
a hit, you regain HP equal to half the damage.

Regenerate. At the start of each round, you may use


the Recover skill as a free action. You cannot use this
feature if you took Radiant damage in the previous
round.

Darkvision 60. You can see in non-magical darkness


up to 12 spaces.

Hypnotize. You lock eyes with a creature that can see


you. As an action, you can force the creature to make
a Will Save at DC 8 + your Precision modifier. If the
target fails, they are Stunned.

Aggressive. As a bonus action, you can move your


full speed towards an enemy.

Skillful. You gain proficiency in two skills of your


choice.
19

Mummy Mummy Undead Strength

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

See above 6 spaces

Necrotic —

Radiant

See above See above

None

Features

Bandages. You have a 1d8 natural weapon with a


range of 0-3. On a hit, the target is Restrained. If the
target is at range 0, you have advantage on the attack.

Breath Drain. You have a natural melee weapon with


a range of 0 that does 1d6 Necrotic damage. On a hit,
you regain HP equal to half the damage.
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20
Zombies, despite popular belief, are not
completely mindless. It’s just that their
insatiable appetite tends to overrule their higher
brain functions.
For size, height and weight, choose a race
from a material plane.

Zombie Undead Grit

+2 Grit, -2 Int

See above 6 spaces

Necrotic, Physical Frightened, Stunned

Radiant

See above See above

None

Features

Diseased Bite. You have a natural melee weapon with


a range of 0 that does 1d10 Poison damage. On a hit,
the target is Diseased for 3 rounds. The Grit Save DC
is 10 + your Grit modifier.

Unarmored Defense. While not wearing armor, your


AC is equal to 13 + your Pro modifier.

Zombie Endurance. Physical damage does little to


deter you from your meal. You have resistance to
Physical damage.

Aggressive. As a bonus action, you can move your


full speed towards an enemy.

Hungry. You have advantage on attacks at range 0.

Hunter’s Sense. You can smell food. You have


advantage on Awr rolls, even when Blind.

Zombie
21

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.

True Fey Fey Will

+2 Will, +1 Awr

Large 8 spaces, Fly 8 spaces

— —

8 ft + 10 in + 4d6 in 150 + (3d4 x 4d6) lbs

Youth: 50-500
Adult: 501+
Features

Alluring Gaze. You have a natural ranged weapon


(Will) with a range of 0-10. On a hit, the target is
Charmed by you.

Limited Flight. You must land at the end of your turn


or fall.

Unarmored Defense. While not wearing armor, your


AC is 12 + your Prs modifier.
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22
Pixie Cu Sidhe
For reasons beyond anyone’s ken, the second The famed hounds of the sidhe are more
level of the fey caste system is also the smallest. intelligent than their material counterparts, but
Pixies are the least apt to ght, but have less display many of the same drives. They are
direct ways of dealing with those who would do deeply a ectionate with members of their
them harm. “pack” and ruthless with outsiders.

Pixie Fey Prs Cu Sidhe Fey Str

+2 Prs, +1 Int +2 Str, +1 Awr

Tiny 2 spaces, fly 6 spaces Large 10 spaces

— — — —

— —

6 in + 2d6 in 1 + (1d4 x 2d6) lbs 5 ft + 5 in + 2d6 in 150 + (2d6 x 2d6) lbs

Youth: 10-500 Youth: 3-300


Adult: 501+ Adult: 300-700
Features 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.

Pixie Dust. As an action, you can sprinkle pixie dust


on a creature who cannot fly at range 0. The creature
makes a Will Save at DC 8 + your Int modifier + your
level. If they fail, they levitate +5 feet into the air. The
creature may repeat this Save at the start of each
turn. If they succeed, they fall. While levitating, the
creature cannot use movement and has disadvantage
on attacks.

Unarmored Defense. While not wearing armor, your


AC is 12 + your Prs modifier. Additionally, you have +1
AC against Medium creatures and +2 against Large
creatures.

Weapon Training. You have proficiency with Tiny


weapons.

Bad Memories. You have a natural ranged weapon


with a range of 0-5 which does 1d8 Psychic damage.
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23
Satyr Mechanoverse
Satyrs are among the lowest castes in the Sidhe. Mechanoverse is the ultimate creation of the
According to reports from some of the few fey divine watchmaker. This, according to many of
to actually study the phenomenon of their its champions, is all the description of
reincarnation, this is because they throw the Mechanoverse that an outsider needs. The races
best parties. The logic being that organizing of sentient constructs that come to ght in the
parties for lesser races is undigni ed. Crucible are very proud of their home. Winning
the right to “bring order to” (invade) other
Satyr Fey Grit
universes is the highest calling that such
+2 Grit, +1 Prs champions can imagine.

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.

Rally. You have advantage on Saves against Medium 6 spaces


conditions.
— —
Skillful. You have proficiency in two skills of your
choice. Lightning

Weapon Training. You are proficient with Light and 6 ft 300 lbs
Thrown weapons
None

Features

Built to Fight. Your structure was designed


specifically for combat in the Crucible. Your unarmed
strike does 1d8 Physical damage and has Finesse.

Efficient Training. You have proficiency in 2 skills of


your choice.

Built Tough. You get +1 HP. You get an additional +1


HP each time you level up.

Clockwork Precision. You make critical attacks on a


roll of 19-20.
ffi
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24
Stitchling Marionette
When the clockmen conquer a world of An early attempt creation on the part of the
humanoids, they set about turning those beings clockmen, marionettes hide their clockwork
into constructs. The result is a stitchling. Built behind a shield of wood. Marionettes are built
using biological “parts” (often from several for obedience and are still used as a labor force
individuals) over a mechanical skeleton, in Mechanoverse.
stitchlings are still partly governed by their
brains. They remember their previous life, but Marionette Construct Grit
always seem to prefer their new one.
Despite this, the clockmen’s attempts at +2 Grit, +1 Will
using stitchlings to convince humanoids to Small 6 spaces
surrender have never gone well.
Lightning —
Stitchling Construct Str Fire

+2 Str, +1 Grit 3ft 6in 80 lbs

Medium 6 spaces None

Lightning — Features

Fire Skillful. You have proficiency in 2 skills of your choice.

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.

Electric Life. You can choose to take 5 Physical


damage to electrify a metal weapon you are holding.
The weapon gains +1d6 damage die which does
Lightning damage.
25
Råmaskin
The ramaskin are the newest residents of
Mechanoverse. They are the result of a treaty
between Mechanoverse and the elemental plane
of re—a place that Mechanoverse could never
hope to invade. The ramaskin are re
elementals inside of mechanical bodies. For
adventurous re elementals, this provides them
with a more manageable way to travel outside
their homeworld.

Ramaskin Construct Will

+2 Will, +1 Prs

Medium 6 spaces

— —

6 ft 200 lbs

None

Features

Flame Thrower. You have a natural ranged weapon


with a range of 0-5 which does 1d6 Fire damage.

Illumined Form. As a bonus action, you can open a


panel of your metal suit to shed bright light for 5
spaces around you and dim light another 5 spaces.
While this light shines, you have -1 AC.

Heated. Unarmed strikes against you deal 1d4 Fire


damage to the attacking creature on a hit.
Additionally, you have expertise in the Stand skill.
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26

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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27
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.

Gentleman Scoundrel Priest

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.

You have proficiency in the Attend and Focus skills.


Noble

You are member of your world’s elite. Elven princes,


vampiric makers, and the children of archdevils are
all liable to be called to defend their worlds.
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28

Tempter the safety of their home; while others long for


nothing more than to see their enemies driven
Tempters are master manipulators who draw
before them and hear the lamentation of their
victims into compromising, even dangerous,
women.
situations. They understand something about
the mind that eludes or terri es other beings; a
Warrior
fact which makes them uniquely capable in the
tournaments. On your world, you were perhaps a soldier, a royal
guard, or warlord. You have come to the Crucible to
Tempter discover if anyone on any battlefield can defeat you.

Combat Veteran. You have +1 hit dice.


While every universe has its tempters, the most
famed are the succubi of Underworld, the makers of You are proficient in the Block and Valor skills.
the Deadlands, and the sirens of Midgard.

Short Whip Proficiency. You have proficiency with


short whips. (Pg. 50)

You have proficiency in the Misdirect and Sneak


skills.

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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29

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

Total Proficiency Total Talent Natural Weapon


Level Improvements
XP Bonus Ranks Damage Dice

Racial features, Background features,


0 0 +1 0 1
3 equipment points

4 1 +2 +4 Talent Ranks 4 1

9 2 +2 +2 Talent Ranks 6 1

15 3 +2 +2 Talent Ranks, +3 Equipment Points 8 1

22 4 +2 +1 to two Ability Scores 8 1

30 5 +3 +3 Talent Ranks, +5 Equipment Points 11 2

40 6 +3 +3 Talent Ranks 14 2

52 7 +3 +3 Talent Ranks 17 2

66 8 +3 +1 to two Ability Scores 17 2

82 9 +4 +4 Talent Ranks 21 2

+4 Talent Ranks, +10 Equipment


104 10 +4 25 3
Points

128 11 +4 +1 to all Ability Scores 25 3

156 12 +4 +5 Talent Ranks, +3 Equipment Points 30 3

188 13 +5 +5 Talent Ranks 35 3

+1 to two Ability Scores, +3


228 14 +5 35 3
Equipment Points

276 15 +5 +6 Talent Ranks 41 4

332 16 +5 +6 Talent Ranks, +3 Equipment Points 47 4

396 17 +6 +6 Talent Ranks 53 4

+1 to two Ability Scores, +10


476 18 +6 53 4
Equipment Points

572 19 +6 +7 Talent Ranks 60 4

700 20 +6 +7 Talent Ranks 67 5


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provides three beginner classes. These classes without overburdening players. In 5e, the
are straightforward and will help you get expectation is that players will be ghting in a
familiar with the general mechanics of the group and that XP will be divided evenly among
game. them. This division requires large numbers in
Talents. The talent system is designed to order to avoid decimals.
allow maximum customization with minimal With the default mode of Tournament
overload. There are 60 di erent talents, each Edition being 1-on-1, these large numbers are
with four levels of advancement. That’s a lot. unnecessary.
So, the talents have been arranged into 9 suites, Tournament Edition calculates XP based
each with its own archetype. This lets you primarily on the levels of the combatants. The
decide how complex you want your build to be. philosophy behind this is that XP represents
Martial talents are called “tactics” and how much you are learning as a ghter. A
general talents are called “feats”. In time, there master taking on a series of ten novices is not
will also be “spells”. going to be a better ghter at the end of it.
If you want to keep it simple, pick a tactics Additionally, failure is often a better teacher
suite and a feats suite and build your character than victory. It reveals your own weaknesses to
from those. If you want to live your best min- you and demonstrates the ways you need to
maxing life, ignore the suites and grab whatever improve.
you want from wherever. XP calculation chart
Levels. All characters start at level 0. Level
Opponent’s Relative Level XP
0 is useful for letting players get used to their
racial and background features. Same (Victory) 2
As you level up, you will gain Talent ranks
(if you use advanced creation). You can use Same (Defeat) 3
these ranks to buy new talents or improve ones Higher (Victory) 2 + level difference
you already have. Each time you level up, you
can put a maximum of two ranks into a given Higher (Defeat) 2 + number of rounds
talent. All characters get the same improvements Lower (Victory) 0 + number of rounds
at each level.
Equipment. Equipment is also bought with Lower (Defeat) 1
points. Referees are free to award equipment as
they see t (suggestions for this are in Ch. 6). Outnumbered
These points function as the currency of the Being outnumbered multiplies your XP gained.
Crucible. You are outnumbered if you are ghting alone
and 2 or more opponents are allied with each
Level 0 other. You can also be outnumbered if you are
At level 0, you have the following: on a team and an opposing team has more
• A race combatants than your team.
• A background
• 1d6 hit die • Victory = XP x (1 + half the number of
• 3 equipment points (see Ch. 5) opponents)
Gaining Experience • Defeat = XP x (1 + number of rounds)

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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Beginner Classes Level 1


There are three beginner classes: Blitzer,
Decisive Strike . If you have advantage on an
Duelist, and Tank.
attack, you may add +1d6 to the weapon’s
Blitzers focus on having multiple light
damage dice.
attacks per turn. They have a high chance of
Knife Pro ciency. You have pro ciency bonus
doing low damage several times per turn.
with Light or Thrown weapons.
However, they trade this for being easier to hit.
Never Outgunned . You can make an attack
Duelists make the most of the few attacks
with your bonus action. If you hit, your next
they get. They are more likely to make a critical
attack this round has advantage.
hit and use stronger weapons than Blitzers, but
Deadly Strike . If you roll a 1 on any damage
attack less often. This allows to maintain a
dice, you may reroll one of them. You must use
medium defense.
the second roll.
Tanks are very di cult to hit. They have a
high defense to stay up while they chip away at
their enemy’s HP. They also take advantage of Level 2
mistakes that enemies make. Disarm. When you succeed on an attack, you
Switching Up may choose to make your target drop a weapon
instead of dealing damage.
If you have been playing a beginner class and
want to switch to the advanced character
options, you can do so at any level. The Level 3
beginner classes are built using the same Decisive Strike . Your damage die bonus
number of talent ranks as advanced characters. increases to +2d6.
When you level up, you can simply take the
ranks instead of the features prescribed by your Level 5
class.
Extra Attack . When you use your action to
Blitzer attack, you get 1 extra action which must also
be an attack.
Blitzers come at their enemies like a torrent,
raining blows down on them with a ferocity
that would seem primal if they weren’t so
expertly done.
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Level 6 your Vital Dice roll is the number of damage
Knife Expertise. Your attack rolls with Light or dice you can roll for this attack. Your Vital Die
Thrown weapons get +2. is 1d4.

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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Talents three rounds to use it again (i.e. if you use it on


round 2, you can’t use it again until round 5).
At last, you are here at the real meat of Most passive talents do not have a repeat.
Tournament Edition. If you read through the
beginner classes, you will have already have Talent Name Rank Counter
some idea of what lies ahead.
Those classes were built using the Description
mechanically simpler talents. Many of the Rank 1 Feature
talents in this section, though, are crunchier.
Having a spectrum of complexity in the talents Rank 3 Feature
allows players to decide how much they want to Rank 6 Feature
chew.
Reading a Talent Rank 10 Feature

Each talent has a name, rank counter, Cost Repeat


description, four features, a repeat, and a cost.
The rank counter is a visual representation Tactics & Feats
of how many ranks are needed to get each Talents in this book are divided into two
feature. Most talents gain features at 1, 3, 6, and sections: tactics & feats. Tactics are arranged
10 ranks; but there are exceptions. A ◊ symbol into suites of thematic or synergistic talents.
is used to represent ranks which grant a feature They contain the most powerful and avorful
and a • presents a rank which does not. talents. Feats are more generic, utilitarian
The cost is what kind of action is needed to talents that support the tactics. Feats include
use the talent (action, bonus action, reaction, things like weapon and armor pro ciencies, as
passive). Passive talents are things like well as hit die increases.
pro ciencies or conditions for advantage. The easiest way to build a character is to
The repeat is how often the talent can be choose one suite of tactics and then decide
used. If the repeat is 1 Round, that means it can which feats best support the way you want to
only be used once per round. With a repeat of 3 use those tactics. However, you can pull talents
Rounds, once you use the talent, you must wait from any number of suites to build a truly
unique character.

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

Decisive Strike ◊•◊•◊•◊•◊

Seeing a hole in your opponent’s defense, you use


this attack to maximize your damage.

Rank 1: If you have advantage on an attack, you may


add +1d6 to your damage roll. This bonus damage is
of the same type as your weapon, but are not counted
with your weapon’s damage dice.

Rank 3, 5, 7, 9: You may add an addition 1d6.

Passive 1 Round

Magic Knife ◊•◊••◊•••◊

You have a magical knife. It is a 1d6 armed melee


weapon that is Small, Light and Thrown.

Rank 1: When you first take this talent, you may


choose any type of damage for it to do.

Rank 3: Choose one additional property:


• Homing: if you throw the knife, it returns to
your hand at the end of your turn.
• Shank: you have advantage on one attack per
turn with the knife at range 0.

Rank 6: You have two of these knives. They have the


same properties.
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Sneak Proficiency ◊•◊••◊•••◊ Blade Storm ◊•◊••◊•••◊

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 6: You automatically succeed on Focus Saves.


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Bloodlust ◊•◊••◊•••◊ Relentless ◊•◊••◊•••◊

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 1: Choose one boon to learn:


Butcher
• The next critical hit you make does damage Not every ghter chooses to be one. Some of
equal to the difference between your current them get dragged into ghting, usually by
HP and your max HP. several pairs of hands. Get dragged into enough
• The next critical hit made against you has its unfair ghts like that and you’re liable to
damage reduced by the difference between discover how to make it a fair ght.
your current HP and your max HP. That’s a butcher. They may be at a bit of a
• If an attack reduces your HP to 0, your loss when it comes to a boxing match, but mob
opponent takes the same amount of Psychic
them with a half dozen kobolds and maybe, just
damage.
maybe, one of them will live to tell about it.
• You can use the difference between your max
HP and your current HP instead of rolling one
Crowd Control
Save. ◊•◊••◊•••◊

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 6: The bonus increases to +3 damage dice. Cut a Swath ◊•◊••◊•••◊


Rank 10: The bonus increases to +4 damage dice. You move through a mob, dealing damage as you go.
Passive —
Rank 1: You take the Disengage action and no
creatures may take attacks of opportunity against you
until the end of your turn.
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Cut a Swath ◊•◊••◊•••◊ Reap ◊•◊••◊•••◊

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 ◊◊••◊•◊

You have honed your reflexes to protect you from


attacking creatures. Fencer
Rank 1: If a character moves into your melee range, Everyone in a ght wants to win. There are the
you may use your reaction to turn so that they are in obvious reasons, but those aren’t the reasons
your line of sight.
that got you into it. For some, ghting itself is
Rank 2: If a character that has moved into your melee an art form and leaving some stranger face
range this turn fails an attack against you, you may down in the dirt is their idea of a good review.
use your reaction to attack them.
Fencers may dance around like it’s a esta,
Rank 5: Any creature you hit with a reaction attack is but that’s just strokes of a paintbrush. And the
pushed back 1 space. paint? Yes. Yes, it is.
Rank 10: You have +1 reactions per round.
Balestra Attack ◊•◊••◊•••◊
Reaction 1 Round
You jump towards your opponent and attack. The
Mob Breaker ◊•◊◊••◊ jump changes the tempo of your footwork, making
the attack harder to defend against.
You can still fight creatures while restraining another.
Rank 1: If you move at least 1 space towards your
Rank 1: If an opponent makes a melee attack against target before making a melee attack, you get +2 to
you, you may use your reaction to attack before their your attack roll.
attack is resolved. If your reaction attack roll’s result
is higher than the triggering attack, you restrain them Rank 3: You get +4 to your attack roll.
and neither attack does damage.
Rank 6: You get +6 to your attack roll.
Rank 3: While you are restraining an opponent, you
get +2 to your AC. Rank 10: You get +8 to your attack roll.

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.

Rank 7: You get +1 reactions per round. En Garde ◊•◊••◊•••◊

Reaction 1 Round You can use a bonus action at the end of your turn to
prepare for the next attack.

Rank 1: Until the start of your next turn or until you


Reap ◊•◊••◊•••◊ take a reaction, you have a +1 bonus to your AC.

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 3: If your attack roll is 1-2 less than the target’s


AC, you may reroll.
Parry ◊•◊••◊•••◊
Rank 6: If your attack roll is 1-3 less than the target’s
You deflect an incoming attack, opening your AC, you may reroll.
opponent’s defenses.
Rank 10: If your attack roll is 1-4 less than the target’s
Rank 1: When a character would hit you with a melee AC, you may reroll.
attack, you may use your reaction to give yourself a
Passive 1 Round
+2 bonus to your AC. This bonus applies to one
attack and must be declared before damage is rolled.

Rank 3: If the triggering attack misses, you gain a Retreat


second reaction, this round. ◊•◊••◊•••◊

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.

Rank 3: You may move 3 spaces away from them.

Rank 6: You may move 3 spaces after making a melee


attack on the original attacker. If your attack hits, your
opponent drops their weapon, but takes no damage.

Rank 10: If your attack hits, your opponent drops their


weapon and takes half damage.
Reaction 1 Round
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Aim ◊•◊••◊•••◊

Rank 10: Sacrifice 2 spaces of movement.

Movement 1 Round

Magic Bullet ◊•◊••◊•••◊

You can change the type of damage that your ranged


attacks do.

Rank 1: Your ranged attacks can do a type of damage


other than Physical. You must choose the damage
type at the start of Round 1 and may not change it
during this fight.

Rank 3: You may change the damage type when you


reload.

Rank 6: You may change the damage type at the start


of each round.

Rank 10: Your ranged attacks do 1d4 Physical bonus


damage.
Passive —

Peacemaker ◊•◊••◊•••◊

Gunslinger You have customized your one-handed firearm.

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.

Aim ◊•◊••◊•••◊ Pistol Mastery •◊•◊••◊••◊


By holding still, you give yourself a better chance to Your time spent with one-handed firearms has taught
hit. you to use them faster and more efficiently.
Rank 1: If you sacrifice 5 spaces of movement, you Rank 2: You can reload as a bonus action.
gain advantage on your next ranged attack this turn.
Rank 4: You have proficiency in the Tinker skill.
Rank 3: Sacrifice 4 spaces of movement.

Rank 6: Sacrifice 3 spaces of movement.


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Pistol Mastery •◊•◊••◊••◊
Hunter’s Mark ◊•◊••◊•••◊
Rank 7: You take very good care of your pistols. When
your one-handed firearm would misfire, roll 1d4. If You place a magical on an opponent that you can see,
the result of that roll is higher than the Misfire on which lasts for 5 rounds. You may only mark 1
your weapon, it does not misfire. creature at a time.
Rank 10: You can use the Tinker skill as a bonus Rank 1: Each round, you have advantage on one
action. ranged attack against the marked creature.
Passive —
Rank 3: The marked creature is always considered to
be in your line of sight, unless you are Blind.

Point Blank Rank 6: If the marked creature takes cover, its AC


◊•◊••◊•••◊ bonus is reduced by -2.
You have learned to use firearms at close range. Rank 10: You have advantage on all ranged attacks
against the marked creature.
Rank 1: One-handed firearms have a minimum range
of 0 for you. Action 3 Rounds

Rank 3: You have advantage on one-handed firearm


attacks at a range of 0-1.
Rifle Mastery •◊•◊••◊••◊
Rank 6: At a range of 0-1, your one-handed firearm
attacks get +1 damage dice. Your time spent with two-handed ranged weapons
has taught you to use them faster and more
Rank 10: At a range of 0-1, your one-handed firearm
efficiently.
attacks are critical on 19-20.
Passive — Rank 2: You can reload as a bonus action.

Rank 4: You have proficiency in the Tinker skill.

Rank 7: You take very good care of your rifle. When


Hunter your two-handed firearm would misfire, roll 1d4. If the
Lots of ghters like to talk about tradition, but result of that roll is higher than the Misfire on your
weapon, it does not misfire.
none of them has half the claim that a hunter
does. A community can survive on the calories Rank 10: You can use the Tinker skill as a bonus
from their collective gardens, sure, but so can action.
any number of wild animals. That, like as not, is Passive —
how hunting got started; it was only later that
they realized those grazing beasts were tasty.
Sniper ◊•◊••◊•••◊
Called Shot ◊•◊••◊•••◊ Your steady hands make you more dangerous at long
distances.
Before making an attack, you can declare that you
intend to injure your target instead of reducing their Rank 1: Two-handed ranged weapons have a range of
HP. You can choose: eye, hand, or knee. 2-30 for you.
Rank 1: Your called shot attack rolls have a penalty of Rank 3: Once per round, you may add the number of
-5. spaces between you and your target to the damage of
your two-handed ranged weapon.
Rank 3: The attack roll penalty is -4.
Rank 6: Your two-handed ranged weapons get +1
Rank 6: The attack roll penalty is -3. damage dice.
Rank 10: The attack roll penalty is -2. Rank 10: When you attack with a two-handed ranged
weapon, you may reroll one damage die if it is a 1.
Passive 1 Round You must use the second roll.
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Sniper ◊•◊••◊•••◊ Brute Attack ◊•◊••◊•••◊
Passive — Action (Attack) 3 Rounds

Stock Training ◊•◊••◊•••◊ Custom Armor •◊•◊••◊••◊

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.

Rank 7: Choose an additional option.


Knight
Rank 10: Choose an additional option.
Authority always ows from the ability to cause
harm. No one embraces that truth more openly Passive —
than a knight. They get to make the rules and,
in return for people actually following those
Heavy Infantry
rules, knights have to go out and harm anyone ◊•◊••◊•••◊
who comes in with a di erent, much worse set You have trained to use heavy equipment.
of rules.
It’s a high-stakes exchange, no question; but Rank 1: Choose one option:
• You do not have disadvantage when attacking
no one ever said that the high life was a long
with heavy weapons if your Str is at least 11.
one. • Using a heavy two-handed weapon gives you +1
AC.
Brute Attack ◊•◊••◊•••◊ Rank 3: Choose an additional option.
You unleash a powerful blow that ripples through Rank 6: Choose one option:
your target’s armor. You must declare a Brute Attack • You ignore movement penalties from wearing
before rolling your attack die. armor.
• Using a heavy two-handed weapon gives you +2
Rank 1: On a hit, you can double the damage from
AC.
your Str modifier.
Rank 10: Choose an additional option.
Rank 3: If your attack misses, but is higher than 11,
the target takes Physical damage equal to your Str Passive —
modifier.

Rank 6: If your attack misses, but is higher than 11,


the target takes Physical damage equal to 1d4 + your
Str modifier.

Rank 10: If your attack misses, but is higher than 11,


the target takes Physical damage equal to 1d6 + your
Str modifier.
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Knight’s Stance ◊•◊••◊•••◊ Shield Bash ◊◊•••◊•••◊

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 6: You learn an additional stance.

Rank 10: You learn an additional stance.


Martial Artist
They say “don’t bring a knife to a gun ght”.
Bonus Action 1 Round
Certain individuals, when they hear that, take it
as a personal challenge and decide to bring
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nothing at all. The crazy part is that some of Living Weapon (Prs) ◊•◊••◊•••◊
them win.
Any ghting discipline is technically a Rank 3: Your unarmed strikes do 2d4 + your Prs
modifier Physical damage. Your natural weapons do
martial art, but the name really sticks when +4 damage.
your only weapons are the rst two knuckles on
your hand and the ball of your foot. Mainly Rank 6: Your unarmed strikes do 3d4 + your Prs
modifier Physical damage. Your natural weapons do
because they’ve punched the word so deep into +6 damage.
the wall that it’s now load-bearing.
Rank 10: You can change the type of damage that
your unarmed strikes and natural melee weapons do
Blitz ◊•◊••◊•••◊ when you gain a level, starting with this one.

By sacrificing 5 movement, you can channel that Passive —


energy into your unarmed strikes or natural melee
weapons. You may not use this talent with armed or
ranged weapons. One-Inch Punch ◊•◊••◊•••◊
Rank 1: You can perform two attacks as a single
action. While attacking at Range 0, you can use your Bonus
Action to increase the damage of one hit, this turn.
Rank 3: You can perform three attacks as a single
action. Rank 1: Your next hit this turn does +2 damage. The
target is stunned on a critical hit.
Rank 6: Your unarmed strikes and natural melee
weapon gain +1d4 damage dice. Rank 3: Your next hit this turn does +4 damage. The
target is stunned on a critical hit.
Rank 10: If at least two of your Blitz attacks hit, the
target is stunned. Rank 6: Your next hit this turn does +6 damage. The
target is stunned on a critical hit.
5 Movement 3 Rounds
Rank 10: Your next hit this turn does +8 damage. The
target is stunned on a critical hit.
Hold Your Ground ◊•◊••◊•••◊
Bonus Action 1 Round

You can turn your Stand Saves into a powerful


advantage. Ready Defense ◊•◊••◊•••◊
Rank 1: You have advantage on Stand Saves.
By controlling the energy in your body, you heal
Rank 3: When you succeed on a Stand Save, you can yourself while protecting yourself.
restrain the attacker.
Rank 1: You can use the Block and Recover skills as a
Rank 6: Or you can move the attacker one space so single action.
that you are out of their line of sight.
Rank 3: Choose one option:
Rank 10: After you succeed on a Stand Save, you can • You can roll two hit die when you Recover.
use your Reaction to attack the creature who • You Block with advantage.
triggered the save. • If the AC from your Block is lower than your
normal AC, you can use your normal AC instead.
Passive 1 Round
Rank 6: Choose an additional option.

Rank 10: Choose an additional option.


Living Weapon (Prs) ◊•◊••◊•••◊
Action 3 Rounds
You have turned your body into a tool of destruction.

Rank 1: Your unarmed strikes do 1d4 + your Prs


modifier Physical damage. Your natural weapons do
+2 damage.
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Slayer
If your town was regularly getting attacked by
wolves, it would be quite reasonable for you to
learn how to get very good at killing wolves.
That applies to the multiverse just as well.
Slayers have seen too many portals open in
their backyards and seen too many of the same
sort of creature wander out of it with a ag to
plant. It’s not polite, of course, to dedicate
yourself to a race’s extinction; but neither is
invading someone’s homeworld.

Known Enemy (Weak


Point) ◊•◊••◊•••◊

You have trained to fight a particular type of creature.


This is your Known Enemy (KE). You choose one KE
when you take a Known Enemy talent. You cannot
choose a second KE, even if you take two Known
Enemy talents, until you reach Level 7. You can
choose a third KE at Level 13 and a fourth at Level 19.

Rank 1: One attack roll against your KE gets +1d4.

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. ◊◊••◊•◊

Passive — If you have proficiency with a weapon, attacks made


with that weapon add your proficiency modifier to the
attack roll.
Vital Blow ◊•◊••◊•••◊ Rank 1: You gain proficiency in one weapon type (see
Ch. 5)
You take a moment to prepare for your next attack.
You roll your Vital Dice. The result is the number of Rank 2: You gain proficiency in a second weapon type
damage dice you roll on your next attack if it is a hit.
Rank 5: You gain proficiency in a third weapon type
Rank 1: Your Vital Die is 1d4.
Rank 7: You gain proficiency in a fourth weapon type
Rank 3: Your Vital Die is 1d6.
— —
Rank 6: Your Vital Die is 1d8.

Rank 10: Your Vital Dice are 2d4.

Bonus Action 3 Rounds


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Armor Proficiency Rank Counter Hit Dice ◊•◊◊••◊
Using armor without proficiency imposes Improves your hit dice, starting at the level when you
disadvantage on all ability, skill, and attack rolls. take this talent.
Rank 1: You gain proficiency in one type of armor or Rank 1: 1d8
shield (see Ch. 5)
Rank 3: 1d10
Rank 2: You gain proficiency in a second type of
armor or shield Rank 4: 1d12
Rank 5: You gain proficiency in a third type of armor Rank 7: 2d6
or shield
— —
Rank 7: You gain proficiency in a fourth type of armor
or shield
— — Skill Proficiency ◊•◊••◊•••◊

If you are proficient in a skill, you may add your


Extra Attacks •◊••◊••◊••◊
proficiency bonus to that skill’s rolls. If you already
have proficiency from your racial or background
Allows additional attacks as part of the same action. features, you have expertise.

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

Type Example Damage (Physical) Cost Other Properties

Tiny Needle, Thumb Prs modifier 0 EP Range 0


tack

Small Hatchet, Hammer 1d6 + Str 1 EP (2) Range 1

Small (Light) Dagger, 1d6 + Prs 1 EP (2) Range 0-1


Nunchucks

Small (Light, Throwing knife, sai Melee: 1d4 + Str 1 EP (2) Range 0-1 (Melee), Range 2-5 (Ranged)
Thrown) Ranged: 1d4 + Prs

Medium Longsword, Staff One-handed: 1d8 + Str 1 EP Range 1


Two-Handed: 1d10 + Str

Medium (Light) Rapier, Saber 1d8 + Prs 1 EP Range 1

Medium Spear, javelin 1d6 + Prs 1 EP Range 2-5


(Thrown)

Medium Claymore, halberd 2d8 + Str 2 EP Range 1, Two-handed, requires


(Heavy) Strength 14 to use

Large 8-foot sword, 20- One-handed: 1d10 + Str 2 EP Range 1-2


foot spear Two-handed: 1d12 + Str

Large (Heavy) Tree, 200-lb 2d10 + Str 3 EP Range 1-2, Two-handed, requires
hammer Strength 14 to use

Ranged Shuriken, chakram 1d6 + Prs 1 EP (5) Range 2-5


(Thrown)

Ranged (One- Blowgun, 1d6 + Prs 1 EP Range 2-15, Ammo


handed) slingshot

Ranged (Two- Bow, crossbow 1d8 + Prs 1 EP Range 2-15, Ammo


handed)

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

Type AC Bonus Movement Penalty Cost Other Properties

Cloth +1 0 1 EP

Partial (Light) +2 0 1 EP

Partial (Heavy) +3 1 Space 2 EP Requires Strength 13 to use.

Full (Light) +4 1 Space 2 EP

Full (Heavy) +6 2 Spaces 3 EP Requires Strength 15 to use.

Sexy +3 0 3 EP Only useable by Entertainers, Gentleman


Scoundrels, and Tempters

Standard Shields

Type AC Bonus Movement Penalty Cost Other Properties

Tiny +2 0 1 EP

Small +2 0 1 EP Medium creatures can use a Light weapon in the


same hand.

Medium +2 0 1 EP Large creatures can use a Light weapon in the same


hand.

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

Improvement Effect Cost Other Properties

+1 Attack rolls with this 3 EP


weapon have a +1 bonus.

+2 Attack rolls with this 6 EP


weapon have a +2 bonus.

+3 Attack rolls with this 9 EP


weapon have a +3 bonus.

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.

Silvered This weapon does +1d4 1 EP


damage to undead.

Obsidian Edge This weapon does +1d4 1 EP


damage to dragons.

Vibrating This weapon does +1d4 1 EP


damage to constructs.
50
Exotic Weapons

Name Damage (Physical) Cost Other Properties

Bull Whip 1d6 + Prs 0 EP Range 1-5, Light, restrains on a critical hit
Only usable to Archaeologists

Short Whip 1d4 + Prs 0 EP Range 1, Light, charms on a critical hit


Only usable to Tempters

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

Size. Creatures cannot use weapons that are


bigger than they are (unless they have a feature
or talent that says otherwise). So, a medium
creature cannot wield a large weapon.
Generality. Weapons and armor are listed
by type. Within a type, all weapons and armor
are mechanically identical. Players are free to
decide what their equipment looks like.
Spending Equipment Points (EP). All
characters start with 3 EP and gain more at
certain levels. EP that you do not spend at the
level you gain them can be held onto
inde nitely.
Weapon improvements must be applied to a
particular weapon. If you change weapons, the
improvements will be lost. You may exchange
your weapons and armor at any time and
receive the full EP value in return.
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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.

Gi yglyph - Monster Maker


Several racial features were pulled from or
inspired this book/web app. Gi yglyph’s
extensive reworking of 5e was a big part of
what inspired me to start developing
Tournament Edition.

Matt Mercer - Gunslinger


Matt’s homebrew subclass for ghters was
my go to resource on rearms.

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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