Microlite Terracos
Microlite Terracos
There are four ability scores: Strength (STR), Dexterity (DEX), Mind (MIN) and Charisma (CHA).
Roll 3d6, drop the lowest die. Total remaining two dice and add +3. Repeat for remaining starts.
Alternatively, you may the array of 14, 12, 10, 8.
Ability Score bonus = (Ability Score – 10)/2 (rounded down).
Character Classes
Barbarian
Hit Points
• Hit Dice: 1d10 per barbarian level.
• Hit Points (1st-level): 10 + your Strength modifier.
• Hit Points (Higher levels): 1d10 (or 6) + your Strength modifier per level.
Proficiency
• Armor: Light armor, medium armor, shields.
• Weapons: Simple weapons, martial weapons.
• Tools: None.
• Saving Throws: Strength.
• Skills: Choose two from Athletics, Intimidation, Survival and Perception.
Level Rages Brutality Points Brutalities Features
1st 2 3 2 Rage, Unarmored Defense, Brutality, Primal Path, Weapon Mastery
2nd 2 4 2 Danger Sense, Reckless Attack
3rd 3 5 3 Primal Path Features, Primal Knowledge
4th 3 6 3 Ability Score Improvement
5th 3 7 3 Extra Attack, Fast movement, Greater Brutality
Rage
You are able to enter a rage that pushes your physical strength beyond its normal limits.
You can spend a bonus action to enter a rage that lasts for up to 1 minute. While raging, you gain the following benefits if you are not wearing heavy armor:
• Brutal Strength: You have advantage on Strength checks and Strength saving throws.
• Rage Damage: When you make a melee weapon attack using Strength, you gain a bonus to the damage roll as shown in the Rage Damage column of the Class Features
(Barbarian) table.
• Thick Skin: You have resistance to bludgeoning, piercing, and slashing damage from both magical and non-magical sources.
Unarmored Defense
While you are not wearing any armor, your armor class equals 13 + (a) your Dexterity modifier or (b) your Mind modifier—you may choose which modifier to use.
You can use a shield and still gain this benefit.
Brutality
You have a number of brutality points, as shown in the Brutality Points column of the Class Features (Barbarian) table. You can spend brutality to overwhelm your enemies with
brutalities—and you may learn other applications from your Primal Path.
You recover all expended brutality points when you finish a long rest.
At 1st-level, you have mastered two brutalities of your choice. You master additional brutalities as you gain more barbarian levels, as show in the Brutalities Known column of the
Class Features (Barbarian) table.
Once per turn, you may spend one brutality point to use one of your mastered brutalities.
Replacing a Brutality: Whenever you finish a long rest, you may replace one of your mastered brutalities with another brutality.
Saving Throws: Use your Strength modifier to determine the saving throw DC for your brutalities.
Cleave
When you hit a creature with a melee weapon attack, you can attempt to damage another nearby creature. Choose a creature that is (a) within 5 ft of the original target and
(b) within your reach. If the original attack roll would hit the second creature, that creature takes 1d6 damage.
The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.
Greater Cleave: (5th-level) The damage increases from 1d6 to 2d8.
Superior Cleave: (9th-level) The damage increases from 2d8 to 3d10.
Grab
When you hit an adjacent creature with an opportunity attack and you have at least one hand free, you can attempt to grab hold of the creature. If the creature is Large or
smaller, it must make a Strength or Dexterity saving throw—the target may choose which. On a failed save, the creature is grappled by you.
Greater Grab: (5th-level) You can use this brutality against Huge creatures.
Superior Grab: (9th-level) You can use this brutality against Gargantuan creatures.
Headbutt
When you hit an adjacent creature with a melee weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Large or smaller, it must
make a Strength saving throw. On a failed save, you knock the target prone.
Greater Headbutt: (5th-level) You can use this brutality against Huge creatures.
Superior Headbutt: (9th-level) You can use this brutality against Gargantuan creatures.
Kick
When you hit an adjacent creature with a melee weapon attack, you can try to kick it away from you. If the target is Large or smaller, it must make a Strength saving throw.
On a failed save, you knock the creature back up to 10 ft.
Greater Kick: (5th-level) You can use this brutality against Huge creatures.
Superior Kick: (9th-level) You can use this brutality against Gargantuan creatures.
Roar
When you hit an adjacent creature with a melee weapon attack, you can attempt to frighten the creature. The creature must make a Wisdom saving throw. On a failed save,
it is frightened of you until the end of your next turn.
Greater Roar: (5th-level) You can target one additional creature that is within 5 ft of you.
Superior Roar: (9th-level) You can target one additional creature that is within 10 ft of you.
Smash
When you hit a creature with a melee weapon attack, you can momentarily weaken its defenses. Until the start of your next turn, the next attack roll made against the
creature by an attacker other than you has advantage.
Greater Smash: (5th-level) The creature grants advantage to the next two attack rolls made against it before the start of your next turn.
Superior Smash: (9th-level) The creature grants advantage to the next three attack rolls made against it before the start of your next turn.
Primal Path
Choose a Primal Path. You gain features from your Primal Path at 1st, 3rd, 6th, and 10th-level.
DANGER SENSE
You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws, provided you
don’t have the Incapacitated condition.
RECKLESS ATTACK
You can throw aside all concern for defense to attack with fierce ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you
Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
PRIMAL KNOWLEDGE
You gain proficiency in another skill of your choice from the list of skills available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal power when
you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability:
Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing and
senses.
FERAL MOVEMENT
Choose one of the following options.
Fast Mover
Your natural speed increases by 10 ft while you're not wearing heavy armor. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each
movement speed increases by 10 ft.
Unnatural Movement: If you gain a movement speed through an external effect—such as an item, feature, or spell—that speed doesn't increase with this feature.
Leap
When a creature ends its turn within 15 ft of you, you can spend your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t
provoke opportunity attacks.
Bard
Hit Points
• Hit Dice: 1d6 per bard level.
• Hit Points (1st-level): 6 + your Strength modifier.
• Hit Points (Higher levels): 1d6 (or 4) + your Strength modifier per level.
Proficiency
• Armor: Light armor, shields.
• Weapons: Simple weapons.
• Tools: Two of your choice.
• Saving Throws: Dexterity or Charisma.
• Skills: Any three skills of your choice.
Composition
You have a number of composition points, as shown in the Composition Points column of the Class Features (Bard) table. You can spend composition to inspire and revitalize your
allies—and you may learn other applications from your Bard College.
You recover all expended composition points when you finish a short rest.
BARDIC INSPIRATION
You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
EXPERTISE
You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. At Bard level 9, you gain
Expertise in two more of your skill proficiencies of your choice.
JACK OF ALL TRADES
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Inspiring Presence
Your natural charm and leadership, combined with your growing repertoire of legendary
tales, allows you to motivate the next generation of heroes. Your party gains the following benefits if
they are within 120 feet and can see or hear you:
Fighting Spirit: During combat, if a member of your party (including you) is reduced to less than half maximum hit points, they may use an action to spend up to half their hit
dice to heal as if spending hit dice when taking a rest. After using this ability, the target must rest before benefiting from it again. This ability does not function if you are
incapacitated.
Battle Inspiration: As standard 3rd level bard.
Cutting Phrase: As standard 3rd level bard.
FONT OF INSPIRATION
You now regain all your expended uses of Bardic Inspiration when you finish a Short Rest. In addition, you can expend a spell slot (no action required) to regain one expended use
of Bardic Inspiration.
Cleric
Hit Points
• Hit Dice: 1d6 per Cleric level.
• Hit Points (1st-level): 6 + your Strength modifier.
• Hit Points (Higher levels): 1d6 (or 4) + your Strength modifier per level.
Proficiency
• Armor: Light armor, medium armor, shields.
• Weapons: Simple weapons.
• Tools: None.
• Saving Throws: Mind or Charisma.
• Skills: Choose two from Civics, Medicine, Perception, Speech and Lore.
CANTRIPS
You know two cantrips of your choice from the warlock spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the
Cleric table.
SPELL SLOTS
The Cleric table shows how many spell slots you have to cast your Cleric spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To
cast one of your Cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Clerics, users of holy or nature magic have flexible access to their spells, choosing from their entire list each day. They bypass any sense of ‘learning’ as their magic is external, or
beyond conceptual means.
Your spell slots are calculated as follows (Your level + 2) + your Charisma modifier.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your cleric spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier
when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
DIVINE ORDER
You have dedicated yourself to one of the following sacred roles of your choice:
• Protector. Trained for battle, you gain proficiency with Martial Weapons and training with Heavy Armor.
• Thaumaturge. You know one extra cantrip from the Cleric spell list (see your Spellcasting feature for information on preparing spells). In addition, your mystical connection
to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
FAITH
You have a number of faith points, as shown in the Faith Points column of the Class Features (Cleric) table. You can spend faith to channel power from your deity and ask for aid—
and you may learn other applications from your Divine Domain.
• Gain Stamina: Regain 1 expended hit die.
• Gain Power: Regain 1 expended 1st-level spell slot.
• Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
• Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
• Forgiveness: Forgive one transgression you have made.
You recover all expended faith points when you finish a long rest.
CHANNEL DIVINITY
You gain two divine powers from your Divine Domain. Some domains may grant you additional effects as you advance in levels, as noted in the domain description.
Saving Throws: Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
SMITE UNDEAD
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw
against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.
druid
Hit Points
• Hit Dice: 1d6 per Druid level.
• Hit Points (1st-level): 6 + your Strength modifier.
• Hit Points (Higher levels): 1d6 (or 4) + your Strength modifier per level.
Proficiency
• Armor: Light armor, shields.
• Weapons: Simple weapons.
• Tools: None.
• Saving Throws: Mind or Charisma.
• Skills: Choose two from Athletics, Medicine, Perception, Survival and Lore.
Level Primal Power Wild Shape Cantrips Spell Slots Slot Level Features
1st 2 - 3 2 1 Primal Order, Spellcasting, Primal Power
2nd 2 2 4 2 1 Natural Recovery, Wild Shape
3rd 3 2 5 3 1 Druid Circle
4th 3 2 6 3 2 Ability Score Improvement
5th 3 3 7 3 2 Wild Resurgence
CANTRIPS
You know two cantrips of your choice from the warlock spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the
Cleric table.
SPELL SLOTS
The Druid table shows how many spell slots you have to cast your Druid spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To
cast one of your Druid spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Druids, users of nature magic have flexible access to their spells, choosing from their entire list each day. They bypass any sense of ‘learning’ as their magic is external, or beyond
conceptual means.
Your spell slots are calculated as follows (Your level + 2) + your Mind modifier.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your cleric spells, so you use your Mind whenever a spell refers to your spellcasting ability. In addition, you use your Mind modifier when
setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.
PRIMAL ORDER
You have dedicated yourself to one of the following sacred roles of your choice:
• Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature)
checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
• Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium Armor.
WILD SHAPE
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms”
below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the
form early as a Bonus Action.
NATURAL RECOVERY
When you finish a short rest, you can recover some expended spell slots. The spell slots must have a combined level equal to or less than half your druid level (rounded up), and
none of the slots can be 6th-level or higher.
You can use this feature once, and you regain expended uses when you finish a long rest.
WILD RESURGENCE
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can expend one
use of Wild Shape (no action required) to give yourself a 1st-level spell slot, and you can’t do so again until you finish a Long Rest.
Fighter
Hit Points
• Hit Dice: 1d8 per fighter level.
• Hit Points (1st-level): 8 + your Strength modifier.
• Hit Points (Higher levels): 1d8 (or 5) + your Strength modifier per level.
Proficiency
• Armor: All.
• Weapons: All.
• Tools: None.
• Saving Throws: Strength or Dexterity.
• Skills: Choose two from Athletics, Intimidation, Survival and Perception.
FIGHTING STYLE
You have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting
Style feat.
SECOND WIND
You have a limited well of physical and mental stamina that you can draw on. As a Reaction, you can shrug off harm. When you take damage, you can use your reaction to roll a
d8. Add your level to the number rolled and reduce the damage by that total.
RESOLVE
You have a number of resolve points as shown in the Fighter table.
MANEUVERS
You master two maneuvers of your choice from your list of maneuver options. Once per turn, you may spend a resolve point to use one of your mastered maneuvers.
Mastering New Maneuvers: You master additional maneuvers as you gain more fighter levels, as show in the Maneuvers Known column of the Class Features (Fighter) table.
Replacing a Mastered Maneuver: When you finish a long rest, you may replace one of your mastered maneuvers with a different one.
Disarm
When you hit a creature with a weapon attack, you can attempt to disarm it. If the creature is Large or smaller, it must make a Strength saving throw. On a failed save, the
creature drops one item of your choice that it's holding. The object lands at the target's feet.
Greater Disarm: (5th-level) You can use this maneuver against Huge creatures.
Superior Disarm: (9th-level) You can use this maneuver against Gargantuan creatures.
Intercept
When an adjacent creature is hit by a weapon attack and you are not incapacitated, you can spend your reaction to direct the attack onto yourself. If the attack hits you,
reduce the damage you take by 1d6.
Greater Intercept: (5th-level) Reduce the damage you take by 1d8.
Superior Intercept: (9th-level) Reduce the damage you take by 1d10.
Push
When you hit a creature with a weapon attack, you can attempt to push it away from you. If the target is Large or smaller, it must make a Strength saving throw. On a failed
save, you knock the target back up to 10 ft.
Greater Push: (5th-level) You can use this maneuver against Huge creatures.
Superior Push: (9th-level) You can use this maneuver against Gargantuan creatures.
Slam
When you hit a creature with a weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Large or smaller, it must make a Strength
saving throw. On a failed save, you knock the target prone.
Greater Slam: (5th-level) You can use this maneuver against Huge creatures.
Superior Slam: (9th-level) You can use this maneuver against Gargantuan creatures.
Stagger
When you hit a creature with a weapon attack, you can momentarily stagger it. Until the start of your next turn, the next attack roll made against the creature by an attacker
other than you has advantage.
Greater Stagger: (5th-level) The creature grants advantage to the next two attack rolls made against it before the start of your next turn.
Superior Stagger: (9th-level) The creature grants advantage to the next three attack rolls made against it before the start of your next turn.
Taunt
When you hit a creature with a weapon attack, you can attempt to taunt the creature into attacking you. If the target is Large or smaller, it must make a Wisdom saving
throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Greater Taunt: (5th-level) You can use this maneuver against Huge creatures.
Superior Taunt: (9th-level) You can use this maneuver against Gargantuan creatures.
WEAPON MASTERY
Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice
weapon drills and change one of those weapon choices. When you reach certain Fighter levels, you gain the ability to use the Mastery properties of more kinds of weapons, as
shown in the Weapon Mastery column of the Fighter table.
ACTION SURGE
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action. Once you use this feature, you can't do
so again until you finish a Short Rest or Long Rest. Starting at level 17, you can use it twice before a Rest but only once on a turn.
TACTICAL MIND
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than
reducing damage, you roll 1d8 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
TACTICAL SHIFT
Whenever you activate your Second Wind with a Reaction, you can move up to half your Speed without provoking Opportunity Attacks.
Paladin
Hit Points
• Hit Dice: 1d8 per paladin level.
• Hit Points (1st-level): 8 + your Strength modifier.
• Hit Points (Higher levels): 1d8 (or 5) + your Strength modifier per level.
Proficiency
• Armor: All.
• Weapons: All.
• Tools: None.
• Saving Throws: Strength or Charisma.
• Skills: Choose two from Athletics, Intimidation, Speech and Perception.
Rogue
Hit Points
• Hit Dice: 1d6 per Rogue level.
• Hit Points (1st-level): 6 + your Strength modifier.
• Hit Points (Higher levels): 1d6 (or 4) + your Strength modifier per level.
Proficiency
• Armor: Light armor.
• Weapons: Simple Weapons.
• Tools: Thieve’s Tools.
• Saving Throws: Dexterity or Mind.
• Skills: Choose four from: Athletics, Speech, Intimidation, Perception, Medicine, Thievery, Stealth, Civics.
Sorcerer
Hit Points
• Hit Dice: 1d4 per Sorcerer level.
• Hit Points (1st-level): 4 + your Strength modifier.
• Hit Points (Higher levels): 1d4 (or 2) + your Strength modifier per level.
Proficiency
• Armor: None.
• Weapons: Simple.
• Tools: None.
• Saving Throws: Charisma.
• Skills: Choose two from Arcana, Civics, Intimidation, Speech, Lore.
Level Sorcery Points Cantrips Spells Spell Slots Slot Level Features
1st - 4 2 2 1 Innate Sorcery, Spellcasting, Sorcerer Subclass
2nd 2 4 4 4 1 Font of Magic, Metamagic
3rd 3 4 6 6 2 Sorcerer Sublcass
4th 4 5 7 8 2 Ability Score Improvement
5th 5 5 9 10 3 Sorcerous Restoration
CANTRIPS
You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of
the sorcerer table.
SPELL SLOTS
The sorcerer table shows how many spell slots you have to cast your sorcerer spells. The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Sorcerers are arcane users who rely on their innate talent to comprehend and access magic. Each Long Rest, you get Spell Slots equal to (Your Sorcerer level*2) + You Charisma
modifier.
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your sorcerer spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
LEVEL 1: INNATE SORCERY
An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the
following benefits:
• The spell save DC of your Sorcerer spells increases by 1.
• You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long
LEVEL 2: FONT OF MAGIC
You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects. You have 2 Sorcery
Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more Sorcery Points than the number
shown on the table for your level. You regain all spent Sorcery Points when you finish a Long Rest. You can use your Sorcery Points to fuel the options below, along with other
features, such as Metamagic, that use those points.
• Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).
• Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell
slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher in level than 5. Any spell slot you create with
this feature vanishes when you finish a Long Rest.
LEVEL 2: METAMAGIC
You gain two Metamagic options of your choice from the Metamagic Options. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend
the number of Sorcery Points that it costs. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted in one of those options. Whenever you gain
a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
LEVEL 5: SORCEROUS RESTORATION
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you
can't do so again until you finish a Long Rest.
Warlock
Hit Points
• Hit Dice: 1d6 per Warlock level.
• Hit Points (1st-level): 6 + your Strength modifier.
• Hit Points (Higher levels): 1d6 (or 4) + your Strength modifier per level.
Proficiency
• Armor: Light armor.
• Weapons: Simple.
• Tools: None.
• Saving Throws: Mind or Charisma.
• Skills: Choose two from Arcana, Civics, Intimidation, Speech, Lore.
CANTRIPS
You know two cantrips of your choice from the Warlock spell list. You learn additional Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of
the Warlock table.
SPELL SLOTS
The Warlock table shows how many spell slots you have to cast your Warlock spells. The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Warlocks are arcane magic users who cater to their patrons to access their magic. Each Short or Long rest, warlocks gain a number of Spell Slots equal to half their warlock
level (rounded up)
SPELLCASTING ABILITY
Charisma is your spellcasting ability for your Warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
LEVEL 1: ELDRITCH INVOCATIONS
You have unearthed Eldritch Invocations, pieces of forbidden knowledge that imbue you with an abiding magical ability or other lessons. You gain one invocation of your choice,
such as Devil's Sight. If an invocation has a prerequisite, you must meet it to learn that invocation. For example, if an invocation requires you to be a level 5+ Warlock, you can
select the invocation once you reach Warlock level 5.
Whenever you gain a Warlock level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another
invocation that you have.
When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table. You can’t pick the same invocation more
than once unless an invocation’s description says otherwise.
LEVEL 2: MAGICAL CUNNING
You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots but no more than a number equal to half your maximum (round up). Once
you use this feature, you can’t do so again until you finish a Long Rest.
LEVEL 2: BARGAIN
When you cast a warlock spell of 1st-level or higher, you may spend a number of hit die equal to your warlock spell level to cast the spell without expending a spell slot. If the spell
can't be cast at a higher level, you may instead spend a number of hit die equal to the spell's maximum casting level.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
Wizard
Hit Points
• Hit Dice: 1d4 per Wizard level.
• Hit Points (1st-level): 4 + your Strength modifier.
• Hit Points (Higher levels): 1d4 (or 2) + your Strength modifier per level.
Proficiency
• Armor: None.
• Weapons: Simple.
• Tools: None.
• Saving Throws: Mind.
• Skills: Choose two from Arcana, Civics, Medicine, Perception, Speech and Lore.
CANTRIPS
You know three Cantrips of your choice from the Wizard spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of
the Wizard table.
SPELL SLOTS
The sorcerer table shows how many spell slots you have to cast your Wizard spells. The table also shows what the level of those slots is; all of your spell slots are the same level.
To cast one of your Wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Wizards are scholars of the arcane arts who use their minds to comprehend and access magic. They must choose to learn certain spells, then study each morning to have access
to a subset thereof.
Each long rest, you gain a number of spell slots equal to (Your Wizard level * 2) + Your Mind modifier.
SPELLCASTING ABILITY
Mind is your spellcasting ability for your Wizard spells, so you use your Mind whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when
setting the saving throw DC for a Wizard spell you cast and when making an attack roll with one.
SPELLBOOK
Your wizardly apprenticeship culminated in the creation of a unique book in your possession: your spellbook. It is a Tiny object that weighs 3 pounds, and it contains 100 pages,
which can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound together
by twine. The book contains the spells you know of level 1 and higher. It starts with six level 1 spells of your choice from the Wizard spell list.
Cantrips and Rituals. Choose two cantrips, and choose two 1st-level spells that have the ritual tag. The spells can be from the Arcane, Divina and Primal spell lists, and
they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared.
Spellcasting Focus. You can use the book as a Spellcasting Focus.
Cantrip Upgrade (5th level). When you reach 5th level as a Wizard, you can add your Wizard spellcasting ability modifier to the damage rolls of any cantrip you cast that
doesn’t already have that modifier added to its damage roll.
LEVEL 1: ARCANE RECOVERY
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a
combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can
recover up to two levels worth of spell slots, regaining either a level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long
Rest.
LEVEL 2: SCHOLAR
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine,
Nature or Religion. You have Expertise in the chosen skill.
Additionally, when you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once
you change a saving throw in this way, you can't do so again until you finish a short or long rest.
LEVEL 5: ALCHEMICAL CASTING
At 5th level, you learn to augment spells in a variety of ways.
Alchemical Casting. When you canst a wizard spell with a spell, you can mix the raw stuff of magic into your spell to amplify it. You can do this a number of times equal to your
Proficiency bonus, and regain all expended uses when you finish as short or long rest.
Alchemical Casting Options.
• You can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d8 force damage. If the spell can deal
damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. The extra force damage increases by 1d8 when you reach 10th level
(3d8) and 14th level (4d8) in this class.
• You can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.
• You can increase the spell's potency. Increase the spell's save DC by 2.
EQUIPMENT
Bronze and Copper equipment is the standard, and are used by most cultural groups.
Primitive: Equipment made from stone, wood, obsidian and bone have the frail property. For weapons fashioned out of primitive materials, decrease the damage die by one die
size. For armor reduce the AC bonus by 1.
Bronze & Copper: Weapons made from bronze or copper have the frail property. These are the standard armaments used by most battle-worthy individuals.
Iron or Better: Weapons made from iron, steel or alchemical silver increase their damage by one die size. While you are wearing armor made out of iron or better, you gain
resistance to bludgeoning, piercing and slashing damage from primitive weapons. Additionally, increase you Armor’s AC bonus by 1.
Some example equipment fashioned out of Bronze & Copper is:
Light Armor: Base Armor Class 12.
Medium Armor: Base Armor Class 14.
Heavy Armor: Base Armor Class 16.
Light Weapon (d6): Daggers, cudgels, foils, darts, javelins, etc.
Medium Weapon (d8): Swords, Maces, Axes, Spears, etc.
Heavy Weapon (d10): Great Swords/Axes/Hammer, flail, etc.
COMBAT
BONUS ACTION
Goad: Make a DC 10 + Target HD Speech-craft check. On a success, they must spend their reaction attacking you with disadvantage.
Defensive Stance: You adopt a defensive stance. You may reduce your Attack by a number equal to your Prof. and you gain a bonus to your AC.
Offensive Stance: As a bonus action, you may adopt an aggressive posture. You may take a penalty to your AC equal to your Prof. and gain a bonus to your Attack.
REACTION
Parry: Make an attack roll vs the trigger attack roll. Your AC is now your Attack roll.
Riposte: You make a Parry check with disadvantage. If you succeed, you make a free attack.
Switch*: See the move action.
MOVE
Assess: Make a DC 10 + Target’s HD Intelligence check. On a success, you learn one of their abilities.
Reposition: Make an athletics check vs. the target’s AC. On a failure, you provoke attack of opportunity and the target has advantage. On a success, you move out of the way.
Feint: Target must succeed on a DC 10 + your Dexterity modifier Intelligence or Wisdom saving throw. On a failure, you have advantage on your next attack.
Switch: You swap places with a willing creature within 5 feet of you.
ACTION
Attack: D20 + Modifier. On a natural 15+ you apply your weapon’s special effect.
Recover: Attempt to recover from a condition. Prof/short rest.
Sunder: You make an attack at disadvantage. On a hit, you forcefully break an item their holding or their armor.
Two-weapon fighting: You gain a +1 bonus to AC and a -1 penalty to attack rolls. If you hit, your weapons deal damage as if the dice was one size larger. If you fail, you may, as a
reaction, retry your attack.
Power Attack: You make your attack at disadvantage. If you hit, you get advantage on the damage roll and the attack counts as a High Hit regardless of the die roll.
Note: Some weapons cause a special effect on a HIGH HIT (An attack roll that hits on a natural 15+).
CLEAVE
If you score a High Hit on a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is
also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage, unless that modifier is negative. You can make
this extra attack only once per turn.
GRAZE
If you score a High Hit on a creature, you can reduce their AC for one round equal to the ability modifier you used to make the attack roll.
NICK
When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per
turn.
PUSH
If you score a High Hit on a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
SAP
If you score a High Hit on a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
SLOW
If you score a High Hit on a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature
more than once with this property, the Speed reduction doesn’t exceed 10 feet.
TOPPLE
If you score a High Hit on a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability
modifier used to make the attack roll. On a failed save, the creature has the Prone condition.
VEX
If you score a High Hit on a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your
next turn.
OTHER RULES
RESTING
Short Rests take between 6 and 8 hours and are usually taken overnight. During a short rest, a character may roll a single Hit Die + their Constitution Modifier. A character may
recover more Hit Points by taking a higher-quality short rest.
Once per Short Rest, a Spell-Caster may recover expended spell sllots. The spell slots can have a combined level that is equal to or less than your proficiency bonus.
Long Rests requires a longer period of rest, between 3 and 5 downtime days in a safe environment. At the end of a Long Rest, a character recovers all lost Hit Points and Hit Dice.
LIFESTYLE PRICE/DAY EFFECT
Poor 5 ep DC 11 CON. Failure: Heal for half.
Modest 10 ep Heal up to 1 HD
Comfortable 20 ep Heal up to 2 HD
Wealthy 50 ep Heal up to 3 HD
Aristocratic 100 ep min. Heal up to 4 HD
SUPPLY DICE
All non-specific consumables are represented y a special die known as the Supply Dice, which is a 1d8. Whenever you consume one use of the consumable, roll the dice. If you
roll a 1 or a 2, the die decreases by one die size.
DEATH & DYING
Whenever you are reduced to 0 Hit Points or less, you are Dying. Every round, you must roll a Death Saving Throw as normal. If you are healed, you must succeed on a DC 11
Constitution Saving Throw. On a failure, you suffer 1 one level of Exhaustion. Failed Death Saving Throws reset when you finish a Short Rest or a Long Rest.
A character proficient with Alchemy or the Healer’s Kit may spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to
the creature’s Hit Dice. You must spend 10 minutes applying first aid to a wounded creature. You carry enough supplies at one time equal to your Proficiency modifier (minimum 1).
ADVANTAGE/DISADVANTAGE
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you can roll a d4
and add the result to the check. For every additional advantage, the die size increases one step.
LEVELING UP
PCs level up when they earn enough XP. A PC gains new benefits each time they level up, per their class. PCs are unable to level up in more than one class. In general, a PC
earns more HP, can improve their stats, and gain new class features with each level up. Refer to your class rules for specifics (such as dice rolled for HP, etc).
LEVEL XP REQUIRED
1 0
2 2.000
3 5.000
4 10.000
5 20.000
6 30.000
7 50.000
8 75.000
9 100.000
10 200.000
PCs gain XP based on several things like defeating monsters, completing quests and investing treasure on themselves. For each coin spent on quality downtime, a PC gains 1 XP.
First Aid
You provide some quick first aid to an injured ally over the course of 10 minutes. You must be adjacent to your ally for the duration and have a healer’s kit available. You must
succeed on a DC 11 (Medicine) check. If you succeed, your ally recovers hit points equal to 1d6 + your Proficiency Bonus. A character cannot benefit from another First Aid action
until they take additional damage.
Stunts
Combat is more than two sides taking turns whacking each other. A good fight should be dynamic and feature a lot of movement and action. The stunt system is simple. If you
make a successful attack with advantage, you can perform a Minor Stunt in addition to dealing your normal damage.
If you you also score a High Hit, you instead perform a Major Stunt.
D6 MINOR STUNTS
1 The next attack against the target has advantage.
2 You may immediately move 5 feet away without provoking attacks.
3 The target’s speed is reduced to 0.
4 The target cannot take reactions for 1 round.
5 The target is shoved 5 feet in a direction of your choice.
6 The target falls prone.
D6 MAJOR STUNTS
1 The target suffers a lingering injury.
2 The target can only take one action for 1 round.
3 The target falls to the bottom of the initiative order.
4 The target is disarmed.
5 You immediately perform an additional attack identical to the one triggering the stunt.
6 The target is dazed for 1 minute.
SPELLCASTING
Spell-casting works like in standard 5th-edition D&D, with the following exceptions:
Spellcasting Checks
Magic-Users gain spell-casting, which allows them to cast spells. Casting a spell requires a spellcasting check, at least one free hand, and some components. Spells are more
or less powerful, noted by spell magnitude.
Spells require a spell-casting check with a DC = 10 + Spell’s level.
To make a Spellcasting check, you roll your Spell Attack and compare it against the DC.
Failure triggers a mishap with unintended consequences and the Magic-User can’t cast the same spell again until they take a short or long rest.
Casting spells this way puts a lot of strain in the magic-user’s body. They suffer damage equal to the spell’s magnitude. If they fail, their Hit Point maximum is reduced by the same
amount.
The result of the spellcasting check is used to determine the success of a targeted spell. The spellcasting check doubles as the spell attack check when comparing the result to
the target’s Armor Class. This way, a spellcasting check is both to see if the Magic-User can successfully cast and hit a target.
Cantrips are rote, simple, relatively weak spells that a Magic-User has mastered. They require no spellcasting check or components and can always be used.
Spells As Rites
Magic-Users can cast any known spell as a rite. This takes 1 hour per spell level of concentration, but doesn’t require a check.
Magical Mishaps
2D6 MISHAP
2 The spell effect occurs, but targets an ally rather than an enemy (or
vice versa).
3,4 The Magic-User sustains a lingering injury from the spell’s
backlash.
5,6 The backlash leaves the Magic-User unable to cast any spells of
1st-Magnitude or higher for 1d4 rounds.
7,8,9 The Magic-User takes 1d6 damage per Magnitude of the spell.
10,11 The Magic-User falls into a trance, their spirit lost in the depths of
the beyond for 1d4 minutes. The Magic user is incapacitated for the
duration.
12 A rift forms before the Magic-User and a malign spirit – a fiend –
steps forth. The fiend’s tier is equal to the spell’s magnitude.
Spell Stunts
D6 SPELL STUNTS
1 Increase the Spell Save DC by 1. If the spell doesn’t require a saving throw, it
deals +2 damage.
2 Reduce the Hit Point cost of the spell by 1.
3 If the spell does damage, the targets take an extra die of damage.
4 You use the residual energy of the spell to set up a temporary protective
shield. You gain a +2 bonus to AC until the end of your next turn.
5 You can immediately cast another spell. This other spell does not generate
stunts.
6 Hostile creatures that witness the spell must succeed on a Wisdom Saving
Throw or be Frightened of you for 1 minute.
Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at
any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
• Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC
equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a
separate saving throw for each source of damage.
• Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.
If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously, but suffer
disadvantage on the Constitution saving throw made to maintain concentration for each spell beyond the first.
In Terracos, a spell is a materialized being or thought-form, typically sentient and relatively autonomous, that is created through spiritual practice and intense concentration.
Because of this, If a spell requires concentration, it lasts until the end of its full duration instead.
(Optional). A spellcaster may concentrate on a number of spells equal to their proficiency bonus at once.
Spell Duration
All non-instantaneous spells have their duration increased as follows:
1 minute to 10 minutes.
10 minutes to 1 hour.
1 hour to 8 hours.
8 hours to 7 days.
24 hours to 2 weeks.
Spell-like effects are modified accordingly.
Spells that allow you to make a saving throw at the end of each turn are modified accordingly: If a spell allows a creature to make a save on each turn, the target instead makes a
saving throw, suffering the spell’s effect until the end of its next turn, at which point it must repeat the save. If the target fails the second saving throw, the target suffers the spell’s
effect for the duration.
Defiling
When an arcane spell-caster invokes a spell, they may draw upon the life energy of the land. Most spell-casters are trained to resist this temptation, for they may kill plant life and
render the area barren for centuries. Every arcane spell-caster is aware they are limiting themselves voluntarily this way. With any spell, they can cast off their self-imposed
restrictions in exchange for a rush of power. In doing so, they mark themselves as defilers – enemies of the land. Doing so is an evil act, but many good-hearted spell-casters have
done so when facing impending doom.
Whenever you defile, you gain corruption based on the effect applied according to the Defiling Benefits and Cost table. These points have an immediate and cumulative negative
effect, applied immediately after doing it. All points can be shed in one of two ways: Assuming the taint or Meditating with the land. The number of points you can spend on an
effect is limited to half your Arcane Spell-caster level.
You cannot defile if the area has been drained of vegetative life. You may check the Terrain table to determine how many points you may draw from a 30-foot radius area of
a single Terrain type. If two or more terrains overlap, you draw from the terrain that takes up the most space within the radius.
Defiling Benefits and Cost
Defiler Effect Corruption
Careful Spell 1
Distant Spell 1
Subtle Spell 1
Empowered Spell 2
Extended Spell 2
Heightened Spell 3
Quickened Spell 3
Twinned Spell 2 per spell level
Recover Spell Slot 2 per spell level
Cast Spell without material 1 per 100 ep value
Corruption manifests visually on the Spell-caster, usually changing their appearance.
Accumulated Corruption
Corruption Effect
1-3 Mild Corruption trait
4-7 Moderate Corruption trait
8-11 Severe Corruption trait
12+ Become an undead (T’Liz) under DM control.
1d4 Mild Corruption
1 Disadvantage on (Speech) checks and gain Advantage on (Intimidation)
2 The first attack made against you is made with advantage.
3 Disadvantage on (Perception) checks
4 DC 11 Wisdom save to do non-lethal damage.
Living Spell
Medium Construct
Armor Class: 12 + the magnitude of the spell (natural armor)
Hit Points: 10 for each spell magnitude
Speed: 40 ft
Condition Immunity: Mind affecting Effects.
Damage Immunity: Poison, Force (or the spell’s damage type).
Proficiency Bonus: equals your bonus
Actions
Multiattack: The living spell makes a number of attacks equal to half its spell’s
magnitude.
Magical Strike: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 +
the spell’s magnitude force damage + 1d6 force damage.
Spell Mimicry (Recharge 5-6): The living spell replicates the spell that brought it into
existence using your Spell Save DC and Spell Attack Modifier. The spell originates
from the living spell.