April 2024

  • Game Master Abilities

    Game Master Abilities Game Master (GM) abilities represent the different powers of the game world that can affect situations at any given point in time. Ability Slots The GM table shows how many ability slots you have for your abilities of 1st level and higher. To use one of your known abilities, you must expend…

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  • Multiclassing

    Adventurers aren’t limited to just one character class; they can explore fresh and intriguing concepts by blending abilities from multiple classes. Each time you level up your character, you can choose to advance in a different class rather than continuing in your current one. Your character’s level is the sum of levels across all classes.…

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  • Party Composition

    It’s crucial to thoughtfully compose your adventuring party. By doing so, you ensure that your group can handle the challenges typically encountered in the game. Even if each character is individually optimized, the party may struggle if its composition doesn’t meet the needs of the adventure. Ensuring each member finds value and purpose in every…

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  • The Establishment

    Not all strongholds are mighty fortresses made of stone. If you’re a rogue or bard, you have little use for an army or your own bespoke spell. However, being able to summon allies in combat would be advantageous, albeit requiring a pledge of service to a deity—something that doesn’t align with your nature. Instead, you…

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  • The Temple

    Divine spellcasters, unlike their arcane counterparts, typically do not have a need for towers or keeps. Instead, they construct temples—places of worship and reverence. These temples vary widely in their appearance and design; some may be grand cathedrals, while others could be humble shrines hidden in remote locations or underground sanctuaries dedicated to darker deities.…

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  • The Tower

    Magic is inherently perilous and unpredictable, but perhaps even more treacherous is the pursuit of magical research. This is precisely why wizards and other arcane spellcasters establish their towers far away from civilization. By doing so, they can conduct experiments without risking the safety of nearby communities. Should they inadvertently summon a creature with an…

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  • The Keep

    The Keep

    A martial stronghold for raising armies and defending local townsfolk. Barbarian camps and pirate ships are variations of keeps.

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