EDGES

To some these are known as milestones, to others as boons. Whatever. I'm calling them Edges because A) I seen that somewhere and B) I think it fits. You gain an "edge" over your fellow pc's and your opponents. I like the idea of edges as well because it allows further customization of your character rather than having the whole "level up" concept. Players want to improve. So long as they can do that, they don't really care how it's done. 

When you first create your character, choose one of these edges:

Ambush – If you successfully attack a surprised, unprepared, or

unaware target, you do Critical Damage + your level.

Armaments – You are proficient with Heavy Armors & Heavy Weapons.

Burglar – You have Advantage on tests related to delicate tasks like

climbing, picking locks, hearing sounds, & disarming traps when not

wearing Heavy Armor.

Brawler X – Each time you take this Edge, increase your Unarmed &

Improvised Damage die one step to 1d12 maximum.

Brute X – Each time you take this Edge, increasing your Hit Die one

step for your current and subsequent levels and increase your Hit

Points +1 for each previous Level.

Diplomat – With a successful CHA test you improve the attitude of

NPCs or the GM rolls a second time on the NPC/Creature Reactions

Table taking the more favorable result.

Filcher – You have Advantage on DEX tests to pick pockets, cut purses,

conceal and other acts of legerdemain when not wearing Heavy Armor.

Holy Aura – Calling on Divine power, you can attempt to banish each

Nearby undead by testing WIS (add target’s HD to the roll). You cannot

attempt to banish an individual creature more than once per day.

Multiattack X – Each time you select this Edge, you can make an

additional melee attack as part of your action.

Quickshot X – Each time you select this Edge, you can make an

additional ranged attack as part of your action.

Scout – You have Advantage on Attribute tests to track & forage.

Sneaky – You have Advantage on DEX tests to hide & move stealthily

when not wearing Heavy Armor.

Sorcery X – You can cast Arcane spells and your Spell Casting Die

starts at d4 increasing one step each subsequent time you select this

Edge. See Spell Casting Edges.

Theurgy X – You can cast Divine spells and your Spell Casting Die

starts at d4 increasing one step each subsequent time you select this

Edge. See Spell Casting Edges.

Ability related edges:

Burglar – You have Advantage on tests related to delicate tasks like

climbing, picking locks, hearing sounds, & disarming traps when not

wearing Heavy Armor.

Catnap – Once per 24-hour period you can take a 30 minute rest to

achieve the results of a full 8 hour rest.

Diplomat – With a successful CHA test you improve the attitude of

NPCs or the GM rolls a second time on the NPC/Creature Reactions

Table taking the more favorable result.

Engineer – You have Advantage on identifying, operating, and

repairing non-magical mechanisms, vehicles, and structures.

Evasion – You roll with Advantage on DEX tests to avoid damage or

effects from traps, magical devices and cone or area effects.

Fearless – You receive Advantage on tests to resist fear and similar

effects, even if magical or supernatural.

Fence – You have Advantage on appraising & selling equipment.

Filcher – You have Advantage on DEX tests to pick pockets, cut purses,

conceal and other acts of legerdemain when not wearing Heavy Armor.

Healer – Once per day you can heal yourself or another 1d4 HP or you can

aid them to roll with Advantage on the Out of Action Table.

Lucky – Once per day, you can reroll any one dice result.

Observant – You have Advantage INT and WIS tests for searching,

guarding, noticing something out of the ordinary, or recalling a detail

that everyone else missed.

Scholar X – You learn a language or specialized lore each time you

select this Edge. Lore gives you Advantage on discovering information.

Scout – You have Advantage on Attribute tests to track & forage.

Scribe – You can write, translate, and forge documents in languages

you know and have Advantage on related tests. With time and

resources, you are also able to decipher documents coded or in

languages in which you are not fluent.

Sentinel – You are always alert and may make your Move or Attack

before others on the first turn even if you did not win Initiative.

Resolve your remaining Action in proper sequence.

Sneaky – You have Advantage on DEX tests to hide & move stealthily

when not wearing Heavy Armor.

Combat related edges:

Advance – If your melee attack drops an opponent, you gain a free

Move to a Nearby opponent and can make another melee attack Action.

Ambush – If you successfully attack a surprised, unprepared, or

unaware target, you do Critical Damage + your level.

Armaments – You are proficient with Heavy Armors & Heavy Weapons.

Bellator – Damage from your Unarmed & Improvised melee attacks

ignore Armor Points (such as armor, hide, and shield spells).

Berserk – Forgo your Move and make 1 melee attack on all opponents

who are Close; up to 8 smaller, 6 similar, or 4 larger sized foes.

Brawler X – Each time you take this Edge, increase your Unarmed &

Improvised Damage die one step to 1d12 maximum.

Brute X – Each time you take this Edge, increasing your Hit Die one

step for your current and subsequent levels and increase your Hit

Points +1 for each previous Level.

Charge – If you Move in a straight line to a Nearby foe and make a

successful melee attack you will do Critical Damage + your level.

Commander –With a successful CHA test, once per day you can enable

an ally who is Nearby to take a free Move or attack Action.

Disarm – If you have a minimum STR 12 and roll a 4 or below on a

melee attack, you can choose to disarm the opponent rather than inflict

damage.

Feint – If you have a minimum STR of 12 and roll 1-4 on a melee attack,

that enemy loses its next turn (Move and Action).

Flanker – When an ally is Close to an opponent, you receive Advantage

on melee attacks against that opponent..

Martial Artist – If you have the Bellator Edge, you will can add your

level to damage caused by Unarmed & Improvised melee attacks.

Multiattack X – Each time you select this Edge, you can make an

additional melee attack as part of your action.

Quickshot X – Each time you select this Edge, you can make an

additional ranged attack as part of your action.

Second Wind – Once per hour, whilst in combat, you can regain 1 HD

of hit points.

Sniper – Your ranged attacks cause Critical Damage on a 1-2.

Sunder – If you fail a STR or DEX test and would be dealt damage from

an attack, you can opt to sunder (destroy) your shield (if you have one

equipped) and ignore the damage.

Vindictive – When reduced to 0 Hit Points, you gain one immediate

attack before becoming unconscious.

Weapon Mastery X – If you are already proficient, the range to cause

Critical Damage with a specific weapon type (swords, bows, axes, etc.)

increases by 1 each time you select this Edge.

Racially related edges:

Animal Kinship – As a special Gnome ability, you receive Advantage on

CHA tests when dealing with animals and can communicate with them

regarding simple concepts and questions that can be answered with a “yes” or

“no”.

Cave Fighting – As a special Dwarf ability, you receive Advantage on all

DEX and STR test to attack and avoid damage while in crowded dark

conditions.

Dark Vision* – Some Dwarves and Orcs can see in complete, utter

darkness with no hindrance but have Disadvantage on tests and attacks

involving sight, done in daylight (or similar lighting levels), that are

further away than Close (over 5’).

Durable – As a special Halfling ability, when reduced to 0 Hit Points,

roll twice on the Out of Action Table and take the more favorable result.

Elven Accuracy – As a special Elf ability, you can add you level to the

damage of a single, ranged attack, once per turn.

Fey Blood – As a special ability, Gnomes and some Elvesmay substitute

CHA for spell casting and receive Advantage on all tests against Charm,

Sleep and mind affecting magic.

Glamer – As a special ability, Gnomes and some Halflings can make

themselves invisible once per day though the invisibility ends if they move or

attack.

Iron Gut – Some Orcs can survive eating carrion and typically inedible

items, receiving Advantage on any tests against ingested poisons or diseases

and can reroll their Ration Usage Die with Advantage.

Orc Savagery – As a special Orc ability, you may add your level to

damage from a single, melee attack, once per turn.

Pack Mule – As a special Dwarf ability, you are not encumbered unless

carrying more than 1.5 times your STR.

Second Breakfast – As a special Halfling ability, you can gain Advantage on

one dice roll per day after you have had an extra meal. Roll Ration Usage Die

with Disadvantage on the day this ability is used.

Stone Sense – As a special, once per day, some Dwarves can

empathetically sense emotions from unworked stone and ask a single

simple question that will be answered with a one-word response on a

successful CHA test.

Sylvan Step – As a special ability Elves have Advantage on tests to

track, hide and move stealthily in sylvan environments

Tinker – As a special Gnome ability, you receive Advantage to detect,

operate and disarm mundane mechanisms like locks and traps as well as

those that also employ magic such as automata and clockwork devices.

Under Sense – Dwarves receive Advantage on INT and WIS tests to

determine direction and depth underground as well as to identify

natural or dangerous subterranean structures.

Whisper Wood – As a special ability, some Elves and Gnomes can

empathetically sense emotions from nature once a day and ask a single

simple question that will be answered with a one – word response on a

successful CHA test.

Spell Casting Edges:

Abjuration – When casting protection, barrier, and binding spells, once

per day, you can reroll a failed Spell Casting Die test.

Arcana – You receive Advantage on INT and CHA tests to understand,

identify, operate, and deal with arcane devices, accoutrements,

activities, and beings (like golems, homunculi, and other magically

created creatures).

Bind Familiar – If you have attracted a Familiar (see Followers) you

may perform a ritual and lose 2HD permanently to bind that creature to

you. You have telepathy with and can share the familiar’s senses up to

Far Away. The familiar allows you to memorize two additional spells

and cast spells through the familiar up to Far Away. Additionally, you

can divert the effects of Depletion and Corruption to your familiar.

Conjuration – When casting conjuration, summoning, teleportation and

creation spells, once per day, you can reroll a failed Spell Casting Die test.

Divination – When casting prediction, informational, scrying,

detection, and truth finding spells, once per day, you can reroll a failed

Spell Casting Die test.

Divine Smite – If you have Holy Aura, you can call upon Divine power

and attempt to cause 1d8 + your level damage to all Nearby undead and

demonic creatures by testing WIS (add target’s HD to the roll).

Enchantment – When casting charms, compulsion, & other mindaffecting

spells, once per day, you can reroll a failed Spell Casting Die test.

Evocation – When casting spells that control energy, forces, once per

day, you can reroll a failed Spell Casting Die test.

Grace X – Divine power defends you and each time you take this Edge

you have 1 AP per day (maximum 5 AP per day).

Holy Aura – Calling on Divine power, you can attempt to banish each

Nearby undead by testing WIS (add target’s HD to the roll). You cannot

attempt to banish an individual creature more than once per day.

Illusion – When casting spells that deceive the minds or senses of

others, once per day, you can reroll a failed Spell Casting Die test.

Necromancy – When casting spells that manipulate the forces of life,

unlife, death and compulsion of undead creatures, once per day, you

can reroll a failed Spell Casting Die test.

Sorcery X – You recognize and can shape magical forces of the world.

You can cast Arcane spells and your Spell Casting Die starts at d4

increasing one step each subsequent time you select this Edge. See

Spell Casting. You start out knowing a total of 1d4+2 total spells from

the Level 1 and 2 Arcane Spell lists that are inscribed in your arcane

tomes and codices. Your arcane power increase when you take this

Edge again as shown on the Spellcaster Advancement Table.

Theology – You receive Advantage on INT, WIS, and CHA tests to

understand, identify, and deal with supernatural objects, activities, and

beings (like demons, angels, and spirits).

Theurgy X – You have embraced a spiritual tradition of worship,

prayer, and meditation and can access that supernatural power. You

can cast Divine spells and your Spell Casting Die starts at d4 increasing

one step each subsequent time you select this Edge. You start out

knowing a total of 1d4 total spells from the Level 1 and 2 Divine Spell

lists that you have recorded in your holy manuscripts. Your divine

power increase when you take this Edge again as shown on the

Spellcaster Advancement Table.

Transmutation– When casting spells that change the properties of a

creature, objects, and materials, once per day, you can reroll a failed

Spell Casting Die test.



Pick one of the following feats for your class. As your character grows and matures from experience, you will be given milestone rewards by the GM and you can pick from this list one each time.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage. It lasts until the combat is over or you are out cold/dead. Or you can end it at will. Cannot do again until you have had a long rest (8+ hrs). You suffer 1d8 exhaustion damage once done. Be mindful, you could have low hp's when you come out of it and die from exhaustion.

While raging, you gain the following benefits:

-You have advantage (roll with bonus +3) on attack rolls and do +2 more points of damage to your total
-You have resistance (take 1/4 damage) to bludgeoning, piercing, and slashing damage.
-You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage (+3 bonus) on melee weapon attack rolls during this turn, but defense rolls by you have disadvantage (-3 penalty) until you stop being reckless. The bonus and penalties disappear once you stop.

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage (+3 bonus) on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Frenzied attack

You can go into a frenzy when you attack. If you do so, during your turn you can make an extra attack but right after your turn you suffer 1d4 exhaustion damage. You can do this for the entire battle, until you are out cold or dead or until you choose to stop.

Intimidating Presence

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw equal to 10 + your Charisma stat or be frightened of you for the next 5 minutes. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

When you take damage from a creature that is within 5 feet of you (close), you can a bonus reaction to make a melee weapon attack against that creature.



Milestones:

At startup, choose from one of the following:

ANCESTRAL ARMS:You have received specific training in a weapon type and gained mastery of it. +3 on attacks when using and +2 damage increase.

DROW BLOODED: (Half Elf only) Your elven half is from Drow lineage. Gain dark vision up to FAR distance. Suffer -1 to all attempts in daylight that involve your vision. Can cast Dancing Lights, Darkness, Faerie Fire without cost to your health one time daily.

DUAL MINDED: Able to resist any mind attacks with advantage (+3)

INTEGRATED: Have ability to blend with a society better than most can. +1 to Bluff, Disguise and any related Knowledge checks.

WARY: Having spent your days nomadic in nature, you have gained a sense of self preservation. +2 on sense motive and bluff checks.

ARCANE FOCUS: Magically gifted. Gain 2 extra spells if intelligence is +3 or more

TOTAL-DARK VISION: Replaces low light vision. Can see up to 60' in the dark (not magical darkness)

HARDY: Raised in the elements you are much more durable than many of your elven cousins. Gain +4 constitution, +2 resistance to desert heat or winter cold (you pick environment that applies)

FLEET FOOTED: Gifted with speed, you can move FAR and have an action or move FAR plus NEAR further and no action.

SILENT HUNTER: You are much more adept at moving quietly from shadow to shadow. Gain +3 on stealth checks and do D12 extra damage if successful on sneak type attacks. +3 on attack attempt roll if you are successful in your sneak approach roll.

WATER BORN: (Elven/Half-Elven only) Some elves live on or near the water. Gain +4 on swim checks. Speak Aquan as a bonus language choice. Proficient with a spear, trident, net instead of bow or blade.

URBANITE: Raised in city environments, gain +2 in diplomacy skill checks, +2 gather intel skill checks, charisma +2 bonus and roll with advantage bonus (+3) on sense motive checks.

WOODCRAFT:+2 Knowledge checks in Nature and Survival. 

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