Monsters and Magic
Monsters and Magic
My Characters
Rules
Table of Contents
Introduction: Adventure Awaits
Chapter 1: Playing the Game
Chapter 2: Exploring the World
Chapter 3: Creating a Character
Chapter 4: Character Classes
Chapter 5: Spellcasting
Chapter 6: Equipment
Chapter 7: Creating Monsters
Chapter 8: Running the Game
Lineages
Heritages
Classes
Techniques
Spells
Equipment
Monsters
Monsters and Magic
Chapters
Introduction: Adventure Awaits
What You’ll Need
Navigating These Rules
Worlds of Adventure
Chapter 1: Playing the Game
Player or Game Master?
Dice
Abilities & Prowess
Ability Checks
Luck Points and Doom
Health & Fatigue
Talents
Equipment
Spellcasting
Techniques
Combat
Conditions
Rest & Recovery
Chapter 2: Exploring the World
Perception and Detection
Falling
Movement
Long-Distance Travel
Environmental Effects
Chapter 3: Creating a Character
Character Origins
Classes, Feats, & Multiclassing
Abilities
Equipment
Session 0
Tiers of Play & Leveling Up
Chapter 4: Character Classes
Artificer
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Occultist
Paladin
Psion
Ranger
Rogue
Sorcerer
Wizard
Chapter 5: Spellcasting
Charms
Known Spells
Casting Components
Concentrating on a Spell
Ritual Casting
Upcasting
Chapter 6: Equipment
Weight and carrying capacity
Weapons
Foci
Armor
Gear & Packs
Potions, Spell Scrolls, and Wands
Upgrading Equipment
Attunement
Wondrous Items
Crafting
Chapter 7: Creating Monsters
Types
Tiers
Tags
Signature Moves
Spellcasting & Technique
Building Encounters
Chapter 8: Running the Game
Session 0
Ending a Session
Encounters & Treasure
Rarity Table
Conditions