Chapter 1: Playing the Game
Dice
Dice are what you roll with! They’re what add randomness to the game and help you determine whether what you’re trying to do will be successful or not. While you may be used to thinking of dice as little six-sided cubes, dice can come with many different numbers of sides!
Dice Notation
When you’re asked to roll dice, what dice (the number of sides the dice has) is indicated by a d followed by a number—a d6, for instance is a six-sided die, a d20 is a 20-sided die. The number of dice you should use is indicated by a number before the d—if you’re asked to roll 2d6, you’ll be rolling 2 six-sided dice.
If you have a modifier, you’ll add it after the dice you’ve rolled. If you’re rolling 2d6+5, you’ll roll 2 six-sided dice, then take that result and add 5 to it; 1d12-2, and you’ll roll 1 12-sided die, then subtract 2 from it.
Sometimes, you’ll be told to increase or decrease a dice’s size. Changing a dice’s size by one step should change the average you can roll with it by about 1. If you need to decrease the size of 1d6, for instance, you’d instead roll 1d4. Sometimes, though, you’ll need to change the number of dice you roll, not just the number of sides the dice has—increasing 1d12 would become 2d6 instead of 1d14 (which is fairly uncommon). With a typical set of dice, the you’ll generally use the following scale:
1d21d41d61d81d101d122d63d4
Percentile Dice
Some rules may refer to a d100 or a d%; this is a percentile roll. You’re unlikely to find a die with 100 sides, so instead, you should roll 2d10, designating one as the “ones” digit, with two 0s as 100. You may be able to find a d10 that is numbered in increments of 10 to make percentile rolls easier.
Odd Dice Faces
Dice with an odd number of faces, like a d3, are typically hard to find as well. In these cases, if you can find an even faced dice thats twice the odd number you need, in this case a d6, roll that instead, divide the results by two, and round up.
What are Dice Used For?
The most common uses of dice in Monsters & Magic are:
- Ability Checks
- The 20-sided die (d20) is the most common die you’ll use while playing Monsters & Magic—it’s the die used when you make an ability check, the mechanism to determine whether a creature succeeds or fails when they attempt something.
- Damage Rolls
- The second most common roll you’ll be making. Instead of rolling 1d20, you’ll be rolling with a die (or dice!) based on what you’re attacking with. Weapons all have a damage die associated with them, as do damage dealing spells. When attacking with a weapon, add the ability you used to make the attack roll with to the weapon’s damage.
- Random Tables
- Sometimes you’ll be asked to roll on a random table, for instance to determine what kind of loot you’ll find from a monster, or what items a store has in stock. These will each have their own dice associated with them.
- Percentage Chances
- Rarely, instead of using ability checks or random tables, a rule will say that something has a certain percent chance of happening, for instance a 5% chance. In those instances, roll d% and if the result is equal to or less than what you rolled, you’ve succeeded.
Abilities
Every PC in the game has four abilities:
- Focus
- Your ability to think deeply about a subject, strategize, and connect disparate pieces of information. You can make a focus roll instead of a power roll when you attack with precise weapons.
- Power
- Your strength of body and mind. You make a power roll when you attack with weapons.
- Cunning
- Your decisiveness and ability to think and act quickly. You add your cunning to your AC when wearing light or medium armor, and you can make a cunning roll instead of a power roll when you attack with agile weapons.
- Luck
- How often fortune swings in your favor. You make a luck roll when trying to do something beyond your normal skills and proficiencies.
Unlike PCs, monsters don’t have abilities, instead they gain a flat bonus equal to their challenge rating. See Chapter 9: Monsters for more information on monsters and monster stat blocks.
Ability Checks
Ability Checks are the most common kind of roll you’ll make in Monsters & Magic. When you make an ability check, roll 1d20, add a corresponding ability and any modifiers. The result determines how successful you were in accomplishing your task.
| Result | 1d20 | Description |
|---|---|---|
| Critical Hit | Natural 20 | You automatically succeed, and some additional beneficial things happens—defer t the GM. This also counts as a strong hit. Gain |
| Strong Hit | 18+ | You succeed without issue |
| Weak Hit | 10-17 | You succeed, but with complications or trouble. Defer to the GM |
| Miss | < 10 | You do not succeed—the GM decides what happens. Gain 1 XP |
| Critical Miss | Natural 1 | You do not succeed. The GM decides what happens and something additional goes wrong. Gain 2 XP and |
Ability checks sometimes go by more specific names depending on what modifiers you add and their given context:
- Skill check
- Ability check made with a relevant talent as a modifier.
- Attack roll
- Ability check made to attack a creature with a spell or weapon, using +POWER for weapons (or optionally +FOCUS for precise weapons and +CUNNING for agile weapons), and +SPELL for spell attacks.
- Saving throw
- Ability check made with a provided ability to resist an effect.
- Focus roll
- Ability check made with +FOCUS.
- Cunning roll
- Ability check made with +CUNNING.
- Power roll
- Ability check made with +POWER.
- Luck roll
- Ability check made with +LUCK.
Group Checks
When a group’s success is determined not by an individual’s actions but how they work together, like finding their way out of a jungle, they make a group check. Each creature in the group makes an appropriate
- Treating a critical miss as two misses and a critical success as two strong hits
- For each strong hit, remove once miss
- Add up each result, whichever has the highest total is how the group’s done
- If there’s a tie, use the lowest of the tied results.
Advantage & Disadvantage
You sometimes have advantage or disadvantage on an
Difficulty Class (DC)
Sometimes an
Effect Steps
If an effect happens at +1 step or -1 step, take the result you’ve rolled and either go up or down the result chart by one step (weak hit to strong hit, for instance). Unless otherwise specified, this cannot turn a strong hit or a miss into a critical hit or a critical miss.
Ongoing, Forward, and Hold
Throughout the game, techniques, spells, or feats may tell you to take
- Ongoing
- A modifier that is applied until the condition described when it was received is met.
- Forward
- A modifier that ends after it is used, or until the condition described when it was received is met.
- Hold
- A tracker of charges to be spent that lasts until the condition described when it was received is met or you take a long rest. Whenever you gain hold, it will be of some type (like arrows); hold of the same type stacks when you receive it.
Threads of Fate
Threads of Fate are a special resource that player characters have access to to bend the narrative, influence rolls, or maybe even get out of trouble. You have a number of threads equal to your
- Feeling Lucky
- Make a luck roll and use it instead of an ability check you’ve made, you’ve forced a creature to make, or a creature has made against you (like an attack roll).
- Bend Luck
- Add +LUCK as a bonus to an ability check you’ve made, or as a penalty to an ability check you’ve forced a creature to make or a creature has made against you (like an attack roll), after it’s been made but before it’s been resolved (like rolling for damage). Negative +LUCK will reduce an ability check you’ve made and increase one made by another creature.
- Lucky Find
- Add something helpful to the current narrative that you would have been lucky to stumble across, like the key to a locked door or a cipher for an ancient script. The GM may ask you to spend multiple threads depending on your suggestion, or may veto your suggestion (in which case you don’t spend your thread)
- Bonds of Fate
- Lean into your shared history with another character, letting them add their +BOND with you to their roll, or your +BOND with them to your roll.
At the end of a long rest, you regain
Whenever you spend a
- Reroll an
ability check and use either result - Use a monster’s
thread powered ability - Make an unexpected, or otherwise previously un-telegraphed, change to a scene
Proficiencies
All characters and monsters are good at different things; some may be skilled with a sword, others may be masters of magic. A creature’s proficiency bonus (PB) represents how good they are at the things they’re proficient with. A PC’s
Talents
Talents describe a PC’s background before they started adventuring and represent their skills and experience. Whenever an
Equipment Proficiencies
PCs also gain proficiency with different kinds of weapons, armor, and shields. If you have proficiency with the weapon or focus you’re wielding, you can add your
All PCss start with proficiency with simple weapons.
Social Interactions
While adventuring, how you interact with the world and your fellow adventurers will shape how the world interacts with you. The two mechanisms for this are bonds and reputation
Languages
All creatures are assumed to be able to speak a common language with each other. If you would like to hve specific languages for story reasons, go for it!
Bonds
Bonds are what make you a party of adventurers, not just a random assortment of people, They’re the feelings, thoughts, and shared history that tie you together. You will always have at least one bond, and you’ll often have more.
Each bond is a simple statement that relates you to another PC or NPC, describing an imbalance in your relationship. It can be positive, like helping you through a difficult ordeal, negative, like going back on their word, or neutral, like boasting of a triumph without you seeing proof. Pick something relevant to your last session, your last interaction, or something you know about their reputation. Bonds should include what the imbalance is, as well as an open-ended way for that imbalance to be resolved. Good resolutions should allow for both positive and negative outcomes without dictating specific conditions; think “I need to keep my eye on them”, not “they must do X to regain my trust”. Think of bonds as a stitch in the fabric of your relationship with another character, weaving detail into how you interact, not as the definitive story of how you get along with them. Bonds will look something like the following:
Xavier says they’re working for the benefit of the king, but they don’t seem as committed to the cause as I am.
Gemma really saved my skin from that orc attack. I owe her one.
Urdan ran from battle instead of standing to help us defend the town. He’s proven himself a coward and a liability and needs to be watched.
You start with a bond for each of your companions, built from your Session 0 conversation. As you adventure, you’ll gain bonds with other NPCs. All bonds start at 0. At the end of each session, you can resolve one bond. See Ending a Session.
Reputation
Throughout the course of play, you’ll gain a reputation with the various factions and peoples you come across. Your reputation with everyone generally starts at 0, although your reputation with a new group may be unclear to you when you first interact with them. Whenever you complete a major action that would change how a group feels about you, you either gain, or lose, a point of reputationwith them. Your reputation is an ongoing modifier to social interactions with members of that group as long as the members of that group recognize you.
Exploration
You’re an adventuring party, exploring the world is what you do! This is some of how you’ll interact with the world while you do.
Perception and Detection
Light
Light, and how creatures see, are key to being able explore the world around them.
- Bright Light
- Full, clear illumination, like being outside on a sunny day.
- Dim Light
- Limited illumination, like being outside under a full moon without any artificial light sources. Creatures and items in dim light are concealed.
- Darkness
- No illumination, like being in a room with no windows, doors, or artificial light sources. Creatures and items in darkness are hidden.
- Magical Darkness
- Darkness that is fueled by magic instead of just a lack of light. It cannot be illuminated through non-magical means and cannot be seen through except by creatures that specifically can pierce it, including by creatures with darkvision.
Senses
With those levels of light come different ways creatures can perceive the world. All vision is described within a certain range, beyond that range they have no extra senses and normal vision for the current lighting conditions apply.
- Low-Light Vision
- Can see in dim light as if it were bright light.
- Darkvision
- Can see in dim light as if it were bright light and can see in regular darkness as if it were dim light. Your vision in darkness is in black and white only.
- Tremmorsense
- Can detect the movement of creatures and object on the same solid surface within the provided range—they cannot benefit from being concealed or hidden, although you cannot make out details.
- Blindsight
- Can detect the exact location of creatures and objects within the provided range—they cannot benefit from being concealed or hidden, although you cannot make out details.
- Truesight
- Can see in any lighting condition,including magical darkness, as if it were bright light, as well as see invisible creatures and objects, and see through illusions, within range.
Concealment
- Concealed
- If a creature or item is concealed, they can still be observed, but it’s more challenging to do so. Ability checks that rely on sight against something concealed are made with -2 ongoing.
- Hidden
- If a creature or item is hidden, they are only barely perceptible— you may know what space they’re in, but little else. You are blinded while trying to use an ability check that relies on sight against something hidden.
- Undetected
- If a creature is undetected, you don’t know what space they’re in—treat them as if they were hidden—but the GM will make your ability check in secret for you, with a hidden DC. Undetected creatures are subject to area effects as normal.
Cover
- Partial Cover
- At least half of your body is behind an ally or an object. Attacks against you are made with -2 ongoing and you gain +2 AC.
- Total Cover
- All of your body is entirely covered by an ally or an object. You cannot be targeted directly by an attack or spell.
Falling
Falling is dangerous! Try and avoid it! If you fall, take 1d6 damage for each 10 feet you fall. On the material plane, gravity works about the same as it does on Earth, so you’ll fall 580 feet in 1 turn (6 seconds), 2315 feet in 2 turns (about ½ a mile), and 5280 feet in 3 turns (1 mile).
Movement
All creatures have an amount they can move called their
- Flying Speed
- Can fly up to this speed, and can hover in place. Unless otherwise specified, if it becomes restrained or unconscious, it falls.
- Climbing Speed
- Can climb up vertical surfaces and across ceiling up to this speed. Unless otherwise specified, if it becomes restrained or unconscious, it falls.
- Swimming Speed
- Can swim through liquids with the same ease as walking on dry land up to this speed. Unless otherwise specified, if it becomes restrained or unconscious, it sinks.
- Burrowing Speed
- Can burrow through the ground, up to this speed. Unless otherwise specified, it cannot burrow through harder material, like stone or metal.
Long-Distance Travel
When traveling long distances, distance is calculated using hexes instead of ranges or
When traveling, you’ll make a group
Overland Travel
When traveling overland, you can typically travel 8 hours before needing to take a long rest. You can’t take a short rest while traveling overland.
There are three speeds you can travel during a typical travel period: fast, normal, and slow. Each
| Speed | Hexes | Group Check Modifier | Exhaustion |
|---|---|---|---|
| Fast | 3 | 2 | |
| Normal | 2 | - | 1 |
| Slow | 1 | 0 |
While traveling overland, you can travel on a mount or in a vehicle drawn by pack animals, like a horse or an ox. When doing so, the number of hexes you can cover is increased by 2. When not mounted or in a vehicle and traveling slow, you can forage for supplies by making a group
Sea and Air Travel
Traveling in a seaworthy or airworthy vehicle is different from traveling overland. They have one
While traveling in a vehicle, you can’t cover your tracks, but you are generally free to do other activities while in transit (provided you aren’t powering its movement).
| Vehicle | Terrain | Hexes | Duration |
|---|---|---|---|
| Rowboat | River, Lake | 2 | 8 hours |
| Keelboat | River, Lake | 4 | 8 hours |
| Galley | Ocean | 8 | 24 hours |
| Sailing Ship | Ocean | 10 | 24 hours |
| Airship | Air | 16 | 24 hours |
Weight & Carrying Capacity
While adventuring, you’re going to pick up stuff, and that stuff has
Each
Your
Loadout
While your character may carry a number of items with them, the items they have available to use at a moments notice is called their loadout. You can have a number of
In addition, each character has two weapon loadouts that they can swap between. Each weapon loadout consists of either a two-handed primary weapon or focus, or a one-handed primary weapon or focus and optional either a one-handed secondary weapon, a shield, or an additional one-handed focus. You can use the Retrieve Item basic technique to swap between your weapon loadouts, and can draw one of your weapon loadouts as part of a technique if you don’t have any weapons currently equipped.
Combat
When all else fails, it’s time for combat!
Order
Combat happens in rounds, each taking approximately 6 seconds to happen. At the start of combat, make a
Action Points
When it’s your turn to go in a round, you have 3
Reactions
Unless otherwise specified, you can also take one reaction. Unlike AP, which you can only use on your turn, reactions can be taken whenever their trigger condition is met. Once you take a reaction, you can’t take another one until the start of your next turn.
Ready an Action
You can also choose to ready an action; when you do so, you choose a specific trigger and spend the appropriate AP for the action you want to make, but wait to resolve it (mark any
Basic Techniques
Every creature can take use one of these basic techniques as an action on their turn. provided they meet any prerequisites (like being able to cast spells). You may gain other techniques as you progress throughout the game. See Chapter 5: Techniques for full rules on techniques.
| Name | Action | Description |
|---|---|---|
| Cast a Spell | 1 AP | Attack a creature with a charmed cantrip. Total AP depends on the charms used. |
| Concentrate on a Spell | 1 AP | Concentrate on a cast spell. You can use this multiple times per turn, each time you must concentrate on a different spell. |
| Mount or Dismount | 1 AP | Spend half of your total |
| Move | 1 AP | Move up to your |
| Retrieve Item | 1 AP | Mark |
| Strike | 1 AP | Attack a creature with an equipped weapon, dealing the weapon's damage or marking |
| Use Item | 1 AP | Use an item from your current loadout, such as a potion. As part of this action, you can hand the item to another creature within touch range of you, or administer it to an unconscious creature within touch range. If an item has an AP cost to use (like a spell scroll), the AP spent on this technique counts as part of the total AP cost to use. |
| Aid | 2 AP | Lend your aid to another creature that can see or hear you; they recover |
| Disengage | 2 AP | Cover yourself, preventing opportunity attacks for the rest of the turn. Optionally mark up to |
| Distract | 2 AP | Mark |
| Dodge | 2 AP | Until the start of your next turn, any attack rolls made against you have disadvantage if you can see the attacker, and you make cunning saving throws with advantage, as long as you aren't incapacitated and have a |
| Grapple | 2 AP | Mark |
| Hide | 2 AP | Make a |
| Help | 2 AP | Assist a creature in accomplishing a task. They gain a modifier to their next |
| Regroup | 3 AP | Clear |
| Opportunity Attack | 1 R A creature leaves your melee reach | Strike the triggering creature with your equipped melee weapon or a spell that can be cast at touch range. |
| Retaliate | 1 R A creature within your reach deals damage to you with a weak hit | Inflict |
Attacking & Dealing Damage
If you use an action that has you attack a creature, you’ll target a creature you can see within your weapon or spell’s range and make an appropriate
If you use an action that forces a creature to make a
Reach & Range
Some actions will use a phrase like “whin your reach” to describe a distance; this is the range of your equipped weapon and, if unspecified, refers to your equipped melee weapon. If it’s used as a trigger for a reaction and the action has you make an attack, it must be with the equipped weapon, unless otherwise specified. If you do not have a melee weapon equipped, it’s within touch range of yourself (5 feet).
Melee weapons cannot be used at a distance further than touch range, and spells can’t be cast further than their stated range. Ranged weapons, however, can; you can try to attack a creature up to twice your ranged weapon’s range away, making your
Mounted Combat
A willing creature that is at least one size larger than a rider and has the appropriate anatomy can serve as a mount. You can use the
If a mount has been trained to accept a rider, the rider can control it. A controlled mount’s initiative becomes the same as its rider, and it can only use the
Underwater Combat
While underwater, everything has resistance to fire damage. Attacks with are made with disadvantage unless the creature has a
Harm & Healing
All creatures in Monsters & Magic have two pools that they draw from,
Hit Points
A PC’s
Armor Class
Some creatures will have an
Resistance & Vulnerability
Creatures may have resistance or vulnerability to certain damage types—a red dragon may resist fire damage, for instance, or a water elemental may be vulnerable to lightning damage. After reducing damage by your AC, either cut the remaining damage you’d take by half if it’s of a type you resist, or double it if it’s of a type you’re vulnerable to. Some creatures may be immune to certain damage types; they take no damage from that type.
Temporary Hit Points
You may be granted temporary
Fatigue & Exhaustion
Whenever you need to mark a
The first exhaustion that’s marked has not effect on your ability to adventure, but further marks do. Following a Fibonacci sequence, your second and third exhaustion bestows a
For monsters, they receive
If you need to mark an exhaustion and don’t have any more to mark, you fall unconscious until you’ve finished a long rest or, for PCs, someone performs an action that lets you recover
Death & Dying
If your HP total is reduced to 0, you fall unconscious and prone and start dying. Your goal is to stabilize, which you can do by rolling a strong hit or a critical hit, or accumulating 3-deathsave. When you stabilize, you remain unconscious until you’re healed at least
On your turn, or every 6 seconds, make a
If you take damage wile dying, mark
While dying, if you need to mark exhaustion and you can’t, you die.
When you die Death themself come to bargain with you. The GM will give you with a deal—a path you need to take, a change you need to make, or something of the like. Either accept the bargain and stabilize, or refuse, seal your fate, and pass on.
Rest & Recovery
There are three kinds of rests you can take as you adventure: a short rest, a long rest, and an extended rest. Each rest takes a certain amount of time, during which you can swap items in your loadout and take certain downtime activities, depending on the rest.
At your GM’s discretion, when you’er able to take shelter in a comfortable setting, you may be able to choose additional downtime activities. Inns, or particularly generous hosts, typically offer food, beverages, and other creature comforts to travelers (like a bath or extra comfy bedding)—these typically give you extra supplies for you to spend during your rest.
Short Rest
A short rest lasts 1 in-game hour. You cannot take more than 3 short rests in a row before taking a long rest. You can choose two of the following downtime activities:
- Tend to Wounds
- Spend up to 2 supply to heal yourself or an ally ¼ of their total HP per supply spent.
- Clear Fatigue
- Clear 2 fatigue.
- Gather Supplies
- Search the area for supplies. Make a focus roll—on a weak hit, gain 1 supply, on a strong hit gain 2 supply.
- Prepare
- Describe how you prepare yourself for the path ahead. Become prepared for that scenario. If you prepare for the same thing with one or more members of your party, instead you each hold 2-prepared which lasts until you take a long rest, which you can spend 1:1 to become prepared for a relevant roll.
Long Rest
A long rest last 8 in-game hours. You can choose two of the following downtime activities:
- Tend to Wounds
- Spend supplies to heal yourself or an ally ¼ of their total HP per supply spent.
- Clear Fatigue
- Clear all fatigue and optionally spend supplies to recover 1 exhaustion per supply.
- Gather Supplies
- Search the area for supplies. Make a focus roll—on a weak hit, gain 1 supply, on a strong hit gain 2 supply.
- Take Watch
- Spend 2 hours watching for danger. Make a focus roll against a hidden DC, set by the GM.
- Prepare
- Describe how you prepare yourself for the path ahead. Become prepared for that scenario. If you prepare for the same thing with one or more members of your party, instead you each hold 2-prepared which lasts until you take a long rest, which you can spend 1:1 to become prepared for a relevant roll.
- Work on a Project
- With GM approval, pursue a long-term project, such as deciphering an ancient text or crafting a new weapon.
- Daily Preparations
- Complete items marked as part of your daily preparations
Extended Rest
An extended rest lasts 12 in-game hours and cannot be interrupted by more than 1 hour of strenuous activity (such as combat). You can choose one of the following downtime activities:
- Recuperate
- Heal all HP, clear all fatigue, and recover 2 exhaustion
- Level Up
- Reflect on your adventure and advance to the next level, provided you have enough experience to do so
- Work on a Project
- With GM approval, pursue a long-term project, such as deciphering an ancient text or crafting a new weapon. Countdown twice, with +2 forward for each roll you make towards it.
- Get a Job
- Find work to earn some gold. This is typically a day job and the amount you earn is up to the GM’s discretion.
Conditions & Statuses
While adventuring, you may be subject to a condition or a status, a positive or negative state that has an effect on you. While conditions and statuses stack, and you can have one that cancels another, you cannot have the same condition or status applied more than once to you. Unless otherwise specified, a condition or status lasts until the end of a creature’s next turn in combat, or after 6 seconds.
Conditions
Conditions are a negative state. While they don’t stack, if you would inflict a condition on a target that already has that same condition, you can choose to either extend the duration by 1 turn or detonate the condition, ending it immediately to deal either 1d10 damage of the same type as your attack, or
- Weakened
- Your strength has been drained—ability checks are made with -2 ongoing
- Sundered
- Your armor is less effective—take -2 to your AC.
- Impaired
- You can’t exert much energy—lose 1 AP at the start of your turn
- Stunned
- You’re dazed and unable to act—you’re immobile and you can’t spend AP or take reactions.
- Doomed
- You’re in grave danger—mark 1-fatigue at the start of every turn until you free yourself.
- Restrained
- You’re being held back—you’re immobile and can’t spend AP until you mark 3-fatigue on your turn to free yourself. If you’re being restrained by a creature, they can mark the same to prevent you from freeing yourself.
- Slowed
- It’s harder for you to move—movement speed is halved
- Prone
- You’ve fallen to the ground—you become slowed, can only crawl to move, have disadvantage on attack rolls, and attack rolls against you have advantage if the attacker is within touch range of you and disadvantage if they’re further away. You can end this condition by taking the Move technique to stand up, spending ½ your maximum Speed.
- Unconscious
- You’re out—you become prone and stunned and are unaware of your surroundings
- Frightened
- You’re scared for your life—you are weakened while you can see, hear, or feel the source of your fear, and you cannot move closer to the source of your fear.
- Blinded
- You cannot see—ability checks that rely on sight automatically fail, attack rolls are made against you with advantage, and your attack rolls are made with disadvantage.
Statuses
Statuses are a positive state. While they don’t stack, if you would bestow a status on a target that already has that same status, but whose remaining duration is less than or equal to what you’d bestow, you can choose to either extend the duration by 1 turn or give them
- Quickened
- You’re ready to go—gain +1 AP at the start of your turn
- Empowered
- You feel stronger than ever—attack rolls are made with +2 ongoing
- Invigorated
- It’s tough to tire you out—recover +1 fatigue at the start of your turn
- Hastened
- You’ve got a pep in your step—movement speed is doubled
- Prepared
- You’re ready for what comes next—take +2 forward on an appropriate roll
- Protected
- It’s harder to hurt you—you gain +2 AC while protected.
- Inspired
- You’re ready to shape your destiny—clear inspired to use a thread of fate without expending one, even if you don’t have one available.
- Invisible
- You, and everything you’re wearing or carrying is hidden from sight—you become undetected and have advantage on initiative rolls and attack rolls.