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19th Edition Handbooklet (DTRPG) - Printer Friendly

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0% found this document useful (0 votes)
609 views64 pages

19th Edition Handbooklet (DTRPG) - Printer Friendly

Uploaded by

iosonodiovero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TABLE OF CONTENTS

TABLE OF CONTENTS

2 Introduction
3 General Rules
5 19th Edition Mechanics
11 Conditions
15 Death and Revival
17 Races & Legacy Traits
22 Class Options
23 Subclass Options
32 Fighting Styles
33 Spellcasting
36 Magical & Wondrous Items
43 Weapons and Properties
46 Bestiary & Creatures
56 Frame Units

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”)
by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-
reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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INTRODUCTION

INTRODUCTION
5.19th Edition, or simply 19th Edition, is a sub-rule set made for 5th-Edi-
tion Dungeons and Dragons, based on the rules and practices at the
livestreamed Nat19 table. If you’re trying to show the uninitiated the 19th
Edition rules quickly or want a quick reference guide, this booklet is here to
help!

DTRPG DISTRIBUTION
This booklet, intended for distribution through DTRPG, will be updated
with each major release by Nat19 to include new general rules and changes
introduced in them. You may either order a physical copy of this booklet
through DTRPG (which would support the brand!) or you may refer to the
printer-friendly PDF included in the purchase!

WHAT IS AND ISN’T HERE


Intended as a quick reference document, this booklet includes the general
rules and brief descriptions of systems you’ll need to engage with when us-
ing 19th Edition content. It doesn’t include stat blocks, item description, etc.
(there may be exceptions to this, but they are just that: exceptions), etc.. It is
not intended to replace the books entirely, rather than supplement them and
serve as a general play reference.

EXISTING TITLES
Currently, the 19th Edition system includes the following releases, which
the rules in this booklet are up to date on:
• Somnus Domina: Lyre’s Guide to Retia, Land of Industry
• Somnus Domina: Lyre’s Guide to Risk & Reward

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GENERAL RULES

GENERAL RULES
The section below briefly touches on General Mechanics - vision types,
movement types, and our system’s understanding of other common ele-
ments. It also includes some new entries to these sections, such as 0-G
acceleration. Please use the following descriptions and definitions when
reading 19th Edition content:

MOVEMENT TYPES
The following movement types are used within 19th Edition, and function as
described below:
0-G Acceleration. While in low- or zero-gravity environments, this
movement speed can be used identically to a fly (hover) speed. When in en-
vironments it can be used in, this movement type is not considered by traits,
features or items.
Belabored Flight. Creatures that are capable of this clumsy flight
speed may use their bonus action to use their belabored flight speed as if it
was a fly speed instead. At the start of their next turn they lose this move-
ment speed and fall unless they use their bonus action again to extend it.
Creatures with this movement type can also glide in the air, moving 1 foot
horizontally for every 1 foot they descend when falling, and they drift 30 feet
down each turn instead of falling (unless their movement speed has been
reduced to 0 or they are incapacitated).
Burrow. When a creature uses its burrow speed to move it can dig
through loose soil, minerals and rock (within reason based on the material).
A creature that moves this way without tremorsense or blindsight is effec-
tively blinded until they re-emerge. When leaving the attack range of another
creature by burrowing, the attacker has disadvantage. The hole dug by a
creature while burrowing is filled in behind them unless otherwise stated.
Climb. A creature who moves using a climb speed can move across
horizontal surfaces and inverted surfaces without being slowed or making
ability checks to do so. They may still require tools for surfaces that they
cannot get a grip on, but as long as they can find their grp this movement
allows them to climb unimpeded. Creatures may suffer context-based pen-
alties while climbing regardless, such as not being able to wield two-handed
weapons while their limbs are gripping a surface.
Fly. A creature that can fly uses wings, engines, or another physical
attribute to fly by constantly producing lift, as a bird or jet would. They can
move freely through the air, but if knocked prone or their speed is reduced to
0 they immediately plummet toward the ground.
Fly (Hover). A fly (hover) speee=d functions the same way as a fly
speed, except that it does not require physical flight. The creature stays aloft
by means of some form of levitation, engines, or other similar means that
allows them to pivot and hover in the air. When a creature with this speed

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GENERAL RULES

is knocked prone or their movement speed is reduced to 0, they do not fall -


instead, they merely hover in the air (or very slowly descend over time).
Swim. A creature that has a swim speed can move while submerged
in water-like surfaces without penalties to movement, and may also ignore
the penalties to certain weapons attacks that come with fighting while
submerged. If one is knocked prone underwater, they are disoriented and
cannot orient themselves until they right themselves as a prone creature
normally could.
Teleport. Creatures with this movement speed can disappear from
where they stand and reappear in an unoccupied space they can see within
their remaining speed’s range, and in doing so they spend movement equal
to the distance of a straight line between those two spaces. Creatures who
are grappled or restrained may use this movement to escape those effects
instantly.

VISION & SENSES


The senses described in 19th Edition content function as described below:
Blindsight. A creature with blindsight perceives its surroundings within
its range through vibrations, echolocation, sensors, or other similar effects.
They can tell where invisible creatures are and suffer no penalties against
them. They might see through illusions that rely purely on sight. Creatures
may still Hide from a creature with blindsight however.
Darkvision. A creature with darkvision can see in darkness as though it
was dim light, and in dim light as though it was bright light. This vision does
not function in magical darkness.
Devilsight. Devilsight allows a creature to see in magical and nonmagi-
cal darkness within range as though it was bright light, but offers no benefit
while in dim light.
Tremorsense. A creature with tremorsense can detect others in range
through vibrations, as long as those creatures are in contact with the ground
or a shared surface. This vision allows a creature to tell where invisible
creatures are, but does not negate the disadvantage to attacks and checks
caused by invisibility. A creature remaining perfectly still cannot be detected
by tremorsense.
Truesight. A creature with truesight can see the true nature of all
things, allowing them to see in any type of darkness and dim light as bright
light, to see invisible creatures as though they were plainly visible, and
allows the creature to automatically succeed saving throws and checks
made against visual illusions. A creature with truesight can also see into the
Ethereal Plane from the Material Plane and vice versa, as well as tell the
true form of a creature whose form has been magically or supernaturally
changed (such as through shapeshifting or spells like polymorph ). Finally,
creatures with truesight can tell a creature is performing magic even if they
are using any components, allowing them to use reactions like counterspell
even if there are no components to react to.

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19TH EDITION MECHANICS

19TH EDITION MECHANICS


This section contains general rules used in the system. The section is divid-
ed into “19th Edition Rules” and “Optional Rules.” The latter of these are
ones that are meant as Quality of Life Improvements, while the former are
integral to the 19th Edition System. Rules that are considered to be highly
preferential are not included, to leave focus for the more foundational rules.

19TH EDITION RULES


ACCELERATED ATTUNEMENT
Attunement in the base game requires a creature to take one Short Rest
to learn an item’s properties, then take a second Short Rest to attune to
it. These two factors sometimes pull the mystery out of an item, as well
as make magical items a set-and-forget situation preventing an explosive
moment of heroism during combat or adventures. You may consider the
following changes to these rules:

ATTUNEMENT
Attuning to an item only takes a single action, and unattuning from an item
takes 10 minutes (unless stated otherwise). A GM may deem that attuning
to legendary items or artifacts may require the traditional rules.

ATTUNEMENT BREAKING
When attempting to attune to an item in their possession that is attuned to
another living creature (remembering that attunement ends if a creature
dies) using only 1 action, the creature attempting to attune must make a
Charisma contest against the previously attuned creature. On a success,
attunement switches between the two. On a failure, they cannot attempt to
attune to this item for 1 minute.
As per usual rules, if a creature spends a Short Rest attuning to the
item, they automatically succeed regardless.

IDENTIFICATION
Many items are mysterious, and discovering their true properties may not be
as simple as inspecting them for an hour. An identify spell should still reveal
anything the GM hasn’t deemed unidentifiable, but a creature’s ability to dis-
cern details on their own might be more difficult. Once per day, if a creature
spends a Short or Long Rest with an item they can attempt a Charisma (Ar-
cana) check, gleaning information from the item against a DC determined
by its rarity. If they succeed they learn its properties; if they fail they cannot
attempt this again until the following day.
If the item requires a command word then it has a second DC that is 2
points higher. Beating the lower DC grants the item’s properties, but does
not grant the command word. Beating the higher DC grants both.
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• Common - 10
• Uncommon - 12
• Rare - 14
• Very Rare - 16
• Legendary - 18
• Artifact - 20
Charisma is used for this check to represent attempting to directly
inspect and understand the magic of an item through sheer willpower. A
GM may decide a spellcaster can use their spellcasting ability for the Arcana
check.

ARCANE CHARGES
Certain items and features call for Arcane Charges. Any given creature has
a number of Arcane Charges equal to their proficiency bonus which are
replenished when they complete a Long Rest.

BALDUR’S REST
A creature can only benefit from two Short Rests, then cannot do so again
until they complete a Long Rest to regain their strength. Short Rests only
require one minute of downtime to complete, which can be taken while
moving or exploring as long as no attack rolls are made or damage is taken
during that time. A creature that is poisoned or has at least one level of ex-
haustion requires 10 minutes to benefit a Short Rest instead.

ACCOUNTING FOR EXCEPTIONS


Effects, items, or features that grant the benefit of a Short Rest (such as the
catnap spell) grant those benefits outside the context of this feature, so they
do not overlap with the two-per-Long-Rest rule. Since they are usually limit-
ed or resource-restricted, they should play well with this rule without issue.
If a feature not accounted for in this guide grants fast Short Rests, your
GM may decide that the creature with the feature can simply take extra
Short Rests per Long Rest.

COMBAT FATIGUE
When a creature is reduced to 0 hit points then regains consciousness (or
has the Dying condition removed) by regaining 1 or more, they suffer from a
cumulative -1 penalty to their attack rolls, saving throws, and ability checks
(except death saving throws). This penalty can be accumulated a number
of times equal to a creature’s proficiency bonus, and disappears when they
complete a Short or Long Rest.
When a creature is healed (including when they are being healed from
0 hit points), the creature providing the healing can reduce the amount of
healing they provide by 10 points to reduce (or prevent) 1 point of combat
fatigue. If they do so, they can reduce it further by increments of 5 to remove
1 additional point of combat fatigue for every 5 points.
If a creature is making death saving throws and rolls a natural 20, they

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immediately recover from combat fatigue.

EIDOLIC DAMAGE
Eidolic damage is a unique damage tag, similar to magical damage, that cer-
tain creatures interact with. It is a tag that is used for weapons, creatures,
and effects that use eidomantic radiation. This includes Eidolons, eidolos,
constellequaries, and many aberrations that result from the still-unraveling
effects on the world by the Cosmic Teardrops. The main things to keep in
mind regarding this damage tag are as follows:
Creatures with the “deity” creature type or subtype always deal eidolic
damage, even if it is not listed in their stat block.
Some creatures are immune or resistant to non-eidolic damage. A crea-
ture’s statblock will directly state this.
Unless listed as otherwise, eidolic damage is also treated as magical
damage for the purposes of overcoming damage resistances and immuni-
ties.

EXPERTISE
When text refers to Expertise in a skill, it means that your full proficiency
bonus is added to that skill separately from when it would be added due to
proficiency. In the 19th Edition system you can have Expertise and proficien-
cy separately from one another, but if you have both then your proficiency
bonus is added to that skill twice.

LEADING CHECKS
When an activity requires a particular leader, or one person is the prima-
ry focus (such as attempts at Persuasion, Survival, Medicine, etc.,), many
players may want to roll at once. Rather than decide if you want to have all
players/characters make a check each and determine the outcome, you may
wish to instead designate one creature to make a leading check, who rolls
the actual check on behalf of the group to determine their success or failure.
All other creatures participating may roll a check of the same kind
against the check DC, with the following results modifying the leading
check:
• Natural 20 - a +2 bonus
• Beat the DC - a +1 bonus
• Failed by 3 points or fewer - no change
• Failed by 4 or more points - a -1 penalty
• Natural 1 - a -2 penalty
You can allow creatures to opt in or out depending on the situation, but
if the context of the check is something they would have to engage in (such
as stealth, survival while traveling, etc.,) they should be included to reflect
their effect on the situation.
Rolling group checks by this mechanic removes some of the uncertainty
regarding how group checks should unfold, as sometimes it might not be
clear if one creature failing should cause the entire group to fail, or if they
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should be counted as wins vs losses. It also helps to reflect if one creature’s


Expertise is leading the efforts, and adds focus for a brief time to a particu-
lar character’s skills.
Effects and Benefits. If the creature making the Leading Check would
benefit from an effect such as Reliable Talent that defaults their roll to a
result if it is lower than 10, then instead of that they gain a +5 bonus to the
Leading Check and it does not default. Creatures granting effects like Bardic
Inspiration or the guidance spell - which grant bonuses to rolls - only grant
those benefits if they would last 1 minute or longer. If the effect would only
benefit a single check or action, the Leading Check cannot benefit from it.
The checks of the aiding creatures can, however.

SKILL: RIDING PROFICIENCY


The Riding skill is a proficiency gained by those who are truly aiming for
mastery over their mounts. Creatures with this proficiency can choose to
add their proficiency bonus to their mount’s attacks, checks, and saving
throws as appropriate instead of the mount’s own, as long as it would be
higher. They can also use their reaction to add their proficiency bonus to any
roll the mount makes that would not otherwise benefit from either of theirs.
A creature can take proficiency in Wisdom (Riding) checks any time they
could take proficiency in Animal Handling. It can be rolled the same way as
Animal Handling, but only for mounts that obey them.

ZERO-GRAVITY ENVIRONMENTS
When an effect or feature references zero-gravity environments, it is talking
about a space that, magically or otherwise, lacks the pull of gravity in any
particular direction. In these spaces the following effects apply:
• Objects and items float in these spaces without resistance, and do
not fall. Creatures do not take fall damage.
• Creatures can move through the air, but when they do so they spend
2 feet for every 1 foot they move.
• As long as they have a surface to push off from, creatures can make
a long or high jump from a standing position, and jumps made in
this environment allow them to move 4 feet for every 1 foot of move-
ment they spend. A single jump made this way can exceed their
movement speed, but does consume it.
• Creatures with a fly (hover) speed can move normally in these envi-
ronments using that speed, and creatures with 0-G acceleration can
make use of that movement speed in this type of space.
• Ranged attacks made at a weapon’s long range are made without
disadvantage, as long as both the attacker and their target are both
in the environment with no break between them.
• A creature’s carrying capacity increases to 10 times their usual
amount in this space as long as they have something to brace
against while lifting anything beyond their usual capacity.

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Low-Gravity Environments
Some effects specify a low-gravity environment instead. In these cases, the
following effects are in play:
• Creatures fall 30 feet toward the nearest surface at the end of each
of their turns instead of being able to move through the air.
• Creatures can move normally as long as they are touching a solid
surface.
• Creatures can treat horizontal and inverted surfaces as regular sur-
faces in these spaces, walking and standing on them as if they were
regular terrain.
Apart from the differences listed above, low-gravity environments are
treated as and have the same effects as zero-gravity environments.

OPTIONAL RULES
ABILITY CHECKS: TIME VS SUPPORT
When making an ability check, temporary bonuses (such as Bardic Inspira-
tion, Guidance, etc.,) only apply when a check takes an amount of time that
makes sense for them. If you ask for a check to clear debris or cook a meal
and the activity would take 10 minutes, for example, then the single-round
bonus from guidance or Bardic Inspiration wouldn’t help over the entire
time. This allows activities like picking complex locks, cooking, performing
ongoing skills, etc to still have some risk and avoid the opt-to-succeed ele-
ments of higher tier play.
As a simple rule of thumb, this is best applied when the activity the
check represents consists of many minor tasks.

ACCELERATED MARCH
If for any reason a party wishes to march for more than one extra hour, you
may run things slightly differently to move things along:
Have each member of the party roll a Constitution saving throw, then
subtract 10 from their result. This number determines how many hours they
can march before they start suffering from levels of exhaustion, and each
hour past this that they march causes them to suffer from one. The party
can then decide how many hours they will march under the informed con-
text of the characters deciding to stop along the way when signs of fatigue
set in. Until they take an appropriate rest to regain their strength, these rolls
remain in place if they start trying to move again.
A creature suffering from 2 or more levels of exhaustion causes the
party to move at half its pace unless they are being carried or move by some
means that doesn’t require their own movement speed.

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19TH EDITION MECHANICS

CURSE BREAKING
You may run cursed items normally, but unless they list rules for removing
them, you may wish to run a slightly more nuanced version of curses for
items. If a cursed item lists a level and DC in parenthesis beside its “cursed”
property, it means that it is more difficult to break the curse. This will be
written as “Cursed (Xth level/DC X)”, or some variant thereof.
The level indicates that any spell attempting to remove the curse below
that level requires a spellcasting ability check, the DC of which is the one
listed. On a failure the curse is not broken, and the creature attempting to
break it cannot attempt to do so again until they complete a Long Rest, un-
less they reattempt with a spell of a level higher than the one they previously
attempted. A spell of the designated level or higher automatically removes or
breaks the curse.

EXPERT HELP
When a creature makes an Ability Check for something that requires indi-
vidual attention/expert knowledge, only another creature with proficiency in
that skill can assist them with the Help. Examples would include translating
an unknown language or attempting to identify the contents of an ancient
culture’s ritual site (history), trying to reverse engineer a spell woven into a
glyph of warding (arcana), trying to disarm a trap (thieves tools), engaging
in politics-based diplomacy (persuasion), etc,. Some checks cannot benefit
from the aid of those who are not well-versed in the activity at hand.
Sometimes extra attention simply isn’t reasonable, such as when pick-
ing a lock. In these cases, a GM may rule that the Help action is unusable.

FAVOR
Occasionally a game in the 1st and 2nd tiers of play calls for a slightly more
heroic feeling. Similar to Hero Points, you may consider allowing players
to accumulate favor until a set level (usually 8-10), gaining a point any time
they roll a 1 or 19 on a d20 result for an attack roll, ability check, or saving
throw. Favor can be spent on the same type of rolls to roll 1d4 and add it to
the result of the roll.
Around levels 8 and higher parties tend to gain enough resources that
this becomes unnecessary, so phasing out favor at that time is in a game’s
best interest. You should be clear with your table ahead of time that you will
be doing so, and rather than remove all accumulated favor, perhaps grant
the party one final allotment of it and state that no more can be gained.

SWIFT POTIONS
A common rule, but one worth listing regardless: to accelerate combat and
make potions feel more useful, creatures may imbibe a potion as a bonus
action, or have a willing/unconscious creature within reach imbibe one as
an action.
You can use your bonus action to offer a potion to a willing creature if
they use their own reaction to drink it. You can toss a potion up to 10 feet
away to them, and catching the potion is included in their reaction.
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CONDITIONS

CONDITIONS
19th Edition uses the following conditions, including the very important
Dying condition.

ENRAGED
A creature that has become enraged is unable to control their fury, or have
had their mind suppressed in such a way that they can only comprehend
blind violence. A creature that is enraged is subjected to the following
effects:
• Their melee attacks have advantage, as do attacks against them.
• If concentrating on a spell, they must succeed a DC 12 concentra-
tion check at the start of each of their turns.
• If the creature starts their turn with a hostile creature within sight
they roll a d20. On a result of 11 or higher they must use all of their
movement and actions to move toward and attack the nearest one.
• They must use their reaction to attack any creature that leaves their
reach, regardless of them being an ally or foe.
• The creature is unwilling to be targeted by any effect or use any item
offered to them by another creature.
• The creature cannot be charmed unless the effect enraging them is
also the source of the charm. In this case, they will treat the com-
mands and suggestions of the creature charming them as beneficial
orders, following them in the most favorable way possible.
• Any effect that prevents a creature from being frightened also
prevents them from being enraged, and effects that can remove the
frightened or charmed condition can also remove this condition.
The DCs for enraged effects may change depending on the effect inflict-
ing it.

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CONDITIONS

DYING
Death can remove a character from combat and deprive them of the fun of
the game. If you want to keep players involved even when dying, please use
the following variant on dying.
Dropping to 0 Hit Points
When you drop to 0 hit points you receive the dying condition, but do not fall
unconscious. While dying, your are subject to the following effects:
• Your movement speed is reduced to 10 feet, and cannot be in-
creased higher than that.
• You cannot stand from being prone, and if you are unsupported by a
creature or supportive surface you fall prone automatically.
• You cannot take actions or reactions, but may still take your move-
ment and possible bonus action on your turn.
• You have disadvantage on Strength, Dexterity, and Constitution
saving throws.
• You cannot concentrate on spells or effects that require it.

The dying condition is removed at the start of a creature’s turn if they


begin that turn with 1 or more hit points.
Death Saving Throws
When you begin your turn while dying, you must make a death saving throw
as normally described by the core 5th Edition Rules. If you succeed three
death saving throws you are automatically stabilized; if you fail three you
die. The rules for rolling a natural 1 or natural 20 on your death saving
throw are as described in the core rules, resulting in two failed death saves
or regaining 1 hit point automatically.
When a creature takes damage while dying with 0 hit points they au-
tomatically fail one death saving throw. A critical hit from an attack auto-
matically causes two failures. Death saving throws reset when the creature
is stabilized or the dying condition is removed, but taking damage while
stabilized causes the creature to fail one and begin making them again.
A critical hit from an attack automatically causes two failures. Death
saving throws reset when the creature is stabilized or the dying condition is
removed, but taking damage while stabilized causes the creature to fail one
and begin making them again.
Being Stabilized
The rules for stabilizing a creature remain unchanged from the core 5th
Edition Rules. When a creature is stabilized they stop making death saving
throws, but they retain the dying condition and its effects until they regain at
least 1 hit point. A stabilized creature automatically regains 1 hit point after
1d4 hours or after completing a Short or Long Rest. A creature in comfort-
able conditions may complete a Short or Long Rest while stabilized, but

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CONDITIONS

otherwise cannot until the dying condition is removed.


A stabilized creature must roll a DC 10 Constitution saving throw at
the start of each of their turns. On a failure they fall unconscious until they
recover from the Dying condition.
NPCs and Nonlethal Damage
Non-player characters instantly die when reduced to 0 hit points (as normal)
unless the GM decides they should make death saving throws. If they do,
they follow the rules of the dying condition as described above.
A creature who reduces a creature to 0 hit points with a melee attack,
or when such an attack would cause them to begin making death saving
throws, they can decide to do so non-lethally. If they do, the target begins
dying, and must make a Constitution saving throw. The DC is 10, or is equal
to the damage exceeding their remaining hit points (whichever is higher),
plus 2 x the number of times they’ve made this save before removing the
dying condition. On a failure they fall unconscious and are stabilized until
the dying condition is removed. On a success they are stabilized, but do not
fall unconscious.
Fighting Beyond Death
If a feature or effect would normally allow a character to avoid falling uncon-
scious when reduced to 0 hit points, they gain the dying condition but ignore
its effects. They still follow the death saving throw rules as above. In some
cases your GM may have to arbitrate which elements of this rule apply and
don’t. The dying condition is still removed if you begin your turn with 1 or
more hit points.

IGNITED
A creature (or object) that is ignited has been set on fire and continues to
burn for the duration of the effect. A creature who is ignited takes an amount
of fire damage at the start of each of their turns (1d10 unless otherwise stat-
ed) and has disadvantage on Wisdom checks. If multiple sources are igniting
a creature, the damage they deal doesn’t stack: the damage taken is equal to
the highest among the sources.
A creature who comes into physical contact with an ignited creature
(except through use of a weapon) for the first time on their turn or starts
their turn in contact with them takes the same damage that creature would.
Creatures attempting to grapple or maintain a grapple on an ignited crea-
ture have disadvantage unless they are resistant or immune to fire damage.
An ignited creature can use their action to douse the flame. The flame
is also doused if they take cold damage or are covered in liquid that isn’t
flammable.

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CONDITIONS

SLUGGISH
A creature that is sluggish has been slowed, encumbered, or burdened by
an effect that reduces their ability to think or act quickly. A creature that is
sluggish suffers from the following effects:
• The creature cannot take reactions.
• On the creature’s turn, they can take an action or a bonus action, but
not both.
• The creature does not benefit from any effects that would grant
them extra actions or bonus actions.
• The creature cannot Dash.

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DEATH & REVIVAL

DEATH AND REVIVAL


DEATH & REVIVAL
Many settings and games propose different methods to use to run resurrec-
tion. Many great systems exist, with many overlapping premises between
them. The context of the process remains the same: a creature’s untethered
soul is beseeched by the revival attempt, and an attempt is made to throw
it back into its body (or recreate its body) and bring that body back into a
livable condition, even if only barely so. A soul that is unwilling to revive will
often not return, or may even fail to respond. The following rules are Som-
nus Domina’s revival rules, following these basic concepts:

BEGINNING THE ATTEMPT


These rules come into play as soon as a creature attempts to cast a spell like
revivify or resurrection. If the spell used at this stage is true resurrection or
wish, or other 9th-level spells of revival, it bypasses this process entirely.

Fast vs Lengthy. If the spell cast to revive the creature is one with a cast-
ing time of 1 action or faster, only the caster may beseech the soul during
the following section. If it takes 1 minute or longer, a number of creatures
can attempt to beseech them equal to the caster’s proficiency bonus. This
represents them having the experience and time necessary to connect vari-
ous creatures to the detached soul.

BESEECHING THE SOUL


When attempting to revive a fallen soul, creatures can attempt to form a
connection to the untethered soul to try to recall it. Each creature connected
to the ritual makes some appeal to the lost soul: they can remind them of
what’s worth living for, present an item of great importance, perform a task
to aid the spell, etc,. That creature then rolls a corresponding skill check (the
type is determined by the DM), which is rolled flat: it cannot benefit from
any effects that boost it, such as Bardic Inspiration, flash of genius, etc,. The
results of the roll have the following effects:
Check Result - Effect
• A d20 result of 1 - The revival check is made with disadvantage
• 11 - 14 - the revival DC is lowered by 1
• 15 - 17 - the revival DC is lowered by 2
• 18 - 23 - the revival DC is lowered by 3
• 24+ - the revival DC is lowered by 4
• A d20 result of 20 - The revival check is made with advantage

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DEATH & REVIVAL

REVIVAL CHECK
Once the participants have made their rolls and adjusted the DC, the crea-
ture casting the revival spell rolls 1d20 against the creature’s revival DC.
The DC is equal to 10 + the number of times the creature has died + (the
number of times a revival attempt has failed x 2), modified by the results of
beseeching the soul. The d20 check is made flat, with no modifiers or out-
side effects granting it benefits.
Reviving within 1 Minute. If the spell reviving the creature is cast within
1 minute of their death, their soul is close enough to the living world that the
caster can add their proficiency bonus to the revival check.

REVIVAL PENALTIES
When a creature is restored, they suffer from the traumatic effects of their
soul being so painfully manipulated. Roll 1d6, determining one random
Ability score of the revived creature to reduce by 1 permanently. Each time a
revival check fails they do this as well, reducing one random Ability score by
1 permanently again.

D6 Result
1 - Strength
2 - Dexterity
3 - Constitution
4 - Intelligence
5 - Wisdom
6 - Charisma

SOULS LOST TO THE BEYOND


If a creature’s revival DC is 30 or higher, or there have been three failed gen-
uine attempts to revive them in the past, their soul cannot be restored except
by spells that bypass this process entirely.

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RACES & LEGACY TRAITS

RACES & LEGACY TRAITS


The entire race system is revamped for 19th Edition. The end result plays
functionally the same as you would remember, but the process of choosing
your race involves choosing from a list of race-specific traits to make sure
even members of the same race feel different. The Legacy Trait system is
one of the major features of the rule set. The races features in our guides
are made with context specific to our setting(s), but can be used in any set-
ting with little tweaking.

CREATURE TYPES
By default, all regular player characters using the 19th Edition races hu-
manoid, but when a feature calls for their race, their creature type is also
considered as what their race is. For example, a dragonkin’s creature type is
considered both dragonkin and humanoid. They are always considered all of
their types: if an effect or feature would affect a creature who is either type,
it will affect them. Some races may add additional creature types or tags as
well, and they are likewise considered all of them simultaneously.

LEGACY TRAITS
When creating your character you choose a race and subrace as usual, but
also pick two “Legacy Traits” that give them greater customizability. They
may also choose to have one dominant race (which they choose their sub-
race from) and a secondary race, together representing their mixed blood. If
they do, they can pick their two Legacy Traits from either race’s Legacy Trait
lists (still only choose two). As an example, below are the base race features
of a Human in 19th Edition (but not any subraces, and flavor text has been
stripped out).

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RACES & LEGACY TRAITS

HUMAN
As a human, you have the following traits in addition to those granted by
your subrace and Legacy Traits.
Ability Score Increase. Your Wisdom score increases by 2, and one
other score increases by 1 based on your subrace.
Alternatively, at your GM’s discretion, you can choose one of the follow-
ing options:
• Increase one of your Ability scores by 2, and another by 1.
• Increase three of your Ability scores by 1.
None of the Ability score increases gained through your race can in-
crease any Ability score above 20.
Age. Humans traditionally live to be 60-80 years old. They reach cultural
adulthood between the ages of 17 and 21, but physical adulthood in their
early twenties. Their bodies continue to age and change over the course of
their life, reaching an elderly state in their late 50s or 60s.
Alignment. Humans have no typical alignment.
Ingrained Skill. Choose two ability scores that you do not have profi-
ciency in. When you make saving throws with those ability scores that don’t
add your proficiency bonus, you can add half your proficiency bonus (round-
ed down) to the result.
If you ever gain proficiency in one of the ability scores you picked, you
can switch it to a new one it would apply to.
Languages. You can speak, read and write Common as well as one addi-
tional language of your choice.
Size. You are Medium.
Speed. Your base walking speed is 30 feet.

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RACES & LEGACY TRAITS

HUMAN LEGACY TRAITS


Choose two of the following options when creating your character:
Bound Luck. When you roll a natural 1 on an attack roll, ability check
or saving throw, you gain one point of Bound Luck. You can spend a Bound
Luck point to roll an additional d20 for an attack roll, ability check or saving
throw, keeping whichever d20 result you wish.
When you complete a Short or Long Rest you lose your Bound Luck,
and can only have a number of Bound Luck points equal to half your profi-
ciency bonus (rounded down) at any given time.
Combat Training. You gain proficiency with three weapons of your
choice, and also whichever of the following options is closest to the top of
this list that you don’t already have:
• Light armor
• Medium armor
• All simple and martial weapons
• Shields
• Heavy armor
Negotiator. You have proficiency and Expertise in the Persuasion skill.
Quick Eye. In combat, you can make Wisdom (Investigation) and Wis-
dom (Perception) checks as a bonus action instead of as an action.
Skilled. You gain proficiency in two skills. You can replace either skill
with proficiency in a musical instrument, a tool, or learning two new lan-
guages.
Trick Run. You can take the Disengage action as a bonus action.
Mixed Blood Traits
If your character is of mixed blood and this is not their dominant race, they
can choose from the following options when considering their Legacy Traits:
Bloodline. Choose one of the following traits to gain from its corre-
sponding subrace:
• Quick Study (artisan)
• Enhanced Lung Capacity (coastal)
• Cold Resistance (frostlander)
• Quick Recovery (Greythian)
• Expanded Skill Set (jackman)
• Quick Rest (Sermian)
• Darkvision (woodlander)

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RACES & LEGACY TRAITS

SECTION NOTES
Our system remade over 30 races, and includes hundreds of subrace
options among them. The races we have made are below, featuring brief de-
scriptions and the creature types they have; these races each have 4 or more
subrace options in our content, which are redesigned for the system:
Arhcoon. Diminutive raccoon folk with devious tactical features.
Beast Tribe. A variety of animalistic humanoids largely based on curse-
less werebeasts.
Birdfolk. Different types of birdfolk, including homages to familiar bird
races.
Capyhado. Small, friendly capybara humanoids with restful and fun
features.
Dragonkin. Dragon humanoids who have the features of their draconic
brethren.
Dwarf. Stout and crafty folk with hearty constitutions.
Elf. A long-lived, mystical fey-like species with many subraces.
Enáretos. Celestial humanoids who have angelic and impressive fea-
tures.
Feralus. Catfolk of various descriptions, who are fast, strong and
skilled.
Firbolg. Nature-oriented giantkin who draw magic from nature.
Flooflin. Rabbitfolk with swift tactics and an upbeat attitude.
Framebilt. Robot-like constructed beings with wood muscles and miner-
al frames.
Gnome. Inventive but diminutive folk who explore and organize.
Goliath. Giantkin who channel the powers of their giant counterparts.
Hádislin. Fiendish cursed beings who have features similar to the
fiends they originate from.
Halfling. Warm and homey folk who stand small, but large in spirit.
Hanyou. Half-yokai, cursed to live baring their origins as mutations.
Hobgoblin. Determined goblinkin with an affinity for tactical combat.
Human. Intrepid and hearty humanoids who adapt to most any environ-
ment.
Ilthrak-yar. Insectoid monster-like humanoids of various descriptions.
Kaijou. Dinosaur humanoids with strong hides and evolutionary fea-
tures.
Kits’adria. Shapeshifting foxkin, commonly trickers.
Kobold. Small draconian creatures that make excellent skirmishers and
scouts.
Kua Hono. A blanket race for amphibious, fish-based and reptilian
races.
Merfolk. Aquatic humanoids with fish-like scales.

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Minotaur. Powerhouses with stone horns and bull-like visages.


Nephilim. The ageless experience-based lifeforms made by a primordial
being.
Orc. Enduring folk well adapted to harsh situations.
Pétratára. The cursed, monstrous children of gorgons.
Tarnished. Elf-like infernal beings with fiendish blood.
Trealtin. A blanket race for plant and plant-like species.
Vanquis. Undead beings of various descriptions.

REINCARNATION TABLES
Our books also contain updated reincarnation tables in case you want to
make use of the reincarnate table with the 19th Edition races. They also
have subtables for the subraces.

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CLASS OPTIONS

CLASS OPTIONS
The 19th Edition system features a series of new classes, listed below, with
a wealth of subclasses available to them:
The Favored Soul. A pact magic class that is based on being a god’s
chosen one, and has a highly modular build.
The Inscriptor. A Pact Magic class that weaves magic into the world by
writing the effects into existence, turning their mental landscape into reality.
The Petal Knight. A duelist Pact Magic class that draws divine power
from nature. They serve as a quick, magical fighter at various ranges.
The Ranger (19th Edition). A revamp of the Ranger to capitalize on its
identity as a slayer type class, giving it specialized targeting and movement
capabilities.
The Sword Saint. A martial class based on using a variety of techniques
to adapt to situations, and serve as a powerful nova-round class.

As you may notice, there is a strong focus on expanding Pact Magic


options beyond the usual option of just the Warlock. Each of these classes is
currently available in Lyre’s Guide to Retia.

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SUBCLASS OPTIONS

SUBCLASS OPTIONS
The current 19th Edition material contains hundreds of options for sub-
classes, allowing for a wide variety of new play styles and flavors. It also
features optional new features for existing classes to round them out, some
of which are more relevant than others (such as the 19th Edition Fighter
features). Below are the current optional features for existing classes:

BARBARIAN OPTIONS
FOCUSED FURY
1st-level Barbarian feature
While you are raging you ignore the effects of Combat Fatigue and exhaus-
tion

BARD OPTIONS
INSPIRING STING
5th-level optional Bard feature
When a creature within 30 feet of you fails an attack roll, ability check, or
saving throw, you can use your reaction to have them roll a die equal to your
Bardic Inspiration and add it to the result, possibly changing the outcome.
If it causes the roll to succeed, one use of your Bardic Inspiration is con-
sumed.
You can use this feature a number of times per Long Rest equal to your
proficiency bonus.

PERSISTENT INSPIRATION
6th-level optional Bard feature (replaces Countercharm)
Your inspiration can carry its listeners through fear and sweet words. When
a creature carrying one of your unspent Bardic Inspirations makes a saving
throw to resist being frightened or charmed, they do so with advantage.

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SUBCLASS OPTIONS

CLERIC OPTIONS
DIVINE RESTORATION
Optional 3rd-level Cleric feature
As an action you can use your Channel Divinity to touch your holy symbol
and a creature you wish to target. That creature regains hit points equal to
1d6 multiplied by your Cleric level, and if they are suffering from Combat
Fatigue they recover from it immediately. You can use this feature once per
Long Rest.

HOLY CONSOLATION
Optional 10th-level Cleric feature
If you use your Divine Intervention and fail to receive help from your deity
but still roll a 50 or lower on the d100 roll, you regain one spent use of your
Channel Divinity instead.

DRUID OPTIONS
PERSONAL AVATAR
Optional 5th-level Druid feature
Choose one creature with a CR equal to or less than your proficiency bonus
- this creature must be a beast, dragon, monstrosity, or plant. Once per Long
Rest you can use your Wild Shape to turn into that creature, otherwise
following the rules of your Wild Shape. Each time you gain a new level as a
Druid you can switch the creature you have chosen.

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SUBCLASS OPTIONS

FIGHTER OPTIONS
The fighter options listed below constitute the “19th Edition Fighter,” which
many of our subclasses are based around. These features give the fighter a
stronger identity in a system where other martial combat classes are also
present.

FIGHTING STYLE
1st-level Fighter feature (addendum to Fighting Style feature)
You adopt a particular style of fighting as your specialty. Choose one of the
following options.
• Archery
• Blind Fighting
• Defense
• Dueling
• Great Weapon Fighting
• Gun Expert
• Interception
• Protection
• Proficiency (Polearm)
• Proficiency (Two-Handed)
• Superior Technique
• Thrown Weapon Fighting
• Two-Weapon Fighting
• Unarmed Fighting

You can’t take a Fighting Style option more than once, even if you later
get to choose again. Details on individual fighting styles can be found at the
end of the class options chapter.

SECOND WIND
1st-level Fighter feature - replaces Second Wind
As a bonus action you can regain hit points equal to 1d10 + your Fighter
level, and recover from any Combat Fatigue you might be suffering from. You
can use your Second Wind twice, then gain an additional use each when you
reach 5th, 9th, 13th, and 17th level as a Fighter. You regain spent uses of
your Second Wind when you complete a Long Rest.
When you use your Second Wind you can expend additional uses of it
at once, increasing the hit points you regain by 1d10 for each extra use you
spend.
If you use your Second Wind to regain hit points while you have the
dying condition, the dying condition ends immediately.

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SUBCLASS OPTIONS

COMBAT MASTERY
2nd-level Fighter feature
You are skilled in managing the field of combat, and as a result can perform
under stress in conditions that others cannot. You have a number of points
of Combat Mastery equal to your Fighter level divided by 2 (rounded up),
which you regain each time you complete a Long Rest. You also regain two
spent points each time you use your Action Surge. You can spend them on
the following features; each feature requires one point when used, and you
cannot use any if you are incapacitated:
Additional Reaction
If you have already used your reaction, you can use it again. You cannot use
multiple reactions in response to identical triggers from the same creature
on the same turn (for example, making multiple opportunity attacks against
the same creature or casting counterspell against the same creature multi-
ple times at once).
Cleave
If you miss with a weapon attack you can roll a d20 and use it in place of
the d20 result that missed, retaining any penalties, bonuses, and effects that
attack would have on it.
Deflect
If you have a shield or two-handed weapon, you can reduce the damage an
attack deals to you to half (rounded down). This can only be used once per
attack.
Reposition
You can take the Dash action as a bonus action.
Scan
On your turn, you may make a Wisdom (Perception) check without requiring
an action.

FIGHTING STYLE ADVANCEMENT


4th/7th/12th/16th-level Fighter feature
You gain an additional Fighting Style each at 4th, 7th, 12th, and 16th level
as a Fighter. At each of these points you can choose to advance one of your
Fighting Styles instead of gaining a new one. If you ever switch that Fighting
Style for another you gain the new Fighting Style at the advancement level
of the old one.

ADRENALINE
8th-level Fighter feature
When you roll initiative in combat you regain enough points of Combat Mas-
tery to have half your total points (rounded down).

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CRITICAL MOMENTUM
11th-level Fighter feature
When you roll a result of 20 on an attack roll against a hostile creature you
regain a point of Combat Mastery.

GREATER STAMINA
13th-level Fighter feature
If you are running the Baldur’s Rest rule, you can benefit from one addition-
al Short Rest between Long Rests. If you are not running the rule, once per
Long Rest you can spend 1 minute in downtime to immediately gain the
benefits of a Short Rest.

MONK OPTIONS
Currently there are no 19th-Edition monk optional features.

PALADIN OPTIONS
FIGHTING STYLE
2nd-level Paladin feature (addendum to Fighting Style)
You adopt a style of fighting as your specialty. Choose one of the follow-
ing options.
• Arcane Flourisher
• Blessed Warrior
• Blind Fighting
• Defense
• Dueling
• Great Weapon Fighting
• Interception
• Proficiency (Two-Handed)
• Protection

You can’t take a Fighting Style option more than once, even if you later
get to choose again.

PRISMATIC SMITE
Optional 2nd-level Paladin feature
Your Divine Smite can take on the elements of your oath. When you hit a
creature with your Divine Smite, you can choose to have it deal a damage
type that any of your Oath Spells or Paladin features could deal, replacing
the radiant damage it would normally deal.

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AURA OF PROTECTION
Optional 6th-level Paladin feature (replaces Aura of Protection)
When you or a friendly creature within 10 feet of you must make a saving
throw, the creature gains a bonus on the saving throw equal to the highest
level of spell slot you have access to as a Paladin. This feature has no effect
if you are incapacitated.
At 18th level, the range of this aura increases to 30 feet.
If you have any damage resistances or immunities, creatures within your
Aura of Protection gain resistance to those damage types as well (if you are
immune, they are still only resistant).

SACRED HUNT
Optional 7th-level Paladin feature
As an action, you can choose one creature within 30 feet of you, and expend
one use of your Divine Sense. For 10 minutes you can sense the location of
that creature if it is within 30 feet of you, and if it is within 500 feet of you,
you can sense what direction they are in. If the creature is within your Aura
of Protection, you can always see the creature as if you had truesight, even
if your eyes are closed or you are blinded, and you can strike them as if they
were on the Material Plane even if they are ethereal.

ROGUE OPTIONS
GUN EXPERTISE
Optional 1st-level Rogue feature
When you select what tools/skills to gain Expertise in, you can choose to
forego one of your choices to gain proficiency in simple and martial firearms
(regardless of your prior proficiencies). You can choose to do so at any level
you would gain new Expertise options.

FIGHTING STYLE
Optional 2nd-level Rogue feature
You adopt a style of fighting as your specialty. Choose one of the following
options.
• Dueling
• Gun Expert
• Quickdraw
• Thrown Weapon Fighting
• Two-Weapon Fighting
You can’t take a Fighting Style option more than once, even if you later
get to choose again.
When you reach 9th level as a Rogue you may advance your selected
Fighting Style.

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SUBCLASS OPTIONS

SORCERER OPTIONS
METAMAGIC OPTIONS
When you choose Metamagic options, you have access to the following addi-
tional options.
Expanded Spell
When you cast a spell that involves a sphere with a radius of at least 5 feet,
you can spend a number of sorcery points up to your proficiency bonus. For
each sorcery point you spend, the radius of the sphere increases by 5 feet.
This cannot affect spells with a duration of longer than 1 minute.
Invisible Spell
When you cast a spell that requires a spell attack or requires a Dexterity sav-
ing throw, you can spend 1 sorcery point to make its initial effects invisible
to the eye. The spell’s attack rolls are made with advantage and its targets
have disadvantage against its Dexterity saving throws if the target cannot
see through invisibility.
Shielding Spell
When you cast a spell of 1st level or higher, you can spend 2 sorcery points
to grant yourself a protective barrier against harm until the start of your next
turn. During this time, all damage dealt to you is reduced by half your Sor-
cerer level plus the level the spell was cast at (cantrips count as 0).

BREATH OF ARCANA
Optional 7th-level Sorcerer feature
When you use a Metamagic feature you can choose to generate enough
magical energy by sapping it from the environment around you, granting you
a number of sorcery points equal to your proficiency bonus. These sorcery
points vanish at the end of your turn. You can use this feature once per Long
Rest.

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SUBCLASS OPTIONS

WARLOCK OPTIONS
PACT BOON: PACT OF THE TOME OPTION
3rd-level Warlock Pact Boon option
You may wish to use this variant of the Pact of the Tome in place of the one
supplied in the Player’s Handbook:
You acquire a grimoire of one of the following types, which you retain
the effects of so long as you have it on your person. If you lose this grimoire
you cannot cast spells or cantrips learned through it. If lost, you can recreate
the tome (destroying the lost version automatically) when you complete a
Long Rest.
Book of Circles. Choose one spell group (such as Blood of Cineris or
the Epic of Duality). You can treat spells in that spell group as though they
were on the Warlock spell list, allowing you to choose them when learning
new spells. Furthermore, you learn two additional spells that do not count
against your Warlock spells or cantrips known. These spells can either be
from the spell group you picked (and of a level you can cast with pact spell
slots), or must be cantrips from any spell list (which you treat as Warlock
cantrips). When you have the option to switch a Warlock spell for another,
you can switch one of these cantrips/spells for another that matches the
same description.
Book of Cunning. Choose one spell school (such as illusion or evoca-
tion). You immediately learn two cantrips from that spell school, which do
not count against your Warlock cantrips known. A number of times per
Long Rest equal to your proficiency bonus, you can choose to invoke one of
the following effects when you cast a spell from your chosen spell school:
• Roll 1d6 and add the result to each spell attack you make with the
spell this turn.
• Give one target disadvantage on their first saving throw against the
spell.
You gain temporary hit points equal to your Warlock level, which disap-
pear at the end of your next turn.
Book of Depths. Choose two cantrips, and two spells from any spell list
(of a level you can cast using pact spell slots). You learn these spells, which
count as Warlock spells for you, but do not count against your Warlock
spells or cantrips known. Each time you gain a level as a Warlock you can
switch one of these cantrips and one of these learned spells for another that
matches the description above.
Book of Truthful Mastery. Choose one Warlock spell from your sub-
classes expanded spell list, which you can cast using pact spell slots. You
can cast that spell a number of times per Long Rest (requiring no spell slot,
but cast as though using one of your Warlock spell slots) equal to half your
proficiency bonus (rounded down). Each time you gain a Warlock level you
can switch which spell you picked.
Book of the Zealot. You have one additional pact spell slot of the same

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SUBCLASS OPTIONS

level as your Warlock pact spell slots, which functions identically to them
except that you only regain it when you complete a Long Rest, and that any
spell cast using it is cast at the spell’s base level.

WIZARD OPTIONS
JUNCTION FROM MEMORY
Optional 5th-level Wizard feature
You can choose to cast a spell from any spellbook you have ever written,
even if you have not prepared it, requiring a spell slot and components as
normal. After you do so you are considered to have that spell prepared until
you complete a Long Rest. You can use this feature once per Long Rest.

COMPLEX INCANTATION
Optional 9th-level Wizard feature
When you cast a spell using a spell slot, you can choose to expend two spell
slots of a lower level and combine their spell levels, casting the spell at the
resulting level. You cannot create a slot level higher than the highest level
of Wizard spell slot you have access to at your current level. You can use
this feature a number of times per Long Rest equal to half your proficiency
bonus (rounded down).

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FIGHTING STYLES

FIGHTING STYLES
19th Edition features advancable Fighting Styles based on the originals.
They are chosen at the same time most classes normally pick their Fighting
Styles, but there are additional feats and class features that allow them to be
advanced to Lesser, then to Greater. This allows Fighting Styles to feel like
advancing skill sets. Below are two examples of Fighting Styles and their
advanced states.

INTERCEPTION
When a creature you can see hits a target (other than you) within 5 feet of
you with an attack, you can use your reaction to reduce the damage the tar-
get takes by 1d10 + your proficiency bonus to a minimum of 0 damage. You
must be wielding a shield or a simple or martial weapon to use this reaction.
Lesser Advancement
If interception reduces the damage to 0, you can make a single attack
against the attacker as long as they are within your weapon’s range.
Greater Advancement
If the damage is not reduced to 0 you can choose to redirect the remaining
damage to yourself, but only taking half of what remains (rounded down).

TWO WEAPON FIGHTING


When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack.
Lesser Advancement
Attack rolls made using your off-hand weapon gain a +2 bonus.
Greater Advancement
Attacks made using your off-hand weapon have advantage if your primary
weapon attack that preceded it missed.

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SPELLCASTING

SPELLCASTING
19th Edition makes very few changes to 5th Edition spells, but does intro-
duce several additional rules, such as those below. Within the 19th Edition
rules, the base 5th-Edition limit on casting only one leveled spell each turn
is not used. You may cast as many leveled spells as you wish, provided you
have the actions and resources to do so.

DISCRETE SPELLCASTING
When you are not in a combat situation but are trying to hide your spellcast-
ing attempts in public, you can attempt to disguise your spellcasting compo-
nents as normal words or motions. When you try to cast a spell discreetly,
you may roll a Sleight of Hand (somatic or material components) or Decep-
tion (verbal components) check (you choose which in cases where multiple
components are needed), and contest the result against the passive Percep-
tion of creatures who could be observing you. If you succeed, your spell is
cast without obvious indicators that it came from you.

DROWNED VERBAL COMPONENTS


If you are holding your breath for any reason, performing the verbal compo-
nents of a spell causes you to waste air, forcing you to lose a number of turns
of breath equal to the base level of the spell you are casting (regardless of
if it is cast at a higher level). Cantrips and the command words for magical
items, as well as any other vocalization with no spell level attached, require
1d4 turns of your breath.
The only exception to this rule is the verbal components for any Power
Word spell. Due to the brief nature of these spells, they require only 1 turn of
your breath to be sacrificed.

TRUE COUNTERSPELLING
A creature that has Truesight can see the magical influence of the Eidoman-
tic Web twisting around a creature as they cast spells. Even if a spell has no
components (somatic, material or otherwise), a creature with Truesight who
can see the caster within its range can cast counterspell (if they have the
ability to) or use another feature that reacts to see a spell’s components, and
even if they can’t cast counterspell they are aware that the creature invoked
the effects of a spell.

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SPELLCASTING

SPELLS GROUPS
19th Edition books introduce spell groups, which are thematic groups that
are bound to creators, forces of nature, etc. There are various spell groups
that are referenced by items and features, and the following list includes all
that we have released up to date (though not the lists); below them are spell
groups that have special rules:
• Altissima-Cor’s Arcane Arts
• Blood of Cineris
• Chromatic Convocation
• Daemoturgy
• Eidomancy
• Epic of Duality
• Legacy of Gold
• Nine Branch Arts
• Ossenheimer’s Memoirs
• Sky-Keeper’s Arcana
• Whisperwood Tome

CHROMATIC CONVOCATION
The Chromatic Convocation, spells centered around the Queen of Evil Drag-
ons, feature the following rules:
Chromatic Energy. When any of the spells in the convocation (or other
features/items/spells/etc.,) reference chromatic energy or chromatic dam-
age, it is referring to a choice between fire, cold, acid, lightning or poison
damage. When you cast the spell, or take any action that involves creating or
invoking chromatic energy/damage you must pick one of these types, which
is used for all instances of chromatic energy being mentioned in that in-
stance of the spell. Some spells may describe using all five types, or multiple
of them.
Spells learned from the Chromatic Convocation may be tied specifically
to one type of chromatic energy. For example, an item, scroll or feature may
cause you to learn “Archfiend Step (Fire)”. In these cases the spell can only
be cast using that specific type of chromatic energy.
Soul Burn. When a creature casts a spell from the Chromatic Convo-
cation, they must make a spellcasting ability check (DC 10 + the level of the
spell). On a failure, the creature’s maximum hit points are reduced by twice
the spell’s level until they complete a Long Rest. This reduction cannot be
undone by anything short of a wish spell, divine intervention, or some equiv-
alent. The creature’s spellcasting trait will note if they don’t have to make
soul burn checks.

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SPELLCASTING

EIDOMANCY
Eidomancy, a form of ancient and dangerous proto-magic, feature the follow-
ing additional rules:
Eidolic Energy. All eidomancy spell damage is considered eidolic.
Eidomancy Burn. Eidomancy spells can damage their user. When a
spell is performed, the caster must attempt an eidomantic check, which is a
Constitution saving throw with a DC equal to 10 + the level at which it was
cast + the number of turns after the first that it remained in effect while they
were concentrating on it. If it is not a concentration effect they make the
check immediately after casting it, even if its duration is longer than instan-
taneous. On a failure, the caster suffers levels of exhaustion equal to half
the spell’s level (rounded down, minimum 1), and they cannot cast this spell
again until seven days have passed. If this failure would increase a creature’s
level of exhaustion to 6, they are reduced to 5 and are immediately reduced
to 0 hit points instead.
A creature’s spellcasting trait will note if they are excluded from having
to make eidomancy burn checks. These may also be referred to as eidoman-
tic checks or eidomancy checks.
Arcane Reinforcement. If a caster fails a concentration check to main-
tain an eidomancy spell, they can use their reaction to roll a d20 and use it
in place of their concentration check’s d20 result.

SPELLS AT HIGHER LEVELS


Unlike the base 5th Edition spells list, 19th Edition features modular upcast-
ing choices: when you cast spells at higher levels you will often find they of-
fer various options, one of which you can pick as described under the spell.
When casting at several levels higher than the base level, you can choose the
same option multiple times, though in some cases it is not beneficial to do
so (such as a feature saying you can choose “a second target” - this wording
implies it only allows a second selection, rather than an additional one each
time).
Very occasionally, some spells allow you to dedicate multiple spell slot
levels to one effect. These may be listed with the usual phrase of “for every
two slot levels above x”, but if multiple options take different numbers of slot
levels it will be listed as “(2 slot levels)” before the effect description - this
implies that you must dedicate two slot levels above the base level to gain
that effect, and those slot levels cannot be used for other effects.

SECTION NOTES
19th Edition features several hundred spells unique to it, as well as updates
and modifications to classic spells to bring them in line with modern playsty-
les and the 19th Edition rules. There is a heavy emphasis on modularity and
giving more options when upcasting spells.

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MAGICAL & WONDROUS ITREMS

MAGICAL & WONDROUS ITEMS


19th Edition treats many magic items the same way, but also introduces
new versions of some old ones, and also adds some unique quirks to them.
Two major ones being the use of Arcane Charges to power some (not all)
magic items to create types not reliant on attunement to be useful, and also
our system makes a distinction between Wondrous and Magical Items.

ENHANCEMENT BONUS
Previously unnamed, an item’s enhancement bonus is a weapon’s extra bo-
nus to attack and damage rolls or to armor class. For example, a +1 dagger
has a +1 enhancement bonus, and if an effect were to increase or decrease
it, that would make it a +2 dagger or +0 dagger respectively. For weapons
it is always the bonus to attack and damage rolls, and for armor/shields it
is always the bonus to armor class. Unless stated otherwise, you always
benefit from an item’s enhancement bonus even if its other effects require
attunement.
If an item acquires multiple enhancement bonuses from various effects,
such as having a +2 enhancement bonus then gaining a second one from a
spell, only the higher of the two is used. It is up to a GM’s discretion what
does and does not count as an enhancement bonus, but it is always true
that effects not targeting the weapon (such as bonuses from Fighting Styles)
aren’t the same type of bonus.

MAGICAL VS WONDROUS
Items broadly fall into two categories: magical and wondrous. Wondrous
items are unique items that have outstanding effects but are not fueled by
magical power, unlike their counterparts. Items listed as “wondrous” would
be unaffected in places that suppress magical effects, such as an antimagic
field, unless they have effects that specifically note being magical in their
text.
This distinction is not entirely present within the items listed in core 5th
edition manuals which treat all items within the Magic Items section (likely
appropriately) as magical items. We propose that more thought be put into it
on a case-by-case basis: if you can imagine the item does not require magical
power to work, it should be treated as immune to an antimagic field, other-
wise it is a magic item. For these purposes, all magic items are wondrous,
but not all wondrous items are magical - except the ones that explicitly are.

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MAGICAL & WONDROUS ITREMS

ARTIFACTS
Artifacts in 19th Edition function largely as you’d expect, serving as ancient
super-items that can serve as a campaign’s focal point or huge benefit to a
character. Our books feature a great deal of them. Unless otherwise stated,
the magical and supernatural effects of an artifact are not suppressed by
effects like an antimagic field. If they are capable of replicating spells then
they can still be dispelled or counterspelled, but their use is not limited
when within a domain or area of effect where normal magical items would
be rendered mundane.
Our books also feature several unique types of artifacts, some of which
have unique mechanics. They are listed briefly with their unique mechanics
and effects below:

CONSTELLEQUARIES
Powerful artifacts made for the once-mortal gods of Somnus Domina from
a unique metal called thesite. These items start in a dormant state and can
evolve both with their wielder, and when other entries in the sets they belong
to are reunited with them.

ADVANCEMENT
An eidolic constellequary begins dormant, becomes restored when held by a
creature that aligns to it, is awakened when paired with its partner constelle-
quary or Eidolon’s primal gemstone, and finally becomes resplendent when
paired with both its partner and its gemstone. Minor eidolic constellequaries
do not become awakened, but do become resplendent when paired with
both of their partners. An eidolic constellequary that is awakened or resplen-
dent counts as dealing eidolic damage.
Aligning to an eidolic constellequary has no set definition, and is up to
the GM to determine. It may involve an act of heroism, performing an act
in the spirit of the artifact’s original owner, going through a great emotional
ordeal, or another dramatic event occurring.
A lesser constellequary begins dormant, and will become awakened
when its awakening condition is reached, as long as it is not being used by a
creature of an alignment it rejects.

REGRESSION
Minor constellequaries must be awakened by any given creature that uses
them, so if passed between individuals their state will change depending on
if that creature meets its criteria. Eidolic constellequaries do not, but can
regress back to previous stages under certain conditions, such as:
• The creature holding it is spurned by the artifact’s god.
• The creature holding it acts in direct defiance of the Eidolon that corre-
sponds to it or their values, whether knowingly or not.
• The wielder rebuffs the item entirely, rejecting their connection to it and
returning it to its dormant stage (in this case, an enthusiastic desire to

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EIDOLIC ARMAMENTS

reclaim it or act of appeasement may reawaken it at the same level it


was at).
• Long periods of time pass without it being used or focused on (typically,
it takes an amount of time equal to how long it has been in use plus one
month for it to regress).
• A creature loses one of the constellequaries in the set, causing the item
to regress back to a level fitting the number they have. The item must
be lost for more than 1 minute for this to occur, and only if the item is
unreachable/the wielder is not actively in pursuit of it.

EIDOLIC BONDING
Eidolic constellequaries carry a powerful divine signature unique to the Ei-
dolon it came from. While attuned to an Eidolon’s constellequary (one with
their name listed in their item type), a creature cannot attune to the constel-
lequary or primal gemstone of a different Eidolon. To do so will cause the
creature to become aware of the conflict between the artifacts, and if they
decide to proceed it will unattune them from the former constellequaries/
gemstone in favor of the new ones, and they cannot attune to the discarded
ones for 24 hours.
Similarly, a set of eidolic constellequaries resonate with each other. If
a creature attunes to one or more of an Eidolon’s constellequaries that list
their name and/or their primal gemstone, those items collectively only count
as one for the purposes of attunement. To this end, a creature attuned to two
or three of these items can still attune to two more magic items - or more,
if features allow it! A creature attuned to an eidolic constellequary cannot
be forcefully unattuned from it, and will only lose attunement if they choose
to, if they are dead for at least 1 minute, or if it is taken more than 100 feet
away from them for more than 1 minute.

SAINT RELICS
Saint Relics are special equipment made for the sword saint subclasses.
They can be used by anyone, but have special features when wielded by their
corresponding sword saint.

EIDOLIC ARMAMENTS
In Somnus Domina, unique creature types called eidolos serve as JRPG-in-
spired unique enemies, and when defeated their essence becomes equip-
ment that bonds to one of their vanquishers. How to build these artifacts is
described in Lyre’s Guide to Retia, but several of their key elements are as
described below:
Magical. Eidolic armaments are considered magical. Those of serapha-
el and hyperuanael types are also considered eidolic.

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EIDOLIC ARMAMENTS

DEGRADING EIDOLIC ARMAMENTS


As an eidolic armament is used, the eidolic energy used to create it quickly
runs out. Without the sepherite of the eidolos to replenish it, it will slowly
degrade and break. This breakage occurs when its wielder is defeated in
battle, causing the armament’s own will to falter momentarily.
Reduced to 0. Each time a creature carrying an eidolic armament is
reduced to 0 hit points, they (or the GM if they choose to) must roll d100. If
the result is 90 or higher, the armament breaks and is destroyed. When this
occurs, the ambient eidomantic radiation remaining in the weapon fuses
with its wielder, restoring 10d4 + 20 hit points to them and preventing them
from dying (they are returned to the restored hit point result instead).
Factors can raise or reduce the threshold that must be rolled, which
are based on how compatible the eidolos is with the wielder. The GM must
determine their disposition and values, but based on those elements, the
following must be considered:
• Each time the GM makes this roll, the threshold lowers by 5.
• If the wielder does not share the alignment of the eidolos, the
threshold lowers by 5. If any element of their alignment is directly
opposed to the eidolos’, it lowers by 10 instead (i.e., good is opposed
to evil, lawful is opposed to chaotic).
• If the wielder takes any action that the eidolos resents or deems
the wielder unworthy of the armament, the threshold decreases by
1d10. This will not occur from the same type of action more than
once per day.
• If the wielder shares the alignment of the eidolos in part (both are
good, both are evil, both are chaotic, etc.,) the threshold increases by
5. If they share their entire alignment, it increases by 10 instead.
• For every week the armament exists, the threshold lowers by 1d4.
When the factors above refer to the “threshold,” they refer to the num-
ber that, when it or higher is rolled, results in the weapon breaking.
Death. If a creature outright dies while possessing an eidolic armament,
there is no roll - the armament simply breaks, and the creature is restored to
half its maximum hit points instead of dying.

THE ARMAMENT BREAKS


When an armament breaks, there is a small chance its bond with its wielder
will turn it into a personalized weapon for the wielder, which causes it to
persist and remain with them. This occurs in one of two ways:
• The eidolic armament has a strong bond with the wielder and
chooses to stay with them (determined by the GM).
• The result of the d100 roll that broke the armament is in the first
half (rounded down) of its survival range (the survival range being
the range of numbers between its threshold and 100). For example,
if its threshold is 75 and the break roll result is 87 or lower, it would
survive. If the result is 88 or higher, it will break permanently.

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SEPHERITE

SEPHERITE
Eidolos also drop sepherite - a gem core - when defeated, which remains
around only briefly. They can be used for a variety of unique magical effects,
but also to summon the eidolos that they came from. Below, several of their
functions are described:
Armament Compliance. When a creature possesses both the eidolic ar-
mament and sepehrite of the same eidolos, the armament does not degrade
and cannot break. Furthermore, they can both be attuned to as though they
were one item (otherwise, the sepherite shares the eidolic armament’s spe-
cial “extra attunement slot”).

COSMOGONY SUMMONING
The greatest boon sepherite grants is the ability to channel one’s own life
force into it to produce a copy of its cosmogony - a replica of the eidolos
itself, though weaker in nature. The following traits apply to this replica,
referred to as a Summoned Cosmogony:
• This Summoned Cosmogony takes its turn at the same time as the
creature who summoned it, taking its actions and movement as
directed by its conjurer.
• A creature conjuring a Summoned Cosmogony must concentrate on
it to maintain it. If they lose concentration, the Summoned Cosmog-
ony flies out of control, attacking everything around it instinctively
until it disperses.
• While in control of a Summoned Cosmogony, its conjurer can
disperse it as an action.
• A Summoned Cosmogony cannot take Legendary Actions unless
the GM determines it to be appropriate. This should be almost
entirely reserved for NPCs or antagonists summoning them in a
grand narrative setting, such as when the Summoned Cosmogony is
intended as a story-centric boss or set piece.
• A Summoned Cosmogony will obey its summoner while they con-
centrate, and if situations arise where they lose contact with their
conjurer, they can still act in their best interest. As long as the Sum-
moned Cosmogony and conjurer are within 1 mile of each other
and one has a direct eye-line to the other, the two can communicate
telepathically.
• A Summoned Cosmogony yields no sepherite or eidolic armament
when defeated.
• A Summoned Cosmogony does not normally have its original max-
imum hit point value - instead, its maximum hit points are deter-

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SEPHERITE

mined by Hit Dice Transference (described below). The Summoned


Cosmogony is not considered to itself have any Hit Dice.
• When reduced to 0 hit points or killed outright, the Summoned
Cosmogony disperses immediately.
• A Summoned Cosmogony cannot have its maximum hit points
reduced or increased and cannot benefit from rests.
• A Summoned Cosmogony will disperse if its conjurer attempts to
conjure it again.
• If the Summoned Cosmogony’s conjurer takes a Short or Long Rest,
the Cosmogony immediately disperses. However, features that grant
them the benefits of such a rest without them actually taking it do
not suffer this consequence.
• If the Summoned Cosmogony has a Mythic Awakening trait, it can-
not be awakened while conjured. However, the conjurer may choose
to conjure it in its post-awakened state.

SUMMONING A COSMOGONY
A creature can summon a cosmogony as an action while attuned to the ei-
dolos’ sepherite. They can summon it into an unoccupied space listed as the
sepherite’s range (usually 240 feet). It appears there and can immediately
take its turn as directed by its conjurer.
Summoning a cosmogony can exhaust the conjurer terribly: when they
do, they must make a Charisma saving throw to resist the eidomantic energy
flowing through them. The DC is based on the cosmogony type, as listed
below. If the creature fails its saving throw, it immediately suffers a level of
exhaustion and another level for every 3 points below the DC they rolled (the
table below also includes the thresholds for additional levels of exhaustion).
These levels of exhaustion can kill the summoner if it results in 6 levels of
exhaustion, in which case the cosmogony is summoned with more hit points
and immediately goes rogue.

Cosmogony Type DC
Oucumenael 14 (11, 8, 5, 2, -1)
Pleromael 17 (14, 11, 8, 5, 2)
Seraphael 20 (17, 14, 11, 8, 5)
Hyperanuel 23 (20, 17, 14, 11, 8)

When sepherite is used to conjure a Summoned Cosmogony, it cannot


be used to do so again until the following dawn.

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SEPHERITE

HIT DICE TRANSFERENCE


When a creature conjures a Summoned Cosmogony, the creature grants
it hit points from its own hit die pool. They must spend at least half their
maximum number of hit dice when doing so but may choose to spend more
if they wish to. If they do not have at least half their maximum number, then
they cannot conjure the Summoned Cosmogony.
When doing this, the conjurer rolls a number of the Summoned Cos-
mogony’s hit dice equal to the hit die pool they themselves lost, rolling one
of the originating eidolos’ hit dice plus their Constitution modifier for each.
The result of these rolls becomes the Summoned Cosmogony’s hit point
maximum while summoned.
Maximum Pool. A Summoned Cosmogony cannot roll a number of hit
dice greater than what its originating eidolos possessed to determine their
hit point maximum. For example, Orbis Mahoraga has 24d12 hit dice, so it
cannot roll more than that to determine the maximum hit points of its Sum-
moned Cosmogony. However, their hit point maximum can be larger based
on what they roll, and the extra hit points absorbed as described by Death
During Conjuring below may add on top of this limit.
Minimum Scale. If a creature attempts to conjure a Summoned Cos-
mogony but their hit die types are more than two dice sizes smaller than the
originating eidolos’ (for example, Orbis Mahoraga has d12s, so creatures
with d6s or smaller would count as two sizes smaller) must use two hit dice
for each one added to the pool.
Extra Dice In The Pool. A creature may add additional hit dice to the
pool or supplement missing hit dice by lowering their own maximum hit
points by an amount equal to a roll of one of their own hit dice for each
hit die they want to add. They must choose the number they will add this
way before rolling them all together, and if this reduction diminishes their
maximum hit points to 0, the conjurer dies immediately. This reduction in
maximum hit points can be reversed by spells such as greater restoration or
similar spells unless the Summoned Cosmogony is still active.
Death During Conjuring. If the conjurer is killed as a result of con-
juring the Summoned Cosmogony, the cosmogony acts slightly differently:
it automatically adds all of the conjurer’s remaining hit dice to its pool to
roll its own hit point maximum and also adds the conjurer’s maximum hit
points to its own. It then immediately goes rogue, performing the intentions
of the conjurer as best it can while conjured and, failing that, lashing out at
anything around it at random. A rogue Summoned Cosmogony can use its
Legendary Actions.

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WEAPONS & PROPERTIES

WEAPONS AND PROPERTIES


19th Edition features a variety of new weapons and armor, as well as an
expanded firearm system. The exact types won’t be listed here, but weapons
included have the following new properties:
Cleaving. When this weapon reduces a creature to 0 hit points, its
wielder may choose another creature that is both adjacent to the original tar-
get and within the weapon’s range to make an additional attack roll against
using it. On a hit, that creature takes any damage that exceeded the initial
target’s hit points.
Eidolic. Weapons that are eidolic can properly injure beings like Eido-
lons. Certain creatures have divine protection from harm, and eidolos can
restore their life repeatedly. Eidolic weapons can ignore these qualities and
bypass these resistances. Eidolic weapons deal Eidolic damage.
Firm. This weapon is secured to you well. You have advantage on ability
checks made to avoid being disarmed, and aggressors have disadvantage on
checks made to steal, remove, or disarm it.
Knuckles. Weapons with the knuckle property can be used any time an
unarmed strike is called for, so long as that strike is made with one’s fists.
Also, any features that consider unarmed strikes for their effects can apply
to attacks made with these weapons.
Secondary. This weapon has a second readied weapon, such as a sec-
ondary blade or weighted end. When you attack with this weapon, you can
immediately use your bonus action to make a second attack with it, though
this second attack must use your Dexterity score for its attack and damage
rolls.

FIREARMSS
The 19th Edition firearms have a system of proficiency as described below,
and use the following properties:
During character creation you should determine if you have firearm pro-
ficiency. They require extra care and a different skill-set than regular ranged
weapons, so their proficiency is considered separate from martial and sim-
ple weapons. Furthermore, if you are gaining proficiency with firearms, you
must gain proficiency with simple firearms before taking proficiency with
martial firearms. With your DM’s permission, you may choose one of the
following options to gain proficiency during character creation:
• You may switch a skill proficiency for firearm proficiency.
• You may have firearm proficiency in place of proficiency with simple
and martial ranged weapons.
• If you would gain a feat, you may choose to take a feat that grants
weapon proficiencies (keeping in mind that simple and martial fire-
arms are separate proficiencies).
You can also gain proficiency in firearms through training during downtime,
but only if you have access to the weapons and ammunition required.

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WEAPONS & PROPERTIES

FIREARM PROPERTIES
Several properties are specifically associated with firearm weapons. Howev-
er, some of them (like the trigger property) may appear on other weapons.
Advanced. This weapon requires an extra layer of proficiency beyond
the regular proficiency of firearms. You must have proficiency in the firearm
type and specifically in this weapon’s use. When you would gain an instru-
ment or tool proficiency, you can choose to be proficient in this weapon
instead.
If a creature without this proficiency tries to fire it, the weapon will work
properly, and they are treated as proficient but must roll 1d100. On a result
of 31 or higher, the weapon fails to fire.
Ammunition. The firearm uses ammo which is consumed upon use.
Bladed. A bladed firearm has a sharpened edge. It can be used to make
weapon attacks and deal damage as if it were a shortsword (if it has the light
property) or a longsword (if it doesn’t). When used this way, it does not add
any ability score modifier to the damage roll.
Burst Fire. This weapon can either be fired normally or fired as an ac-
tion to spray everything in a 10-foot-cube centered within its normal range,
forcing all targets in that space to make a Dexterity saving throw (DC 8 + the
modifier you use to attack with the firearm + your proficiency bonus). Each
creature that fails is dealt a separate damage roll from the weapon.
A weapon with this property that fires in a cube can only target a num-
ber of creatures equal to or less than its remaining loaded ammunition but
empties its remaining ammunition regardless of how many it targets.
Full Reload. This property functions as the heavy reload property, ex-
cept it is cumbersome and difficult to reload. A creature cannot move more
than half their movement speed on the same turn they reload this weapon.
Heavy Reload. This property functions as the reload property, except
always requires an action to reload.
Reload. A weapon with the reload property can only fire a certain
number of shots before it must be reloaded. A creature may reload it using
an action or a bonus action (their choice). This property will always read the
number of shots it can hold, written as, for example, “reload 6” for a weapon
that can hold six shots/be fired six times before reloading.

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WEAPONS & PROPERTIES

Sniping. A weapon with the sniping property has a scope or other


instrument that allows for more accurate shots. It can be fired up to its long
range without granting disadvantage if either of two conditions are met:
The creature firing it is prone while they fire it, allowing them to steady
their aim (being prone does not give disadvantage to attack rolls with this
weapon).
The creature firing it uses its bonus action to aim more carefully, and it
is the only attack they make on their turn.
If both conditions are met, the creature also gains advantage on its
attack roll.
Trigger. A weapon with the trigger property has a firearm built into it
in a way that allows it to function as both. When it is listed as such, it will
include a damage die that represents its trigger damage, as well as suitable
range and reload properties. A trigger weapon can be fired as a firearm, and
whether it is simple or martial corresponds to the melee weapon’s type.
If a trigger weapon hits with a melee attack, the wielder can use a bonus
action to fire the weapon, adding the trigger damage (always piercing unless
stated otherwise) to the weapon’s damage roll. If fired this way, it does not
add any ability modifiers to the trigger damage.
Weapons with the trigger property always require an action to reload
unless stated otherwise.

OVER OR UNDERSIZED EQUIPMENT


When a creature attempts to use a weapon made for a creature one size
larger or smaller than it, it can do so with disadvantage. There are excep-
tions, however:
• Creatures that are Small may use Medium-sized equipment (includ-
ing armor and shields).
• Medium creatures can use Small-sized weapons, unless they have
the heavy or light properties;
• If a piece of equipment has the heavy property, it cannot be used by
a creature of a size category below its intended size at all.
• If a piece of equipment has the light property it cannot be used by a
creature of a size category above its intended size at all.

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BESTIARY & CREATURES

BESTIARY & CREATURES


This section contains information about creatures and stat blocks as they
appear in 19th-Edition content. Stat blocks are written slightly differently
than in 5th Edition (but with all the same information) and do include some
additional information.

ADDITIONAL SIZES
This system includes the following size categories:
SIZE SPACE (FEET) SPACES (GRID)
Titanic 50 feet by 50 feet 10 x 10
Tremendous 75 feet by 75 feet 15 x 15
Colossal 100 feet by 100 feet 20 x 20
Supermassive 150 feet by 150 feet 30 x 30
Planetary 500 feet by 500 feet 100 x 100
Superplanetary 1000 feet by 1000 feet 500 x 500

DAMAGE RESISTANCES & IMMUNITIES


Many creatures have a blanket immunity to base damage types. Specifical-
ly, many creatures are immune to piercing, slashing and/or bludgeoning
damage from attacks that aren’t eidolic, magical, silvered, etc,. Resistances
and immunity to piercing, slashing and bludgeoning damage is short-handed
to B/S/P - bludgeoning, slashing, piercing - with parentheses beside it that
notes any damage types, qualities or materials that overcome that damage
or resistance.
For example, B/S/P (magical) as a resistance means the creature is
resistant to bludgeoning, piercing and slashing damage from attacks that
aren’t magical. If it was written as B/S/P (adamantine or magical), it would
mean that resistance is ignored by attacks that are magical or made with
adamantine weapons or those described as adamantine.

DAMAGE THRESHOLDS
A creature with a damage threshold takes no damage from a single attack or
effect if it would deal fewer points of damage than their threshold, but if the
damage meets or exceeds it then it deals full damage as usual.
When considering the order of damage (in regards to immunities, vul-
nerabilities and resistances), effects that bypass resistances and immunities
entirely (as in all resistances/immunities, not just a single type) also bypass
damage thresholds. A damage threshold is considered after resistances,
immunities and vulnerabilities.

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Any effect that reduces damage by or to a set number (except immuni-


ties or resistances) is treated as the original damage as far as thresholds are
concerned. For example, if an attack deals 16 damage to a creature with a
damage threshold of 15 but an effect adjusts that damage to be reduced to
1, the creature still takes 1 damage. If they are dealt 16 damage but the crea-
ture also has an effect that reduces all damage they take by 5, the 11 points
go through. Damage taken after the threshold is considered “received” dam-
age, and that final result is what damage-reducing/adjusting effects should
consider. At this point the damage has bypassed the threshold already

EIDOLIC PERSEVERANCE
Eidolos possess this unique trait. When an eidolos is killed, its body dis-
solves into nothingness, leaving only an eidolic armament and sepherite
behind. This sepherite cannot be destroyed except by an eidolic deity, an
eidolos of a higher cosmogony rank, or a resplendent constellequary (or by
exceptionally powerful beings on part with these things).
3d4 hours after an eidolos is reduced to sepherite, it must attempt a
Charisma saving throw with a DC equal to half the damage from the source
that destroyed it (or 30 if it was an effect that instantly killed them). The DC
decreases by 1 each time the eidolos fails it, and they re-attempt the saving
throw every hour after failing. On a success, the eidolos regains its physical
form with half of its maximum hit points restored.
Sepherite placed with an antimagic field or similar magic-suppressing
effect pauses its countdown until its next attempt, and if dispel magic is cast
on the sepherite then its remaining time between checks is reset to 3d4
hours. The eidolos remains aware of everything happening around it while
in sepherite form as though its senses were intact.
If an eidolos is killed by - but not permanently destroyed by - a constelle-
quary, eidolic armament, or eidolic weapon, it loses its ability to restore itself
for 1d10 x 10 years.
If an eidolos is permanently destroyed, any eidolic armament it left
behind also crumbles into dust.

LEGENDARY CONGRESS
When multiple creatures who are allied have Legendary Actions and/or
Legendary Resistances and are fighting in the same battle, they share those
resources in a pool that any of them can use as if they were their own, as
described below. Creatures that are present for an encounter but not actively
participating (such as those observing or remaining hidden from sight) do
not count themselves as part of this pool until they actively become involved,
illustrating their lack of influence on the encounter.
Legendary Actions
Only the creature with the highest number of Legendary Actions counts
their full amount, but each other creature that could use Legendary Actions
adds one additional Legendary Action to that pool. When a creature with
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Legendary Actions is reduced to 0 hit points or killed, their Legendary Ac-


tion is removed from the pool.
Unlike individual Legendary Actions, this collective pool regains all of its
actions at initiative count 20 each round. If a creature adds themselves into
the pool mid-round, their added Legendary Action is not counted until next
time the pool would refresh.

MYTHIC AWAKENINGS
Many powerful enemies possess a Mythic Awakening: this is indicated by
them having a section noting Mythic Actions, them having features listed as
“Mythic Action” on their sheet, or having a feature that describes them re-
setting to a different state if reduced to 0 hit points. When the latter feature
activates, the creature avoids death supernaturally; they are not treated as
having been reduced to 0 hit points or being killed, and instead return to
the state described by the feature. The new hit point amount they have after
awakening is not considered part of their original hit point maximum.
Mythic Awakening features, once used, are regained only after the crea-
ture spends an hour resting or completes a Long Rest. The effects of most
typically only remain for 1 hour, during which time the creature can access
abilities and features they could not before (usually new Legendary Actions).
Some actions or traits are listed with “Mythic Action” before them.
These features do not function and cannot be used except in the period of
time where the creature’s Mythic Awakening is active.

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QUALITY TRAITS
19th Edition state blocks feature a “Quality Trait” section, which lists key-
words matching the list that follows. These keywords serve as short-form
versions of common features, so that features that are present on many
creatures or are usually similar/identical can take up less space on a sheet:

ABSORB X
When the creature takes the damage type(s) listed as X, it takes no damage
and gains temporary hit points equal to the damage it would have taken of
that type instead. This damage cannot originate from the creature itself or
an effect originating from it.

ADAMANT HIDE
When the creature is hit by a critical hit, it becomes a normal hit instead. It
is still treated as an automatic hit on a d20 result of 20.

ADAMANTINE
This creature’s weapons are considered to be made of adamantine.

AMORPHOUS (X)
The creature’s body can alter its shape to squeeze through spaces as
narrow as whatever is listed as X.

AMPHIBIOUS
This creature can breathe both air and water.

ANCHORED
This creature is tethered to another plane - the plane of its origin. If it is
reduced to 0 hit points or killed outright while on another plane, the crea-
ture will be restored after some time on the plane of its origin. If destroyed
or killed on their plane of origin, the creature is killed as usual and does not
revive in this way.

ANGELIC (X)
This creature’s attacks are magical, and their weapon attacks deal X radiant
damage (if another damage type is listed, it is that type instead). This extra
damage is factored into relevant attacks in their stat block already.

AVOIDANCE
When this creature makes a saving throw to take half damage from an ef-
fect, it takes no damage on a successful save and half damage on a failure.

CAPACITY (X)
This creature is a vehicle with space available to house passengers inside
itself, who move with the creature. These creatures are not considered

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pilots/operators (if there are pilots or operators, they will have their own
spaces (stations)). A creature must spend 10 feet to enter or exit the vehi-
cle. If enclosed inside the creature, the passengers have total cover against
effects and attacks originating from outside. If only partially enclosed or “on”
the vehicle, the passengers have half-cover against effects and attacks from
outside the vehicle.
This vehicle has a number of units of space inside it, listed as X. Each
passenger occupies as many of these spaces as they fill 5-foot spaces (Medi-
um creatures take 1, Large creatures take 4, Huge creatures take 9, etc.,).
A creature with this quality can carry additional weight equal in pas-
sengers equal to 100 lbs x the number of units of space they have available.
This carrying capacity only applies to passengers, and not to their carry
weight otherwise.
Though this quality refers to the creature as a vehicle, it only counts as
one for the purposes of effects if it also has the “Vehicle” quality trait. The
word vehicle for this effect is used descriptively, not mechanically.

CRITICAL X (Y)
This creature scores a critical hit on any d20 result between X and 20. If
they would only score these critical hits on specific attack types or at certain
ranges (such as “weapon”, “spell”, “melee” or “ranged”) will be listed as Y.

DEIFIC
This creature either is a deity, or is on par with one in all mechanical ways.
Their spells and magic effects cannot be negated outright by effects such as
Magic Immunity. Having this trait means the creature also implicitly has the
Anchored, Eidolic, & Unique Quality Traits as well.

EIDOLIC
This creature’s attacks and damage are eidolic and magical for the purposes
of overcoming damage resistances and immunities.

EIDOLOS (TYPE)
The creature is an eidolos, and so has eidolic perseverance. The type listed
is their cosmogony type (oucumenael, pleromael, seraphael, hypuranael) -
this is included entirely for reference purposes, and its bonuses are included
in the stat block already.
A creature with this Quality Trait is also considered to have the Im-
mutable, Eidolic, Magic Resist and Unique traits. More information about
eidolos can be found in their dedicated section.

EVASION
When this creature makes a Dexterity saving throw to take half damage
from an effect, it takes no damage on a successful save and half damage on
a failure.

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FEY ANCESTRY
The creature has advantage on saving throws against being charmed, and
magic can’t put them to sleep against their will.

FLY-BY
When this creature uses their fly or fly (hover) speed to move out of another
creature’s reach, they do not provoke opportunity attacks.

IMMUTABLE
Spells and magical effects, including effects such as polymorph, cannot
change this creature’s form.

JACK OF ALL TRADES


When this creature would make an ability check or saving throw that it is
not already adding its proficiency bonus to (including through a similar
feature to this), they may add half their proficiency bonus (rounded down) to
the result.

KEEN SENSES (X)


The creature has advantage on Perception checks involving whatever is
listed as X. If there is nothing, they have advantage on Perception checks at
all times. This advantage is not factored into their passive Perception, which
would have a +5 bonus in cases this advantage should apply.

MAGIC RESIST
This creature has advantage on saving throws against magical effects (in-
cluding spells).

MAGIC IMMUNITY X
This creature is immune to spells of Xth level or lower unless they choose
to be affected by them, or if the spell originates from a deity, artifact, or
deity-like source. The creature also has advantage on saving throws against
magical effects (including spells).
If no level is listed, the creature is immune to all spells and magical
effects, apart from the exceptions listed above.

MAGICAL
This creature’s attacks and damage are considered magical for the purposes
of overcoming damage resistances and immunities.

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MASSIVE (X/Y/DC Z)
Due to this creature’s large size, it takes half the damage from creatures of
a certain size category or smaller. Additionally, when they attack a creature
of that size category or smaller, each creature within a certain distance of
that creature must succeed a Dexterity saving throw or be targeted by that
attack. The same attack roll is used for each creature, but each is treated as
being targeted by an independent version of that attack.

X is the size category.


Y is the space surrounding their target.
Z is the Dexterity save DC.

The following notations are used for X above.


• Tiny - T
• Small - S
• Medium - M
• Large - L
• Huge - H
• Gargantuan - G
• Titanic - Ti
• Tremendous - Tr
• Colossal - Co
• Supermassive - Su
• Planetary - Pl
• Superplanetary - Spl

PACK TACTICS
The creature has an advantage on attacks made against targets when they
have an ally adjacent to them, as long as the target is within the ally’s melee
attack range and the ally is not incapacitated.

REGEN X (Y)
The creature regains hit points at the start of their turns as long as they have
at least 1 hit point.
X is the number of hit points recovered.
Y is any damage type that, if taken, prevents them from regaining their
hit points on their next turn.

SIEGE
This creature does double damage against structures, siege weapons, and
vehicles.

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SILVERED
This creature’s weapons are considered silvered.

SMALL STATURE
The creature can move through the spaces of its allies without costing extra
movement as long as they are smaller than the ally. They can also move
through the space of hostile creatures larger than them as though they were
difficult terrain.

SPIDER CLIMB
The creature can move up, down, and across vertical and horizontal surfac-
es (as well as upside down along ceilings) while leaving its appendages free
to use.

SWARM (X)
This stat block represents many creatures of a smaller size, and so can
occupy the spaces of other creatures and vice versa. The swarm can move
through any space large enough for a creature listed as X, which is the size
of the individual members of the swarm. The swarm cannot regain hit points
or gain temporary hit points.

UNDEAD FORTITUDE
When this creature is reduced to 0 hit points (except by damage that is radi-
ant or from a critical hit) and not outright killed by massive damage, it must
make a Constitution saving throw with a DC of 5 + the damage taken. On a
success, the creature drops to 1 hit point instead.

UNIQUE
This creature is a unique individual or beast (as opposed to a generic mem-
ber of their race), or is complex in nature in such a way that spells such as
shape change or polymorph cannot turn a creature into them for the purpos-
es of assuming their statistics. They are considered a unique individual, not
a broad type of creature.

VEHICLE
This creature serves as a vehicle, which can either house one or more crea-
tures internally or have them ride it from the outside. While a creature who
knows how to operate the vehicle is in a position to pilot it (or operate it,
drive it, etc.,) they can assume control of the creature.
Actions. A creature piloting a vehicle can determine what the vehicle
does on their turn as long as it isn’t incapacitated. On their own turn they
can have the vehicle take any action it is capable of taking using their own
equivalent action (except the vehicle’s Multiattack, if they have it).
Cover. A creature serving as the pilot for another with this quality tag
is protected by it, granting them half cover and allowing them to redirect at-
tacks from themselves to the vehicle as long as they are aware of them. If the
creature is housed inside the vehicle, it has total cover and can’t be targeted
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by effects originating from outside.


Entering & Exiting. Unless otherwise stated, entering the piloting po-
sition or leaving the creature requires 5 feet of movement on the part of the
pilot. To pilot a vehicle a creature must occupy a number of spaces equal to
half or fewer the number the vehicle occupies, and they must have both the
anatomical features and knowledge needed to direct or control the vehicle.
A creature exiting a vehicle emerges in an unoccupied space adjacent to the
vehicle.
Mounted Combat. In most cases, operating a vehicle also counts as
mounting it, granting bonuses associated with doing so. A GM may decide
this is not the case based on context.
Proficiency Adjustment. When piloted by a creature with a higher
proficiency bonus than its own, the vehicle’s proficiency bonus becomes its
pilot’s.
Vehicle (Auto). If the quality is listed with this variant, it means the
vehicle is capable of acting on its own without a pilot/operator. Its decisions
will be influenced by whatever it was programmed or created to do, often
simplistically and single-mindedly pursuing the last directive of its pilot or
following their orders. Vehicles with this tag do not cease operating if their
pilot is unable to act.
Some creatures, like DGRs, have unique handling rules that supersede
the vehicle quality.

YOKAI NOURISHMENT
When this creature scores a critical hit against another creature, it regains
hit points equal to the damage that the attack deals.

VEHICLES WITH STATIONS


Some creatures - almost always vehicles - have stations that can be manned
by those who know how to use them. These additional stations can be used
by creatures who aren’t the main pilot of the machine or its passengers.
These are referred to as Station Operators. Stations will be described out-
side a vehicle creature’s stat block as below, followed by the actions they can
take using that station.

STATION NAME (X)


It takes a creature 10 feet of movement to enter a station and become a Sta-
tion Operator, even if they were already a passenger. It may require more for
larger vehicles due to the scale of the systems in them. If a Station Operator
or a Station takes damage, the vehicle they are part of takes half as much
damage as they did.
A creature targeting the vehicle may choose to attack one of its Stations
(even if it only loosely knows what it’s attacking) or may choose to attack an

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exposed pilot. The headings below lists how these attacks interact with the
Station. A Station is considered to be under the same effects as the vehicle
itself (such as spells like *haste* or *bless*), but the Station Operators are
not.
Station Name (X)
The name of the Station. X states how many instances of this Station exist
independently of each other in the vehicle - if there is no number for X, there
is only one.
Unit Limit
This describes how many individual creatures can operate this station as a
Station Operator at a time and use it for its benefits. The size category listed
is the minimum size the creature must be to man the station, otherwise they
cannot work its controls.
Space Available
This lists the number of units of space available, using the same measure-
ment as the Capacity quality. Each unit is a 5 foot cube, and each creature
manning that station takes up a certain number of them based on their size
category (Medium is 1, Large is 4, etc.,). A creature cannot man a Station if
there are not enough units left, even if the unit limit hasn’t been completely
filled.
Cover
This lists half, three-quarters, total or complete. The Station Operator(s)
here have that much cover if they are targeted by an attack directly. If it
lists “complete” it means the station is internal, and the creature cannot be
targeted at all - they are not even visible, and do not share any damage from
attacks. If listed as half, three-quarters or total, half of any damage the Sta-
tion takes is also dealt to the vehicle and each Station Operator.
Armor Class
This is the Station’s armor class. It might be listed as a static number, or
expressed as an equation or variant. If the Station does not have an armor
class listing it means it cannot be targeted by attacks.
Hit Points
These are the hit points of each individual Station. Stations share the
thresholds, immunities, resistances and vulnerabilities of the vehicle they
are a part of, so their damage is calculated accordingly. When a Station’s
hit points are reduced to 0, the Station ceases working until repaired, often
requiring being rebuilt over a Short or Long Rest.
If the Station does not list hit points it means it cannot be destroyed,
and will operate as long as a Station Operator can man it.
If a Station takes damage, its Station Operators and the vehicle itself
take half the damage it does. The Station Operator may be immune to this
damage.
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FRAME UNITS
This section contains information relevant to running frame units, the most
common of which are DGRs. Mostly, it can serve as a quick reference for
players who wish to pilot them.

WHAT IS A FRAME UNIT?


The19th Edition system contains frame units, which are constructs that
functionally serve as mecha inspired by properties like Gurren Lagann, Pro-
mare and the like. The following section contains the basic rules for piloting
and running frame units as they appear in our material.

FOOTPRINT
A frame unit unit is categorized by a scale referred to as its Footprint. This
number is used to determine certain adjustments. Their Footprint is listed
on their stat block beside their creature type, size and alignment.

PILOTING
The following are rules that govern how a frame unit operates. For the pur-
poses of this section, he terms pilot and operator are used interchangeably,
but a pilot is typically understood to the the creature in complete control of
the frame unit, while an operator is a secondary crew member.

ATTACK ROLLS
The frame unit’s ability scores are used to determine attack and damage
bonuses.

BOARDING
Entering a frame unit takes an operator’s action if the frame unit is adjacent
to them, or an action by the frame unit if the operator is within their reach.
Exiting the frame unit takes the same amount of time as boarding unless the
frame unit is incapacitated, in which case it also requires an amount of man-
ual operation by the operator, represented in movement speed: it takes 20
feet of movement for each point of Footprint difference, which may require
several turns to accomplish.

DAMAGE
The pilot and operators have total cover in reference to anything outside the
frame unit, and while operating it they are in an air-tight chamber with no
openings for effects to enter through. Damage received is dealt to the frame
unit unit unless otherwise stated. If anything manages to damage the pilot
or operators despite their protection, the damage is reduced to half, and the
frame unit also takes that reduced damage.

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When the frame unit attacks with a weapon that is copying the pilot’s
or operator’s (such as when Junctioning) or the operator casts a spell that
deals damage through the frame unit, the damage of that effect or attack is
the same type it would have been if it originated from the operator, and deals
additional damage dice of that type equal to half the Footprint difference
between the operator and the frame unit plus one.

EFFECTS AND CONDITIONS


The operators and frame unit are considered separate creatures for the
purposes of effects targeting them. The frame unit and operators react in the
following ways to the frame unit being affected by these conditions (some of
them may be unlikely for a frame unit to suffer from, but in rare cases they
function this way regardless):
Blinded
The visual systems the frame unit uses are compromised, causing the
operators to be blinded as well. If the frame unit has senses that allow it to
operate in spite of being blinded, the operators benefits from these as well.
Charmed
If an operator attempts to force the frame unit to act against the source of
the effect, it will lock up as though resisting them. If the pilot has a PML
unit, the operators can overpower the lock up, but their attack rolls, ability
checks and saving throws made against the effect’s source have disadvan-
tage due to the frame unit fighting back against them.
Combat Fatigue & Exhaustion
The operator’s actions taken through the frame unit suffer from the frame
unit’s penalty from Combat Fatigue. If both the acting operator and the
frame unit have Combat Fatigue, the highest penalty between the two is
used for the operator’s actions taken this way.
The operator’s actions taken through the frame unit suffer from the
same disadvantage on ability checks, attack rolls and saving throws caused
by being exhausted. The operator’s speed and hit point maximums are un-
affected by the frame unit’s exhaustion, but the frame unit’s adjusted speed
affects the speed the operator can choose to take through it.
Deafened
The operator cannot hear any sound originating from outside the cockpit,
effectively deafening the operator as well.
Frightened
The operator’s attacks and ability checks taken through the frame unit are
unaffected by the effect, but they cannot have the frame unit take movement
that would move them closer to the source of their fear.

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Grappled
Any actions the operator takes through the frame unit acts as though
they are grappled as well.
Incapacitated
The operator can still take actions through the frame unit on their own
turn by taking manual control of it, but the frame unit cannot use its own
actions as usually described by being incapacitated.
Invisible
The operator also becomes invisible while the effect is in place.
Paralyzed
The operator cannot take actions through the frame unit.
Poisoned, Prone, Restrained, and Sluggish
The operator’s actions, ability checks, saving throws and movement tak-
en through the frame unit are treated as though the operator is also affected
by the condition.
Stunned
The operator can still take actions through the frame unit on their own
turn, but they cannot take movement through it, and all attacks they make
through the frame unit have disadvantage.
Unconscious
The frame unit completely shuts down, becoming unpilotable. The op-
erator is limited to only boarding or exiting it in this state unless an outside
element prevents this. If the frame unit still has its senses, the operator can
see and hear what is happening outside the frame unit.
Healing & Hit Dice (Repair)
As the frame unit is a construct, any feature that cannot heal constructs can-
not heal it. However, any spell or item that targets the pilot and causes them
to regain hit points also causes the frame unit to gain temporary hit points
equal to the hit points the pilot would gain (which cannot exceed the pilot’s
maximum hit points). These temporary hit points are gained even if the pilot
doesn’t have wounds to heal.
Frame units can auto-repair themselves over Short Rests by spending
their Hit Dice, but they cannot regain hit dice over a Long Rest unless they
are a Protoframe unit or their stat blocks state they do.

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With proper materials and time, a creature trained to repair or maintain


a frame unit can spend time repairing it. They can spend one platinum piece
per hour (multiplied by the frame unit’s Footprint), allowing them to perform
one of the following options at the end of each hour:
• The frame unit regains one Hit Dice’s worth of their hit points (roll-
ing a Hit Die and adding their Constitution modifier).
• The frame unit regains one of their spent Hit Dice.

Multiple creatures can attempt to repair a frame unit at one time, each
consuming the same time and resources. A number of creatures equal to the
frame unit’s Footprint can work on them at one time. Depending on its size,
a GM may decide that a special team or workplace is required to work on
them. Repairing a frame unit assumes the cost is being spent on materials
and tools, so being able to find appropriate materials may have to be dis-
cussed at the table.

MAGIC ITEMS
If the operator has a magic weapon they are attuned to that matches the de-
scription of a weapon carried by the frame unit (DM’s discretion), the frame
unit’s weapon can act as a conduit for the effects of the magic weapon. If the
operator has armor they are attuned to, the frame unit gains the effects of
the armor as well (including its enhancement bonus). Only attuned items are
considered for these purposes.

PROFICIENCY BONUS
The difference between the frame unit’s proficiency bonus and the opera-
tor’s proficiency bonus are added to the attack rolls, saving throws and skill
checks the frame unit makes. If the operator has a lower proficiency bonus
than the frame unit, this is applied as a penalty instead.

PROTECTED PILOT
The cockpit of a frame unit is a sphere with a circumference equal to at least
5 feet x its Footprint. An operator remains within, suspended, controlling
the frame unit through a visual simulation. Creatures cannot teleport into or
form a gate inside a frame unit’s cockpit without the operator’s permission -
unless the frame unit is incapacitated.

SAVING THROWS
Any Strength, Dexterity or Constitution save targeting the frame unit uses
its saving throw modifiers, while any Intelligence, Wisdom or Charisma
saving throws use the higher saving throw between the two. If an ongoing
effect is on either, it is made on the turn of the one who would make the save
(regardless of who it is affecting).

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OPERATION
The frame unit and operator(s) have separate turns, determined by their
individual initiatives. On the frame unit’s turn it takes whatever actions are
available to it as normal, acting generally in the pilot’s interest or based on
their commands.

ACTIONS & FEATURES


On the operator’s turn, as long as they aren’t incapacitated, the operator can
use their own actions through the frame unit, using the frame unit’s weap-
ons to facilitate this. For example, a rogue operating the frame unit can use
their Sneak Attack through it, or a Paladin can enhance the frame unit’s
damage with a Divine Smite. If the operator takes the Attack action, they
can have the frame unit make as many attacks as the operator is capable of.
The operator cannot use the frame unit’s Multiattack feature using their own
action unless otherwise stated.

CONCENTRATION
If a frame unit and/or their operator are concentrating on one or more
effects, they make all of their concentration checks together whenever either
takes damage (unless an effect specifically states one of them makes the
check). When they do, they make one check, using the higher relevant ability
score between the frame unit and the operator.

LEGENDARY ACTIONS
If the frame unit has Legendary Actions and is being commanded by a
player character, the operator can have it take one of its Legendary Actions
on the operator’s turn. If it for some reason has multiple operators, they can
each command it to take a Legendary Action on their turn but it still only
has as many Legendary Actions as is described in its stat block. If the frame
unit is being operated by one or more NPCs it takes its Legendary Actions
as an NPC regularly would.

MOVEMENT
The operator can use the frame unit’s movement as if it was their own, but
using the frame unit’s movement consumes theirs as well. If the operator
takes the Dash action this affects the frame unit’s speed as well. The frame
unit’s speed on the operator’s turn is reduced by any movement the frame
unit took on its previous turn, but when the operator’s turn starts the frame
unit always has movement at least equal to the operator’s base movement
speed (unless an effect is reducing it).
Any effect that would reduce the frame unit’s movement speed below
the operator’s base movement speed reduces the operator’s speed to the
same amount for the purposes of operating. If the frame unit’s speed would
be reduced to 0 by any effect or condition, the operator cannot have it take
movement (even using their own).

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FRAME UNITS

REACTIONS
The operator can have the frame unit use its reaction as described in its
stat block (if it has reactions), and can use their own reaction to take actions
(such as Uncanny Dodge) through the frame unit. The frame unit regains its
reaction at the start of its turn, as it normally would. The operator can have
the frame unit use their reaction to take any reaction the operator or frame
unit could take, but the frame unit cannot use its own reaction to use any
actions not described on its own stat block.

SENSES
The operator can see through the frame unit’s senses while operating it.
Their own senses - unless they penetrate its hull - are not accounted for
while operating it.

TARGETING AND RANGE


Any effect with a range of “self” can target either the operator or the frame
unit. The range of spells, features, and effects used by the operator through
the frame unit increases based on their difference in Footprints. Most crea-
tures have a Footprint size of 1. A creature’s spell range increases based on
the difference between their Footprint and the frame unit’s. When a ranged
weapon’s short and long range are being adjusted, both are multiplied by the
Ranged Attack column.
Footprint Difference Melee Reach Sphere Radius Cube Face Size
1 - +10 feet x2
2 +5 feet x2 x3
3 x2 x2 x3
4 x2 x3 x4
5 x3 x3 x4
6 x3 x4 x5
7+ x4 x5 x5

Footprint Difference Ranged Atk / Effect / Cone Range Dmg Dice


1 x1.5 1
2 x2 2
3 x3 2
4 x3 3
5 x4 3
6 x4 4
7+ x5 4

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FRAME UNITS

JUNCTIONING
When an eidolos or a creature with an eidolic armament operates a frame
unit, its functions change somewhat - its body changes to represent the new
eidolic component aesthetically, and the frame unit can adjust to match
both. This process is called Junctioning, and takes an action on a creature’s
turn to do while within a frame unit and having the ability to do so.
Junctioning represents an enhanced connection with a frame unit that
causes it to undergo a transformation and sync more closely with its pilot’s
abilities, and has the following effects when piloting.

ACTIONS
The pilot can choose to use the frame unit’s Multiattack feature if they wish
to. If it involves making melee or ranged weapon attacks, they can substitute
copies of their own for those as described under Weaponry and Equipment.
For the purposes of their own features, this counts as the operator taking
the Attack action.

ARMAMENT LOSS
When a creature uses an eidolic armament to Junction with a frame unit, all
limited uses of abilities that armament would have are bound to the frame
unit. The creature piloting it can still use the uses that remain through the
frame unit, but once they exit the frame unit all of those uses are treated as
expended.

ATTACKS AND SAVES


The frame unit and its operator’s attack bonuses and saving throws are
determined using the highest relevant ability score between both of them.
If the frame unit has multiple operators while Junctioning, actions taken by
the operators through the frame unit only account for their highest statistics
(between that operator and frame unit), but when the frame unit makes a
saving throw or takes an action on its turn, it accounts for the highest statis-
tic between itself and all operators.

INITIATIVE
The frame unit does not roll initiative: the pilot rolls for them, and both
share a turn in initiative. When their turn comes, the pilot may choose which
of the two takes their turn first.

JUNCTION FATIGUE
Each time a frame unit Junctions after having already done so since their
last Short or Long Rest, they suffer one point of Combat Fatigue. If they
have the maximum amount of Combat Fatigue they can have, they cannot
Junction. A pilot who Junctions more than once per Short or Long Rest suf-
fers a level of exhaustion each time they do.

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FRAME UNITS

JUNCTION RESTORATION
When a frame unit is Junctioned while it has fewer than half its remaining
hit points, the pilot Junctioning with it may spend any number of their hit
dice to cause the frame unit to gain the result as temporary hit points. These
temporary hit points are lost when the Junction ends.

LAST STAND
If the frame unit is reduced to 0 hit points, the pilot can choose to have it
continue to operate without dying. In this case, all damage dealt to the frame
unit is instead dealt to its pilot. Once they have been reduced to 0 hit points,
both the frame unit and the pilot begin dying as usual. While fighting in this
state, the frame unit cannot take actions or movement on its own turn - it
can only act on its operator’s turn(s).
If a frame unit regains hit points after beginning its Last Stand while it
is at 0 hit points, they return to normal operation. However, the frame unit
suffers from one point of Combat Fatigue when it regains hit points this way,
and if it has its maximum number of Combat Fatigue points it cannot regain
hit points while in its Last Stand state.

MOVEMENT
The frame unit gains any movement type the operator has, equal to its base
movement speed or the operator’s (whichever is higher). If its operator and
the frame unit share any movement speeds already, the frame unit has the
higher movement speed of the two.

RESISTANCES
The frame unit gains the pilot’s immunities, resistances and vulnerabilities.

SENSES
The frame unit gains the operator’s senses. Their range is increased based
on the range increase column of the Footprint difference table.

WEAPONRY AND EQUIPMENT


The frame unit can create copies of the operator’s magic items, weapons
and armor, which reflect and synchronize with remaining uses, quantity,
charges, etc., of the original. Its armor class is only adjusted by enhance-
ment bonuses and magical effects, not by regular armor bonuses (except
for shields). When used, the original reflects how it was used: consumable
items are used up, item charges are reduced, thrown weapons vanish and
reappear where thrown, etc.
The frame unit benefits from the magical effects of any armor or items
the operator is attuned to.

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END

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