Horizon RPG System
Horizon is a rules-lite tabletop roleplaying game system featuring a unique runic inscription magic system. Set in a world where magic flows through ancient symbols and glyphs, characters inscribe runes onto their bodies, weapons, and surroundings to channel supernatural power.
Design Philosophy
- Simple Math: Addition and subtraction only. Typical modifiers range from -1 to +5.
- Bounded Accuracy: Success remains meaningful at all levels. A goblin can still threaten a veteran.
- Runic Identity: Magic is visual and tactile, expressed through inscribed symbols rather than abstract spell slots.
- Narrative Focus: Mechanics enhance storytelling rather than slow it down.
- 10-Level Cap: Progression is meaningful and campaigns reach satisfying conclusions.
The World of Inscriptions
In Horizon, magic manifests through seven runic domains:
| Domain | Element | Theme |
|---|---|---|
| Ignis | Fire | Destruction, passion, light |
| Glacius | Ice | Preservation, patience, cold |
| Fulmen | Storm | Speed, change, lightning |
| Terra | Earth | Stability, strength, growth |
| Umbra | Shadow | Concealment, fear, darkness |
| Lumen | Light | Healing, truth, radiance |
| Anima | Soul | Life, death, spirit |
Characters learn to inscribe these domains as glyphs on their skin, etch them onto weapons, or trace them in the air. The more powerful the inscription, the greater the strain on the inscriptor.
What You Need
- One 20-sided die (d20) per player
- A set of polyhedral dice (d4, d6, d8, d10, d12)
- Character sheets
- This rulebook
Core Mechanic
When the outcome is uncertain, roll a d20, add your modifier, and compare to a target number:
d20 + modifier >= target number = success
That’s it. Everything else builds on this foundation.
Quick Start
- Create a Character (Chapter 2): Pick a Path, background, assign stats, and choose talents.
- Learn the Runes (Chapter 5): Understand domains, inscriptions, and strain.
- Master Combat (Chapter 6): Understand actions, attacks, and wounds.
- Play: Roll dice, tell stories, and have fun.
Horizon is designed for use with the Tavern application but can be played entirely on paper.
Core Rules
This chapter covers the fundamental mechanics of Horizon.
The Four Stats
Every character has four core stats. These values directly represent your modifier (no separate ability score/modifier split).
| Stat | Abbr | Governs |
|---|---|---|
| Might | MIG | Physical power, endurance, melee attacks |
| Finesse | FIN | Speed, precision, stealth, ranged attacks, defense |
| Insight | INS | Perception, intuition, willpower, divine magic |
| Cunning | CUN | Knowledge, problem-solving, arcane magic |
Typical Values: -1 to +5. Starting characters distribute +2, +1, +1, +0 among their stats.
Rolling Dice
Basic Rolls
When you attempt something with an uncertain outcome:
- Roll a d20
- Add your relevant stat modifier
- Add your proficiency bonus (+2) if applicable
- Compare to the target number (Difficulty Class or Defense)
Success: Total ≥ target number Failure: Total < target number
Advantage and Disadvantage
Sometimes circumstances make success more or less likely:
- Advantage: Roll 2d20 and take the higher result
- Disadvantage: Roll 2d20 and take the lower result
If you have both advantage and disadvantage, they cancel out regardless of how many of each you have.
Critical Results
Special outcomes occur on natural die results:
| Natural Roll | Result | Effect |
|---|---|---|
| Natural 1 | Critical Failure | Automatic failure, regardless of modifiers |
| Natural 20 | Critical Success | Automatic success with bonus effect |
Note: Characters with mastery in a domain treat natural 1s as regular failures instead of critical failures.
Skill Checks
The 15 Skills
Skills are grouped by their governing stat:
Might Skills
- Athletics: Climbing, swimming, jumping, feats of strength
- Intimidation: Frightening or coercing through presence
- Endurance: Resisting hardship, holding breath, forced march
Finesse Skills
- Acrobatics: Balance, tumbling, aerial maneuvers
- Stealth: Moving unseen, hiding, ambushes
- Sleight of Hand: Pickpocketing, lockpicking, prestidigitation
- Riding: Controlling mounts and vehicles
Insight Skills
- Perception: Noticing details, spotting hidden threats
- Medicine: Treating wounds, diagnosing illness, stabilizing dying
- Survival: Tracking, foraging, navigation, weather prediction
- Empathy: Reading emotions, detecting lies, understanding motives
Cunning Skills
- Arcana: Magic knowledge, identifying spells and phenomena
- History: Past events, cultures, famous figures
- Investigation: Analyzing clues, deduction, solving puzzles
- Persuasion: Logic, charm, negotiation, rhetoric
Making Skill Checks
d20 + stat modifier + proficiency bonus (if proficient) vs DC
Difficulty Classes
| Difficulty | DC | Description |
|---|---|---|
| Trivial | 5 | Almost anyone can do this |
| Easy | 8 | Simple task, requires some effort |
| Medium | 10 | Standard challenge for the untrained |
| Hard | 13 | Requires skill or luck |
| Very Hard | 16 | Only skilled individuals succeed reliably |
| Extreme | 19 | Even experts struggle |
| Legendary | 22 | Near impossible, the stuff of legends |
Tiered Success
Not all successes are equal. The margin (how much you beat the DC by) determines the quality:
| Margin | Result | Outcome |
|---|---|---|
| Failed | Failure | You don’t achieve your goal |
| 0-4 | Partial Success | Success with a complication |
| 5+ | Full Success | Complete success, no drawbacks |
Complications (GM chooses one for partial success):
- Takes longer than expected
- Attracts unwanted attention
- Costs something (item damaged, resource spent)
- Creates a new problem
- Achieves a lesser version of your goal
Contested Checks
When two characters oppose each other directly:
- Both roll their relevant skill check
- Higher total wins
- Ties go to the initiator (whoever started the contest)
Proficiency
Proficiency Bonus: +2 (this never changes)
You add your proficiency bonus when:
- Making a check with a skill you’re proficient in
- Making an attack with a weapon you’re proficient with
- Making a saving throw you’re proficient in
- Casting spells (if you have spellcasting ability)
Proficiencies come from your Path, background, and talents.
Health Points (HP)
HP represents your ability to avoid and absorb damage.
Starting HP = Hit die maximum + Might modifier (minimum 1)
HP Per Level = Hit die average + Might modifier (minimum 1)
| Hit Die | Max (Level 1) | Average (Per Level) |
|---|---|---|
| d6 | 6 | 3 |
| d8 | 8 | 4 |
| d10 | 10 | 5 |
| d12 | 12 | 6 |
Defense
Defense determines how hard you are to hit in combat.
Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)
| Armor Type | Finesse Limit |
|---|---|
| Light | Full Finesse modifier |
| Medium | Maximum +2 |
| Heavy | No Finesse bonus |
Resting
Short Rest
- Duration: 1 hour of light activity
- Recover: Mana equal to 1/4 of your max (rounded up)
- Use: Class abilities that refresh on short rest
Long Rest
- Duration: 8 hours (at least 6 sleeping)
- Recover: All HP, all mana, all abilities
- Limit: Once per 24 hours
Mastery
Masters of a domain treat natural 1s as regular failures instead of critical failures.
Domains:
- Melee Weapons
- Ranged Weapons
- Arcane Magic
- Divine Magic
- Athletics
- Subterfuge
- Lore
- Social
- Survival
- Crafting (specific type)
Mastery is gained through archetype progression (automatically at level 5) or specific talents.
Character Creation
Follow these steps to create your Horizon character.
Step 1: Choose Your Path
Your Path defines your relationship with runic inscriptions, your hit die, and available talents.
| Path | Role | Primary Stat | Hit Die |
|---|---|---|---|
| Wardkeeper | Defensive protector | Might | d10 |
| Bladescribe | Melee damage dealer | Might/Finesse | d10 |
| Glyphweaver | Arcane inscriptor | Cunning | d6 |
| Soulscribe | Healer and support | Insight | d8 |
| Shadowmark | Stealth and precision | Finesse | d8 |
| Pathreader | Explorer and tracker | Insight | d8 |
See Chapter 4: Paths & Talents for full details.
Step 2: Choose Your Background
Your background represents your life before adventuring. It grants:
- 2 skill proficiencies
- Starting equipment
- Narrative bonds and hooks
Available Backgrounds
| Background | Skill Proficiencies | Equipment Highlights |
|---|---|---|
| Legion Inscribed | Athletics, Intimidation | Legion sigil, faded battleglyph |
| Archive Keeper | History, Investigation | Runic codex, inscription pen |
| Glyph Runner | Stealth, Sleight of Hand | Lockpicks (runic), hooded cloak |
| Highborn Inheritor | Persuasion, History | Signet ring, noble vestments |
| Rune Trader | Persuasion, Empathy | Glyph loupe, sample inscriptions |
| Temple Initiate | Empathy, Medicine | Inscribed prayer beads, holy oils |
| Spectacle Weaver | Acrobatics, Persuasion | Glyph-light orb, performer’s outfit |
| Stormmarked | Survival, Athletics | Storm charm, weathered cloak |
| Wild Inscribed | Survival, Nature | Tribal sigils, hunting trap |
| Inscription Crafter | Investigation, Arcana | Inscription tools, guild token |
| Street Marked | Stealth, Sleight of Hand | Gang glyph, city map |
| Solitary Inscriptor | Medicine, Arcana | Personal grimoire, rare inks |
Step 3: Assign Stats
Distribute the following modifiers among your four stats:
- +2 (primary strength)
- +1 (secondary strength)
- +1 (tertiary strength)
- +0 (weakness)
Recommended Distributions
| Path | Might | Finesse | Insight | Cunning |
|---|---|---|---|---|
| Wardkeeper | +2 | +1 | +0 | +1 |
| Bladescribe | +2 | +1 | +1 | +0 |
| Glyphweaver | +0 | +1 | +1 | +2 |
| Soulscribe | +1 | +0 | +2 | +1 |
| Shadowmark | +0 | +2 | +1 | +1 |
| Pathreader | +1 | +1 | +2 | +0 |
Feel free to customize based on your character concept.
Step 4: Choose Starting Talents
Select 2 talents from your Path’s talent list. These define your starting capabilities beyond the Path’s base abilities.
See Chapter 4: Paths & Talents for talent options.
Step 5: Calculate Derived Stats
Hit Points
Max HP = Hit Die Maximum + Might Modifier (minimum 1)
| Path | Hit Die | With +2 Might | With +0 Might |
|---|---|---|---|
| Wardkeeper | d10 | 12 HP | 10 HP |
| Bladescribe | d10 | 12 HP | 10 HP |
| Glyphweaver | d6 | 8 HP | 6 HP |
| Soulscribe | d8 | 10 HP | 8 HP |
| Shadowmark | d8 | 10 HP | 8 HP |
| Pathreader | d8 | 10 HP | 8 HP |
Defense
Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor)
Without armor, defense equals 10 + Finesse.
Runic Energy (Inscriptors)
Max Runic Energy = (Casting Stat + Level) x 2
| Path | Casting Stat | Level 1 Energy (with +2) |
|---|---|---|
| Glyphweaver | Cunning | 6 energy |
| Soulscribe | Insight | 6 energy |
| Pathreader | Insight | 6 energy |
Step 6: Record Equipment
You receive equipment from:
- Path: Starting weapons and armor
- Background: Additional gear and tools
- Gold: 10 gold pieces for additional purchases
Path Starting Equipment
| Path | Weapons | Armor |
|---|---|---|
| Wardkeeper | Longsword, inscribed shield | Chain mail |
| Bladescribe | Runeforged longsword, dagger | Leather armor |
| Glyphweaver | Quarterstaff, glyph focus | Robes |
| Soulscribe | Mace, inscribed shield | Scale mail |
| Shadowmark | Shortsword, shortbow, daggers | Leather armor |
| Pathreader | Longbow, shortsword | Leather armor |
Step 7: Finishing Touches
Name and Description
Give your character a name, physical description, and note any visible inscriptions or runic marks.
Bonds
Choose or create 1-2 bonds from your background. These are motivations, relationships, or goals that drive your character.
Example Bonds by Background:
- Legion Inscribed: “My unit’s sigil is inscribed on my shoulder. I will honor their memory.”
- Archive Keeper: “A runic text was stolen from my archive. I must recover it.”
- Glyph Runner: “The underground taught me that runes can set you free.”
- Temple Initiate: “The sacred inscriptions must not fall into the wrong hands.”
Example Character
Name: Kira Stormglyph Path: Wardkeeper Background: Legion Inscribed
Stats:
- Might: +2
- Finesse: +1
- Insight: +0
- Cunning: +1
Skills: Athletics (background), Intimidation (background)
Talents: Glyph Shield, Runic Fortitude
HP: 14 (10 + 2 base + 2 from Runic Fortitude) Defense: 18 (10 + 6 armor + 2 shield)
Equipment: Longsword, inscribed shield, chain mail, legion sigil, faded battleglyph, 10 gp
Bond: “A Wardkeeper saved my life by transferring their protective glyph to me. I carry on their legacy.”
Character Advancement
As you adventure, you’ll gain experience and level up:
| Level | XP Required | Features |
|---|---|---|
| 1 | 0 | Starting character |
| 2 | 300 | +1 Talent |
| 3 | 900 | +1 Talent |
| 4 | 2,700 | +1 Talent, +1 to any stat |
| 5 | 6,500 | +1 Talent, Signature Mastery |
| 6 | 14,000 | +1 Talent |
| 7 | 23,000 | +1 Talent |
| 8 | 34,000 | +1 Talent, +1 to any stat |
| 9 | 48,000 | +1 Talent |
| 10 | 64,000 | +1 Talent |
Signature Mastery: At level 5, you automatically gain mastery in your Path’s signature domain:
- Wardkeeper: Melee Weapons
- Bladescribe: Melee Weapons
- Glyphweaver: Arcane Inscriptions
- Soulscribe: Divine Inscriptions
- Shadowmark: Subterfuge
- Pathreader: Ranged Weapons OR Survival (your choice)
Mastery means that when you roll a natural 1 in that domain, it’s treated as a regular failure instead of a critical failure.
Paths & Talents
Your Path defines your character’s relationship with runic inscriptions and their core capabilities.
Wardkeeper
Warriors who inscribe protective wards directly onto their skin and armor, serving as frontline defenders.
| Attribute | Value |
|---|---|
| Primary Stat | Might |
| Hit Die | d10 |
| Signature Mastery | Melee Weapons |
| Starting Domains | Terra, Lumen |
Base Abilities
Glyph of Shielding As a reaction when you or an adjacent ally takes damage, reduce it by 1d6 + your level.
Ward Transfer As a bonus action, transfer your active protective glyph to an ally within 10 feet. They gain +1 Defense until your next turn.
Inscription Scars Your body is a living ward. You can never be completely disarmed of your protective inscriptions.
Wardkeeper Talents
| Talent | Prerequisite | Effect |
|---|---|---|
| Glyph Shield | Starting | Deflect spell damage by your level using your shield |
| Inscribed Resilience | Starting | Resistance to one damage type; when you take that damage, gain temp HP equal to your level |
| Warded Soul | Starting | Advantage on saves vs charm and fear |
| Inscription Binding | Starting | Grappled creatures are restrained by your wards |
| Mending Ward | Starting | When you use Glyph of Shielding, heal the target for 1d8 |
| Overchannel Ward | Starting | Double the damage reduction of Glyph of Shielding; take half the reduced damage yourself |
| Unbreaking Ward | Level 5 | Your defensive inscriptions can’t be dispelled; you have advantage on saves to maintain concentration |
| Aegis Expansion | Level 4 | Glyph of Shielding and Ward Transfer reach 30 feet |
Bladescribe
Fighters who inscribe combat runes onto weapons for devastating effects.
| Attribute | Value |
|---|---|
| Primary Stat | Might or Finesse |
| Hit Die | d10 |
| Signature Mastery | Melee Weapons |
| Starting Domains | Ignis, Fulmen |
Base Abilities
Weapon Inscriptions You can temporarily etch runes onto your weapons for bonus effects lasting 1 minute.
Runic Strike Once per turn when you hit with a weapon attack, deal +1d6 damage of a type matching your weapon’s inscription.
Combat Scribe You can inscribe runes in the heat of battle without provoking opportunity attacks.
Bladescribe Talents
| Talent | Prerequisite | Effect |
|---|---|---|
| Devastation Rune | Starting | +1d8 damage on critical hits |
| Precision Glyph | Starting | +2 to hit with inscribed weapons |
| Targeting Inscription | Starting | Mark enemies for advantage on attacks |
| Perfect Inscription | Starting | Weapon inscriptions don’t fade in combat |
| Giant’s Bane | Starting | Extra damage against Large+ creatures |
| Cascade Inscription | Starting | Attacks can chain to nearby enemies |
| Runic Fury | Level 5 | Extra attack when you reduce an enemy to 0 HP |
| Master Inscriptor | Level 7 | Apply two inscriptions to one weapon |
Glyphweaver
Scholars who combine runes into complex patterns to reshape reality.
| Attribute | Value |
|---|---|
| Primary Stat | Cunning |
| Hit Die | d6 |
| Signature Mastery | Arcane Inscriptions |
| Starting Domains | All seven domains |
Base Abilities
Runic Array You can combine two basic glyphs into a compound inscription, gaining effects from both domains at increased cost.
Symbol Mastery Choose one runic domain. Inscriptions from that domain cost 1 less Runic Energy (minimum 1) and have +1 to their save DC.
Inscription Memory You can hold one fully-prepared inscription in your mind, releasing it instantly as a reaction.
Glyphweaver Talents
| Talent | Prerequisite | Effect |
|---|---|---|
| Expanded Attunement | Starting | Gain one additional attunement slot |
| Metamagic Inscription | Starting | Once per short rest, apply one metamagic effect: Extend (double duration), Widen (increase area by 5ft), or Quicken (cast as bonus action) |
| Runic Siphon | Starting | When you successfully dispel or counter magic, recover Runic Energy equal to the inscription’s cost |
| Inscription Erasure | Starting | As a reaction, counter an inscription within 60ft; contested Cunning check vs caster |
| Ritual Inscriptor | Starting | You can cast any inscription you know as a ritual (10 minutes, no energy cost) |
| Empowered Symbols | Starting | Add Cunning modifier to inscription damage once per turn |
| Dual Mastery | Level 5 | Your Symbol Mastery applies to two domains instead of one |
| Reality Inscriptor | Level 7 | Spend 10 minutes to create a permanent glyph; max Cunning modifier active at once |
Soulscribe
Healers who channel the Anima and Lumen domains to mend and protect.
| Attribute | Value |
|---|---|
| Primary Stat | Insight |
| Hit Die | d8 |
| Signature Mastery | Divine Inscriptions |
| Starting Domains | Lumen, Anima |
Base Abilities
Life Inscription Once per short rest, heal a creature within touch for 2d8 + Insight modifier HP.
Soul Sense You can sense the life force of creatures within 30 feet, detecting undead, constructs, and dying creatures.
Anima Script Your healing inscriptions leave protective marks that grant +1 AC for 1 minute.
Soulscribe Talents
| Talent | Prerequisite | Effect |
|---|---|---|
| Banishment Glyph | Starting | Inscribe wards that repel undead and fiends; they cannot willingly enter within 10ft |
| Sympathetic Resonance | Starting | When you heal another creature, heal yourself for half that amount (max Insight mod per turn) |
| Spirit Lance | Starting | As an action, make an Insight-based ranged attack (60ft) dealing 2d8 radiant damage |
| Resonant Healing | Starting | When you cast a healing inscription, one additional creature within 10ft heals for 1d6 |
| Purifying Light | Level 3 | When you heal a creature, you can also end one condition: blinded, deafened, poisoned, or frightened |
| Anima Blade | Starting | Summon a weapon of soul-light (1d8 radiant, uses Insight for attacks); lasts 1 hour or until dismissed |
| Glyph of Petition | Level 5 | Once per long rest, call upon divine aid: ask one yes/no question or request minor intervention |
| Life Link | Starting | Bond two willing creatures for 1 hour; damage to one is split evenly between both |
Shadowmark
Operatives who use Umbra domain runes for concealment and assassination.
| Attribute | Value |
|---|---|
| Primary Stat | Finesse |
| Hit Die | d8 |
| Signature Mastery | Subterfuge |
| Starting Domains | Umbra |
Base Abilities
Veil Glyph As a bonus action, activate Umbra runes to become lightly obscured. Advantage on Stealth while active.
Marked Target As a bonus action, place an invisible Umbra rune on a creature within 60 feet. +1d6 damage against marked targets.
Fade Step Once per short rest, teleport up to 30 feet to dim light or darkness as a bonus action.
Shadowmark Talents
| Talent | Prerequisite | Effect |
|---|---|---|
| Umbra Strike | Starting | Sneak attack deals Umbra damage |
| Shadow Slip | Starting | Disengage or Hide as bonus action |
| Refined Technique | Starting | Expertise on two skills |
| Reflex Ward | Starting | Halve damage from attacks as reaction |
| Death Mark | Starting | Advantage and auto-crit vs surprised creatures |
| Phase Glyph | Starting | Teleport through dim light/darkness |
| Phantom Inscription | Level 5 | Create illusory duplicates |
| Tremor Glyph | Level 7 | Sense vibrations through surfaces |
Pathreader
Travelers who read the natural runes in the world, mastering tracking and nature magic.
| Attribute | Value |
|---|---|
| Primary Stat | Insight |
| Hit Die | d8 |
| Signature Mastery | Ranged Weapons OR Survival (choose at level 5) |
| Starting Domains | Terra, Anima |
Base Abilities
Natural Script You can read the runic patterns in nature, gaining advantage on Survival and tracking checks in natural terrain.
Terrain Attunement Once per short rest, attune to the terrain. Gain advantage on all checks related to that terrain for 1 hour.
Beast Tongue You can communicate simple concepts with animals through shared runic understanding.
Pathreader Talents
| Talent | Prerequisite | Effect |
|---|---|---|
| Terrain Inscription | Starting | Mark terrain for advantage on attacks |
| Bonded Landscape | Starting | Second terrain attunement; ignore difficult terrain |
| Runic Familiar | Starting | Gain a CR 1/4 animal companion |
| Windmark | Starting | +10 speed; Dash as bonus action |
| Scatter Inscription | Level 5 | Attack all creatures in an area |
| Hunter’s Mark Glyph | Starting | Enhanced damage against marked prey |
| Verdant Writing | Level 7 | Manipulate plants and terrain |
| Way Reading | Level 9 | Sense creatures up to 1 mile away |
Universal Talents
Available to all Paths:
| Talent | Prerequisite | Effect |
|---|---|---|
| Vital Inscription | — | +1 max HP per level; when reduced to 0 HP, drop to 1 HP instead (once per long rest) |
| Vigilance Glyph | — | +5 initiative; you can’t be surprised while conscious |
| Swiftmark | — | +10 movement speed; when you Dash, ignore difficult terrain |
| Fortune’s Glyph | — | Gain 3 luck points per long rest; spend one to reroll any d20 (must use new result) |
| Sight Rune | — | +1 Insight; you can read lips; +5 to passive Perception |
| Body Inscription | — | +1 to Might or Finesse (choose when taken); advantage on Athletics and Acrobatics |
| Knowledge Glyphs | — | Gain proficiency in 3 skills or tools of your choice |
| Guardian Inscription | — | Creatures provoke opportunity attacks from you when they Disengage; hits reduce their speed to 0 |
| Toughened Physique | — | +1 Might; when you receive healing, heal an additional amount equal to your Might modifier |
| Field Medic | — | Using a healing kit heals 1d6 + 4 + your proficiency bonus HP |
Mastery Talents
These grant mastery in a skill domain—on a natural 1, you may reroll once (must use new result):
| Talent | Prerequisite | Mastery |
|---|---|---|
| Blade Mastery | Level 3 | Melee weapon attacks and damage |
| Marksman Mastery | Level 3 | Ranged weapon attacks and damage |
| Silver Tongue | Level 3 | Persuasion, Deception, and Intimidation checks |
| Wilderness Inscriptor | Level 3 | Survival, Nature, and Animal Handling checks |
| Lorekeeper | Level 3 | History, Arcana, and Religion checks |
| Runic Initiate | Level 3, Non-caster | Gain access to one runic domain; learn 2 inscriptions from it; 4 inscription uses per long rest |
Equipment
This chapter covers weapons, armor, and gear available to adventurers.
Currency
| Coin | Value | Conversion |
|---|---|---|
| Copper (cp) | Base | 1 cp |
| Silver (sp) | 10 cp | 1 sp = 10 cp |
| Gold (gp) | 100 cp | 1 gp = 10 sp = 100 cp |
Most prices are listed in gold pieces (gp).
Weapons
Weapon Properties
| Property | Effect |
|---|---|
| Finesse | Use Finesse instead of Might for attack and damage |
| Light | Can be used for two-weapon fighting |
| Heavy | Small creatures have disadvantage |
| Two-Handed | Requires both hands to wield |
| Versatile | Can be used one or two-handed (damage in parentheses) |
| Thrown | Can be thrown; use Might for attack |
| Ranged | Ranged weapon; use Finesse for attack |
| Loading | Requires an action to reload after firing |
Simple Melee Weapons
| Weapon | Damage | Properties | Price |
|---|---|---|---|
| Dagger | 1d4 piercing | Finesse, Light, Thrown (20/60) | 2 gp |
| Quarterstaff | 1d6 bludgeoning | Versatile (1d8) | 2 gp |
| Mace | 1d6 bludgeoning | — | 5 gp |
| Javelin | 1d6 piercing | Thrown (30/120) | 1 gp |
Martial Melee Weapons
| Weapon | Damage | Properties | Price |
|---|---|---|---|
| Shortsword | 1d6 piercing | Finesse, Light | 10 gp |
| Longsword | 1d8 slashing | Versatile (1d10) | 15 gp |
| Rapier | 1d8 piercing | Finesse | 25 gp |
| Battleaxe | 1d8 slashing | Versatile (1d10) | 10 gp |
| Warhammer | 1d8 bludgeoning | Versatile (1d10) | 15 gp |
| Greatsword | 2d6 slashing | Heavy, Two-Handed | 50 gp |
| Greataxe | 1d12 slashing | Heavy, Two-Handed | 30 gp |
Ranged Weapons
| Weapon | Damage | Range | Properties | Price |
|---|---|---|---|---|
| Shortbow | 1d6 piercing | 80/320 | Two-Handed | 25 gp |
| Longbow | 1d8 piercing | 150/600 | Heavy, Two-Handed | 50 gp |
| Light Crossbow | 1d8 piercing | 80/320 | Two-Handed, Loading | 25 gp |
| Hand Crossbow | 1d6 piercing | 30/120 | Light, Loading | 75 gp |
Armor
Armor Class Calculation
Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)
Light Armor
Full Finesse modifier applies
| Armor | Defense Bonus | Price |
|---|---|---|
| Robes | +0 | 1 gp |
| Leather | +1 | 10 gp |
| Studded Leather | +2 | 45 gp |
Medium Armor
Finesse modifier capped at +2
| Armor | Defense Bonus | Stealth | Price |
|---|---|---|---|
| Hide | +2 | — | 10 gp |
| Chain Shirt | +3 | — | 50 gp |
| Scale Mail | +4 | Disadvantage | 50 gp |
| Breastplate | +4 | — | 400 gp |
| Half Plate | +5 | Disadvantage | 750 gp |
Heavy Armor
No Finesse modifier; may require minimum Might
| Armor | Defense Bonus | Might Req | Stealth | Price |
|---|---|---|---|---|
| Ring Mail | +4 | — | Disadvantage | 30 gp |
| Chain Mail | +6 | +1 | Disadvantage | 75 gp |
| Splint | +7 | +2 | Disadvantage | 200 gp |
| Plate | +8 | +2 | Disadvantage | 1,500 gp |
Shields
| Shield | Defense Bonus | Price |
|---|---|---|
| Shield | +2 | 10 gp |
Adventuring Gear
Packs
| Pack | Contents | Price |
|---|---|---|
| Explorer’s Pack | Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft rope | 10 gp |
| Dungeoneer’s Pack | Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft rope | 12 gp |
| Priest’s Pack | Backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks incense, censer, vestments, 2 days rations, waterskin | 19 gp |
Common Items
| Item | Price | Weight |
|---|---|---|
| Backpack | 2 gp | 5 lb |
| Bedroll | 1 gp | 7 lb |
| Rope (50 ft) | 1 gp | 10 lb |
| Torch (10) | 1 cp each | 1 lb |
| Rations (1 day) | 5 sp | 2 lb |
| Waterskin | 2 sp | 5 lb (full) |
| Tinderbox | 5 sp | 1 lb |
| Lantern | 5 gp | 2 lb |
| Oil (flask) | 1 sp | 1 lb |
| Crowbar | 2 gp | 5 lb |
| Grappling Hook | 2 gp | 4 lb |
| Healing Kit | 5 gp | 3 lb |
Tools
| Tool | Price | Use |
|---|---|---|
| Thieves’ Tools | 25 gp | Required for picking locks and disabling traps |
| Artisan’s Tools | 20 gp | Crafting items of that trade |
| Herbalism Kit | 5 gp | Creating potions and antitoxins |
| Musical Instrument | 10-50 gp | Performance and bardic abilities |
Consumables
Potions
| Potion | Effect | Rarity | Price |
|---|---|---|---|
| Potion of Healing | Restore 2d4+2 HP | Common | 50 gp |
| Potion of Greater Healing | Restore 4d4+4 HP | Uncommon | 150 gp |
| Potion of Superior Healing | Restore 8d4+8 HP | Rare | 500 gp |
| Potion of Resistance | Resist one damage type for 1 hour | Uncommon | 100 gp |
| Antitoxin | Advantage on poison saves for 1 hour | Common | 50 gp |
Scrolls
Scrolls allow anyone to activate an inscription once. Casting stat is +0 if you lack inscription ability.
| Scroll | Spell Level | Price |
|---|---|---|
| Scroll of Detect Magic | 1st | 25 gp |
| Scroll of Identify | 1st | 25 gp |
| Scroll of Cure Wounds | 1st | 50 gp |
Ammunition
| Ammunition | Price |
|---|---|
| Arrows (20) | 1 gp |
| Crossbow Bolts (20) | 1 gp |
| Sling Bullets (20) | 4 cp |
Magic Items
Magic items are rated by rarity:
| Rarity | Price Multiplier | Attunement |
|---|---|---|
| Common | ×1 | Rarely |
| Uncommon | ×10 | Sometimes |
| Rare | ×100 | Often |
| Very Rare | ×1,000 | Usually |
| Legendary | ×10,000 | Always |
Attunement: Some magic items require attunement. You can attune to up to 3 items. Attuning takes a short rest spent focusing on the item.
Sample Magic Items
Weapons
| Item | Rarity | Effect | Price |
|---|---|---|---|
| +1 Weapon | Uncommon | +1 to attack and damage | 300 gp |
| +2 Weapon | Rare | +2 to attack and damage | 3,000 gp |
| Flametongue | Rare | +2d6 fire damage when ignited (attunement) | 1,000 gp |
Armor & Protection
| Item | Rarity | Effect | Price |
|---|---|---|---|
| +1 Armor | Uncommon | +1 Defense beyond base armor | 500 gp |
| Ring of Protection | Rare | +1 Defense (attunement) | 500 gp |
| Cloak of Protection | Uncommon | +1 Defense (attunement) | 300 gp |
Wondrous Items
| Item | Rarity | Effect | Price |
|---|---|---|---|
| Boots of Elvenkind | Uncommon | Advantage on Stealth checks | 250 gp |
| Gauntlets of Ogre Power | Uncommon | Might becomes +4 (attunement) | 400 gp |
| Amulet of Vitality | Rare | +2 to maximum HP per level (attunement) | 800 gp |
| Bag of Holding | Rare | Extradimensional storage | 500 gp |
Encumbrance
Carrying Capacity: (5 + Might) × 20 pounds
If carrying more than capacity:
- Speed reduced by 10 feet
- Disadvantage on physical checks
Selling Equipment
Used equipment sells for half its listed price. Magic items may sell for more in the right market.
Runic Inscriptions
This chapter covers the runic magic system in Horizon. Magic is channeled through inscribed symbols called glyphs, organized into seven elemental domains.
The Seven Domains
| Domain | Element | Damage Type | Themes |
|---|---|---|---|
| Ignis | Fire | Fire | Destruction, passion, warmth, light |
| Glacius | Ice | Cold | Preservation, stasis, patience |
| Fulmen | Storm | Lightning | Speed, change, electricity |
| Terra | Earth | Bludgeoning | Stability, endurance, growth |
| Umbra | Shadow | Necrotic | Concealment, fear, darkness |
| Lumen | Light | Radiant | Healing, truth, revelation |
| Anima | Soul | Psychic | Life, death, spirit, mind |
Domain Access vs Attunement
Understanding the difference between Domain Access and Domain Attunement is essential:
- Domain Access determines which inscriptions you can learn. This is set by your Path and never changes.
- Domain Attunement provides bonuses when using inscriptions from that domain. You choose which of your accessible domains to attune to.
Domain Access by Path
| Path | Accessible Domains | Notes |
|---|---|---|
| Glyphweaver | All seven domains | Full arcane access |
| Soulscribe | Lumen, Anima | Divine healing and soul magic |
| Pathreader | Terra, Anima | Nature and primal spirits |
| Wardkeeper | Terra, Lumen | Defensive inscriptions only* |
| Bladescribe | Ignis, Fulmen | Weapon inscriptions only* |
| Shadowmark | Umbra | Shadow magic exclusively |
*Wardkeeper and Bladescribe are martial Paths with limited inscription access. See “Martial Inscriptors” below.
Runic Energy
Inscriptors use Runic Energy to power their inscriptions.
Energy Pool
Maximum Runic Energy = (Casting Stat Modifier + Level) x 2
| Casting Stat | Level 1 | Level 5 | Level 10 |
|---|---|---|---|
| +0 | 2 | 12 | 22 |
| +1 | 4 | 14 | 24 |
| +2 | 6 | 16 | 26 |
| +3 | 8 | 18 | 28 |
Energy Recovery
- Short Rest: Recover 1/4 of maximum energy (rounded up)
- Long Rest: Recover all energy; reset Strain to 0
Casting Stats by Path
| Path | Casting Stat |
|---|---|
| Glyphweaver | Cunning |
| Soulscribe | Insight |
| Pathreader | Insight |
Inscription Knowledge
Unlike other systems where casters prepare specific spells, Horizon uses Inscribed Patterns—glyphs physically etched onto surfaces that can be activated when needed.
Glyphs (Cantrips)
You permanently know all glyphs from domains you have access to. Glyphs cost no energy, cause no Strain, and can be traced unlimited times. They represent fundamental runic patterns your character has mastered.
Inscriptions (Leveled)
You must prepare inscriptions during a rest by etching them onto prepared surfaces (skin, armor, weapons, scrolls, or focus items). You can only have a limited number prepared at once.
Prepared Inscription Limit
Prepared Inscriptions = Casting Stat Modifier + Level
| Casting Stat | Level 1 | Level 5 | Level 10 |
|---|---|---|---|
| +1 | 2 | 6 | 11 |
| +2 | 3 | 7 | 12 |
| +3 | 4 | 8 | 13 |
Preparing Inscriptions
- You can only prepare inscriptions from domains you have access to
- Preparing inscriptions requires a short or long rest (inscribing takes the full rest)
- You can change your prepared inscriptions each rest
- Once prepared, inscriptions remain until you choose to replace them
Learning New Inscriptions
You learn inscriptions by:
- Leveling up: Gain 2 new inscriptions from your accessible domains
- Discovery: Find runic tablets, ancient texts, or learn from other inscriptors
- Research: Spend downtime studying domain theory (GM discretion)
You can learn any inscription from domains you have access to, but can only prepare a subset at any time.
Strain System
Channeling runic power taxes the body. Strain accumulates as you cast and represents magical fatigue.
Maximum Strain
Maximum Strain = 5 + Might Modifier + Level
Strain Thresholds
| Strain Level | Percentage | Effect |
|---|---|---|
| None | 0-50% | No penalties |
| Mild | 51-75% | Disadvantage on concentration checks |
| Severe | 76-99% | Speed halved, -1 to all saving throws |
| Overflow | 100%+ | Cannot cast inscriptions until Strain is reduced |
Gaining Strain
Each inscription adds Strain equal to its base energy cost:
| Energy Cost | Strain Gained |
|---|---|
| 0 (Glyphs) | +0 |
| 1-2 | +1 |
| 3-4 | +2 |
| 5+ | +3 |
Reducing Strain
- Short Rest: Reduce Strain by half (rounded down)
- Long Rest: Reset Strain to 0
Inscription Attacks and Save DCs
Inscription Attack = d20 + Casting Stat + Proficiency
Inscription Save DC = 8 + Casting Stat + Proficiency
| Casting Stat | Level 1 Attack | Level 1 Save DC |
|---|---|---|
| +2 | +4 | 12 |
| +3 | +5 | 13 |
Glyphs (Cantrips)
Glyphs are minor inscriptions that cost 0 energy and can be traced unlimited times.
Glyph Scaling
Glyph damage increases as you level:
| Level | Damage Dice |
|---|---|
| 1-4 | Base (1d) |
| 5-8 | 2x dice |
| 9-10 | 3x dice |
Glyph List
| Glyph | Domain | Damage | Range | Effect |
|---|---|---|---|---|
| Ignis Bolt | Ignis | 1d10 fire | 120 ft | Inscription attack |
| Frost Mark | Glacius | 1d8 cold | 60 ft | Attack; hit slows by 10 ft |
| Spark Touch | Fulmen | 1d8 lightning | Touch | Advantage vs metal; no reactions |
| Stone Shard | Terra | 1d6 bludgeoning | 60 ft | Finesse save; target 2 adjacent |
| Lumen Flare | Lumen | 1d8 radiant | 60 ft | Finesse save; ignores cover |
| Soul Chill | Anima | 1d8 necrotic | 120 ft | Attack; undead disadvantage |
| Light Glyph | Lumen | — | Touch | Shed light 20 ft for 1 hour |
| Phantom Hand | Anima | — | 30 ft | Spectral hand lifts 10 lbs |
| Minor Inscription | Any | — | 10 ft | Minor magical effects |
| Guidance Mark | Anima | — | Touch | +1d4 to one check in 1 minute |
Inscriptions (Leveled)
Inscriptions cost Runic Energy to trace. Higher costs indicate more powerful effects.
Ignis Domain (Fire)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Flame Burst | 1 | 15 ft cone | 3d6 fire; Finesse save half |
| Fire Lance | 2 | 120 ft | 3 rays, 2d6 fire each; attacks |
| Inferno Sphere | 3 | 150 ft | 20 ft sphere; 8d6 fire; Finesse save half |
| Fire Storm | 5 | Self | 60 ft cone; 8d8 fire; Might save half |
Glacius Domain (Ice)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Frost Armor | 1 | Touch | +2 Defense for 10 minutes |
| Ice Prison | 2 | 60 ft | Target restrained; Might save ends |
| Glacial Wave | 3 | Self | 30 ft cone; 6d8 cold; difficult terrain |
| Absolute Zero | 5 | 60 ft | Single target; 10d10 cold; Might save half |
Fulmen Domain (Storm)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Thunder Burst | 1 | Self | 15 ft cube; 2d8 thunder + push |
| Chain Lightning | 2 | 60 ft | Leaps to 3 targets; 3d10 lightning |
| Lightning Bolt | 3 | Self | 100 ft line; 8d6 lightning; Finesse save half |
| Storm Call | 5 | 150 ft | 30 ft radius; 6d10 lightning; Finesse save half |
Terra Domain (Earth)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Stone Shell | 1 | Self | +5 temporary HP per level |
| Earth Grip | 2 | 60 ft | Target restrained by stone; Might save |
| Tremor | 3 | Self | 30 ft radius; 4d8 bludgeoning; prone |
| Wall of Stone | 4 | 120 ft | Create stone wall; 10 panels |
Umbra Domain (Shadow)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Darkness Veil | 1 | 60 ft | 15 ft radius magical darkness |
| Terror Mark | 2 | 60 ft | Target frightened; Insight save |
| Shadow Step | 2 | Self | Teleport 60 ft in dim light/darkness |
| Umbral Grasp | 3 | Self | 30 ft cone; 5d8 necrotic; Insight save |
Lumen Domain (Light)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Mending Light | 1 | Touch | Heal 1d8 + casting mod |
| Shield of Dawn | 1 | 60 ft | +2 Defense for 10 min (concentration) |
| Purifying Radiance | 2 | Touch | End disease or condition |
| Beacon of Hope | 3 | 30 ft | 6 creatures heal 2d8 + casting mod |
| Restoration | 3 | Touch | Return creature dead <1 min to 1 HP |
| Mass Mending | 5 | 60 ft | 6 creatures heal 3d8 + casting mod |
Anima Domain (Soul)
| Inscription | Cost | Range | Effect |
|---|---|---|---|
| Mind Whisper | 1 | 30 ft | Insight save or charmed 1 hour |
| Slumber Glyph | 1 | 90 ft | Affects 5d8 HP of creatures |
| Command Inscription | 1 | 60 ft | Insight save or follow one-word command |
| Soul Cage | 2 | 60 ft | Insight save or paralyzed (concentration) |
| Compulsion Mark | 2 | 30 ft | Insight save or follow suggestion |
| Fear Inscription | 3 | Self | 30 ft cone; Insight save or frightened |
Domain Attunement
Domain Attunement represents deep resonance with a runic domain. Attuning to a domain grants bonuses when using its inscriptions—it does not grant access to new domains.
Attunement Benefits
When using inscriptions from an attuned domain:
- Energy Reduction: Inscriptions cost 1 less Runic Energy (minimum 1)
- DC Bonus: +1 to save DC for inscriptions from that domain
- Advanced Access: Only attuned domains allow learning Major Inscriptions (5+ energy cost)
Attunement Slots
You can attune to a limited number of domains based on your level:
| Level Range | Attunement Slots |
|---|---|
| 1-3 | 1 slot |
| 4-6 | 2 slots |
| 7-10 | 3 slots |
Attunement Rules
- You can only attune to domains you have access to (from your Path)
- Changing attunement requires a long rest and 1 hour of meditation
- At level 1, you automatically attune to one of your accessible domains
- Glyphweavers with all seven domains must still choose which to attune to
Example
A level 5 Soulscribe has access to Lumen and Anima, and 2 attunement slots. They can:
- Attune to both Lumen and Anima (gaining bonuses for all their inscriptions)
- Or attune to just one domain (getting stronger bonuses there, none in the other)
They cannot attune to Ignis because they don’t have access to it.
Martial Inscriptors
Wardkeeper and Bladescribe are martial Paths that use limited inscription magic. They don’t have traditional Runic Energy pools.
Wardkeeper (Defensive Inscriptions)
Wardkeepers inscribe protective wards directly onto their armor and skin. They use Might as their casting stat.
- Limited Access: Only defensive inscriptions from Terra and Lumen (Stone Shell, Shield of Dawn, etc.)
- Inscription Uses: Can use 2 + Might modifier inscriptions per short rest (not a Runic Energy pool)
- Ward Casting: Inscriptions activate as reactions or bonus actions when protecting self or allies
- Strain Immunity: Wardkeepers don’t track Strain—their body is the inscription
Bladescribe (Weapon Inscriptions)
Bladescribes etch combat runes onto weapons for devastating effects. They use Might or Finesse (choose at character creation).
- Limited Access: Only weapon-enhancing inscriptions from Ignis and Fulmen
- Inscription Uses: Can use 2 + primary stat modifier inscriptions per short rest
- Combat Casting: Inscriptions are woven into weapon attacks, not cast separately
- Strain Immunity: Like Wardkeepers, Bladescribes don’t track Strain
Concentration
Some inscriptions require concentration to maintain:
- Only one concentration inscription at a time
- Taking damage requires Might save (DC 10 or half damage) to maintain
- Tracing another concentration inscription ends the current one
- Severe Strain gives disadvantage on concentration saves
Ritual Inscriptions
Inscriptions marked as rituals can be traced without spending energy if you take 10 extra minutes.
Ritual Inscriptions: Light Glyph, Guidance Mark, and any inscription your GM designates.
Compound Inscriptions (Glyphweaver Only)
Glyphweavers can combine two domain glyphs into a compound inscription:
- Costs energy from both domains
- Gains effects from both (GM discretion)
- Requires 1 action to trace (not bonus action)
Example: Ignis + Glacius = Steam Burst (fire damage + difficult terrain from fog)
Combat
When words fail, steel speaks. This chapter covers the rules of combat in Horizon.
Combat Overview
Combat proceeds in rounds. Each round, every participant takes a turn in initiative order. During your turn, you have three types of actions available.
Action Economy
Each turn you may take:
| Action Type | Quantity | Examples |
|---|---|---|
| Move | 1 | Move up to your speed |
| Act | 1 | Attack, cast spell, use item |
| React | 1/round | Opportunity attack, counter |
Combat Actions (Act)
| Action | Description |
|---|---|
| Attack | Make one weapon attack |
| Trace Inscription | Activate a runic inscription you know |
| Dodge | Attacks against you have disadvantage until your next turn |
| Help | Give an ally advantage on their next check |
| Use Item | Drink potion, activate magic item, etc. |
| Ready | Prepare an action with a trigger |
| Disengage | Move without provoking opportunity attacks |
| Dash | Double your movement this turn |
| Hide | Attempt to become hidden (Stealth check) |
Attack Rolls
To attack a target:
d20 + stat modifier + proficiency → compare to target's Defense
- Melee Attacks: Use Might (or Finesse if weapon has Finesse property)
- Ranged Attacks: Use Finesse
- Inscription Attacks: Use your casting stat (Cunning or Insight)
Critical Hits
On a natural 20, your attack automatically hits and deals double damage dice.
Critical Misses
On a natural 1, your attack automatically misses (unless you have mastery with that weapon type).
Damage
When you hit, roll damage:
Damage dice + stat modifier
Apply the same stat used for the attack roll.
Damage Types
| Type | Common Sources |
|---|---|
| Slashing | Swords, axes |
| Piercing | Arrows, daggers, spears |
| Bludgeoning | Maces, hammers, fists |
| Fire | Flames, explosions |
| Cold | Ice, freezing effects |
| Lightning | Electrical attacks |
| Poison | Venoms, toxins |
| Radiant | Divine energy, holy light |
| Necrotic | Death energy, life drain |
| Psychic | Mental attacks |
Resistances and Vulnerabilities
- Resistance: Take half damage from that type
- Immunity: Take no damage from that type
- Vulnerability: Take double damage from that type
The Wound System
Horizon uses a wound-based system for damage beyond 0 HP.
Reaching 0 HP
When reduced to 0 HP, you become Bloodied. You can still act but any further damage inflicts wounds.
Wound Severity
| Severity | Damage Taken | Wound Points | Effects |
|---|---|---|---|
| Minor | 1-5 | 1 | -1 to all rolls |
| Serious | 6-10 | 2 | -2 to all rolls, disadvantage on physical checks |
| Critical | 11+ | 3 | -3 to all rolls, disadvantage on all checks, half speed |
Wound Thresholds
| Wound Points | State | Effect |
|---|---|---|
| 0 | Active | Normal operation |
| 1-2 | Wounded | Wound penalties apply |
| 3-5 | Unconscious | Fall prone, can’t act |
| 6-8 | Dying | Must make death saves |
| 9+ | Dead | Character dies |
Combat States
| State | Description |
|---|---|
| Active | HP > 0, fighting normally |
| Bloodied | At 0 HP, can act but vulnerable |
| Wounded | Has wound points but conscious |
| Unconscious | 3+ wound points, can’t act |
| Dying | 6+ wound points, making death saves |
| Dead | 9+ wound points or 3 failed death saves |
Death Saves
When you’re Dying (6+ wound points), roll a death save at the start of each turn:
| Roll | Result |
|---|---|
| 10+ | Success |
| 2-9 | Failure |
| Natural 20 | Critical success: regain 1 HP, wake up |
| Natural 1 | Critical failure: counts as 2 failures |
- 3 Successes: Stabilized (stop dying, remain unconscious)
- 3 Failures: Dead
Any healing brings you back from dying immediately.
Conditions
Combat can inflict various conditions:
| Condition | Effects |
|---|---|
| Blinded | Disadvantage on attacks; attacks against you have advantage |
| Deafened | Auto-fail hearing-based checks |
| Frightened | Disadvantage while source is visible; can’t willingly approach |
| Grappled | Speed becomes 0 |
| Incapacitated | Can’t take actions or reactions |
| Invisible | Advantage on attacks; attacks against you have disadvantage |
| Paralyzed | Can’t move or act; melee attacks auto-crit |
| Petrified | Weight ×10; incapacitated; unaware of surroundings |
| Poisoned | Disadvantage on attacks and ability checks |
| Prone | Disadvantage on attacks; melee attacks against you have advantage, ranged have disadvantage |
| Restrained | Speed 0; disadvantage on attacks and Finesse saves |
| Silenced | Can’t speak or cast spells with verbal components |
| Slowed | Half speed; -2 Defense and Finesse saves; no reactions |
| Stunned | Incapacitated; can’t move; auto-fail Might/Finesse saves |
| Unconscious | Incapacitated; prone; melee attacks auto-crit |
Opportunity Attacks
When a creature you can see moves out of your reach, you may use your reaction to make one melee attack against them.
Creatures using the Disengage action don’t provoke opportunity attacks.
Cover
| Cover | Defense Bonus |
|---|---|
| Half cover | +2 |
| Three-quarters cover | +5 |
| Total cover | Can’t be targeted |
The Escalation Die
As combat continues, tension rises. Starting on round 2, the escalation die advances:
| Round | Escalation |
|---|---|
| 1 | 0 |
| 2 | +1 |
| 3 | +2 |
| 4 | +3 |
| 5 | +4 |
| 6+ | +5 (max) |
Player characters add the escalation die to all attack rolls.
Creatures may or may not benefit, based on their CR:
- CR 0-2: No escalation bonus
- CR 3-4: Half escalation (rounded down)
- CR 5-7: Full escalation
- CR 8-10: Full escalation + special abilities may trigger
Escalation Triggers
Powerful creatures may have abilities that activate at certain escalation thresholds:
Dragon’s Fury (Escalation 3+): The dragon’s breath weapon recharges immediately.
Movement in Combat
Speed
Most characters have a base speed of 30 feet per round.
Difficult Terrain
Moving through difficult terrain costs double (1 foot = 2 feet of movement).
Moving Through Creatures
- Allies: Move through freely
- Enemies: Must use special movement or the space is difficult terrain
Falling
Take 1d6 bludgeoning damage per 10 feet fallen (max 20d6).
Combat Example
Round 1
-
Thrain (Wardkeeper) moves 30 feet and attacks the goblin with his longsword: d20+5 (MIG +2, proficiency +2, attack bonus +1) = 18 vs Defense 13. Hit! Deals 1d8+2 = 7 slashing damage.
-
Goblin attacks back: d20+4 = 12 vs Thrain’s Defense 18. Miss!
Round 2 (Escalation +1)
- Thrain attacks again with escalation: d20+6 = 22. Hit! Natural 20 - critical hit! Deals 2d8+2 = 12 damage. The goblin falls.
GM Tools
This chapter provides tools for Game Masters to create balanced encounters, manage NPCs, and run adventures.
Challenge Rating (CR)
Challenge Rating indicates a creature’s threat level. A CR X creature is a fair challenge for a party of four level X characters.
CR Quick Reference
| CR | HP | Defense | Attack | DPR | XP |
|---|---|---|---|---|---|
| 0 | 20 | 11 | +2 | 5 | 25 |
| 1 | 40 | 12 | +3 | 10 | 50 |
| 2 | 60 | 13 | +3 | 15 | 100 |
| 3 | 80 | 14 | +4 | 25 | 200 |
| 4 | 100 | 15 | +4 | 30 | 400 |
| 5 | 120 | 15 | +5 | 40 | 700 |
| 6 | 140 | 16 | +5 | 50 | 1,100 |
| 7 | 160 | 16 | +5 | 60 | 1,800 |
| 8 | 180 | 17 | +5 | 70 | 2,900 |
| 9 | 200 | 17 | +5 | 85 | 4,200 |
| 10 | 220 | 18 | +5 | 100 | 6,000 |
DPR = Damage Per Round
Creature Types
| Type | Examples | Typical Traits |
|---|---|---|
| Humanoid | Goblins, orcs, bandits | Tool use, social structure |
| Beast | Wolves, bears, eagles | Natural weapons, instincts |
| Undead | Skeletons, zombies | Immunity to poison/charm |
| Fiend | Demons, devils | Fire resistance, fearsome |
| Elemental | Fire elemental | Tied to element |
| Aberration | Mind flayers | Alien, psychic |
| Dragon | Dragons, wyverns | Breath weapons, flight |
| Construct | Golems | Immunity to many conditions |
| Fey | Pixies, dryads | Charm, illusion |
| Giant | Ogres, trolls | Large, strong |
| Monstrosity | Owlbears, griffins | Hybrid creatures |
| Plant | Treants | Unusual vulnerabilities |
| Ooze | Gelatinous cube | Mindless, corrosive |
| Celestial | Angels | Radiant damage, good |
Creature Tiers
| Tier | HP Mult | Reactions | Legendary | XP Mult | Use |
|---|---|---|---|---|---|
| Minion | 0.5× | 1 | 0 | 0.25× | Groups of weak enemies |
| Standard | 1× | 1 | 0 | 1× | Normal encounters |
| Elite | 1.5× | 2 | 0 | 1.5× | Mini-bosses |
| Boss | 2× | 2 | 3/round | 2× | Major encounters |
Minions die on any hit that deals damage (no HP tracking needed).
Boss creatures get 3 Legendary Actions per round, usable at the end of other creatures’ turns.
Encounter Building
Step 1: Determine XP Budget
Multiply the party’s threshold by party size:
| Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1 | 25 | 50 | 75 | 100 |
| 2 | 50 | 100 | 150 | 200 |
| 3 | 75 | 150 | 225 | 400 |
| 4 | 125 | 250 | 375 | 500 |
| 5 | 250 | 500 | 750 | 1,100 |
| 6 | 300 | 600 | 900 | 1,400 |
| 7 | 350 | 750 | 1,100 | 1,700 |
| 8 | 450 | 900 | 1,400 | 2,100 |
| 9 | 550 | 1,100 | 1,600 | 2,400 |
| 10 | 600 | 1,200 | 1,900 | 2,800 |
Example: Party of 4 at level 3
- Easy: 300 XP
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,600 XP
Step 2: Apply Enemy Count Multiplier
More enemies = harder encounter due to action economy.
| Enemy Count | Multiplier |
|---|---|
| 1 | ×1.0 |
| 2 | ×1.5 |
| 3-4 | ×2.0 |
| 5-6 | ×2.5 |
| 7-10 | ×3.0 |
| 11-14 | ×4.0 |
| 15+ | ×5.0 |
Step 3: Calculate Adjusted XP
Adjusted XP = (Sum of creature XP) × Enemy Count Multiplier
Compare adjusted XP to budget for difficulty.
Example Encounter
Party: 4 characters at level 5 (Medium budget: 2,000 XP)
Enemies: 1 Orc Leader (CR 3, 200 XP) + 4 Orc Warriors (CR 2, 100 XP each)
Calculation:
- Base XP: 200 + (4 × 100) = 600 XP
- Enemy count: 5 → ×2.5 multiplier
- Adjusted XP: 600 × 2.5 = 1,500 XP
- Difficulty: Medium (1,500 < 2,000)
Encounter Suggestions
Easy Encounters
- Single creature of party level CR
- 2-3 minions + 1 standard creature
Medium Encounters
- 1 elite creature
- 2 standard creatures
- 4-6 minions + 1 standard
Hard Encounters
- 1 elite + 2-3 standard
- 3-4 standard creatures
- 1 standard + 6-8 minions
Deadly Encounters
- 1 boss creature
- 2 elite creatures
- 1 elite + 4-5 standard
Daily XP Budget
A party can handle approximately 7 medium encounters worth of XP per day before needing a long rest.
| Party Level | Daily Budget (4 PCs) |
|---|---|
| 1 | 350 |
| 3 | 1,050 |
| 5 | 3,500 |
| 7 | 5,250 |
| 10 | 8,400 |
Sample Creatures
Goblin (CR 0, Minion)
- HP: 7 | Defense: 13 | Speed: 30 ft
- Stats: MIG -1, FIN +2, INS +0, CUN +0
- Attacks: Scimitar +4 (1d6+2) or Shortbow +4 (1d6+2)
- Abilities: Nimble Escape (disengage/hide as bonus)
- Morale: Cowardly (DC 5)
Wolf (CR 0, Standard)
- HP: 11 | Defense: 13 | Speed: 40 ft
- Stats: MIG +1, FIN +2, INS +1, CUN -3
- Attacks: Bite +4 (2d4+2) - target makes Might save or is knocked prone
- Abilities: Pack Tactics (advantage if ally within 5 ft)
- Morale: Trained (DC 10)
Skeleton (CR 1, Standard)
- HP: 13 | Defense: 13 | Speed: 30 ft
- Stats: MIG +0, FIN +2, INS -1, CUN -2
- Attacks: Shortsword +4 (1d6+2) or Shortbow +4 (1d6+2)
- Immunities: Poison
- Vulnerabilities: Bludgeoning
- Morale: Mindless (never flees)
Orc (CR 2, Standard)
- HP: 15 | Defense: 13 | Speed: 30 ft
- Stats: MIG +3, FIN +1, INS +0, CUN -1
- Attacks: Greataxe +5 (1d12+3)
- Abilities: Aggressive (move toward enemy as bonus action)
- Morale: Trained (DC 10)
Troll (CR 5, Elite)
- HP: 84 | Defense: 15 | Speed: 30 ft
- Stats: MIG +4, FIN +1, INS -1, CUN -2
- Attacks: Multiattack (2 claws +7, 2d6+4 each)
- Abilities: Regeneration (10 HP/round, stopped by fire/acid)
- Morale: Fanatical (DC 15)
Young Dragon (CR 7, Boss)
- HP: 178 | Defense: 18 | Speed: 40 ft, fly 80 ft
- Stats: MIG +4, FIN +0, INS +2, CUN +3
- Attacks: Multiattack (bite 2d10+4, 2 claws 2d6+4)
- Breath Weapon (Recharge 5-6): 30 ft cone, 10d6 fire, Finesse save half
- Legendary Actions: Tail attack, wing buffet, detect
- Morale: Fanatical
Reaction Rolls
When PCs encounter a creature whose disposition is uncertain, roll 2d6 + Cunning modifier:
| Roll | Disposition | Behavior |
|---|---|---|
| 2-3 | Hostile | Attacks immediately |
| 4-5 | Unfriendly | Threatens, demands |
| 6-8 | Neutral | Wary, open to negotiation |
| 9-10 | Friendly | Helpful, talkative |
| 11-12 | Helpful | Actively aids party |
Situation Modifiers
| Modifier | Value |
|---|---|
| Good reputation | +2 |
| Bad reputation | -2 |
| Offering tribute | +2 |
| Armed and armored | -1 |
| Peaceful approach | +1 |
| Language barrier | -2 |
| Shared enemy | +2 |
Morale Checks
When creatures face adversity, they may flee or surrender.
Morale Triggers
- First ally killed
- Half of group killed (-2 to check)
- Leader killed (-4 to check)
- Massive damage (>50% HP in one hit, -2)
- Outnumbered 2:1 (-2)
Morale Types
| Type | DC | Examples |
|---|---|---|
| Mindless | N/A | Undead, constructs, oozes |
| Fanatical | 15 | Fiends, dragons, zealots |
| Trained | 10 | Soldiers, professionals |
| Untrained | 8 | Bandits, beasts |
| Cowardly | 5 | Goblins, kobolds |
Morale Check: d20 + Insight vs DC
| Result | Outcome |
|---|---|
| Beat DC by 5+ | Stands firm |
| Beat DC by 0-4 | Shaken (Frightened) |
| Failed, can escape | Flees |
| Failed, can’t escape | Surrenders |
Progress Clocks
Use progress clocks to track ongoing situations:
[●●●○○○] Alarm Raised (3/6)
Clock Types
- Progress: PCs filling toward goal
- Danger: Threat filling toward consequence
- Racing: Two clocks competing
Segment Counts
- 4 segments: Quick, simple goals
- 6 segments: Standard challenges
- 8 segments: Complex endeavors
- 10 segments: Long-term projects
Loot and Treasure
Individual Loot by CR
| CR | Typical Loot |
|---|---|
| 0-1 | 1-6 sp, 10% chance common item |
| 2-4 | 1-16 gp, 25% uncommon item |
| 5-6 | 8-30 gp, 50% uncommon, 10% rare |
| 7-8 | 15-60 gp, uncommon + 20% rare |
| 9-10 | 30-120 gp, rare + 10% very rare |
Treasure Hoards (Boss Loot)
| Tier | CR | Currency | Magic Items |
|---|---|---|---|
| Low | 0-4 | 10-60 gp | 0-1 uncommon |
| Mid | 5-7 | 50-300 gp | 1 rare |
| High | 8-10 | 200-1200 gp | 2 rare + 1 very rare |
GM Intrusions
GM intrusions are complications you introduce for narrative tension. When you invoke one:
- Describe the complication
- Offer the player a Resolve token to accept
- Player can refuse by spending 1 Resolve (if available)
Sample Intrusions
Combat:
- Weapon becomes stuck
- Environmental hazard activates
- Reinforcements arrive
- Friendly fire risk
Social:
- Conversation overheard
- Witness appears
- Old enemy recognizes you
- Social faux pas
Exploration:
- Equipment breaks
- Weather turns dangerous
- Trap triggers
- Shortcut blocked
Resolve Tokens
A shared party resource (max = party size).
Using Resolve
- Reroll any die just rolled
- Reduce damage by character level
- Refuse intrusion
- Narrative declaration (minor story detail)
Gaining Resolve
- 1 token at session start
- Accept a GM intrusion
- Exceptional roleplay (GM discretion)
Quick NPC Generator
Disposition
Roll d6: 1-2 Hostile, 3-4 Neutral, 5-6 Friendly
Motivation
Roll d6: 1 Greed, 2 Fear, 3 Duty, 4 Love, 5 Power, 6 Knowledge
Quirk
Roll d6: 1 Nervous, 2 Boastful, 3 Quiet, 4 Suspicious, 5 Cheerful, 6 Mysterious