Table of Contents

Damage & Conditions

Health and Will are measurements of your general wellbeing. The tolls of taking damage, pushing yourself to your limits, or commanding unnatural powers are represented by these traits. Further complications are defined by Conditions.

Health

Health Points. An overall measure of your physical wellbeing. When you suffer attacks or get hurt, you lose health points. A creature with 0 health points is dying or incapacitated. When you reduce a creature to 0 hit points with a melee attack, you can choose whether they are dying or unconscious and stable.

Health Dice. You have a number of will dice based on your level and archetype. During a short or long rest, you can expend any number of health dice. Expending a health die during a short or long rest allows to regain a number of health points equal to the result plus your Resilience.

Temporary Health Points and Dice. You can only have temporary health points from one source at a time. Temporary Health Dice can be spent whenever an ability would allow you to spend a health die. However, temporary health dice only grant temporary health points.

Will

Will Points. Will points are used to push yourself to your limits. Will points can be risked or spent. Your maximum number of will points is set by your archetype and does not increase as you level.

Will Dice. You have a number of will dice granted by your archetype. These are granted at 1st, 4th, 7th, and 10th level. When you reach 0 Will Points, you immediately spend a will die and recover a number of will points equal to the result plus your Resilience. When you expend a will die, you gain one degree of exhaustion.

Temporary Will Points and Dice. Like temporary health dice, you can only have temporary will points from one source at a time. When you expend a temporary will die, you gain temporary will points. Whenever you would normally expend a will die, you can instead use a temporary will die if you have one. Expending a temporary will die does not cause you to gain a degree of exhaustion.

When your will points reach 0, you automatically roll and expend one will die and regain a number of will points equal to the result plus your Resilience modifier. If you are at 0 Will Points and unable to recover them, you are incapacitated. You regain all your will points at the end of a long rest.

Risking Will. Risking Will always involves a challenge with a chance of failure. If you succeed on the roll, you do not lose the risked will point.

Spending Will. When you use an ability (such as spellcasting) that allows you to spend will, the will points are lost until you take a long rest or expend a will die.

Rolling with Determination. Any creature can spend a will point to roll with determination. When making a knucklebones roll, you roll an additional d6 on the side. This die can replace any other d6 that does not show a 1. If you roll snake eyes on a determination roll, you lose an additional will point. If you roll seraph eyes, you regain the point you spent. Determination allows you to ignore disadvantage.

Conditions

While many conditions are detrimental, a few can be generally or circumstantially beneficial.

Blinded. A blinded creature can’t see and automatically fails any challenges that require sight.

Dazed. A dazed creature is also slowed and cannot take reactions. On the creature’s turn, it can do one of the following:

  • Take a standard action
  • Take a bonus action and a motive action

Deafened. A deafened creature can’t hear and automatically fails any challenges that require hearing.

Dying. A dying creature is also either dazed or incapacitated. On each turn, a dying creature must make a Death saving throw at a difficulty of 7. After accumulating three successes, the creature stabilizes with 1 hit point and is no longer dying. A creature that accumulates three failures is dead.

Exhausted. There are 6 degrees of exhaustion a creature can suffer. When an exhausted creature suffers an effect that causes the creature to become exhausted again, they suffer one more degree of exhaustion. The degrees of exhaustion are as follows.

  1. Disadvantage on skill challenges
  2. Slowed
  3. Disadvantage on attack rolls and saving throws
  4. Hit point maximum halved
  5. Speed reduced to zero
  6. Death

One degree of exhaustion is lost upon completing a long rest.

Frightened. A frightened creature has disadvantage on skill challenges and attack rolls while the source of its fear is in sight. The creature can’t willingly move closer to the source of its fear.

Grappled. A grappled creature’s speed is zero and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated or if an effect moves the grappled creature out of reach of the grappler or grappling effect.

Incapacitated. An incapacitated creature cannot take actions or reactions.

Invisible. You cannot be seen. Attacks and abilities that rely on sight cannot target you.

Unconscious. An unconscious creature is incapacitated and unaware of its surroundings. Attack rolls have advantage and all successes are treated as critical.