Make a weapon or unarmed strike against a target within range.
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Rules for Crusaders TTRPG
Basic Rules For Crusaders TTRPG
Exploration & Collaborative Storytelling 101
If you're new to the tabletop roleplaying game (TTRPG) genre, welcome! Tabletop roleplaying games are built on the fundamentals that everyone is here to help collaborate and tell a story. To get the most out of your TTRPG experience, build a character that you enjoy roleplaying as. Whether it's a pampered prince adored by all while you strive to assist your people, recognizing that asking them to risk their lives is excessive, or a humble pig farmer embarking on a quest to aid a sick mother or sibling—having a purpose for why you choose to adventure should be the number one thing you sort out with your Game Master (GM).
If you are a first time Game Master looking for an easier system to run then Dungeons and Dragons or Pathfinder, we hope you'll enjoy your time running Crusaders TTRPG. We've developed this system with a Game Master first approach as you are one of the players at the table as well, just with extra responsibilities. Remember, it's not you against the players, understanding your player's reasons for playing is paramount to a successful game. Some players want a more gritty challenging dark souls type experience, while others are here to make jokes and enjoy their time in a fantasy universe you're building. It's important to have a session 0 or at least understand what your players are looking for in their game experience that why they will keep attending sessions.
Thank you for your service as Game Masters are the heart and soul of the TTRPG community and your efforts in creating a story worth playing are appreciated.
Setting A Scene (Game Master Section)
There's no right or wrong way to do exploration it's important to be descriptive as your players don't know the world as well as you do. Giving players enough information to be able to make informed decisions is paramount to a successful game. Traps, puzzles, and other fun things to do in your world aren't very fun if you're constantly looking to give your players a gotcha moment.
The dice can be your friend. If you're unsure about how to make a moment more tense have the player roll a d20 and pretend like you took notes of it. The point most Game Masters don't understand is you're here to make sure people are playing by the rules YOU set, and just remember once you've made a ruling stay consistent. If you're allowing one player to do a spinning backflip off a table to punch a goblin in the face on a DC10 Athletics check, then you also need to let the next player have that same opportunity. Your job is to run a fair game, because at the end of the day if you're simply out to kill your players just tell them how they died. It's your world, but that's not very fun and don't be shocked when people have scheduling conflicts constantly. If you run a fun engaging game that your players enjoy playing they will make time.
Mapping a Settlement
"When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features.
For a village, sketch out the roads, including trade routes leading beyond the village and roads that connect outlying farms to the village center. Note the location of the village center. If the adventurers visit specific places in the village, mark those spots on your map.
For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will be important: the lord’s keep, significant temples, and the like. For cities, add internal walls and think about the personality of each ward. Give the wards names reflecting their personalities, which also identify the kinds of trades that dominate the neighborhood (Tannery Square, Temple Row), a geographical characteristic (Hilltop, Riverside), or a dominant site (the Lords’ Quarter)." - DnD 5e
Difficulty Class
You may be thinking right about now. What the heck is a D10 Athletics check. That's a great question!
When a player rolls a skill check, or saving throw they are rolling either against another monster, player, or a difficulty class. When rolling against a player or monster it's pretty simple. Roll 1d20 add any relevant modifiers and the higher number wins with tie breaker going to the defender. Below is an example table of appropriate difficulty for tasks.
Situation | BS Modifier | DC |
---|---|---|
Extremely Easy | −3 | 7 |
Very Easy | −2 | 9 |
Easy | −1 | 11 |
Normal | 0 | 13 |
Slightly Unlikely | +1 | 15 |
Unlikely | +2 | 17 |
Somewhat Suspicious | +3 | 18 |
Clearly Suspicious | +4 | 19 |
Highly Unlikely | +5 | 20 |
Extremely Unlikely | +6 | 21 |
Almost Impossible | +7 | 22 |
Major Contradiction | +8 | 24 |
Completely Against Beliefs | +9 | 25 |
Directly Opposes Core Values | +10 | 26 |
Self‑Harm or Betrayal | +15 | 28 |
Completely Impossible (Laws of Nature) | +20 | 30 |
BS Modifier
BS modifier is Believability Score this is a system we developed to help you make situations more realistic for your players.
Let's pretend your players are trying to bypass a guard, relatively normal task so the DC would be 13 for an appropriate skill check. But your player is playing a Tiefling which is not very common in these parts of town. You might add a +3 as the guard might be somewhat suspicious of them. Maybe they cast an illusion spell that reduces the creature's believability score making it easier. You set the DC aloud before the player rolls, it's then their job to lower the DC or figure out a way to beat it. Seeing their roll beats it and rescoring for them to fail is not in fair play and would be considered bad Game Mastering. Before assigning the task think about the character you're roleplaying and add BS modifier's to the rolls.
Do not add the BS modifier to the DC, example almost impossible has a DC of 22, if you want to raise that DC to be even more impossible add the +7, however the base DC is appropriate out of the box. The BS modifier is an added difficulty for emphasis, you could say well it's almost impossible, but more on the somewhat unlikely scale and just add a +3, the BS modifier does NOT get added, it's an entirely different number.
When To Call For A Skill Check & When To Roleplay
Only call for a skill check if the player has a chance at success. It's okay to tell the player, the king isn't going to give up his throne just because you rolled high on Diplomacy. However, once you allow them to roll on Diplomacy for that effect, respect the roll. If it cannot happen, don't call for a roll. If you're willing but highly hesitant, remember to place the appropriate BS modifier on the roll.
Movement & Size
Squares as Distance
In Crusaders, all distances—movement, ranges, areas—are measured in squares. Each map defines how much real‐world distance a square represents:
- Dungeon maps often use 5 ft per square.
- Overland maps might use 10 ft, 30 ft, even miles per square , depending on scale.
Your character’s speed is always counted in squares, so you never recalculate when the map changes. For example, a move speed of 3 lets you move 3 squares —whether each is 5 ft, 10 ft, or one mile.
Creature Sizes & Square Footprint
We use the same size categories as 5e. The “Space” column shows how many squares the creature occupies.
Size Category | Space | Typical Height / Length |
---|---|---|
Tiny | 1 sq (about 2½ × 2½ ft) | Under 2 ft |
Small | 1 sq (5 × 5 ft) | 2–4 ft |
Medium | 1 sq (5 × 5 ft) | 4–8 ft |
Large | 2 × 2 sq (10 × 10 ft) | 8–16 ft |
Huge | 3 × 3 sq (15 × 15 ft) | 16–32 ft |
Gargantuan | 4 × 4 sq (20 × 20 ft) or larger | Over 32 ft |
Action Economy: What Can You Do On Your Turn
Initiative
Initiative is rolled at the start of every round to determine which creatures get to act first. Initiative in Crusaders is determined by your Dexterity modifier + your Constitution modifier. Each creature in initiative rolls 1d20 plus your initiative modifier to determine turn order for the round.
Recharge
Recharge is typically indicated with something like Recharge (9-10) which can be rolled at the start of the round. You can only attempt to recharge a feature once per round. When rolling recharge, roll 1d10 and if you roll above the lowest recharge number, you can use the feature again.
Movement
You can move up to your speed as your movement action. Example, if you are a human with 3 speed, you can move 3 squares. Some spells and features do thing during your movement.
Action
Your action is something you can do in 6 - 15 seconds each player's turn is done at the same real-time as the other players. Your action can be used in many different ways including to make a skill check, cast a spell, or make an attack. You get one action on your turn. Here's a list of things you could use your action to do in Crusaders TTRPG.
Perform a skill check (examples include use Monster Knowledge to gain information about the monster, Hide, Grapple). Sometimes a GM won't make you use your action for this.
Cast a cantrip or spend SP and resolve a spell whose casting time is one action.
Focus on defense granting you resistance to all damage taken until the start of your next turn.
Ready a specific trigger (e.g. “When the goblin steps into view, I attack.”) and use your reaction when it occurs.
Aid an ally in a task or grant them an additional d4 on their next ability check or attack against a target within 5 squares. Multiple allies can help on the same check granting an additional d4 each.
Move up to your speed without provoking opportunity attacks from the creature you're disengaging from.
Move up to your speed a second time, effectively doubling your movement this turn. Sprint can be used once and lasts 3 turns at the cost of one level of exhaustion when it ends.
Push a creature within reach using an Might or Athletics skill check contested by the target’s Might, Athletics, Acrobatics; on success, you knock them prone or push them back 1 square.
Bonus Action
A bonus action is done as part of your action, and is typically thematic. If you've played games like Dungeons and Dragons 5th edition, you're pretty familiar with these terms. But there are some differences in Crusaders TTRPG, as you probably noticed with the Disengage action. We really want bonus actions to feel good, so things like object interactions are a bonus action rather than an action.
Cast any spell whose casting time is “Bonus Action.” You cannot cast another non-Cantrip spell that turn.
Use class or subclass abilities that explicitly require a bonus action (e.g. Second Wind, Cunning Action, Ki maneuvers).
Interact with one object “for free” each turn—draw or stow a weapon, open a latch, pick up a small item, etc.
Quickly share a piece of vital information with an ally that can hear or see you (Telling the party information from your Monster Knowledge check for example).
Grant an ally within 5 squares an additional 1d6 to an attack roll, skill check, or saving throw until the start of your next turn.
Reaction
A reaction is done on another creatures turn. You get one reaction per round, and you get your reaction back at the start of your turn. We've added some reaction options to make combat a little more exciting for both the player and the GM, remember one reaction per round per creature.
When a hostile creature you can see moves out of your reach or misses you with an attack, you can use your reaction to make one melee attack against them.
You can prepare an action and a trigger on your turn (using your Action). When the trigger occurs, you use your reaction to execute that action.
Casting a spell with a reaction casting time uses your reaction.
Use your reaction and shield to reduce damage from a single incoming attack by an amount equal to your Strength modifier + your shield’s bonus.
When an enemy declares an attack against you or an ally within 5 squares, you can use your reaction to impose disadvantage on that attack. Must be declared before the attack is made.
Combat Basics
Attacking
Now that we’ve discussed actions, let’s look into some fundamental combat mechanics, particularly attacking. When you target a creature within your reach, you roll 1d20; the final result, after accounting for any applicable modifiers, must equal or exceed the creature’s armor class. This applies to spell attack rolls, weapon rolls, and unarmed strikes.
Saving Throws
Saving throws represent your hero's remarkable ability to withstand various forms of peril and danger that they may encounter on their adventures. These crucial tests of fortitude and resilience can determine the outcome of life-or-death situations. There are three distinct types of saving throws, each designed to reflect different aspects of your hero's skills and attributes:
- Reflex uses your Strength and Dexterity. It measures how quickly you dodge out of harm’s way.
- Fortitude uses your Constitution and Charisma. It shows how tough and determined you are.
- Cognitive uses your Intelligence and Wisdom. It tests your smarts and will to shrug off mind tricks.
Here’s the updated way to calculate any saving throw:
Primary ability: Take your full bonus from the first ability (e.g. Strength for Reflex).
Secondary ability: Add half of the bonus from the second ability (round down).
Proficiency bonus: If you’re trained in that save, add your proficiency bonus (which is ⌈level ÷ 2⌉).
Putting it all together
Imagine a 5th-level character with:
- Strength +4
- Dexterity +2
- Proficiency bonus +3 (since ⌈5 ÷ 2⌉ = 3)
- Trained in Reflex
Their Reflex throw would be:
- +4 (Strength)
- +1 (half of +2 Dexterity, rounded down)
- +3 (proficiency)
= +8 total to Reflex saving throws.
When you roll a saving throw, roll a d20 (apply advantage/disadvantage if needed), then add that total bonus to try to meet or beat the target number.
Temporary Hit Points
In Crusaders, temporary hit points represent a shield of vitality that absorbs damage before your standard hit points are affected.
Stacking Temporary Hit Points
Whenever you gain temporary hit points—through spells, abilities, or items—you add them to any existing temporary hit points you already have, up to a maximum equal to four times your current level.
(Example: A 5th-level hero can have up to 20 temporary hit points.)
- Depletion: Temporary hit points are depleted first when you take damage. Your regular hit points are only affected after your temporary hit points are reduced to zero.
- Overflow: If you gain more temporary hit points while already near your maximum, you can only add enough to reach your maximum limit.
- Duration: Temporary hit points persist until they are lost through damage, or until the end of your next long rest, unless stated otherwise by a specific effect.
Temporary hit points provide crucial battlefield resilience, rewarding tactical use of protective magic, class features, and teamwork.
Dual Wielding
When you fight with a light melee weapon in each hand, you may make a single Dual Attack instead of your normal Attack. You roll one attack check, adding:
- Your attack bonus (from ability and proficiency)
- Each weapon’s enchantment bonus (e.g. both +2 items add +2 apiece)
On a successful hit, roll both weapons’ damage dice together and add:
- Your ability modifier once
- Each weapon’s enchantment bonus once
For example, you dual-wield two +2 short swords. Each short sword normally does 1d6 damage. Your Dexterity modifier is +3.
- Attack Roll: 1d20 + 3 (Dex) + 2 (main sword) + 2 (off-hand sword)
- Damage Roll: 2d6 + 3 (Dex) + 2 + 2 (each sword’s +2 enchantment)
A Dual Attack uses your standard Attack action—this rule simply merges two weapons into a single, stronger strike.
Weapon Properties
Finesse
Weapons with the Finesse property allow you to use your Dexterity modifier or Strength modifier for attack and damage rolls.
Enchanted
Weapons with the Enchanted property allow you to use your Spellcasting modifier, Dexterity modifier, or Strength modifier for attack and damage rolls.
Versatile
Weapons with the Versatile property can be wielded with one or two hands. When wielded with two hands, you add the bonus listed for the weapon. Example, Versatile (5) means you deal an additional 5 damage when wielding this weapon with two hands.
Heavy
Weapons with the Heavy property are large and unwieldy. Small creatures have disadvantage on attack rolls made with heavy weapons. The number listed after Heavy is the minimum Strength score required to wield the weapon properly. If you do not meet the Strength requirement, you cannot attack with the weapon. Example, Heavy (8) means you need at least 8 strength to wield this weapon.
Great Weapon
Weapons with the Great Weapon property are eligible to be used with features and feats that require the Great Weapon property. When wielding them with 1 hand or as a creature that is smaller than medium attack rolls are done with disadvantage.
Reach
Weapons with the Reach property extend your melee range by the listed number. If a creature is closer than your listed reach, within 1 range when you have Reach 2, you have disadvantage on attack rolls against the creature. Reach weapons also have a range indicated by a number, Reach (3) for example, this number can be doubled to attack a creature with disadvantage.
Proximity
Weapons with the Proximity property cannot target creatures that are closer than their minimum range. If a creature is within that minimum range, you cannot make attack rolls against them with that weapon until you move into proper range. Similar to reach, attacks made with this weapon are considered melee weapon attacks. For example, if a weapon has a minimum range of 2 squares, you cannot attack creatures adjacent to you (1 square) with that weapon. This number can NOT be doubled with disadvantage like a Light weapon can.
Light
Weapons with the Light property are small and light weight, if you hold a light melee weapon in each hand, you can combine them into a single Dual Attack. Example, a dagger deals 1d4 damage; while dual wielding treat your daggers as a single 2d4 weapon rather than making two separate attacks. Light weapons also have a thrown weapon range indicated by a number, Light (3) for example, this number can be doubled to attack a creature with disadvantage.
Thrown
Weapons with the Thrown property can be used as a ranged attack, and require you to be within range and use an item interaction to pick them back up. You use the same attack and damage roll modifiers as melee. Thrown weapons also have a range indicated by a number, Thrown (3) for example, this number can be doubled to attack a creature with disadvantage.
Range
Weapons with the Range property can be used as a ranged attack. You use Dexterity for attack and damage roll modifiers. Range weapons also have a range indicated by a number, Range (3) for example, this number can be doubled to attack a creature with disadvantage.
Ammunition
Weapons with the Ammunition property require compatible ammo, such as bolts or arrows. You draw ammunition as part of the attack action, but you cannot make an attack if you do not have the proper ammunition available.
Reload
Weapons with the Reload property must be reloaded after a certain number of attacks. Example, Reload (6) means you can make 6 attacks before you must spend an action to reload the weapon.
Precise
Weapons with the Precise property increase the holder's critical hit range for weapon attacks. Example, if you are wielding 2 daggers that have Precise (1), your critical hit range is now 18-20 instead of 20. This stacks with features, so if you are playing a class that already gives you 19-20, and you are dual wielding daggers your critical hit range would be 17-20.
Mounted
Weapons with the Mounted property, typically only required for weapons like a Lance, which requires you to be mounted in order to use the weapon.
Spellcasting Rules
Spellcasting Overview
Spellcasting is how characters use magic in this game. Depending on your class, you have one of three spell lists:
- Martial Spell List – direct damage and weapon-enhancing effects.
- Arcane Spell List – mystical blasts, illusions, and raw elemental power.
- Support Spell List – healing, buffs, and battlefield control.
If you multiclass into another spellcasting class, you do not gain access to that new class’s spell list—your available spells remain those from your original class.
Casting a Spell
- Select a spell from your class list.
- Spend the spell points required to use the spell.
- Roll the spells damage and apply the effects as described in the spells description.
- You cannot cast two tiered spells in the same turn. Example, if I cast a 1st tiered spell with my action, I can only cast a cantrip as a bonus action until my next turn.
- Keep track of remaining SP. At 0 SP you may still cast Cantrips until your next long rest.
Cantrips
Cantrips cost 0 SP, can be cast any number of times, and scale automatically as you level. Use them whenever you want without spending SP.
Spell Points by Level
Level | Total SP |
---|---|
1 | 8 |
2 | 10 |
3 | 12 |
4 | 14 |
5 | 16 |
6 | 18 |
7 | 20 |
8 | 22 |
9 | 24 |
10 | 26 |
All SP return after a long rest.
Tiered Spells
Tier | Unlocks at Level | SP Cost |
---|---|---|
1 | 1 | 2 |
2 | 3 | 4 |
3 | 5 | 6 |
4 | 7 | 8 |
5 | 9 | 10 |
Upcasting
After you reach two Tiers above a spell’s base Tier, you can spend extra SP to add damage dice:
Spell Tier | Unlocks at Level | Extra SP | Bonus Dice |
---|---|---|---|
Tier 1 | 5 | 1 3 at 9+ |
2 additional damage die 4 additional damage die |
Tier 2 | 7 | 1 3 at 10+ |
2 additional damage die 4 additional damage die |
Tier 3 | 9 | 1 | +2 additional damage die |
Tier 4 & 5 | — | — | Cannot upcast |
Managing Your Magic
Choosing between free Cantrips and SP-costly spells, and deciding when to upcast, makes every encounter a tactical challenge. Your SP pool refills only on a long rest.
Spells Known by Character Level
Cantrips Known: 3 + your spellcasting modifier (minimum of 1).
Total Spells Known: This is the number of spells you can prepare or cast across all unlocked tiers. You may allocate them freely among tiers you have access to.
Character Level | Total Spells Known | Unlocked Tiers |
---|---|---|
1 | 3 | Tier 1 |
2 | 4 | Tier 1 |
3 | 5 | Tiers 1–2 |
4 | 6 | Tiers 1–2 |
5 | 7 | Tiers 1–3 |
6 | 8 | Tiers 1–3 |
7 | 9 | Tiers 1–4 |
8 | 10 | Tiers 1–4 |
9 | 11 | Tiers 1–5 |
10 | 12 | Tiers 1–5 |
Channel Spells: Channeling A Spell
Channeling a spell harnesses its power over a fixed duration—typically several rounds—by spending the same action type each turn. You can only sustain one channeled effect at a time. Taking damage does not require you to roll to maintain a channel.
If you channel using your
Action, you forgo casting any other Action-type spells until the channel ends. Bonus Action spells and object interactions remain available.
If you channel using your
Bonus Action, you forgo casting any other Bonus Action spells until the channel ends, but your Action remains free for attacks, leveled spells, or other actions.
Choosing to perform a non-spell Action (such as
Inspire) while channeling still consumes a round of channeling but does not break the effect. Only casting another spell of the same action type would end the channel.
Each round during the channel’s set duration (for example, five rounds), you may spend the designated action to renew or reapply the effect. Whether or not you spend the action that round, it still counts against the channel's total duration. You do not expend additional resources to maintain the channel.
Becoming Silenced, Incapacitated, Unconscious, or otherwise unable to fulfill verbal, somatic, or material components immediately ends the channel.
You may voluntarily end a channel at any time without using an action, freeing you to begin a new channel or cast another spell of the same action type during that turn.
Rest Die
Rest die can be used during a short rest to regain resources. You gain a number of die equal to your class level, for example a 4 fighter 2 mage multiclass would have 4d12 and 2 d6. When you take a short rest you can expend a rest die to recover hit points or spell points. When recovering a resource you recover the number rolled plus your Constitution modifier to the resource up the the resources maximum.
Rest die reset when you finish a long rest.
Damage Types
In Crusaders TTRPG, you choose your damage type when you pick a spell. A spell will tell you to choose the type from the following options.
Weapon Damage
Slashing
Piercing
Bludgeoning
Elemental Damage
Fire
Cold
Lightning
Acid
Poison
Otherworldly Damage
Force
Necrotic
Radiant
Psychic
Thunder
Resistance & Immunity
Resistance halves damage of that type.
Immunity negates damage of that type entirely.
Conditions: Crowd Control
In Crusaders, a condition represents a temporary status effect—like being blinded, restrained, or stunned—that alters a creature’s capabilities in combat. Conditions such as blinded, deafened, grappled, restrained, or stunned impose penalties on movement, attacks, saving throws, or grants advantage/disadvantage as described in the table above. A special subset of these—known as crowd control effects—are designed to temporarily neutralize or hinder an enemy and always expire at the start of the affected creature’s next turn.
For example, if you restrain a foe with a net, that creature’s speed becomes zero, its attack rolls and Reflex saving throws suffer disadvantage, and attacks against it have advantage, but only until its next turn begins. Managing when and how long to impose these conditions is key to controlling the battlefield: use crowd control to disrupt enemy actions for a single round, then follow up with other tactics once the effect lifts.
Condition | Effect |
---|---|
Blinded | Cannot see; Awareness checks automatically fail, and attacks auto-miss. |
Charmed | A charmed creature cannot attack the charmer and must use its movement to move closer to the charmer. The charmer has advantage on social checks against the charmed creature. |
Dazed | Can take only one action, bonus action or movement on its turn; cannot use reactions. |
Deafened | Cannot hear; disadvantage on Awareness checks relying on sound; immune to Thunder damage. |
Frightened | Disadvantage on ability checks and attack rolls while source is in sight; must use movement to move away from the source. |
Grappled | Speed reduced to 0; cannot benefit from speed bonuses; ends if the grappler moves out of reach, cannot use somatic spells, and cannot teleport. |
Incapacitated | Cannot take actions, bonus actions, or reactions. |
Paralyzed | Your body is locked in place by overwhelming force or magic. You’re incapacitated, your speed is 0, and you can’t move, speak, or take any actions, bonus actions, or reactions. You automatically fail Strength and Dexterity saving throws. Any attack that hits you is a critical hit if the attacker is within 5 squares. |
Petrified | Transformed to stone: incapacitated, cannot move or speak, no somatic or verbal spellcasting, resistance to all damage; other specifics per GM. |
Prone | While prone your attacks have disadvantage, it requires 1 movespeed to stand up, and your armor is reduced by 2. |
Restrained | Speed 0, disadvantage on attack rolls and Reflex saving throws, attacks against have advantage. |
Rooted | Speed 0, automatically fail Reflex saving throws. |
Silenced | Cannot cast spells with a verbal component. |
Slowed | Movement halved (rounded down), PB penalty to attack rolls and AC, cannot take reactions. |
Stunned | You’re dazed by a sudden impact or shock. You remain conscious and aware, you cannot take reactions. You also suffer disadvantage on all attack rolls and ability checks until the start of your next turn. |
Unconscious | You’ve been knocked out or fallen into a deep sleep. You’re incapacitated, unaware of your surroundings, and your speed is 0. You fall prone and drop everything you’re holding. You automatically fail Strength and Dexterity saves, and any attack that hits you within 5 squares is a critical hit. You wake only if you take damage or someone spends an action to rouse you. |
Building a Character
Crafting what your character can do begins here: craft a hero who fits your vision and excels at the adventures ahead. You’ll choose ability scores, a class and species, a profession, and gear—then you’re ready to face the challenges of the world. We created a wonderful character sheet for you to make a character with as well.
Feat
Choose a feat at level 1.
Profession
Choose a Profession—blacksmith, scholar, scout, and more—to gain a handful of skill points in related skills and one unique profession feature, such as crafting mastery or survival expertise.
Starting Equipment
Every adventurer begins with the Basic Adventuring Kit:
- Bag or backpack
- 3 healing potions
- 5-square rope
- Tinderbox & cooking utensils
- One chosen tool (gain proficiency when selected)
- 10 rations
Starting Gold by Level
Level | Starting Gold (gp) |
---|---|
1 | 150 |
2 | 275 |
3 | 450 |
4 | 800 |
5 | 3,000 |
6 | 8,000 |
7 | 20,000 |
8 | 50,000 |
9 | 100,000 |
10 | 250,000 |
Currency
All trade in Crusaders uses gold pieces (gp). Spend gold on weapons, armor, potions, glyphs, scrolls, and other gear. Always verify proficiency before buying specialized items—gold wasted on unusable gear is harder to replace!
Choosing Your Skills
You start with 15 points for skills. It costs 1 point to add proficiency to a skill, and 2 to add expertise when you already have proficiency in the skill.
You gain 3 additional skill points every 3 levels, and you gain a set of skills or expertise as part of your profession.
Multiclassing
Multiclassing in the Crusaders TTRPG allows players to sacrifice a bit of raw power in exchange for increased versatility and utility in their character builds. By blending different class features and abilities, you can create a unique hero who not only excels in combat but also offers valuable skills that can aid your party in various situations. This strategic combination can enhance your gameplay experience, enabling you to tackle challenges with a well-rounded approach that goes beyond mere damage output. Embracing this idea can lead to a more dynamic and enjoyable campaign for you and your fellow adventurers.
What Is Multiclassing?
When you mix two classes, you count every level together but use each class’s own hit points and special things. You pick your first class and keep all its armor, weapons, and magic. Each time you go up a level in that first class, you add its big hit die and your CON bonus.
If you take a level in a second class, you add that class’s hit die and your CON bonus, but you don’t gain any new armor, weapons, or magic from it. You keep track of features from both classes, and your resting dice include one die of each type for every level you have in each class.
Spell Lists & Proficiencies
Unlike some systems, Crusaders does not grant you the new class’s spell list or item proficiencies when you multiclass. Your magical repertoire remains that of your first class, and your gear proficiencies stay unchanged. What you do gain are the class features—abilities and talents—that distinguish the new class.
Progression & Levels
When you multiclass, you spec into the second class at Level 1. Your subsequent levels in that class follow its normal advancement path, independent of your primary class. Meanwhile, your original class pauses from the level you left off. For example, a Fighter 4 who multiclasses into Rogue becomes Rogue 1; when you later take an additional Fighter level, you become Fighter 4, and if you level Rogue again you become Rogue 2.
Limits & Choices
Each character may multiclass only once. This keeps builds focused and prevents a patchwork of too many abilities. Choose carefully: once you’ve dipped into a second class, you cannot dip into a third, and you forego certain late-game features of your first class in order to gain early-game perks of the second.
When to Multiclass
Multiclassing shines when two class features synergize. Since you don’t gain extra proficiencies or spells, seek combinations where the raw features themselves provide unique tactical options. By blending two classes in this way, you craft a hero whose strengths span both traditions—yet remain streamlined by the one-time limit and the trade-off of lost spell or proficiency gains.
Feats & Boons
Feats & Boons serve as a means to enhance your character's abilities, granting them a range of additional features that can significantly impact gameplay. By choosing specific feats, players can customize their characters to suit their individual playstyles, unlocking unique skills and advantages. These enhancements not only broaden the strategic options available during encounters but also enrich the overall gaming experience by allowing for greater character development and personalization.
Feats
At Levels 1, 4, and 8, your hero gains a Feat. This special talent or training that grants unique benefits. Feats can grant weapon specializations, extra movement options, new spell‐like abilities, or passive bonuses such as improved saving throws. When you choose a Feat, its benefits apply immediately and persist as you continue to level.
Ability Score Increases
At levels 3, 5, 7, and 9 you will receive two Ability Score Increases. You can either choose to add +1 to two distinct ability scores or +2 to one single score (up to 20). These enhancements elevate your core attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma—thereby strengthening your primary function and enhancing your overall survivability.
Each point above 12 incurs double the cost.
Boons
Upon reaching Level 10, you earn a single Boon, a powerful gift that reflects your character’s epic journey. Boons might grant resistances, improved critical range, a unique class‐defining feature, or a small pool of limited‐use abilities. Boons are designed to capstone your build, offering a signature ability that sets you apart from lower‐level adventurers.
Together, these milestones—Feats at 1, 4, and 8; Ability Score Increases at 4 and 8; and a Boon at 10—shape your character’s growth, letting you tailor your strengths and unlock new possibilities as you ascend to greatness.
Other Rules
Going Beyond Level 10
Looking to give your players more adventures beyond level 10. You got it, adventurers looking to go beyond level 10 gain 2 additional ability score increases per level, and now can go beyond the 20 cap.
Proficiency bonus still goes up +1 every 2 levels, and the players gain hit points per level decided by their class as normal. That's it, it's a simple system, you can allow them to multiclass, or give them a feat once every 4 levels they can get a boon instead of a feat. Take your players as high level as you'd like but remember to scale your monsters accordingly.
Flying Rules
When you take to the air, your movement opens new tactical possibilities—and challenges. While aloft, you suffer disadvantage on attack rolls against any creature standing on the ground unless you dive-attack from at least one square above or use a weapon or ability designed for aerial strikes. Remaining airborne is taxing: for every ten rounds you spend continuously in flight, you accrue one level of exhaustion (see the exhaustion chart). If you reach six levels of exhaustion, you must land immediately or fall prone.
You may land safely on your turn by ending your movement on solid ground; if you’re unable to land—because of obstacles or lack of space—you risk a crash landing that deals bludgeoning damage to you (and anything below you) equal to half your maximum hit points. Spells or abilities that grant temporary flight end immediately if you become incapacitated, restrained, or otherwise lose the ability to maintain the effect, and you must make a Reflex saving throw to avoid falling damage.
By balancing the freedom of aerial movement with these penalties, flight becomes a powerful but demanding asset—one that rewards clever use of height and timing, while ensuring that extended airborne maneuvers carry real cost. While flying you have a penalty of -1 to attack rolls for every square you are from your target, as well as disadvantage in heavy wind.
Mounted & Flying Creature Limitations
A creature that serves as a flying mount must rest 1 hour for every 3 hours it flies, and it can’t fly for more than 9 hours per day.
Characters riding mounts can travel at a speed of 8 miles per hour, allowing them to cover a distance of 72 miles in 9 hours, which includes two 1-hour long rests throughout the day. Mounts that do not tire, such as flying constructs, are exempt from this restriction.
As adventurers journey through the air, proceed to check for random encounters as you typically would. Disregard any outcomes indicating a non-flying monster, unless the characters are flying low enough to be susceptible to ranged attacks from ground-based creatures. Characters maintain their usual chances of spotting ground-dwelling creatures and can choose whether to engage with them.
Falling Damage
When a character plunges from a height of six squares or more, they suffer harm from the impact. The fall deals a base of 1d6 bludgeoning damage for reaching that six-square threshold, plus an additional 1d6 for every square fallen beyond the sixth. For example, falling eight squares inflicts 3d6 damage. The GM may allow an appropriate skill check—such as Athletics, Acrobatics, or a specially granted “Safe Landing” roll—to reduce the total damage by an amount they deem reasonable, reflecting a heroic tumbles or last-second grab.
If you fall directly onto another creature, you and your victim each suffer half of the calculated damage (round down). This shared impact can topple foes or bring down flying enemies, but it punishes both parties. Whether you wind up bruised on the ground or pin an enemy beneath you, every square beyond the sixth adds one more d6 of risk to airborne maneuvers.
Swimming, Climbing & Underwater Rules
When you trade firm ground for water or vertical surfaces, both movement and survival hinge on your saving throws and skill checks:
Swimming
Each square you swim counts as two squares of movement unless you possess a swim speed. If you end your turn fully submerged without the ability to breathe underwater, you must succeed on a Fortitude save or start drowning. You can remain submerged for a number of rounds equal to your Constitution modifier multiplied by 2, with a minimum of 1 round, before you begin to drown.
While drowning, you accumulate one level of exhaustion for each round until you access a source of air. For every turn you gain air, you gain an additional round of water breathing. While swimming, you suffer disadvantage on ranged attack rolls and on any skill checks not related to swimming.
Climbing
Climbing vertical surfaces requires two squares of movement for each square ascended. If you fail a check (DC established by the GM depending on the difficulty of the surface), you slide down a distance determined by the GM. Should that descent total exceed six squares, you will incur falling damage.
Mounted Combat & Animal Companions
When you ride a mount into battle, your actions and the mount’s are distinct but coordinated. On your turn, you use your own Action, Bonus Action, and Reaction as usual, while your mount uses its movement and, if it’s trained for combat, its own Action and Reaction.
Controlling Your Mount
If your mount is trained for combat, it acts on your initiative and follows your mental commands. You direct it to move (using its entire movement), Dash, Disengage, or Dodge as a free decision. If you don’t give a command, it takes the Dodge action by default.
A mount untrained for combat acts on its own initiative and uses only the dash, dodge or disengage, action; it cannot attack. You still control its movement.
Attacking from the Saddle
Ranged and melee attacks you make while mounted behave normally, but you suffer disadvantage on melee attacks against creatures on the ground. You may use your Action to command the mount to attack with its own natural or trained attack, using its attack bonus and damage.
Dismounting
Dismounting requires you to use half of your movement and positions you in an adjacent square. Should you fall off—whether from being knocked Prone (due to your mount’s abrupt movement) or failing a check—you will land Prone and incur no falling damage if the drop is less than six squares; otherwise, you will take normal falling damage.
Animal Companions & Pets
Animal companions follow similar rules: they act on your initiative, obey basic commands, and possess their own movement, actions, and but do not have reactions unless specified on the monster's sheet. They cannot multiclass or cast spells, but they gain proficiency in one skill you choose when bonded.
- Hit Points & Proficiency: An animal companion’s hit points scale with your level, and it uses your Proficiency Bonus on its Attack rolls, skill checks, and saving throws.
- Shared Senses: If you and your companion are within 10 squares, you can see and hear through its senses as an Action.
- Companion Commands: You use your Bonus Action to command your companion to Attack, Help, or Dodge; without a command, it uses Dodge.
- Vulnerabilities: If you become Incapacitated or Distracted (Stunned, Petrified), your companion acts on its instincts—usually Dodging or Fleeing.
Mounts and companions enrich the battlefield by adding new tactics and teamwork, yet demand careful coordination and protection to keep your loyal allies in the fight.
Weather Conditions
Extreme Cold
Whenever the temperature drops to 0 degrees Fahrenheit or lower, any creature exposed to the cold must make a successful Fortitude saving throw (DC 10 + BS modifier) at the end of each hour; failing to do so results in gaining one level of exhaustion. Creatures that possess resistance or immunity to cold damage automatically succeed on this saving throw, as do those equipped with cold weather attire and beings that are naturally adapted to cold environments.
Extreme Heat
When the temperature reaches or exceeds 100 degrees Fahrenheit, a creature exposed to the heat and lacking access to potable water must make a Fortitude saving throw (DC 5 + BS modifier) at the end of each hour or suffer one level of exhaustion, this DC increases by 2 every hour they remain in this environment. Creatures wearing medium or heavy armor, or those dressed in heavy clothing, roll with disadvantage on the saving throw. Creatures that have resistance or immunity to fire damage automatically succeed on the saving throw, as do those naturally adapted to hot environments.
Strong Wind
A powerful wind creates challenges for ranged weapon attack rolls and skill checks that depend on hearing. It also snuffs out open flames, disperses fog, and renders nonmagical flight nearly unattainable. In desert areas, a strong wind can unleash a sandstorm, imposing disadvantage on skill checks that are reliant on sight, as well as minor slashing damage.
Heavy Precipitation
In regions experiencing intense rain or significant snowfall, visibility is notably reduced, and any creatures present suffer a disadvantage on skill checks that depend on sight. Additionally, heavy rain douses open flames and imposes a disadvantage on skill checks that rely on hearing.
Wilderness Hazards
This section presents various examples of hazards that adventurers might encounter in the wilderness. Certain dangers, such as slippery ice and razorvine, are readily visible without the need for any ability check. Conversely, others, like defiled ground, are undetectable to the average senses. The additional hazards noted here can be recognized through a successful skill check. To establish a suitable DC for any check aimed at detecting or identifying a hazard, use the BS modifier section.
Desecrated Ground
Certain cemeteries and catacombs are steeped in the hidden remnants of ancient malevolence. A desecrated area can vary in size, and casting a relevant spell within its range brings its presence to light. Undead entities situated on desecrated ground gain an advantage on all attack rolls and saving throws. When holy water is sprinkled on desecrated ground, it purifies a 3 range square area.
Frigid Water
A creature can endure immersion in icy water for a duration equal to its Constitution score in minutes before experiencing any adverse effects. For each additional minute in the frigid water, the creature must make a Fortitude saving throw (DC 10 + BS Modifier) or suffer one level of exhaustion. Those with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures naturally suited to thriving in icy waters.
Quicksand
A quicksand pit spans approximately a 10-foot-square area and typically descends to a depth of 10 feet. When a creature steps into this area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained.
At the beginning of each of its turns, the creature sinks another 1d4 squares deeper. As long as the creature is not fully submerged, it can attempt to escape by using its action and succeeding on an Athletics or Might skill check (DC 10 + BS modifier + the number of feat the creature has sunk). If a creature is entirely submerged, it cannot breathe and dies after 3 rounds unless saved by another creature. A creature can rescue another within its reach from the quicksand pit by using its action and successfully performing a Athletics or Might skill check, (DC 10 + BS modifier + the number of feat the creature has sunk).
Razorvine
Razorvine is a plant that weaves through wild tangles and hedges, clinging to building facades and various surfaces much like ivy. A barrier of razorvine measuring 10 feet in height, 10 feet in width, and 5 feet in thickness boasts an AC of 11, 25 hit points, and is immune to bludgeoning, piercing, and psychic damage. If a creature comes into direct contact with razorvine for the first time during a turn, it must make a DC 10 + BS modifier Reflex saving throw. Failing this throw results in the creature sustaining 15 (3d10) slashing damage from the razorvine's sharp, blade-like thorns.
Slippery Ice
Slippery ice presents challenging terrain. When a creature steps onto slippery ice for the first time during its turn, it must succeed on an Athletics or Acrobatics skill check (DC 10 + BS Modifier) or fall prone.
Thin Ice
The weight limit for thin ice is 3d10 × 10 pounds per square section. If the cumulative weight in any given area surpasses this limit, the ice will crack. Any creatures present on the fractured ice will plummet through suffering the effects of Extreme Cold conditions instantly.
Law and Order
Justice in the world of Crusaders is rarely fair, and never simple. Each settlement’s legal structure reflects its politics, culture, and resources. In frontier villages, justice may be personal and immediate. In sprawling cities, it may be codified, corrupt, or enchanted.
Law Enforcement
Whether a settlement enforces law depends on its size and disposition. A lawful capital city may maintain a City Watch that patrols public spaces, investigates crimes, and protects the elite. Rural or chaotic areas may rely on vigilantes, adventurers, or religious enforcers to keep order.
Arrest and Accusation
A character may be arrested if there is direct evidence, an accusation from a high-status figure, or they are caught in the act. Being accused of a crime may trigger an Inquiry Phase involving investigation, intimidation, bribery, or escape. Arrests can be physical (grappled) or magical (bound, silenced).
Trials
Trials vary wildly. In lawful cities, magistrates or high lords conduct formal hearings. Defendants may present evidence, call witnesses, and use spells like Detect Truth or Zone of Clarity. Elsewhere, a trial might mean:
- Trial by Ordeal: The accused must survive a dangerous task, such as walking across fire, resisting poison, or retrieving an item from a cursed well.
- Trial by Combat: The accused (or a champion) fights an opponent chosen by the court, often the accuser or a divine champion.
- Public Testimony: Social influence and public opinion decide the outcome. Characters may use Charisma skill checks rolls in dramatic exchanges.
- Summary Judgment: If guilt is obvious (or politically convenient), the judge may skip directly to sentencing.
Verdicts and Sentencing
A guilty verdict can carry serious consequences. Sentences are typically decided based on the severity of the crime, political factors, and status of the accused.
- Minor Crimes: Fines, public shaming, short-term labor or branding.
- Moderate Crimes: Forced servitude, long-term labor, exile, or magical restraint (e.g., silence collars).
- Major Crimes: Execution, soul binding, mind erasure, or sentencing to a demiplane prison.
Mechanics for Legal Drama
The trial can become a structured scene, using social initiative or a persuasion conflict similar to combat:
- Rounds: Each side takes turns presenting arguments, questioning witnesses, or countering statements. Use Charisma-based skill checks.
- Evidence: Presenting strong physical or magical evidence grants advantage or imposes penalties on the opposition.
- Favor: Track the court’s Favor on a scale from –5 to +5. A value of +3 results in a favorable ruling; –3 results in a conviction.
Bribery, Blackmail, and Influence
In many courts, the outcome isn’t decided in the courtroom—it’s decided behind closed doors. Characters may:
- Bribe an official Wealth test or social check
- Blackmail a magistrate using hidden evidence or secrets
- Call in favors from allies, religious orders, or past clients
Appeals and Escapes
After a sentence is delivered, characters may:
- Appeal the decision to a higher authority, requiring new evidence or political support
- Escape custody using stealth, magic, or external help
- Survive the punishment and return with a grudge or redemption arc
Chases in Crusaders
Chases in Crusaders are designed to be fast, cinematic, and tense. Instead of being a predictable race between movement speeds, chases in this system involve Exhaustion, obstacles, and tactical decisions. The goal is to capture the chaos and thrill of pursuit—whether through crowded streets, crumbling ruins, or twisting forest paths.
Starting a Chase
A chase begins when at least one pursuer is actively trying to catch a fleeing quarry. At the start of the chase, all participants roll initiative if not already in turn order. Establish the starting distance in squares between the closest pursuer and the quarry, and determine who is in the lead. The chase progresses in combat-like rounds, with each participant taking an action and movement on their turn.
Movement and Dashing
Characters in a chase can use the Dash action as many times as they like, but there are limits to endurance. Each participant may Dash a number of times equal to 3 + their Constitution modifier without penalty. After this, every additional Dash requires a DC 10 + BS Modifier Endurance skill check. On a failed save, the participant gains one level of Exhaustion. At five levels of exhaustion, the creature's speed becomes 0.
Exhaustion gained from a chase is removed after a short or long rest.
Distance and Zones
Use the following abstract zones to measure the distance between quarry and pursuer:
Zone | Distance (Squares) | Description |
---|---|---|
Adjacent | 0 | You are within reach of the target and can attempt to tackle or grapple them. |
Close | 1–3 | You are nearly on top of them; one good move closes the gap. |
Medium | 4–6 | Standard chase range; you are keeping up or falling behind. |
Far | 7–12 | The target is pulling away; ranged actions become harder. |
Escaped | 13+ | The quarry has vanished or broken line of sight and escapes the chase. |
Actions in a Chase
Participants may use attacks, spells, or other abilities during a chase, though doing so may reduce their ability to Dash or maintain momentum. Casting a spell or making an attack usually means forgoing a Dash that round, increasing the risk of falling behind. Normal rules for range, line of sight, and terrain apply, but participants in the chase generally cannot make opportunity attacks against one another—since all are assumed to be in simultaneous forward motion. However, opportunity attacks from non-participants (e.g., guards, bystanders, hazards) may still occur.
Chase Complications
At the start of each round, or when entering a new chase zone, the GM may roll a 1d6 Chase Complication(apply BS modifier as needed):
d6 | Complication | Effect |
---|---|---|
1 | Obstacle | A market cart or debris blocks your path. Succeed on a DC 12 Reflex saving throw or lose 1 square of movement. |
2 | Bystander Interference | A civilian steps into your path. Make a DC 10 Cognitive saving throw or become Slowed for the round. |
3 | Slippery Surface | A wet or unstable surface. Succeed on a DC 10 Reflex save or fall Prone. |
4 | Sharp Turn | A sudden alley or stairwell forces a quick pivot. Succeed on a DC 12 Reflex save or forgo your next Dash. |
5 | Sudden Climb | Climb over an obstacle. Make a DC 11 Athletics or Acrobatics check or lose 1 square of movement. |
6 | No Complication | The path is clear — for now. |
Ending a Chase
A chase ends when all pursuers are no longer able to continue, the quarry escapes, or an Adjacent pursuer successfully captures or disables the target. A chase may also end narratively—if the quarry ducks into a crowd, casts a teleportation spell, or disappears into a fortified safehouse.
Creating A Custom Class
When your narrative calls for more than the conventional archetypes, you can design a custom class by outlining ten “level-up” features that align with the power dynamics of your setting. Consider each feature a milestone—similar to the feats and class abilities with which you’re familiar—and make certain that no single ability overshadows the class’s fundamental identity. All custom classes should be discussed and approved by a GM before playing. If a GM isn't comfortable they can decline to offer custom classes.
1. Define the Class Concept
Begin by naming the class and distilling its essence in a single sentence: what it does best, how it feels, and why it exists. Is it a blade‐dancer who weaves steel and song? A spirit‐wielder who bends the astral tides? Your ten features must reinforce that core concept.
2. Level Progression & Feature Power
Outline one distinct feature for each level from 1 to 10. The early levels (1–3) provide fundamental, dependable tools like additional damage, minor resistances, a bonus to a skill or two, or a straightforward combat maneuver. The mid-levels (4–7) reveal your signature twist: an aura, extra mobility, a multi-layered buff, or a situational control ability. The high levels (8–10), are geared towards helping classes fight stronger creatures like gods, ancient dragons, and other legendary monsters.
Avoid adding advantage to any feature below level 6. Utilize existing feats and class features as benchmarks: a Level 4 fighter’s Action Surge serves as a good comparison for a custom class’s mid-tier ability. Strive for consistency in impact.
3. Resource Management & Balance
Refrain from providing abilities that completely restore on a short rest or replenish spell points without a meaningful expense. Instead, offer a dependable yet limited usage: designate a cooldown period by rolling a d10 at each long rest; if you roll a 10, the ability recharges. This aligns with the Recharge (10) mechanic, ensuring your feature remains a surprising and valuable asset without undermining the balance of resource management.
4. Integration with Core Systems
Make certain that your features integrate seamlessly with the established rules. If your class adjusts spell points, link its abilities to specified costs or cooldown periods. If it alters action economy, explicitly indicate whether the feature requires your Action, Bonus Action, or Reaction. Always refer to saving throws by their categories (Fortitude, Reflex, Cognitive) and connect any skill-based feature to a recognized skill check.
5. Playtest & Iterate
After drafting, conduct a brief combat or social encounter with a seasoned group. Pay attention to aspects that dominate (overshadow other classes) or seem lackluster. Modify damage dice, cooldown intervals, or incorporate conditional triggers (“only on a critical hit,” “only when below half HP”) to refine power and uphold thematic consistency.
By following these steps—defining concept, mapping features across ten levels, balancing uses with Recharge (10), and iterating through play—you’ll forge a custom class that stands shoulder‐to‐shoulder with the core roster, yet feels entirely unique to your world.
Optional: Madness
Madness
Adventuring in a world full of cosmic horrors, forbidden magic, and mental strain is not without consequence. Madness isn’t just a condition—it’s a process.
Madness in this system represents the fracturing of perception, emotion, and identity under immense psychic pressure. It manifests when the character's sense of self, safety, or reality is shaken by exposure to trauma, incomprehensible forces, or mind-warping truths.
Going Mad
Sanity is a resource representing total mental stability. When it drops, the character becomes more vulnerable to psychological collapse.
A creature's Sanity Score is calculated as: Sanity = 100 + Intelligence + Wisdom + Charisma + Constitution
- When a character takes sanity damage, reduce their score accordingly.
- A Sanity Check (1d100 under current sanity) may be required in high-stress moments.
- When sanity drops below 50, the character begins rolling for madness events on a failed save.
Alternative for Simplicity: Skip the Sanity score and just use Cognitive saving throws vs. escalating DCs when characters face horrifying effects.
Recovery
Madness does not auto-end unless short-term. To remove long-term or extended madness:
- Short-Term: Ends on duration, may be suppressed by aid or healing, or taking a short rest.
- Long-Term: Can be ended by magical restoration, extended rest in safety, or intensive support.
- Extended: Requires therapy, magical mind restoration, or resolving the core trauma (e.g., defeating the entity that caused it, or confronting a repressed memory).
Treatment Options
- Companion Support: A dependable ally can spend 10 minutes calming a deranged character, nullifying the madness for 1 hour, during which neither can take actions.
- Rest: A long rest in peaceful surroundings can reduce Long-Term effects to Short-Term.
- Ritual Purification: Specialized rituals may cleanse Extended madness over several hours or with a sacrifice.
- Exposure Therapy: Confronting the source of madness directly might remove it… or worsen it.
Madness Effects
Characters must succeed on a Cognitive saving throw (or Sanity check) when:
- Witnessing an incomprehensible being or vision
- Casting or being affected by alien or forbidden magic
- Suffering psychic damage, hallucinations, or a traumatic death nearby
- Failing a Ritual involving extraplanar or eldritch knowledge
- Experiencing a cumulative effect (ex. multiple long-term madness effects)
Failure results in Madness: Short-Term, Long-Term, or Extended (Indefinite).
Short-Term Madness (1d10 minutes)
d100 | Effect |
---|---|
01–10 | You perceive a hidden pattern in everything. You are too busy tracing symbols in the air or on your skin to speak or act effectively. You cannot cast Verbal spells without the use of an item. |
11–20 | Insects crawl under your skin. You are compelled to scratch, claw, or disrobe. You cannot cast spells and have disadvantage on skill checks that rely on hearing or sight. |
21–30 | You are being watched. You cower, hide, or stare at walls. You cannot move unless dragged or carried. |
31–40 | Reality doubles. You see everything twice and must choose randomly which version to respond to. Disadvantage on all attacks. |
41–50 | Everyone’s face looks like someone you’ve lost. You cannot attack or harm any creature. |
51–60 | You scream until your voice gives out. You are deafened and cannot cast verbal spells for the duration. |
61–70 | Your blood is boiling. You feel heat radiating from within, you take 1d6 fire or cold damage at the start of each of your turns, GM's choice. |
71–80 | You forget what side you're on. For the duration, treat all creatures as allies or all as threats, GM’s choice. |
81–90 | Your skin feels wrong. You obsessively rub or scratch your body, taking 1d8 psychic damage each round. You cannot hold items or concentrate. |
91–100 | You experience full dissociation. You float above your body, unable to act. You are incapacitated and immune to fear or pain until the duration ends. |
Long-Term Madness (1d10 × 10 hours)
d100 | Effect |
---|---|
01–10 | You obsessively repeat a harmless ritual. Washing, counting, praying, or tapping dominates your thoughts. You have disadvantage on concentration checks. |
11–20 | You are convinced someone is missing. You will not rest until you find them, even if they do not exist. |
21–30 | You believe the world is upside down. You crawl on ceilings or refuse to stand upright. Movement is halved. |
31–40 | Colors speak to you. You are constantly distracted by colors whispering secrets. Disadvantage on Wisdom and Intelligence checks. |
41–50 | You hear your own name whispered constantly. You suffer from paranoia and cannot be surprised but also gain disadvantage on all Wisdom skill checks. |
51–60 | One object is your anchor. Choose a "lucky" item. While more than 3 range from it, you have disadvantage on attack rolls and saving throws. |
61–70 | You are mute. You cannot speak, vocalize spells, or communicate verbally until cured. |
71–80 | You believe your allies have been replaced. You mistrust everyone and cannot benefit from help, healing, or buffs from others. |
81–90 | Every shadow contains something watching you. If alone or in darkness, you become frightened until you return to bright light or allies. |
91–100 | You believe you are already dead. You refuse to eat, sleep, or act unless convinced otherwise each hour (DC 15 + BS Modifier Charisma check). |
Indefinite Madness (Lasts Until Cured)
These madness effects persist until removed by magic, rest, or therapy as determined by the GM. They carry mild but meaningful mechanical drawbacks to reflect their lasting psychological toll.
d100 | Effect |
---|---|
01–10 | “I don’t recognize my own reflection.” You suffer disadvantage on Wisdom checks, and Cognitive saving throws. |
11–20 | “I can only trust one object. I talk to it constantly.” If separated from this object, you suffer disadvantage on Intelligence and Charisma checks. |
21–30 | “This isn’t real. None of it is.” You have disadvantage on Fortitude saving throws and Strength skill checks. |
31–40 | “People are always watching me.” You cannot benefit from the Help action, and you must roll Cognitive saves at the start of combat or be Frightened until you are alone. |
41–50 | “There’s something in my blood.” Whenever you take damage, you must pass a Fortitude save (DC 10 + BS Modifier) or waste your next bonus action checking yourself for wounds. |
51–60 | “The stars are wrong.” You refuse to act during the first round of combat under open sky unless a Cognitive save is passed (DC 10 + BS Modifier). |
61–70 | “Bright light hurts.” While in bright light, you have disadvantage on attack rolls and Awareness checks. |
71–80 | “They’ve been replaced.” You cannot receive healing or buffs from other players unless you succeed a Cognitive save (DC 10 + BS Modifier). |
81–90 | “If I stop counting, something terrible will happen.” While suprised, feared or paralyzed, you suffer disadvantage on all saves. |
91–100 | “Something is following me. I just don’t know when it’ll catch up.” You must sleep with a light source or fail long rest recovery. |