Penor, a primer in the history of the world.
Well, hello, it has been a bit hasn't it? Things have changed, campaigns ended, and life getting in the way as usual.
Some of you will know that it has just been life, but I will explain where I have been: Life, work, the holidays, and many more things of course. This is usually the busiest time of the year for a chef like me, and just for everyone else.
Some of you will know that it has just been life, but I will explain where I have been: Life, work, the holidays, and many more things of course. This is usually the busiest time of the year for a chef like me, and just for everyone else.
So, with the blog getting updated and me finally marking down a schedule; I figured as my first post back, I could share the primer for the world of Penor.
That being said, this blog will continue being a variety of things to do with my podcast as well as a record of what I post about my lore on Penor, as well as my created classes, and this will also act as my legendarium for my D&D campaign world as well; of course, my book setting will all be in short stories and in my novels, but this here will be where you can find ALL the info on Penor you need. Plus, I will be sharing adventures here, modules I am making. So, be sure to be on the lookout.
That being said, I have gone on long enough, down below is the primer for my world. I have included the mainstay extra mechanics in this primer as well. Of course, these and more will be made and shared as I come up with them. So, expect updates for that.
Penor, a history:
Lore
This document introduces lore, extra mechanics, and background to the world of Penor.
PS: Pre shattering.
AS: After Shattering.
These are the dates and the events listed below them as to what happened that year! Pleas enjoy this... very long document!!
Year
-1000PS
The first bit of record history of Penor was recorded by Dwarves and Halflings. (Known as the age of mystery)
-500PS
Founding of the First Nations of Delthon and Stonedr. Humans begin the warring period.
-400PS
The Elves leave the forests of Penor and find their way around the various regions of the world. A surge in Elvish fascination begins.
-300PS
Humans stop the 200-year, and the nations of Cambrie and Vaoltar are founded.
-200PS
Magic is discovered by Dragons, and begat to all the races of Penor. Gods begin bestowing blessings.
-100PS
Duchies, Baronies, and various smaller kingdoms spring up all over Penor in a mass rebellion of tyrant empires, and the great Dragon Lilmuzzad is slain by Odrikin Dragonslayer.
1PS
The age of men comes, and the age of mystery ends.
100PS
The great Jewel was discovered, deep within an obsidian dungeon under the earth. A group of Travelers founded the decentralized Wayfarers Guild.
210PS
Dwarven Holds are expanded, and the great clan wars break out between all the dwarves.
300PS
Halflings begin to form alliances with humans and begin to befriend them. The treaty of Haven is signed ensuring peace amongst some nations of men and halflings.
500PS
Dwarves begin to fracture off and found strongholds underground, and the great Dwarvish kingdom of Duathar is founded.
1000PS
The Dwarvish clan wars end.
1100PS
The medieval age is reached and the bronze age is left behind.
1200PS
The founding of the University of the Magi.
1300PS
Crysai forms the Moccish Kingdom with the power of the great jewel, now named the Crysais Jewel.
1500PS
The Elves retreat to their forests to stave off the corruption of the other races. Druid magic is left to the world, and elves become rare sights.
1500PS-1800PS
The golden age of Penor, many clans of the dwarves seek an open alliance with the various nations of man and Halfling.
1800PS-1900PS
The Lizardmen wars begin, and nations of man, Dwarf, as well as halflings, fight in the Jade wars.
2000PS
The end of the first age comes. Many elves come out of hiding as a plague spreads among them. The rattling plague is born.
Yr 1 2nd age PS
Undead flood the various nations of the continent of Penor, and the god's clerics are called upon to dispel the plague.
Yr 10 2nd age PS
Advancements in medicine put a dent into the plague, as well as clerics as the majority of it is stopped.
Yr 100 2nd age PS
Crysai dies, her magic no longer keeping her alive. In a last-ditch effort, she uses the great Jewel to become the goddess of magic, changing magic forever.
Yr 101 2nd age PS
The kingdom of Moc has a new Queen, the child of Crysai. They expand their borders.
Yr 200 2nd age PS
The great Jewel shatters.
Yr 205 2nd age AS
The shattering saw many shards of the jewel land all over the continent of Penor and give way to never before seen things.
Yr 210 2nd age AS
The Wayfarers guild is sponsored by many nations to help gather the shards for reward and venture into these dark dungeons brought to life by the shards.
Yr 310 2nd age AS
Many patchwork nations are sprung from land conquered by shard bearers.
Yr 400 2nd age AS
Gnomes make themselves known in their floating magical cities and hint at magic above what is known.
Yr 510 2nd age AS
The current date, a shaky peace reigns over the continent Penor.
Nations and places.
The nations of the continent of Penor:
The Grand Duchy of Cambrie:
The Grand Duchy of Cambrie one of the longest-living nations, a nation in the Southeast of Penor is home to thousands; the capital is Starmyst, where the current Grand Duke rules, Imvendor Adralei. A half-Elf. Starmyst is the market capital of the southeast region of the continent of Penor, many folk come to trade within their halls and make this place their home.
Far to the eastern edge of Cambrie, the woodland region exports its woods, and a Baron, Baron Walter ‘the kind’ rules within the duchy from Lightwind. Fish and rice is a popular dish of this nation as it settled where farms have a hard time thriving.
Towns going east of the capital part of Cambrie are:
Brightpoint: a major fishing town that connects the east to the west of the Grand Duchy.
Copper Watch: A smaller farming and fishing village.
River Gate: A town sitting on the jagged lake, fishing, and farming is popular in this town.
Duskfell: A farming town that is famous for its mead and bees much like Underhaven.
Underhaven: A small town full of alcohol merchants and inns.
The Barony of Lightwind:
The Barony of Lightwind was bestowed to Walter when he was young; having earned it by delving into ruins for shards of the great Jewel. Once he was given his land and landed, he ruled with intelligence and a kind hand allowing for the growth of magic, commerce, and the military. But, not everything is perfect.
Lightwind: A fortified town, well-ruled and has a smaller school of magic within its walls.
Silvercross: A major fishing town that sits at the edge of the misty Lake, and exports various types of fish
Husywood: A lumberman's town, connects the barony to the southern independent nations.
The Goldmarsh Barony:
Just north of Cambrie, the Duchy of Goldmarsh lies; independent of Cambrie only because of a defensive capital and a large population. Yet, peace and calmer heads have prevailed keeping relations to the Grand duchy calm and trade prosperous. Ruled by Baron Edgar Con.
The barony of Stormmbreeze:
This barony to the southeast of Cambrie rules only two towns, but, this barony controls the only ocean port in the region, most if not all nations respect the imports from this barony and keep good relations with Baroness Cassandra of Sunpool.
Duchy of Lithilorn:
The Duchy to the direct south of Cambrie rivals it in size and amount of cities it has. Perhaps the only rival nation in the region that could wage a good war against the Grand Duchy of Cambrie. Full of various cities known for their crime, and commerce, this nation boasts a huge army of archers and imports goods from all over. Ruled under an iron fist, the Duchess Istoria is thought to be a vampire.
The Duchy of Stonecloud:
The duchy to the northeast of Cambrie is nestled deep within the mountains that dot the region. Known for selling metal, fine craftsmanship, and having a highly defensible position, this duchy is not in good standing with its neighbors. Ruled by Duke Cluston.
The Kingdom of Moc:
Far to the west lies the kingdom of Moc, this nation houses the first-ever university of magic and one of the longest-living nations on the continent Penor. The great sorceress Crysai ruled this nation until the shattering, making sure the great lands of her nation were prosperous and well taken care of. Controlling duchies, and baronies, the daughter and current Queen, Quin rules with the same magical prowess her mother did. The capital is Moc, and this capital is ringed, with four rings, the outer being the slums district, the second outer ring being the market and commerce district, the second inner ring being the magic district; and finally the most inner being the noble district.
The Kingdom of Lanin:
This nation lies far to the north bordering the patchwork of the southeastern nations, and the western Moc. Lanin is a haven of Dwarves and Humans. Rules by a Dwarvish king and Human Queen, this nation is peaceful and powerful, known for it’s massive stone structures and architecture; this nation boasts a massive army of Dwarvish tower shieldmen and swordsmen humans.
The Kingdom of Stonedr:
A union of peace between Halflings and Dwarfs made this nation the oldest standing one in the world; once comprised of the southwest of Penor, it was split between Stonedr and Delthon. Wars, common enemies, and so much more led to the Halflings forsaking their nation of Delthon and joining one of the biggest kingdoms of the Dwarves of Stonedr. A dwarvish king rules with a Halfling advisor in a long line of consistency. Absorbing Dunthar, this kingdom boasts much power and with the ingenuity of Halflings, tales are spread amongst all in this nation as much ale is spread.
Various smaller clans and strongholds:
Dwarves of the various mountain regions, underground holds, and so much more dot the continent of Penor. Many clans, of all names, and specialties dot the land; these are at times, always fighting with each other and wars are at times constant.
The kingdom of Vaoltar:
This kingdom lies to the sleight north east of the southeastern region where the Grand duchy of Cambrie calls their home. This nation is set on a large archipelago of islands and sailing is a beloved pass time of this nation, ruled by King Vou, this kingdom enjoys a large superiority in the control of the eastern ocean. Close to hundreds of smaller and bigger islands dot this kingdom. Bridges connect some of the closer islands. This nation is famous for it’s jagged cliffs and commerce with other nations on the continent of Penor.
Important Guilds
The Wayfarers Guild:
With the amount of ruins around, and monsters on the rise all over, this continent-spanning guild is
paying people to explore ruins, out-of-the-way places, and even put a stop to plots that would
harm the public. With the pay being good, a lot of folks become adventurers in the hopes of
stopping their dead-end jobs. Of course, this isn't something that happens all the time, many
people die or lack the funds to become what they wish. This guild has a major chapter in many of the bigger cities on the continent but mostly stays decentralized.
The Golden Hand:
This guild of thieves reigns all over the continent of Penor; as the longest-stretching guild of thieves, this guild works in the shadows to steal, forge, and smuggle. This guild controls the black market trade and most illicit activities in Penor. This group operates in cells, with a main location not known. The leader is just known as ‘the coinbearer’. Goldmasters oversee other regions and report to the main guild area. Members must swear an oath and be given an enchanted golden coin that never leaves the thief's person; marking them as a member.
The Woodland oath:
A guild of Druids and Rangers, this guild protects nature against civilization and strives to keep a balance between the wilderness and the evil that spawns from it after the shattering. Their headquarters lies deep within the Ravenwoodland; at least this is what most think as no one but the Rangers and Druids themselves know. Members who patrol and go out to travel and protect nature are called Warders, and members who strive to keep the balance within the forests itself are called Seers. Druids and Rangers can do both.
The Shadow Brotherhood:
This brotherhood of assassins is here to do one thing, and that is to provide discreet, professional assassination services to nobles, guilds, or private citizens willing to pay their exorbitant fees. Their locations and headquarters are a mystery and have never been found. Their leader is an enigmatic figure known as the ‘Shadecaller’ their voice meant to paralyze those who hear it. This guild operates in small cells to provide kills for their clients. Members are trained in killing, stealth and poison.
Gods and Deities
Chief Deities:
Aruvael, the God of the Sea, the Moon, and the Underworld, is surprisingly plain, with
tanned skin, long, black hair, and eyes the color of summer sky. He is very tall and
slightly plump and has a faraway expression. He usually wears a hooded cloak dyed
bright green.
He is also associated with birds. Commoners often worship him. His few followers can
be primarily distinguished by their ritual scars. There are numerous altars dedicated to
him in military outposts. There are many myths involving his vast travels with Dreklifes.
He is the husband of Thevanah. He is known to send visions to great mortal leaders.
Monnolon, the Goddess of Rain and the Sun is shockingly beautiful, with fair skin,
shoulder-length, flowing black hair, and eyes the color of sapphires. She is tall and
slender and is usually frowning. She usually wears chain mail dyed dark green.
She is also associated with armor. She is often worshiped by warriors. Her surprisingly
numerous followers can be primarily distinguished by the ritual greetings they use.
There are more than a few offerings to her in large cities. There are many myths
involving her many misadventures with certain mortals. She is the mother of Thevanah.
She is known to appear to wicked mortals.
Other Deities:
Thevanah, the Goddess of Madness and Marriage, is eerily beautiful, with ivory skin,
short, white hair, and eyes the color of fallen leaves. She is medium height and slender,
and almost never smiles. She usually wears light and airy robes dyed light grey.
She is also associated with sex. She is often worshiped by village folk. Her many
followers can be primarily distinguished by their ritual scars. There are more than a few
statues of her in forests. There are many myths involving her many misadventures with
Crysai. She is the cousin of Dreklifes. She is known to place challenges before mortal
warriors.
Bany, the God of Tournaments, Wishes, and the Forge, is quite beautiful, with ebony
skin, long, rippling bright red hair, and eyes the color of deep pits. He is average height
and willowy and is usually frowning. He usually wears a tattered cloak dyed
green-brown and bright scarlet.
He is also associated with orphans and souls. Wanderers often worship him. His large
number of followers can be primarily distinguished by the holidays they observe. There
are a few temples to him in small villages. There are many myths involving his ongoing
arguments with Dreklifes. He is the son of Naevaner. He is known to hinder mortals with
Quests.
Mea, the Goddess of Friendship, is almost plain-looking, with ashen skin, shoulder
length, curly red-brown hair, and eyes the color of amethyst. She is tall and solidly built
and is usually smiling. She usually wears scant clothing, dyed dark blue.
She is also associated with war. She is often worshiped by commoners. Her large
number of followers can be primarily distinguished by the charms they carry with them.
There are quite a few statues of her at the edge of forests. There are many myths
involving her enduring friendship with Bany. She is the mother of Dreklifes. She is
known to help peasants who ask for aid.
Dreklifes, the God of Secrets, is very plain, with ivory skin, long, wavy pale golden hair,
and eyes the color of bright emeralds. He is very tall and broad-shouldered and has a
faraway expression. He usually wears little clothing, dyed medium green and
Blue-black.
He is also associated with midnight. He is often worshiped by the wealthy. His many
followers can be primarily distinguished by the weapons they bear. There are many
temples to him just outside of cities. There are many myths involving his affectionate
relationship with Naevaner. He is the father of Eneannom. He is known to send dreams
to mortals seeking forgiveness.
Naevaner, the God of Wrath, the Undead and Mercenaries, is very plain, with fair skin,
long, flowing russet hair, and eyes the color of rusted metal. He is average height and
slender, and looks somewhat insane. He usually wears peasants' clothes dyed dark
Red-violet.
He is also associated with cats. He is often worshiped by men. His surprisingly few
followers can be primarily distinguished by the shrines in their homes. There are a
respectable number of temples to him at the edge of forests. There are many myths
involving his vast travels with Monnolon. He is known to sometimes place obstacles in the way of wicked mortals.
Crysai, the Goddess of Magic, is extremely beautiful, with tanned skin, short,
flowing cinnamon hair, and eyes the color of shimmering crystals. She is tall and
muscular, and almost never frowns. She usually wears scant clothing, dyed dark gray
and blue-green.
She is also associated with fate and creation. Her followers can be primarily distinguished by the clothing they wear. There are a few carvings of her near bridges.
Eneannom, the God of Brawls and Sacrifice, is almost plain-looking, with very pale
skin, short, straight black hair, and eyes the color of banked coals. He is of average
height and of average build and looks rather smug. He usually wears peasants' clothes
dyed dark red.
He is also associated with assassins, money, and duels. He is often worshiped by the
poor. His surprisingly few followers can be primarily distinguished by the holidays they
observe. There are widespread sacrifices to him near rivers. There are many myths
involving his unhealthy relationship with Aruvael. He is the husband of Bany. He is
known to sometimes place obstacles in the way of mortal villains.
Languages of the World
These are the language replacements that are present, the rest from the book (e.g. the OSE classic fantasy book) are used.
Wayfarers tongue (Used by most nations that trade with each other. This world's
common tongue.)
Mnomrian (Gnomish)
Æladi (Elvish)
Sschar (Lizardmen)
Hethi (Dwarvish)
Qualn (Halfling)
Hybor (Orc)
Months of the year:
These are the months of the year; as a note, there are two moons, Mynn, and Cynn. One is a reddish color and the other is white. The moon's phases are split as evenly as possible among the months and days!
Klaldums (37 days)
Havesh (36 days)
Writins (37 days)
Tueh (37 days)
Srola (35 days)
Trati (34 days)
Preest (37 days)
Seicius (37 days)
Grelihs (38 days)
Extra Mechanics
Pipe smoking:
This downtime activity can provide buffs and grant boons to those who smoke. Having knowledge of what to smoke can lead to finding herbs in the wild and can lend to better haggling prices. Down below are the mechanics for Pipe Smoking.
Players can experiment to discover the effects of different blends. A successful Intelligence check or consultation with an herbalist determines the quality or potency of a blend.
Herbs known in Penor,: (As a note, these are not all of them, these are just the most common.)
1. Glowleaf: Grants +1 to saving throws against fear for the next hour.
2. Bitterroot: Temporarily cures 1 point lost to stat drain.
3. Dreamvine: Grants a vivid vision that hints at future dangers (DM provides a cryptic clue, keep within reason).
4. Ashbloom: -1 to Charisma for 2 hours (breath smells awful), but grants temporary HP rolled on your hit die. Lasts for four hours.
5. Silverleaf: Calms the mind and lasts for 2 hours; +1 to Intelligence or Wisdom related checks. (Skill checks are roll under for stats, this increases the chance to roll under. A +1 would add one to a 14 int, so it would be 15 what the players need to roll under.
6. Dragonmint: Soothes the body; +1 to saves vs. poison for 4 hours.
7. Fireleaf: Heats up the body, and grants a +1 to saves vs spells that use fire. Lasts 2 hours.
Legacy Weapons and Gear:
This mechanic is meant to provide mundane items with minor perks as they are used; to gain minor perks, the weapon, piece of armor, or shield, etc, must complete memorable feats. Small tales of a famous sword used to slay Orcs, or Wizards might have a bonus of +1 added to hit to the mentioned thing.
Players are encouraged to name their weapons and the like to enhance ownership. This can speed up the spread of tales. Many items can become ‘renown’ but it takes feats worthy of bards tales to make them past the mundane.
Examples include:
1. The sword of Ogre slaying would take on its own look, perhaps jagged to cut through the fat, and does more damage overall while having a bonus to hit ogres. So, it would deal an extra d4 damage to ogres and have a +1 to hit bonus.
2. The shield of magic negation would be renowned for blocking many a spell. Such an item would grant a +1 bonus to save vs spells.
Travelers lore:
This world is built on travel, and the wayfarers guild is a huge part of it. So, a mechanic for such a thing would seem fitting. When adventurers spend time resting in an inn, they can trade stories with locals or other travelers. This provides chances to show off fake shards of lore/false rumors or provide minor quest ideas or bits of lore the players can follow up on. Of course don’t tell your players what the result means lol.
Down below is my basic mechanic:
For every gold piece spent on food and drink, they can roll 1d6 for rumors (max of 3 rolls).
1-2: False rumor or Gossip.
3-4: Something of the mundane. (e.g., road conditions, a minor quest lead, or perhaps lore about a local POI.)
5: This should be a quest, something big, but nothing enough to overwhelm; this could lead to a relationship between the party and a patron or more.
6: This could be rare knowledge about treasure or dangers in the area, this will be about specific things to the area the party is in and mostly be as accurate as it can be. This could lead them on the next step of their main quest or help them when in a pickle.
Mynn and Cynn the twin moons:
In my setting, much like Dragonlance, the moons can and will influence things. These moons are integral to navigation and divine casters alike. The moons subtly modify the world and change the way things work for short periods.
Down below is Mynn, the Reddish moon of Penor and it’s effects on the world:
1. New Moon: Increased stealth. Thieves gain +10% to Move Silently and Hide in Shadows.
2. Full Moon: Magic is more potent; Magic-Users may cast one extra spell per day, but monsters are more active at night (roll wandering monster checks twice as often).
3. Waxing/Waning Moon: Clerics gain +1 to Turning Undead rolls, symbolizing their connection to celestial cycles and Mynn.
Here is Cynn, the white moon of Penor, and its effects on the world:
1. New Moon: torches burn 20ft wider and burn 2 turns longer. (20 mins)
2. Full Moon: Divine magic is more potent; Clerics may cast one extra spell per day, but monsters are more active at night (roll wandering monster checks twice as often).
3. Waxing/Waning Moon: Non-magical fires won’t light. Spells like light must be used.
The Wheel of Seasons:
This mechanic may not be accepted well, but it adds realism to the world, a lived-in feeling, and shows the passage of time. It grants buffs, debuffs and other effects based on the season and even can lend to festivals.
As the world shifts seasons, things change and create opportunities for roleplay:
1. Spring: Renewal brings growth. Travel speeds increase by 10%, but rainfall increases the chance of mudslides or swollen rivers.
2. Summer: Heat wears on the party. Characters in heavy armor roll Constitution saves daily or suffer -1 to attack rolls from exhaustion.
3. Autumn: Crops are bountiful. Rations cost half as much, but monster activity increases as food becomes scarce in the wild.
4. Winter: Travel slows by half due to snow, but visibility is excellent on clear days, granting +1 to ranged attacks outdoors.
This allows for a bit of added flair to festivals in the world. Use these during the spring Equinox festivals, winter ones, and much more. It adds a bit of actual change to the world the party can see aside from festivals and descriptor text.
Strange meads, and forsaken brews:
This mechanic adds coffee, tea, and various other meads and ales to the game that have side effects. These ales, teas, coffees, meads, etc, make the game lived in. With regional brews offering strange effects, as well as legendary brews that are said to grant various buffs to the players.
A few examples of regional brews in Penor include:
1. Haven mead, known as a Haven. This mead comes from Underhaven and tastes of pine and strong blackberries. This mead offers a +1 to rolls when attempting to track something in a forested region.
2. Light mead, known as a light draw is a mead famously served in Lightwind; the capital of the Barony of Walter ‘the kind’. This mead tastes like strawberries and honey; it grants an affinity with light, ones who drink it can make small sparkles of light come from their hand that does nothing but makes for a good show.
A few examples of Legendary brews:
1. The Yellow Draft (see invisible creatures for 1 hour)
2. Dew of Restful Dreams (roll hit die instead of a d3 for recovered health upon rest.)
House rules:
1. Max hit die at level one; you may reroll a one once, after, you have to take it if you choose to roll. If you do not want to roll, you can take half of your hit die, d4=2, d6=3, d8=4, and so on.
2. For combat I follow the book as much as possible, declare what you want at the top of combat per usual, roll a d6 to see who goes first; then we go through the phases of it, starting with movement, missile combat, magic, and finally melee combat then the other side goes. My rule is that people engaging in melee combat may move their entire movement; and those engaging in missile combat may only move half their movement. Magic per normal cannot move and cast spells.
3. Health potions are free over the course of combat.
4. Crossbows fire every other round, this is RAW, (rules as written) but they deal 2d6 damage.
5. Fighters gain attacks as they level; this is spread among their levels.
6. Thief abilities are modified by the appropriate ability score (STR for Climb Walls, INT for Remove Traps and Read Languages, WIS for Find Traps, DEX for Open Locks, Pick Pockets, Move Silently and Hide In Shadows) at +/- 5% per ability modifier, armor worn affects as well (no armor +10%, shield -10%, chainmail -20%, platemail -40%), Backstab does x3 damage at 9th level and higher, and thieves, when created, can choose to be a specialist (+30% to one of your initial percentile skills, -5% on all the others.
7. On a nat 20, you get max weapon die, and then can roll your weapon die again, then add your modifiers. (if you get a nat 20 with a mace, that's 1d6, so 6+1d6+str mod.)
8. Every four levels, each character can increase one of their ability scores by 1.
9. During game and downtime, characters can increase their stats over time; they can do this by: Studying for int, sleight of hand for dex, lift weights for str, haggling for cha, engage in philosophy for wis; these are just examples of how stats can increase. Con and Wis increases over time as combat happens, Con can be increased by injuring oneself or taking poison. (risky)
10. Magic-users can cast their spells as rituals at 10 minutes per spell level.Encounters are still rolled every 20 minutes during this per RAW.
11. Pure fighters gain the ability to use ‘maneuvers’ during combat, the die for this is a d6,and they have two maneuver die to start, they can spend these die on maneuvers during combat. A maneuver must be declared in the current round and will take the entire round to prepare and can be used in the melee portion of combat with their attack/s; Unless the maneuver is used for defense or stated otherwise. These die come back after a full night's rest. The fighter gains one more at 7th level and at the 12th.
12. Copying spells down into the spell book is at 15gp per level per spell, the time it takes to copy a spell down is 10 mins per level per spell as well.
13. When you level up, you must, rest before you can access anything you may gain from a level-up.
14. Pure fighters can specialize in one weapon starting at level one, two at 6th, and 3 at 11th. When specializing in a weapon, a fighter gains a +1 on to hit rolls, and a +1 to damage rolls. The fighter can forgo specializing in any other weapon and increase his damage and to hit rolls to +2 and +3 if he desires.
Attack Table:
Attacks:
Level Number of Attacks
1 1
2 1
3 1
4 1
5 2
6 2
7 2
8 3
9 3
10 3
11 3
12 4*
*full amount of attacks.
The maneuvres:
1. Commander's Strike
When you choose to engage in melee on your turn, you can forgo one of your attacks and direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Maneuver die. That creature can immediately make one weapon attack, adding the maneuver die to the attack's damage roll.
2. Disarming Attack
When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the maneuver die to the attack's damage roll, and the target must make a saving throw vs turn to stone/paralysis. On a failed save, it drops the object you choose. The object lands at its feet and they must use their combat round to scramble to pick it up without being hit.
3. Distracting Strike
When you hit a creature with a weapon attack, you can expend one maneuver die to distract the creature, giving your allies an opening. You add the maneuver die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage for how ever many combat rounds are rolled on the d6.
4. Goading Attack
When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to goad the target into attacking you. You add the maneuver die to the attack's damage roll, and the target must make a saving throw vs turn to stone/paralysis. On a failed save, the target has disadvantage on all attack rolls against targets other than you until 2 combat rounds go by.
5. Lunging Attack
When you make a melee weapon attack, you can expend one maneuver die to increase your reach for that attack by 10 feet. If you hit, you add the maneuver die to the attack's damage roll.
6. Parry
When another creature damages you with a melee attack, you can state you wish to reduce the damage and expend one Maneuver die to reduce the damage by the number you roll on your maneuver die + your Dexterity or Strength modifier.
7. Precision Attack
When you make a weapon attack roll against a creature, you can expend one maneuver die to add it to the roll. This only applies to one attack if the fighter has multiple. The rest are normal.
8. Rally
On your turn, you can expend one maneuver die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the maneuver die roll + your Charisma modifier.
9. Riposte
When a creature misses you with a melee attack, you can expend one maneuver die to make a melee weapon attack against the creature. If you hit, you add the maneuver die to the attack's damage roll.
10. Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one maneuver die to attempt to damage another creature with the same attack. Choose another creature within 10 feet of the original target and within your reach. If the original attack roll hits the second creature, it takes damage equal to the number you roll on your maneuver die.
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