Custom Content for Homebrew tabletop and D&D campaigns

Players gain an additional stat points from gear they may find in the world. Stat thresholds are set at zero, meaning if you have zero in each stat you are a "regular person". We do not have modifiers in Timeless Heroes, meaning if you find a helm with +2 strength or +2 crit, you add that directly to your rolls moving forward.

  • Natural Armor: Natural Armor may be generated by certain classes and is consumed before Armor Points are lost.  
  • Armor: Armor absorbs damage from physical attacks prior to players losing health from it. Once armor points are lost they remain gone until a character has their armor replaced or repaired. Anyone may repair their armor in the field via an Armor Repair Kit. Craftsmen gain additional bonuses when repairing armor aligned with their profession.
  • Hit Points: When a player loses all of their hitpoints (zero) they go unconscious. When a player's health dips to a certain point in the negatives they die. This number is primarily determined based on class but defaults to negative their maximum hit points.
  • Crit: A 20 is a “natural” crit, which at minimum deals double damage and at best is a complete and total success.
  • Crit Fail: Rolling a 1 is a “critical failure” where the player not only hurts themselves but allies around them. Weapons break, skills are lost, etc.
  • Soft Crit: A 2 is a soft crit fail, while rolling a 19 is a soft crit. A soft critical failure's effects are typically limited to the player depending on the action they were attempting to take. A soft crit will typically have the action in question maxed out.

Primary Stats:

  • Brawn: Increases damage for melee abilities and gives a bonus to block. Brawn is a measure of how physically strong a character is, which also includes the maximum weight a player can carry without movement penalties.
  • Magic: Increases spell damage, and allows for insight and understanding into the Mystical Arts.
  • Agility: Increases damage for ranged attacks and gives a bonus to dodge. It may also be used in lieu of Brawn for melee attacks with certain weapons such as rapiers or daggers.
  • Endurance:  A measure of how sturdy a character is. It influences health and resistances for certain damage over time effects such as poisons, illness, and fatigue.

Secondary Stats:

  • Hit: Hit bonuses help a player beat the defensive rolls of enemies.
  • Dodge: Dodge is a defensive roll allowing players to move 1-2 adjacent spaces while avoiding incoming damage. Players must move at least a single space when dodging, every time. Dodging more than one attack grants multiple movement actions. Successfully dodging an attack allows for all of the incoming damage to be avoided entirely.
  • Block: Block is a defensive roll allowing you to absorb the damage of an enemy attack without losing hit points or armor. The key difference between block and dodge, is that you can intervene on someone else’s behalf to block an attack for them. When successfully blocking, you absorb the sum total of incoming damage without the loss of armor. You may block with a shield or melee weapon of the same size or higher than your opponent. Without a class-specific ability or special item you may not  you may not block
  • Parry: Parry is a defensive roll with a counter-attack. A parry allows you the chance to follow up and counterattack an opponent for weapon damage, with the additional optional benefit of a stun, disarm, knock-back, or knock prone. While you must only match the roll of an enemy to block or dodge successfully, you must beat the roll of an enemy plus 50% to successfully parry and counterattack them, giving parry a lower success chance on average.
  • Bonus Crit: All players naturally crit on a 20. Every point of Bonus Crit lowers that number by 1. This also automatically lowers your soft-crit value by 1. The maximum Bonus Crit that a player may have is 18 points, which makes their effective Natural Crit 3-20. Players may never crit or soft-crit on a 1 or 2. This stat is exceptionally rare due to the nature of its power.
  • Indestructible: Can not be destroyed by any magical or mundane means. Indestructible objects do not suffer durability loss. Meaning they automatically regenerate their armor value outside of combat.
  • Speed: Additional movement bonus. Every 1 point of speed grants 1 additional square worth of movement per turn. This stat is also  rare.

The secondary stats below allow players to roll extra dice. For example, four points of Power equals an additional D4 worth of damage. Eight points of Cleave is either two extra D4 or a single D8. Thirty points of Spirit is a D20 + D10. Extra points that do not fall within a factor of four do not apply. Five points of Mastery would still only be a single D4.

  • Power: Power increases the effectiveness of a character’s combat style. Points equal additional damage that player may roll against all targets hit by their attack. Power is applicable to single & multi-target abilities, as well as AoE.
  • Cleave: When attacking in melee a player may hit a second target within range. When attacking from range, you may cleave a second target that is also at range (this second target does not have to be adjacent to the primary target that was hit). Cleave damage is considered "splash damage" and bypasses defensive rolls. Cleave does not apply to AoE abilities, only single target.
  • Spirit: Spirit increases the amount of health a player will regenerate per round while in combat. Health regeneration is applied passively at the start of a player's turn, regardless of their state (unconscious, stunned, frozen, etc).
  • Leech: Leech converts damage to health upon a successful attack.

Skills

  • Acrobatics
  • Alchemy
  • Animal Handling
  • Archaeology
  • Armorer: Mail & Plate
  • Artificer
  • Blacksmithing
  • Bowmaker
  • Carpentry
  • Cooking
  • Deception
  • Enchanting
  • Engineering
  • Fishering
  • Goldsmith
  • Herbalism
  • History
  • Insight
  • Inscription
  • Intimidation
  • Investigation
  • Jewelcrafting
  • Leatherworking
  • Locksmithing
  • Mining
  • Medicine
  • Performance
  • Persuasion
  • Religion
  • Sleight of Hand
  • Skinning
  • Stealth
  • Survival
  • Tailoring

Player Rankings: Benevolent

  • Hero
  • Champion
  • Vanquisher
  • Crusader
  • Gladiator
  • Guardian
  • Avenger
  • Defender
  • Beloved
  • Admired

Player Rankings: Ruthless

  • Khan
  • Destroyer
  • Conqueror
  • Warmongering
  • Insane
  • Malevolent
  • Defiler
  • Butcher
  • Brutal
  • Bloodthirsty