Basic Rules

## Introduction

### What is Freedom Fantasies?

* Freedom Fantasies is a Roleplay Game where the Players work together to tell *fantastical* tales, and have the *freedom* to do so within a range of different Settings and Genres.

#### Inspirations

* While the game uses many of the mechanics made popular by roleplay games born out of the Wargaming tradition, such as Dungeons and Dragons Fifth Edition, Freedom Fantasies has a much stronger focus on storytelling and uses mechanics found in more Narrative centered games such as those using the Powered by the Apocalypse and Forged in the Dark game systems.
* It is also inspired by the mechanics explored in the development of games which it was developed in parallel with, including DC20 RPG, the as yet unnamed MCDM RPG, Tales of the Valiant, the 2024 edition of the Dungeons and Dragons Fifth Edition and the Pathfinder 2e Remaster.

#### Hidden Complexity

* Freedom Fantasies also relies heavily on the concept of "Hidden Complexity". It aims to greatly minimize the number of rules New Players must understand in order to begin playing the game, while offering more Experienced Players the ability to engage with more complex rules of the which may be found by choosing certain Character options.
* We also intend to minimize the mental load Players must take on when Playing this game. It is intended that players should be able to play this game easily without the aid for online character builders or virtual tabletop software. We want people to be able to focus on playing the game, not spend the game looking at a complex Character Sheet.

#### Flexible

* The Core Rules of Freedom Fantasy are "Genreless", which is to say they may be used to describe a range of very different stories told in different Settings.
* The Core Rules assume the Modern Fantasy genre, made popular by genres such as Action Films, Superhero fiction and Japanese Manga and Anime among many, many more inspirations.
* However Setting rules may be used to modify both the narrative flavour of these rules, as well as some of the Core Rules to better tell stories relating to other genres.

#### Free to Play

* Finally, Freedom Fantasies is entirely free to play. It is my belief that Roleplay Gaming is an oral, storytelling tradition which belongs to no one individual, group or corporation.
* The rules described herein will be made accessible to all audiences by public distribution, and released under the Creative Commons 4.0 license such that audiences may use and modify the content released for the system to continue the tradition themselves.

### What is a Roleplay Game?

* A Roleplay Game is a method of Collaborative Storytelling, where the actions of the Characters within the story are determined by the Players participating in the game.

### What is the "Goal"?

* The goal of Freedom Fantasies is to create entertaining and compelling stories. This is achieved by the Players working towards achieving the goals of their Characters, while one Player (the GM) sets in place challenges for the Characters to overcome in order to achieve those goals.

* The game may end when those goals have been achieved (or put permanently beyond the Character's reach), or it may continue as the goals and motivations of the Characters change and evolve.

### What do I need to Play?

* At minimum we recommend Player have:
	+ A Set of Rules
	+ A means to make notes (e.g. pen and paper or a personal computer)
	+ A set of 8 polyhedral dice:
		- One 4 sided die
		- One 6 sided die
		- One 8 sided die
		- Two 10 sided dice, one of which showing 0-9 and the other showing 00-90
		- One 12 sided die
		- Two 20 sided die
	+ Alternatively, a Player may use an App, or a Virtual Tabletop, capable of randomly generating numbers consistent with the above Polyhedral Dice.

### When Does the Game End?

* A game of Freedom Fantasies can be as short or as long as the Players would like it to be.

* It may be a short story told over the span of a single 2 hour long session, or it may be an epic story told throughout a series of sessions played routinely across many months or even years!

* We recommend that a single session of Freedom Fantasy be played for a period of between 1-3 hours, although Players coming together from long distances may wish to play out multiple sessions within a single day.

### Why are there so many Rules?

* The rules of a Roleplaying Game assist the Players in determining the scope of the actions the Characters in that story can attempt, as well as the likely consequences of those actions.

* In this Chapter we will present the Basic Rules all Players will need to know to play the game.

* The other rules in the game are extensions of these fundamental rules, and may be learned and incorporated into the game gradually as needed.

### The Players

* Each Player (except for the Game Master) will control a single Character.

* The Player will suggest courses of action their Character will take, usually with the intention of furthering the Character's goals or otherwise progressing the story the Players are telling together. The Game Master (or GM) in response to this will adjudicate the result of those actions.

* The Goals of your Character are yours to decide, but are typically informed by your Character's Backstory and are discussed at the outset with the group as part of Session Zero.

* However, whatever your Character's goals remember that the aim of the game is to tell exciting, entertaining and memorable stories with a group of likeminded people!

### The Game Master (or GM)

* While most Players in the Roleplaying Game will control a single Character, it is the responsibility of one Player to take on the role of the World the Characters interact with. This Player is the Game Master (or GM), and they will control everything within the game except for the other Player's Characters.

* The GM controls the "Non-Player Characters" (NPCs), the GM controls the weather, the GM says where the cities in the world lie and who populates them, and crucially they put in place the challenges the Player Characters must overcome to achieve their Goals.

* The GM is also the independent arbiter of the rules of the Game. While the Players of the Game may agree upon a common set of rules to follow (see Session Zero for more on this) it is the responsibility of the GM to adjudicate the rules of the game where they may not be clear, or where the rules of the game may be disregarded or changed for the sake of the group's enjoyment of the game.

### How to be a "Good" Player

* Players are encouraged to show every courtesy they would be expected to show one another outside of the game.
* Players should also be attentive to the Game Master and respectful of their rulings.
* Otherwise, Players should roleplay and engage in the game in a way which feels comfortable to them. Some may choose to engage in the roleplay experience in the first person ("I scream, "Come back here you darn scoundrel!" as I chase the bandit") while others may prefer to engage in the third-person ("Officer Jones calls for the bandit to stop as they chase after them).

### How to be a "Good" GM

* There is no "Good" or, we should say "Ideal", GM.

* All GMs bring their own expectations and interpretations of the Roleplay experience to the game, and no two will ever be the same.

* What makes a "Good" GM is therefore entirely subjective, however a willingness to listen and adapt to the expectations of the Players and the simple desire to have an enjoyable time creating stories with likeminded people are all that are really required to provide an enjoyable game.

* The role of the GM demands more of this Player than the other Players, and they in many ways have the most responsibility for ensuring the game in enjoyable. We therefore encourage all Players to be encouraging of and show appreciation for the GM of their game, be they new to the role or a veteran.

* We also encourage Players to be willing to step into the role of Game Master themselves, be it for one or two sessions, or even starting a longer term story for their GM to take part in as a Player.

* Additional guidance for GMs, and Players who are interested in taking on this role, are provided in the Being the Game Master Chapter.

## How do I Play?

* The play experience typically follows the following format:
	+ The GM will describe a scene to the Players which their Characters find themselves in. This may be in vivid detail or it may be less detailed, allowing more for the Player's interpretation.
	+ As part of this scene the GM may remind the Characters of their current motivations and goals: their purpose within this scene.
	+ This could be as simple as stating that the Player's Characters are all for various reasons in need of money, and so they've come together to accomplish a dangerous quest together. Or it may be more dramatic, such as describing how the Characters find themselves trapped within a burning building, and are each urgently trying to find a means to escape.
	+ Whatever the circumstances the GM describes, they will then hand over narrative control of the scene to the Players, often with the immortal words: "What would you like to do?"
	+ It is then for the Players to either suggest to the GM how their Characters respond to the situation, or else ask for more information which they may use to determine a course of action.
	+ The GM in response would then either provide further information to the Players that their Character would be aware of, or describes the outcomes of the actions the Characters attempt. In cases where the outcome of a course of action is uncertain, or there is uncertainty in the information being conveyed to the Characters, the GM may request a Player makes a Check to assist in determining the outcome or information conveyed (see Making a "Check").
	+ These outcomes may change the circumstances the Characters find themselves in, prompting them to take further action in pursuit of their immediate and long-term motivations.

* Such exchanges continue until the objectives of that scene have been completed, with the GM deeming it is time to progress to a new scene where the Characters goals and motivations are acted on anew.

### Making a "Check"

* Whenever there is reasonable chance that a course of action a Character attempts will result in failure, or how well the Character may perform the task is important to the narrative, the GM may request the Player make a "Check", to determine the outcome.

* A Check consists of the Player rolling a twenty-sided dice (or a "d20").
* The Result of the d20 is then modified by Bonuses available to the Character, which typically increase it's final result.
* The higher this final result, the better the Character performs in their attempted course of action, due to a combination of luck and/or their own skill and abilities.

* There are three components to this Check which we are interested in for the purposes of determining it's outcome:
	+ The "Difficulty Class" (or DC)
	+ The "Result"
	+ The "Performance"

### Difficulty Class (or DC)

* The GM will set the Difficulty Class (DC) that they think is required of the Result for the Check to be considered a Success or a Fail.

* If the Result of the Check is equal to or exceeds the DC, the course of action is Successful. (i.e. it goes as planned).
* If the Result fails to meet this, then the course of action will Fail (i.e. it does not go as planned).

#### How Difficult is the Task?

* Some rules may explicitly state how the DC of a Check must be determined, however in the majority of cases the GM determines what is the appropriate value based upon how challenging the course of action is.

* As a guide to both Players and GMs, the DC can be determine the DC using the below Table:

DC and Challenge
 10
 15
 20
 25 or Higher

* There is no DC for a truly impossible task. If a Task is impossible, the GM should not ask for a Check.

#### Informing the Players of the DC and Outcomes

* We recommend that in most cases the GM state the DC of the Check the Player is attempting to meet or exceed, the exception to this rule being where the GM has reason to keep an outcome of the Check hidden (For Example, determining if a Character is being truthful).

* The GM may also at their discretion tell Players before the Check what the outcome will be should they Succeed or Fail at the Check before they attempt the course of action, if it is reasonable that the Character would understand what the likely outcomes will be.

### Result

* The "Result" of a Check is the sum of the d20 and any numerical bonuses which the rules of the game prescribe.

* The Bonuses to a Characters Check's are described on their Character sheet (the creation of which is described in the Making a Character Chapter)

* For example, a Character who is physically strong will likely have positive numerical bonuses which are added to Checks when they attempt courses of action which utilize their Strength. Meanwhile a Character who is not intellectually inclined may have no bonus, or even a negative bonus, to Checks which utilize their Intelligence.

### Performance

* The value of the d20 before the bonuses are added determines the Characters "Performance".

* The below table describes how the d20 result corresponds to different Performances.

d20 Result and Performance
 Less than 10
 10 or Higher
and
Less than 15
 15 or Higher
 20

#### What Does a Weak, Normal or Strong Performance mean?

* Performance is an indication of how well or poorly a Character achieves a course of action.

* While the Result indicates whether the course of action is accomplished or not, the Performance will determine additional boons or detriments which arise from it in the case of a Success or a Failure.

#### Effects of Performance

* A Success with a Weak Performance may result in a detriment to the Player, despite the Success of the course of action.
* A Success with a Strong Performance may result in the course of action succeeding better than expected, and an additional benefit arising from that course of action.
* A Success with a Normal Performance comes with no additional significant benefits or detriments besides those inherent in the accomplishment of the course of action.

* A Failure with a Strong Performance may result in a benefit to the Player, despite the Failure of the course of action.
* A Failure with a Weak Performance meanwhile would result in additional detriments arising from that course of action.
* A Fail with an Average Performance comes with no additional significant benefits or detriments besides those inherent in the failure to accomplish the course of action.

#### Examples of Benefits and Detriments

* Benefits arising from a Strong performance may include
	+ A task being accomplished more quickly than expected
	+ Future checks relating to that task being easier to accomplish
	+ Or, in the case of a Failure, the Character having the ability to attempt the action again (albeit with a higher DC).
	+ The GM may at their discretion devise other benefits appropriate to the situation.

* Detriments arising from a Weak performance may include:
	+ A task being accomplished more slowly than expected
	+ Future checks relating to that task being more difficult if not impossible
	+ Some small (but non-lethal) amount of harm being inflicted upon the Character attempting the task.
	+ Or in the case of a Success, the Character only partially succeeding in what they were attempting to accomplish.
	+ The GM may at their discretion devise other detriments appropriate to the situation.

#### Critical Success and Failure

* If the d20 result is a "20" (sometimes called a "Natural 20"), the Performance is referred to as a Critical Success, and results in the Check automatically being a Success, irrespective of the Result.

* Conversely, if the d20 result is a "1" (sometimes called a "Natural 1"), the Performance is referred to as a Critical Failure, and results in the Check automatically being a Failure, irrespective of the Result.

### Determining Outcomes

* The GM determines, and usually states, the DC of the Check. For example, they may state that the DC to force open a locked door is a 13.

* The Player who's Character is making a Check will roll a d20 and determine both the Result and the Performance of the Check. For example, they roll a "9" on their d20, but their Character is very strong with a +4 modifier. Their Performance was "Weak" and their Result was "13".

* They will then describe both the Performance and the Result of the Check to the GM. In the case of the example given, they achieved a "Weak 13".

* The GM will then compare the Result with the DC. In the example presented, the Result met or exceeded the DC, therefore the Character succeeded in opening a locked door.

* The GM will then consider additional effects arising from the Performance. As the Performance in the example was Weak, the GM may for instance state that it took significant time and effort to open the door, and that the noise arising from these efforts has alerted some nearby guards.

### GM Checks

* In the case of an NPC attempting a course of Action, the GM will roll the d20.
* At the GM's discretion, they may choose to roll an NPC's Check openly or privately, sometimes behind a "Screen".
* We recommend that GMs roll openly wherever possible to demonstrate their impartiality in the outcomes of the game, and privately only where the outcomes of a Check would be unknown to Characters (e.g. in cases where an NPC may or may not be attempting to deceive a Player Character).

### Advantage and Disadvantage

* Often rules may grant a significantly improved chance of Success or Failure to a Check related to a course of action being attempted. In these cases we refer to the Check as having “Advantage” or “Disadvantage”.

* When a Check has Advantage or Disadvantage , the Player making the Check must roll two d20s to determine the Result and Performance of the Check.

* If the Check had Advantage, then the Player must choose the d20 which gave the highest value when determining both the Result and the Performance of the Check.

* If the Check had Disadvantage, then the Player must instead choose the d20 which gave the lowest value when determining both the Result and the Performance of the Check.

* For example, for a Check with Advantage where the d20 results are a “2” and a “15”, and the bonus is a "+1". The Performance and Result of that Check would be a “Strong 16”. If the same Check had Disadvantage, the Performance and Result of that Check would have been a "Weak 3".

#### Multiple Instances of Advantage and Disadvantage

* If rules for a Check prescribe Advantage and/or Disadvantage from multiple sources, then determine how many instances of each rule are affecting the Check.

* If there are more instances of the Check having Advantage, then the Check has Advantage. If there are more instances of the Check having Disadvantage, then the Check has Disadvantage . If there’s an equal number of both effects, then the Check has neither Advantage or Disadvantage .

* No matter how many instances of Advantage or Disadvantage a Check is affected by, the Player may roll no more than two d20s at a time to determine the Result and Performance of the Check (although some rules may allow them to "reroll" the result of one of the d20s).

### Degrees of Success

* In some cases the Result of a Skill Check is not a binary "Success" or "Fail", but instead the outcomes may be progressively better depending on the result.

* The most common case for this is when a Character is attempting to acquire information about the world around them.

* For example, a Character observing a creature might make a Check to recall information about the creature.
	+ On a Result of 5 or higher the Character may recognize whether the creature is an a wild animal or some form of monster.
	+ On a 10 or higher they may be able to recall whether this creature poses a significant danger to them.
	+ On a 15 or higher and they may also recall the name of the creature and any special abilities they should be aware of.
	+ On A 20 or higher and they may also have some additional understanding of this specific creature, such that it is a female of it's kind and is likely to have offspring it is currently hunting for.

* In cases where Degrees of Success are relevant the GM may disregard the Performance of the Check and consider only the Result.

## Types of Check

* There are four types of Check in Freedom Fantasies: Skill Checks, Attack Rolls, Saving Throws and Luck Checks.

* The Type of Check made determines how the Result of the Check is modified by your Character's abilities.

### Skill Checks

* The Skill Check is the most common form of Check in Freedom Fantasies.
* It is used to determine whether you succeed in a course of action you are attempting to accomplish, and how well that course of action goes.

#### Difficulty Class

* The Difficulty Class of a Skill Check is simply called the Difficulty Class.
* If the Result of a Skill Check meets or exceeds the Difficulty Class, you Succeed in what your were attempting to do. If it is less than the Difficulty Class, you Fail in what you were attempting to do.

#### Result

* The Result of a Skill Check is modified by two numbers on a Character sheet: an Ability Bonus and, sometimes, a Skill Bonus.

* The Ability Bonus which a Character uses for a Check depends upon how they are trying to accomplish a task: using their Strength, Dexterity, Endurance, Intelligence, Focus or Charisma.

* When a Skill Check is called for, the GM will specify one or more Ability Bonuses which a Player may use to determine the Result (they may only choose to add one Ability Modifier if multiple options are offered).

* A Player may also add their Skill Bonus if they are "Skilled" in a Skill or a Tool which they are using as part of the Check. The Skill Bonus represents a Character's competency in carrying out actions they have practiced.

* A GM may specify what Tools and Skill may be used as part of a Skill, however a Player may request whether they may use a particular Skill.
	+ There are 8 Skills Characters may be proficient in: Athletics, Creativity, Lore, Medical, Social, Survival, Trickery and Technology.
	+ There are many Tools available in the game, and these vary by Setting.

* If a Character is Skilled in both a relevant Skill and a Tool which they are able to use as part of the Skill, they may roll the Check with Advantage.

* Only one Ability Bonus may be added to a Check at a time. Similarly a Skill Bonus may only be added once to any Skill Check.

* The sum of each Ability Bonus and your Skill Bonus is shown on your Character Sheet below each Ability Bonus for ease of reference.

* **Skill Check Result** = d20 roll + Ability Bonus + Skill Bonus (if Skilled in a relevant Skill or Tool)

#### Performance

* The Performance of a Skill Check determines how well or poorly the course of action attempted goes.

* On a Critical Success the Character automatically Succeeds in what they were attempting to do provided what they were attempting to do was not impossible

* On a Critical Failure, the Character automatically Fails in what they were attempting to do.

### Attack Rolls

* An Attack Roll is the second most common Check in Freedom Fantasies. It is used when a Character is attempting to Hit a Character or an Object using a Weapon or projectile.

#### Difficulty Class

* The Difficulty Class of an Attack Roll is called a Target's Armor Class.
* If the Result of an Attack Roll meets or exceeds the Armor Class, you Hit the Target. If it is less than the Armor Class, you miss the Target.

#### Result

* Like Skill Checks, an Attack Roll is determined by adding an Ability Bonus and, if Trained in the Weapon being used to make an Attack, their Skill Bonus.

* Attack Roll Result = d20 roll + Ability Bonus + Skill Bonus (if Trained in the Weapon being used)

#### Performance

* The Performance of an Attack Roll determines the Damage dealt by the Weapon used.
	+ Every Weapon has a Damage Rating. This represents how lethal the Weapon is and is added depending on the Attack's Performance.
	+ On a Critical Fail, the Attack Misses irrespective of the Result.
	+ On a Weak Hit (9 or lower), the Target takes Damage equal to the Ability Bonus of the Attack only.
	+ On a Normal Hit (10-14), the Target takes Damage equal to the sum of your Damage Rating and the Ability Bonus for the Attack.
	+ On a Strong Hit (15 or Higher), the Target takes Damage equal to the sum of twice the Damage Rating plus the Ability Bonus for the Attack.
	+ On a Critical Success, the Target takes Damage equal to the sum of three times the Damage Rating plus the Ability Bonus for the Attack.

* Attack Damage = DR x (0 or 1 or 2 or 3) + Attack's Ability Bonus

### Saving Throws

* A Saving Throw represents a Check sometimes required when a Character is attempting to resist the effects of something which is intended to harm them in some way.

#### Difficulty Class

* The Difficulty Class of a Saving Throw is called the Saving Throw DC.
* If you meet or exceed the Saving Throw DC, you may mitigate or avoid the harm the Saving Throw represents.

#### Result

* A Player may add an Ability Bonus corresponding to the Abilities specified by the Saving Throw. In some cases, a Character may choose which Ability Bonus they may add.

* Additionally some Characters are considered especially able to resist certain effects, and may be considered Skilled in Saving Throws related to certain Abilities.
* They may add their Skill Bonus to the Result of a Saving Throw provided they are Skilled in the Saving Throw of the Ability whose Bonus they are adding to the Result of the Check.

* **Saving Throw Result** = d20 roll + Ability Bonus + Skill Bonus (if Skilled in the Saving Throw of the Ability whose Bonus was used)

#### Performance

* The Performance of the Check has no effect on the outcome of a Saving Throw. The effects of a Saving Throw are entirely binary: the Character Succeeds or they Fail.
* However a Critical Failure will result in an automatic failure, and a Critical Success will result in an automatic Success.

### Luck Checks

* A Luck Check is sometimes required where the outcome of a course of action, or an effect, is entirely out of the hands of the Character.
* It is often used in determining what a Character is able to find, or the occurrence of fortuitous or less than fortuitous events which may arise in the game.
* It is also used to determine whether a Character sustains additional wounds when they are on the verge of death.
* The Result of a Luck Check relies entirely on the d20 value rolled and the Character's Luck Bonus. A Character can never add their Skill Bonus to Luck.
* A Player may choose to make a Luck Check in place of any Skill Check, Saving Throw or Attack Check they make.

* **Luck Check Result** = d20 roll + Luck Bonus
* The effects of a Character's Result and Performance are determined by what the Luck Check was replacing.

### Tips for Success

* Note that in this game there are numerous ways to both increase the Result of a Check, or improve the odds of having a good Performance.
* Increasing the Result of a Check is a great way to ensure you more consistently Succeed in what you are attempting to accomplish.
* Having Advantage on a Check is a great way to improve your odds have Success *and* of having a good Performance.

## Momentum Points

* Momentum Points describes how a Character is due a swing in their fortunes.

* At the Start of the Game, each Player except the GM has one Momentum Point.

* A Player may spend this Momentum Point for a number of reasons (described below) which provide them a benefit. Whenever a Player spends a Momentum Point, it is awarded to the GM.

* The GM may likewise spend this Momentum Point for a number of effects, and when they do so the Momentum Point is removed from play.

* Players may each have no more than one Momentum Point each.

* There is no limit to how many Momentum Points a GM may gain.

### Uses for Momentum: Reroll

* A Player or GM may spend a Momentum Point to reroll a d20 they rolled as part of a Check.

* A Player or GM may only do this once for any given Check.

* A Player may choose to do this after the GM informs them of whether the Check was a Success or not, but before resolving the outcomes due to the Result.

* For example, if a Player has made a Check and got the minimum Result (a “1” on the d20), the Player may wish to use a Momentum Point to reroll that die.

* Alternatively, if a Check requires multiple dice (e.g. the Check had Advantage or Disadvantage), and they rolled a “4” and a “12”, they may choose to reroll the “4” before choosing the dice which contributes to the Result of the Check.

### Uses for Momentum: Replacing a Resource

* A Player or GM may spend a Momentum Point instead of expending certain resources granted to Character or NPC by certain rules of the game.
	+ These resources include but are not limited to: Stamina, Will and Mana (one Momentum Point is equivalent of one Stamina, Will or Mana).

### Uses for Momentum: Encourage

* A Character may grant a Momentum Point to another Character who can see or hear their Character using the Encourage Action.

### How do I Gain More Momentum?

* There are many ways in which Players may regain Momentum Points or a GM may award Momentum Points.

#### Well-Rested

* When a Player's Character takes a "Long Rest" (rests and sleeps over a period of 8 hours) in relative comfort (i.e. free from stress, danger and their basic needs for food shelter and comfort are met), the Player will regain any lost Momentum Points. This rule is sometimes referred to as Characters being "Well Rested".

#### Time Skip

* Whenever a period of multiple days passes between scenes, Players will regain any lost Momentum Points.

#### Rewarding Roleplay

* A GM may at their discretion grant a Player a Momentum Point to reward behavior they have enjoyed during the roleplay experience.

* Example behaviors might include coming up with creative solutions to challenges, providing the opening narration to a session, or making the roleplay experience more fun through good humor. This rule is sometimes referred to as a GM "Rewarding Inspiration".

#### Rubber Banding

* The GM may also at their discretion grant a Player who is consistently rolling poorly during a roleplay session a Momentum Point as a means of improving their experience of the game. This rule is referred to as "Rubber Banding".

* Note that when an underperforming Player spends a Momentum Point, it is awarded to the GM to also use, helping to maintain the overall balance of the game.

## Conclusion

* This concludes the Basic Rules of the Game.

* With this you already know enough to begin playing the game using a pre-prepared Character Sheet.

* From here however you may wish to make your very own Character, in which case you may progress to the Making a Character Chapter.

## Navigation

Home

Core Rules

Previous Page: Session Zero

Next Page: Making a Character

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode