This is a full and complete list of all of the rules in Cresthaven RPG.

Brand New Player to Cresthaven RPG? Read Playing the Game here.

Looking to run a game? Dungeon Masters start here!

Abilities 
  
Skill FocusPC level / 2 rounded up added to one ability
StrengthDamage, Hit Bonus, Pulling, Pushing or Lifting.
IntelligenceKnowledge, Disguise, Recall, Appraisals
DexterityArmor Class, Acrobatics, Balance, Climbing, Ranged Hit Bonus
WisdomListening, Hiding and Searching Checks
ConstitutionHit Point, Stamina and Resurrection Checks
CharismaMorale, Negotiation, and Leadership Checks
  
Difficulty Checksd20 + Ability Score >= target DC
Very Easy (0)Notice something large in plain sight
Easy (5)Climb a knotted rope
Average (10)Hear a loud approaching guard
Tough (15)Rig a wagon wheel to fall off
Challenging (20)Swim in stormy water
Formidable (25)Open a good lock
Heroic (30)Leap across a 30-foot chasm
Nearly Impossible (40)Track a squad of Orcs across hard ground after 24 hours of rainfall
  
Notice (passive)Wisdom + Wisdom Ability Focus + 10
HeroicsBefore roll: Gain Advantage. After roll: reroll or one additional action in combat. Healing Surge: roll your hit dice and heal that amount.
Advantage2d20 take highest roll (disadvantage take lowest)
Team Workd20 with Advantage + highest party ability bonus
  
Magic ManaLevel + Ability Bonus (and focus)
Self SacrificeUse Hit Points for Mana
  
Encumbrance 
Max WeightStrength +4 x 25 lbs
Carry Weightgreater than 1/2 max weight = 1/2 movement
  
Conditions 
BlindedNo range attacks, -10 to AC, Enemies attack with advantage
CharmedProtect charmer, save DC 20 vs Wisdom
DazedLose next attack, enemies attack with advantage
ImmobilizedMovement 0′
Invisible+10 to AC, Attack with advantage, cannot be targeted by range
ParalysisEnemies auto hit + crit, save DC 20 vs Constitution
Perpetual DamageDeal damage at the start of each round
Prone-2 to hit, enemies attack with advantage, stand up 1 round
SlowedMovement 1/2 normal
StunnedEnemies attack with advantage, save DC 15 vs Constitution
UnconsciousNo actions, Enemies auto hit + crit
  
Armor ClassNumber needed to hit
Shield+1 to Armor class
Light Cover+3 to Armor class, 50% coverage
Full Cover+5 to Armor class, 90% coverage
Full Dodged20 + Dexterity vs attacker roll, dodger lose next attack
  
Encounterd20 + Highest Charisma vs Reaction Chart
Attackresult 1 – 3
Possible Attackresult 4 – 9 (reroll – 5)
Uncertainresult 10 – 15 Roll Again
Possibly Friendlyresult 16 – 19 (reroll + 5)
Friendlyresult 20+
NegotiationIf the player speaks the monster’s language – d20 – 10+ monster talks
  
  
Combat Round 
Surprised20 + Wisdom vs Highest Party Notice
Declare Party ActionsFlee, Fight, Talk
Declare Player ActionsMelee Attack, Range Attack, Spell, Move
Initiatived20 highest to lowest
Melee Attackd20 + Hit Bonus vs Armor Class
Ranged Attacks+1 short range, +0 normal range, -5 at long range
Cast SpellDC 10 + Spell Level vs d20 + Intelligence – auto hit. Spell save DC 10 + Spell Level
Morale ChecksDC 20 + Morale or flee
  
DeathSave DC 20 vs Constitution
HealingHeal 1 Hit Dice / Hour
Resting8 hours – recovered (level #) x Hit Dice health, restore all mana
LevelExperience Needed
1st0
2nd2000
3rd4000
4th8000
5th16000
6th32000
7th64000
8th128000
9th256000
10th512000
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