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Mar 25, 2020

Lipsyncing Animation Practice

I've been stuck inside for the COVID-19 quarantine, so I thought I'd entertain myself by drawing the eight frames needed to lipsync any vocal sounds and rearrange them to fit songs, quotes, and just recently, a press conference at Blizzcon 2018. I've been getting a bit better every time, and it's been fun to learn some new things about phonetics and phonology in the process. It's amazing how even something like the rhythm of blinking has to be determined when animating vocals... I don't know how the big studios do it so thoroughly. Here are my projects so far:





I wonder if I'll ever come up with a name for the little disembodied head who does all the vocalizing.

Mar 24, 2020

D&D for Kids (Bonus): Warlock Class

Bonus Magical Class

Warlock

Warlocks are people who "borrow" their magical abilities from a master more powerful than they are, like a genie, a demon, a angel, or a fairy queen. These magical abilities come with a price, however: as long as the warlock wants to keep their powers, they must do whatever their master says. Keeping deals in this way can be risky, but warlocks can enjoy magical power  (see “Magic and Spellcasting” to choose) without even having to study old books to learn it. If you want to be a warlock, choose one of the Class Abilities below to start with.
  • Familiar. Your master gives you a familiar, which is a small creature that calls you its master. The familiar can look like any type of small animal like a cat, toad, or bat, and you can see what it sees and cast spells through its hands instead of yours if you want. 
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Arcane Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Pact Blade. You can use 1 action to summon a magical weapon into your hand. It can be any kind of weapon, and you can use 1 action to make the weapon disappear or change to a different kind of weapon.
  • Epic Ability: Eldritch Blast. You can fire a blast of energy at a monster from far away to hurt it. This ability only costs 1 action, so you can use it up to 3 times in one turn!

Mar 23, 2020

D&D for Kids: Magic and Spellcasting

Magic & Spellcasting

Some characters have classes that allow them to know words and gestures for casting magic spells. You may also find magical books or wands that give you magical powers. Below is a list of some spells you can choose from. You can only cast one spell per turn.

If you have an idea for a spell of your own, you can ask your Dungeon Master about it. If the spell is allowed, he or she will tell you whether it's a Level 1, Level 2, or Level 3 spell. There are two kinds of spells: Arcane spells, which use power from the magic in the universe and the world around you, and divine spells, which use power from beings like spirits, angels, nature, and gods.

Level 1 Spells

Level 1 spells cost 1 action to cast. They are so simple to cast, you can cast them as many times as you want without getting tired.

Level 1 Arcane Spells

  • Elemental Bolt. You throw a small ball of fire, ice, or lightning. You can make a magic attack roll against a monster to hurt it, or light something on fire or freeze it.
  • Dancing Lights. You can make little balls of light appear around you. They can be any color, and they can light the way in dark places or distract monsters.
  • Mage Hand. You can make a magical hand float around and grab things for you that you can’t reach.
  • Message. You can whisper to someone who is far away and they can hear you and talk to you in their head.
  • Prestidigitation. You can do simple magic tricks like make tiny fireworks appear near you, magically make food warm up, cool down, or taste better; or light a candle.

Level 1 Divine Spells

  • Guidance. You can give somebody magical powers to do something. They get a +1 bonus to their next roll.
  • Mending. You can fix things that are broken.
  • Sacred Flame. You make a blast of darkness or light that can hurt a monster.
  • Druidcraft. You can manipulate nature in simple ways like creating flowers, making it rain, predicting the weather, or making plants grow faster.
  • Light. You touch something and it starts glowing brightly like a lamp. You can only make one thing glow at a time.

Level 2 Spells

Level 2 spells cost 2 actions to cast. You can only cast a Level 2 spell two times before you get too tired to cast it again. When you rest, you get all of your spells back.

Level 2 Arcane Spells

  • Burning Hands. You shoot fire out of your hands. All monsters in front of you have to roll a die to get out of the way, or else they get hurt.
  • Sleep. You make a monster fall asleep until it gets hurt.
  • Haste. You choose yourself or one of your friends to gain 1 additional action for the next 3 turns.
  • Magic Missile. You shoot three magical darts of energy at a monster. It automatically gets a wound, and it can’t defend or dodge out of the way of it.
  • Darkness. You make a cloud of darkness that no one can see through.

Level 2 Divine Spells

  • Cure Wounds. You can heal someone’s injuries, removing 2 wounds from them.
  • Shield of Faith. You create a magic shield that floats around you or one of your friends. If the person who has the shield gets hurt, they can choose to instead let the shield get hurt instead. After the shield gets 2 wounds, it breaks.
  • Animal Friendship. You can calm down a mean animal so that it’s friendly for the rest of the day.
  • Fog Cloud. You can make a cloud of fog so dense that monsters can’t see through it. You and all of your friends are automatically hidden while you're inside it. The cloud disappears after 3 rounds.
  • Goodberry. You can create magic berries that keep you full for a whole day after you eat one.

Level 3 Spells

Level 3 spells cost 3 actions to cast. You can only cast a Level 3 spell once before you get too tired to cast it again. When you rest, you get all of your spells back.

Level 3 Arcane Spells

  • Fireball. You make a huge ball of fire explode. Monsters in the blast have to roll a die to get out of the way. If they fail, they get 2 wounds. Even if they succeed, they still get 1 wound!
  • Lightning Bolt. You shoot a huge line of lightning out of your hands. Monsters in the blast have to roll a die to get out of the way. If they fail, they get 2 wounds. Even if they succeed, they still get 1 wound!
  • Freeze. You freeze a monster with ice so they can’t move or attack! You can use 2 actions on each turn to keep the monster frozen. Otherwise, it melts at the end of your turn.
  • Teleport. You instantly transport you and your friends anywhere you want!
  • Fly. You and your friends can fly for 10 minutes!

Level 3 Divine Spells

  • Heal. You can heal someone’s injuries completely, removing all their wounds!
  • Water Walk. You can breathe underwater or walk on top of it as if it were solid ground!
  • Guardian of Faith. You summon an invincible angel or nature spirit to protect you or one of your friends for the rest of the combat. While the guardian is next to you, you can’t be hurt!
  • Polymorph. You can transform yourself, a friend, or a monster into any type of animal you want for a whole hour! If the animal dies, it turns back into its original form.
  • Earthquake. You cause a loud earthquake in the area you’re in that can shake the ground and knock down buildings!

Mar 16, 2020

D&D for Kids: Combat

Combat

Adventures often involve heroes fighting evil monsters, and the same can happen to your character! The Dungeon Master will control the monsters, and your character will be able to use his or her abilities to fight with sword, shield, or sorcery to rid the world of them. You don’t have to fight monsters; you can try reasoning with them or sneaking past them. But in the event that combat begins, here’s what you need to know.

The Order of Combat

Combat is made up of rounds and turns, like a board game. Each player and the Dungeon Master takes a turn, and then a new round begins. The combat ends when one side defeats the other.

Initiative

In order to decide which character goes first, each character makes an initiative roll. Whoever rolls highest goes first and gets to decide what direction the turn order goes: clockwise or counterclockwise. If you roll highest, remember that you also get to decide when the Dungeon Master goes!

Your Turn

Each character gets 3 actions on his or her turn. When it’s your turn in combat, you need to decide how to spend those actions. When you’ve spent all of your actions or if you decide you’re done without using all of them, your turn ends and a new round begins.
Actions can be used for almost anything you can think of, as long as your chosen class allows it, but here are some specific actions you should be aware of:

Movement

You can spend 1 action to walk. If you’re using a board to play this game, 1 action can allow you to walk 3 spaces in any direction. You can spend 2 actions to instead run, dashing double your walking speed (6 spaces on a board). Some classes are faster, allowing you to move more spaces on your turn.

If you fell down on the ground, you must spend 1 action to get up before you move. Otherwise, you must crawl, which only allows you to move 1 space on a game board.

Fighting

You can spend 2 actions to make an attack against a monster. This is a special kind of roll that you make, gaining bonuses depending on the equipment you have. Some races and classes always gain a bonus when fighting. The order of resolving an attack against a monster is as follows:
  1. You make a fighting roll.
  2. If you succeed, you hurt the monster and it gets a wound (see “Health and Getting Hurt”)
  3. If you get an awesome success on the roll, you score a critical hit, and the monster gets two wounds! 
  4. If the monster gets enough wounds, you defeat it!
Monsters will try to fight with you as well. If a monster attacks you, this is what happens:
  1. A monster makes a fighting roll against you.
  2. You make a defense roll. If your defense roll is higher than the monster’s fighting roll, you block or dodge the attack. Otherwise, you get a wound.

Wrestling

Instead of trying to hurt a monster, you can spend 2 actions to try and wrestle it. You and the monster you’re targeting each make a fighting roll. If you succeed, then you can push the monster away from you, grab a hold of it so that it can’t move, or trip it so it falls down (see “Conditions”).

Spellcasting

If your class can cast spells, you use your actions to cast them. There are three kinds of spells: Level 1 spells, Level 2 spells, and Level 3 spells. A spell costs as many actions as its level; for example, a Level 2 spell costs 2 actions to cast. (See “Spells”)

Defense

You can spend 2 actions to defend until your next turn, preparing to block or dodge attacks. You can choose to defend yourself or one of your friends. While defending, if a monster fights you or the friend you’re protecting, you or your friend gets a +2 bonus to the defense roll against the attack.

Helping

You can spend 2 actions to help one of your friends. You choose one of your friends. The next time they make a roll until your next turn, they get a +2 bonus to whatever they roll.

Searching

You can spend 1 action to make a roll to search for something. Perhaps a monster is hiding and you’re trying to find it, or maybe there’s some treasure hidden in the room.

Hiding

You can spend 2 actions to make a roll to try and hide from a monster. If you are successful, the monster can’t see you unless it successfully searches for you. You must be able to hide behind something.

Health and Getting Hurt

Monsters and heroes can’t fight forever if they get hurt too badly. If you and your friends hurt a monster enough with your weapons and magic, then you will defeat it and the battle will be over. On the other hand, if you get too hurt, you’ll get knocked out.

Wounds

If you get hurt, you get a wound, such as a cut from a sword or a dragon’s tooth, a black eye, or a broken bone. Healing magic and spells can heal wounds, making you feel better. When you take a rest, you wake up feeling all better with no wounds.

Knocked Out

Your character can stand getting hit with a few wounds, but if you get one wound, plus as many wounds as you have experience levels, you get knocked out. For example, if your character is a level 3 adventurer and you get 4 wounds, you get knocked out. Getting knocked out means you fall unconscious and can’t fight anymore until you wake up. You can wake up if you get healed. Otherwise, you’ll wake up a few hours later.

Resting

After your character spends a lot of time adventuring, he or she will get tired. This is when you need to take a rest. This can be a simple rest, like taking a nap and eating lunch, or it can be a long rest like eating dinner around a campfire and sleeping in a tent or inn for the night. After you finish a rest, you get Racial Traits and Class Abilities back, and you lose any wounds that you have.

Mar 15, 2020

D&D for Kids (Bonus): Rare Races

Rare Races

Aasimar

Whereas tieflings are created from dark magic, aasimar (pronounced "awesome-ar") are born with heavenly powers. They are guided by angels who speak to them in dreams in visions, teaching them to use their powers for good. Aasimar mostly look like humans, but they are generally taller and more beautiful, sometimes with golden or jewel-colored eyes, alabaster skin, or silver hair. Aasimar can live up to 160 years old. Aasimar love to destroy anything evil. If you want to be an aasimar, choose one of the Racial Traits below:
  • Light Magic. You can make light to shine in the darkness, and you can heal wounds. After you heal someone's wounds, you need to rest before you can do it again.
  • Angel Wings. You can cause feathery, glowing angel wings to sprout from your shoulders so that you can fly for 1 minute. After you fly, you need to rest before you can do it again.
  • Radiant Power. You can sense evil creatures like vampires, demons, and skeletons nearby, and dark magic can't hurt you.

Goliath

Goliaths are descended from giants, so they are very tall and strong. Goliaths have gray skin with black markings that look like natural tattoos on their bodies. Male goliaths never have any hair, and females only grow black hair on their heads. Goliaths like to live in the mountains where it's cold and rocky. They love to have competitions with other people, and they always play fair and work together to survive. If you want to be a goliath, choose one of the Racial Traits below:
  • Strong. You always have a +1 bonus to checks involving lifting heavy things, doing athletic things, wrestling, and fighting.
  • Mountain Born. Ice doesn't hurt you, and you are comfortable at high altitudes and in cold weather.
  • Stone's Endurance. When you get hit by an attack, you can block it so you don't get hurt from it. After you do this, you need to rest before you can do it again.

Kenku

Kenku are strange little people who look like black birds. Instead of wings, however, they have clawed hands and feet. Kenku are unique in that they can't speak. Instead, they mimic sound effects and words that other people say like parrots. Kenku live short lives, becoming adults at age 12 and live only to about 60 years old. Kenku love to copy things and follow other people. If you want to be a kenku, you gain the following Racial Trait:
  • Mimicry. You can make any sound with your mouth, but you can only say words you hear others say. You are also good at copying down things you see, like stories and drawings.

Tabaxi

Tabaxi look like cats that walk on two legs like humans. Their fur is usually yellow, brown, or red, and can be spotted or striped, like a tiger or leopard. Their eyes have slits like a cat's and are green or yellow, and they live about as long as humans. Tabaxi love secrets and learning new things. If you want to be a tabaxi, you gain the Racial Traits below:
  • Nimble. You always have a +1 bonus to checks involving sneaking, stealing things, hiding, or dodging danger.
  • Feline Grace. You move fast and can easily climb walls and trees with your claws, and if you fall a long way down, you land on your feet and don't get hurt.
  • Cat Eyes. You can see in the dark, and you always have a +2 bonus to searching and detecting monsters who are invisible.

Tortle

Tortles look like giant, walking tortoises. Since they have a big shell they always carry around, home can be wherever they want, so tortles love to wander, travel, and see new things around the world. They also love to swim and can hold their breath for a long time underwater. If you want to be a tortle, you gain the following Racial Trait:
  • Protective Shell. You can spend 2 actions to retreat into your shell. As long as you're hiding inside, monsters can't hurt you, but you can't take any actions except to spend 2 actions to leave your shell.

Triton

Tritons are a race of people who live underwater. They usually have blue or green skin and hair, and their fingers and toes are webbed to make it easier to swim. All tritons can breathe underwater. If you want to be a triton, choose one of the Racial Traits below:
  • Water Magic. You can spend 1 action to make it rain around you, part small streams, freeze small amounts of water or melt small amounts of ice, or make water float through the air.
  • Emissary of the Sea. You can speak to and understand water animals like fish, whales, and turtles.
  • Deep Guardian. Ice doesn't hurt you, and you are comfortable in deep water and in cold weather.

Mar 14, 2020

D&D for Kids: Choosing a Class

Choosing a Class

Your character’s “class” involves their set of skills, what they’re good at, and their calling and job in an adventuring group. Do you want your character to be a knight in armor holding a sword and shield, a wizard with a magic staff, or something else? Choose one of the classes below, then pick a Class Ability to start with.

Each time you play D&D, you’ll gain experience that lets your character grow and gain new abilities. The more adventures and stories you adventure through, the more powerful your hero will become! Below are the classes you can be in D&D. Pick a class, and then choose one of the abilities beneath it as your Class Ability. Whenever you level up through experience, you can gain another use of your Class Ability or choose a new one. When you reach Level 10, you can gain your class’s Epic Ability.

Warrior Classes

Fighter

Fighters are skilled in warfare and weaponry. They can wear any type of armor and they know how to use all types of weapons. You could be an armored knight, an archer that shoots with a bow and arrows, or any other type of fighter. If you want to be a fighter, choose one of the Class Abilities below to start with.
  • Action Surge. You can choose to take 6 actions in a turn in combat instead of 3. After you use Action Surge, you have to rest before you can do it again.
  • Second Wind. If you’re hurt from combat, you can spend 1 action to remove one of your wounds. After you use Second Wind, you have to rest before you can do it again.
  • Charge. You can spend 2 actions in combat to dash and attack at the same time. If you move at least 4 spaces before attacking, you get a +1 bonus to the fight roll.
  • Protector. You can defend by spending only 1 action instead of 2.
  • Champion. If you roll a 5 on a fighting roll, it counts as a critical hit just like a 6 does.
  • Epic Ability: Multiattack. Attacking only costs 1 action, so you can attack 3 times in one turn!

Barbarian

Barbarians are warriors who live in the harsh parts of the world, like cold mountains and hot deserts. They learn to hunt and fight with raging anger and pure strength. If you want to be a barbarian, choose one of the Class Abilities below to start with.
  • Rage. You can use 1 action to go into a rage for the rest of this combat. While you are raging, you get a +1 bonus to fighting rolls and defense rolls, and if a monster rolls a 6 when fighting you, it counts as a 5. After you rage, you have to rest before you can do it again.
  • Charge. You can spend 2 actions in combat to dash and attack at the same time. If you move at least 4 spaces before attacking, you get a +1 bonus to the fight roll.
  • Super Strength. You get a +2 bonus on rolls involving lifting heavy things, doing athletic things, and wrestling.
  • Battle Cry. You can spend 2 actions to roar in combat. All monsters who hear you get a -1 penalty to fighting rolls, and your friends get a +1 bonus to fighting rolls. This lasts 1 round.
  • Brutality. When you roll a critical hit on an attack, the monster gets hurt with 3 wounds instead of 2.
  • Epic Ability: Endless Battle. Even if you get enough wounds to get knocked out, you don’t get knocked out until the combat is over!

Paladin

A paladin is a warrior who fights for a high and worthy cause, often in the service of a god. Paladins hold themselves to a high standard of values, and if they break these rules, they may lose their powers. If you want to be a paladin, choose one of the Class Abilities below to start with.
  • Divine Smite. If you hit a monster when you attack, you can make one more attack against it without using any actions.
  • Protector. You can defend by spending only 1 action instead of 2.
  • Aura of Protection. All monsters have a -1 penalty on their fighting rolls when attacking you or your friends.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell (see “Magic and Spellcasting” to choose). Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Divine Health. You never get sick, even when you're bitten by a poisonous animal or eat rotten food. Also, you get one more wound before you get knocked out.
  • Epic Ability: Avenging Angel. You can spend 1 action to become an Avenging Angel for 10 minutes. You grow angel wings so you can fly, and evil creatures are scared of you! After you use Avenging Angel, you have to rest before you can do it again.

Monk

Monks dedicate their lives to the study of a mystical energy inside all living things called “ki.” They learn to harness this ki in their own bodies, so that they can fight without weapons or armor. If you want to be a monk, choose one of the Class Abilities below to start with.
  • Step of the Wind. You can move 1 more square when you walk, and 2 more squares when you run. Also, you can jump twice as high as a normal person.
  • Flurry of Blows. You can attack or wrestle twice when you use your 2 actions to attack, instead of once. 
  • Patient Defense. You can defend yourself by spending only 1 action instead of 2.
  • Deflect Missiles. If someone shoots you with an arrow or throws a rock at you, you can catch it in your hand instead of having it hurt you.
  • Shadow Step. If you’re standing in shadows or darkness, you can teleport to another place of shadow or darkness that you can see.
  • Epic Ability: Wholeness of Body. You stop aging, you don't have to eat or drink, and you never get sick. Also, you can use 3 actions to remove all of your wounds! After you remove all your wounds like this, you have to rest before you can do it again.

Magical Classes

Wizard

Wizards learn magic through diligent study, and use this knowledge to cast a wide variety of amazing spells. They copy down spells into their spellbooks for use later (see “Magic and Spellcasting” to choose), and can sometimes even make up their own spells. If you want to be a wizard, choose one of the Class Abilities below to start with.
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Arcane Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Arcane Recovery. You can use 3 actions to regain all of your spells back. After you use Arcane Recovery, you have to rest before you can do it again. You should learn to cast at least one Arcane Level 2 or 3 spell before you pick this ability.
  • Spell Mastery. If you hurt a monster with one of your spells, you can hurt it with 1 more wound than normal. You can only do this to one monster at a time. You should learn to cast at least one spell before you pick this ability.
  • Epic Ability: Wish. You can use 3 actions to make a wish that will come true! After you use Wish, you have to wait 3 days to use it again.

Cleric

Clerics are warriors of the gods. They get powers from divine sources that allow them to heal the sick and wounded with spells (see “Magic and Spellcasting” to choose), scare away undead creatures, and perform mighty miracles. If you want to be a cleric, choose one of the Class Abilities below to start with.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell . Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Divine Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Divine Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Turn Undead. You can use 2 actions to scare away any undead monsters near you like vampires, skeletons, and zombies. Strong undead monsters may not run away, but they will still be scared of you.
  • Divine Strike. If you hit a monster when you attack, you can make one more attack against it without using any actions.
  • Epic Ability: Miracle. You can use 3 actions to pray to your deity and choose how they can help you. For example, they may heal you and all your friends, show you the right way to go, or strike all the nearby monsters with lightning! After you use Miracle, you have to wait 3 days to use it again.

Sorcerer

Unlike wizards who have to study to learn magic, sorcerers are born with inexplicable magical powers (see “Magic and Spellcasting” to choose). They even know how to twist magic in ways that people who learn by studying cannot. If you want to be a sorcerer, choose one of the Class Abilities below to start with.
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Arcane Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Quickened Spells. You can cast your Level 2 spells using only 1 action, and your Level 3 spells using only 2 actions. You should learn to cast at least one Arcane Level 2 or 3 spell before you pick this ability.
  • Font of Magic. You can cast your Level 2 spells three times a day instead of two times, and your Level 3 spells twice instead of once. You should learn to cast at least one Arcane Level 2 or 3 spell before you pick this ability.
  • Epic Ability: Draconic Presence. You can turn into a dragon for 10 minutes. You grow wings so you can fly, and you can breathe fire that hurts monsters for 2 wounds on a hit! After you use Draconic Presence, you have to rest before you can use it again.

Druid

Druids gain their magical powers from the divine sources of nature. They can transform into beasts, talk to animals, and take control over plants and the elements with spells (see “Magic and Spellcasting” to choose). If you want to be a druid, choose one of the Class Abilities below to start with.
  • Beast Shape. You can spend 2 actions to transform into any kind of animal. After you turn into an animal twice, you have to rest before you can do it again.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Divine Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Level 3 Spellcasting. You learn to cast one Divine Level 3 spell. Level 3 spells are the most powerful spells, but they require 3 actions to cast. Once you cast this spell, you have to rest before you can cast it again.
  • Beast Companion. An animal becomes your best friend. It can be any kind of animal, and it will try and protect you and attack monsters for you.
  • Epic Ability: Monster Shape. Your Beast Shape ability only costs 1 action instead of 2. Also, you can spend 2 actions to transform into any kind of monster for 10 minutes! After you use Monster Shape, you have to rest before you can use it again.

Crafty Classes

Rogue

Rogues are problem solvers. If there’s a locked door in the way, they’ll be able to pick the lock and get past it. When it comes to combat, rogues try and attack from the shadows. If you want to be a rogue, choose one of the Class Abilities below to start with.
  • Sneak Attack. If you attack a monster if you’re hidden from them, you hurt them for twice as many wounds.
  • Cunning Action. After you have used 2 actions to run, you can sprint using 1 action to move another 3 squares. Also, you can hide using only 1 action instead of 2.
  • Evasion. If you get hurt, you can choose to avoid the wound, but on your next turn you only have 2 actions to spend. You can only do this once per round.
  • Disguise. You can spend 3 actions disguising yourself to look any way you like.
  • Agility. You can swim fast and climb up any wall, and you can hang from the ceiling without falling.
  • Epic Ability: Death Strike. When you hit a monster with an attack, you can choose to instantly defeat it, no matter how many wounds it has! After you use Death Strike, you have to wait 1 day before you can use it again.

Ranger

Rangers are hunters, scouts, and wilderness guides. They know how to camp and love to live out in the wilderness more than living in a city. They are often skilled at using bows and arrows and have a special connection to animals. If you want to be a ranger, choose one of the Class Abilities below to start with.
  • Beast Companion. An animal becomes your best friend. It can be any kind of animal, and it will try and protect you and attack monsters for you.
  • Hunter.  If you roll a 5 on a fighting roll using a bow and arrow or other ranged weapon, it counts as a critical hit just like a 6 does.
  • Explorer. You never get lost, you can always find food and water nearby, and you never get too cold or too hot outside.
  • Level 1 Spellcasting. You learn to cast one Divine Level 1 spell (see “Magic and Spellcasting” to choose). Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Vanish. You can hide using only 1 action instead of 2, or you can spend 3 actions to go invisible as long as you hold still.
  • Epic Ability: Feral Senses. You have a +1 bonus to initiative rolls, and you can see hidden and invisible monsters!

Bard

Bards have a unique way of casting spells: through the power of music! Through playing musical instruments and singing songs, they can bewitch others and cause amazing magical effects to appear (see “Magic and Spellcasting” to choose). They are also very helpful to other adventurers, helping them stay motivated in battle. If you want to be a bard, choose one of the Class Abilities below to start with.
  • Inspiration. You can help using 1 action instead of 2.
  • Vicious Mockery. You can spend 1 action to try and hurt a monster with mean words. If it rolls a 4 or higher, it ignores the insult, but if it rolls 3 or less, it gets a wound.
  • Jack of All Trades. You get a +1 bonus to all rolls outside of combat.
  • Level 1 Spellcasting. You learn to cast one Arcane Level 1 spell. Level 1 spells are weak, but they only require 1 action to cast, and you can cast them as many times as you want.
  • Level 2 Spellcasting. You learn to cast one Arcane Level 2 spell. Level 2 spells are better than Level 1 spells, but they require 2 actions to cast. Once you cast this spell two times, you have to rest before you can cast it again.
  • Epic Ability: Song of Rest. You can spend 3 actions to play a song that makes all your friends feel like they just got a good night’s sleep. They get immediately rested! You can only play a Song of Rest once per day.

Artificer

An artificer is a type of inventor. Artificers love to mix magical potions, construct powerful magical weapons and armor, and even magical robots to protect them. Artificers use magic and technology together in spectacular ways. If you want to be an artificer, choose one of the Class Abilities below to start with.
  • Alchemy. You can make 1 potion every time you rest. You decide what the potion does when someone drinks it.
  • Flash of Genius. You can help using 1 action instead of 2.
  • Steel Defender. You build a robot that becomes your best friend. It can be any shape of robot, and it will try and protect you and attack monsters for you.
  • Magic Cannon. You build a cannon that you can use to shoot monsters with. It can be a small cannon or a big cannon, or it can change sizes. You can spend 3 actions to shoot the cannon if you're next to it or holding it, but if you hit a monster with it, it hurts it for 2 wounds instead of 1.
  • Magical Tinkering (Level 2). You make a technological device that casts one Arcane Level 2 spell (see “Magic and Spellcasting” to choose). Level 2 spells require 2 actions to cast. Once you use this device two times, you have to rest before you can use it again.
  • Epic Ability: Soul of Artifice. You make a magical weapon, item, or vehicle that can do whatever you want. Only you can use it. If you want to change the magic item, you need to spend 1 day working on it to change it.