The Rules of Sojourner

THE COMPENDIUM

Choose a discipline below to unfurl its rules.

Character Creation

Once the campaign setting has been established, it's time for the players to create their characters. Players must first consider what kind of character they'd like to play. Do they fancy adventuring as a daring rogue or a fearless barbarian? Do they wish to cast spells or face challenges head on? Asking these, and other, questions will help define what kind of play-style your players would like to employ. Every character will have the following traits that define them: name, lineage, appearance, behavior, and background. The following is a step-by-step guide on how to create a Sojourner character.

The first step in creating a character is defining their appearance. This includes their lineage, name, mannerisms, and background. Each one of these characteristics help define who your character is going to be.

Choose a Lineage

A lineage is a type of being inhabiting the material plane of Sojourner. There are a diverse collection of lineages, each with their own specialties and traits. Choosing a lineage that compliments your preferred play-style is imperative. You might not expect a Hinfolk to be able to lift massive boulders out of the way of a mountain pass, but you could expect that from an Orcrin. That said, you need not feel limited by a lineage's strengths, this is only the beginning and it is your journey, not your origin, that will shape who your character will truly become.

Choose a Name

In many ways, a character's name can be the most important part of their creation. It can allude to their mannerisms, personal history, familial ties, trauma, ambitions, or even foreshadow their future. It's imperative that players carefully consider their character's name and choose a name that adds depth, belies hidden meanings, or is simply enjoyable to have. Whether you end up playing Avigar Flame-bearer, the paladin-in-training, or Wheatley Scrufftop, the local jokester, it's important to fashion a name that embodies who you want your character to be.

Describe your Appearance

Describe any and all details you deem relevant for yourself such as: height, eye and hair color, or preferred clothing. The more detail you provide, the more vivid an image you paint for your fellow party members. Always remember, however, to only describe your character to your and the other participants' level of comfort.

Descriptions like this help bring a character to life and create a vivid image for the other players and the GM to interact with.

Determine Behavior

Establishing how your character will behave as a baseline will go a long way in helping you play your character in plot-heavy moments. Do they have an accent or unique speaking pattern? Are they calm, cool and collected or gruff, blunt, and driven? These questions will help you play the character you want to play. Traditionally, you can define yourself in one of nine possible ways. These nine behavioral types are derived from the character alignment chart.

This chart is a representation of all the possible characteristics of a player's character that can help them decide what to do in certain situations. This table provides a visual illustration of nine general behavior types which provide a baseline for your character to expand upon. Bear in mind, people are rarely so stubborn and inflexible as to always think and act within a limited range such as depicted in the chart. Even the most static of people will be given to fits of impulse or order that might otherwise run counter to their general nature.

LawfulNeutralChaotic
GoodLawful GoodNeutral GoodChaotic Good
NeutralLawful NeutralTrue NeutralChaotic Neutral
EvilLawful EvilNeutral EvilChaotic Evil

This is simply a quick way of describing how you will generally behave as a baseline and is in no way a limiter to how you may want to behave at any given moment. Characters are rarely static and can change mentally and emotionally throughout a campaign and extreme circumstances often bring out rarely seen sides of the best and worst of us. Be aware, however, certain alignments may prevent you from using relics that do not align with you.

Each lineage grants its own traits. Read more about who these peoples are in the Lore.

Dwerin age at a standard rate and, on average, can live to be 180 years old. They range from 4 to 5 feet tall, weigh around 220 pounds, and can read, write, and speak Dwerish, Common, and one other language.

  • Dwerin Prowess. You start with a proficiency level in appraisal and society.
  • Dwerin Purpose. Re-roll your first failed profession-related roll once per long rest.

Origins

Dwerin exist in few places and, as such, do not have much in the way of diversity. However, there are clear distinctions that can be made between those who live in the mountains and those who live deep underground. Choose one of the following as your origin.

Peakwalker

Growing up in the howling peaks of the mountains has shaped you into an adept mountaineer. Your days of clambering over boulders and scaling sheer cliffs have made climbing second-nature.

  • Your climbing speed is not reduced by not using climbing tools.

Chasmdweller

Your eyes have adapted well to the darkness of the mines and subterranean depths in which you were raised.

  • You can see an additional 10 feet when in partial darkness and 5 feet when in complete darkness, however, you have disadvantage against checks to not be blinded.

Elvarin age slowly and, on average, can live to be over 300 years old. They range from 6 to 7 feet tall, weigh around 120 pounds, and can read, write, and speak Elvarin and one other language.

  • Elvarin Nature. You gain a proficiency level in nature and survival.
  • Elvarin Perfection. You start with an additional proficiency level in a tool of your choice.

Origins

Elvarin are classified by the season during which they are born. Each season poses a different meaning and influences your character's growth into adulthood. Choose one of the following as your origin.

Summer

Elvarin born during the summer months resemble the warmth and beauty of nature. They are carefree and have an optimistic approach to their problems.

  • Sunlit Vigor. If you take a short rest in direct sunlight, you begin the next encounter with +5 temporary HP.

Fall

Elvarin born in the fall months tend to be more reserved than their kin. They tend to live in seclusion, or small groups and typically make homes of giant mushrooms or the old stumps of great trees.

  • Harvest's Due. Once per long rest, you can hasten the decay of dying flora in an area, leaving fertile ground in your wake. The next nature or survival check made there before your next long rest is made with advantage.

Winter

Elvarin born in the winter months live in medium-sized communes and have a strong familial bond. They are festive and have a number of holidays dedicated to their gods and spirits of nature.

  • Sure Footing. Difficult terrain invoked by snow or ice does not affect you.

Spring

Elvarin born during the spring months embody the power of new life and rebirth. They live in big farming communities and hold large festivals celebrating the new year and the abundance of life.

  • New Growth. If you take a short rest surrounded by living plant growth, your next successful attack or spell cast during the following encounter also restores 1d4 HP to yourself or an ally within range.

Grovani age at a standard rate and, on average, can live to be 300 years old. They range from 5 to 7 feet tall, weigh around 210 pounds, and can read, write, and speak Grovish and Common.

  • Nature's Bounty. Having grown up in the wilderness, you begin with a proficiency level in animal handling and nature.
  • Nature's Embrace. As an action, you are able to embed yourself into natural surroundings, disappearing completely. While in this state, you cannot perform any actions except leaving this state.

Origins

Grovani are classified based on the Circle in which they were born and the locale to which they are Rooted. From remote mountain peaks to lush forests teeming with life to hidden gullies formed over eons, Grovani Circles are found in the wild places of the world and are a closely guarded secret. Choose one of the following as your origin.

Earthbound

Grovani who gather around natural springs, waterfalls, and lakes are drawn to the power of the earth.

  • Earth's Warmth. You do not suffer in hot or cold weather.

Worldtree

Grovani who gather around the Worldtree are infused with its energies.

  • Worldtree Protector. You cannot be charmed by magickal means and do not need to sleep so long as you meditate for at least 4 hours per day.

Hinfolk age at a standard rate and, on average, can live to be 220 years old. They range from 4 to 5 feet tall, weigh around 120 pounds, are of small size, and can read, write, and speak Hinnish, Common, and one other language.

  • Harhome Haggling. You start with a proficiency level in bartering and persuasion.
  • Hinfolk Obscurity. Due to your small stature, you have advantage on Stealth checks.

Origins

Due to the fact that Hinfolk travel in large communes, they have had little time to diversify themselves, therefore, their classifications are between their performances and mercantile skills. Choose one of the following as your origin.

Merchant

You were raised bidding on and selling everything you could get your hands on. Time spent at the market is time well spent.

  • Your upbringing in the caravans of merchants has lent you a proficiency level in bartering.

Troupekin

You were raised in the arts of dancing, music, acting, and merrymaking.

  • You begin with an initial proficiency level in acrobatics or performance.

A diverse and adaptable lineage known for their versatility and capacity to thrive in various environments and cultures. They are one of the most populous lineages and are scattered across different regions and kingdoms. They live to be around 110 years old, range from 5 to 6 feet tall on average, and can read, write, and speak Common and speak one other language.

  • Humarin Talent. Being a Humarin means you integrate with society on a level that far exceeds normal. You start with a proficiency level in society and bartering.
  • Humarin Skill. Interpersonal relationships come second hand to you. As a result, you have an innate understanding of civics. You start with a proficiency level in a civic tool of your choice.

Origins

Though solid, unchanging, and traditional, Humarin do differ slightly depending on the region from which they hail. Choose one of the following as your origin.

City Dweller

You've grown up in one of the many metropolises that litter the world. Stone bricks are your forest floor and towering buildings are your trees.

  • You know where to find any shop of merit in a large city.

Oceanic Islander

You are from a community that exists on either the shore-line of an ocean or on one of the globe's many islands. Islander Humarins are masters of the tides and winds as they are familiarized with ships at a young age.

Grand Valley

You are from one of numerous village communities whose focus is raising crops and animals and, as such, have been toiling in the soil and tending to the needs of the village for the majority of your life.

  • Beast creatures are not immediately hostile towards you.

Orcrin age at a standard rate and, on average, can live to be 100 years old. They range from 6 to 7 feet tall, weigh around 240 pounds, and can read, write, and speak Ocrish.

  • Orcrin Tradition. Hailing from a warring people has granted you a proficiency level in a weapon class of your choice.
  • Legacy of Ash. Deal an additional 2 damage with melee weapons but bartering, history, and society rolls are made with disadvantage.

Origins

Orcrin are classified by their clan as each one has different methodologies when it comes to how they train and where their focus lies. Choose one of the following as your origin.

Anduli Clan

Clan Anduli is the largest of the Orcrin clans. They have outposts all across the world and are the foremost fighters.

  • Hailing from the Anduli clan lets you access other clans' garrisons as an emissary.

Greakas Clan

Clan Greakas produces the largest warriors of all the clans and typically loans them out as mercenaries.

  • Add a foot to your overall height, 50 lbs to your weight, and you gain advantage on checks against being poisoned or inflicted with a disease.

Vrikkeki Clan

The Vrikkeki Clan is a clan of almost entirely female warriors. A male Vrikkeki, once they reach the age of adulthood, is exiled until they slay the greatest beast they can find. Most do not return.

  • You have a +2 to rolls to determine the weaknesses of beast creatures you encounter.

Krok Clan

The Krok clan is all but demolished and has been scattered across the world. Rather than amass large armies to wage war on their neighbors, lone combatants roam the world seeking to combat grand champions.

  • You may invoke the right to challenge any famous champion from a clan and be granted an audience with them.

Backgrounds describe what your character did before the events of the campaign. This will help your GM understand what skills your character is proficient with or what knowledge they may have.

Character Traits

Traits are an optional characteristic that can add flavor to your character. Character traits like Personality, Drive, Bonds, and Flaws are narrative tools that help define who you are beyond your skills and statistics. These elements shape how your character thinks and behaves.

Personality

Your personality is your general demeanor, habits, and social behavior. Are they charming and talkative, or quiet and calculating? Do they crack jokes in tense moments, or remain serious and focused? This trait guides how your character speaks and behaves at the table.

Drive

Your drive is your motivations, the inner goals or desires that push them forward. These might be personal ambitions like seeking revenge, pursuing knowledge, protecting loved ones, or proving their worth. Your drive gives your character direction and purpose.

Bonds

Your bonds are the emotional connections your character has to people, places, or ideals. These could include loyalty to a mentor, a promise made to a sibling, or a sacred duty to protect a village. Bonds tie your character to the world and give the GM tools to create personal stakes in the story.

Flaws

No person is without flaw and your character is no different. They might be impulsive, prideful, fearful, or haunted by guilt. Flaws give the GM something to press on, and they create the moments where a character stops being a sheet and starts being a person.

Each background reflects the life your character led before the campaign began, granting proficiencies and knowledge shaped by that experience. Choose one that fits the story you want to tell.

“Trained in the halls of spellcraft, you've seen the price of knowledge and still chased more.”

You studied in an arcane institution, perhaps a wizard's college, private tower, or guild-run academy. Whether you were an idealistic student, a teacher's pet, or a bitter dropout, magick was your world. You've seen both its beauty and its cost and, now, you carry that insight into the wider world.

Arcane Credentials

You carry the reputation of your school, for better or worse. Scholars, enchanters, and magickal institutions recognize your education and may respect (or resent) it. In academic circles, you can request access to restricted libraries, research labs, or scholarly favors if you invoke your credentials. You start with a proficiency level in arcana and history.

Starting Equipment

You begin your adventure with the first magickal focus or charm you used, a marked-up coursebook or study scroll, robes with a school insignia stitched over or torn out, 1d10x10 gold coins, and 2 personal arcane trinkets.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I correct magickal misconceptions with thinly veiled contempt.
2I talk to myself when solving problems.
3I compulsively collect strange magickal trivia or folklore.
4I treat commoners like they're just uneducated students.
d4Drives
1I want to master the arcane arts to reshape the world.
2I want to prove I'm more than just a failed experiment or dropout.
3I want to unlock knowledge no one else has touched.
4I want to surpass my old mentors and rewrite the curriculum.
d4Bonds
1I had a magickal rival who made me better.
2A professor once risked everything to protect me.
3There's a spell in the restricted vaults that haunts my dreams.
4My former roommate vanished in a summoning gone wrong.
d4Flaws
1I want to push magickal boundaries without caring who gets hurt.
2I'm addicted to arcane theory and find it hard to focus on other, more mundane topics.
3I treat magick like it's always the solution, even when it's not.
4I stole something from the academy, and the faculty are still looking for me.

“Built on grit, muscle, and the will to win, on the field or in a fight.”

You gave everything to competition. Whether you were a rising star, a local hero, or just damn good at what you did, you've learned to push your limits and chase the next win, no matter the arena.

Champion's Respect

Your reputation precedes you among athletes, fans, and locals. In communities that value sport or competition, you're treated with recognition or admiration. You can often secure lodging, basic needs, or challenges just by mentioning your past achievements. You start with a proficiency level in athletics and performance.

Starting Equipment

You start with a token from your career (medal, fan letter, signed item, etc.), a patched or well-worn uniform or other article of athletic clothing, a bundle of cloth wraps or bandages, and 1d10x10 gold coins.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I treat every obstacle like a challenge or contest.
2I stick to a rigid training regimen. A day just doesn't feel right unless I start with exercise.
3I sieze every chance I get to regale others with stories from my glory days.
4I can't resist showing off in front of a crowd.
d4Drives
1I want to be remembered, immortalized in song.
2My body is a work of art and I seek to hone and perfect it into a masterpiece.
3My fame was fleeting and many see me as washed-up. I intend to prove them wrong.
4I want to push my limits as much as possible just to see how far I can go.
d4Bonds
1A former teammate saved my life.
2I owe my career to a coach or patron I disappointed. I want to do right by them.
3Despite my success, there was always one rival I just couldn't beat.
4A fan once wrote me a letter I still carry.
d4Flaws
1Winning is everything. If I'm not winning, I'm failing.
2I downplay injuries and forsake my health for the sake of competetition.
3I hate not being the center of attention.
4I left my sport of my own volition but lied to save face. Lying has become my default defense mechanism.

“You grew up fast in the alleys, gutters, and rooftops, city-bred and street-wired.”

You were raised in the streets, surviving by instinct — scavenging, scheming, taking whatever the city offered. Whether you were part of a gang, a messenger crew, or just a scrapper with fast feet, you know how the city breathes. You speak its rhythm, dodge its teeth, and make your own luck in its shadows.

Urban Phantom

You move through cities like smoke, ducking patrols, climbing alleys, and slipping through gaps others don't see. You always know where to hide, who to ask, and where the danger is thickest. In your home city, you can find a contact, safe corner, or fast escape almost anywhere. You start with a proficiency level in sleight of hand and stealth.

Starting Equipment

You start with a worn-out tool or trinket tied to your survival method, layered rags or oversized clothing with sewn-in hiding pockets, a token or charm from a gang, friend, or fallen mentor, and 1d6x10 gold coins in a sock or boot.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I sleep lightly and only ever with my back to a wall.
2I often find myself subconsciously searching for exits, guards, and fat coin purses.
3I cannot help but quip and joke, even when in serious situations.
4Wide open spaces with a lack of hiding places make me nervous and uneasy.
d4Drives
1Proper meals were rare in my youth. Now that I'm in a better spot, I've vowed never to go hungry again.
2The elite have always looked down on me. I cherish the opportunity to show them up.
3I've spent my entire life watching for danger. Now, I just want a safe place to call my own.
4I was just another street urchin for years. Now, it's time I made a name for myself.
d4Bonds
1An old gangmate has dirt on me.
2A street preacher once saved me, and gave me a second chance. I owe them everything.
3The city guard killed on of my loved ones. I still dream of avenging them.
4I remember being the poor, starving youth. Now that I have the means, I keep an eye out for those in that same situation.
d4Flaws
1I lie on instinct, even when I don't have to.
2I often take unnecessary risks just for the thrill.
3My rough upbringing has lead to me coming off as abrasive and rude to others.
4Weak people tend to upset me, especially if they have had it easy.

“You broke laws, made moves, and lived by a code— yours or someone else's.”

You lived outside the law, by choice, necessity, or birthright. Maybe you were a thief, smuggler, fixer, or enforcer. Maybe you just knew how to find the cracks in the system and exploit them or perhaps you were just gifted with sticky fingers and soft steps. Regardless, you're no stranger to back-alley deals, dangers, and doing whatever it takes to survive.

Underworld Ties

You know how to reach the local underworld wherever you go. Given a few hours and a little coin, you can connect with fences, forgers, gang contacts, or black-market traders. When you name-drop the right name, doors open or threats back off. You start with a proficiency level in deception and stealth.

Starting Equipment

You begin your adventure with a small item you stole but never sold, a set of dark clothes with sewn-in hidden compartments, a calling card or criminal contact symbol, and 1d12x10 gold coins in assorted pouches and hiding spots.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I study people like puzzles. Everyone has a weakness.
2I keep my back to the wall and my hand near a blade.
3I weave code or slang into my everyday speech even when nobody around understands it.
4I laugh at danger and never show fear.
d4Drives
1I want to pull one last job, then disappear.
2I was set up by people I once trusted. I aim to get revenge.
3I got my start in someone else's crew. Now, it's my turn to put together the perfect criminal organization.
4My criminal past wasn't clean and, now, my only goal is to gather enough well to buy my way away from it.
d4Bonds
1My former partner is still out there and we look out for each other.
2My last job went bad and someone got pinched. I'm still looking for a way to make it right.
3My gang's symbol and reputation are burned into both my past and my skin.
4I owe a debt I could never pay. I intend to make it right regardless.
d4Flaws
1Trust is a luxury I can't afford.
2Violence is always an option. Sometimes, it's the first option.
3Despite the risk, I can't help but keep trophies of my past deeds.
4If a job goes south, I only look out for myself. It's up to others to get themselves out.

“Once a servant of faith, now a seeker of truth, or something deeper.”

You were raised inside a temple, monastery, or shrine, steeped in ritual and duty. Maybe you still believe or maybe you don't. Regardless, the discipline, texts, and sense of something greater shaped who you are, even if you've left the sanctuary behind.

Sanctuary's Echo

You know how to move and speak in religious circles. Temples will often offer you simple shelter and those of similar or neighboring faiths may give you an audience, even if your beliefs have changed. You recognize the signs, ranks, and rituals of most organized religions. You start with a proficiency level in religion and history.

Starting Equipment

You begin your adventure with calligrapher's supplies, one holy symbol (of a deity of your choice), a prayer book, simple robes with old stitching patterns or sect markings, a worn token of faith (a pendant, ring, or charm), and have 1d8x10 gold coins.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I quote scripture in everyday conversation.
2I always make time for meditation or prayer, no matter where I am or who I am with.
3I answer questions with questions and speak in riddles and parables.
4I have always been one of the flock and the idea of taking on a leadership role terrifies me.
d4Drives
1I want to bring light to the lost and structure to the world.
2I want to understand the divine, not just worship it.
3I have a keen interest in creation or origin myths and want to unearth the secrets of the early days of the world.
4I wish to act as a conduit for my god's teachings and power.
d4Bonds
1My mentor never gave up on me and I intend to make them proud.
2My sect protected me when no one else would.
3A rival from my youth tried to discredit me. I am still undoing the damage to this day.
4I know a secret buried in the scriptures that could shatter faith.
d4Flaws
1I speak with conviction even when I doubt.
2I judge others harshly.
3I put up a good front but find it difficult to adhere to the tenants of my faith.
4I am drawn to forbidden texts and teachings. The more taboo the subject, the more enticing it becomes.

“Hard work, rough hands, and quiet grit defined you. You were raised from the soil itself.”

You were raised working the land, plowing, planting, herding, and mending. Maybe it was your family's farm or maybe you were hired help with nowhere else to go. Regardless of how you found yourself in the fields and pastures, they have defined you. You learned the value of effort, timing, and keeping your head down. The world doesn't scare you, you've worked worse.

Salt of the Earth

You know how to earn trust with working folk. Farmers, traders, and honest laborers respect your competence and practicality. You can usually find shelter, food, or day work in rural communities, and you can judge the health of land or livestock with practiced instinct. You start with a proficiency level in animal handling and nature.

Starting Equipment

You begin your adventure with a worn heirloom tool or token from your land, a set of patched, durable clothes with reinforced knees and elbows, a bundle of dried food or preserved fruit, 1d6x10 gold coins and a folded hand-written blessing or charm.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I speak slowly and deliberately, even when I have a lot to say.
2I tend to whistle and hum working songs from my youth any time I work or travel.
3I trust animals more than people and it takes quite a bit to earn my respect.
4I keep my hands busy with whittling, braiding cord, or shelling seeds.
d4Drives
1My farmland was taken from me. I intend to earn enough money to buy it back.
2I left the farm to address an encroaching danger and save the place and people I love.
3I've been looked down on for my simple life. I want to prove I'm more than just a farmer.
4I've always wanted land of my own. The adventuring life should bankroll that nicely.
d4Bonds
1My parents died poor, but they taught me everything that matters.
2A local noble once saved my family's farm and I want to repay that generosity.
3I left someone very dear to me behind and all I can think about is returning to them.
4The land I worked is dying, and no one knows why.
d4Flaws
1I can't sit still. I feel useless if I'm not working.
2I dislike those from more developed areas on principle.
3I hate magick. It never fixed a damn thing on the farm.
4I bury every problem under silence and sweat.

“You learned your trade under a master's eye, and now, it's your name on the line.”

You learned your craft the hard way: through long hours, strict rules, and endless repetition. Now you carry that skill into a world that doesn't care who trained you, only what you're worth.

Name in the Ledger

Guilds remember their own. You can request shelter, food, or minor materials from members of your craft (or rivals looking to outdo them). You know the ranks, rivalries, and politics of trade networks, and how to navigate them to get what you need, or where you don't belong. You start with a proficiency level in appraisal and society.

Starting Equipment

You begin your adventure with a partial set of artisan's tools from your trade, guild-marked clothing, apron, or cloak (clean or soiled), a master's note or unfinished lesson, 1d8x10 gold coins, and a small pouch of trade scraps or samples.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I critique craftsmanship everywhere I go, aloud or under my breath.
2I count steps, hammer blows, or strokes, always keeping rhythm.
3I carry a stub of chalk or charcoal and sketch out my thoughts often.
4I speak like a master is watching, even when no one's there.
d4Drives
1I want to earn my master's respect or prove I deserved better.
2I want to start my own shop and make a name for myself.
3I want to outshine my rival apprentice and win the guild's favor.
4I want to make something legendary that will outlive me.
d4Bonds
1My master taught me everything... except how to live freely and enjoy life.
2I carry a half-finished project my master and I started together.
3I owe my guild more coin than I have and they don't forget.
4A rival once sabotaged my work and I have never forgiven them.
d4Flaws
1I work myself into the ground to avoid feeling unworthy.
2I take shortcuts when I think no one will notice.
3I chafe at the advice and instruction of others, even when they're right.
4I 'borrow' tools and materials from fellow craftsmen. I swear I'll replace them... eventually.

“You walked away from the world, or were pushed out. Either way, you learned to live without it.”

You spent years in solitude, far from cities, noise, and the grind of society. Maybe you were hiding or maybe you survived alone, found clarity (or madness), and now return with insight no one else sees, or wants to.

Distant Clarity

You see what others overlook. Whether it's a person's hidden pain, a lie in their voice, or the tremble of something unnatural, your quiet mind notices details others miss. When confronted with stress, magick, or fear, you can center yourself faster than most, rooted in solitude's strength. You start with a proficiency level in medicine and survival.

Starting Equipment

You begin your adventure with a handmade token or item tied to your time alone, rough clothes patched with animal hide, bark, or threadbare linen, a personal mantra or vision scrawled on a scrap of leather, 1d6x10 gold coins, and a pouch of dried roots, mushrooms, or moss.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I speak in short, strange phrases and often disrupt the flow of conversation.
2I stare at the sky or trees like they're talking to me.
3Far too used to isolation, I flinch at loud sounds and sudden contact.
4I reference dreams or visions like they were real events.
d4Drives
1I can feel the world trying to speak to me and it is my life's goal to understand the message.
2I want to keep others from repeating the mistakes that drove me away.
3I want to prove that I'm not mad, that what I saw was real.
4I want nothing more than to live free, untouched by cities, kings, or crowds.
d4Bonds
1I once met someone who changed my life. I'm not sure to this day if they were real or not.
2I left something buried in the place I call home.
3A village near my refuge saved me once. I owe them more than I can give.
4I had a vision of someone and feel compelled to find them, though know not why.
d4Flaws
1I find it difficult to trust people. I've seen what they're capable of.
2I talk to animals, trees, and inanimate things when alone.
3I believe the world is ending, but don't know how to stop it.
4I sometimes forget what's real and what was just the quiet talking back.

“You were born above others, by blood, wealth, or random chance, and the world never let you forget it.”

You grew up with power. Whether in a castle, manor, estate, or palace, you were fed on etiquette, education, and expectations. Maybe you still cling to your title, or maybe you walked away from it all, but your name still carries weight, and your past still follows.

Blood Carries Weight

People recognize your upbringing, through accent, bearing, or reputation. In most settlements, you can secure a hearing with officials or nobles if you play the part. You may gain favors from those seeking your family's influence, or face obstacles from those who hate your kind. You start with a proficiency level in society and persuasion.

Starting Equipment

You begin your adventure with a token of station (ring, brooch, sash, pendant), finely made clothing suited to travel but tailored to noble taste, a minor luxury item (silk gloves, jeweled comb, rare tea), 1d20x100 gold coins and a debt ledger, family letter, or invitation you've never used.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I speak with authority and my statements sound more like demands.
2I clean myself and my possessions fastidiously.
3I drop noble names like currency.
4I observe manners obsessively, even in a tavern brawl.
d4Drives
1I want to reclaim my family's honor, or drag it through the mud properly.
2I want to rise higher than my birthright ever allowed.
3I want to use my position to protect those the nobility forget.
4I want to forge my own destiny, not the one written in my family's ledger.
d4Bonds
1I'm betrothed to someone powerful, but I've never met them.
2I fell out with one of my siblings when they were chosen to run my late parents' estate.
3A loyal servant once saved me. Now, I owe them everything.
4A rival noble disgraced me, I'm not done with them.
d4Flaws
1I measure everyone by their bloodline or wealth.
2I pretend I'm just like everyone else, but I hate being treated that way.
3I've never worked a real day in my life, and I fake it poorly.
4I secretly believe I deserve to rule, whatever the cost.

“The road raised you. You were weaned on dirt, dust, and sky.”

You have never stayed anywhere long. You were born to nomads, caravans, pilgrims, or exile, and the open road was your home. You know how to survive in the wilderness, read the land, move unnoticed, and live with only what you can carry. Those who choose to settle confuse you and their obsession with walling off nature annoys you.

Wayfarer Memory

You remember every trail you have walked. Even in unfamiliar terrain, you can find shelter, water, and safe places to rest. You recognize signs of recent paths and can usually earn trust from other travelers or people close to the wild. You start with a proficiency level in nature and survival.

Starting Equipment

You begin your adventure with a handmade charm or item tied to your travels, worn travel clothes adapted for changing climates, a satchel of dried trail food, a road-worn blanket, 1d10x10 gold coins, and a pouch of foreign coins or odd trade tokens.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I always feel the itch to move. I tend to sway on the spot or pace when forced to stay in one place.
2I find myself talking to my horse, pack, or even the sky as though they are traveling companions.
3I am well-traveled and have many stories which I share freely.
4I eat fast, sleep light, and never fully unpack.
d4Drives
1The road has always been my home, I still dream of a perfect place to settle and spend my twilight years.
2I am quite literally running from a past mistake or tragedy.
3I want to chart a course through the unknown and map out a hazardous place or untouched locale.
4The world is vast and I want to learn all I can about its places and people.
d4Bonds
1I carry a gift from someone I met on the road. I cherish it as a symbol of the generosity of strangers.
2Despite my love of the open road, there is one place to which I always yearn to return.
3A caravan once risked themselves to help me. I owe them my life.
4I made a promise at a crossroads and I aim to keep it.
d4Flaws
1My instincts tell me to run when I should fight.
2I forget faces and names unless they left a scar.
3I feel trapped indoors or underground. Panic hits fast.
4I cannot explain why but I hate cities. Something always goes wrong.

“You carry stories like others carry swords. You collect truths, lies, lessons, and legends.”

You were trained in the old ways of knowledge. Many imagine sages as pouring over dusty tomes and fragile scrolls but the truth is that some of the best stories are found around campfires, in smoke-choked taverns, and amongst gathered laborers in the shade. You remember stories others forgot. You shape the world by speaking life into it and instilling your audience with wonder.

Keeper of Tales

You know how to command attention and memory. In any community, you can trade stories for food, shelter, or favors. You can recall myths, rumors, and obscure lore from nearly every region or culture you have passed through. When you speak, people tend to listen. You start with a proficiency level in history and performance.

Starting Equipment

You begin your adventure with a journal filled with half-remembered legends and your own annotations, a cloak with hidden pockets for scrolls, tools, and tokens, a small charm gifted by a listener who never forgot your words, 1d10x10 gold coins, and a short poem or proverb in a dead language.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I always speak in metaphors or riddles.
2I mimic voices and accents for fun, sometimes in spite of others' protestations.
3I keep long silences to see if others will fill them with truth.
4Though I may not always remember those I speak to, I never forget their story.
d4Drives
1It's believed that the original manuscript of my favorite tale is long gone. I am still intent on finding it.
2I want to pass on my stories to as many people as possible.
3I want to discover the truth behind a myth that shaped my childhood.
4I want to be remembered not just for the stories I know but also the ones I create.
d4Bonds
1I once used a story to argue for someone's innocence. They're still out there, somewhere.
2A jealous rival has been trying to undermine me by going to cities and towns in my wake and re-telling my stories with their own changes.
3I was raised by a traveling bard who vanished mysteriously just after hinting at finding the greatest story they'd ever heard.
4There is one story I refuse to tell again and everyone wants to hear it.
d4Flaws
1I embellish stories until even I forget the truth.
2I cannot resist eavesdropping and hoarding secrets.
3I use stories to deflect instead of being honest.
4I believe I am the lead in a great tale and everyone else is a side character.

“You lived by the tides, the ropes, and the edge of the world.”

Sailors must be perceptive to spot errant winds and rogue currents. Climbing the rigging has lent you a good sense of your limits.

Crew Knows Crew

You know the look of a sailor anywhere. You can find dock-hands, smugglers, and seafarers willing to offer work, stories, or protection in most ports. If there is a ship nearby, you can likely talk your way aboard or learn who to avoid. You start with a proficiency level in athletics and perception.

Starting Equipment

You begin your adventure with a rusted or worn tool passed down from an old crewmate, salt-bleached clothing fit for rain, sun, or brawling, a tattoo, charm, or item blessed for good luck on the sea, 1d10x10 gold coins, and a half-full bottle of something strong.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I keep my balance no matter where I stand.
2I sing sea shanties under my breath without realizing it.
3I judge people like I judge storms, by instinct and tension.
4I carry a seashell or coin to turn to for comfort when things go bad.
d4Drives
1I want to buy and command a ship of my own.
2I want to find a captain I'd follow anywhere.
3I want to leave the sea behind before it takes more than it already has.
4I want to sail farther than anyone and return with tales of unknown lands.
d4Bonds
1I left a friend behind on my last ship and still think about them from time to time.
2A storm took someone I loved and I still blame the gods to this very day.
3There is a port where I am either welcome or wanted.
4I made a promise to a dying sailor and I intend to keep it.
d4Flaws
1I am haunted by a disastrous voyage and have turned to drink to cope with the memories.
2I tend to start fights rather than talk things through.
3I don't trust land-folk. They always seem to hide their true motives.
4I cannot stand being underground; it feels like drowning.

“You once fought for a flag, cause, or paycheck. Maybe you still do.”

From the moment you came of age, you've lived a soldier's life. From settling border disputes between neighbors to checking cargo for undocumented goods, you've seen it all.

Voice of Command

You know how to give orders and be heard. In camps, guard posts, and military zones, soldiers tend to respect you. You can identify chain of command, protocol, and formations quickly, and can often bluff or sneak your way through military structure with confidence. You start with a proficiency level in intimidation and society.

Starting Equipment

You begin your adventure with a dented piece of gear or dulled weapon from your service, military-style clothing with patches or field markings, a folded note, badge, or name etched into your gear, 1d10x10 gold coins, and a scrap of rations or travel jerky.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I sleep light and check exits before I rest.
2I clean my gear every night even if I did not use it that day.
3I call people by rank or role even outside of battle.
4I eat quickly and silently as though I might be interrupted.
d4Drives
1I want to make my former comrades proud and make something of myself.
2I've fought in the interest of others long enough. It's time to put effort into my own future.
3I want to protect others so they never feel expendable like I did.
4I want to be idolized, or feared, all over the world.
d4Bonds
1Someone I left behind thinks I'm dead and it's safer that way.
2A commander once showed me mercy. I owe them more than I could give.
3My unit was wiped out. I spend my days seeking out news of other survivors.
4A rival from my training days passed me up for every award and promotion. Their memory pushes me to excel in everything.
d4Flaws
1The things I did and saw in war still haunt me.
2I trust orders over instincts even when they feel wrong.
3Any time I feel useless or inadequate, I go looking for a fight.
4I try to keep my emotions hidden and my problems buried.

“The road was your stage, the crowd your test, the troupe your only home.”

You've lived your life on the road growing up among actors, performers, dancers, singers, musicians, and poets. Living on the road can be tough and it's important to know and understand your surroundings.

Always A Performer

You know how to work a crowd. Whether in a noble hall, tavern corner, or town square, you can read the room and find a way to blend in or stand out. People tend to view you as just a performer, underestimating the usefulness of your skill set. You start with a proficiency level in performance and one musical instrument.

Starting Equipment

You begin your adventure with a cherished memento from your troupe days, flashy or colorful clothing with patches from many regions, a manuscript describing a half-finished song, joke, or act no one else can perform, 1d12x10 gold coins, and a keepsake from someone who watched you perform.

Traits (Optional)

These traits can be used as-is or as a template for your own traits. You may select one from the list, roll a d4 and take the number on the die, or create your own trait.

d4Personality
1I cannot sit still. My hands or feet are always moving.
2I speak theatrically even when I am being serious and genuine.
3I collect stories like others collect coins.
4I change my mannerisms and speech based on those around me.
d4Drives
1I want to be remembered for my masterful performances.
2I left my troupe to find new experiences. I often wonder if they are still out there, performing.
3I lost my troupe early on. Now, I want to form my own troupe and rebuild what I lost.
4My mentor disappeared in the midst of performing an act from an ancient manuscript. I am still trying to figure out what happened.
d4Bonds
1A troupe rival stole my role. I won't forget this injustice.
2A fan once saved my life without even realizing it. I look for their face in every crowd I perform for.
3There is a village that remembers me as a great hero or dastardly fraud.
4I made a costly mistake in my youth. As part of my penance, each of my performances draws from it.
d4Flaws
1I use comedy to cover pain.
2I lie for fun and get caught up in tangled webs of my own creation.
3I always seek the spotlight and can't help but perform for a crowd.
4If I'm not being applauded, I feel sullen and empty.

Once you have an idea of what your character looks like and who they are, it's time to select their occupation. Your character's occupation will play a large role in how you interact with the environment and events of the campaign. Starting out, you will choose either a class or a profession to begin the adventure.

Your occupation serves as the backbone for your character. Your choice of occupation will play a large roll in how your character plays and interacts with the world.

Choices Galore

Divided between two categories, occupations come as either a class or profession. Classes are common amongst adventuring parties and are expected to focus on improving their combat prowess and excelling at keeping other party members safe. They can be expected to sport high HP and can handle themselves very well in combat. Professions, however, lean more on the side of industry and non-combat activities. Professions are the indispensible support and logistics side of adventuring as they tend to be the main sources of income and item procurement outside of reward money and loot.

Full details on classes and professions have moved to their own page: see Occupations.

Core Mechanic

When the outcome of an action is in doubt, roll a d20, add the relevant attribute and any proficiency, and compare the total to a Difficulty.

Once you have a solid image of what you look like and how you behave, it's time to start assigning attribute scores.

Attribute Scores

Attribute scores are what determine your offensive and defensive capabilities. They are: Strength, Dexterity, Kha, Constitution, Agility, and Willpower. Each character will begin with zero points in their attributes.

Offensive Attributes

These three attributes dictate your offensive power.

Strength

Strength is both your ability to lift and carry heavy objects and your capacity to deliver a forceful blow.

Dexterity

Dexterity is a measure of your deftness and reaction speed.

Kha

Kha is a measure of your magickal prowess and the potency of your spell-work.

Defensive Attributes

These three attributes govern your character's defensive capabilities.

Constitution

Constitution gauges how well your character can take a hit. It grants a flat bonus to your Hit Points, and can be spent through a Reaction to reduce the damage of an incoming attack.

Agility

Agility can be spent through a Reaction to boost your Evasion against a single incoming attack.

Willpower

Willpower determines your soul's fortitude and resistance to psionic score reducing effects.

Levels of Proficiency

Throughout this book, you will see references to "proficiency levels". This is referring to the number of times you have gained proficiency with a given talent, tool, or weapon class. Each proficiency level grants you a +1 to rolls made when using said talent, tool, or weapon class. Proficiency can be leveled a maximum of ten times per talent, tool, or weapon class.

Additional Attributes

There are extra abilities that are mostly based off your character's attribute score and lineage traits.

  • Hit Points. Each character will have a pool of Hit Points (HP) to work with. Each time you level up, you will gain HP based on your class and then subsequent sub-class. HP is a measure of how much damage your character can sustain before dropping. Your Constitution score adds a flat bonus to your maximum HP.
  • Maximum Hit Points. Characters may only heal up to their maximum hit points which is determined at character creation and increased at each class level-up. You can never exceed your maximum hit points.
  • Temporary Hit Points. Reserve of bonus health derived from spells or other effects that wear off after combat. Damage will be dealt to your temporary HP before being dealt to your HP, unless otherwise stated by a spell or ability effect. Sources of temporary HP are additive.
  • Adrenaline Points. Adrenaline Points (AP) represent your drive to combat enemies and execute lethal maneuvers. Adrenaline points can be spent on maneuvers, with more lethal and potent maneuvers requiring greater amounts of points.
  • Stamina Points. Stamina Points (SP) govern how frequently you can perform special physical moves and utilize gadgets. The more impactful the move or gadget, the higher the SP cost.
  • Mana Points. Mana points (MP) determine your magickal capacity. The stronger the spell, the more it will drain your MP.
  • Focus Points. Focus Points (FP) fuel your Reactions and let you sustain concurrent skill effects — you can only maintain as many active effects at once as your FP allows. FP refreshes to its maximum at the start of your turn, minus whatever is committed to effects you're currently sustaining. Base FP is increased by Mage archetype progression and by gear.
  • Psionic Score. This is a representation of your soul's strength. At zero Psionic score (PS), your soul will wither entirely and your character will cease to exist.
  • Speed. Your character's speed is determined primarily through their lineage. This number measures how far you can move when taking the "Movement" action.
  • Evasion. Your evasion gauges how well you can evade attacks without taking damage. When enemies attack you, they will be rolling against your character's evasion.
  • Initiative. A measure of your battle readiness. When beginning combat, all combatants roll initiative to determine a turn order.
  • Passive Perception. Your ability to see things naturally without trying too hard to notice them.

This is the breakdown of calculations necessary for each step of a turn.

Attack

Whenever a character takes the attack action or casts a targeted spell, they will need to roll an Attack Roll. To determine if the attack was a success, they must roll a 1d20 and add their weapon proficiency level. If the attack is equal to or greater than the target's evasion, the attack will hit.

Attack Roll = 1d20 + weapon class proficiency

Melee Attack

Melee weapons excel in close quarters combat and, with limited exceptions, typically have a range of 5 feet.

Ranged Attack

Shooting arrows, throwing knives, and casting spells all use ranged attacks. The range for these attacks comes from the weapon or spell being used. For thrown weapons, refer to the "Throw an Object" action in the Combat section.

Critical Hit or Miss

If a combatant rolls a 20 on their attack roll die, they score a critical hit. Critical hits automatically land. If a combatant rolls a 1 on their attack die, the attack automatically misses.

Multi-Attack Penalty

If you take the attack action twice on your turn, the second attack roll will have a penalty of -5. This goes for skills that use attack rolls as well.

Damage

On a successful attack roll, you will deal damage based on your weapon proficiency. Damage will almost always be done to temporary hit points before hit points.

Maximum Damage

Should your attack roll be greater than the target's current evasion by 10 or more, your attack will deal maximum damage. Instead of rolling the damage die, you deal the maximum possible damage the attack could deal.

Critical Damage

When landing a critical hit, double the total amount of damage the attack is doing.

Non-Lethal Damage

When dealing damage, you may declare that this is "non-lethal damage". When subtracting the damage dealt from the combatant's hit points, should that combatant's hit points be reduced to 0, they are knocked unconscious and gain the "unconscious" condition.

Area-of-Effect

Sometimes, you will cast a spell, use a gadget, or encounter an environmental hazard that does damage in an Area-of-Effect (AoE). Each combatant within the radius is affected by the action and the effects listed in its description. In some cases, a combatant may be elevated in some manner. To determine if that creature is effected, the AoE should be treated as a cylinder with a height equal to its radius unless otherwise stated.

Damage Types

Damage comes in different forms, each with their own strengths and weaknesses. It is important to know and differentiate between them as a combatant may be resistant or vulnerable to a specific type of damage. Below is a list of all damage types present in Sojourner.

  • Slashing. Cutting winds or blades leave long gashes in the skin.
  • Blunt. Impacts from rock, metal, or wood leave dents in whatever is struck.
  • Piercing. Deadly spears of ice or razor sharp arrows digging deep into armor or flesh.
  • Thrusting. Primarily delivered by rapiers and spears, impale your foes upon your weapon.
  • Fire. Flames and lava scour the field of threats.
  • Cold. Chilling frost and creeping mist shatter all that would oppose you.
  • Radiant. The power of the sun, in the palm of your hand.
  • Abyssal. A rare source of damage that targets psionic score instead of Hit Points.
  • Necrotic. Decay in motion to wither away your enemies.
  • Pure. This damage is dealt straight to your HP bypassing all defenses.
  • Thunder. Audible destruction leaves deafening sounds in its wake.
  • Lightning. Potential energy converted to hair-raising kinetic power.
  • Force. Impact of a veritable source such as falling an imminent height.
  • Acid. A burning fluid that dissolves fabrics and flesh.

Defense

During combat, when a creature is the target of a weapon attack or spell, that creature may attempt to evade the attack. When a creature is attacked, look at their current evasion value to determine if the attack hits or misses. If the defender's evasion is higher than the result of the attacker's attack roll, the attack misses and deals no damage.

If the attack hits, then the target will take damage, subtracted from their Temporary HP first and then their HP. A target may spend Focus Points to activate a Reaction in response to the attack — see Reactions below.

If under the effects of a condition, at the beginning of your turn, roll a d20, on a 12 or higher, end the condition early. Only one condition can be removed per round.

Evasion

Your Evasion can be increased by other effects, such as armor. A Reaction can also be spent to add your full Agility to your Evasion.

Evasion = 8 + half Agility + other effects

Cover

Keep your surroundings in mind. Rubble, rocks, trees, buildings, and more can serve as cover in combat. Cover comes in two forms, full and half.

Full Cover

While in full cover, such as a full wall, you cannot be targeted by ranged attacks that are opposite of your cover and creatures lose line-of-sight of you. Melee attacks are made at disadvantage unless the attacker has you pinned against your cover by putting themselves directly opposite the cover with you in the tile in-between.

Half Cover

While in half cover, such as a fallen pillar, ranged attacks against you are made at disadvantage.

When Cover Applies

Should an attacker be at an angle of forty-five degrees or more to the cover another character is hiding behind, the cover invokes disadvantage on the ranged attacks.

Obscurity

Obscurity applies when you are hidden from sight. Hiding in smoke, diving into opaque fluid, or in complete darkness all count as obscurity. Using visual cover to veil your movements can be critical to turning an out-matched scenario to your advantage. Obscurity comes in two forms, complete and partial.

Complete Obscurity

While completely obscured, melee attacks are made at disadvantage and ranged attacks against you automatically fail.

Partial Obscurity

While partially obscured, ranged attacks made against you are made at disadvantage.

When Obscurity Applies

Should a defender be within any amount of visual obscurity, partial obscurity applies. Obscurities like campfire smoke, dense brush, or a creature between you and a target will provide you partial obscurity. Complete obscurity is when you are within complete darkness, successfully sneaking, or contained within an opaque fluid or extremely dense fog.

When you are the target of an attack, you may spend Focus Points to activate a Reaction. Every character has access to all three Reactions regardless of occupation — archetypes may affect a Reaction's cost or efficiency, but never restrict access to one.

Constitution Reaction

Reduce the incoming damage of this attack by your Constitution score.

Agility Reaction

Temporarily add your Agility to your Evasion against this incoming attack only.

Willpower Reaction

Reduce the DC of a save you are attempting by your Willpower score.

Your vitality is measured in Health Points (HP) and may be bolstered with Temporary HP from many sources.

Hit Points

Hit points are derived from your class. Your initial HP and additional HP from leveling is located on your class page. If your HP falls to zero or less, you will enter the Downed state and start making death checks.

Add your current constitution to your maximum HP by multiplying your constitution by 5 and adding it to your maximum HP.

Temp HP

This is a separate value from your HP total. It is mainly gained from magickal effects, items, or abilities. When taking damage, if you have temp HP, then the damage will be done to that value before your HP. If your temp HP is not greater than the total damage taken, then the remaining damage will be subtracted from your HP.

Dying

When your HP is reduced to zero, you will gain the "unconscious" status. If your HP is less than zero, you will start performing death checks. On three successful checks, you will set your HP to zero but remain unconscious. With each failed save, you will permanently lose ten psionic score. At zero psionic score, you will permanently perish. To perform a death saving throw, roll a d20. On a ten or higher, you save against losing psionic score. No attribute is added to this save. Critical successes or failures do not affect saving throws.

Your willpower will subtract from total psionic score loss potentially reducing the loss to zero.

Injuries

When in a combat encounter, should you ever be downed as a result of losing HP, you must roll a 1d10 and gain an injury. This is a permanent effect that can occur multiple times during an encounter and can only be removed by skilled healers. Below is the roll table to determine what injury you will gain and what effect it has.

RollInjuryEffect
1Fractured SkullDisadvantage on talent checks.
2Broken RibsYou have disadvantage on Constitution and Dexterity checks.
3Lacerated ArmYou have disadvantage on all Dexterity checks and attack rolls.
4Blind in One EyeYou have disadvantage on ranged attack rolls.
5Punctured LungYou gain one level of exhaustion and can't remove it until healed.
6Dislocated ShoulderYou have disadvantage on Strength-based attack rolls.
7Sprained AnkleMovement speed is reduced by 5 feet.
8Broken NoseYou have disadvantage on Persuasion checks.
9Severed EarYou have disadvantage on Perception checks related to hearing.
10Disfiguring ScarYou have disadvantage on Persuasion checks and advantage on Intimidation checks.

Occasionally, you may need to accomplish a task through the use of a die roll. If the die roll is imposed by an NPC or environmental condition, the GM must provide a number you must beat using a skill roll from official material or of the GM's choice.

Proficiency Bonus

As you progress, you become more skilled and experienced. This is captured by your Proficiency Bonus (PB) — a single track shared between your Class and Profession, rather than two separate ones. PB starts at 2 and increases by 1 every other level.

Attribute Save

When you perform a save against a DC, you will need to roll a 1d20, add the attribute of the DC, then add your Proficiency Bonus to that roll.

Attribute Save = 1d20 + attribute

Skill Difficulty Check

Skill DCs are incurred when a combatant is the target of a maneuver, gadget, or spell. To avoid the effects of some of these skills, the target may need to succeed on an attribute save against a character's Skill DC:

Skill DC = skill offensive attribute + 8

Class Difficulty Check

Class DCs are incurred when a combatant is the target of a class feature. To avoid the effects of some of these abilities, the target may need to succeed on an attribute save against a character's Class DC:

Class DC = Primary Attribute + Proficiency Bonus

Which attribute counts as your Primary Attribute depends on your class archetype — see the Occupations page for the full breakdown.

Profession Difficulty Check

Profession DCs are incurred when a combatant is the target of a profession feature. To avoid the effects of some of these abilities, the target may need to succeed on an attribute save against a character's Profession DC:

Profession DC = Primary Talent Category + Proficiency Bonus

Which talent category counts as your Primary Talent Category depends on your profession archetype — see the Occupations page for the full breakdown.

During your adventures, you may encounter what is known as difficult terrain. There are two types of difficult terrain: impairing and unsteady.

Impairing

Impairing terrain includes dense foliage, swampland, and vines. When attempting to move through this type of difficult terrain, you must succeed on a Strength save against the Situational DC or lose the rest of your turn and gain the restrained condition.

Unsteady

Unsteady terrain is typically used for slick surfaces such as frozen water, oil spills, and mud. When attempting to move through this type of difficult terrain, your character must succeed on an Agility save against the Situational DC, or lose the rest of your turn and gain the prone status.

Idle Effects

Regardless of the type of difficult terrain, you will have disadvantage on agility checks while under the effects of difficult terrain.

During combat, your positioning is critical. The few scenarios listed here are the times where attacks you make or attacks made against you will have advantage or disadvantage.

Interfered

When a creature is directly between you and a target creature, or if a hostile creature is within 5 feet of you, your ranged and throwing attacks have disadvantage.

Downed

While downed, you will gain the "Unconscious" condition and roll to receive an injury. The only way to not be downed is to return your HP to zero, or greater.

Elevated

When 10 feet or higher than a target within range, ranged attacks will have advantage and every 20 feet will add 5 feet of range to the weapon until you reach an elevation equal to the initial maximum range of the ranged weapon.

Flanking

When a creature that is a hostile of the target creature is on the opposite side of it, they will give you advantage on melee attack rolls against the target creature.

Prone

You have dropped, fallen, or been knocked onto the ground. While prone, you can only move 5 feet. Melee attacks made against you have advantage but ranged attacks made at 10 feet or farther have disadvantage. This condition can only be removed by taking the Stand movement sub-action.

Combat

Throughout the campaign, it may become necessary to engage in combat. When this occurs, a combat encounter begins. In the following sections, you will learn the ins and outs of running and participating in a Sojourner combat encounter.

The turn order is the list of all player characters and non-player characters in any given encounter. The turn order is determined by rolling initiative and ordering combatants from highest to lowest initiative roll.

Initiative

When a combat encounter begins, all combatants roll a d20 and add their Agility to the roll. In the case of a tie, the creature with the highest Agility goes first. If both combatants have the same Agility, they roll against each other until one rolls higher than the other. If a combatant rolls a "20" on their Initiative roll die, they gain a bonus action on their first turn. If a combatant rolls a "1" on their Initiative roll die, they lose an action on their first turn.

The Round

Combat encounters are split into rounds. Each round starts at the top of the turn order with the creature that rolled best on their Initiative roll. The round will then proceed down the turn order until the last combatant has taken their turn. At that point, the round ends and a new round begins at the top of the turn order.

Surprise Round

Sometimes, a group of combatants gets the drop on another group and initiates combat without their knowledge. When this occurs, the ambushing party is granted a "surprise round" or a round where only the ambushing party may act. Certain abilities, such as the Chronafer's "Temporal Awareness" can negate surprise rounds and allow an ambushed combatant to act during an opponent's surprise round.

The turn represents what you do within a three second window. Each combatant in the turn order gets a turn. On their turn, each combatant chooses what they wish to do using a limited amount of time to act.

Turn Progression

Combatants' turns progress in a specific way: Start, Action 1, Action 2, and End.

  • Start. At the start of each combatants' turn, they resolve any statuses that take effect "at the beginning of your turn..."
  • Action 1. Combatants choose an action to perform. A detailed list of actions can be found in the "Actions" section.
  • Action 2. Combatants choose another action to perform. A duplicate action may be chosen.
  • End. At the end of a combatant's turn, some effects may need to be resolved. These effects will state "at the end of your turn" or "until the end of your next turn."

Actions are what you do on your turn. You can perform two actions on your turn unless otherwise specified by an ability or effect.

Attack

Using either your main-hand or off-hand weapon, attack a target within range. Some skills will incorporate an attack action. Using two attack actions will cause you to have a multi-attack penalty.

Climb Up/Down

When attempting to climb a vertical surface, if the distance is more than 1.5x your height, you must successfully perform an athletics or acrobatics check against a Situational DC and may climb up to 10 feet without tools.

Delay an Action

You may choose to delay an action until certain conditions are met. Should you wish to delay an action, choose an action and tell your GM that you wish to delay until something specific happens. Then, tell them what will trigger your delayed action. For example, you may delay an attack action until a creature enters the attack range of your weapon, causing you to attack before the creature can act.

Go Prone

Drop to the ground, lying on your stomach or back. While in this state, you have the prone condition. While prone, ranged attacks against you have disadvantage and melee attacks have advantage against you.

Grapple

Attempt to grab a creature within melee range. Perform an athletics DC save against the creature's agility. The creature gains the "grappled" condition on a success. This action requires one hand free.

Help

Aid a creature you can touch to remove the "Unconscious" condition from them if they have zero or more HP. That creature will remain prone unless they take the "Stand Up" movement sub action.

Interact with the Environment

Interact with an object within melee range. You must have a free hand to add items to your inventory but do not need a free hand to interact with a mechanism like a chest or door.

Leap

If met with a crag, gap, or pool, it may be necessary for you to leap across it. You may leap 10 feet in a straight line. If you have five or more strength, you may jump 15 feet instead. If you moved at least 10 feet before jumping, add 5 feet to the total jump distance. You may leap over small creatures.

Move

Move a number of tiles up to your maximum move speed to an un-occupied tile. You may break up the movement into segments to allow the usage of another action if one is available.

Perform an Active Talent Check

Choose a talent from the list of talents to perform such as looking for traps in a dungeon or trying to intimidate an enemy combatant.

Perform a Feature

Use a feature from your class, archetype, profession, background, or lineage that has the phrase "as an action" detailed in the description.

Perform a Skill

Perform a skill from your prepared skill list.

Equip Gear Piece

Equip a piece of gear or put away an equipped non-armor item into your inventory and equip an item into an empty size-appropriate slot.

Take Aim

Take a moment to line up a shot giving your next attack with a ranged weapon or item with the "thrown" property double the range listed until the end of your turn.

Throw an Object

Throw an object, or weapon with the "thrown" attribute you can touch. Perform an attack roll with no bonuses, unless otherwise specified, at a target within the range listed on the weapon or within 10 feet if a range is not specified. Thrown objects do not suffer the "threatened" condition's disadvantage.

Slide

When on an incline, you may perform a slide movement action. During the slide action, you will move your max movement plus 5 feet, however, you must succeed on a Agility save against a Situational DC to avoid becoming prone after sliding.

Stand

While you have the prone condition and are not impeded by any force, stand up, removing the prone condition.

Use an Equipped Item

Use an item equipped in an equipment slot or contained within an equipped container such as a belt of potions.

Vault

If an obstacle is at most half your height and between you and your destination, such as a banister or table, you may vault over the object a distance of no more than 15 feet. If you end the action still on the obstacle, you will be considered prone until you either stand or move off the obstacle on your next action.

Depending on the scenario, you may have advantage or disadvantage when trying to perform an action or save. If you have advantage on a roll, you must roll two dice and take the higher of the two rolls. For rolls with disadvantage, you must roll two and take the lower. Advantage and disadvantage may be conveyed due to environmental factors, spells, or abilities. Often times, Game Masters may wish to apply advantage or disadvantage based on factors unique to their setting, game, or the encounters they've set up.

Multiple Sources

On rare occasions, there may be a case where you have multiple instances of advantage, disadvantage, or both. In these cases, it is easy to think of each instance of advantage as adding a "positive" die and each instance of disadvantage as adding a "negative" die. Remove sets of "positive" and "negative" die until you have only advantage, disadvantage, or neither. Each remaining instance of advantage, or disadvantage, will add a die to the roll. Choose the highest or lowest from the die, or dice, if you have advantage or disadvantage respectively.

Skills

Skills are the prepared abilities a sojourner draws on in play, divided into three disciplines.

[ Placeholder — describe maneuvers: martial techniques, how they are prepared and used. ]

[ Placeholder — describe gadgets: devices and contraptions, how they are built and used. ]

[ Placeholder — describe spells: how magick is learned and cast, its costs, and the schools. ]

Checks & Talents

When a sojourner tests themselves against the world, the result is decided by a check, a save, or a talent.

[ Placeholder — explain how checks and saves are rolled, Difficulty, and contested rolls. ]

Craftsmanship

Talents in this category cover the creation of items and consumables.

  • Alchemy. Your ability to brew potions and elixirs and general knowledge of alchemical ingredients and their effects.
  • Crafting. How well you can create mundane everyday items from materials you have on hand as well as your intuitive understanding of machinery.
  • Cooking. A measure of how well you can prepare food.
  • Smithing. Your ability to forge a simple weapon or armor piece and general knowledge of metalworking.

Intellect

Talents in this category are tied to what you know.

  • Appraisal. Determines how well you are able to ascertain the value of an object you are holding or observing.
  • Arcana. A measure of your understanding of magick and its effects on reality.
  • History. Shows how well you can recall information and how much you know about past events.
  • Lock Picking. Your capacity for unlocking locks with bypass tools such as lockpicks.
  • Investigation. Determines how good you are at picking up on clues and bringing them together to form a hypothesis.
  • Medicine. A measure of your talent to triage, diagnose, and treat patients as well as determining your capacity for recognizing injuries or infections based off a patient's symptoms.
  • Religion. A measure of how well you understand the nature of the gods and those who worship them.

Physical

Talents in this category pertain to your physical abilities.

  • Acrobatics. Determines how well you can perform difficult movements.
  • Athletics. How well you are able to accomplish feats of strength.
  • Perception. How well you can perceive your environment.
  • Performance. Your ability to act and play instruments.
  • Sleight of Hand. A representation of how well you can pilfer pockets and palm objects.
  • Stealth. A measure of how well you can evade detection.

Speech

Talents in this category are tied to your speaking ability.

  • Bartering. Your talent to haggle with merchants.
  • Deception. Represents your capacity for lying and twisting the truth.
  • Intimidation. Determines how good you are at delivering threats.
  • Persuasion. A representation of your capacity for debating, orating, or arguing.
  • Society. A measure of how well-adjusted you are when relating to and participating in society as a whole.

Wisdom

Talents in this category are tied to what you understand.

  • Animal Handling. Represents how well you can interact with wild animals.
  • Insight. Determines how adept you are at reading people and drawing conclusions from gathered data.
  • Nature. A measure of how sensitive you are to the natural environment.
  • Survival. Dictates how adept you are at finding sources of fresh water, setting up campsites, starting fires, and tracking animals.

Equipment

What a sojourner carries shapes what they can attempt — and what they can survive.

[ Placeholder — cover weapons, armor, adventuring gear, currency, and encumbrance. ]

Conditions

There are a number of conditions that can be applied to a creature that causes, in most cases, a negative status. There are many sources that can apply these conditions, such as terrain, class features, and skills.

Bleeding

While bleeding, at the start of your turn, take 1d4 pure damage per turn.

Blinded

You lose vision while blinded. When blinded, you have disadvantage on melee attacks and cannot make ranged attacks.

Charmed

You have disadvantage on aggressive actions against the creature that charmed you.

Concussed

Your thought processes have been disrupted and your mind is reeling. You have disadvantage on attack rolls.

Deafened

You lose your sense of hearing. You have disadvantage on sound-based checks.

Feared

You have become afraid of a creature. You have disadvantage on attacks against that creature and may not voluntarily move toward them.

Invisible

You have advantage on stealth checks and other entities have disadvantage on perception checks against you while you are invisible. Attack rolls made while invisible are made with advantage.

Mangled

While mangled, you lose 10 feet of movement.

Maimed

You deal half damage while maimed.

Paralyzed

While paralyzed, attacks made against you have advantage and you have disadvantage on dexterity checks. You cannot move and cannot block, evade, or cast a spell.

Poisoned

While poisoned, you have disadvantage on attack rolls and constitution checks.

Restrained

You cannot take the Move action or take a movement-based action. Attack rolls made against you have advantage and you have disadvantage on dexterity checks.

Slowed

Your movement speed is halved rounded up.

Stunned

When stunned, you lose all actions and reactions until the end of your next turn.

Suspended

While suspended, you are raised 10ft in the air cannot take a movement action or be moved. Ranged attacks are an automatic success. Melee attacks are automatic misses unless the attack range is 10ft or greater.

Unconscious

While unconscious, you cannot move or speak, become prone, and are completely unaware of your surroundings. You automatically fail strength and dexterity checks and lose concentration on any spell or effect. Can only be removed by the help action, having more than zero HP, or by remaining in this condition for at least eight hours.

Vulnerable

Attacks made against you are made with advantage.

Advancement

Sojourners grow through the trials they survive and the milestones they reach across the saga.

[ Placeholder — define experience or milestone advancement, tiers of play, and what each level grants. ]