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Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

Character Values

Every character has a set of values that determine how they endure danger, resist attacks, move through the world, and use their abilities. Chapter 2 explains how to calculate these values. The Combat and Exploration chapters provide their full rules.

Character Value Description In Play
Hit Points Your ability to remain active through endurance, skill, luck, and resistance to injury. Damage reduces your Hit Points. At 0 Hit Points, you become Downed.
Mana or Energy The resource provided by your Class for activating spells, Perks, and other abilities. Abilities state how much Mana or Energy they require. Your remaining resource also affects survival while Downed.
Recovery Dice The reserves of strength, focus, and stamina you can recover during rest. Recovery Dice restore Hit Points and Mana or Energy during Short and Long Rests.
Armor Class Your protection against attacks that target armor, shields, and direct physical defense. An attack must equal or exceed your Armor Class to hit when it targets AC.
Fortitude Your physical strength, stamina, and resistance to bodily effects. Attacks involving force, poison, disease, physical restraint, or bodily hardship may target Fortitude.
Reflex Your ability to react quickly and avoid sudden danger. Projectiles, explosions, traps, and other effects requiring speed or positioning may target Reflex.
Will Your resolve, discipline, and resistance to mental or spiritual influence. Fear, commands, illusions, psychic effects, and attacks against the spirit may target Will.
Awareness DC How difficult it is for another creature to avoid your notice. Hidden creatures, unnoticed dangers, and creatures attempting to sneak past you may be rolled against this DC.
Grapple DC How difficult it is for another creature to seize or hold you. A creature attempting to Grapple you rolls against this DC.
Concentration DC Your ability to maintain an ongoing Concentration effect while under attack. When an attack hits you while you are Concentrating, its attack roll is compared to this DC. Only characters capable of Concentrating need to record it.
Speed The distance you can move using your normal movement. Speed is measured in feet and is used during Combat and Exploration.
Size Your character’s physical scale and the space they occupy. Size may affect positioning, movement, Grappling, equipment, and other rules when specified.
Inventory Slots The amount of stowed equipment, supplies, and treasure you can carry. Carried items occupy Slots according to the Equipment rules.

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Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

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About Us

Twenty Sides Podcast is a fast-paced, story-driven actual-play Dungeons & Dragons podcast that brings immersive adventures and dynamic characters to life. Join a passionate cast of players as they craft epic tales, explore rich worlds, and roll the dice on unforgettable moments.

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