Fantasy Edition
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What is Role-Finale: Fantasy Edition?
Role-Finale Lite: Fantasy Edition is a streamlined tabletop role-playing game system that immerses players in a classic fantasy universe, brimming with arcane magic, mighty warriors, and ancient races locked in a struggle for dominance. In this world, crumbling civilizations fight to endure against apocalyptic dark forces that threaten to consume everything.
Players take on the roles of brave knights seeking glory, cunning rogues moving through the shadows, or powerful spellcasters capable of unleashing reality-altering magic. The setting features mystical landscapes, ruined cities, and untamed wildlands, where the tales of heroes and villains are woven into an eternal conflict between light and darkness.
With a focus on epic storytelling and strategic combat, Role-Finale Lite: Fantasy Edition invites players to explore political intrigues, uncover lost relics, and carve their own path in a fantasy world full of limitless possibilities.
Fantasy Edition Introduction
Role-Finale Fantasy Edition is a streamlined tabletop role-playing game system set in a rich, classical fantasy universe where mighty kingdoms, arcane magic, and ancient evils collide. In this setting, civilizations stand on the brink of ruin, besieged by dark forces and internal strife.
Players take on the roles of valiant warriors, elusive rogues, or enigmatic spellcasters navigating a world of mystical landscapes, forgotten ruins, and epic conflicts. Whether seeking glory, unraveling ancient mysteries, or fighting to protect what remains of their realms, they must forge their destinies in the face of unrelenting chaos and danger.
Role-Finale Fantasy Edition blends storytelling, exploration, and strategic action, immersing players in a realm where heroism and peril are ever intertwined.
Why Choose Role-Finale Lite Fantasy?
-
Simple and Easy to Learn
- The rules are clear, concise, and beginner-friendly. You can create a character in minutes and start playing right away!
- Designed with simplicity in mind, it avoids complex mechanics without sacrificing the depth and excitement of role-playing.
-
Flexible and Open-Ended
- Role-Finale Lite encourages creativity, letting players and Game Masters (GMs) shape the game to fit their imaginations.
- From daring battles to intriguing puzzles, the system supports a variety of play styles and stories.
-
Based on Proven Mechanics
- Built on the core ideas of the SRD 5.1 (System Reference Document), Role-Finale Lite uses familiar rules like rolling a d20 to resolve actions, making it accessible for players transitioning from other systems.
-
Perfect for Quick or Casual Play
- With its minimal preparation requirements, it’s ideal for one-shots, short campaigns, or introducing new players to the hobby.
- The streamlined combat and role-playing mechanics keep the focus on the story and fun.
What Makes Role-Finale Lite Fantasy Special?
- Intuitive Gameplay: Roll a d20, add your modifier, and see if you succeed—it's that easy!
- Core Elements Only: It focuses on the essentials of fantasy role-playing: attributes, races, classes, skills, combat, and magic.
- Adventure-Ready: Includes a sample adventure, pre-made monsters, and magical items to get started immediately.
- Open for Expansion: Add your own twists, homebrew rules, or content—Role-Finale Lite is built to grow with your imagination.
Rules of Role-Finale Fantasy
Chapter 1: Creating Your Character
Step 1: Establish Attributes
Every character has six core attributes: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). These represent your character’s physical, mental, and social abilities.
- Roll 3d6 six times and assign the scores to your attributes in any order.
- Each score provides a modifier, as shown below:
Score Modifier 3 -2 4-6 -1 7-14 0 15-17 +1 18 +2
Modifiers will be used for most rolls in the game.
Step 2: Choose a Race
Each race offers specific traits and abilities. The following options are included:
- Dwarf: Gain Stone Kinship (advantage on checks involving stonework) and Darkvision (see in darkness up to 60 feet). Base Speed: 25 feet.
- Elf: Gain Keen Senses (advantage on perception checks involving sight) and Darkvision. Base Speed: 30 feet.
- Halfling: Gain Nimble (advantage on stealth checks) and Lucky (reroll 1s on attack rolls or saving throws once per turn). Base Speed: 25 feet.
- Human: Gain Versatile (an additional skill proficiency of your choice). Base Speed: 30 feet.
Step 3: Select a Class
Choose a class that defines your character's role in the adventure.
- Fighter: Masters of physical combat. Gain Second Wind (heal 1d10 + level once per short rest). Hit Die: d10.
- Rogue: Specialists in stealth and precision. Gain Sneak Attack (extra 1d6 damage when attacking with advantage). Hit Die: d8.
- Wizard: Arcane spellcasters. Gain Spellcasting (access to wizard spells and a pool of spell slots). Hit Die: d6.
Step 4: Choose a Background
Your background provides additional flavor and proficiencies. Examples include:
- Soldier: Proficiency in Athletics and Intimidation. Gain Military Rank.
- Acolyte: Proficiency in Religion and Insight. Gain Shelter of the Faithful.
- Outlander: Proficiency in Survival and Athletics. Gain Wanderer.
Step 5: Calculate Other Stats
- Hit Points (HP): Maximum roll of your class's hit die + Constitution modifier at level 1.
- Armor Class (AC): 10 + Dexterity modifier, modified by armor worn.
- Speed: Defined by your race.
Step 6: Purchase Equipment
Roll 3d6 x 10 gold pieces (gp) to determine starting funds. Use them to buy weapons, armor, and tools from the Equipment Table.
- Example:
- Short Sword: 10 gp, 1d6 damage.
- Leather Armor: 10 gp, AC 11 + DEX.
Chapter 2: Core Mechanics
Ability Checks
To resolve actions, roll a d20 and add the appropriate ability modifier. The result must equal or exceed the Difficulty Class (DC) set by the GM.
-
Standard DCs:
- Easy: 10
- Moderate: 15
- Hard: 20
Advantage and Disadvantage
Roll 2d20 instead of 1.
- With advantage, take the higher roll.
- With disadvantage, take the lower roll.
Combat Basics
Combat is resolved in turns, with actions such as attacking, moving, or using items. Initiative determines the order of play (roll a d20 + Dexterity modifier).
-
Attack Rolls: Roll a d20 + proficiency bonus + attribute modifier.
- If the result meets or exceeds the target's AC, the attack hits.
- Damage Rolls: Roll the weapon’s damage die, adding the relevant modifier.
Critical Hits and Fumbles:
- A natural 20 doubles the damage dice.
- A natural 1 may cause unintended consequences, as determined by the GM.
Chapter 3: Magic and Spellcasting
Spellcasting Basics
Magic-using classes (e.g., Wizards) rely on a pool of resources called Spell Slots to cast spells. Each spell has a level, and casting it consumes a slot of the corresponding level or higher.
Spell Save DC and Attack Bonus
- Spell Save DC: 8 + proficiency bonus + Intelligence modifier.
- Spell Attack Bonus: proficiency bonus + Intelligence modifier.
Preparing Spells
- Wizards can prepare a number of spells equal to their level + Intelligence modifier.
- Spells must be drawn from the Wizard spell list.
Casting Spells
- Choose a spell from your prepared list.
- Spend a spell slot of the appropriate level.
- Follow the spell’s description for range, duration, and effects.
Cantrips
Wizards know a number of cantrips (simple spells) that do not consume spell slots and can be cast repeatedly.
Example Spells
- Magic Missile (1st-level): Create three darts of magical force, each dealing 1d4 + 1 damage to a target within 120 feet.
- Fireball (3rd-level): A burst of flame in a 20-foot radius that deals 8d6 fire damage (DC 15 Dexterity save for half).
- Mage Hand (Cantrip): Create a spectral hand to manipulate objects within 30 feet.
Spell Components
Some spells require verbal (V), somatic (S), or material (M) components. Material components are consumed unless stated otherwise.
Chapter 4: Monsters and Encounters
Monster Stat Blocks
Monsters are defined by their attributes, abilities, and behaviors. A stat block includes:
- Name: The creature’s name.
- AC (Armor Class): Difficulty to hit the creature.
- HP (Hit Points): Total health.
- Speed: Movement in feet per round.
- Abilities: Strength, Dexterity, etc. with their modifiers.
- Skills and Saves: Proficiencies in certain checks.
- Traits: Special abilities or features.
- Actions: Attacks or abilities usable on its turn.
Example Monsters
-
Goblin
- AC: 15 (Leather Armor, Shield)
- HP: 7 (2d6)
- Speed: 30 ft.
- Abilities: STR -1, DEX +2, CON 0, INT 0, WIS -1, CHA -1
- Actions:
- Scimitar: Melee Weapon Attack, +4 to hit, 1d6 + 2 slashing damage.
- Shortbow: Ranged Weapon Attack, +4 to hit, range 80/320 ft., 1d6 + 2 piercing damage.
-
Orc
- AC: 13 (Hide Armor)
- HP: 15 (2d8 + 6)
- Speed: 30 ft.
- Abilities: STR +3, DEX +1, CON +3, INT -2, WIS +0, CHA -1
- Actions:
- Greataxe: Melee Weapon Attack, +5 to hit, 1d12 + 3 slashing damage.
-
Skeleton
- AC: 13 (Natural Armor)
- HP: 13 (2d8 + 4)
- Speed: 30 ft.
- Abilities: STR +2, DEX +2, CON +2, INT -2, WIS +0, CHA -3
- Traits:
- Undead Fortitude: If damage reduces the skeleton to 0 HP, it can make a Constitution save (DC 5 + damage taken). On success, it drops to 1 HP instead.
Building Encounters
- Choose creatures that fit the setting and story.
- Adjust the difficulty to match the party’s level.
- Use the following as a guide:
- Easy: A single creature with an equal challenge rating (CR) to the party’s average level.
- Moderate: Creatures whose combined CR equals twice the party’s average level.
- Hard: Creatures whose combined CR equals three times the party’s average level.
Chapter 5: Leveling Up
Experience Points (XP)
Characters earn XP by defeating monsters, solving puzzles, and progressing the story. The table below serves as a guideline for level progression:
Level | XP to Next Level |
---|---|
1 | 300 |
2 | 600 |
3 | 1,800 |
4 | 3,800 |
5 | 7,500 |
Improvements at New Levels
- Hit Points (HP): Increase your HP by rolling your class’s hit die and adding your Constitution modifier.
- Proficiency Bonus: Adjust your proficiency bonus according to the SRD progression table.
- Ability Score Improvements: At certain levels, enhance your character by increasing their ability scores or gaining new class features.
Chapter 6: Equipment and Wealth
Currency
Role-Finale Lite employs a straightforward currency system based on gold pieces (gp):
- 1 gp = 10 silver pieces (sp) = 100 copper pieces (cp)
Starting Wealth
To determine your starting funds, roll 3d6 × 10 gp. Use this amount to purchase weapons, armor, and essential adventuring gear from the equipment list.
Weapons
Weapons define your attack type, range, and damage.
Weapon | Cost | Damage | Properties |
---|---|---|---|
Dagger | 2 gp | 1d4 piercing | Finesse, light, thrown (20/60) |
Short Sword | 10 gp | 1d6 piercing | Finesse, light |
Long Sword | 15 gp | 1d8 slashing | Versatile (1d10) |
Greatsword | 50 gp | 2d6 slashing | Heavy, two-handed |
Shortbow | 25 gp | 1d6 piercing | Ammunition (80/320), two-handed |
Crossbow, Light | 25 gp | 1d8 piercing | Ammunition (80/320), two-handed |
Armor
Armor enhances your Armor Class (AC), making you more difficult to hit.
Armor | Cost | AC | Properties |
---|---|---|---|
Leather Armor | 10 gp | 11 + DEX | Light |
Chainmail | 50 gp | 16 | Heavy, disadvantage on stealth |
Plate Armor | 1,500 gp | 18 | Heavy, disadvantage on stealth |
Shield | 10 gp | +2 AC | Requires one hand to wield |
Adventuring Gear
Essential tools for exploration, survival, and problem-solving.
Item | Cost | Weight | Description |
---|---|---|---|
Backpack | 5 gp | 5 lb. | Holds up to 30 lb. of gear |
Rope (50 feet) | 1 gp | 10 lb. | Useful for climbing and tying |
Torch | 1 cp | 1 lb. | Illuminates a 20-foot radius for 1 hour |
Healing Kit | 5 gp | 3 lb. | Restores 1d4 HP outside of combat |
Rations (1 day) | 5 sp | 2 lb. | Sustains one person for a full day |
Waterskin (1 gal.) | 2 sp | 5 lb. | Holds water for a day |
This equipment list ensures adventurers have everything they need to prepare for their journey and overcome the challenges ahead.
Chapter 7: Game Master Tips
As the Game Master (GM), your role is to guide the story, manage encounters, and resolve player actions, creating an engaging and immersive experience for everyone at the table.
Worldbuilding and Adventure Design
- Build a Vibrant World: Populate your setting with intriguing locations, memorable NPCs, and engaging challenges.
- Define Clear Objectives: Provide your players with clear goals to drive the narrative forward, whether it’s defeating a powerful foe, solving a mystery, or exploring uncharted territory.
Running Combat
- Manage Initiative Effectively: Keep track of the turn order to ensure combat flows smoothly and fairly.
- Encourage Creative Play: Allow players to think outside the box and use their surroundings or skills in inventive ways to solve problems or gain an advantage.
Balancing Encounters
- Use Challenge Ratings (CR): Match monsters and traps to the party's level and abilities, ensuring encounters are challenging but fair.
- Adapt to Players’ Creativity: Be flexible and adjust encounter difficulty based on the party’s resourcefulness, preparation, and choices during gameplay.
Rewarding Players
- Grant XP: Reward players for defeating enemies, solving puzzles, and advancing the story, reflecting their progress and achievements.
- Distribute Loot Thoughtfully: Provide treasure and items that align with the characters' needs and the tone of the story, enhancing their journey and development.
Chapter 8: Example Adventure - The Goblin’s Hoard
Synopsis
The party is tasked with recovering stolen goods from a group of goblins who have taken refuge in a crumbling, trap-filled tower.
Setup
- The Enemy: A cunning goblin chief leads the group, wielding a magical dagger of great power.
- The Tower: The ruins are treacherous, featuring hidden passages, valuable loot, and devious traps designed to keep intruders at bay.
Encounters
-
Goblin Scouts
- Description: Four goblins patrol the forest surrounding the tower, alert for intruders.
- Tactics: The scouts will attempt to ambush the party or alert the others inside the tower.
-
Hidden Traps
- Description: The entrance to the tower is guarded by tripwires and pit traps.
- Challenge: Characters must succeed on a DC 12 Perception check to detect these traps. Disarming them requires a DC 10 Dexterity (Thieves’ Tools) check.
-
The Goblin Chief
- Description: The chief resides in the central chamber, flanked by two goblin bodyguards.
- Tactics: The chief uses the magical dagger to deliver devastating strikes while his guards defend him.
Treasure
- Gold and Jewels: Valuables totaling 100 gp, scattered throughout the tower.
- Magical Item: A +1 dagger, wielded by the goblin chief.
Resolution
- Objective: The party must eliminate the goblins and retrieve the stolen goods.
- Reward: Upon successful completion, each character earns 200 XP and returns the stolen items to their employer.
This adventure is designed to provide a balanced mix of combat, exploration, and problem-solving, perfect for new or experienced players to enjoy!
Appendix 1: Magical Items in Role-Finale Lite
Magical items are rare and extraordinary rewards that add excitement and depth to the game. These items range from simple consumables to legendary artifacts of immense power.
Potions
Potions are single-use magical liquids that provide immediate effects when consumed.
- Potion of Healing (Uncommon): Restores 2d4 + 2 hit points.
- Potion of Greater Healing (Rare): Restores 4d4 + 4 hit points.
- Potion of Heroism (Rare): Grants 10 temporary hit points and advantage on saving throws against fear for 1 hour.
- Potion of Invisibility (Very Rare): Grants invisibility for 1 hour or until the drinker attacks or casts a spell.
Wondrous Items
These unique items provide ongoing magical effects and often require attunement.
- Bag of Holding (Uncommon): A magical bag that can hold up to 500 pounds of material while weighing only 15 pounds.
- Cloak of Protection (Rare, Attunement Required): Grants a +1 bonus to AC and saving throws.
- Boots of Elvenkind (Uncommon): Provides advantage on Stealth checks that rely on moving silently.
- Amulet of Health (Rare, Attunement Required): Sets your Constitution score to 19 while worn.
- Stone of Good Luck (Luckstone) (Uncommon, Attunement Required): Grants a +1 bonus to ability checks and saving throws.
Weapons and Armor
Magical weapons and armor enhance combat effectiveness.
- +1 Weapon (Uncommon): Adds +1 to attack and damage rolls.
- +2 Weapon (Rare): Adds +2 to attack and damage rolls.
- Flame Tongue (Rare, Attunement Required): A sword that ignites in flames, dealing 2d6 fire damage on a hit.
- +1 Armor (Uncommon): Adds +1 to AC.
- Shield of Absorption (Rare, Attunement Required): Grants +1 AC and can absorb one spell of 3rd level or lower per long rest.
Rings
Magical rings offer subtle yet powerful effects.
- Ring of Protection (Rare, Attunement Required): Grants a +1 bonus to AC and saving throws.
- Ring of Feather Falling (Uncommon): Automatically activates to negate fall damage by slowing your fall.
- Ring of Invisibility (Legendary, Attunement Required): Allows the wearer to become invisible at will.
- Ring of Spell Storing (Rare, Attunement Required): Stores up to 5 levels of spells, which the wearer can cast.
Legendary Items
These items are exceedingly rare and often tied to epic quests.
- Vorpal Sword (Legendary, Attunement Required): On a critical hit, this blade decapitates the target if it has a head.
- Staff of Power (Legendary, Attunement Required): Grants a +2 bonus to attack rolls, saving throws, and AC and holds charges for powerful spells like fireball and lightning bolt.
- Cloak of the Phoenix (Legendary, Attunement Required): When the wearer drops to 0 HP, they erupt in flames, dealing 6d10 fire damage to nearby creatures and healing themselves for half the damage dealt.
Cursed Items
Cursed items often carry hidden drawbacks that reveal themselves after use or attunement.
- Sword of Vengeance (Rare, Cursed, Attunement Required): Grants +1 to attack and damage rolls, but the wielder must succeed on a DC 15 Wisdom saving throw to avoid attacking the nearest creature in combat.
- Amulet of False Health (Rare, Cursed, Attunement Required): Sets your Constitution to 19 but reduces your maximum HP by 10.
- Ring of Delusion (Uncommon, Cursed): Creates the illusion that the wearer is under powerful buffs, but these effects are entirely false.
These magical items enhance gameplay with their unique benefits and sometimes surprising risks, adding depth and excitement to your adventures.
Appendix 2: Monster List for Role-Finale Lite
Goblin (CR 1/4)
- Armor Class (AC): 15 (Leather Armor, Shield)
- Hit Points (HP): 7 (2d6)
- Speed: 30 ft.
-
Abilities:
- STR: -1
- DEX: +2
- CON: 0
- INT: 0
- WIS: -1
- CHA: -1
- Skills: Stealth +6
-
Traits:
- Nimble Escape: Can use the Disengage or Hide action as a bonus action.
-
Actions:
- Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.
Orc (CR 1/2)
- Armor Class (AC): 13 (Hide Armor)
- Hit Points (HP): 15 (2d8 + 6)
- Speed: 30 ft.
-
Abilities:
- STR: +3
- DEX: +1
- CON: +3
- INT: -2
- WIS: 0
- CHA: -1
-
Traits:
- Aggressive: As a bonus action, can move up to its speed toward a hostile creature it can see.
-
Actions:
- Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12 + 3 slashing damage.
- Javelin: Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6 + 3 piercing damage.
Skeleton (CR 1/4)
- Armor Class (AC): 13 (Natural Armor)
- Hit Points (HP): 13 (2d8 + 4)
- Speed: 30 ft.
-
Abilities:
- STR: +2
- DEX: +2
- CON: +2
- INT: -2
- WIS: 0
- CHA: -3
-
Traits:
- Undead Fortitude: If reduced to 0 HP, it can make a Constitution saving throw (DC 5 + damage taken). On success, it drops to 1 HP instead.
-
Actions:
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.
Giant Spider (CR 1)
- Armor Class (AC): 14 (Natural Armor)
- Hit Points (HP): 26 (4d10 + 4)
- Speed: 30 ft., climb 30 ft.
-
Abilities:
- STR: +2
- DEX: +3
- CON: +1
- INT: -4
- WIS: 0
- CHA: -3
-
Traits:
- Web Sense: Knows the exact location of any creature touching its web.
- Web Walker: Ignores movement restrictions caused by webbing.
-
Actions:
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much on a success.
Ogre (CR 2)
- Armor Class (AC): 11 (Hide Armor)
- Hit Points (HP): 59 (7d10 + 21)
- Speed: 40 ft.
-
Abilities:
- STR: +4
- DEX: -1
- CON: +3
- INT: -3
- WIS: -1
- CHA: -2
-
Actions:
- Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
- Javelin: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 2d6 + 4 piercing damage.
Troll (CR 5)
- Armor Class (AC): 15 (Natural Armor)
- Hit Points (HP): 84 (8d10 + 40)
- Speed: 30 ft.
-
Abilities:
- STR: +4
- DEX: +1
- CON: +5
- INT: -2
- WIS: 0
- CHA: -2
-
Traits:
- Regeneration: Regains 10 HP at the start of its turn if it has at least 1 HP and hasn’t taken fire or acid damage since its last turn.
-
Actions:
- Multiattack: Makes three attacks: one bite and two claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
Black Dragon Wyrmling (CR 2)
- Armor Class (AC): 17 (Natural Armor)
- Hit Points (HP): 33 (6d8 + 6)
- Speed: 30 ft., fly 60 ft., swim 30 ft.
-
Abilities:
- STR: +2
- DEX: +2
- CON: +1
- INT: -2
- WIS: 0
- CHA: +2
-
Traits:
- Amphibious: Can breathe air and water.
-
Actions:
- Acid Breath (Recharge 5–6): Exhales acid in a 15-foot line. Each creature in the line must make a DC 11 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much on a success.
Vampire Spawn (CR 5)
- Armor Class (AC): 15 (Natural Armor)
- Hit Points (HP): 82 (11d8 + 33)
- Speed: 30 ft.
-
Abilities:
- STR: +3
- DEX: +3
- CON: +3
- INT: +1
- WIS: 0
- CHA: +2
-
Traits:
- Regeneration: Regains 10 HP at the start of its turn if it has at least 1 HP and isn’t in sunlight or running water.
- Spider Climb: Can climb difficult surfaces, including upside down, without a check.
-
Actions:
- Multiattack: Makes two attacks, only one of which can be a bite.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d4 + 3 slashing damage.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage plus 2d6 necrotic damage.
Appendix 3: Minor Items and Narrative Gear
Adventuring Tools
Small, inexpensive, and practical items for specific situations.
-
Crowbar
- Cost: 2 gp
- Weight: 5 lb.
- Grants advantage on Strength checks to break doors, crates, or other obstacles.
-
Climbing Pitons (10)
- Cost: 1 gp
- Weight: 5 lb.
- Secures ropes for climbing, reducing the DC of climbing checks by 2.
-
Bell
- Cost: 1 gp
- Weight: —
- Rings loudly when disturbed, often used as an alarm.
-
Signal Whistle
- Cost: 5 cp
- Weight: —
- Produces a sharp sound audible up to 300 feet.
-
Hammer (Light)
- Cost: 1 gp
- Weight: 3 lb.
- Useful for driving spikes or nails; can also be used as an improvised weapon (1d4 bludgeoning damage).
-
Marbles (Bag of 100)
- Cost: 1 gp
- Weight: 2 lb.
- Spread over a 5-foot square. Creatures moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone.
-
Chalk (1 piece)
- Cost: 1 cp
- Weight: —
- Used to mark surfaces, ideal for navigating caves or mazes.
Traps and Tricks
Perfect for ambushes and creative gameplay.
-
Hunting Trap
- Cost: 5 gp
- Weight: 25 lb.
- When triggered, the creature must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and become restrained until released.
-
Ball Bearings (Bag of 1,000)
- Cost: 1 gp
- Weight: 2 lb.
- Spread over a 10-foot square. Creatures moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone.
-
Tripwire Kit
- Cost: 5 gp
- Weight: 2 lb.
- A thin wire with hooks. Requires a DC 15 Perception check to spot. When triggered, it can drop objects, trip a creature (DC 12 Dexterity saving throw), or activate a noise-making device.
-
Net
- Cost: 1 gp
- Weight: 3 lb.
- A thrown weapon that restrains a creature hit by it. Escaping requires a DC 10 Strength check.
Survival Items
Essential for exploration and staying alive in challenging environments.
-
Fishing Tackle
- Cost: 1 gp
- Weight: 4 lb.
- Includes line, hook, and bait for catching fish.
-
Waterproof Bag
- Cost: 2 gp
- Weight: 1 lb.
- Keeps items dry in wet conditions; holds up to 5 pounds of gear.
-
Flint and Steel
- Cost: 1 gp
- Weight: —
- Used to start fires. Requires 1 minute of effort.
-
Whetstone
- Cost: 1 cp
- Weight: 1 lb.
- Maintains blade edges. While it restores minor wear, it has no mechanical effect.
-
Signal Mirror
- Cost: 5 sp
- Weight: 1 lb.
- Reflects sunlight, useful for signaling long distances.
-
Portable Campfire Kit
- Cost: 3 gp
- Weight: 5 lb.
- A compact fuel bundle that provides heat and light for 2 hours.
Alchemy and Poisons
Tactical and creative items to enhance gameplay.
-
Acid Flask
- Cost: 25 gp
- Weight: 1 lb.
- Throw up to 20 feet. On impact, deals 2d6 acid damage to one target.
-
Alchemist’s Fire
- Cost: 50 gp
- Weight: 1 lb.
- A sticky, flammable liquid. Ignites the target on impact, dealing 1d4 fire damage per round until extinguished (requires an action).
-
Basic Poison
- Cost: 100 gp
- Weight: —
- Can be applied to a weapon or ammunition. The next creature hit must make a DC 10 Constitution saving throw or take 1d4 poison damage.
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Antitoxin
- Cost: 50 gp
- Weight: —
- Grants advantage on saving throws against poison for 1 hour.
Unique Narrative Items
These items spark creativity and add storytelling opportunities.
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Lantern of Colors
- Cost: 15 gp
- Weight: 2 lb.
- Emits light in a chosen color. Can shift colors with a bonus action, useful for signals or creating ambience.
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Musical Box
- Cost: 25 gp
- Weight: 1 lb.
- Plays a soft melody when opened, perfect for distractions or sentimental moments.
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Runestone (Blank)
- Cost: 10 gp
- Weight: 1 lb.
- A polished stone ready for magical inscription by a spellcaster.
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Traveler’s Dice Set
- Cost: 1 gp
- Weight: —
- A set of carved dice for games or gambling.
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Iron Key (Mysterious)
- Cost: 5 gp
- Weight: —
- An unmarked key that may open a hidden lock. A narrative tool for the GM to use creatively.
Here concludes the explanation of the rules for Role-Finale: Fantasy Edition. However, the best way to learn is by engaging with the Fantasy Master—a dedicated GPT designed to address all your questions about Role-Finale: Chaos Edition.
Tap here to access the Fantasy Master-GPT.