Character Info

Sources

To start, ask your DM how many of these you get! (Recommended is 3 ;))

Main StatNameDescription
StrengthRichesNo abilities… but when you live in a society, money and privilege is the greatest ability of them all.
StrengthTrainingNone
SpeedContemplationYou know... when you think about it, what really IS a 'power source'? I don't know, but I feel like I've learned something just by meditating on the concept.
SpeedExperienceRegardless of where you learned it, you treat every encounter like you've done something similar before.
KnowledgeDivineNone
KnowledgeStudyNone
IntuitionNatureIn return for all your love and understanding, finally these flipping plants are gonna give something back for once.
IntuitionRural ExperienceNot an advertised source, you take it as an option within Experience.
BodyPrimalityNothing personal, but… if this is what humanity is like… I'd rather be a beast.
BodyHeartYour magic comes from your inherently magical body, so you might need to eat and drink a lot.
SoulArtsNone
SoulDisciplineYou believe strongly in a specific philosophy. Through the repeated practice of telling yourself that you can do magic, you can do magic.

Stats

Stat points come from your Sources: some are free in your Sources' Main Stat, and some have to go in different Stats than your Sources' Main Stat

Remaining Stat Points: 0
Strength
Speed
Knowledge
Intuition
Body
Soul

Abilities

Remaining Ability Points: 0
NamePoint CostSourceEffect
Relatable0TrainingIf you know no magic, your mundanity makes you relatable to the average person. Add Soul to all social interactions.
Extra Ingredient1StudyAdd one level to a prepared spell.
You can do this once per set of prepared spells (that you prepare during a rest period).
"Study" Magic0StudyDuring a rest period, you spend all of your mana to create spells in advance (in the form of single-use scrolls, potions, or magical gadgets, your choice!). These last until the next rest. You can "cast" any of your spells whenever you want by using the objects you prepared earlier.
Portable Spells1StudyWhen you would cast a spell, you can instead give that spell (as a potion or a small gadget for example) to someone else. They can then cast it at any point.
For balance reasons, long-tem storage is an issue. I recommend only allowing a character to hold one stored spell at a time.
Adjust Recipe1StudyYou may swap one of your prepared spells for another one (at the same spell level).
You can do this once per set of prepared spells (that you prepare during a rest period).
Climbing Speed1Rural ExperienceClimbing speed?
Ranger1Rural ExperienceYou have a number of "ammunition" equal to your Experience level. When you throw or shoot your ammunition into an enemy (as an ordinary weapon attack), it lodges there. As an attack, you can "retrieve" all of your ammunition, doing your weapon damage to every enemy again.
Another One1Rural ExperienceEach time you kill an enemy, get +1 to all attack rolls against any similar enemies until the next rest period.
Magic Archer1Rural ExperienceYou learn 2 spells from the Magic list: you cast these spells by summoning and shooting an arrow with their effect, the spells gain the range of your usual bow attacks.
The arrow disappears when it hits its target, causing the spell's effect instead.
Screw the rules, I have money1RichesRiches times per session, do something. Your roll succeeds.
Nah, this has to go1RichesRiches times per session, cancel anything's roll.
Pretty Princess1RichesYou may convert all of the Strength stat you gained from Riches to a different stat. All rings and necklaces have no weight for you and you can combine any of their effects into a single item or items.
I Know a Guy1RichesOnce in a session, if you are or were in a location accessible by people, you have an associate in that location who can (or already did) help you out with a problem.
For example someone who knows the local area or wildlife and told you (or can tell you) some information you would otherwise have to roll for. or you know one of the guards or local officials that can get you out of jail.
Go Primal0PrimalityNone
Adrenaline Rush1PrimalityYou can feel it later: when you take damage, you may choose to not take that damage, wait a number of turns up to your Primality level, then take the damage. You can only have one Adrenaline Rush on the go at once (so you might still die if you're hit with two attacks).
Thematically, even if a big attack should kill you or knock you out, any remainder of your body can still act on instinct and finish what you were thinking about as long it's within the duration of your adrenaline rush.
Predator/Prey0PrimalityWhen you take the Primality power source, you are either predator or prey.
Predator frightens any adjacent enemy into having to attack you, and can happily eat uncooked meat.
Prey gains 3 spaces of movement speed, minus one per point of armour worn.
"Nature" Magic0NatureCan only cast spells when in friendly nature: within proximity to plants, water, life, etc. Spend extra mana when casting a spell to have some nature spread from somewhere adjacent to you to 1 space plus 1 space per mana spent: for example: if you have some seeds in your pocket and you want to cast a spell, spend one mana to have those seeds immediately sprout and have their plants fill the space that you're standing in, another space next to you, and in the same action you cast your spell.
Weather Magic1NatureYou can affect the weather slightly within natural spaces, making the air feel hotter or more humid, or more… staticky. As an action, every creature (including you) standing in a natural space in a 5 meter radius around you is vulnerable to an element. Choose that element when you get this ability.
Natural Connection1NatureYou gain a connection to a specific plant, animal, or rock. as an action you can either transform into the thing you are connected with or summon one. You can speak to and understand these things (although they don't gain more intelligence than they actually have just because you're speaking to them).
Synergy with Nature1NatureYou have a deep connection with all nature. You can walk on snow or leaves without crushing them underfoot, and you can ride animals without impeding their movement.
"Blood" Magic0HeartWhen learning spells, learn 1 less spell than the usual amount (you still have a minimum of 1).
Magical Blood Clot1HeartWhen you take damage, the magic in your blood clots, giving you one temporary magical armour per Body (your magic Stat for Heart): you can't gain more of this armour until after you've lost it again!
When you take damage that is negated by this armour, lose the armour.
Magical Body1HeartWhile casting a spell during blood rage, you can convert mana points into hit points (1 to 1).
Blood Rage1HeartWhile enraged, your spells cost hit points instead of mana: the spell power squared.
You unleash your full magical-ness: everyone around you knows you've done this, but it's up to them whether or not they like it. You are always either in a state of "blood rage" or not, its exact theming is up to you.
Waste Magic1HeartAfter casting any spell, you may roll to randomly choose any spell that you don't know. You can then cast that spell at the same power once (it costs the same amount of mana). If you do it immediately, it happens on it's own and doesn't require an action, otherwise, you can hold it until you do anything else.
Ambush Planner1ExperienceUse your action to give someone that can hear you your flanking damage this round: you can't do flanking damage this turn but they do the damage on their attack, regardless of whether they're flanking anything or not. If the round ends and they haven't done the damage, you get your ability to flank back as normal.
Upper Hand1ExperienceWhen you successfully hit an enemy with your flanking attack, you can cast any of your Experience spells. Instead of spending Mana, spend your flanking damage dice for that attack.
If the spell asks you to roll to hit, automatically succeed that roll (as you already hit with your flanking attack). If the spell says it costs an action, it's the same action as you used to do the flanking attack. If the spell says to do an attack, it's the same attack as you did with your flanking attack (e.g. Dash Attack). If you want the spell to happen before your attack (e.g. Dipped Weapon) it can.
Long Story1ExperienceGain an extra backstory bonus (+5)
Improvise1ExperienceFor one roll, swap any two stats around.
Do this a number of times equal to your Experience level per rest period.
Done this a thousand times1ExperienceIf you roll a d20 lower than your Experience level, you can change the roll's result to twice your Experience level.
"Borrowed" Magic1ExperienceYou either stole, were given, or taught, a small amount of magic by someone else at some point in your life. Choose one spell and one source, you can use that spell with that source's spellcasting feature (but Experience's mana pool).
Flanking0ExperienceIf you attack an enemy that is "flanked" - adjacent to someone else that it's fighting, or is otherwise distracted and not looking at you - you do an additional amount of damage based on your Experience level. You can only do this once per round (if you somehow have multiple attacks in a round).
Deliberate Prayer1DivineWhen asking your patron to cast a spell, you can roll two dice and take one away from the other (with a minimum spell level of zero).
Practiced Invocation1DivineChoose one Divine spell to get for one mana cheaper. (This means you can cast it at level 1 for free).
You can choose another one of these at Divine levels 3, 6, and 9, for a total of 4 spells.
"Divine" Magic0DivineInstead of casting a spell, roll a dice to ask your patron for help. Choose any dice and roll it, the spell is cast using that amount of mana. If you roll higher than the amount of mana you have, the spell fails.
If your patron has an element, you can change a spell's element to your patron's element.
Emergency Plea1DivineWhen asking your patron for a spell, if you roll too high and the spell fails, you can choose to cast the spell anyway at half the Power per Mana.
Watcher1Discipline"He's just standing there... menacingly..."
If you stay still and look at someone who doesn't know you're there, when they notice you they become scared and you gain advantage on all checks to understand anything about them.
"Discipline" Magic0DisciplineYour max Mana is Strength + Soul.

Through practised and specific movements, you can use your attacks to cast spells (either before or after you roll for weapon damage, and your attack doesn't have to hit anything to cast the spell). The spells are always at Power 1 (and cost 1 Mana).
Sniff Dissent1DisciplineYour "Soul" times per day, you can try to sense within 10 spaces of yourself any object, place, or action that would offend your Discipline's philosophy.
Contemplation0ContemplationAfter slowing yourself down for a while, you can then slow the entire universe down to catch up.
If you do nothing else on your turn, you can instead "contemplate". For each adjacent consecutive turn you've spent contemplating you can then take that many actions on your turn, with a maximum equal to your Contemplation level. Your movement speed doesn't change.
Deflect1ContemplationWhile defending and hit with a ranged attack, roll your weapon dice and take away that amount from the damage of the attack.
Avatar of the Elements1ContemplationChoose an element: you can cast all spells of that element.
Your weapon attacks can also use this element for their damage.
(You can take this ability multiple times, choosing different elements)
"Arts" Magic0ArtsYour max Mana is Speed + Soul.

You are always either performing or not performing. To start performing, roll a d20 to get your "performance score" This is an action, but you can cast a spell as part of the beginning of the performance. You can then cast spells as usual, but any spell that involve a dice roll use your current performance score. Each time you cast a spell, reduce your performance score by d4.

Your spells and art come from your emotions, so you can't cast spells or begin a performance while you are emotionally compromised: that means frightened, charmed, depressed, etc. You also need to be able to hear your music, so you can't cast spells if you cannot hear or if there is a continous loud noise drowning you out. You can still create music while unable to see.
Tortured Artist1ArtsWhen you are "emotionally compromised" and would usually not be able to perform, you instead gain a Soul bonus to your performance score. You lose this bonus (reducing your current performance score) if you lose your status.
You also get this bonus while blinded, bearing in mind that you can't see with your eyes closed, and that you're making music the whole time.
Instrument Tuning1ArtsWhen you begin a performance, roll 2 d20s (instead of 1) and pick one.
Interrupter1NoneWhen you start a fight, you can interrupt the first player's turn for free and take your turn instead: uninterruptible for the rest of the round.
Quick Study1NoneYou may use the full backstory bonus of anyone who is able to talk you through what you are doing (within earshot and able to speak, and willing to help). If you succeed a Knowledge check, you may maintain this bonus for specific future actions after being told it - for example: if you plan with your ally that you will "go over there and interact with this object" you can use their bonus for interacting with that object, even if you don't get there for an hour.
Lucky1NoneInstead of any roll, make a Luck roll (Luck rolls use your Soul as a bonus) to see if you get lucky and the problem solves itself.

Of course, some things are less likely to happen than others (and therefore require a higher difficulty Luck roll). Also, consider using average bonuses: for example Strength+Luck divided by 2 to be strong enough to throw something and lucky enough for it to hit the target.
Perfect Recall1NoneYou can recall picture-perfect details from things that you commit to memory. If you spend at least 1 minute observing an object or creature, you can perfectly recall any observable information about that creature or object point in the future.
For example, you could perfectly memorize a map, a page from a tome, a work of art, or the appearance of a creature.
Star Gazing1NoneGain a backstory bonus in identifying constellations and such. Each time you look up at the sky and rest, foretell one dice roll: roll it and remember the result, then use that result in place of one other roll at any point (before that roll is made).
Linguist1NoneBy default, all player characters know one common language: English, Chinese, Arabic... Whatever you want! (Obviously the intention is for you to pick the language you share with your party in real life!) They may also know their native language, if they have one that isn't the common language.
With this ability, you learn another common language, AND any uncommon language: for example Goblin, or Welsh.
Footstep Recognition1NoneYou can tell what type of creature you're hearing when you can hear or feel the vibration of their footsteps.
Mastermind1NoneReroll any dice Knowledge times per session.
"Of course, using my mastermind intellect I expected this to happen: that's why I have THIS"
Instruction1NoneAllies that you can talk to may use your full backstory bonus for one of their actions (within earshot and able to speak, and willing to help). If they succeed a Knowledge check, they may maintain this bonus for specific future actions after being told it - for example: if you plan with your ally that they will "go over there and interact with this object" they can use your bonus for interacting with that object, even if they don't get there for an hour.
Dwarven1NoneLike a rock, you can transfer any of your Soul Stat points into Strength, Body, or Knowledge.
You also grow the sort of thick and huge beard you expect a dwarf to have.
You may take one Training Ability, without needing the Training source.
Elven1NoneOld, graceful, and connected to nature, you can transfer any of your Body Stat points into Speed, Intuition, or Soul.
You may take one Nature Ability, without needing the Nature source.
Hobbit1NoneYou are much smaller than most people. About... half the size, I'd say.
Chef1NoneOnce per rest period, instead of your party taking a lunch break, you can cook any amount of food that the party would have eaten. If eaten immediately, this cooked food is twice as effective and refills all hope. This is "hearty" food, for any effect that asks for that.
Of course, thematically this will take time, require some space for cooking, and possibly other cooking utensils.
Spellsword1NoneExchange your weapon damage and spell damage dice up and down opposingly during a rest period.
The available dice sizes are: d4, d6, d8, d10, and d12.
Concealed Weapon1NoneYour weapon is concealed.
I mean, any weapon can be concealed… but yours is REALLY concealed. NO-ONE will find it under there. Under where? Exactly.

Spells

Items