The Steel & Mud Field Manual
"You are not heroes chosen by destiny. You are survivors chosen by a refusal to die quietly. Read this, and you may live to read it twice."
Standard fifth edition is built for heroic fantasy — a game where characters swell into demigods who shrug off dragonfire, walk away from falls that would shatter a horse, and sleep off a gut wound by morning. This conversion is built for a different kind of story. Here the body is meat, the meat tears, and no amount of glory stitches it back together.
What follows is a manual for gritty, low-magic, lethal campaigns. It runs on the bones of the familiar d20 system, but the superhuman padding has been cut away and the magical safety nets burned. What is left is logistics, footwork, and the cold arithmetic of who bleeds first. A rusted blade in a black alley kills a decorated veteran exactly as dead as it kills a farmhand.
How to read this manual. Throughout these pages, mechanical terms are marked in dark red. Hover over any marked word to read its rule without leaving the page. Custom Steel & Mud rules — Static HP, Damage Reduction, and Stamina — always take precedence over the standard rules they replace.
Quick Reference. A printable two-page summary of every key formula, the turn economy, conditions, weapon properties, and the death rule is available as a companion sheet: download the Quick Reference PDF. Keep it at the table — it carries the load while the system is still new to you. (The file must sit beside this page on your host or in the same folder for the link to open.)
How the Dice Decide
Every contested act in this world — every swing, climb, and lie — is settled by one die.
The Core Roll (the d20)
When you attempt something with a real chance of failure — sinking a blade between ribs, vaulting a chasm, talking your way past a gate — you roll a twenty-sided die. To it you add the relevant Ability Modifier, and, if you are trained for the task, your Proficiency Bonus. Compare the total against the target's Armor Class in a fight, or the Difficulty Class the GM has set for the task. Meet it or beat it, and the deed is done. Fall short, and the world does not care how hard you tried.
Abilities & the Modifier
Six raw scores measure the soldier and the soul: Strength (the body's force), Dexterity (speed and balance), Constitution (the capacity to keep breathing), Intelligence (learning and reason), Wisdom (instinct and nerve), and Charisma (the force of one's presence). Each score yields a modifier — subtract 10 and halve the result, rounding down. A score of 14 grants a +2; a score of 8 saddles you with a −1. That modifier rides on nearly every roll you will ever make.
Ability Checks, Skills & the DC
An Ability Check tests raw aptitude against a task. Skills are narrow trades layered atop an ability — Athletics on Strength, Stealth on Dexterity, Medicine on Wisdom, and so on. If you are proficient in the skill the work calls for, add your Proficiency Bonus to the roll. The GM names a Difficulty Class; you try to clear it.
Setting the Difficulty
| Task | DC | What It Feels Like |
| Trivial | 5 | A child could manage it on a bad day. |
| Easy | 10 | A steady hand and a clear head suffice. |
| Moderate | 15 | Training shows. Amateurs falter. |
| Hard | 20 | Only the genuinely skilled need apply. |
| Brutal | 25 | The stuff of grim reputation. |
| Forlorn Hope | 30 | Songs are sung of those who manage it. |
The Skills
These are the trades a survivor may be proficient in, each layered atop its governing ability. Your Core Path grants a few; Boons and backgrounds may add more.
- Strength — Athletics (climbing, swimming, grappling, brute force).
- Dexterity — Acrobatics (balance, tumbling), Sleight of Hand (palming, picking pockets), Stealth (moving unseen).
- Intelligence — Arcana (the lore of the Weird), History, Investigation (deduction, searching), Nature, Religion.
- Wisdom — Animal Handling, Insight (reading intent and lies), Medicine, Perception (noticing), Survival (tracking, foraging, the road).
- Charisma — Deception, Intimidation, Performance, Persuasion.
Lockpicking and disarming traps use Dexterity (Sleight of Hand or a thieves'-tools check); haggling and carousing lean on Charisma. The GM picks the skill that fits the moment when more than one could apply.
Passive Checks & Contests
- Passive Checks: When the GM does not want a roll — to see whether you notice the garrotte wire before it finds your throat — your passive score is 10 plus the relevant modifiers. Your passive Perception is what keeps you alive while you sleep.
- Contests: When two creatures strive directly against one another — a wrestle in the mud, a stare-down across a tavern, a lie against a hard-eyed sergeant — both roll the relevant check. Higher total wins. A tie means the deadlock holds and nothing changes.
Advantage & Disadvantage
In the mud, fairness is a story told to children. You stack the odds before steel is ever drawn.
When circumstance heavily favours you, you act with Advantage: roll two d20s and keep the higher. When it works against you — fighting blind in driving rain, or while Wounded — you suffer Disadvantage: roll two d20s and keep the lower. If you hold both at once, they cancel, no matter how many of each. You never roll more than two dice this way.
Saving Throws
A Saving Throw is not something you choose to do; it is your body or mind flinching away from sudden ruin. When fire blooms, when poison bites, when terror claws at your resolve, the GM calls for a save. Roll a d20, add the relevant ability modifier, and add your Proficiency Bonus only if you are trained in that particular save. Beat the DC or pay the price.
The Six Defenses
- Strength & Dexterity — the body in motion. Bracing against a charge that would hurl you down; throwing yourself clear of a collapsing roof or a sweep of flame.
- Constitution — the body enduring. Outlasting venom, fever, and the cold grip of blood loss. The Trauma Check against massive damage is a Constitution save, and it is one you will come to dread.
- Intelligence, Wisdom & Charisma — the mind under siege. Holding your reason against deceit, your nerve against fear and despair, and your very sense of self against whatever rare horror would unmake it.
Advantage and Disadvantage apply to saves as to any other roll. Certain Paths harden a soldier against specific deaths — the Knight's Master of the Field, the Outrider's Master of the Fringes, the Scholar's Master of the Mind each grant flat bonuses to whole categories of save.
The Martial Save
Many Path abilities don't roll to hit — they force the enemy to resist. When an ability you use lets a target make a saving throw and does not name its own DC, that DC is your Martial Save DC:
Martial Save DC = 8 + your Proficiency Bonus + the ability modifier you use to attack
Use the same modifier your weapon already uses — Strength for a heavy blade or a maul, Dexterity for a Finesse weapon or a bow. A Strength-built soldier with a +3 Proficiency Bonus and a 16 Strength (+3) forces saves against a DC of 14; the same maths with Dexterity governs a knife-fighter or marksman. The target chooses nothing — they roll the save the ability names (Strength to resist a shove, Constitution against a stunning blow, and so on) against your Martial Save DC. Abilities that already print a fixed DC use that printed number instead.
The Anatomy of Violence
Combat is brief, chaotic, and measured in fleeting six-second slices called rounds. Most fights worth surviving are over inside a handful of them. Within a round, every combatant takes a turn, and on that turn the world bends to a strict economy of motion.
Initiative — Who Moves First
The moment blades clear leather, every combatant rolls a Dexterity check. This is Initiative. Act in order from highest to lowest; that order holds for the whole fight. The first heartbeat of a brawl decides more deaths than the last. The Outrider, who lives by drawing first, rolls Initiative with Advantage.
The Turn — Your Economy of Motion
- Movement: You may move up to your speed, split before and after your action as you like. Heavy steel and bleeding wounds gnaw at that number.
- Action: Your one decisive deed — most often an Attack, but see the menu below.
- Bonus Action: A swift secondary maneuver. You get one only when a weapon, trait, or Path perk grants it — a Pommel Strike, a Shield Bash, a thrown vial.
- Reaction: A single instant response between your turns, triggered by something outside your control — an Opportunity Attack on a fool who turns to run, or a Master's Riposte. One per round; spend it well.
The Menu of Actions
On your turn you may spend your Action on any one of the following:
- Attack: Make one melee or ranged attack. Some warriors strike more than once — see the Knight's Extra Attack.
- Dash: Gain extra movement equal to your speed. The choice of the cornered and the fleeing.
- Disengage: Pull back without provoking Opportunity Attacks. Disciplined retreat, not a rout.
- Dodge: Until your next turn, attackers strike you with Disadvantage and you make Dexterity saves with Advantage. You give ground to keep your skin.
- Help: Steady a comrade so their next check or attack rolls with Advantage.
- Hide: Make a Stealth check against the enemy's passive Perception to vanish from sight.
- Ready: Name a trigger and a response now, and unleash it as a Reaction the instant it comes.
- Catch Your Breath / Clinch / Use an Object: Reset your stance to recover 1 Stamina (a number of times per rest equal to your Proficiency Bonus, so you cannot simply top off between every fight), seize an enemy in a Clinch, or put your hands to gear and ground.
Attack Rolls & Armor Class
Steel does not bounce off a number. It is turned aside by a body that knows how to not be where the blade is.
To land a blow, roll d20 + your ability modifier + Proficiency Bonus and meet or beat the target's Armor Class. A natural 20 always hits and lands a critical hit — roll the weapon's damage dice twice. A natural 1 always misses, no matter the math.
Crucial distinction: in Steel & Mud, armor does not raise your Armor Class. Armor is Damage Reduction — it soaks the blow after it lands. Your AC is your raw chance of avoiding the hit at all: footwork, parry, and shield, set by your Core Path and Dexterity, sharpened by perks. A man in full plate is easy to hit and hard to hurt. A naked skirmisher is hard to hit and trivial to kill.
Damage & Cover
- Damage & DR: When a hit lands, roll the weapon's damage and subtract the target's Total DR (the sum of their armor pieces). Damage is reduced to a minimum of 1 — even a glancing blow against plate draws something. Weapon properties such as Anti-Armor, Bodkin, and Mercy claw past that protection.
- Half-Cover: A low wall, a corpse, a comrade. Grants +2 to AC and Dexterity saves.
- Three-Quarters Cover: An arrow-slit, a half-open door. Grants +5 to AC and Dexterity saves.
- Total Cover: Fully hidden behind something solid. You cannot be targeted directly at all.
Forget the duels in the songs. A real fight is three breaths long and decided in the first one. The man who pauses to see whether it's fair is the man we carry off the field.
The Art of the Wrestle
When the steel grows thick enough that swords skate off it, the fight collapses into something older and uglier — two armoured men in the mud, grappling for the one gap wide enough to slip a dagger through a visor. Grappling is the reliable answer to a foe in heavy plate, resolved in two stages.
Stage 1 — The Clinch
You have seized the enemy's harness, neck, or weapon arm. There is no elegance left.
The Check: As an Action, roll Strength (Athletics) contested by the target's Strength (Athletics) or Dexterity (Acrobatics).
Effect: The target's speed becomes 0 (Grappled). Both of you suffer Disadvantage on attacks with Reach or Two-Handed weapons, and you cannot use a shield to bash.
Stage 2 — The Pin (Grounding)
You drive the enemy to the earth and pile your weight on, holding them in the dirt.
Requirement: The target must already be in a Clinch.
The Check: An Action to grapple, with Advantage if you wear more Tier 3 pieces than they do.
Effect: Both of you are Prone; the target is Restrained. You must spend 1 Stamina at the start of each of your turns to hold the Pin. Run dry, and they slip back to a Clinch.
The Execution
A Pinned man's armor becomes a metal coffin. Use an Action to attack with a Mercy weapon: the strike has Advantage and ignores all Damage Reduction. This is how knights die — not on the field, but on their backs in the muck.
I watched Ser Othell, the finest lance in three counties, go down in the press at Edgecombe. All that beautiful plate, and he drowned in a foot of mud with a farmhand's rondel working patiently at his visor. Steel is no promise. It is only a delay.
One Round, Played Out
Everything above interlocks. Here is a single exchange, narrated, to show how. Wessa (Knight-based, Str 16 / +3, Proficiency Bonus +3, 19 HP, 5 Stamina, arming sword) faces a Man-at-Arms (16 HP, AC 16, DR 4 from his mail).
- The swing. Wessa attacks: d20 + 3 (Str) + 3 (Prof) = a 19, clearing his AC 16. A hit. She rolls her arming sword: 6 damage.
- Armour soaks it. His DR 4 subtracts from the 6, leaving 2 damage through. (Even a blow that scratched past his guard barely tells against good mail — DR is why an armoured man shrugs off a dozen poor hits.) He drops to 14 HP. No Trauma Check: 2 is nowhere near half his HP.
- She spends Stamina. Wessa has Extra Attack, so she swings again — this time she pays 1 Stamina for a Pommel Strike as her Bonus Action. It hits. The Man-at-Arms must make a Constitution saving throw against her Martial Save DC — 8 + 3 (Prof) + 3 (Str) = 14. He rolls a 9: failure. He is Dazed until the end of his next turn — no reactions, no Active features. Wessa is down to 4 Stamina.
- The answer. On his turn the Dazed Man-at-Arms can still attack (Dazed only bars reactions and Active features). He hits Wessa for a heavy 11 damage. Her own armour's DR 3 drops it to 8. She falls to 11 HP — and because 8 is at least half of her current... no: the Trauma Check triggers on a single hit of half her maximum HP (19), i.e. 10+. This hit dealt 8 after DR, so no Trauma Check this time. Close.
- Had it been worse. Were that hit 10+ after DR, Wessa would roll a DC 15 Constitution save or be Dazed and knocked Prone — the shock of a near-crippling blow. That is the knife's edge: two clean hits, not ten, decide things.
Edge cases this pins down: DR is subtracted from each hit before anything else, to a minimum of 1; the Trauma Check measures damage after DR against half your maximum HP; and the Martial Save DC is fixed by the attacker's stats, not the defender's.
Vitality, Stamina & Trauma
Where a single blow can be fatal, the gap between a veteran and a corpse-to-be is not how much punishment the body absorbs, but how coldly it manages its limits.
1. The Reality of Mortal Flesh (Static HP)
Flesh tears. Bone breaks. Blood spills and does not return. You cannot drill your body into ignoring a severed artery.
- The Calculation: Your hit point maximum equals your Constitution score. A Constitution of 14 means 14 hit points. That is all the life you get.
- The Hard Cap: This number never climbs simply by earning Renown. It rises only through specific foundational features — chiefly the Path of the Knight.
- The "Zero" State: Dropping to 0 hit points is not clean death but a bleeding, dying wound — see Falling to Zero under Rest & the Mending of Wounds for the full death-and-dying rule.
2. The Breath in Your Lungs (Stamina)
Fighting in fifty pounds of steel will kill you faster than any enemy. Battles are not won by the hardest hitter, but by the one still able to lift their arms when the other cannot.
Stamina is your tactical reserve — adrenaline, wind, and the will to drive muscle past its breaking point.
- Your Pool: Maximum Stamina equals 3 + your Constitution modifier (minimum of 1).
- Active Costs: The advanced maneuvers of every Path — a thrown vial of Flash Powder, an Iron Tackle — are paid for in Stamina.
- The Breaking Point: At 0 Stamina you become Fatigued: your speed is halved and you make Strength (Athletics) checks with Disadvantage. You are doubled over, gasping, easy meat.
- Catching Your Breath: Spend your Action mid-fight to simply breathe and recover 1 Stamina — but only a number of times per rest equal to your Proficiency Bonus, so you cannot endlessly top off. A short rest returns Stamina equal to your Constitution modifier; only a full long rest refills the pool, conditions permitting.
3. Blood Loss & Systemic Shock
Damage is not an abstraction on a sheet. A heavy blow blurs your sight, steals your wind, and drags your hands a half-second behind your intent.
- The Wounded State: Reduced to half your hit point maximum or lower, you become Wounded. Pain and blood loss impose Disadvantage on all Dexterity checks and Dexterity saves until you climb back above the line.
- Trauma Check (Massive Damage): Take damage from a single hit that equals or exceeds half your hit point maximum and the shock rattles your skull. Make a DC 15 Constitution saving throw or be Dazed until the end of your next turn and knocked Prone.
4. The Butcher's Bill (Lingering Injuries)
Every time you are dropped to 0 hit points, the trauma leaves its signature on your body. Even if a surgeon drags you back, the brush with death is permanent. The instant you wake from 0 HP, roll a d20 on the table below and learn what the fight took from you.
Lingering Injuries (d20)
| d20 | Injury | Mechanical Effect | Recovery |
| 1 | Internal Trauma | Something deep is broken. Your maximum Stamina is permanently reduced by 1. | Permanent. |
| 2–3 | Lost Eye or Ear | Eye: Disadvantage on sight-based Perception and ranged attacks. Ear: Disadvantage on hearing-based Perception. | Permanent. |
| 4–5 | Maimed Limb | Hand: cannot hold items. Foot: speed reduced by 10 ft. | Permanent. |
| 6–8 | Shattered Bone | The fracture runs deep. Disadvantage on Athletics and Acrobatics checks. | 30 days' bed rest. |
| 9–11 | Septic Wound | The cut festers. HP maximum reduced by 3, and you cannot regain HP naturally. | Three DC 14 Medicine checks. |
| 12–13 | Deep Gash | Prone to reopening. Disadvantage on Strength and Dexterity checks. | 3 days at reduced max HP. |
| 14–15 | Cracked Ribs | Every breath is agony. Spending Stamina forces a DC 12 Constitution saving throw or you take 1 damage. | 1 week's rest. |
| 16–17 | Concussion | You are Dazed: you cannot use Active features or take Reactions. | 1d6 days' rest. |
| 18–19 | Rattled Nerves | The memory of the blow lingers. Disadvantage on your first attack roll in every combat. | 3 days' rest. |
| 20 | Flesh Wound | An impressive scar and a story. No mechanical penalty. | None. |
A green boy and a grey-bearded captain bleed out at the same speed. The years never thicken your hide — they only teach you which fights to walk away from. That lesson is the only armor a man grows into.
Rest & the Mending of Wounds
No priest will lay hands on you and make the hole close. Healing here is a slow, filthy business of stitching, cautery, and lying still while your body decides whether to keep you.
The Short Rest
At least an hour spent off your feet in relative safety — helm at your side, weight off the legs. You recover Stamina equal to your Constitution modifier (minimum 1) and shed the Fatigued condition. An hour's breather restores your wind, but not all of it — only a true long rest fills the pool. A Chirurgeon working over you during a short rest can mend flesh as well (see their Path); otherwise the wounds stay as they are.
The Long Rest
At least eight hours of true sleep, fed and under shelter. You recover all Stamina, throw off Fatigued and most short-lived conditions, and reset your once-per-rest features. What a long rest does not do is knit your wounds — see Natural Healing below. And it is not guaranteed: your lifestyle decides whether the night restores you at all (see The Grinding Economy). Sleep in a ditch and the night takes more than it gives.
The Slow Mend
- Natural Healing: There are no Hit Dice here and no magic. You regain hit points equal to 1 + your Constitution modifier (minimum of 1) for every full 24 hours of genuine bed rest. Travel, labour, or a fresh wound resets the clock to zero.
- The Surgeon's Fee: In a town, a hired Maester or surgeon adds an extra 1d4 HP to a day's healing — for a price of roughly 1–5 SP, set by how badly you are broken.
- Prosthetics & Adaptations: A character with a Maimed Limb can pay a blacksmith to forge a prosthetic — a hook hand, a reinforced boot. This negates the mechanical penalty, but the limb can never again be trusted with fine work such as lockpicking or bearing a shield.
- Tourney Eligibility: A man visibly carrying a Septic Wound or a Shattered Bone may be barred from the lists by the Master of Revels until a healer declares him sound. Glory waits for no cripple.
Falling to Zero — Death & Dying
Dropping to 0 hit points is not clean death; it is a catastrophic, bleeding wound, and what happens next is the rule players will check most often. Read it once and know it cold.
- You go down. At 0 HP you fall Prone, drop to dying, and can do nothing — no actions, no reactions, no speech beyond a groan.
- Death saving throws. At the start of each of your turns while dying, roll a flat d20. 10 or higher is a success; under 10 a failure. Three successes and you cling on, stable but unconscious. Three failures and you are dead. A natural 20 wakes you at 1 HP; a natural 1 counts as two failures. The successes and failures need not be consecutive, but they reset once you are stabilized or healed.
- Taking a hit while down. Any damage taken while at 0 HP is an automatic death-save failure — two if it was a Critical Hit. In the press of a melee, a downed soldier dies fast.
- Stabilizing. Another creature can halt your dying with a successful DC 12 Wisdom (Medicine) check or a Healer's Kit (the Chirurgeon's Field Dressings does it as a Bonus Action). A stabilized creature stops rolling death saves but stays unconscious at 0 HP until it regains at least 1 HP through the Slow Mend.
- The mark it leaves. Survival is never clean. The moment you are brought back above 0 — stabilized and later healed, or yanked up by a perk like the Knight's Indomitable — roll once on the Lingering Injuries table above. The brush with death always carves something out of you for keeps.
A word on pace. Healing this slow is deliberate, and it reshapes the rhythm of a campaign. Expect long stretches of convalescence and travel between fights — a serious wound can put a character down for in-game weeks. This is not the relentless dungeon-a-day cadence of standard play; it is a grimmer, slower story of recovering, marching, and bracing for the next bad day. Lean into that downtime — it is where crafting, carousing, intrigue, and the building of holdings happen. (Game Masters: see The Master of the Field for running this pace.)
Brennan took a clean little cut across the forearm at Whitewater. Laughed it off, wouldn't part with the surgeon's silver. Took him nine days to go, raving and stinking the tent out. The wound that kills you is rarely the one that drops you.
The Grinding Economy
No enchanted blades fall from slain beasts. Your coin is your survival. Can you afford to beat the dent from your breastplate? To pay a surgeon to close your gut — or do you risk the fever, sleeping in the mud?
The Silver Standard. This conversion rewrites the worth of coin to match a world of scarcity.
1 Gold Piece (GP) = 10 Silver Pieces (SP). 1 Silver Piece (SP) = 10 Copper Pieces (CP).
Silver is the blood of merchants, mercenaries, and common life. Gold is rare treasure — the stuff of royal ransoms, deeds to land, and the bribing of lords.
The Cost of Survival
The relentless grind of the campaign lives in upkeep: bread, a roof, and the slow toll of going without.
Weekly Lifestyle
| Lifestyle | Weekly Cost | The Reality of Your Condition |
| Squalid |
3 Copper |
A patch of floor by the hearth, watered ale, stale bread. You survive — but you recover no hit points and no spent Stamina on a long rest. Your body is quietly rotting. |
| Modest |
1 Silver |
A cot in a shared room, thick stew, small beer. The honest soldier's lot. You heal as the rules allow and wake fit to face the day. |
| Comfortable |
5 Silver |
A private room, a hot bath, roasted meat and wine. True luxury. You wake reinvigorated — gain +1 temporary HP or +1 temporary Stamina for the day. |
Renown & the Earning of Power
No one is born a killer of armoured knights. You earn it — one survived battle, one finished contract, one whispered reputation at a time. Power here is bought in blood and remembered names, never handed down.
This conversion has no classes and no levels. You grow by spending Renown Points (RP) — earned by surviving battles, fulfilling contracts, and making your name in the mud and blood of the world — to unlock individual perks from the Paths that follow, or to buy the broader Boons below.
How Perks Are Bought
- One at a time. You never buy a whole tier. Each perk is purchased separately, on its own, in whatever order you can afford it.
- Cost by tier. A perk costs Renown equal to its tier — a Tier 1 perk costs 1 RP, a Tier 2 perk costs 2 RP, a Tier 3 perk costs 3 RP.
- Earn the right to climb. Before you may buy a Tier 2 perk in a given tree, you must already own at least one Tier 1 perk from that same tree. A Tier 3 perk likewise demands a Tier 2 perk already held in that tree. There is no skipping the lower rungs.
- Spread thin or dig deep. You may spend across as many Paths as your Renown can pay for. But you belong to only one Core Path — Knight, Outrider, or Scholar — chosen at creation and never traded away.
Boons of Renown
Not all growth is a new trick. A soldier who lives long enough hardens, sharpens, and earns a name that opens doors. Boons are personal improvements bought with the same Renown that buys perks. They cost a little more than a path perk of equal weight, so they are the work of a campaign rather than a single session — but they are within reach. Buy them when you have Renown to spare and nothing left in your trees worth more.
Boons of the Body & Mind
- Ability Increase (4 RP). Raise one ability score by 1, to a maximum of 20. Raising Constitution also raises your hit point maximum on the spot.
- Honed Talent (2 RP). Gain proficiency in one skill you lack, or in one kind of saving throw you are not yet trained in. Buy it again for a different skill or save.
- Hard to Kill (3 RP). Increase your hit point maximum by 3. The scar tissue of a hundred fights toughens you a little past what your Constitution alone allows. May be bought up to three times.
- Iron Constitution (4 RP). Increase your maximum Stamina by 2. The advanced maneuvers come easier to a seasoned body.
- Veteran's Edge (8 RP). Increase your Proficiency Bonus by 1. This touches every attack, save, and trained check you make, so it remains the dearest boon. May be taken only once.
Boons of Name & Standing
- A Name Men Know (3 RP). Your reputation precedes you. Gain Advantage on Charisma checks made with soldiers, sellswords, and the martial folk who have heard of your deeds.
- Reputation as Mercy (3 RP). Men yield to you rather than die. Enemies who recognise you make their Morale checks at −2, and the beaten are more willing to ransom, talk, or surrender.
- Patron's Favour (4 RP). You have earned the ear of someone of standing — a lord, a guildmaster, an abbess. Once per campaign arc, you may call on them for shelter, coin, or a door quietly opened. The GM sets the limits of what they will risk for you.
- Sworn Retainers (4 RP). A handful of loyal followers attach themselves to your name: 1d4 hirelings of modest skill (use the Levy or Brigand profile) who will fight, carry, and watch your back until they fall or you betray them.
- Coin and Holding (8 RP). You secure a real stake in the world — a freehold, a tavern, a tower, a workshop — that yields a steady income and a safe place to winter. This is the gateway to the endgame: see Strongholds & the Long Game in the Game Master chapter for what a holding becomes.
On pricing. These assume the slow Renown drip from the Game Master chapter (roughly 1–3 RP per session), so even the cheap boons take a few sessions to afford. GMs should feel free to raise or lower these to fit how freely their table hands out Renown, and to gate the standing boons behind deeds that actually earned them.
Forging a Survivor
No one hands you a destiny here. You are assembled from where you came, what you can carry, and what you have already lived through. Build accordingly — the grave is patient.
The Six Steps
- 1 — Choose an Origin. Your Origin sets your starting silver, your gear, and your place in the world. Pick one of the four below.
- 2 — Set your Abilities. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma — by whichever method your table uses (see below).
- 3 — Derive your survival stats. Your hit point maximum equals your Constitution score. Your maximum Stamina equals 3 + your Constitution modifier (minimum 1). Your base Armor Class comes from your Core Path; your Total DR is the sum of the armor you wear.
- 4 — Choose your Core Path and spend Renown. Every survivor belongs to exactly one Core Path — Knight, Outrider, or Scholar. Then spend your starting Renown (below).
- 5 — Buy gear. Spend any leftover silver on weapons, kit, and sundries from the Equipment chapter.
- 6 — Name yourself and decide what drove you into the mud with a sword in your hand.
Setting Your Abilities
Use whichever your table prefers. Because a single blow can end you, your scores matter more here than in standard play — Constitution literally is your life.
- Standard Array: assign 15, 14, 13, 12, 10, 8.
- Point Buy: 27 points, as in standard 5e.
- The Hard Way (recommended for the grim tone): roll 4d6, drop the lowest die, six times, and assign as you like. Live with what the dice give you.
Starting Renown. A new survivor begins with 3 Renown to spend across the Core and Martial Paths, and 2 Renown to spend on the Civilian Paths. The usual rules apply: each perk costs RP equal to its tier, and you must own a lower-tier perk in a tree before buying higher in it. Most survivors open their Core Path with at least one perk before branching out.
Origins
Where you came from, and what little you carried out of it. Each Origin lists a fixed kit plus a pair of choices.
The Hedge Knight
You have the training and the beast of burden, but you are one bad winter away from sleeping in the mud.
Starting Wealth — 10 Silver
Kit: a drafted baggage horse or mule (fine for travel, useless in a fight), a shield, a traveler's pack, and a full set of Tier 1 padded armor.
Then choose one of each pair
A. an Arming Sword or B. a Warhammer
A. a Chain Shirt (Tier 2 Torso) or B. a Scale Hauberk (Tier 2 Torso)
The Sellsword
No standing and no mount, but practical gear and enough silver to keep it maintained through a few brutal skirmishes.
Starting Wealth — 25 Silver
Kit: a dungeoneer's pack and a full set of Tier 1 leather/padded armor.
Then choose one of each pair
A. a Mail Coif (Tier 2 Head) and a Brigandine (Tier 2 Torso) or B. a Mail Hauberk (Tier 2 Torso) and a Heavy Kite Shield (+2 AC)
A. a Battleaxe and a Dagger or B. a Heavy Crossbow, 20 bolts, and a Shortsword
The High-Born Squire
Draped in the finest steel, but your purse is practically empty — you sold your horse to pay for your armour's last repair.
Starting Wealth — 5 Silver
Kit: a noble's signet ring, fine clothes, a traveler's pack, and a fine Tier 1 arming doublet with padded hose.
Then choose one of each pair
A. a Tier 3 Plate Breastplate (Torso) or B. a Chain Shirt (Tier 2 Torso) and a Riding Horse
A. a Dueling Sword (Bodkin) or B. an Arming Sword (Forceful)
The Deserter / Scoundrel
You fled the field or the city guard and took the payroll with you. Terrible armour — but liquid silver enough to bribe, buy, and outlast the winter.
Starting Wealth — 50 Silver
Kit: a burglar's pack, a stash of stolen silver (counted in your wealth), and a complete set of Tier 1 armor (gambeson, kettle hat, leather boots).
Then choose one of each pair
A. a Rapier (Bodkin) and a Dagger or B. a Maul and a hunting trap
A. a Shortbow with 20 arrows or B. three throwing axes (Handaxes) and a vial of basic poison
The Shape of a Career
To picture how a survivor grows — and to gauge how much Renown is worth — here is one character, a Knight-based sellsword named Wessa (Con 14, Str 16, +2 Proficiency Bonus at the start), traced from her first contract to a hard-won veteran. Use it to calibrate your own expectations of the curve; growth here is slow and every point of Renown is felt.
Wessa, Across a Campaign
| Renown Spent | Roughly | What She Is |
| 0 RP | Session 1 | 14 HP, 5 Stamina, AC 12 in mail (DR from her armour). One blade, two skills, and nerve. A solid blow or two from death — like everyone. |
| 3 RP | A few sessions | Bought both Tier 1 Knight perks (Armor Mastery, Hardened Vitality): now 19 HP and steadier on her feet. The single biggest survivability jump she will ever make. |
| ~8 RP | An arc in | Adds Extra Attack and a Tier 1 Blade or Bulwark perk. Now strikes twice and has a signature trick. Dangerous, but still mortal. |
| ~16 RP | Mid-campaign | A Tier 3 capstone (Indomitable), a boon or two — perhaps an Ability Increase to Con (20 HP) and Hard to Kill (+3). A named veteran other soldiers have heard of. |
| ~30 RP | Endgame | Master of the Field, Veteran's Edge (+3 Proficiency Bonus now), a holding and a sworn warband. A power on the field — but a lucky crossbow bolt can still end her, and that never changes. |
Reading the curve. Notice what grows and what doesn't. Skill, options, and resilience climb steadily; raw hit points climb slowly and deliberately, and even a 30-RP veteran is only in the low 20s. There is no level at which a character stops fearing a good hit. That flat survival ceiling — not the perk list — is the heart of Steel & Mud, and the reason a captain with a keep still ducks when the bolts fly.
Equipment & Combat Mechanics
Steel is not a stat line. It is the difference between a closed coffin and an open grave.
The Physics of Protection
Armor is no abstract number. It is layered gambeson, riveted mail, and shaped plate, built to drink the lethal kinetic energy of a blow before it reaches the man inside.
A harness fills four slots: Head, Torso, Arms, and Legs. Your Total DR is the sum of all four pieces, and Damage Reduction trims every wound to a minimum of 1.
Armor by Slot
| Slot |
Tier 1 (+1 DR) |
Tier 2 (+2 DR) |
Tier 3 (+3 DR) |
| Head | Padded Cap / Coif (5 SP) | Open-Faced Helm (20 SP) | Visored Great Helm (100 SP) |
| Torso | Gambeson / Leather (10 SP) | Mail Hauberk (50 SP) | Plate Breastplate (250 SP) |
| Arms | Leather Sleeves (4 SP) | Mail Bracers (15 SP) | Plate Pauldrons (80 SP) |
| Legs | Leather Chausses (4 SP) | Mail Leggings (15 SP) | Plate Greaves (80 SP) |
| Full Set | 23 SP (+4 DR) | 100 SP (+8 DR) | 510 SP (+12 DR) |
The Weight You Carry
Protection is paid for in speed and silence. The more steel you wear, the harder you are to miss.
- Tier 1 (Light): No penalty to Armor Class.
- Tier 2 (Medium): Wear two or more Tier 2 pieces and subtract 1 from AC.
- Tier 3 (Heavy): Wear two or more Tier 3 pieces and subtract 2 from AC, with Disadvantage on Stealth checks. Plate does not creep.
The Dented Status: When a blow lands on your harness it leaves its mark — your armor becomes Dented. Each Dent taken in an encounter strips 1 from your Total DR for the rest of that fight. Plate fails the same way men do: one hit at a time.
Good steel is a debt the field always collects. It buys you the blows that would have killed a poorer man — and it weighs you down at the exact moment your legs are the only thing that might save you. Wear it knowing both.
Armory & Properties
Choose your steel by what it must defeat. A blade for unarmoured flesh is a liability against plate; a hammer built to stave in a breastplate is clumsy against a darting skirmisher.
Weapons of the Trade
| Weapon | Damage | Cost | Properties |
| Dagger / Rondel | 1d4 Piercing | 2 SP | Finesse, Mercy, Light, Precise, Bodkin, Thrown (20/60) |
| Club / Cudgel | 1d4 Bludgeoning | 1 SP | Light |
| Quarterstaff | 1d6 Bludgeoning | 2 SP | Versatile (1d8) |
| Shortsword | 1d6 Slashing | 8 SP | Finesse, Precise, Light |
| Falchion / Messer | 1d8 Slashing | 15 SP | Forceful |
| Rapier / Dueling Sword | 1d8 Piercing | 25 SP | Finesse, Precise, Bodkin |
| Arming Sword | 1d8 Slashing | 20 SP | Precise, Forceful |
| Longsword | 1d8 Slashing | 30 SP | Precise, Forceful, Versatile (1d10) |
| Greatsword | 2d6 Slashing | 60 SP | Precise, Heavy, Two-Handed, Forceful |
| Handaxe | 1d6 Slashing | 5 SP | Hook, Light, Thrown (20/60) |
| Battleaxe | 1d8 Slashing | 12 SP | Hook, Versatile (1d10) |
| Mace | 1d6 Bludgeoning | 8 SP | Anti-Armor, Light |
| Flail | 1d8 Bludgeoning | 18 SP | Anti-Armor, Hook |
| War Pick | 1d8 Piercing | 16 SP | Anti-Armor, Bodkin |
| Warhammer | 1d8 Bludgeoning | 20 SP | Anti-Armor, Versatile (1d10), Forceful |
| Spear | 1d6 Piercing | 4 SP | Finesse, Precise, Reach, Versatile (1d8), Thrown (20/60) |
| Glaive / Bardiche | 1d10 Slashing | 40 SP | Reach, Two-Handed, Forceful |
| Poleaxe / Halberd | 1d10 Slashing | 45 SP | Reach, Two-Handed, Hook, Anti-Armor |
| Pike | 1d8 Piercing | 20 SP | Reach (15 ft), Two-Handed, Heavy |
| Maul / Greatmace | 2d6 Bludgeoning | 50 SP | Two-Handed, Heavy, Anti-Armor, Forceful |
Shields & Ranged Arms
A shield raises your Armor Class — your chance to avoid the blow — rather than your DR. Bows and crossbows let you bleed a man before he closes; against heavy plate, bring a Bodkin-headed shaft or a crossbow's brute force.
Shields
| Shield | Defense | Cost | Notes |
| Buckler | +1 AC | 5 SP | Light. Can be worn without hindering a second weapon. |
| Heater / Round Shield | +2 AC | 12 SP | The common soldier's wall. |
| Heavy Kite / Tower Shield | +2 AC | 20 SP | Grants Half-Cover against ranged attacks while braced. Heavy. |
Ranged Arms
| Weapon | Damage | Range | Cost | Properties |
| Sling | 1d4 Bludgeoning | 30/120 | 1 SP | Precise |
| Shortbow | 1d6 Piercing | 80/320 | 15 SP | Two-Handed, Precise, Bodkin |
| Longbow | 1d8 Piercing | 150/600 | 40 SP | Two-Handed, Heavy, Precise, Bodkin |
| Light Crossbow | 1d8 Piercing | 80/320 | 25 SP | Two-Handed, Loading, Precise, Forceful |
| Heavy Crossbow | 1d10 Piercing | 100/400 | 50 SP | Two-Handed, Heavy, Loading, Precise, Forceful |
Thrown Weapons
| Weapon | Damage | Range | Cost | Properties |
| Throwing Dagger | 1d4 Piercing | 20/60 | 2 SP | Finesse, Light, Precise, Thrown |
| Throwing Axe | 1d6 Slashing | 20/60 | 5 SP | Light, Thrown |
| Javelin | 1d6 Piercing | 30/120 | 3 SP | Thrown, Forceful |
| Throwing Knife (juggler's) | 1d4 Piercing | 25/75 | 3 SP | Finesse, Light, Precise, Thrown |
| Weighted Dart / Plumbata | 1d4 Piercing | 20/60 | 2 SP | Finesse, Light, Thrown, Anti-Armor |
Loading. A crossbow takes a full Action to crank and reload — without a perk such as the Marksman's Rapid Crank, it fires every other round. All bows and crossbows are Precise (crit on 19–20); a war bow looses a Bodkin shaft built to find the gaps in mail, while a crossbow's brute draw is Forceful enough to punch a minimum wound through anything. A quiver of 20 arrows, bolts, or sling-stones costs 1 SP. A Thrown weapon uses your melee modifier and is gone until retrieved.
Sundries, Kits & Mounts
Common Goods
| Item | Cost | Item | Cost |
| Traveler's Pack | 5 SP | Healer's Kit (10 uses) | 5 SP |
| Dungeoneer's Pack | 8 SP | Hunting Trap | 5 SP |
| Burglar's Pack | 8 SP | Basic Poison (1 vial) | 25 SP |
| Lance (mounted, 1d12) | 10 SP | Quiver (20 shafts) | 1 SP |
Mounts
| Mount | Cost | Combat Animal Handling | Notes |
| Mule / Baggage Horse | 30 SP | −1 | Built for hauling, not for war — it panics and balks under the press. |
| Riding Horse | 75 SP | +0 | Steady and swift on the road; serviceable, if unremarkable, in a fight. |
| Warhorse (Destrier) | 300 SP | +1 | Bred and broken for slaughter. Holds its nerve in the charge and the joust. |
Mounts in the Fray. The Combat Animal Handling modifier applies to every Strength (Animal Handling) check made while mounted in a fight or a tourney — most importantly your Brace check to keep your seat when struck (see the Tourney chapter).
Burden & the Weight of It All
Silver is heavy. So is steel, so is loot, so is a wounded friend slung over your shoulder. Steel & Mud measures load not in tidy pounds but in three honest states — you are fine, you are slowed, or you are buried under it.
The Three States of Load
- Unencumbered. Your worn armour, your ready weapons, a pack, and a reasonable amount of kit and coin. No penalty. This is most adventurers, most of the time.
- Burdened. Stuffed with loot, hauling a second suit of armour, a heavy chest, or a body. Your speed is halved and you have Disadvantage on Dexterity checks and Dexterity saves. A held Burdened load can be dropped as a free action to shed it instantly.
- Overloaded. More than a person can reasonably move. Your speed is 5 feet, you cannot run, and you make a Strength (Athletics) check (DC 12) each turn merely to keep moving. Drop something.
The GM is the scale: when what you are carrying would plainly slow a real person, you are Burdened; when it would barely move, you are Overloaded. Strength matters — a character with Strength 16+ ignores the first step, treating a Burdened load as Unencumbered.
Coin, Ammunition & the Small Stuff
- Silver has weight. A purse is nothing; a war-chest is not. Treat about 1,000 coins as a Burdened load on its own — hauling a lord's ransom out of a sacked keep is a problem, not a footnote.
- Ammunition is tracked loosely. A quiver holds 20 arrows or bolts; a pouch, 20 sling-stones. Note when you loose a volley or empty a quiver rather than ticking off each shaft — and after a fight, you recover roughly half of what you shot if you hold the field. The Thrower's Deep Pockets and the Marksman's perks assume a normal supply at the start of each encounter.
- Don't count spoons. This is an abstraction, not a bookkeeping chore. It exists so that "how much can we carry out" is a real question in a survival game — not so anyone weighs their rations.
Alchemy & the Apothecary's Craft
Powder, smoke, and oil are the great equalizer — they do not care how thick a man's plate is. These are crude, commercial consumables any soldier can buy or brew: tools of utility and area control — screening a retreat, denying ground, choking a crowd — rather than killing. They are a different beast from the Alchemist's path abilities, which are precise, potent, single-target combat arts that cost no coin.
Vials & Consumables
| Vial | Effect | Buy / Craft |
| Basic Poison | Coat a blade or 3 shafts. The next hit forces a DC 12 Constitution save or 1d6 poison (ignores DR). Lasts 1 minute once applied. | 25 SP / 8 SP |
| Choking Dust | Thrown, bursts in a 10-ft cube. Every creature inside makes a DC 12 Constitution save or spends its next turn coughing — it may move or act, not both. Area control, no damage. | 20 SP / 6 SP |
| Smoke Pot | Thrown. Fills a 10-ft cube with choking smoke (Total Cover / heavily obscured) for 1 minute or until wind clears it. Screen a retreat or break a line of archers. | 15 SP / 5 SP |
| Caltrops (bag) | Scatter across a 5-ft square as an Action. A creature entering at speed makes a DC 12 Dexterity save or takes 1 piercing and has its speed halved until it spends an Action pulling them free. Area denial. | 10 SP / 3 SP |
| Oil Flask | Thrown. Coats a 5-ft square or one creature in slick oil: the square is difficult ground, and a coated creature takes +1 die of fire damage from the next fire that touches it. Sets up an AoE; no damage alone. | 8 SP / 2 SP |
| Stinkpot | Thrown, 10-ft cube. Creatures inside that fail a DC 11 Constitution save have Disadvantage on attacks until they leave the cloud. Beasts flee it. Soft crowd control. | 18 SP / 5 SP |
| Firepot / Incendiary | Thrown, 5-ft burst. Every creature inside makes a DC 12 Dexterity save or takes 1d6 fire (ignores DR); flammable things and oil-soaked targets catch and burn. Low-damage AoE. | 40 SP / 14 SP |
| Healer's Draught | Drink over a Short Rest to regain 1d6+2 HP. One per rest; the body learns to ignore it. | 35 SP / 12 SP |
| Antitoxin | Drink. Advantage on saves against poison and disease for 1 hour. | 25 SP / 8 SP |
Brewing a Vial
- You need the craft. Only a character with the Alchemist path (or a GM-approved background) may brew. Everyone else must buy.
- Reagents and a bench. Crafting costs the listed Craft price in reagents and requires an hour of uninterrupted work per vial at a workbench, campfire still, or apothecary.
- The Check. Make an Intelligence check (DC 12 for common vials, DC 15 for the firepot and Healer's Draught). Success yields the vial; failure wastes half the reagents. The Alchemist's Occult Scholar doubles your Proficiency Bonus here.
- Batch work. A full day at a proper apothecary lets you attempt up to three vials, one check each.
- Shelf life. Brewed volatiles (firepot, choking dust, smoke, oil) keep for one campaign month before they spoil or grow unstable; poisons and draughts keep indefinitely if sealed.
The apothecary in every town sells the same three things under the counter: something to blind a man, something to rot his straps, and something to stop his heart quiet. Pay the markup or learn the recipes — but never carry the fire-pots loose in the same satchel as the flint.
Bring a rapier against a man in plate and you'll spend the whole fight carving pretty scratches while he stoves in your skull. Know what stands in front of you before you decide what to hold. The wrong tool is just a slower way to die.
Core Paths: The Foundation
Before you ever learned a master's trick or an alchemist's recipe, you had to live through your first skirmish in the mud. Your Core Path is the brutal conditioning that kept you breathing when the men beside you stopped.
Rule of Origin. Every survivor chooses exactly one Core Path at character creation. You cannot take a second. This is your baseline — it defines how you avoid death and how much life you carry into the fight. The three roads are the Knight, the Outrider, and the Scholar.
Spending Renown. Every ability below is bought separately with Renown Points — a perk costs RP equal to its tier (1 / 2 / 3). To reach a higher tier in a tree, you must already hold a perk from the tier beneath it. See Renown & the Earning of Power in the Core Rules.
Path of the Knight
You were drilled to stand the line. Disgraced noble, hardened mercenary, or dutiful man-at-arms — it makes no difference. You learned that survival means carrying the crushing weight of steel and eating blows that would fold lesser men in half. You are the thing that does not break.
Proficiencies. All armor (Tiers 1–3) and shields; all melee and ranged weapons. Saving throws: Strength and Constitution. Skills: choose two from Athletics, Intimidation, Animal Handling, Survival, Perception, and Insight.
Tier 1 — The Man-at-Arms1 RP / perk
- 1 RP Passive — Armor Mastery: You move naturally inside a harness. While wearing armor, your AC becomes 12 + your Dexterity modifier.
- 1 RP Passive — Hardened Vitality: Your body soaks trauma that should kill. Your hit point maximum increases by +5.
Tier 2 — The Veteran2 RP / perk
- 2 RP Passive — Extra Attack: Drilled muscle moves on its own. Whenever you take the Attack action, you strike twice instead of once.
- 2 RP Passive — Stalwart: Your wind holds even under steel. Your maximum Stamina increases by +2.
Tier 3 — The Paragon3 RP / perk
- 3 RP Passive — Indomitable: You are simply too stubborn to die. When damage would drop you to 0 hit points, you may drop to 1 instead. Once per long rest.
- 3 RP Passive — Master of the Field: You have seen every dirty trick the field has. Gain a +2 bonus to Strength, Dexterity, and Constitution saving throws.
Path of the Outrider
"Armor slows you down. If they can't catch you, they can't bleed you." Skirmisher, assassin, scout — you lack the meat to win a stand-up brawl, so you don't fight one. You live by footwork, by dodging, by dictating where and when the steel meets. You strike the soft places and you are gone before the answer comes.
Proficiencies. Tier 1 (light) and Tier 2 (medium) armor; Finesse, Light, and ranged weapons. Saving throws: Dexterity and Intelligence. Skills: choose four from Acrobatics, Stealth, Sleight of Hand, Perception, Insight, Deception, Persuasion, Investigation, and Survival.
Tier 1 — The Skirmisher1 RP / perk
- 1 RP Passive — Skirmisher's Pace: Speed is your armor. While wearing Tier 1 armor or none, your AC becomes 11 + your Dexterity modifier, and you may take the Dash or Disengage action as a Bonus Action.
- 1 RP Passive — First to Draw: You move before the enemy knows it has begun. You roll Initiative with Advantage.
Tier 2 — The Scrapper2 RP / perk
- 2 RP Passive — Opportunist's Strike: You know exactly where the gaps in a harness lie. Once per turn, if you hit with Advantage (or while an ally is within 5 feet of the target), deal an extra 1d6 damage.
- 2 RP Passive — Second Wind: Your lungs burn, but your legs keep moving. Your maximum Stamina increases by +2.
Tier 3 — The Untouchable3 RP / perk
- 3 RP Passive — Evasion: You have an animal's sense for danger. When an effect allows a Dexterity save for half damage, you take none on a success and half on a failure.
- 3 RP Passive — Master of the Fringes: You live by sidestepping traps both physical and social. Gain a +2 bonus to Dexterity, Intelligence, and Charisma saving throws.
Path of the Scholar
You are not the sharpest blade in the company — you are the reason the sharp blades are still alive. While others trade wounds, you read the field, bend the tempo of the fight, and put the right tool in the right hand a heartbeat before it is needed. Wars turn on men like you, and the songs never mention your name.
Proficiencies. Tier 1 (light) armor; Light and Finesse weapons, slings, and daggers. Saving throws: Intelligence and Wisdom. Skills: choose three from Medicine, History, Investigation, Insight, Nature, Religion, Arcana (lore of the weird), and Persuasion.
Tier 1 — The Pragmatist1 RP / perk
- 1 RP Passive — Deep Reserves: Your discipline outlasts your muscle. Your maximum Stamina increases by +3.
- 1 RP Passive — Fast Hands: You can use items and potions as a Bonus Action.
- 1 RP Passive — Calculated Trajectory: Cold geometry, not brute force. Use Intelligence or Wisdom in place of Strength or Dexterity for the attack rolls of thrown weapons and slings, and for your Martial Save DC when an ability is delivered by such a weapon. You add no ability modifier to their damage.
Tier 2 — The Coordinator2 RP / perk
- 2 RP Passive — Field Advice: A word at the right moment is worth a sword arm. You may take the Help action on an ally up to 30 feet away, and that ally recovers 1 Stamina.
- 2 RP Passive — Polymath: Your study runs deep. Double your Proficiency Bonus in two chosen skills.
Tier 3 — The Specialist3 RP / perk
- 3 RP Passive — Desperate Genius: You wrench a botched moment back into shape. Spend 1 Stamina to turn a d20 roll of 1–3 into a 15.
- 3 RP Passive — Master of the Mind: Your reason is a fortress. Gain a +2 bonus to Intelligence, Wisdom, and Charisma saving throws, and you are immune to being Frightened.
Martial Paths
Advancement here is classless and earned in blood. You grow by spending Renown Points on the techniques and masteries of these trees. You cannot reach for a higher tier until you hold the one beneath it.
Spending Renown. Every ability below is bought separately with Renown Points — a perk costs RP equal to its tier (1 / 2 / 3). To reach a higher tier in a tree, you must already hold a perk from the tier beneath it. See Renown & the Earning of Power in the Core Rules.
Path of the Blade
The sword is a weapon of prestige and lethal geometry. You wield the whole of it — edge, flat, crossguard, and pommel — and you take an opponent apart the way a butcher takes apart a carcass: with knowledge of exactly where the joints are.
Tier 1 — The Edge1 RP / perk
- 1 RP Active — Pommel Strike (1 Stamina): As a Bonus Action after a hit, drive the pommel home. The target makes a Constitution saving throw against your Martial Save DC or is Dazed until the end of its next turn.
Tier 2 — The Half-Sword2 RP / perk
- 2 RP Active — Half-Swording (1 Stamina): You choke up on the blade and drive the point into the gaps. Your attacks gain the Anti-Armor property until the start of your next turn.
Tier 3 — The Master3 RP / perk
- 3 RP Active — The Mordhau (2 Stamina): Action (Longsword or Greatsword). Grip the blade and swing the heavy crossguard like a mace. Deal Bludgeoning damage that ignores half the target's Total DR.
- 3 RP Passive — Blade Mastery: Double your Proficiency Bonus on attack rolls with swords.
Path of the Haft
Armor is thick, but the bone beneath it still breaks. Axe, hammer, and polearm are the great levellers of the field — built to crumple a breastplate and drag a haughty knight down into the mud where he can be finished.
Tier 1 — The Hook1 RP / perk
- 1 RP Active — Hooking Strike (1 Stamina): Make a melee attack that deals no damage; instead the target makes a Strength saving throw against your Martial Save DC. On a failure they are dragged 5 ft toward you or knocked Prone, and your next attack against them has Advantage.
Tier 2 — The Breach2 RP / perk
- 2 RP Active — The Can-Opener (2 Stamina): You put your whole weight behind one rivet. Your next attack ignores half the target's Total DR (rounded down).
Tier 3 — The Earthbreaker3 RP / perk
- 3 RP Active — Earth-Shatter (2 Stamina): As an Action, slam your weapon into the ground. Every creature within 5 ft makes a Dexterity saving throw against your Martial Save DC, taking 1d6 bludgeoning damage and being knocked Prone on a failure, or half damage and staying upright on a success.
- 3 RP Passive — Haft Mastery: You understand the physics of the swing. Double your Proficiency Bonus on attack rolls with hafted weapons.
Path of the Bulwark
A shield is not a thing to cower behind. It is a weapon, a wall, and a statement of defiance. You decide where the battle flows and you hold the line long after the men beside you have run.
Tier 1 — The Wall1 RP / perk
- 1 RP Active — Shield Bash (1 Stamina): Bonus Action after the Attack action. The target makes a Strength saving throw against your Martial Save DC or is knocked Prone or shoved 5 feet.
- 1 RP Passive — Iron Sentinel: Your bulk is an obstacle. The ground within 5 feet of you is difficult terrain for enemies.
Tier 2 — The Anvil2 RP / perk
- 2 RP Active — Brace for Impact (1 Stamina): Reaction when hit. Set your weight and gain +4 Total DR against that one attack. If this reduces the damage to 0, you take no Dent.
- 2 RP Active — Mocking Clatter (1 Stamina): Bonus Action. Beat your weapon on your shield. The target makes a Wisdom saving throw against your Martial Save DC or is Goaded.
Tier 3 — The Phalanx3 RP / perk
- 3 RP Active — Phalanx Stand (2 Stamina): Action. You and allies within 5 ft gain Half-Cover until your next turn. You cannot be forcibly moved or knocked Prone, and you may use your Reaction to take a hit meant for an adjacent ally.
- 3 RP Passive — Bulwark Mastery: While wielding a shield, double your Proficiency Bonus and add it to your AC.
Path of the Duelist
You win with misdirection, with the exposed joint, with the counter that lands while the enemy is still committed to his own blow. This road favours the Finesse trait and rewards those who stay mobile and sharp-eyed.
Tier 1 — The Feint1 RP / perk
- 1 RP Active — The Feint (1 Stamina): Bonus Action. Deception vs Insight. Win to gain Bodkin (or ignore 5 DR) on your next attack.
- 1 RP Active — Voiding the Line (1 Stamina): Reaction on an enemy's miss. Move 5 ft without provoking, and gain Advantage on your next attack against them.
Tier 2 — The Bind2 RP / perk
- 2 RP Active — The Bind (1 Stamina): Action. A contested attack roll. Win to bind the enemy's weapon (speed 0, cannot attack) and gain Advantage with Light or Mercy weapons.
- 2 RP Active — The Draw Cut (1 Stamina): When you miss AC by 2 or less, spend 1 Stamina to deal 1d4 Slashing (ignores DR) as you drag the edge across an exposed joint.
Tier 3 — The Riposte3 RP / perk
- 3 RP Active — Master's Riposte (2 Stamina): Reaction when hit. Angle the blade to deflect, taking half damage, then make an immediate counter-attack.
- 3 RP Passive — Duelist Mastery: In Tier 1 armor or none, add your Charisma modifier to your AC.
Path of the Brawler
When swords skip off plate, the fight goes to the ground — and the ground belongs to you. You are a master of leverage, of the tackle, of the close, claustrophobic terror of dirty fighting where reputation counts for nothing.
Tier 1 — The Clinch1 RP / perk
- 1 RP Active — The Iron Tackle (1 Stamina): When you succeed on a Clinch check, you may immediately drive the target into a Pin as part of the same action.
Tier 2 — The Gore2 RP / perk
- 2 RP Active — Gore (1 Stamina): In a Clinch or Pin, slam your helm into their face. Deal 1d4 + your Strength modifier bludgeoning; the target makes a Constitution saving throw against your Martial Save DC or is Dazed until the end of your next turn.
Tier 3 — The Killing Ground3 RP / perk
- 3 RP Active — Kidney Strike (2 Stamina): In a Pin, slip a dagger into a soft spot. The target takes 1d6 internal damage (ignores DR) at the start of its next three turns.
- 3 RP Active — The Reversal (2 Stamina): When an enemy fails a Clinch or Pin check against you, spend 2 Stamina to reverse the momentum entirely and instantly Pin them.
- 3 RP Passive — Brawler Mastery: Double your Proficiency Bonus on Athletics checks made to grapple.
Path of the Alchemist
Chemical warfare and cruel little tricks. Plague doctor, hedge witch, mad sapper — you bypass steel entirely with volatile powders, choking smoke, and things that eat through straps and skin alike.
Tier 1 — Powder & Glass1 RP / perk
- 1 RP Active — Flash Powder (1 Stamina): Action. Hurl lye and ground glass, 10 ft range. The target makes a Dexterity saving throw against your Martial Save DC or is Blinded until the end of its next turn.
- 1 RP Active — Numbing Draught (1 Stamina): Bonus Action. The target ignores the next 3 points of damage it takes.
Tier 2 — Acid & Venom2 RP / perk
- 2 RP Active — Corrosive Vial (1 Stamina): Ranged attack. 1d4 Acid (ignores DR); the armor takes 2 Dents as the straps hiss and melt.
- 2 RP Passive — Toxicologist: You coat your blades in filth. Once per turn, Bodkin hits deal +1d4 Poison (ignores DR).
Tier 3 — Fire3 RP / perk
- 3 RP Active — Dragon's Breath (2 Stamina): Action. Ignite volatile powder in a 15 ft cone. Each creature makes a Dexterity saving throw against your Martial Save DC, taking 2d6 fire damage (ignores DR) on a failure or half on a success.
- 3 RP Passive — Occult Scholar: Double your Proficiency Bonus on checks involving alchemy, history, poison-craft, and the identifying of herbs.
Path of the Occultist
"Fear is more effective than any blade." You break the mind before the body — cursed whispers, nerve-strikes that find the body's hidden wiring, and a calm in slaughter that unmans braver men.
Tier 1 — The Whisper1 RP / perk
- 1 RP Active — The Hex (1 Stamina): Insight vs Intimidation. Whisper a cursed trigger; the target is Frightened until your next turn.
- 1 RP Active — Adrenaline Surge (0 Stamina): Bonus Action. Override your body's safety locks. Take 2 internal damage (ignores DR) to instantly recover 1 Stamina.
Tier 2 — The Nerve2 RP / perk
- 2 RP Active — Nerve Strike (1 Stamina): Hit with a Light or Precise weapon; the target deals half damage on its next melee attack.
- 2 RP Passive — Cold-Blooded: You have seen worse than this. Advantage on saves against being Frightened or Dazed.
Tier 3 — The Knell3 RP / perk
- 3 RP Active — The Death Knell (2 Stamina): Reaction on a kill. Perform a brutal execution; each enemy within 15 ft makes a Wisdom saving throw against your Martial Save DC or is Frightened until the end of its next turn.
- 3 RP Passive — Anatomical Mastery: You see only weak points in meat and bone. With a Precise or Bodkin weapon, your Critical Hit range widens by 1 (a 19–20 crit becomes 18–20).
Path of the Marksman
You are the reason knights carry heavy shields. You own the distance, you choose the range of the engagement, and you peel a man's armor open before he is ever close enough to make you nervous.
Tier 1 — The Aim1 RP / perk
- 1 RP Active — Aimed Shot: Bonus Action if you have not moved. +2 to your next ranged attack roll.
- 1 RP Active — Rapid Crank (1 Stamina): Bonus Action to reload a Heavy Crossbow.
Tier 2 — The Crippling Shot2 RP / perk
- 2 RP Active — Pinning Shot (1 Stamina): Aim for the thigh. On a hit, the target makes a Constitution saving throw against your Martial Save DC or its speed becomes 0 until the end of its next turn.
- 2 RP Passive — Point-Blank: You keep your nerve up close. Being within 5 ft of an enemy does not impose Disadvantage on your ranged attacks.
Tier 3 — The Kill3 RP / perk
- 3 RP Active — Through the Visor (2 Stamina): On a hit, ignore half DR (Bow) or deal 2 Dents (Crossbow). The target is Dazed.
- 3 RP Passive — Marksman Mastery: Double your Proficiency Bonus on ranged attack rolls.
Path of the Thrower
A whirl of steel from a fairground tumbler's hands — and then the laughter stops. You turn knives, axes, and weighted darts into a storm of edges, putting three blades in a man before he closes the gap. The crowd calls it a trick. The dying call it something else.
Tier 1 — The Juggler1 RP / perk
- 1 RP Active — Quick Draw (1 Stamina): Bonus Action. Draw and hurl a second Thrown weapon, making one extra thrown attack this turn.
- 1 RP Passive — Deep Pockets: You carry a bandolier of ready steel. At the start of each encounter you have a number of throwing weapons equal to your Proficiency Bonus, and drawing one to throw costs no action. Once spent, you must gather or buy more between fights.
Tier 2 — The Knife-Storm2 RP / perk
- 2 RP Active — Fan of Blades (2 Stamina): Action. Loose a spray at up to three targets within 15 ft of each other; make a separate thrown attack against each at −2.
- 2 RP Passive — Ricochet: Your eye for angles ignores Half-Cover and Three-Quarters Cover with thrown weapons.
Tier 3 — The Showstopper3 RP / perk
- 3 RP Active — Pin the Card (2 Stamina): A called shot to hand or eye. On a hit, the target makes a Dexterity saving throw against your Martial Save DC or is Blinded until the end of its next turn and drops one held item.
- 3 RP Passive — Thrower Mastery: Double your Proficiency Bonus on attack rolls with Thrown weapons, and their short range increases by 10 ft.
Path of the Spur
You are a creature of kinetic impact. You read a charging destrier and a couched lance the way other men read a page. This road rules both the tournament lists and the open-field cavalry charge, where the lesson is the same: hit first, hit hardest, stay in the saddle.
Tier 1 — The Rider1 RP / perk
- 1 RP Active — Collected Seat (1 Stamina): Reaction when hit while mounted. Lock your thighs and brace. Gain Advantage on your Brace check to keep your seat.
- 1 RP Active — The Tell (1 Stamina): Watch the enemy's shoulders. Roll Wisdom (Insight) to read an opponent's maneuver with Advantage before the clash.
Tier 2 — The Lancer2 RP / perk
- 2 RP Active — Shattering Couch (1 Stamina): When you land a charging mounted hit, you angle the lance perfectly. The attack gains the Anti-Armor property.
- 2 RP Passive — Born to the Saddle: The horse is an extension of your body. Double your Proficiency Bonus on Strength and Wisdom (Animal Handling) checks.
Tier 3 — The Champion3 RP / perk
- 3 RP Active — Master of the Tilt (2 Stamina): When you choose a maneuver with a −5 penalty, your skill reduces that penalty to −3.
- 3 RP Passive — Unflinching: You do not blink when the wood splinters. When using Eyes Fixed (or taking head trauma), roll the injury twice and take the kinder result. Mounted attacks score a critical hit on a 19–20.
Civilian & Support Paths
Wars are won by logistics, intelligence, triage, and morale — not by heroics. These paths decide your worth when the swords are sheathed, and prove that not every battle is fought on a blood-soaked field.
Spending Renown. Every ability below is bought separately with Renown Points — a perk costs RP equal to its tier (1 / 2 / 3). To reach a higher tier in a tree, you must already hold a perk from the tier beneath it. See Renown & the Earning of Power in the Core Rules.
Path of the Devout
In a world without healing magic, faith and fast hands are what keep soldiers on their feet. You are the shepherd of the wounded, dragging order out of the screaming chaos of the line through sheer conviction.
Tier 1 — The Field Medic1 RP / perk
- 1 RP Active — Battlefield Triage (1 Stamina): As an Action, bind a wound or pop a joint back. A touched ally recovers HP equal to your Proficiency Bonus.
- 1 RP Active — Zealous Rally (1 Stamina): Bonus Action. Shout a prayer or a war-cry. Transfer 1 Stamina from yourself to an ally within 30 feet.
Tier 2 — The Confessor2 RP / perk
- 2 RP Active — Absolution (1 Stamina): Bonus Action. Snap an ally out of shock. End one condition (Dazed, Frightened, or Goaded) on a touched creature.
- 2 RP Passive — Iron Faith: Your belief hardens your mind. Advantage on saves against fear and intimidation.
Tier 3 — The Miracle3 RP / perk
- 3 RP Active — The Miracle (2 Stamina): Reaction when an ally drops to 0 HP. You scream a desperate prayer; they drop to 1 HP instead and may immediately crawl 5 feet.
- 3 RP Passive — Medicus Mastery: Double your Proficiency Bonus on Medicine checks. When you use Battlefield Triage, also restore 1 Stamina to the target.
Path of the Smith
"For arms or armor to be truly great, a smith must beat part of his soul and blood into them." Steel is the currency of survival, and you are the one who keeps the warrior inside the steel alive to see another grey dawn.
Tier 1 — Small Repairs1 RP / perk
- 1 RP Active — Field Craft: Craft and perform minor repairs on Tier 1 arms and armor at half their market cost in materials.
- 1 RP Passive — Basic Maintenance: You oil and tend your gear like a second body. Your Total DR is increased by 1.
Tier 2 — Large Repairs2 RP / perk
- 2 RP Active — Precision Craft: Craft and repair Tier 2 arms and armor at half market cost.
- 2 RP Passive — Rivet Master: Add your Proficiency Bonus to your post-battle Wear and Tear rolls.
Tier 3 — Master of the Forge3 RP / perk
- 3 RP Active — Master Craft: Craft and fully repair Tier 3 arms and armor at half cost.
- 3 RP Passive — Forge Lord: When crafting gear, add one non-magical weapon property, increase armor DR by 1, or decrease a Strength requirement by 2. On a natural 20 crafting roll, the item is Legendary (its damage dice or DR is doubled).
Path of the Chirurgeon
"All those years staring into holes in the wrong places finally paid off." You are a grim but indispensable battlefield surgeon — bonesaw, hot iron, and a steady hand while the patient screams.
Tier 1 — Light Injury1 RP / perk
- 1 RP Active — Field Dressings: Stabilize a creature at 0 HP as a Bonus Action (DC 10 Medicine check).
- 1 RP Passive — Triage Care: When you tend a patient during a short rest, they recover an extra 1d6 HP.
Tier 2 — Bad Injury2 RP / perk
- 2 RP Active — Expert Suturing: Gain proficiency in Medicine. Your stabilize DC becomes 8.
- 2 RP Passive — Rapid Recovery: When you tend a patient during a long rest, they recover an extra 2d6 HP.
Tier 3 — Full Heal3 RP / perk
- 3 RP Active — A Draught of Sleep (2 Stamina): Bonus Action. Consume poppy milk and gain resistance to all damage. At the end of each of your turns, make a Constitution saving throw — DC 10 the first turn, rising by 2 each turn after — and fall unconscious the moment you fail.
- 3 RP Passive — Master Maester: Long-rest tending recovers an extra 3d6 HP, and you can craft working prosthetics for maimed limbs.
Path of the Animal Tender
Beasts do not lie, betray, or hoard silver. You have forged a bond with the creatures of the wild and the burdened beasts of the road — and in a world this treacherous, that is no small thing.
Tier 1 — Pack Bond1 RP / perk
- 1 RP Active: Recruit an animal companion if you best it in combat without taking damage.
- 1 RP Passive: Add +1 to any roll involving the care, riding, or commanding of animals.
Tier 2 — Beastmaster2 RP / perk
- 2 RP Active: Recruit larger animals if you best them in combat while holding above 50% HP.
- 2 RP Passive: Make a Wisdom (Animal Handling) check to save your companion from death or maiming.
Tier 3 — Alpha3 RP / perk
- 3 RP Active: Your animals grant you Advantage on checks made while working in tandem.
- 3 RP Passive: Increase your companion animal's base stats by half.
Path of the Merrymaker
"You're my friend now. We're having ales later." You navigate the deadly web of medieval society by ensuring everyone is having far too good a time to remember they meant to slit your throat.
Tier 1 — Friends in Low Places1 RP / perk
- 1 RP Active — Soft Diplomacy: Before negotiations begin, spend time warming the room and make a Charisma check. On a success you Open the encounter, raising the target's starting Disposition (see Webs of Words) by +1. The drinks and easy talk put them in a better humour before a word of business is spoken.
- 1 RP Passive — Charismatic Presence: Advantage on your first Charisma check against any creature.
Tier 2 — Friends in Some Places2 RP / perk
- 2 RP Active — Guild Connections: Your reach extends to middling folk of standing — merchants, guildmasters, sergeants. Against them, your Soft Diplomacy Open bonus rises to +2 on a success.
- 2 RP Passive — Debt of Renown: Call upon an NPC to fulfil a reasonable favour with no check.
Tier 3 — Friends in High Places3 RP / perk
- 3 RP Active — Legendary Revelry (2 Stamina): Throw a vast event that draws high-standing NPCs. Advantage on Charisma checks for 1d4 hours.
- 3 RP Passive — Lordly Connections: Your name now opens doors among the great. Your Soft Diplomacy Open bonus rises to +3 on a success — enough that even a Hostile audience begins at worst Indifferent, never against you.
Path of the Bookie
In a world of mud and blood, coin is the only true king. You see life through odds, over-unders, and calculated risk — every duel a wager, every battle a market. You have never once let sentiment cost you a purse, and you always know the price of a man.
Tier 1 — Small Bets1 RP / perk
- 1 RP Active — Run a Book: Take wagers of up to 50 SP on any contested event — a tourney bout, a duel, a battle. Win and collect at the odds you set; the house edge keeps you fed between contracts.
- 1 RP Passive — The Sure Thing: Once per event you have wagered on, grant one chosen participant a +1d4 to a single roll — a quiet word, a greased palm, a tip-off. The fix is in.
Tier 2 — Large Bets2 RP / perk
- 2 RP Active — High Stakes: Your credit and reputation let you take or place wagers of up to 1,000 SP, and you can read a crowd or market to learn the true odds on any contest before betting.
- 2 RP Passive — Tilt the Odds: Once during an event you have wagered on, impose Advantage or Disadvantage on a single roll — a loosened girth strap, a bribed judge, a rumour at the right moment.
Tier 3 — Life-Changing Money3 RP / perk
- 3 RP Active — The Whole Pot: Wager any sum your coffers and name can back. You also know what any person can be bought for: spend a check to learn a target's true price, and bribes you broker count as strong leverage in a Disposition scene.
- 3 RP Passive — Never Caught Holding: You can quietly pull out of a wager before it is decided, eating only a small forfeit. The truly ruined are always the ones who could not walk away.
Path of the Little Bird
Secrets cut sharper than bodkin arrows. You deal in the only currency that never loses value — whispers, blackmail, and the quiet leverage that turns lords into puppets. You are never the loudest in the room, and you are never the one they suspect.
Tier 1 — Finding Flaws1 RP / perk
- 1 RP Active — Read the Mark: Spend an hour observing a person and make an Insight check (DC set by how guarded they are). On a success, learn one usable lever — a vice, a debt, a fear, a loyalty. Held until used, it grants Advantage on social checks against that person, or Opens a Disposition scene against them by a step.
- 1 RP Passive — New Streets, Old Tricks: Advantage on checks to gather rumour and lay of the land when you first arrive somewhere new.
Tier 2 — Uncovering Sin2 RP / perk
- 2 RP Active — The Damning Secret: Through a downtime investigation — days of work, a successful Investigation or Insight check, and real risk if you are caught — you unearth one faction-altering secret: proof of a betrayal, an illegitimate heir, a fixed account. Produced against the right target, it Opens a Disposition scene at Allied, forces a faction to a single major concession, or cracks an alliance. Each secret is spent when used and cannot be wrung twice; the GM may rule a given truth simply does not exist to be found.
- 2 RP Passive — Eyes on the Walls: Advantage on Insight and Perception checks concerning places, crowds, guard patterns, and public events. You read a room's exits and its liars at a glance.
Tier 3 — The Kingmaker3 RP / perk
- 3 RP Active — Pull the Strings: Once per arc, call in your web of debts and whispers to make one powerful NPC act — open a gate, withdraw a charge, vote your way, look the other way for a night. They do it believing it their own choice. A target who later uncovers your hand becomes a dangerous enemy, and the GM may demand a price: a favour owed, a secret traded, a debt called due.
Path of the Saboteur
A fair fight is a strategy for fools and corpses. You wage asymmetrical war, ensuring the enemy is already broken — supplies fouled, nerves frayed, plans unravelled — before the first sword ever clears its sheath. The dagger you fear is the one you never see drawn.
Tier 1 — Targeted Sabotage1 RP / perk
- 1 RP Active — Foul the Works: With time before a fight, ruin one foe's readiness — a cut girth, a notched blade, a drugged cup, a jammed buckle. They begin combat Surprised (they act normally only from their second turn) or take Disadvantage on their first attack roll, your call.
- 1 RP Passive — Know the Ground: When you have scouted or prepared a location, you and your allies gain Advantage on the first attack roll of a fight that breaks out there. You chose the killing ground.
Tier 2 — Group Sabotage2 RP / perk
- 2 RP Active — Poison the Well: Extend your sabotage to a whole squad — spoiled rations, a sickness in the camp, a panic in the night. An enemy group of up to a dozen begins the fight Surprised, or makes its first Morale check with Disadvantage.
- 2 RP Passive — The Quiet Knife: You may make a single silent, lethal removal of a lone, unaware sentry or target as a downtime or scene action without raising the alarm, given the means and the opening. One less problem, no witnesses.
Tier 3 — Event Sabotage3 RP / perk
- 3 RP Active — Break the Host: Against an army or faction force, a successful campaign of sabotage — fired granaries, fouled wells, a turned officer — lowers the enemy's Warband Rating by 1 and its Morale pool by 1d4 before a battle is ever joined (see the Warband rules). Wars are lost in the supply train, not the field.
- 3 RP Passive — The Unseen Hand: Your sabotage is never obviously your doing. Unless caught in the act, suspicion falls elsewhere — on rivals, on ill luck, on God's displeasure. You can ruin a man and stand at his funeral.
Tourney & Jousting
The tourney is the highborn's mirror of the slaughter in the mud — the same broken bones and ruined faces, dressed in heraldry and cheered by a crowd. The lists hold more than the tilt: the grand melee, the foot combat, and the archery butts each offer glory, gold, and ruin. A splinter through the visor kills a lord exactly as it kills a peasant.
Rules of the Tilt
Attacks & Initiative: Each rider carries a shield (+2 AC) and a lance (1d12, Strength). Attacks resolve simultaneously on every pass — it is entirely possible for both riders to put each other in the dirt at once.
Hits & Brace Checks: When a lance finds you, make a Brace Check: a Strength (Animal Handling) check against a DC equal to the damage taken. Fail, and you are unhorsed and beaten.
Victory: Passes repeat until someone is unhorsed, or until a rider breaks three lances — three solid hits landed without falling.
The Passes (Maneuvers)
Before the destriers close, a rider locks into a stance. On each pass, choose one:
- Aggressive: +5 to attack, −5 to AC.
- Defensive: −5 to attack, +5 to AC.
- Braced: −5 to attack, +5 to Animal Handling (Brace checks).
- High in Saddle: +5 to attack, −5 to Animal Handling (Brace checks).
- Eyes Fixed: +5 to attack. High risk. If hit, roll a d20 — on a 1, lose the left eye; on a 2, the right; on a 3–4, a Horrible Scar; on a 5–10, a Minor Scar.
The Spur. The mounted combat path, Path of the Spur, now lives among the Martial Paths — its perks serve the open-field charge as much as the tilt. Everything here governs the tourney itself.
The Grand Melee
The tilt is theatre; the melee is war with the killing filed off — a churning press of forty riders and footmen laying into one another with blunted steel until one team, or one last man, is left standing. Bones still break. Men still die. The crowd loves it more than the joust.
Running the Melee
- Blunted Arms (Á Plaisance): tourney weapons are rebated. They deal damage as normal but a fighter reduced to 0 HP is yielded — beaten and out of the event, not dead. A combatant may instead declare sharp steel (Á Outrance), in which a death is lawful and the stakes are real.
- Teams or Free-for-All: melees run as two mock companies or as every-fighter-for-themselves. Roll Initiative as normal; the field is chaos, so a fighter may face attacks from several sides at once.
- Yielding: at any point a fighter may yield as a free action — raising a hand ends their part. A fighter dropped to 0 in blunted play automatically yields.
- Ransoms: a fighter who beats another may claim their horse and harness — or the silver to buy them back. This is how a poor sellsword leaves a tourney rich, and a proud knight leaves it on foot. A typical ransom runs 50–250 SP by the loser's gear.
- Renown: the last fighter or winning team earns 1–3 Renown; a commoner who unhorses a titled knight earns it twice over.
Melee Tactics
- The Press: while three or more fighters are within 5 ft of you, you have Disadvantage on attacks with Reach or Two-Handed weapons — there is no room to swing.
- Singled Out: a fighter attacked by two or more foes at once grants those attackers Advantage (the field's version of flanking).
- Grappling is fully legal and brutally effective; an armoured man dragged down in the press is finished (see The Art of the Wrestle).
The Pas d'Armes (Foot Combat)
A duel of honour on the lists, fought on foot to a set number of blows or until one yields. Less lethal than the melee, more personal than the tilt — and the surest way for two rivals to settle a grudge before a watching court.
Rules of the Foot Combat
- Weapons of the Bout: both fighters agree on the arm — blunted poleaxe, sword, or spear is traditional. Each then fights a standard combat, but to a count of blows rather than to the death.
- Counting Blows: the bout is won by the first to land an agreed number of clean hits (commonly three), or by forcing a yield. A hit that would reduce a fighter below half HP counts as two.
- No Quarter Needed: because it is fought to blows, a Pas d'Armes rarely maims — but an Á Outrance challenge with sharp steel turns it into a true Trauma Check affair, and the loser may not rise.
- Judges: a marshal calls disputed blows. Cheating — a concealed point, a coated edge — is grounds for disgrace and a barred name.
The Archery & Cast
Not all glory is won at arm's length. The butts draw fletchers, poachers, and the odd disguised lord, all loosing at the painted ring while the crowd jeers every miss.
The Contest of the Butts
- The Shot: each round, make a ranged attack against a target AC set by distance — AC 12 (near), 15 (the wand), 18 (the distant mark). The Precise property earns its keep here.
- Elimination: archers shoot in rounds; a miss is out. Ties at the long mark are settled by moving the target back (+2 AC per move) until one stands.
- The Cast: a thrown-weapon variant uses the Thrower's arts — axe, knife, or dart at the same marks. A juggler's flourish (the crowd's favour) can be milked for a free Renown on a clean sweep.
I saw a baker's son take the archery three years running, then vanish before the lord could offer him a place in the guard. Some men shoot for the purse. Some shoot to be remembered. The dangerous ones shoot so no one remembers their face at all.
The Master of the Field
Your job is not to defeat the players. It is to make the world honest — to ensure that steel is heavy, silver is scarce, and every choice has a weight the players can feel. Be fair, be merciless, and let the dice fall where they may.
The Lethality Dial
Steel & Mud is deadlier and swingier than standard play. Static HP means even a veteran can be dropped by two solid hits; Damage Reduction means an armoured foe can shrug off a dozen poor ones. Combat is less a war of attrition and more a knife's edge — it turns on positioning, the right weapon, and who lands the first telling blow. Lean into that. Telegraph danger, reward cleverness and retreat, and make sure your players understand before session one that running, yielding, and fighting dirty are all valid, expected survival skills.
The Rhythm of Play
This is the single biggest adjustment for a table coming from standard 5e, so set the expectation out loud before you begin. Steel & Mud does not run at the dungeon-a-day pace of normal play. With no magical healing and a Slow Mend of only 1 + Constitution modifier per full day of bed rest, a real wound takes weeks of in-game time to close. The natural rhythm of a campaign is therefore: a short, vicious fight; a long, wary recovery; a stretch of travel; then the next bad day. Whole sessions may pass with no combat at all.
Running the Slow Campaign
- Make downtime the game, not the gap. The weeks between fights are where Steel & Mud lives — crafting and maintaining gear, brewing alchemy, carousing for Renown, gathering secrets, courting patrons, training a warband, raising a holding. Treat convalescence as an arena, not a fast-forward.
- Let time pass with weight. Track the calendar. Seasons turn, winters bite, contracts expire, rivals move while the party heals. A wound that costs three weeks should cost three weeks of world-time, with consequences.
- Travel is content. The long roads between safe places are where reaction rolls, random encounters, weather, and supply matter. A journey is a small adventure, not a cut to the destination.
- Pace combat accordingly. Because fights are rare, lethal, and meaningful, a single skirmish can carry a whole session's tension. You do not need three encounters a day; you need one that the players will remember and dread.
- Reward the patient. Players who rest fully, treat their wounds, and pick their fights live longer and grow stronger. Players who charge in expecting to be topped off by morning learn the lesson the hard way — once.
Building a Fight
- Action economy rules everything. With small HP pools, the number of bodies on each side matters far more than raw stats. Three mediocre attackers are deadlier than one tough one. Budget encounters by bodies and tactics, not by a tidy XP sum.
- Armour, not numbers, makes a foe "tough." To build a frightening enemy, give them DR and a reason the party must close and dismantle them — not a bloated hit-point total. A single knight in full plate is a puzzle; solve-by-grapple, by Anti-Armor, by Bodkin.
- Mooks fold. Give common foes a Constitution-score HP pool (often 8–12) so they die when they should. Reserve resilience for named threats.
- Mix the threats. A line of cheap levies plus one armoured serjeant plus a crossbowman on a wall forces the party to make hard target-priority calls. That is the game.
Reaction & Morale
Not every meeting is a fight, and not every fight is to the death. These two rolls keep the world from behaving like a video game — and keep your players guessing.
Reaction Roll (2d6, on first meeting an uncertain NPC)
| 2d6 | First Reaction |
| 2 | Hostile — moves to attack or threaten outright. |
| 3–5 | Wary — unfriendly, suspicious, wants you gone. |
| 6–8 | Neutral — uncertain, open to talk or trade. |
| 9–11 | Amenable — willing to deal, help for a price. |
| 12 | Warm — friendly, helpful, takes a liking to you. |
This is a quick first impression, not a full negotiation. When a meeting turns into a real social contest, let the reaction set the starting point on the Disposition track (see Webs of Words below) — a Hostile reaction begins around −3, Neutral around 0, Warm around +2 — then run the scene from there.
Morale Checks
Living things do not fight to the last unless cornered or fanatical. When a side first takes a death, drops to half strength, or loses its leader, roll 2d6 for them. If the roll exceeds their Morale rating, they break — they flee, surrender, or beg for terms. This is the check for individual creatures and small bands; a full army's nerve is tracked as a Warband Morale pool instead (see Strongholds & the Long Game).
- Rating 6: levies, brigands, the press-ganged and the desperate.
- Rating 8: seasoned soldiers and most sellswords.
- Rating 10: veterans, knights, zealots, and the cornered.
- Rating 12: fanatics and beasts that know no fear.
Pacing Renown & Silver
These are your two throttles on power. Renown buys ability; silver buys survival. Hand out either too freely and the grim tone evaporates.
Awarding Renown
- Rule of thumb: 1 Renown for a hard session survived; 1–3 for completing a contract, winning a notable duel or tourney, or pulling off something the world will remember.
- Renown is reputation, not XP. Tie it to deeds others witness or hear of. A quiet murder earns less than a public one — fame, not virtue, is the currency.
- At this rate a survivor opens a new perk every couple of sessions, which keeps the power curve slow and the danger real.
The Silver Brake
- A full set of Tier 3 plate runs over 500 SP. That is meant to be a long campaign goal, not a second-session purchase. Price your loot against it.
- Remember upkeep: lodging, repairs, surgeons, and bribes should quietly eat the purse, so coin keeps mattering long after the first big haul.
- Treasure is mostly coin, gear, and leverage — not magic. A masterwork weapon, a deed to land, or a noble's ransom is a far bigger prize here than a +1 anything.
Downtime, Factions & the Long Game
Between contracts, let characters spend silver and time: maintaining and crafting gear (Smith), recovering from Lingering Injuries (Chirurgeon), carousing and building Renown (Merrymaker), gathering secrets (Little Bird), or placing wagers (Bookie). Track standing with the powers of your world — guilds, lords, companies, the Church — as a simple favour/debt ledger; the social paths feed directly into it.
Webs of Words — Social Conflict
Not every siege is laid with steel. Winning over a wary council, breaking a prisoner, seducing a faction to your cause, or talking your way past a suspicious captain is its own kind of battle — and like the mass-battle Warband rules, it deserves more than a single roll when the stakes are high. Run an extended social scene as a contest against a Disposition track.
The Disposition Track
- Set the start. Give the target (a person, a faction, a crowd) a Disposition from Hostile to Devoted, marked on a track of points — typically −3 (Hostile) through 0 (Indifferent) to +3 (Allied). The GM sets where they begin and what you need to reach to win them — usually +3, or whatever the ask is worth.
- Open the scene. Before the real bargaining, a character may Open — warming the room, trading on a name, calling in goodwill — with a single check that raises the target's starting Disposition rather than spending a normal exchange. The Merrymaker's Soft Diplomacy is the archetypal Open, lifting the start by +1 to +3 as the path deepens; leverage, reputation, or a patron can Open a scene too. Anyone may attempt a modest Open with good cause, but the social paths do it best.
- Make your case. Each meaningful exchange after that, a character makes a social check — Persuasion, Deception, Intimidation, or Insight as the approach fits — against a DC the GM sets from the target's mood and the size of the ask. Success moves Disposition one step toward you; a strong success (beating the DC by 5+) moves it two. Failure holds; a botch (missing by 5+) costs you a step.
- Leverage and approach. Real leverage — a debt owed, a secret held, a shared enemy, a fat bribe — grants Advantage or Opens the scene a step. Using the wrong approach for the audience (threatening a proud lord, flattering a hard pragmatist) grants Disadvantage. A target pushed to its limit may simply end the conversation.
- Win, lose, or sour. Reach the target Disposition and you win the concession. Hit the bottom of the track and you have made an enemy — the scene ends worse than it began.
Where the Social Paths Bite
- The Merrymaker Opens. Their Soft Diplomacy is the cleanest Open in the game — a check that lifts a target's starting Disposition by +1, rising to +2 against folk of standing (Guild Connections) and +3 among the great (Lordly Connections). At that height even a Hostile audience starts no worse than Indifferent: the Merrymaker can always get a fair hearing, never a hostile one.
- The Little Bird leverages. The secret they dig up grants Advantage on the party's checks, or — if it is damning enough — Opens the scene a step the moment it is produced.
- The Bookie reads and prices. They can spend a check to learn a target's true Disposition and what concession they would actually accept, and the bribes they broker count as strong leverage.
- Standing boons matter. A Name Men Know grants Advantage with martial folk; Reputation as Mercy Opens doors a feared name would slam; a Patron's Favour can shift a faction's start point outright.
- The heroes decide it. Just as a personal skirmish swings a mass battle, a single brilliant turn of phrase, a produced piece of blackmail, or a public act of mercy can move the track two steps at once. Reward bold, in-character play — this is where a silver tongue earns its keep.
A blade settles one man. A word in the right ear settles a hundred, and no one need ever know your hand was in it. The men who rule are rarely the men who can fight — they are the men others have agreed to follow. Learn the difference before it kills you.
Strongholds & the Long Game
At high Renown the natural endgame is a holding of one's own: a company to captain, a keep to garrison, land to defend. The Coin and Holding boon (Core Rules) is the door into this — it buys the first rung, a modest holding. What follows turns a band of survivors into a power in the land.
Acquiring a Holding
- The boon, or the deed. A character may buy the Coin and Holding boon (8 RP), or a party may seize a holding through play — clearing a ruined tower of its dead, being granted land by a grateful lord, or simply taking it and holding it against all comers.
- What you start with. A first holding is modest: a fortified house, a working tavern, a watchtower, a smithy. It has a Tier (begin at Tier 1) that measures its size, defences, and income.
Holding Tiers
| Tier | Holding | Build / Upgrade Cost | Income / Month | Garrison |
| 1 | Freehold, tavern, tower, workshop | 500 SP | 20 SP | 1d4 retainers |
| 2 | Fortified manor or guildhall | 2,000 SP | 60 SP | 2d6 soldiers + a sergeant |
| 3 | Keep, walled inn, or chapter house | 8,000 SP | 200 SP | a garrison + officers |
| 4 | Castle, abbey, or fortified town | 30,000 SP | 700 SP | a standing company |
Running a Holding
- Income & upkeep. Each month the holding yields its listed income, minus upkeep the GM judges from events — a hard winter, a tax, a raid. A neglected holding decays; an abandoned one is taken.
- Upgrading. Pay the next tier's build cost in silver and spend the downtime (roughly one season per tier) to raise the holding. Higher tiers need labour and licence as much as coin — a lord's leave to crenellate, a guild's blessing to expand.
- The Garrison. A holding comes with the troops on the table. They hold the walls while you adventure, but they will not march to a far country without pay and reason. Use the Bestiary profiles (Levy, Brigand, Town Guard, Man-at-Arms) for them.
- A Seat of Power. A holding is a base, a healer's haven (recover Lingering Injuries in safety), a workshop for the Smith and Alchemist, a vault for plunder, and a name on the map. It also makes you a target: rivals, lords, and worse will test what you have built.
Mass Battle: The Warband System
When a holding is besieged or a company takes the field, you need not run two hundred individual turns. Each side is reduced to two numbers: a Warband Rating — its weight and position, the muscle it brings to each clash — and a pool of Warband Morale — its will to keep fighting, which it spends down like hit points as the battle turns against it. Beat a side's Morale to zero and it breaks, whatever its numbers.
Warband Rating — the Muscle
Rating is the bonus a side adds to each clash roll. It comes from how many bodies are on the field and where they stand — raw mass and position, not heart. Start at 0 and total the lines below (roughly 1 for a small exposed band, 7–8 for a great host behind walls).
Warband Rating (Size + Position)
| Factor | Modifier |
| Size — under 25 | +1 |
| 25–75 | +2 |
| 75–200 | +3 |
| 200+ | +4 |
| Position — open field, or caught off-guard | +0 |
| favourable ground, cavalry, or surprise | +1 |
| behind the walls of a holding | + the holding's Tier |
| Heavy Equipment — siege engines, massed crossbows, barding | +1 |
Warband Morale — the Will
Morale is the pool a side can lose before it routs — its discipline and faith in its leaders. It is set by Training and Leadership, and it is wholly separate from the individual 2d6 Morale check a lone foot-soldier or beast makes; this is the army's nerve, tracked like hit points.
Warband Morale Pool (Training + Leadership)
| Factor | Morale |
| Training — pressed rabble / levy | +1 |
| seasoned soldiers or sellswords | +3 |
| veterans, knights, or fanatics | +5 |
| Leadership — no real commander | +0 |
| a competent captain | +2 |
| a renowned or brilliant commander | +4 |
| Starving, unpaid, or sick | −2 |
Example: a Tier 2 manor (Rating: +2 size, +2 position = 4) held by 30 seasoned soldiers under a competent captain has a Morale pool of 5 (+3 training, +2 leadership). The 80 brigands storming it (Rating: +3 size, +0 position = 3) field a fat Rating but a brittle Morale pool of just 1 (+1 rabble, +0 leader, −2 hungry — floored at 1) — a big, hungry mob that will shatter the moment the fight turns.
Resolving the Battle
- The clash. Each round, both commanders roll 2d6 + Warband Rating. Higher total wins the exchange; on a tie, both sides lose 1 Morale.
- Bleeding morale. The loser of an exchange loses 1 Morale from its pool — or 2 if it lost by 6 or more. Rating does not drop; it is the dwindling will that decides battles, not the body count.
- The break. A warband whose Morale pool hits 0 routs — it flees, surrenders, or scatters, and the battle is over. A side may also yield earlier to save itself.
- Pace. Because a veteran force soaks 5+ losses and a rabble only 1, this rewards quality over mass: a small, disciplined company can outlast a horde. Most battles settle in three to six exchanges; a long siege might be one clash per day of assault.
Where the Heroes Decide It
The player characters do not roll the Warband dice — their captain does. Instead, between (or during) each clash, the party fights its own personal skirmish: a real Steel & Mud combat against a handful of foes with a battlefield objective. What they achieve bends the battle.
- Strike the muscle. Seize the gatehouse, break the cavalry, fire the siege engines — a decisive success shifts the enemy's Rating down by 1 (or yours up by 1) for the next clash.
- Strike the will. Kill the enemy captain, raise the fallen banner, hold the breach against all odds — a decisive success costs the enemy 1d4 Morale outright, or restores that much to your own breaking line. This is how a handful of heroes routs an army.
- Fail, and pay. If the party is driven off or fails its objective, the enemy reaps that benefit instead. The heroes are the swing factor — the battle genuinely turns on whether they win their corner of it.
- Stack the small fights. Run a battle as two to four such skirmishes, each tied to one Warband clash, so the abstract tide and the personal blades move together. This is where a campaign's legends are made.
Raising Your Own Warband
Sooner or later the survivors stop being hired and start doing the hiring. A player-led warband is built the same way any force is — bodies and ground for its Rating, training and a leader for its Morale — and grown the same way a holding is, with silver, time, and reputation.
- Recruit the bodies (Rating). Hire troops with coin and a name worth following. As a rough guide, a soldier costs 2 SP/month in wages and keep; a veteran or specialist, 5–10 SP. The number you muster sets your Size; a holding's garrison (see Holding Tiers) is the standing core you build around. The Sworn Retainers boon and the Animal Tender and Merrymaker paths bring followers in free or on favourable terms.
- Train them up (Morale). A season of drill under a paid drillmaster (or a character with the right skill) raises a band's Training step by one, to a maximum of veterans — and with it the Morale pool it can spend before breaking. Blood does it faster: a band that survives a hard battle may rise a step.
- Lead them (Morale). One character is the commander; their renown and skill set the Leadership step. The Veteran's Edge boon, a high Charisma, or a string of remembered victories pushes a competent captain toward a brilliant one — and a brilliant commander is worth +4 Morale to the whole host.
- Keep them paid and fed. An unpaid or starving warband takes the −2 Morale penalty and grows brittle. Income from a holding is the usual way a captain keeps a company together between wars.
- Loss and renown. Troops who fall are gone; replacing them costs coin and time, and a battle that gutted your numbers lowers your Rating until you recruit anew. But a warband that wins battles the songs remember raises its commander's Renown (2–4 per notable victory) and draws fresh recruits to the banner.
Every sellsword dreams of the day he stops being paid and starts paying. Few live to see it. The ones who do learn the cruellest lesson of all: a man with nothing can run, but a man with walls must stand and defend them. The grave you dig for yourself is always the comfortable one.
Converting D&D 5e Content
Steel & Mud is an addendum, not a replacement — any 5e bestiary or adventure works once you pass its monsters through two quick conversions and decide what to do about magic. The Bestiary already has the common threats done for you.
Converting a 5e Stat Block
| Element | Do This |
| Hit Points | Humanoid foes: use the creature's Constitution score (like a PC), usually 10–16. Beasts and monsters carry no armor, so HP is their only cushion — scale it by size and ferocity: Tiny 4–6, Small 7–9, Medium predator 11–15, Large 16–22, apex or monstrous 24+. The goal is mortal, not spongy, but a bear should outlast a footman. |
| Armor Class | Strip armour out of AC and turn it into DR (below). The creature's new AC is just its dodge: 10 + its Dexterity modifier (plus a shield or natural agility). |
| Damage Reduction | Assign DR from how armoured the thing is — see the quick table. DR soaks damage to a minimum of 1. |
| Attacks & Saves | Leave attack bonuses, save DCs, and damage dice as written. DR will quietly rebalance the lethality. |
| Spells | In a low-magic world, cut or reskin. Enemy casters become alchemists, hedge-witches, or occultists; treat any true magic as rare and unsettling (see below). |
Old AC → DR (quick conversion)
| Original AC | Suggested DR | Looks Like |
| 10–11 | 0 | Unarmoured |
| 12–13 | 2 | Padded / hide |
| 14–15 | 4 | Mail or thick hide |
| 16–17 | 6–8 | Heavy mail / partial plate / scaled beast |
| 18+ | 10–12 | Full plate or a monstrous carapace |
These numbers are a starting point. Convert one or two of your favourite monsters, run a test fight, and adjust DR up or down until the violence feels right at your table. Steel & Mud rewards tuning by feel.
Magic & the Weird
This world has no fireballs on tap and no resurrection. If the supernatural appears at all, it should arrive rare, costly, and frightening — a hedge-witch's curse, a relic that demands blood, a thing in the dark that should not move the way it moves. Keep it that way and the smallest miracle stays genuinely terrifying. The Occultist and Alchemist paths give you a grounded, "is-it-real?" register to work in; treat anything beyond that as a campaign event, not a shopping list.
Death, Injury & the Table's Buy-In
Lingering Injuries and quick deaths only land if the table has agreed to play that kind of game. Say so plainly up front. Let players name what they will risk and what they hope to build, lean on Origins and Renown to give them stakes, and when the dice finally take someone, make the death mean something — a held line, a covered retreat, a name the company will remember. That is the whole promise of the mud: not that you cannot die, but that dying counts.
A Field Bestiary
The things that will try to kill you are mostly other men — desperate, armoured, and afraid. The rest are beasts, and a scarce few are worse. Every threat here is already converted to the rules of the mud. Tap any card to read it in full; treat every number as a starting point and tune the DR until the violence feels right.
Reading a Block. HP is static. AC is the dodge-only chance to be missed; worn protection is DR, which soaks the blow after it lands. Morale is the 2d6 break point (see the Game Master chapter). Humanoid HP is set to Constitution; beast HP scales with size and ferocity, since a beast has no armor to soak a blow.
Humanoid Foes
Levy / Conscript
Medium humanoid · Morale 6
HP 10AC 11DR 1Speed 30 ft
Attacks Spear +2, 1d6 piercing (Reach), or Club +2, 1d4 bludgeoning.
Traits Green: the first time an ally falls within sight, the levy makes its Morale check with Disadvantage.
Gear & Notes A scrap of Tier 1 padding and a buckler. A pressed farmer who breaks and runs at the first death.
Brigand
Medium humanoid · Morale 6
HP 12AC 11DR 1Speed 30 ft
Attacks Shortsword +3, 1d6+1 slashing, or Light Crossbow +3, 1d8+1 piercing (80/320).
Traits Mob Courage: while three or more brigands still stand together, each has Advantage on saves against being Frightened.
Gear & Notes Tier 1 leather and padding. Dangerous in a pack, gone the moment half the band falls.
Brigand Captain
Medium humanoid · Morale 8
HP 14AC 13DR 2Speed 30 ft
Attacks Multiattack: two Dueling Sword (Bodkin) +5, 1d8+3 piercing, and one Dagger +5, 1d4+3.
Traits Hard Eyes: while the captain stands, allies within 30 ft test Morale at +2. Kill the leader and the band folds.
Gear & Notes Brigandine (Tier 2 partial). A killer who has survived where the rest did not.
Town Guard
Medium humanoid · Morale 8
HP 12AC 13DR 4Speed 30 ft
Attacks Spear +3, 1d6+1 piercing (Reach), behind a shield (AC includes +2).
Traits Shield Wall: while adjacent to another Guard, gains Half-Cover against ranged attacks. Call the Watch: as an Action, summons 1d4 more Guards within 1d4 rounds.
Gear & Notes Mail coif and hauberk (Tier 2). Disciplined; calls for reinforcements rather than die needlessly.
Man-at-Arms (Veteran)
Medium humanoid · Morale 8
HP 14AC 13DR 6Speed 30 ft
Attacks Multiattack: two Longsword +5, 1d8+3 slashing (1d10+3 two-handed), or Heavy Crossbow +3, 1d10+1.
Traits Disciplined Advance: can Dash and still make one attack. Shield Up: as a Reaction to a ranged attack, gains +2 AC against it.
Gear & Notes Heavy mail or partial plate and a shield. A professional killer — bring Anti-Armor or numbers.
Knight
Medium humanoid · Morale 10
HP 14AC 12DR 11Speed 30 ft
Attacks Multiattack: two Arming Sword +5, 1d8+3 slashing, or Warhammer +5, 1d8+3 (Anti-Armor). Lance 1d12 if mounted.
Traits Indomitable (once per fight, drop to 1 HP instead of 0). Nearby allies test Morale at +2.
Gear & Notes Full plate and shield — nearly impervious to ordinary blows. Dismantle him: grapple to the mud, batter with Anti-Armor, or slip a Bodkin point through the visor.
Mounted Lancer
Medium humanoid · Morale 9
HP 14AC 12DR 8Speed 30 ft (mount 60)
Attacks Lance +5, 1d12+3 piercing; with a Shattering charge the lance gains Anti-Armor. Arming Sword +5, 1d8+3 once dismounted.
Traits Devastating Charge: on a hit after moving 20+ ft mounted, the target makes a DC 14 Strength save or is knocked Prone.
Gear & Notes Mail or partial plate astride a Warhorse. Murderous in the open field, clumsy in a press or a wood.
Scout / Outrider
Medium humanoid · Morale 7
HP 12AC 12DR 1Speed 30 ft
Attacks Multiattack: two Shortsword +4, 1d6+2, or Longbow +4, 1d8+2 (150/600).
Traits Skirmisher: can Disengage as a Bonus Action. Keen Sight: Advantage on sight-based Perception.
Gear & Notes Leather and a good bow. Opens from distance, fades into cover the moment you close.
Outlaw Archer
Medium humanoid · Morale 6
HP 12AC 13DR 1Speed 30 ft
Attacks Longbow +5, 1d8+3 piercing (Bodkin, 150/600); Dagger +5, 1d4+3 if cornered.
Traits Ambusher: Advantage on the first shot against a foe that has not yet acted.
Gear & Notes A poacher turned killer. Will not stand and trade blows — looses and runs.
Crossbowman
Medium humanoid · Morale 7
HP 12AC 12DR 2Speed 30 ft
Attacks Heavy Crossbow +4, 1d10+1 piercing (Forceful, 100/400). A full Action to reload unless braced.
Traits Pavise Cover: while the pavise is planted, has Half-Cover. Steady Aim: if it does not move, ignores the Loading delay that round.
Gear & Notes Gambeson and a pavise. One devastating bolt, then a long, vulnerable crank.
Pikeman
Medium humanoid · Morale 8
HP 13AC 12DR 4Speed 30 ft
Attacks Pike +4, 1d8+2 piercing (Reach 15 ft).
Traits Set Against Charge: as a Reaction to a charging foe, the pike deals double damage.
Gear & Notes Mail and a long spear. Deadly in a hedge of others, exposed once you get inside the point.
Mercenary Captain
Medium humanoid · Morale 9
HP 16AC 14DR 6Speed 30 ft
Attacks Multiattack: two Longsword +6, 1d8+3, and a Shield Bash +6 (DC 13 Strength save or Prone).
Traits Hold the Line: allies within 30 ft that can hear the captain ignore the first failed Morale check each fight.
Gear & Notes Partial plate, a fine blade, hard eyes. A free company answers to her.
Cutthroat / Spy
Medium humanoid · Morale 6
HP 10AC 12DR 1Speed 30 ft
Attacks Dagger +4, 1d4+2 piercing, often coated in Basic Poison. Backstab: +2d6 once per turn when striking with Advantage.
Traits Evasion and Cunning Action (Dash, Disengage, or Hide as a Bonus Action). Fights only on its own terms.
Gear & Notes Plain clothes, a hidden blade. Strikes from the dark, then is gone.
Assassin
Medium humanoid · Morale 7
HP 14AC 14DR 1Speed 30 ft
Attacks Dueling Sword (Bodkin) +6, 1d8+3 piercing, or thrown Dagger +6, 1d4+3. Backstab: +4d6 once per turn with Advantage.
Traits Deadly Poison: on a hit, the target makes a DC 13 Constitution save or takes 2d6 poison (ignores DR). Evasion (no damage on a passed Dexterity save).
Gear & Notes A killer of lords. Will not fight fair and will not stay if the odds turn.
Zealot / Flagellant
Medium humanoid · Morale 12
HP 12AC 11DR 2Speed 30 ft
Attacks Mace +3, 1d6+1 bludgeoning (Anti-Armor).
Traits Unbreakable Faith: never checks Morale; immune to being Frightened. Fights until it drops.
Cult Leader
Medium humanoid · Morale 10
HP 14AC 11DR 2Speed 30 ft
Attacks Ritual Dagger +4, 1d4+1 piercing.
Traits Dread Sermon: as an Action, allies within 30 ft gain Advantage on their next attack and ignore fear. Fanatic Guard: redirects a hit to a willing zealot within 5 ft.
Gear & Notes The voice that makes ordinary folk walk willingly into the fire.
Battle-Friar
Medium humanoid · Morale 9
HP 14AC 12DR 4Speed 30 ft
Attacks Warhammer +4, 1d8+2 (Anti-Armor).
Traits Field Triage: as an Action, a touched ally regains 1d6+2 HP. Iron Faith: Advantage on saves against fear.
Gear & Notes Mail beneath a habit. In a world without healing magic, a combat medic is worth ten swords.
Plague Doctor
Medium humanoid · Morale 6
HP 12AC 12DR 2Speed 30 ft
Attacks Corrosive Vial +3 ranged, 1d4 acid (ignores DR) and 2 Dents to armour; or Flash Powder (DC 12 Dexterity save or Blinded).
Traits Toxicologist: blade or bolt deals +1d4 poison (ignores DR).
Gear & Notes Beaked mask, satchel of horrors. Bypasses steel entirely — fears a fast closing line.
Witch-Hunter
Medium humanoid · Morale 9
HP 14AC 13DR 4Speed 30 ft
Attacks Multiattack: Arming Sword +5, 1d8+2, and Light Crossbow +5, 1d8+3 (silvered bolt).
Traits Steeled Mind: Advantage on saves against fear and the supernatural; deals +1d6 against the Damned.
Gear & Notes Wide hat, manacles, and a list of names. Hunts the things in the last section of this book.
Headsman / Torturer
Medium humanoid · Morale 8
HP 16AC 10DR 2Speed 30 ft
Attacks Maul +6, 2d6+3 bludgeoning (Anti-Armor, Forceful, Heavy).
Traits Brutal: on a Critical Hit, add one extra weapon die.
Gear & Notes Hooded, vast, and patient. Slow, but a single blow can fold a man in half.
Beasts & Mounts
Mule / Baggage Horse
Large beast · Morale 7
HP 13AC 10DR 0Speed 40 ft
Attacks Kick +3, 1d4+2 bludgeoning (only when truly cornered).
Mounted Combat Animal Handling −1. Built for hauling, not war; it panics and balks under the press.
Gear & Notes Patient, sure-footed, cheap. Will throw a rider and bolt at the first scent of blood.
Riding Horse
Large beast · Morale 7
HP 14AC 10DR 0Speed 60 ft
Attacks Hooves +5, 2d4+3 bludgeoning.
Mounted Combat Animal Handling +0. Steady on the road, serviceable but unremarkable in a fight.
Gear & Notes Swift and even-tempered. The honest traveller's mount.
Warhorse (Destrier)
Large beast · Morale 10
HP 19AC 11DR 0Speed 60 ft
Attacks Hooves +6, 2d6+4 bludgeoning. Trampling Charge: move 20+ ft straight in and hit, target makes a DC 14 Strength save or is knocked Prone.
Mounted Combat Animal Handling +1. Bred and broken for slaughter; barding adds DR exactly like worn armour.
Gear & Notes Holds its nerve in the charge and the joust. A small fortune on four legs.
War Dog / Mastiff
Medium beast · Morale 8
HP 11AC 12DR 0Speed 40 ft
Attacks Bite +3, 1d6+1 piercing; on a hit, DC 11 Strength save or Prone.
Traits Pack Tactics. Takedown: on a hit, the target makes a DC 11 Strength save or is knocked Prone (already noted in its attack).
Gear & Notes Loyal past sense; will not break while its handler lives.
Feral Dog Pack
Medium beast · Morale 6
HP 9AC 13DR 0Speed 40 ft
Attacks Bite +3, 1d6+1 piercing.
Traits Pack Tactics: Advantage on attacks against any target an ally is within 5 ft of.
Gear & Notes Starving curs from a burned village. Bold in numbers, cowards alone.
Wolf
Medium beast · Morale 6
HP 11AC 12DR 0Speed 40 ft
Attacks Bite +4, 2d4+2 piercing; on a hit, DC 11 Strength save or Prone.
Traits Pack Tactics and Keen Smell. Breaks if alone or the pack is halved.
Dire Wolf
Large beast · Morale 7
HP 19AC 12DR 1Speed 50 ft
Attacks Bite +5, 2d6+3 piercing; on a hit, DC 13 Strength save or Prone.
Traits Pack Tactics. A shaggy horror the size of a pony; the wolf of the deep wood and the old stories.
Brown Bear
Large beast · Morale 8
HP 26AC 10DR 1Speed 40 ft
Attacks Multiattack: Bite +6, 1d8+4, and Claws +6, 2d6+4.
Traits Keen Smell. Wrathful: while below half HP, its Claws deal an extra 1d6.
Gear & Notes Thick hide turns light blows. Rarely fights to the death unless cornered or guarding cubs.
Wild Boar
Medium beast · Morale 8
HP 13AC 11DR 1Speed 40 ft
Attacks Tusk +3, 1d6+1 slashing. Charge: 20+ ft adds 1d6 and forces a DC 11 Strength save or Prone.
Traits Relentless: the first time a hit of 7 or less would drop it, it stays at 1 HP instead.
Aurochs (Wild Bull)
Large beast · Morale 7
HP 30AC 10DR 1Speed 50 ft
Attacks Gore +7, 2d6+5 piercing. Charge: 20+ ft adds 2d6 and a DC 15 Strength save or knocked Prone and pushed 10 ft.
Traits Trampling Charge: if it knocks a target Prone with its charge, it may make a hooves attack against them as a Bonus Action.
Gear & Notes A wall of muscle and horn. Will flatten a shield wall and not notice.
Stag / Hart
Large beast · Morale 6
HP 13AC 13DR 0Speed 50 ft
Attacks Antlers +4, 1d8+3 piercing (only if cornered or in rut).
Traits Wary: always acts first; flees rather than fight unless trapped.
Wildcat / Lynx
Small beast · Morale 5
HP 8AC 14DR 0Speed 40 ft (climb 30)
Attacks Multiattack: Claws +4, 1d4+3, and Bite +4, 1d4+3.
Traits Pounce and Keen Sight. Strikes from above, vanishes into the canopy.
Adder (Venomous Snake)
Small beast · Morale 4
HP 6AC 13DR 0Speed 20 ft (swim 20)
Attacks Bite +5, 1 piercing, and the target makes a DC 11 Constitution save or takes 2d4 poison (ignores DR).
Traits Camouflaged: Advantage on Stealth in undergrowth; foes have Disadvantage to notice it before it strikes.
Gear & Notes Underfoot in the reeds and the ruins. The bite is nothing; the venom is the whole danger.
Hunting Falcon
Tiny beast · Morale 6
HP 5AC 14DR 0Speed 10 ft (fly 60)
Attacks Talons +5, 1d4+3 slashing — usually a strike at the eyes.
Traits Keen Sight. A trained raptor; loosed to blind and harry, not to kill outright.
Plague Rats (Swarm)
Medium swarm of tiny beasts · Morale 8
HP 16AC 12DR 0Speed 30 ft (climb 30)
Attacks Bites +3, 2d6 piercing (1d6 if the swarm is below half), and a DC 11 Constitution save or contract a wasting Sickness.
Traits Swarm: resistant to slashing and piercing; can occupy another creature's space. Disease-Bearer.
Gear & Notes The grey tide out of the granary and the plague-pit. Fire and flight, not blades.
The Weird & the Damned
Rare, costly, and frightening — the supernatural should never feel routine. Use these sparingly; one of them is a campaign event, not a random encounter. Mundane steel bites them poorly, which is the whole point.
Revenant
Medium undead · Morale 12
HP 18AC 11DR 3Speed 30 ft
Attacks Multiattack: two Grave-Cold Fists +6, 1d8+4 bludgeoning.
Traits Resistant to slashing and piercing from non-silvered weapons; immune to poison and to being Frightened. Vengeful: rises again in 24 hours unless its unfinished oath is settled.
Gear & Notes A wronged dead thing wearing the grave like rusted mail. It wants one specific person; everyone else is merely in the way.
Drowned Dead
Medium undead · Morale 10
HP 18AC 10DR 2Speed 20 ft (swim 40)
Attacks Choking Grasp +4, 1d8+2 bludgeoning, and the target makes a DC 12 Strength save or is dragged 10 ft toward deep water.
Traits Immune to poison; resistant to cold and piercing. Cannot be Frightened.
Gear & Notes The bog and the flooded ford give up their dead. They remember only the want of air, and the wish to share it.
Plague-Spawn
Medium undead · Morale 8
HP 20AC 9DR 1Speed 20 ft
Attacks Slam +5, 1d10+3 bludgeoning, and a DC 13 Constitution save or contract a rotting Sickness (Disadvantage on attacks until cured).
Traits Immune to poison and disease. Burst: when slain, all within 5 ft make a DC 12 Constitution save or be poisoned.
Gear & Notes What crawls out of a plague-pit that was not quite dead. Slow, reeking, and patient.
Bog-Hag
Medium fey · Morale 9
HP 20AC 13DR 1Speed 30 ft (swim 30)
Attacks Claws +5, 2d6+2 slashing.
Traits Evil Eye: as an Action, a creature within 30 ft makes a DC 13 Wisdom save or is Frightened and cursed (Disadvantage on its next three rolls). Resistant to non-iron weapons; iron and cold steel bite her in full.
Gear & Notes She keeps the old bargains by the black water. Salt, iron, and a true name are worth more than any blade.
Wendigo (Starved Thing)
Large aberration · Morale 11
HP 22AC 14DR 1Speed 50 ft
Attacks Multiattack: Claws +7, 2d6+4 slashing, and Bite +7, 1d10+4 piercing.
Traits Regeneration: regains 5 HP at the start of its turn unless it took fire damage. Frightful Howl: all who hear make a DC 14 Wisdom save or are Frightened.
Gear & Notes The thing a man becomes when the winter pass closes and the larder is another man. Only fire ends it.
Black Hound (Omen Beast)
Large fey · Morale 9
HP 16AC 13DR 2Speed 50 ft
Attacks Bite +6, 2d6+3 piercing; on a hit, DC 13 Strength save or Prone.
Traits Dread Aura: creatures starting their turn within 15 ft make a DC 12 Wisdom save or are Frightened until they leave. Resistant to non-silvered weapons. Eyes like coals on the moor at midnight.
Gear & Notes To see it is an omen; to be chased by it is a sentence. It runs down the marked and the oathbreaker.
The Hollow (Possessed)
Medium humanoid · Morale 12
HP 20AC 11DR 4Speed 30 ft
Attacks Multiattack: two Wrenching Blows +5, 1d8+3 bludgeoning, with unnatural strength.
Traits Immune to being Frightened or Dazed. Borrowed Strength: ignores the first time it would be reduced below half HP. The thing inside does not care if the body breaks.
Gear & Notes A neighbour, a child, a friar — wearing a wrongness behind the eyes. Binding and rite, not steel, truly end it.
Grave-Wight
Medium undead · Morale 10
HP 18AC 11DR 5Speed 30 ft
Attacks Rusted Blade +5, 1d8+2 slashing, and a DC 12 Constitution save or the wound will not heal naturally until the wight is destroyed.
Traits Resistant to non-silvered weapons; immune to poison and fear. Wears the barrow-mail of a forgotten lord.
Gear & Notes It guards a hoard no living hand should touch, and remembers exactly how it died.
Carrion Flock
Medium swarm of tiny beasts · Morale 7
HP 14AC 13DR 0Speed 10 ft (fly 50)
Attacks Beaks +4, 2d6 piercing (1d6 below half), always for the eyes — on a hit, DC 11 Constitution save or Blinded until end of next turn.
Traits Swarm: resistant to slashing and piercing. Gathers where the dead are, and where the dead will soon be.
Gear & Notes The crows know a battlefield before the soldiers do. When the flock circles low, run.
The Greenman's Get
Large plant · Morale 8
HP 20AC 12DR 2Speed 20 ft
Attacks Multiattack: two Thorned Limbs +6, 2d6+4 bludgeoning (Reach 10 ft); on a hit, DC 13 Strength save or Restrained by creepers.
Traits Resistant to piercing; vulnerable to fire. Rooted Vigour: regains 5 HP per turn while standing on living earth.
Gear & Notes Where the old wood was felled for a lord's hall, something woke beneath the stumps. It does not forgive the axe.
The first time you fight a knight in full harness, you will empty your whole arsenal into him and watch it skate off the steel. Then someone will trip him into the mud, and a boy with a rondel will end three counties of breeding in four seconds. Remember that. There is always a gap.