Spirits (5e Variant Rule)

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Spirits is a major overhaul of the mechanics of DnD to introduce new classes, spells, quests, skills, systems, stats, and everything else imaginable.

Stats and Skills

Focus

Non-Skill Examples

Keep something in memory for extended amount of time, retain a mental image

Classes

Oracle Astractor Magnalin Diviner Tokenal Seimori Kembskeppo

Skills

Attention

Focus on, track, or keep an eye on something or someone

Dispulsion

Hold off mental or psychoactive effects, tricks, or affectations

Willpower

Perform an action that requires willpower

Intelligence

Non-Skill Examples

N/A, all uses should be skills

Classes

Pharmacologist Engineer Medic Machinist Programmer Herald Curiatric Linguist Wiltkalte Biomimicrist

Skills

Deduction

Deduce the history or details of an entity or object, use deduction

Logic

Solve problems, puzzles, equations, or logical arguments

Observation

See hidden things, notice things

Knowledge

Non-Skill Examples

Know something

Classes

Surgeon Engineer Armorer Medic Machinist Programmer Curicollier Curiculter Witch Verbondier Sheathist Veterinarian

Skills

Experience

Draw from past experience

History

Use knowledge about past events

Nature

Use knowledge about animals, plants, weather, and the rest of nature

Strength

Non-Skill Examples

N/A, all uses should be skills

Classes

Guardian Swordsman Excavator Legionary Archer Curicollier Curibellist Beastmaster Swarmhandler Disymbion Butcher

Skills

Advantage

Use new weapons, perform new athletic actions

Endurance

Use grip strength or endure for long periods of time

Power

Perform athletic skills related to raw strength

Agility

Non-Skill Examples

N/A, all uses should be skills

Classes

Demolitionist Swordsman Archer Curicollier Magnalin Curibellist CONTINUE

Skills

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