General Rules

  • Action Points
  • Actions
  • Advantage and Disadvantage
  • Alignment
  • Armor
  • Assist
  • Called Shot
  • Counterspell
  • Coup de Grace
  • Crafting
  • Critical Hit
  • Defenses
  • Disarm
  • Encumbrance
  • Experience Points (XP)
  • Feint
  • Grapple
  • Hit Points, Dying, and Healing
  • Initiative
  • Opportunity Attacks
  • Parry
  • Run
  • Spells
  • Status Effects
  • Surprise
  • Temporary Hit Points
  • Total Defense
  • Trip
  • Two Weapon Fighting
  • Weapon Sizes
  • Withdraw

Action Points

Being a dreamer gives you access to a special reserve of power that allows you to accomplish incredible things in the most dire of circumstances. This power is represented through Action Points. An Action Point allows you to take an extra Standard action on your turn. This Standard action functions as a normal action, and can be used to attack, cast a spell, or be traded down to a Move or Minor action.

Only the DM can give out Action Points as rewards for truly inspired roleplaying or combat daring. There is no limit to the number of Action Points you can accrue, but you can only use up to 3 Action Points in a single turn.


There are multiple types of actions that can be taken during a turn. Actions can be traded down in the following order: Standard → Move → Minor. So you can take 2 moves and a minor, a standard and two minors, or three minors during your turn. You do not have to use all of your actions during a turn.

Standard actions are attacks or other activities that require a deal of effort or concentration.

Move actions are moving your speed, shifting, crawling, sliding, tumbling, jumping, swimming, or just about any other way of moving yourself from one place to another. A move action is the ONLY action that can be interrupted by a standard, minor, or another move action, meaning that if your speed is 6, you can move 3 squares, use a standard action, then move 3 more squares. You can not change movements modes (from crawling to shifting, swimming to running, etc) during a single move action.

Minor actions are readying a weapon, sheathing a weapon, drawing a potion, closing a door that requires little effort, or other incidental things that don’t require much thought or effort.

Opportunity actions are mostly opportunity attacks, that every creature (unless otherwise specified) can take once per round when an opening appears to attack, such as when an adjacent creature moves away, casts a spell, or attacks with a ranged weapon.

Immediate actions are triggers that happen in response to a certain event. You have one immediate action per round, and can only take it if the trigger occurs, or if you’ve taken a standard action previously to set up a trigger. If you’ve set up a trigger in this way and the trigger doesn’t occur by the time your next turn start, you lose the trigger and must use another standard action to set it up again. There are two types of immediate actions: immediate reaction, which occurs after the triggering action is resolved, and immediate interrupt, which interrupts the triggering action before it is resolved.

Free actions include talking, waving your hands, or other, very minor and trivial things that require practically no effort. The DM can set a cap on the number of free actions you can take during a turn.

In all cases the DM is the final authority on deciding what an improvised action consists of (a standard, move, minor, move and minor, standard and move, etc.)

Advantage and Disadvantage

In the game, many different types of situations and powers can give you advantage or disadvantage on a d20 roll. Both advantage and disadvantage can stack up to three times, and advantage and disadvantage cancel each other out. Below are the different categories of each.

  • Advantage – You roll two d20 and take the higher result.
  • Double Advantage (advantage from 2 separate sources) – You roll three d20 and take the highest result.
  • Triple Advantage (advantage from 3 separate sources) – You automatically succeed. If the roll is an attack roll, roll a d6. On a result of 6, the attack is a critical hit.
  • Disadvantage – You roll two d20 and take the lower result.
  • Double Disadvantage (disadvantage from 2 separate sources) – You roll three d20 and take the lowest result.
  • Triple Disadvantage (disadvantage from 3 separate sources) – You automatically fail.


For a Dreamer, alignment represents an ethical standpoint on how you view the world of Ava. To measure this standpoint, AWWD uses an Alignment Point system in conjunction with the nine typical alignments, arranged on a 3×3 grid that represents the spectra from Chaos to Law and from Good to Evil:

Lawful Good Neutral Good Chaotic Good
Lawful Neutral True Neutral Chaotic Neutral
Lawful Evil Neutral Evil Chaotic Evil

When you create a character, you start off with 10 Alignment Points to spend. Any points you don’t spend are lost. There are four categories to spend them on: Law, Chaos, Good, and Evil. If you have 5 points in a given category, it places you in that level of the spectrum.

Example: If you have 5 points in Good and no other points, then you are Neutral Good; if you have 5 points in Good and 5 points in Law, then you are Lawful Good.

You can have up to a maximum of 10 points in any category. If you have less than 5 points in a category, then you are considered neutral for that spectrum. If you have points in the opposite category (law vs chaos, good vs evil) they subtract from the higher category to determine alignment.

Example: If you have 8 points in Law and 4 points in Chaos, you are considered to have 4 net points in Law, and so you are Neutral for that spectrum.

Certain actions throughout your career can cause you to gain or lose alignment points. Certain dream requirements in the game depend on your alignment, such as the Paladin Dream.


AWWD takes a unique approach to armor. Instead of the general categories of armor, and assumptions of armor coming as a complete set, each individual protective item has a number of Armor Points assigned to it, and the number of Armor Points you have determines what bonus to AC you receive.

0-9 Armor Points = +0 bonus to AC
10-19 Armor Points = +1 bonus to AC
20-29 Armor Points = +2 bonus to AC
30-39 Armor Points = +3 bonus to AC
40-49 Armor Points = +4 bonus to AC (Max Dex bonus: +6)*
50-59 Armor Points = +5 bonus to AC (Max Dex bonus: +5)*
60-69 Armor Points = +6 bonus to AC (Max Dex bonus: +4)*
70-79 Armor Points = +7 bonus to AC (Max Dex bonus: +3)*
80-89 Armor Points = +8 bonus to AC (Max Dex bonus: +2)*
90-99 Armor Points = +9 bonus to AC (Max Dex bonus: +1)*
100-109 = +10 bonus to AC (Max Dex bonus: +0)*^
For every +10 above 100 increase AC bonus by +1

*For determining the Maximum Dexterity bonus for wearing heavier armors, ignore any armor modifiers (such as Ancient, Elven, Exquisite, etc), and bonuses from dreams.
^Only a Strength score of 20 or above can let you wear this much armor.

So for example, if you are using a shield that gives you 10 armor points, a helmet that gives you 5, a breastplate that gives you 15, and a pair of exquisitely-wrought lobstered-plate gauntlets that give you 20, you would have a total of 50 armor points, giving you a +5 to AC.

In addition, each armor material is classified as Light, Medium, or Heavy. Your dreams may have certain restrictions on what kind of armor you can wear. These restrictions apply if you are wearing any item made of a material from the applicable category. For example, if you are a Martial Artist you can not wear any armored item if you want to receive the bonuses of that dream.

For purposes of determining weapon ineffectiveness, you are considered to be wearing Medium armor if you have between 40 and 69 armor points, and you are wearing Heavy Armor at 70 and above. Bonuses and penalties to Armor Points from modifiers and dreams do apply when determining ineffectiveness.

Armor and Casting Spells:
It’s a simple fact of life that it is more difficult to cast certain spells in armor. When casting a spell that has a Misfire effect, the failure chance increases by 1% for every 2 Armor Points (not including bonus AP) you have, rounded down. For example, if you have 40 armor points, you have a +20% chance of a spell failing on you. Some spells do not have a Misfire effect, and therefore can be cast in armor with no penalty.


In many circumstances, you may want to help another character succeed at a difficult task by assisting in some manner. To assist, you must take the same amount of time as the creature performing the task needs to complete it. This may just be a Standard action, or it could take several minutes or hours, assisting the creature through the entire duration. You then make the same check as the creature does to perform the task, with a static DC of 12. If you succeed, the creature gains a +2 to its check to perform the task. If you fail, nothing happens.

Called Shot

If you are fighting a creature with discernible anatomy, you can decide to target a specific body part for further effects. This is a “called shot”, and all called shots take disadvantage on the attack roll. The effects of hitting a certain body part are as follows:

  • Head: Target takes an additional 1d10 damage.
  • Arm: Target takes -2 to attack rolls (save ends).
  • Leg: Target is slowed (save ends).

If you roll a critical hit with a called shot, you sever the limb that you targeted. If you targeted the head, the creature gets a saving throw to avoid being decapitated. If it saves, it still takes +10 damage from the called shot critical hit.


If you know how to cast at least one spell, you can prepare a counterspell as a Standard action. For the next spell cast at you before the start of your next turn, you can make an Arcana check instead of the normal defense roll. If your Arcana roll exceeds the enemy’s attack roll, the spell is dispelled. Otherwise the attack hits as normal. If you exceed the enemy attack roll by 5 or more, you reflect the spell back at the enemy, who makes a new attack against itself.

A counterspell can also be used to dispel certain zones created by spells, also using an Arcana check opposed by the attack roll of the spell’s caster (or in the case of no attack roll, the caster’s Arcana check instead).

Coup de Grace

A helpless creature can be the target of a coup de grace, in which the attacker makes a normal attack with double advantage. If the attack hits, it is treated as a critical hit. If the damage from this attack reduces the target to 0 hit points, the target is instantly killed.


In order to craft an item in the Equipment section, you must have the Craftsman minor dream, which gives you the Craft special skill. To craft an item, you must have the appropriate materials, tools, and time required to craft the item. Usually the materials cost 50% of the item’s base cost, and tools can vary from profession to profession, as well as time required to craft the item.

Every time you craft an item, you must make a Craft check with the DC determined by the item you’re trying to craft. Your check determines if you successfully craft the item, and how much time it requires:

Check Result
Fail by 10 or more Fail to craft item and expend 50% of materials
Fail by 9 Fail to craft item and expend 40% of materials
Fail by 8 Fail to craft item and expend 30% of materials
Fail by 7 Fail to craft item and expend 20% of materials
Fail by 6 Fail to craft item and expend 10% of materials
Fail by 5 or less Fail to craft item but don’t expend materials
Meet or pass DC by 5 or less Craft item and expend all materials
Pass by 6 Craft item and expend only 90% of materials
Pass by 7 Craft item and expend only 80% of materials
Pass by 8 Craft item and expend only 70% of materials
Pass by 9 Craft item and expend only 60% of materials
Pass by 10 or more Craft item and expend only 50% of materials

Critical Hit

When you roll an attack roll and the d20 result is a 20, you score a critical hit. A critical hit deals the maximum possible damage with the attack, including any and all bonuses from all sources. For example, if your weapon deals 1d8 + 4 damage, and you have a bonus of + 1d6 with the attack, on a critical hit you would deal a total of 18 damage (12 + 6).


There are four types of defenses in D&D: Armor Class (AC), Fortitude (Fort), Reflex (Ref), and Will. These defenses represent the common ways to mitigate any amount of damage from an attack that could be avoided.

  • AC – Your Armor Class is a static number that equals 10 + Dexterity modifier + a bonus based on your Armor Points (see above for more information on Armor Points) + any other bonuses or penalties. An attack that targets AC is trying to meet or exceed the AC number in order to break through the armor a creature is wearing (natural or otherwise) and deal damage.
  • Fort – Your Fortitude is a bonus you gain to a d20 roll when an attack targets your Fortitude defense. This bonus equals your Strength or Constitution modifier + any relevant bonuses. If the attacker’s d20 roll meets or exceeds the Fortitude roll, the attack hits. Fortitude represent sheer resilience to an effect, the hardiness of a creature to not feel the effects of an attack.
  • Ref – Your Reflex is a bonus you gain to a d20 roll when an attack targets your Reflex defense. This bonus equals your Dexterity or Intelligence modifier + any relevant bonuses. If the attacker’s d20 roll meets or exceeds the Reflex roll, the attack hits. Reflex represents dodging or calculating the trajectory of an attack so that you can avoid it hitting you.
  • Will – Your Will is a bonus you gain to a d20 roll when an attack targets your Will defense. This bonus equals your Wisdom or Charisma modifier + any relevant bonuses. If the attacker’s d20 roll meets or exceeds the Will roll, the attack hits. Will represents the strength of your mind to overcome a psychic or psychological attack.


Often times an effective strategy in combat is to deny your opponent of his or her weapon. Doing so is a dangerous move, but can often leave an enemy vulnerable to attack.

To initiate a disarm, you must be in melee range of an opponent. As a standard action, make an attack roll with whatever weapon you are using. If you are unarmed and your opponent is, you take disadvantage on the roll. In any case, attempting a disarm provokes an attack of opportunity. Some weapons have the “disarm” property, granting you advantage on your roll. Your disarm roll is opposed by the opponent’s attack roll. If your roll meets or exceeds your opponent’s, the target drops whatever weapon it was holding. Picking up a weapon is a minor action that provokes attacks of opportunity.

You may also disarm a creature of an implement or other item that it’s holding. In this case, the target makes a Reflex save instead of an attack roll.


To determine if the amount you’re carrying will affect you in any way, the following rule applies.

Multiply your Strength score by 5. This is the number in pounds that is the maximum amount you can carry unencumbered. If the total weight of all your equipment and armor is equal to or less than this number, you are unaffected by the weight of your equipment.

Multiply your Strength score by 10. This is the number in pounds that is the maximum amount you can carry as a medium load. If the total weight of all your equipment is greater than your maximum unencumbered weight and less than or equal to your maximum medium load weight, you take -1 to Speed and -2 to any skill that relies on Strength, Dexterity, or Constitution.

Multiply your Strength score by 15. This is the number in pounds that is the maximum amount you can carry as a heavy load. If the total weight of all your equipment is greater than your maximum medium load weight and less than or equal to your maximum heavy load weight, you take -2 to Speed and -5 to any skill that relies on Strength, Dexterity, or Constitution.

You can not carry more than your maximum load weight.

Experience Points (XP)

As your dreamer braves the perils of life on Ava, you will gain XP to apply to your various Major and Minor Dreams. You can distribute this XP any way you like, and if you reach a level of total experience in a Dream that gives you a benefit, you receive that benefit immediately. Some rules regarding XP are:

  • You can not take XP away from a dream for any reason. You can hold off on spending XP until the end of the session in which you gained it, but you can not carry over XP between sessions of play.
  • Bonus XP does not stack with itself. This mostly refers to the Human XP benefit and the Experiencer Minor Dream. For the human benefit, you gain the +1 XP every time you receive any amount of XP. For example, if you kill a group of gnolls and gain 8 XP, you instead have 9 XP at your disposal. For the Experiencer dream, you gain the extra +1 XP for every 25, 20, 15, etc. of XP you gain not including bonus XP. So for example, if you’re a human who has gained 10 XP from an encounter with your +1 bonus included, you actually only have 9 XP so far for the determination of your Experiencer Bonus.

Example: You gain 12 XP for an encounter, and you’re a human with the maximum benefit in the Experiencer Dream. You gain +1 for the human bonus, and +2 for the Experiencer bonus (5 XP gained twice), for a total of 15 XP. You then have 2 XP left over toward the progress of your next bonus XP from the Experiencer Dream.


As a standard action during combat, you can try to feint to gain advantage on attacks against a certain opponent. You roll a Bluff check opposed by the target’s Insight check, and if you meet or exceed the result you gain advantage on all attack rolls against the target until the end of your next turn.


As a standard action during combat, you can try to initiate a grapple with an adjacent opponent that is no more than one size category larger than you. You make a Strength or Athletics check opposed by the target’s Fortitude or Reflex check (target’s choice). if your check meets or exceeds your opponent’s, you succeed in your grapple and your target is immobilized and takes disadvantage on all attacks. These effects last as long as you maintain the grab as a Standard action each turn. If your opponent’s check is greater than yours, the grapple fails and your opponent can shift 1 square as a free action. If the target is grappled, it can attempt a new check to escape as a Standard action on its turn (the creature who initiated the grapple makes a new check as well). On a successful escape, the target can shift 1 square as a free action.

A weapon with the Grapple property allows you to make an attack roll with that weapon instead of a Strength or Athletics check, and deals damage per its weapon dice in addition to the target being immobilized and taking disadvantage on attacks.

Hit Points, Dying, and Healing

First and foremost, hit points are an abstraction. They do not correspond to actual specific injuries or disabilities. If you are at 75% HP, then you have some minor cut or are just exhausted from combat. At 50% HP you have some cuts or bruises; you look noticeably worse. At 25% HP you are hurt, have some kind of injury, or are otherwise beaten almost to the point where you could lose consciousness.

If you are reduced to 0 hit points by an attack and there is still damage, you die instantly if the damage remaining is greater than or equal to your maximum hit points. Example: You are at 4 hit points and an attack hits you that deals 20 points of damage. If your hit point maximum is 16 or lower, you die.

If an attack reduces you to 0 hit points but fails to kill you, you are unconscious and must start making death saving throws. A death saving throw is considered a failure if it is less than 10, and a success if it is 10 or above. If you fail 3 before you take a rest, you die. If you succeed 3 times, you are still at 0 hit points, but you are stable and do not have to keep making death saving throws.

If you roll a natural 1 on your death save, it counts as 2 failures.

If you roll a natural 20, you are restored to 1 hit point.

If you are damaged while you are unconscious, it counts as a failed save. If you are healed for the following amounts while you are unconscious, you are restored to 1 hit point:

  • 0 death save failures – 1 hit point of healing
  • 1 failure – 5 hit points
  • 2 failures – 10 hit points

There are several ways to regain hit points:

First of all, there are spells that restore hit points magically.

There are several items that restore hit points, such as potions.

For every extended rest, you naturally heal a number of hit points equal to your Constitution modifier (minimum 1), plus an additional hit point for every hit die you possess, gained through the Health dream benefit. If a member of your party is trained in Heal (at least a +5 bonus), and while that member is resting with the group, he or she can make a DC 14 Heal check to double the number of hit points restored.

You also have the Second Wind action, which allows you, as a Standard Action, to restore a number of hit points equal to your Constitution modifier plus your total number of hit die. You can use Second Wind a number of times per day equal to your Constitution modifier (minimum once per day).

An ally with at least a +5 bonus in Heal, as a Standard Action while adjacent to you, can make a DC 16 Heal check to allow you to use your Second Wind as a free action, even if you are unconscious. If you have already used your Second Wind, an ally trained in Heal can make a DC 13 Heal check as a standard action to stabilize you, so you don’t have to keep making death saving throws (unless you want to).

Note: When dealing with hit points, negative ability modifiers still apply, but can’t reduce the number of hit points below 1.


Each round of combat, initiative is rolled by all combatants. A creature can choose not to fight or defend itself and not roll initiative, but it is considered helpless by all combatants that may choose to attack it. If a creature decides to join combat on a later round, it can do so only after a full round is completed.

Your initiative bonus is equal to your Dexterity modifier + any relevant bonuses. You roll initiative every round and proceed in turn order from highest initiative to lowest.

Opportunity Attacks

Certain maneuvers in combat leave you open for an opportunistic opponent to attack you. The following conditions allow a creature within range to make a free action to attack you with a melee basic attack:

  • Moving (not shifting or retreating), from a square within that creature’s threatened area (usually a square adjacent to it). Even if you move to another square within the threatened area, you still provoke an opportunity attack.
  • Shooting a ranged weapon.
  • Casting a spell.
  • Drinking a potion or activating an item.
  • Administering first aid.
  • Climbing, crawling, or swimming.
  • Retrieving an item from a pack or on the floor.

There are other circumstances that may provoke an opportunity attack, as decided by the DM.


On your turn, you can use a Standard action to parry the next melee attack made against you before the start of your next turn. You must be wielding a melee weapon to use parry.

When the next enemy attacks you, you make an opposing attack roll. If your opponent’s attack roll meets or exceeds yours, the attack his as normal. If your attack roll is greater than your opponent’s, the attack misses. If you succeed by 5 or more, you can counterattack with a melee basic attack as a free action.

A weapon with the Parry property grants advantage on your parry attack roll.


As a move action during combat, you can move your speed + 3, however you take disadvantage on attack rolls this turn, and attacks against you while you move have advantage.


There are many rules governing spells, most of which are covered in the Spells page. Some errata are covered here:

  • If you gain the same spell from different sources, the recharge time for that spell is halved for you. If the spell is a Cantrip spell or a spell without a recharge time, you instead gain +1 to any rolls made as part of that spell.
  • You must roll misfire chance every time you cast a spell if it has one. If it misfires, the described effect takes place immediately and you must wait for half of the recharge time before attempting the spell again. Half of the material components (rounded down) are lost on a misfire.
  • You must keep track of your components. If you try to cast a spell without the proper components, it’s treated as having misfired (or if it doesn’t have a misfire chance, the spell simply fails).
  • If you use special components costing 3 times the normal amount as indicated in the spell description, you cut the recharge time for that spell in half. This effect only occurs once per casting with special components, and if normal components are used in the next casting of the spell, the normal recharge time applies.
  • If your dreams require you to have two different focuses, you can choose to cast all of your spells through one or the other, so long as you have both focuses on your person and both are intact. A broken focus impedes you from casting spells from a dream that requires that focus, even if your other focus is functioning.

Status Effects

In AWWD, there are many effects that can be applied to a creature, hampering it in some way. The most common effects are:

  • Slowed: The creature’s speed becomes 2. This applies to all movement modes.
  • Immobilized: The creature can not move except by teleporting or phasing. It can still attack and take other actions.
  • Dazed: The creature grants advantage to attacks against it, and the creature can only take 1 action on its turn. It can not take immediate or opportunity actions.
  • Stunned: The creature grants advantage to attack against it, and the creature can not take any actions. A flying creature falls and a swimming creature begins drowning unless it can breathe in water.
  • Weakened: The creature only deals half damage with attacks.
  • Unconscious: The creature is asleep or at 0 hit points. The creature is effectively blinded, helpless, and prone. Waking a sleeping creature is a Move action.
  • Helpless: The creature is unable to defend itself. It grants advantage to attacks against it, and can be the target of a Coup de Grace.
  • Prone: The creature is lying on the ground. It grants advantage to melee attacks against it, but ranged attacks take disadvantage against a prone creature. A prone creature can crawl at half its normal speed as a move action. A creature can drop prone as a minor action. Crouching is effectively the same thing as dropping prone.
  • Dominated: The creature is not in control of its own actions. The creature that imposed the condition can decide what the dominated creature does on its turn, dictating all of its actions (Standard, Move, and Minor). A dominated dreamer can not be forced to use action points, but otherwise the controlling creature is not limited in what the dominated creature can do.
  • Blinded: The creature can not see. It takes double disadvantage on Perception checks based on sight and on all attack rolls. A creature is effectively blinded when it comes to perceiving an invisible creature.
  • Deafened: The creature can not hear. It takes double disadvantage on Perception checks based on hearing.


Any time one side of an encounter is unaware of the other side, they initiate one or more surprise rounds.

Usually surprise rounds occur when one side uses Stealth and beats the opposing side’s Perception. Each combatant using Stealth must make a check. If the opposing side is not expecting an attack or is distracted, then they have to take 10 on their Perception checks. If the opposing side is alerted to a possible threat, they make a roll.

A Perception check that equals or exceeds an opposing Stealth check denies that character any surprise rounds.

A Stealth check that exceeds an opposing Perception check by less than 5 gains 1 surprise round in which to act. For every 5 points that a combatant using Stealth beats an opponent’s Perception check, that combatant gains an additional surprise round.

Surprise rounds are like normal rounds, except the opponents caught unaware can not take any actions and grant advantage to attacks against them, and the combatants that initiated the surprise round are limited to one action per round.

Temporary Hit Points

Some spells and abilities give temporary hit points. These hit points are separate from normal hit points, and can exceed your maximum. When you take damage, temporary hit points are subtracted first, then the remaining damage is taken from your normal hit points.

Temporary hit points stack with each other (like almost all bonuses and penalties in AWWD), but they disappear whenever you take an extended rest.

Total Defense

As a Standard action you can take Total Defense, and focus purely on defending yourself for the round. When you take Total Defense, you gain +2 to all defenses until the start of your next turn.


As a Standard action you can attempt to trip a creature that is up to one category larger than you. Make a Strength or Athletics check opposed by the target’s Balance check. If the check is equal to or greater than the target’s, the target falls prone. If you are making a Trip attempt as part of a weapon attack, you use your attack bonus with that weapon instead of a Strength or Athletics check. The trip attempt is a separate roll from the attack roll. The defender gets a +5 bonus to its roll per size category if it is larger than the attacker and a -5 penalty per category if it is smaller.

Two Weapon Fighting

As a Standard action if you are wielding a Double weapon or two one-handed weapons, you can make a melee basic attack with both weapons (or twice with the Double weapon). You do not gain any ability score bonuses to the second attack roll or damage roll.

Weapon Sizes

Weapons in the Equipment section assume either a Small or Medium creature is wielding the weapon. Weapons sized for smaller or larger creatures move along the following scale, one step down for Tiny weapons, two steps down for Diminuitive weapons, one step up for Large weapons, two steps up for Huge weapons, and three steps up for Gargantuan weapons.

1 → 1d2 → 1d4 → 1d6 → 1d8 (2d4) → 1d10 → 1d12 (2d6) → 2d8 → 2d10 → 3d8 → 3d10


As a Standard action you can move up to half your speed away from a creature without provoking opportunity attacks.

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General Rules

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