Neolithic-Arcana (2.0) Deities, Demon Lords, and Other Similar Entities They don't exist, though religions do. There are other planes of existence but they all came around without being created by a deity or overdeity. Backgrounds All are permitted and players are encouraged to make their own. Go wild! Multiclassing Is not permitted. Mostly because there are two classes and subclasses can work as this a lot easier. Why 10 Levels? I've found that most groups either never get past 10th level or if they do, they started at a higher level than 1st. I would love to make some epic rules for above 10th level. WHAT HAPPENED TO BARBARIAN AND MONK! WHAT ABOUT OTHER CLASSIC ARCHETYPES!!! The monk is magical so... Yeah... Also, a lot of Barbarian subclasses are magical in nature. When they get more I will add the barbarian back in. Right now you can can use the Fighter as a replacement. I will make a subclass to give the fighter rage so that brute, monster hunter, and scout aren't the only "barbarian" subclasses. I really wish the Barbarian got more non-magic love. Subclasses will take the place of multiclassing. I'm thinking of pulling the Sorcerer back into the game with drastically different fluff. Basically, these will be people who can shape spell gems better... But I also feel like this would make a great subclass so not to get too far away from the idea of "no magic classes".

History of Spell Gems 500 years before the "modern era" which the game is set, an adventurous human miner by the name of Fae found a vein of mysterious gems. Not being normal gems she sold them at a premium but soon odd rumors had spread as some were saying that the gems caused fires, weird sounds, and even that they could stave off death! An investigation was lead by the governments, religious leaders, and the underground organizations into such rumors. It was found that these gems had weird and mysterious properties only heard of in history books, religious texts, and fairy tales. Fae decided to start selling these gems as spell gems. Fae was later hung, her government deemed her too much of a wild card. Her last words were unfit for polite company. However, in a power play, the primary religion of her country propped her up as a marytr and with the gangs were able to threaten civil war if the government didn't give up their monopoly... This lead to what historians call the "stone age" of magic. The pun is not lost on the general public. In the present day, you can buy spell gem in most major towns and some from a wondering salespersons here and there. You may use spell gems if you have a high enough mental score. Watch out, different countries and even cities have different regulations on the use of spell gems. Some adventures have noted that veins of spell gems seem to have become more popular... Spell Gems Spell Gems Level Requirement Table Spell Level Minimum Character level Cantrip No Minimum Requirement 1st 1st 2nd 3rd 3rd 5th 4th 7th 5th - 9th Story Dependant To cast spells from a spell gem you need to be of a sufficient level as shown on the table above. To cast spells of 5th level and higher, you will need to meet more prerequisites than just level. Typical requirements are pricey material components, skill trainings, minimum skill bonuses, and even multiple people who meet prerequisites might be required. The type of spell gems that you cast from determine the ability score in which you use to determine your Spell DC. Intelligence: Abjuration, Illusion, and Transmutation spell gems.

Abjuration, Illusion, and Transmutation spell gems. Wisdom: Conjuration, Divination, and Evocation spell gems

Conjuration, Divination, and Evocation spell gems Charisma: Enchantment and Necromancy spell gems. Spell DC 8 + Prof + Casting Ability Score Modifier All spells offer a saving throw. Spells that normally have an attack roll now allow for the appropiate saving throw. Spell Saving Throws 1d20 + Prof (if proficient) + ability score modifier Fighter: Strength and Constitution or Wisdom

Strength and Constitution or Wisdom Rogue: Dexterity and Intelligence or Charisma To cast a spell from a spell gem you must be attuned to it and you may only attune to a spell gem during a long rest. You must be holding the spell gem in order to cast from it. You may attune to two spell gems at levels 1 - 5, three from levels 6 - 13, and four from levels 14 - 20. You do not need to attune to cantrip spell gems. The spell gem counts the material component for the spell for spell gems of level 1 - 4. Hoarding spell gems can be dangerous as the magical energies may cause them to become inert, change effects, or go off randomly. DMs are encouraged to have fun with this. Shop keeps and horders of spell gems are able to keep the magical energies safe by using specialized runes. Natural spell gems are found segregated from each other, you will never find two different spell gems naturally from the same place. For any questions on spellcasting not covered in this document, refer to chapter 10 of the PHB.

Spell Gem Prices Cantrips Tier 1: 150 GP Blade Ward

Dancing Lights

Druidcraft

Guidance

Light

Mage Hand

Mending

Message

Prestidigitation

Resistance

Thaumatagory Tier 2: 350 GP Acid Splash

Chill Touch (Black Market)

Eldritch Blast (Black Market)

Minor Illusion

Produce Flame

Ray of Frost

Sacred Flame

Shocking Grasp

Shillelagh

True Strike (target self or ally within 30') Cantrip spell gems can be used at-will and can be placed in a item, weapon, piece of armor, or even clothing. You may use any mental ability score to determine your spell DC with cantrips. Cantrip spell gems that are placed into a weapon, item, or clothing must have that weapon wielded, item held, or clothing worn to use the cantrip spell gem. If that item is destroyed then the spell gem has a 25% chance of being destroyed. You may have two cantrips on your person at one time, if you attempt to use a third cantrip spell gem then magical energies surround you and all cantrip spell gems you try to use become inert while you they are on your person. This effect lasts for 24 hours. Spell Gem Prices Gem Level Price Cantrip Tier Dependant 1st 75 gp 2nd 150 gp 3rd 350 gp 4th 500 gp 5th - 9th Story Dependant If a spell gem is not inert then shops may buy back the spell gems at 1/4 to 1/2 the original price. Selling spell gems to random people is frowned upon at best and illegal is some areas. Governments, religions, and the general populace don't typically like some types of spells. Typically spells from the Enchantment and Necromancy are considered evil and are banned. Only special shops will sell spell gems of these school, one must know where to look to find them. Side note, some governments require a 7 day waiting period and a thorough background check in order to legally purchase spell gems that deal harmful effects.

The folowing pages are optional to the spell gem rules above. These are options and rules that my groups use when we play in the Neolithic Arcana world.

Character Races Humans Size: Medium.

Medium. Speed: 30 feet.

30 feet. Languages: You can speak, read, and write one extra language of your choice.

You can speak, read, and write one extra language of your choice. Able Learner: You gain proficiency in one skill or tool of your choice

You gain proficiency in one skill or tool of your choice Bonus Human Feat: At first level choose from Alert, Athlete, Actor, Dungeon Delver, Durable, Healer, Inspiring Leader, Keen Mind, Linguist, Observant, or Tough. Goliath Size: Medium.

Medium. Speed: 30 feet.

30 feet. Natural Athlete: You have proficiency in Athletics.

You have proficiency in Athletics. Stone's Endurance: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. Powerful Build: You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift amd determining the size your target can be when you use the athletics skill to shove or grapple.

You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift amd determining the size your target can be when you use the athletics skill to shove or grapple. Mountain Born: You're acclimated to high altitude and cold climates. Dwarf Size: Medium.

Medium. Speed: 25 feet. Your speed is not reduced by wearing heavy armor.

25 feet. Your speed is not reduced by wearing heavy armor. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Long Life: You gain proficiency with History.

You gain proficiency with History. Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.

You have advantage on saving throws against being poisoned, and you have resistance against poison damage. Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, warhammer, light armor, and medium armor. Halfling Size: Small.

Small. Speed: 25 feet.

25 feet. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened.

You have advantage on saving throws against being frightened. Sticky Fingers: You have training in sleight of hand.

You have training in sleight of hand. Nimbleness: You can move through the space of any creature that is of a size larger than yours. Goblin Size: Small.

Small. Speed: 30 feet. You may be small, but you're quick.

30 feet. You may be small, but you're quick. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Additionally you have training in stealth.

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Additionally you have training in stealth. Nimble Escape: Creatures have disadvantage on opportunity attacks against you Languages? Your language is based on where your character is from. Typically everyone will know common and this second language. Humans know common and one extra language of their choice. If a goblin is from the caves outside a city, they may know common and goblin if they were raised with other goblins, but if they were raised with dwarves then they may know Common and Dwarven. Ability Score Increases? Your race no longer automatically gives you an increase in ability scores. You now get your choice at level one on where to have your increases.

Classes The Fighter The Fighter Level Proficiency Bonus Features ASI 1st +2 Fighting Style, Second Wind 1 2nd +2 Action Surge 1 3rd +2 Archetype Feature 1 4th +2 - 2 5th +3 Extra Attack 2 6th +3 Archetype Feature 2 7th +3 - 3 8th +3 Indomitable 3 9th +3 Archetype Feature 3 10th +3 Extra Attack (x2) 4 Class Features As an Fighter, you gain the following class features Hit Points Hit Dice: 1d12 per fighter level

1d12 per fighter level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor and shields

All armor and shields Weapons: All weapons

All weapons Tools: None Saving Throws: Strength and Constitution or Wisdom

Strength and Constitution or Wisdom Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather, longbow, and 20 arrows

(a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) two handaxes

(a) a dungeoneer's pack or (b) an explorer's pack The Rogue The Rogue Level Proficiency Bonus Features ASI 1st +2 Expertise, Sneak Attack, Theive's Cant 1 2nd +2 Cunning Action 1 3rd +2 Archetype Feature 1 4th +2 - 2 5th +3 Uncanny Dodge 2 6th +3 Archetype Feature 2 7th +3 - 3 8th +3 Evasion 3 9th +3 Archetype Feature 3 10th +3 Reliable Talent 4 Class Features As an rogue, you gain the following class features Hit Points Hit Dice: 1d8 per expert level

1d8 per expert level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Two tools of your choice Saving Throws: Dexterity and Intelligence or Charisma

Dexterity and Intelligence or Charisma Skills: Choose any 4 skills Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword

(a) a shortbow and quiver of 20 arrows or (b) a shortsword

(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack

Leather armor, two daggers, and thieves' tools

Fighter Fighting Style At first level, choose one of the following options. Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

You gain a +2 bonus to attack rolls you make with ranged weapons. Defense: While you are wearing armor, you gain a +1 bonus to AC.

While you are wearing armor, you gain a +1 bonus to AC. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Ability Score Increase Starting at first level you may increase one ability score by 2 and another ability score by 1. At level 1, you can not trade this ability score increase for a feat. When you reach 4th level, and again at 7th and 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you may select a feat instead of raising your ability scores. Action Surge Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Martial Archetype At third level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature a 3rd, 6th, and 9th level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.

Rogue Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Sneak Attack Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. As you gain levels, the amount of damage increases, as shown on the level table. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the following table. Sneak Attack Progression Rogue Level Extra Damage 1 - 2 1d6 3 - 4 2d6 5 - 6 3d6 7 - 8 4d6 9 - 10 5d6 Thieve's Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Ability Score Increase Starting at first level you may increase one ability score by 2 and another ability score by 1. At level 1, you can not trade this ability score increase for a feat. When you reach 4th level, and again at 7th and 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you may select a feat instead of raising your ability scores. Cunning Action Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action. Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype grants you features at 3rd, 6th, and 9th level. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Evasion Beginning at 8th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Reliable Talent By 10th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Archetypes Assassin Assassinate (Level 3)

Expertise (Level 6)

Infiltration Expertise (Level 9) Battle Master Required: Fighter Combat Superiority (Level 3)

Student of War (Level 3)

Know Your Enemy (Level 6)

Relentless (Level 9) Brute Brute Force (Level 3)

Brutish Durability (Level 6)

Devastating Critical (Level 9) Cavalier Bonus Proficiencies (Level 3)

Born to the Saddle (Level 3)

Unwavering Mark (Level 3)

Warding Maneuver (Level 6)

Hold the Line (Level 9) Champion Improved Critical (Level 3)

Jack of All Trades (Level 6)

Additional Fighting Style (Level 9) Inquisitive Ear for Deceit (Level 3)

Ear for Detail (Level 3)

Inisghtful Fighting (Level 3)

Expertise (Level 6)

Steady Eye (Level 9) Mastermind Master of Instrigue (Level 3)

Master of Tactics (Level 3)

Expertise (Level 6)

Insightful Manipulator (Level 9) Purple Dragon Knight Required: Fighter Rallying Cry (Level 3)

Royal Envoy (Level 6)

Inspiring Surge (Level 9) Samurai Bonus Proficiency (Level 3)

Fighting Spirit (Level 3)

Elegant Courtier (Level 6)

Tireless Spirit (Level 9) Scout (Fighter) Bonus Proficiency (Level 3)

Combat Superiority (Level 3)

Natural Explorer (Level 3)

Relentless (Level 9) Scout (Rogue) Skirmisher (Level 3)

Survivalist (Level 3)

Superior Mobility (Level 6)

Ambush Master (Level 9) Sharpshooter Steady Aim (Level 3)

Careful Eyes (Level 6)

Close-Quarters Shooting (Level 9) Swashbuckler Required: Rogue Fancy Footwork (Level 3)

Rakish Audacity (Level 3)

Expertise (Level 6)

Panache (Level 9) Thief Fast Hands (Level 3)

Second-Story Work (Level 3)

Expertise (Level 6)

Supreme Sneak (Level 9)

Feat List Any changes to the feats availible to you are shown below. Alert Athlete Actor Charger When you use your action to Dash, you can use a bonus action to use the attack action to make a melee weapon attack against a creature within 5' or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Crossbow Expert Defensive Duelist Dual Wielder Dungeon Delver Durable Elemental Adept Prerequisite: You must be attuned to a spell gem or be using a cantrip spell gem to gain any use of this feature. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells that you cast from gems ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. Grappler Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling.

You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.

Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple. Great Weapon Master Healer Heavily Armored Inspiring Leader Keen Mind Lightly Armored Linguist Mage Slayer Martial Adept Medium Armor Master Mobile Moderately Armored Mounted Combatant Observant Polearm Master Resilent Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher. You must be attuned to a spell gem to use this feat. When you choose this feat, you acquire the ability to cast any spell gem attuned to you as a ritual if it has the ritual tag. Sentinel Sharpshooter Shield Master Skilled Skulker Spell Sniper Tavern Brawler War Caster Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20.

You gain proficiency with four weapons of your choice

Once per turn when you roll damage for a weapon attack, you can reroll the weapon’s damage dice and use either total.

Homebrew Subclasses For Future Updates. These subclasses can be taken by the Fighter or the Rogue. Bard 3rd Level: Bardic Performance? You gain proficiency with performance and acrobatics. Additionally,

Bardic Performance? You gain proficiency with performance and acrobatics. Additionally, 6th Level: You gain expertise in two skills you already have proficiency in.

You gain expertise in two skills you already have proficiency in. 10th Level: Whenever you use your action to cast a spell from a spell gem that is from the Enchantment or Illusion school, you may use your bonus action... Barbarian

Whenever you use your action to cast a spell from a spell gem that is from the Enchantment or Illusion school, you may use your bonus action... 3rd Level: Reckless Attack, Danger Sense

Reckless Attack, Danger Sense 6th Level: Feral Senses, Fast Movement

Feral Senses, Fast Movement 10th Level: Brutal Critical Paladin

Brutal Critical 3rd Level: You gain training in religion and persuasion or intimidation. You gain the protection fighting style, if you already have the protection style, you gain the defensive fighting style.

You gain training in religion and persuasion or intimidation. You gain the protection fighting style, if you already have the protection style, you gain the defensive fighting style. 6th Level: Whenever you treat a creature with a healer's kit, the target restores hit points equal to your charisma modifier. You may use the healer's kit as a bonus action.

Whenever you treat a creature with a healer's kit, the target restores hit points equal to your charisma modifier. You may use the healer's kit as a bonus action. 10th Level: Ranger

3rd Level: You gain natural explorer and hunter option at 3rd level.

You gain natural explorer and hunter option at 3rd level. 6th Level: Natural explorer improvement and 2nd hunter option

Natural explorer improvement and 2nd hunter option 10th Level: Hide in plain sight or 3rd hunter option