Nimble5e FreePreview
Nimble5e FreePreview
Nimble5e FreePreview
Your game nights are too precious to waste with slow or fiddly RPG rules. Slay the slog and empower your
players and GM with more interesting choices, less waiting, and have more fun playing epic stories!
Nimble is a fast, tactical, 5e compatible TTRPG that eliminates the slog using some of the best elements
from the greatest RPGs around. At a time where more and more RPGs are taking a more rules heavy,
granular approach (Pathfinder, the upcoming D&D 2024 books, the new DC20 project) Nimble is going
the opposite direction.
Less waiting, more freedom for creativity & teamwork, easier to run for the GM, easier to pick up for new
players so we can grow this wonderful hobby of ours.
NIMBLE FEATURES
• Fast Attacks — Know instantly if you hit and how much damage you do.
• Exploding Critical Hits — Retain the chaotic excitement of battle.
• Teamwork & Tactics — Be rewarded for smart positioning, and clever teamwork.
• Actively engage in combat — New reactions: Defend & Interpose.
• Instant Initiative — No more clumsily polling the party, get right into combat.
• Respect the Story — Keep role-playing through combat & new resting rules.
• More Player Agency — Flexible action economy, strategic weapon system, & more.
• Deep Yet Focused — Streamlined character sheets, easy to find what you need.
• Overhauled Magic & Spell system — Easier to pick up, more freedom, more flavorful.
• 5e compatible — Keep using your favorite adventure modules, monsters books, & supplements.
• New Classes & Subclasses — Thematic mechanics, customizable, & super flavorful.
• New Legendary Monster system — Easy to run for the GM across different party sizes.
• EASY to Learn & Teach New Players — continue to grow the hobby by making it less intimidating
to play and GM. A plethora of GM tips are included. Great for first time and even experienced GMs.
SAMPLE PREVIEW. This is only a brief preview, the full release includes
nearly 200 pages of great content. Many more classes, all 20 levels, special
FREE PREVIEW
additional special abilities, legendary monsters, and much more!
HEROIC ACTIONS
C O M B AT
Heroes get 3 Actions to attack, move around the battlefield, cast spells, etc. on their turn. Generally doing
any single thing in combat will cost 1 Action. Some abilities are “free“ they do not cost take an Action to
perform. Other very strong spells or special abilities may take more time and thus cost more Actions. All 3
Actions recharge at the END of your turn, so there’s no need to save them up. Spend them all on your turn
and when you’re done, you get them all back! Use your Actions to:
ATTACK
Roll the die listed on the weapon, ability, or spell and deal that much damage to a
chosen target. Rolling a 1 means the attack misses, it deals no damage and has no
other effect. For attacks with multiple dice, the die that lands the leftmost is called
the Primary Die, it determines whether the attack is a hit, miss, or crit.
Exploding Critical Hits. Any time the highest number on a Primary Die is rolled, that is a critical hit (crit). When
a hero lands a crit, that attack ignores the monster’s armor (see pg. XX). The Primary Die is also rolled again and
added to the total. There is no limit to how many times this damage can stack, except your luck!
Rushed Attacks. A hero may attack more than once on their turn, but these additional attacks are rushed, imposing
1 stack of disadvantage for each additional attack after the first—increasing the chance to miss and lowering
the average damage for subsequent attacks. Any spells that can harm an enemy counts toward Rushed Attacks.
CAST SPELLS
Casting a spell as an Action requires a hero to have 1 hand free, the ability to speak,
and may require Mana as well (a spell’s mana cost is equal to its spell tier, cantrips cost
no mana). Upcasting Spells. Some spells have greater effect when additional Mana
is spent on them. A hero can upcast a spell only up to the tier they have unlocked.
ASSESS
A great way to include RP moments into combat. If you need more information, or an
edge in combat, a hero can use an Action to make a skill check to uncover information,
spot a weakness or damage vulnerability, intuit enemy tactics/plans, etc.
MOVE
A character can use an Action to move up to their speed. This movement can be
broken up with other actions if desired, and a hero can use multiple Actions to move
multiple times in one turn. When in Difficult Terrain, movement speed is halved.
Forced Movement. Any time a character’s movement is forced, if that movement is halted by anything in the
environment they take an additional 1d6 bludgeoning damage for each square the movement was cut short. If
they hit another creature, both take this damage.
HEROIC REACTIONS
Reactions are Actions performed when it is not your turn. A hero can perform each reaction no more than
or in extreme cases automatically start combat with only 1 Action.
Turn Order. When combat begins, by default, Heroes go first. Whichever player is ready first (or
1/round, and they will start their turn with that many fewer Actions. The Reactions are: whichever makes the most sense story-wise) goes first, with play proceeding around the table clockwise.
The GM can hold all of the monster’s turns to the end of the round or interleave their turns between the
DEFEND hero’s turns as the story demands. A monster (or monster group) should act at the same time each round.
Reduce damage from any single attack by your Armor whenever you use this
reaction. At the GM’s discretion, some damage may not be avoidable (i.e., psychic Encourage teamwork, be flexible. If 2 players want to strategically switch their turns for one round to
damage, or some areas of effect). facilitate teamwork or a execute a tactical plan, the GM can allow this at his/her discretion. This should be
done only occasionally though to avoid slowing the game down or losing track of who has gone or not.
INTERPOSE
If an ally within 10 ft. would be struck with an attack, you can push them out of
the way and become the new target of the attack. You enter their square and
move them to an adjacent square of your choice.
HIT POINTS
Your Hit Points (HP) represent your ability to take damage and keep on going. Taking damage lowers your
HP. When you drop to 0 HP, gain 1 level of Exhaustion the Dying condition: actions are is limited to 1/
Can I Interpose and Defend at the same time? Yes! As long as you have enough Actions to spend. You won’t, round, concentration is broken, and continuing to fight may further harm you:
however, be able to do so again until your next turn is over since each of those is limited to 1/round.
• Attacking/casting spells causes 1 level of exhaustion unless you make a DC 10 STR save.
OPPORTUNITY ATTACK • Taking damage while Dying causes 2 levels of exhaustion, a crit causes 3 instead.
A melee attack made with disadvantage when an adjacent enemy moves away.
Common monsters do not make opportunity attacks, only heroes and legendary Some abilities or effects may grant Temporary HP (Temp HP), these are reduced first when taking
monsters (e.g., bosses) can use them. damage. If a hero with Temp HP would gain more, they choose which amount to use instead of adding
them. Temp HP expire on a Long Rest.
HELP
Grant an ally advantage on an attack, skill check, or saving throw if you can EXHAUSTION
reasonably explain to the GM how you could help in a given situation (limit Exhaustion represents serious injuries you’ve taken, it is a long term gauge of how close you are to death.
of one help reaction for each roll). The GM may call for a skill check or grant –1 to d20 rolls when outside of combat per level of exhaustion. HP can usually be recovered quickly, but
advantage automatically, depending on how good the idea is. A fantastic way exhaustion may take many days of resting to fully recover from (usually 1/Long Rest).
to bring role-playing and creativity into a combat encounter!
DEATH
STARTING COMBAT
A combat encounter begins when the GM tells the party to “Roll Initiative!”Each player will roll 1d20 and
A hero dies when they receive their last level of exhaustion (typically 6). There are some ways to revive a
hero who has died, but they come at a cost. A soul can be coaxed back to the realm of the living only so
many times before becoming untethered or worse...
add their Initiative. If the result is a single digit, that character starts combat with 1 Action, if the result is 2
digits they start combat with 2, and a result of 20+ nets you all 3 Actions! Regardless of what a hero rolls
on initiative, at the end of their turn they gain all 3 Actions back. SMALL GROUPS
A GM and a single hero can play with the aid of a sidekick. Sidekicks are an NPC that the hero’s player
Surprise. Occasionally a party may maneuver themselves so adeptly that their enemy is completely controls during combat and the GM controls outside of combat. Sidekicks get 2 Actions and are always 1
caught off guard. In this case the GM may grant the party advantage on initiative or in extreme cases they level below the hero character. If the main hero dies, the sidekick can be upgraded 1 level, and hire his
may not need to roll initiative at all—the GM can allow each Hero will start their first turn with all 3 Actions. own sidekick to keep the adventure going!
Merely being hidden or punching first is not sufficient to gain surprise. If an enemy is on guard or at all A GM can optionally allow one or two sidekicks with a Party of 2-3 heroes as well.
aware of your presence they cannot be surprised. If the party is surprised, they may roll with disadvantage
MAKING A
HERO
Your hero is how you will make your mark on the
world. Grab a character sheet and fill it in as you go:
CHARACTER
7. Mark your initiative (usually equal to your
WIS), languages (and optionally, inventory slots
10+STR) .
8. Roll for your starting gold. (2d4x10 gp) spend
CREATION
this to buy your starting gear.
BERSERKER
WRATH & RUIN.
The Berserker is destruction. He knows not fatigue, from their shoulders. Many have caved under the
nor caution—both surely driven away from him in a berserker’s primal might—sword and spell are but
relentless fury. Those of barbaric nature are said to straw in the wake of unbridled rage.
eat only the dust of war, and drink naught but the
blood of those felled by their own hand. As a Berserker you can:
Death is no stranger, for it is said that even death • Become a raging, damaging dealing, machine.
fears to take a Berserker before his battle rage is You greet death as an old friend and can
satiated. Once a berserker has begun to fight, he continue to fight!
only grows stronger, fueled by battle–lust and an • Increase your damage to unbelievable
unending rage, the deadliest among them is not levels: the longer a fight goes on, your rage
the well–rested, but those who are pushed to the intensifies, dealing out more incredible
brink through combat. amounts of brutality.
• Use your Savage Arsenal and choose abilities
Be it axe or sword, it matters not what a berserker to crush your foes and laugh in the face of
takes up, flesh will be hewn from bone, and heads death!
CLASS PREVIEW. This is only a class preview, the full release includes
many more classes, all 20 levels, additional abilities, and other features!
Remember!
SAVAGE ARSENAL
Into the Fray. Action: Leap up to your speed toward an enemy. If you land adjacent
If you perform to at least 2 enemies, make an attack against one of them for free.
BERSERKER
Key Stats: STR, DEX Hit Die: 1d12 (starting HP 20)
a notable act of
destruction or feat
of strength during a
Death Blow. When your rage ends on a crit, apply your Fury Dice damage to the
attack again.
Saves: STR+, WILL– Armor: None Weapons: STR Long Rest you may
exchange 1 Savage Mighty Endurance. You can now survive an additional 4 levels of exhaustion before
Arsenal ability you death.
LEVEL 1 Rage. Action: Enter a rage. Your Armor is set to your STR+DEX, gain that know for a different
much Temp HP. These effects end when your rage ends. Your rage is satiated one. MORE BLOOD! When you score a critical hit you may continue to rage.2/Long Rest.
and ends if you score a critical hit; when you drop to 0 HP; or if you go 1 round
without dealing damage or entering your rage. You’re Next! Action: While raging, you can make a skill check to demoralize an enemy
Yes! You can enter your rage even if you are already raging. within 60 ft. Rolling higher than their remaining HP will cause it to immediately flee
the battle.
LEVEL 2 Intensifying Fury. At the end of each of your turns, if you are raging, roll
1d6 and set it aside; this is your Fury Die, add it to every attack you make. Whirlwind. 2 Actions: Damage ALL targets within your melee weapon’s reach.
There is no limit to the number of Fury Dice you can accumulate this way. If
your Rage ends, your Fury Dice are lost
UNDERHANDED
THE CHEAT
Key Stats: DEX, CHA Hit Die: 1d6 (Starting HP 10)
ABILITIES
Saves: DEX+, STR– Armor: Leather Weapons: DEX • Pocket Sand. When you Defend against a melee attack, force the attacker to
reroll the attack and impose disadvantage on all their attacks this round. 1/
LEVEL 1 Vicious Opportunist. 1/round. When you hit a distracted target, you encounter (you’ve got to collect more sand!).
may change the Primary Die roll to whatever you like (changing a die to the • I’m Outta Here! When an ally within 15 ft is critically hit, you may move up to
maximum value counts as a critical hit). Any target that cannot see you, is half your speed and turn invisible until the end of your next turn.
taunted by or adjacent to an ally is distracted. • Feinting Attack. If you would miss for the second time in a single round, you
may change the die roll to its maximum instead.
Sneak Attack. The first critical hit you make each turn deals an additional • Twist the Blade. When you land a sneak attack, you may force the target to
1d6 damage. make a STR save (DC 10+CHA). On a failure, instead of rolling your sneak attack
dice, they deal the maximum amount of damage. 1/encounter.
LEVEL 2 Cheat. You’re a well–rounded cheater. Gain the following abilities: • Shadow Strike. 2 Actions: Teleport up to 20 ft. away to a place you can see and
• Once each round you may either Move or Hide for free. make a melee attack. If you crit, you may teleport again.
• If you roll less than 10 on initiative, you may change it to 10 instead.
• If you roll less than 10 on a skill check you may change it to 10. 1/day.
• You may choose to have advantage on skill checks while playing any
games, competitions, or placing wagers. If you’re caught though...
SUBCLASSES
At level 3, choose one Cheat subclass:
LEVEL 2 Unlock Tier 1 Spells. You unlock Tier 1 Fire, Ice, & Lightning spells and gain
a Mana pool equal to 2+INT. Each time you gain a Mage level, your mana SUBCLASSES
pool increases by 2; and by 1 whenever your INT increases.
MAGE OF CONTROL
Talented Researcher. Gain advantage on Arcana or Lore checks when you
LEVEL 3 Demand Control. Whenever you cast a Tiered spell, you may spend 1 additional Mana to Demand
have access to a large amount of books and at least 12 hours to study.
Control: choose 1 option from the Control Table. If the spell misses, you must Demand Control for free.
LEVEL 3 Mage Subclass. Choose a Mage subclass.
Control Table. Choose an option that has not been chosen yet. Resets when you
Spell Shaper. You gain the ability to empower your spells with powerful
roll initiative or all options have been chosen.
effects by spending additional mana. You may use 1 Spell Shaper ability per
turn. Choose 2 abilities. I INSIST. Cast a Cantrip for free.
BURN. A creature of your choice within 60 ft. gains the burning condition.
LEVEL 4 Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2. NO. An enemy of your choice cannot harm you during its next turn.
Key Stat Increase. +1 INT or WIS. LOSE CONTROL. An enemy immediately gains control of you until the end of
your next turn (it can’t spend your mana, you get an additional turn after that).
LEVEL 5 Elemental Surge. A surge of adrenaline and your affinity with the elements
grants you additional power as combat begins. When you roll initiative, roll
1d4 and regain that much mana (this expires at the end of combat if unused). MAGE OF CHAOS
Secondary Stat Increase. +1 STR, DEX, or CHA by 1. LEVEL 3 Invoke Chaos. Whenever you cast a Tiered spell, you may spend 1 additional Mana to Invoke
Upgraded Cantrips. Your cantrips grow stronger. Chaos: roll on the Chaos Table. If the spell is a critical hit, you must Invoke Chaos for free.
Where is the Chaos Table? If you’re sure you want to spoil it, you can find it on page XX in the GM’s
Guide. Suffice it to say, rolling a 1 is really bad but rolling a 20 is AWESOME. Let chaos reign!
OATHSWORN
“I WILL PROTECT MY COMPANIONS AND
VANQUISH EVIL AT ALL COSTS.”
Various orders of these zealous, holy warriors, As an Oathwsorn you can:
have attained great physical and radiant strength Defend with Devotion: Shield your allies from
through absolute devotion to a higher power in harm and channel righteous judgment. The more
the form of oaths. you face evil, the more potent your strikes become.
Nothing can sway them from their hunger Divinely Protect: Stand as a bastion of defense,
for justice and passionate hatred of evil. Their safeguarding allies even from afar. Your presence
strength, both physical and radiant, is matched brings justice to every corner of the realm.
only by their fervent hatred of evil.
Beacon of Virtue: Mend wounds, discern truth
The mark of a true Oathsworn, however, is their from Ill-intent and inspire others to embrace your
willingness to lay down their life for their friends. noble cause with unwavering conviction.
OATHSWORN
Key Stats: STR, CHA Hit Die: 1d10 (starting HP 17)
CLASS PREVIEW. This is only a class preview, the full release includes
many more classes, all 20 levels, additional abilities, and other features!
LEVEL 4 My Life, for My Friends. You can Interpose for free. OATH OF VENGEANCE
Key Attribute Increase. +1 STR or CHA. LEVEL 3 Aura of Zeal. Double the maximum number of Judgment Dice you can
Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2. have. You gain an aura with a radius of 20 ft. When you or an ally within
your aura receives a critical hit gain 2 Judgment Dice.
LEVEL 5 Judgment Die (2). Whenever you are attacked, gain 2 Judgment Dice
instead of 1. OATH OF REFUGE
Secondary Attribute Increase. +1 DEX, INT or WIS. LEVEL 3 Aura of Refuge. You gain +2 Armor while wearing a shield. You gain an aura
Upgraded Cantrips. Your cantrips grow stronger. with a radius of 20 ft., and can Interpose for an ally anywhere within your aura.
CANTRIP
FIRE SPELLS
FLAME DART CANTRIP
LIGHTNING
ZAP
SPELLS
1 ACTION Deal 1d10 fire damage to any target within 60 ft. Inflicts the burning 1 ACTION Deal 2d8 damage to a target within 120 ft. If this misses, the lightning fails to find ground
condition on a critical hit. and strikes you instead. High Levels: +4 damage every 5th spellcaster level (5, 10, 15, & 20).
High Levels: +5 damage every 5th spellcaster level (5, 10, 15, & 20)
CANTRIP ELECTRICAL DISCHARGE
CANTRIP ENCHANT WEAPON 1 ACTION (This can only be cast if you have taken lightning damage since last casting this spell this
1 ACTION A weapon you hold is enchanted with magical flame for 1 minute. The encounter.) Deal 2d8 lightning damage to all other creatures within 10 ft. of you. This attack
weapon’s damage becomes a 1d10 + your level and inflicts the burning does not miss. High Levels: +4 damage every 5th spellcaster level (5, 10, 15, & 20).
condition on a critical hit.
TIER 1 ARC LIGHTNING
TIER 1 CONSUME FLAME 2 ACTIONS Deal 3d8 lightning damage to a target within 120 ft. The bolt also strikes the next closest
2 ACTIONS Deal 4d10 fire damage to a burning target within 60 ft. ending the condition. creature to your target. If this attack misses, the lightning fails to find ground and strikes
Upcasting: +2d10 damage for each additional mana spent. you instead. Upcasting: +1d8. for each additional mana spent.
CANTRIP
ICE SPELLS
ICE LANCE CANTRIP
RADIANT
REBUKE
SPELLS
1 ACTION Deal 1d6 Cold damage to a target within 90 ft. Advantage against creatures 1 ACTION Deal 1d6 damage to a target within 20 ft., ignoring armor. Double damage against undead
that are slowed (any creature with actions or movement hampered is slowed; or the cowardly (those behind cover). High Levels: +1d6 damage every 5th spellcaster level
e.g., Dazed, Grappled, Prone, Difficult Terrain). High Levels: +3 cold (5, 10, 15, & 20).
damage every 5th spellcaster level (5, 10, 15, & 20).
CANTRIP TRUE STRIKE
CANTRIP BITING FOG 1 ACTION Give yourself or an ally within 10 ft. advantage on the next attack they make until the end of
1 ACTION (Concentration, up to 1 minute.) Create a 10 ft. opaque cube of icy fog their next turn. High Levels: +5 ft. range every 5th spellcaster level.
adjacent to you. Creatures in it take 1d6 cold damage when you create it and
at the end of their turn. High Levels: +3 damage every 5th spellcaster level TIER 1 HEAL
(5, 10, 15, & 20). 1 ACTION Touch a creature and heal it 1d6+KEY HP. Upcast: For each additional mana spent choose
one: +1 Target, +30 ft. range, +1d6 healing. If 5+ mana is spent, you may also heal 1
TIER 1 GLACIAL SHARD negative condition (e.g., blind, deaf, petrified, 1 level of exhaustion, etc.).
2 ACTIONS Deal 3d6 cold damage to a target within 90 ft. On a critical hit a medium
or smaller target is knocked prone. Advantage against slowed creatures. TIER 2 WARDING BOND
Upcasting: Increase the size by 1 and +1d6 for each additional mana spent. 2 ACTIONS Designate a willing creature as your ward for 1 hour. They take half damage from all attacks,
you are attacked for the other half. Upcast: +1 hour duration for each additional mana spent.
TIER 2 FROST SHIELD
1 ACTION (Reaction, when you would defend) Increase your Armor by one of your Key
attributes for this round, then Defend for free. Upcasting: +Key Armor for SPELL PREVIEW. The full books will contain far more spells and many more spell schools, with
each additional mana spent. spells like: Creeping Death, Cataclysm, Boistrous Gale, Seething Storm, and DRAGONFORM!
MELEE WEAPONS
EQUIPMENT
ITEM DAMAGE PROPERTIES COST
ARMOR
ITEM ARMOR COST ITEM ARMOR COST
ROBES PLATE
LEATHER SHIELDS
HUMAN (MEDIUM)
Found in every terrain and environment, their curiosity and ambition drive them
to explore and adapt. Their curiosity and ambition drive them to every corner of
the world, making them a ubiquitous and versatile race.
Adaptable. +1 to all skills. +1 to Initiative.
ELF (MEDIUM)
Elves epitomize swiftness & grace, their tall slender forms belie their innate speed,
grace, and wit. Formidable in both diplomacy and combat. Elves strike swiftly,
often preventing the worst by acting first.
Swiftness & grace. +3 to Initiative.
Flavor is free. Want to play a Stout Halfling instead of a Lucky one? A cute
Human instead of Adaptable? As long as the GM is on board, go for it! The full
release has many more exotic races to choose from!
DWARF (MEDIUM)
Dwarf, in the old language means stone. You are resilient, solid, stout. Even when
driven to exhaustion, you will not falter. Forgoing speed, you are gifted with
physical vitality, and a belly that can handle the finest and worst consumables this
RACE &
world has to offer.
Stout. +2 max Hit Dice, +1 max Exhaustion, –5ft. Speed.
Monster Armor. While most monsters are unarmored, some creatures are tougher to take down.
• Medium Armor (Just the dice). Monsters with Medium Armor ignore all damage modifiers from
stats and other effects, taking damage from the sum of the dice only.
• Heavy Armor (Half the dice). Monsters with Heavy Armor ignore damage modifiers and take half
damage from dice (rounding up).
Heroes’ critical hits, save spells, and damage type vulnerabilities ignore monster armor altogether.
Default Monster Stats. Unless otherwise noted, assume that monsters are unarmored, have a speed of
30 ft. (can replace one of their attacks with an extra movement), and roll saves with an unmodified 1d20
roll, though some monsters may have Advantaged/Disadvantaged saves when it suits the story.
On the goblin’s turn, the GM could move him up to 30 ft., For slightly easier encounters, try
make two Scimitar attacks, and then use his Shifty ability. Goblin Flunkies instead:
Or do those actions in any other order. GOBLIN FLUNKIE (cannot crit)
MONSTERS Level 1
SAMPLE ENCOUNTERS
Medium Encounter (1 Flunkie/hero)
Level 3
Medium Encounter (2 Flunkies/hero)
Challenging Encounter (1 Goblin/hero) Challenging Encounter (2 Goblins/hero)
Level 2 Level 4
Medium Encounter (1.5 Flunkies/hero) Medium Encounter (2.5 Flunkies/hero)
Challenging Encounter (1.5 Goblins/hero) Challenging Encounter (2.5 Goblins/hero)