Pelgrane Press updates the d20 fantasy RPG with a focus on streamlined scaling and expanded character options.

Pelgrane Press has officially released the second edition of 13th Age, the d20-based fantasy roleplaying game originally created by Rob Heinsoo and Jonathan Tweet. The release marks a significant update to the system, originally published in 2013, bringing comprehensive revisions to character classes, spellcasting mechanics, and the game’s signature Icon relationships.
The core premise of the game remains distinct in a crowded fantasy market: it blends the mathematical structure of d20 systems (like Dungeons & Dragons 3rd and 4th editions) with narrative-focused mechanics often found in indie games. The new 350-page core book updates this philosophy with a decade of playtest data and design evolution.
Mechanics and Modular Powers
One of the headline changes in this edition is the restructuring of “Kin” (formerly race) abilities. Previously, choosing a kin locked a character into a specific power. The second edition introduces multiple power choices for dwarves, humans, halflings, elves, and dragonics, allowing for greater mechanical customisation at character creation.
Spellcasting has also undergone a quality-of-life overhaul. In the first edition, spell power levels often jumped awkwardly, improving only at odd character levels. The revised system allows spells to scale directly with the caster’s level, smoothing out the power curve and eliminating “dead levels” for magic users.
Class Overhauls
The update addresses long-standing community feedback regarding class balance and complexity. The Fighter, often criticised for being too simple in the first edition, has been “substantially improved” to offer more tactical depth. Similarly, the Ranger has received a complete upgrade, and the Bard class has been entirely rewritten to better integrate with the system’s rhythm of combat.
The book also dedicates fifteen pages to “Icon relationships”—the mechanic where characters tie their backstories to the world’s powerful NPCs, such as the Archmage or the Lich King. These rules have been clarified to provide clearer guidance for GMs on how to weave these connections into active storytelling.
Context and Legacy
13th Age occupies a unique space in RPG history, designed by the lead designers of D&D 3rd Edition (Tweet) and 4th Edition (Heinsoo). It was originally pitched as a “love letter” to the d20 system, keeping the combat crunch while shedding grid-dependency and skill counting.
In a previous interview with Geek Native, lead designer Rob Heinsoo discussed the game’s iterative development. The second edition appears to double down on the “unique hero” aspect, ensuring that the mechanics support the narrative weight of the characters from the very first session.
The release includes the core rulebook and various supplements. A digital bundle is currently available via DriveThruRPG, collecting the new edition’s essential PDFs.