Classes
Barbarian
Brutal Strike
You know how to hit an enemy where it hurts. Whenever you attack a creature with an unarmed attack or melee weapon, you can apply sundered to yourself (if you don’t already have it) to increase your success by +1 step, and can choose to do so after you’ve seen the results.
Additionally, while raging, you can mark
- Add your
+POWER to yourdamage roll as an additional bonus - Push the target 10 feet away from you and then close the gap without triggering reactions
- Apply slowed to the target.
Finally, choose a number of melee weapons you’re proficient with equal to your
Rage
You can draw upon your inner fury to drive yourself in battle. Spend
Additionally, while raging, add your
Finally, gain a talent related to your strength or fury that describes where your rage builds from.
Primal Instincts
You have advantage on initiative rolls if not unconscious, and when going into your rage and sustaining it, you can mark
Simmering Rage
Gain expertise in the talent you chose for your rage. You can enter and sustain your rage for
Undying Fury
When you are reduced to
Avatar of Rage
When you enter your rage, you become an avatar of a primal force. When selecting this feat, choose one of the following:
- The Spreading Fire
- Your weapon attacks deal fire damage, and you gain resistance to fire damage. When you use your brutal strike you can mark 2-fatigue instead of 1 to apply doomed to your target. When you take the move action can mark 2-fatigue to jump to a distance within your speed, dealing fire damage equal to your +POWER to all creatures next to you when you both leave and land.
- The Unrelenting Wave
- Your weapon attacks deal cold damage, and you gain resistance to cold damage. When you use your brutal strike you can mark 2-fatigue instead of 1 to knock your target prone. Your speed is increased by 10 feet, and any creature that attacks you while you move, or whose space you run through while you move, must succeed on a DC 10 +POWER power saving throw or be pushed back 10 feet, 5 feet on a weak hit.
- The Oncoming Storm
- Your weapon attacks deal lightning damage, and you gain resistance to lightning damage. When you use your brutal strike you can mark 4-fatigue instead of 1 to apply stunned. When you take the move action you can mark 2-fatigue to teleport up to your SPEED, which does not provoke reactions for moving.
- Divine Retribution
- Your weapon attacks deal radiant damage, and you gain resistance to radiant damage. When you use your brutal strike you can mark 2-fatigue instead of 1 to apply sundered. When you enter your rage or when you sustain it, you can mark 2-fatigue to sprout wings until the start of your next turn, granting you a fly speed equal to your SPEED.
- Damned Fury
- Your weapon attacks deal necrotic damage, and you gain resistance to necrotic damage. When you use your brutal strike you can mark 2-fatigue instead of 1 to apply impaired. Your movement speed is increased by 15 feet, and can move along any surface, and can stand on walls and ceilings.
Towering Inferno
When you enter your rage, you can choose to grow to a Large size; if you do, gain
Bard
Jack of All Trades
You know a little bit of this and a little bit of that. Gain a talent, then choose one of your talents to gain expertise in. Gain either mastery of a weapon you’re proficient in, which you can swap as part of your
The Pen is Mightier than the Sword
When telling the story of what happened here today, it’s ok to embellish a little bit if it’ll make it more exciting! Before combat starts, you can choose an opponent you can see and make a
You can use this a number of times per day equal to your PB.
Additionally, when attacking with precise weapons, you can use
Fount of Luck
Whenever you take a long rest, you and a number of creatures of your choice up to your
Increase your maximum number of
I Make Plans.
Whenever you fail a
If at any point during your contingency plans a strong hit is rolled, exclaim how you knew this plan would work, and gain
Increase your maximum number of
Rewrite
On your turn, you can spend a
Increase your maximum number of
Farkle
Whenever you deal damage to a creature with an
- Set aside dice that you’ve rolled if:
- You roll triples or better
- A die face equals your
+LUCK or 1 - You roll a straight using all of your die (minimum 3 die)
- You roll a full house (only two numbers rolled, minimum 2 of each number) using all of your die
- If you have dice you haven’t set aside, you can choose to reroll them
- If you have set aside all of your dice, you can mark the total number rolled, then reroll all of the dice. You can do this a maximum number of times equal to your
proficiency bonus .Hold 1-farkle .
You can choose to stop rolling at any time. When you do take the total number rolled and deal it as damage to the creature you’re attacking—the damage gains
Rabbit's Foot
You’ve learned how to bend the luck of others. You can now choose one of the following when spending a
- Reroll an
ability check you’ve made with a bonus equal to+LUCK . Choose which result to use. - As a reaction to an
ability check made by a creature you can see, force them to reroll it with a bonus or penalty (your choice) equal to+LUCK . They must use the new results. - As a reaction to an
ability check made by a creature you can see, force them to add+LUCK as a bonus or penalty (your choice) to the result after they’ve made it. - As a reaction to an
ability check made by a creature you can see, force them to make the roll with advantage or disadvantage (your choice).
Increase your maximum number of
Cleric
Channel Divinity
You gain the ability to channel your deity’s might through you. You can channel divinity a number of times per day equal to your
- Divine Light
- Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you. They heal 2d6 HP.
- Divine Wrath
- Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you. They make a power saving throw; on a miss they take 2d8 radiant or necrotic damage (your choice), half as much on a weak hit.
- Turn Undead
- Spend 2 AP, mark 2-fatigue, and present your Holy Symbol to censure Undead creatures of your choice within 30’ of you. They must make a focus saving throw, on a miss, they become frightened until they take damage or until you become stunned or unconscious. On a weak hit, frightened will also end at the end of their next turn. While frightened this way, they are also stunned.
- Guidance
- As a reaction to a creature making a skill check, but before they roll, you can bless them with words of guidance, letting them add 1d4 to their roll. If they roll a miss, this use of channel divinity isn’t expended.
Divine Vessel
Choose a deity; you are a vessel for their will on the material plane, granting you the ability to cast spells as a manifestation of their will. Your spellcasting ability is
When you gain this feat, you gain the healing word cantrip and a number of additional cantrips equal to your
As part of your
When you take this feat, gain a talent related to your faith, and gain expertise in that talent.
Druid
Druidic Circle
Your deep connection with nature has drawn you to a druidic circle where you have learned how to tap into the energy of living things to cast spells. Your spellcasting ability is
When you gain this feat, choose a number of cantrips from the primal spell list equal to your
As part of your daily preparations, you can
Gain a talent with expertise related to nature.
Wild Shape
You gain the ability to shape-shift into a beast. When you do so, all of your equipment merges into your body and you take on the statistics and traits of the beast you transform into, replacing yours, while retaining your
Wild shaping requires
You can choose from any CR0 Beast without a
Circle of the Moon
Your wild shape grows stronger. The maximum challenge rating for your wild shape is now equal to your
Additionally, when you initially transform, you gain an additional 5 temporary
Circle of the Land
As part of your
| Terrain | Cantrip | Element |
|---|---|---|
| Arid | Fire Bolt | Fire |
| Polar | Water Whip | Cold |
| Temperate | Lightning Lasso | Lightning |
| Tropical | Poison Spray | Poison |
While wild shaped, you can mark
Finally, whenever you take the gather supplies downtime activity while within your chosen terrain, you can increase your check by +1 step.
Nature's Sanctuary
You gain the ability to cause a spectral tree to appear, providing shade, nourishment, and protection. Spend
Archdruid
You can speak and cast spells while transformed using Wild Shape form as long as they do not have a material component that has a cost and is consumed. When transformed using Wild Shape, your unarmed attacks and natural weapons (like your claws, beak, tail, etc…) count as a weapon focus.
Circle of Spores
You gain a symbiotic link with fungi, letting you tap into the cycle of life and death. If you can cast spells, you gain the toll the dead cantrip and the leech charm. You also gain a halo of invisible spores that surround you in a 10’ aura that grant you blindsight within it, and can mark
Fighter
Adrenaline Rush
In the heat of battle, you can push yourself further than other combatants. You gain a number of adrenaline points you can use to power extraordinary feats in combat equal to your
- Bulk Up
- Regain a number of hit points equal to 2x your +POWER when you Regroup
- Pump Up
- Give yourself temporary hit points equal to your +POWER
- Second Wind
- Reduce the AP required to Regroup by 1
You regain one adrenaline point when you finish a short rest, and you regain all of them as part of your
Martial Master
You are a master of all things fighting. Choose a number of weapons up to your
- Armored
- +1 AC while wearing light, medium, or heavy armor.
- Great Weapon Fighting
- When you roll damage for an attack with a melee weapon with the two-handed or versatile property that you’re wielding with two hands, treat a 1 or a 2 on the damage die as a 3.
- Archery
- Gain +2 ongoing to attack rolls made with ranged weapons.
- Two-Weapon Fighting
- When you attack a creature with the attack granted by an agile weapon, the attack with your secondary weapon includes your ability score in its damage.
- Dueling
- When wielding a melee weapon in one hand and no other weapons, gain +2 ongoing to attack rolls made with it
Finally, you’re more adapt at learning techniques and teaching the ones you know—reduce the countdown required to teach a technique by 2 (minimum 1) and the countdown to learn a technique from a scroll by 2 (minimum 1).
Battlefield Medicine
Sometimes, the best offense is a good defense. When you Disengage, you can mark up to
- Top Up
- As a reaction to a creature within your reach using Regroup, heal them for +POWER hit points
- Patch Up
- Spend 1 AP to heal a creature within your reach two times your +POWER hit points
- Cool Down
- Spend 2 AP to apply invigorated to a creature within your reach.
Increase your maximum number of adrenaline points by 1.
Command & Conquer
You command the battlefield, directing your allies to victory. Once per short rest, you can spend
- Bait & Switch
- Spend 1 AP to switch places with a willing, conscious creature within 5 feet of you. This does not provoke reactions from moving out of a creature’s reach. Until the start of your next turn, either you or the creature you moved gains a bonus to their AC equal to your proficiency bonus.
- Rally
- Choose an ally within 30 feet of you who can see or hear you—they become quickened
- Menace
- Apply frightened to a creature you hit with a weapon attack.
Increase your maximum number of adrenaline points by 1
Expert Marksman
You zero in on your enemy’s weaknesses. While you have temporary
Choose an additional fighting style.
Power Surge
You draw upon your inner strength to power through combat. Whenever you use Strike multiple times per turn, you can mark
- Twist the Knife
- Increase or decrease an ability check by +1 step or -1 step
- Zero-in
- Become empowered until the end of your current turn
- Action Surge
- Become quickened until the end of your current turn
Increase your maximum number of adrenaline points by 1
Tactical Advantage
You press your advantages wherever you can. When you use one of your adrenaline points, you can move up to half your
- Blind Fighting
- Gain blindsight 10’.
- Alert
- If not unconscious, roll initiative with advantage
Monk
Ki Warrior
You gain proficiency, and mastery, of a ki blast, an energy beam that fires like an arrow and that counts as a simple ranged weapon that deals 1d6 damage, has a range of 120’, and the pinpoint mastery property. You can use this ki blast for any attack made with a weapon. You use your
Ki Charge
Unarmed Warrior
Your unarmed attacks now deal 1d6 damage and gain the graze mastery property, which you can use. You gain the Flurry of Blows technique. Additionally, while not wearing armor or holding a shield, your AC equals your
Elemental Ki
You learn how to manipulate and channel the elements through your ki. Choose one of the following cantrips:
- Fire Bolt
- Water Whip
- Stone Sling
- Lighting Lasso
- Thunderclap
Ki Strikes
Whenever you use Flurry of Blows, on a strong hit, you can add one effect to an attack. Each attack can only have one effect applied, and some effects require you to spend stored ki to use:
- Push
- Push the target 15 feet
- Slow
- Apply slowed to the target
- Addle
- Spend 1-ki to prevent the target from taking reactions until the start of its next turn
- Topple
- Spend 1-ki to knock the target prone
- Drain
- Spend 1-ki to deal 2 fatigue instead of your normal damage and apply doomed to the target
- Stun
- Spend 3-ki to apply stunned to the target
Supreme Reflexes
Your martial arts training has honed your reflexes to the pinnacle of what’s possible. When you are hit with an attack that deals damage to you, you can take a reaction to reduce the damage by your
Additionally, when you Move, you can move along vertical surfaces and liquids as long as you do not end your movement on them, and your first use of flurry of blows on your turn doesn’t exhaust your reaction.
Honed Ki
You now
Additionally, when you use ki charge you can mark
Quivering Palm
You gain the ability to set up vibrations in a creature. When you score a strong hit on a creature with an unarmed attack, you can spend 5-ki to set up vibrations in their body that last a number of days equal to 10 times your
You can only have one creature under this effect at a time. You can end the vibrations harmlessly in a creature for free.
Paladin
Oathbound
You have sworn an oath, an overall driving motivator for yourself, something like “I will protect the innocent from those who would do them harm” or “I will bring the crown to heel for what it’s done to me”. Your oath includes a vow related to how you will accomplish that in the form of a
If you break your oath, either by acting against it or by failing a vow (it resolves either negatively or neutrally), you become oathbroken and are no longer oathbound. In order to become oathbound again, you must take a day of extended downtime to focus solely on recentering yourself and spend 100g on a tithing for each point of your oath, after which you can either restore your oath at -1, or you can swear a new oath starting at 0 and write new vows.
Your conviction to your oath radiates out from you within a 10’ aura. While oathbound, add your oath as a modifier to your ability checks, and creatures of your choice within your aura can add your oath to their skill checks as a modifier. While oathbroken, when a creature enters your aura, it must make a focus
Smite
You are able to manifest your oath as divine energy. Choose a number of cantrips equal to ½ your oath (minimum 1) from the divine spell list, and a number of charms equal to ½ your
After you hit a creature with a melee or ranged weapon attack, you can mark
While oathbroken, whenever you try to cast a spell or smite a foe, mark
Faithful Steed
You gain the service of an otherworldly faithful steed. The steed is loyal to you and can act as a controlled mount for you. In combat, it acts on your turn. While oathbound, choose a manifestation for your steed: celestial, fiend, or fey. While oathbroken, your steed reverts to a normal beast
Your faithful steed dies if it drops to
As part of your
Faithful Steed
20 HP |2 Fatigue |1 Exhaustion |2 AC | Medium- -1 Focus | 2 Power | 1 Cunning
Speed : 55’- 1d8 + 1 damage
- 10’ reach
Manifestations
- Celestial
- Your faithful steed gains radiant resistance and can cast healing word at touch range, upcast to Level 1, once per day
- Fiend
- Your faithful steed gains resistance to necrotic damage and can use the Roar technique once per day.
- Fey
- Your faithful steed can mark 2-fatigue to teleport itself and its rider to a point within its speed once per day.
- Beast
- Your faithful steed deals 1 fewer damage and its speed is reduced by 5’.
Lay On Hands
You gain a pool of energy you can use to heal, or harm, equal to three times your
While oathbound, you can spend
While oathbroken, you can spend
Sword of Justice
You become the embodiment of Justice’s blade; you can treat any weapon you’re proficient with as a weapon focus. While channeling a cantrip with your weapon focus, your weapon attacks with that weapon gain
While oathbound, whenever you smite a creature with the same cantrip you’re channeling with your weapon focus, reduce the amount of
While oathbroken, whenever you smite a creature with the same cantrip you’re channeling with your weapon focus, you can mark
Ranger
Animal Companion
Drawing on your deep connection to nature, you gain an animal companion. Choose one of the provided stat blocks for a land, sea, or sky companion. It acts independently of you, rolling its own initiative in combat, and obeys your commands. In combat, it will dodge unless you spend
Your animal companion dies if it drops to
As part of your
Land Companion
15 HP |2 Fatigue |1 Exhaustion |3 AC | Medium- -1 Focus | 2 Power | 1 Cunning
Speed : 40’ Climb 40’- Darkvision
- 1d8 damage,
+1 piercing - Charge
Sea Companion
15 HP |2 Fatigue |1 Exhaustion |3 AC | Medium- -1 Focus | 2 Power | 1 Cunning
Speed : 5’ Swim 55’- Darkvision
- 1d6 damage
- Amphibious
- Pin Down
Sky Companion
15 HP |2 Fatigue |1 Exhaustion |4 AC | Medium- 0 Focus | 1 Power | 2 Cunning
Speed : 10’ Fly 60’- Darkvision
- 1d4 damage
- Flyby
Hunter's Mark
Set your sights on a target. You can spend
While you’re a capable hunter no matter where you find yourself, where you’ve honed your skills is where you feel the most at home. Choose two of the following areas as your favored terrain:
- Urban areas
- Rural civilized areas
- Ocean
- Tundra
- Taiga
- Wetland
- Temperate Rainforest
- Temperate Deciduous Forest
- Tropical Rainforest
- Tropical Seasonal Forest
- Grassland
- Savanna
- Hot Desert
- Mountains
Gain a talent with expertise for each of your favored terrain based on your time and knowledge in them. Whenever you spend a significant amount of time in one of these areas, you can replace one of these talents with one for the new area, representing your shifting expertise. When you’re in your favored terrain, reduce the
Beast Master
Add your
Make Camp
- When taking a long rest, choose an additional downtime activity
- Your animal companion will take watch as part of your long rest for free. You are still able to take watch as well. If you’re in your favored terrain, both you and your companion gain
+2 ongoing to your roll to take watch. - Whenever you gather supplies as part of a short or long rest, treat a weak hit as a strong hit. If you’re in your favored terrain, gain
+2 ongoing **** to your roll to **gather supplies **.
Survival Training
While not wearing heavy armor, you gain a climb and
Yosar
Your connection to animals grows. You gain the ability to speak to animals. On your turn, you can spend
Additionally, you can communicate with your animal companion telepathically up to 100’ away from you.
Stalk
- Once per turn, you can mark
3-fatigue to turn a strong hit against a creature you have marked with Hunter’s Mark into a critical hit. - When you mark a creature with Hunter’s Mark, you learn its CR and any vulnerabilities it may have
- When you hit a Hunter’s Mark marked creature, you can spend
2-fatigue to either apply sundered or weakened - While in your favored terrain your mark takes a penalty to attack rolls made against you, and you gain a bonus to attack rolls made against them, equal to your
+FOCUS
You can change your favored terrain to the area you’re currently in by spending an extended rest dedicated entirely to scouting your surroundings.
Rogue
Savant
When you gain this feat, gain an additional talent, then choose one of your talents—you gain expertise in it. Starting at Level 2, whenever you gain a talent by reaching a new tier of play, choose one of your talents and gain expertise in it, too. If you retrain a talent you’re an expert in, it does not retain your expertise.
Additionally, when you gain this feat, choose two weapons with which you are proficient—gain weapon mastery for them. At the end of a long rest, you can change which weapons you have mastery of from the list of weapons you’re proficient with.
Sneak Attack
Once per turn, when you deal damage with a ranged or agile weapon attack, you can mark a number of
Additionally, you can choose to increase any technique’s AP cost by 2 to mark yourself as prepared for the
Cunning Strike
When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects, paying its cost from the number of d6s you roll. If an effect requires a
- Trip (1d6)
- If the target is Large or smaller, your target makes a cunning saving throw; on a weak hit they become slowed until the end of their next turn, on a miss, they become prone.
- Withdraw (1d6)
- Immediately after the attack, move up to half your Speed without provoking an Opportunity Attack.
- Poison (2d6)
- You add a toxin to your strike; your target makes a power saving throw; on a weak hit they are weakened until the end of their next turn, on a miss they are weakened for 1 minute. At the end of each of their turns, ending the condition immediately on a strong hit and after their next turn on a weak hit
- Sunder (2d6)
- You find the weak spot in their armor; your target makes a cunning saving throw; on a weak hit they are sundered until the end of their next turn, on a miss they are sundered for 1 minute. At the end of each of their turns, ending the condition immediately on a strong hit and after their next turn on a weak hit.
- Knock Out (4d6)
- The target must succeed on a power saving throw; on a weak hit they are impaired for 1 minute, on a miss they are stunned and prone for 1 minute. At the end of each of their turns they can repeat the saving throw, ending the impaired or stunned immediately on a strong hit and after their next turn on a weak hit. Being hit by an attack also ends the impaired or stunned conditions.
Nimble Actions
Your fast hands and quick thinking make using some basic techniques quicker. The Hide and Disengage techniques only cost you
Second Story Work
You’ve trained at being particularly stealthy, able to get in and out of sticky situations without being seen. Gain a talent in the vein of stealth, infiltration, thievery, or the like. Additionally, you gain a
- Stalker (1d6)
- This attack doesn’t end the invisible condition on you if you gained it by using the Hide technique and you end your turn behind Total Cover.
Uncanny Dodge
Whenever you make a cunning
Reliable Talents
Whenever you make a roll with one of your talents, you can treat a roll of 9 or below as a 10. Gain a talent of your choice.
Wizard
Arcane Scholar
You’re a magical academic, studying the mechanical minutia of spellcasting, breaking down arcane magic into its constituent parts and building it back up again. Your spellcasting ability is
When you gain this feat, you gain a spellbook if you don’t already have one. Your spellbook is your repository of knowledge of all things spellcasting. Choose a total number of non-rare charms and cantrips equal to twice your FOCUS (with a minimum of 1 cantrip). When choosing your cantrips, pick from ones with the “arcane” tag.
As part of your
You can add spells to your spellbook, either by copying them from a spell scroll or learning them from another wizard. Doing so requires special ink, with cantrips costing 200g, charms costing 100g + 100g per
Finally, when you take this feat, gain a talent related to the arcane or academia, and gain expertise in that talent.
Find Familiar
You gain the service of a familiar, a spirit that takes an animal form of your choice in the form of a CR0 tiny creature. It acts independently of you, but obeys your commands.
You can telepathically communicate with your familiar from up to 100 feet away and can spend
During combat, it rolls its own initiative and can’t attack, but it can take other actions as normal. On your turn, you can cast one of your cantrips through your familiar; if you do so, its AP and
If your familiar drops to
Arcane Ward
As part of your
Knowledge Seeker
Provided you have someone to teach you, you can now add any cantrip or charm to your spellbook and
Unseen Servant
You spend 10 minutes to create a number of unseen servants equal to your
As a bonus action while they’re within long range of you, you can mentally command a servant to perform a simple task that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes it, then waits for your next command. Servants can’t move more than a short range each round.
If you are ever a long range away from your unseen servant, the spell ends early. When you create your servants, you can designate a single structure or grounds (like a tavern or the grounds of a homestead) as a safe space for your servants; when they’re created there, or you bring them there, they can stay there, carrying out tasks, while you leave. You can have a total number of servants bound to a structure or grounds equal 3x your
Battle Mage
When using a weapon focus, you can enter a battle mage stance as part of the action to activate it. As part of entering this stance and preparing yourself for battle, you become invigorated and can cast either a shield or armor charmed spell on yourself (marking
While your battle mage stance is active, you can choose to transform your familiar one size category larger than you, enabling you to ride it as a controlled mount When it does so, it gains +10 temporary HP but is otherwise unchanged.
Signature Spell
Choose a valid combination of any cantrip plus any charms you know, that is now your signature spell; give it a name and describe it! Gain a number of signature spells equal to your
Your signature spells do not count against the number of spells you have prepared, and you do not need their base cantrip or charms prepared to use them.
You can cast your signature spells at