Chapter 4: Character Classes

Choose a class. Each class has a number of feats you can choose. When you choose a class, you gain their two core feats, as well as their HP and any proficiencies or techniques they provide.

Feat Icons

Core Feat
Spellcasting Feat
Rare Feat

When you level up, you can either take a feat from your class or from another class, as long as you have you have at least one core feat from that class—if you don’t, you need to take a core feat from that class first. You can only have a spellcasting feat from one class, and you can only take rare feats starting at Epic tier.

Barbarian

Proficient with martial weapons

Proficient with light and medium armor

35 HP

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 1-fatigue and choose one of the following brutal strike options on a hit with a melee weapon or unarmed attack:

  • Add your +POWER to your damage 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 +POWER; you gain weapon mastery with them. You can change your selection at the end of a long rest.

Rage

You can draw upon your inner fury to drive yourself in battle. Spend 1 AP to start raging and become empowered and invigorated. Spend 1 AP on subsequent turns to keep your rage going, for up to a minute. At the end of your rage, mark 1-exhaustion.

Additionally, while raging, add your +POWER to your AC as long as you are not wearing heavy armor or wielding a shield.

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 2-fatigue to apply quickened to yourself. While raging gain advantage on cunning saving throws.and increase your movement speed by 10 feet.

Simmering Rage

Gain expertise in the talent you chose for your rage. You can enter and sustain your rage for 0 AP, and your rage can now last up to 10 minutes, only ending if you fall unconscious, don heavy armor, or choose to dismiss it.

Undying Fury

When you are reduced to 0 HP while raging, you don’t fall unconscious. Instead, you can continue acting until either you gain 1-exhaustion, you fail a death save, you’re killed from taking damage, or until the end of combat, at which point you fall unconscious and mark 1 failed death save. If you stabilize while up, you heal to 1 HP.

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 +2 ongoing to +POWER ability checks and damage rolls and -2 ongoing to +CUNNING ability checks and damage rolls. Additionally increase your reach by 5 feet, and you gain a number of temporary hit points equal double your +POWER.

Bard

Proficient with precise weapons

Proficient with light armor

25 HP

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 daily preparations, the ability to cast a cantrip of your choice, or a non-rare technique of your choice. Finally, increase your maximum number of threads of fate by 1.

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 luck roll, DC 10 plus their challenge rating. You learn what kind of creature they are (or appear to be) and their CR. On a weak hit, they also become weakened and you learn one of their descriptors (GM’s choice), on a strong hit they become weakened, you learn two of their descriptors, and can add or remove one, and on a critical hit they become permanently weakened, you learn three of their descriptors,and can add or remove two. On a miss, a duplicate of the creature appears, with ½ the original’s HP. On a critical miss, another duplicate appears, with ¼ the original’s HP.

You can use this a number of times per day equal to your PB.

Additionally, when attacking with precise weapons, you can use +LUCK for attack and damage rolls.

Fount of Luck

Whenever you take a long rest, you and a number of creatures of your choice up to your +LUCK regain +1 thread if they tend to wounds or clear fatigue. As part of your daily preparations, you regain a number of threads of fate equal to your +LUCK.

Increase your maximum number of threads of fate by 1.

I Make Plans.

Whenever you fail a skill check, you can trigger a contingency plan. Spend a thread of fate to explain how your contingency plan was triggered, and then either roll a new skill check with a different talent, explaining how that one is now relevant, or have an ally make a skill check with a relevant talent that’ll take the place of your skill check. If that fails, you can spend another thread of fate to do it again, and again, and again, and so on, but neither you nor your allies can roll with the same talent twice for your contingency planning.

If at any point during your contingency plans a strong hit is rolled, exclaim how you knew this plan would work, and gain +2 forward to act on your contingency plan.

Increase your maximum number of threads of fate by 1.

Rewrite

On your turn, you can spend a thread of fate to direct allies to act instead of you. They spend your AP on your turn to take their action, but you must mark any fatigue they use. They can use any technique you know, and if they can cast spells, they can use any cantrips you know. You, of course, can take credit for what they’ve done in the retelling.

Increase your maximum number of threads of fate by 1.

Farkle

Whenever you deal damage to a creature with an attack roll, you can mark up to your +LUCK in fatigue to potentially do extra damage to it. For each fatigue you marked, roll 1d6.

  • 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 +1 piercing for each farkle you’re holding (which is then reset to 0). If at any time you roll and aren’t able to set aside any die, you lose all die you’ve set aside and any you’ve banked and deal no additional damage to the creature. You must set aside at leas your +LUCK to deal any damage.

Rabbit's Foot

You’ve learned how to bend the luck of others. You can now choose one of the following when spending a thread of fate:

  • 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 threads of fate by 1.

Cleric

Proficient with light and medium armor and shields

20 HP

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 proficiency bonus. You regain one use at the end of a short or long rest, and regain all uses as part of your daily preparations. If one of your channel divinity options requires a creature to make a save, the DC is 10 plus +FOCUS. Your Holy Symbol is a focus that represents your deity.

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 +FOCUS.

When you gain this feat, you gain the healing word cantrip and a number of additional cantrips equal to your Proficiency Bonus from the divine spell list. Whenever your Proficiency Bonus increases, gain another cantrip.

As part of your daily preparations, you can prepare a number of charms equal to your +FOCUS from the list of non-rare charms that can be used for the cantrips you know. If you learn a rare charm as an option when you level up, you can include that in the list of charms to choose from.

When you take this feat, gain a talent related to your faith, and gain expertise in that talent.

Druid

Proficient with light armor and shields

20 HP

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 +FOCUS.

When you gain this feat, choose a number of cantrips from the primal spell list equal to your proficiency bonus +1. Whenever your proficiency bonus increases, gain another cantrip.

As part of your daily preparations, you can prepare a number of charms equal to your +FOCUS from the list of non-rare charms that can be used for the cantrips you know. If you learn a rare charm as an option when you level up, you can include that in the list of charms to choose from.

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 +FOCUS and +LUCK scores, your HP, and your fatigue and exhaustion. While transformed, you cannot speak unless someone is able to talk with animals and speaks to you, you cannot cast spells, and you’re viewed as the animal you’re transformed into by others. Any statuses or conditions you have when you transform are carried over, and any techniques you know that can be used with unarmed attacks can be used in your wild shape form, provided your wild shape has an anatomy that would allow it.

Wild shaping requires 1 AP. Once transformed, you can change to any other beast forms you’re able to shape into—doing so requires 1 AP per transformation, but does not require a use of your wild shape. When you initially transform, you gain a number of temporary hit points equal to 5 times your proficiency bonus. You can transform a number of times equal to your proficiency bonus, regaining 1 expended use on a short rest, and all expended uses as part of your daily preparations. You remain in your wild shape form until you dismiss it for 1 AP, are rendered unconscious, you die, or you finish a long rest.

You can choose from any CR0 Beast without a fly speed.

Circle of the Moon

Your wild shape grows stronger. The maximum challenge rating for your wild shape is now equal to your proficiency bonus, and starting when you reach Epic tier, your choice can include beasts with a fly speed.

Additionally, when you initially transform, you gain an additional 5 temporary hit points, and can mark 1-fatigue when you hit a creature with an unarmed or natural weapon (claws, beak, etc…) while wild shaped to deal an extra 1d8 radiant damage.

Circle of the Land

As part of your daily preparations, choose one type of terrain: arid, polar, temperate, or tropical. You gain resistance to an elemental type based on the terrain you’ve chosen and, if you can cast spells, you gain a cantrip:

TerrainCantripElement
AridFire BoltFire
PolarWater WhipCold
TemperateLightning LassoLightning
TropicalPoison SprayPoison

While wild shaped, you can mark 1-fatigue when you hit a creature with an unarmed or natural weapon (claws, beak, etc…) to deal an extra 1d8 damage of the elemental type associated with your terrain, and hints of your chosen terrain harmlessly manifest on your body (like sparks occasionally flickering between porcupine spikes or the ends of fur lightly smoldering).

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 2 AP and one of your Wild Shape charges to make the tree appear on the ground within 120’ of yourself. It fills a 15’ cube, but does not block the space it’s in, and lasts for 1 minute or until you are marked unconscious or die. You and your allies have partial cover while inside the the tree’s area, and it grows a number of spectral apples equal to your proficiency bonus—allies within the tree’s area can retrieve and eat a spectral apple using the use item action, restoring 5 HP when they do.

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 1-fatigue when you hit with a weapon attack to a creature within the aura to deal an additional 1d6 necrotic damage.

Fighter

Proficient with martial weapons

Proficient with light, medium, and heavy armor and shields

30 HP

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 proficiency bonus. You can spend your adrenaline points to do one of the following:

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 daily preparations. You can only use one adrenaline point per turn.

Martial Master

You are a master of all things fighting. Choose a number of weapons up to your +POWER with which you’re proficient: you gain mastery with them, and you can change your selection as part of your daily preparations. You can also choose a fighting style, which you can also change as part of your daily preparations:

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 3-fatigue to gain +1 AC for each fatigue marked until the start of your next turn. You also gain additional ways to use your Adrenaline Surge:

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 1 AP to survey all enemies you can see—you learn their CR, vulnerabilities, and resistances, if any. You also gain additional ways to use your Adrenaline Surge:

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 hit points or are invisible, your weapon attacks have +2 ongoing to attack rolls and gain piercing equal to your proficiency bonus. Additionally, once per turn, if you strike a creature when you have advantage, you can forgo rolling with advantage and instead strike the creature twice as part of the same attack, rolling separate attack rolls for each attack.

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 1-fatigue to reduce the AP you need to spend by 1, to a minimum of 1 AP. You also gain additional ways to use your Adrenaline Surge:

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 speed without provoking reactions for moving out of reach of an enemy. Additionally, as a reaction to a creature using a technique in combat that you don’t already know, you can spend 1 adrenaline point and mark 3-fatigue, or 1-exhaustion if it’s rare, to learn it. Once you do this, you can’t do it again until you’ve finished your daily preparations, and you can only learn a number of techniques this way equal to your +FOCUS (minimum 1). Finally, choose an additional fighting style, which can include one of the following:

Blind Fighting
Gain blindsight 10’.
Alert
If not unconscious, roll initiative with advantage

Monk

Proficient with shortswords and longswords

25 HP

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 +POWER for attack and damage rolls with this weapon. You also gain two new techniques: ki charge and ki transformation.

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 +CUNNING plus half your +POWER, the AP cost for disengage and dodge are reduced by 1, and your SPEED is increased by 10.

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

+POWER is your spellcasting ability. You gain the Control Element charm, plus a number of non-rare charms equal to your +POWER. They, and your cantrip, are always prepared. You gain proficiency with weapon foci, can use a shortsword or longsword you have equipped as a weapon focus, and while using Ki Transformation and have at least one hand free, you are treated as having a dangerous focus. While transformed, your hair and your ki aura take on colors and non-harmful effects based on the cantrip you’ve chosen, and you can choose to have your unarmed attacks deal the same damage type as your cantrip. Your flurry of blows also can now be triggered by hitting a creature with your cantrip.

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 +CUNNING + Proficiency Bonus. If you reduce the damage to 0, you can redirect the attack to a creature within 5 feet of you if the attack was a melee attack or 60 feet of you if it was a ranged attack, provided the target isn’t behind full cover. They take damage equal to your +CUNNING + proficiency bonus, of the same type as the attack.

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 hold 1-ki per AP spent on Ki Charge. Ki Transformation makes you quickened and increases your unarmed strikes and ki blasts damage die size by 1. While transformed, you gain a fly speed equal to your SPEED.

Additionally, when you use ki charge you can mark fatigue 1

to hold 1-ki more or to heal yourself 5 HP.

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 proficiency bonus. The vibrations are harmless until you spend 2 AP on your turn to end them. When you do, the target must make a power saving throw with a DC equal to 10 + +FOCUS. On a miss, they take 5d12 damage, bypassing AC and any resistances they have, half as much on a weak hit.

You can only have one creature under this effect at a time. You can end the vibrations harmlessly in a creature for free.

Paladin

Proficient with martial weapons

Proficient with light, medium, and heavy armor, and shields

30 HP

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 +BOND with yourself. Your oath starts at 0 and can never be more than your proficiency bonus. When you resolve a vow, gain experience as normal, and if it’s resolved positively, increase your oath.

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 saving throw, on a miss they become frightened of you for 24 hours. On a weak hit, they become frightened of you until they are no longer within your aura. At the end of each of their turns, they can repeat this save as long as they are not within your aura; on a strong hit they become immune to this effect until they finish a long rest.

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 proficiency bonus, with your oath as your spellcasting modifier.. If you do not have an oath, you can choose 1 cantrip and 1 charm, and your spellcasting modifier is 1. 

After you hit a creature with a melee or ranged weapon attack, you can mark 2-fatigue to channel one of your cantrips into the attack as a smite. You cannot charm these cantrips, but you can upcast them; if your original attack doesn’t meet the upcast AP requirements, you can either mark additional AP to meet the requirements or mark an additional 2-fatigue for each additional AP required. You can choose whether to channel one of your spells this way after you’ve rolled your attack but before you resolve damage.

While oathbroken, whenever you try to cast a spell or smite a foe, mark fatigue as normal, then make a focus saving throw, On a miss, it fails. On a weak hit, it works, but it’s strenuous; mark an additional 1-fatigue. On a strong hit, it works as expected.

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 0 HP. If it has died within the last hour, you can spend 2 AP and mark 3-fatigue to touch it and restore it to life with full hit points after 1 minute. If it has been longer than an hour, you can concentrate over it for 10 minutes and mark 1-exhaustion to immediately bring it back to life with full hit points. Otherwise, whenever you tend to wounds or clear fatigue, for every 1 supply you spend to heal yourself, heal your faithful steed, too, and recover the appropriate amount of fatigue.

As part of your daily preparations, you can change the manifestation of your steed.

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 +POWER, plus your oath.

While oathbound, you can spend 1 AP to touch a creature (including yourself) and heal them up to the remaining points in your pool, or spend 5 points to remove a condition from a creature.

While oathbroken, you can spend 1 AP to instead touch a creature and inflict necrotic damage on them, up to the remaining points in your pool, or spend 5 points to inflict weakened or doomed on them.

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 +1 piercing. Whenever you smite with the same cantrip that you’re channeling with your weapon focus, you can choose to charm it as long as the charm doesn’t change the cantrip’s targeting.

While oathbound, whenever you smite a creature with the same cantrip you’re channeling with your weapon focus, reduce the amount of fatigue you need to mark to upcast your smite by 1.

While oathbroken, whenever you smite a creature with the same cantrip you’re channeling with your weapon focus, you can mark 1-fatigue to reduce the AP you need upcast your smite by 1 (minimum 1)

Ranger

Proficient with agile and ranged weapons

Proficient with light and medium armor

25 HP

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 1 AP to direct it on how to act. While you cannot speak directly with your companion, your bond is deep enough that you two can understand each other at a surface level.

Your animal companion dies if it drops to 0 HP. If it has died within the last hour, you can spend 2 AP and mark 3-fatigue to touch it and restore it to life with full hit points after 1 minute. If it has been longer than an hour, you can concentrate over it for 10 minutes and mark 1-exhaustion to immediately bring it back to life with full hit points. Otherwise, whenever you tend to wounds or clear fatigue, for every 1 supply you spend to heal yourself, heal your animal companion, too, and recover the appropriate amount of fatigue.

As part of your daily preparations, you can choose a different form for your animal companion, keeping its current HP, fatigue, and exhaustion levels. You can never have more than one companion.

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 1 AP and mark 1-fatigue on your turn to mark a creature you can see as your quarry for 1 minute. Once per turn while marked, you deal an additional 1d6 damage to it when you hit it with a weapon attack and gain +2 ongoing when trying to sense it. If your quarry drops to 0 hit points before the duration ends, you can immediately spend 1-fatigue to mark a new creature as your query. When initially marking a creature, you can mark 3-fatigue instead of 1 to extend the duration to 10 minutes, or 5-fatigue to extend it to 1 day.

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 fatigue cost of marking a creature by 1.

Beast Master

Add your proficiency bonus to your Animal Companion’s attack and damage rolls, fatigue, and HP. You and your Animal Companion also both gain the tag team technique—your companion can only choose you, or another friendly creature that it knows, as their partner when using it. Finally, the benefits of your hunter’s mark now extend to your animal companion.

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 swim speed equal to your SPEED and you roll initiative with advantage. Additionally, your Animal Companion’s highest speed is increased by 10’, adn you gain +2 ongoing to track a creature while in your favored terrain.

Yosar

Your connection to animals grows. You gain the ability to speak to animals. On your turn, you can spend 1 AP to transfer your consciousness into an animal within 100’ of you or your animal companion no matter its distance from you, as long as it’s on the same plane of existence as you. While yosaring into an animal, you can perceive through its senses and control its actions. You are stunned and unaware of your surroundings while doing this, but can end your yosaring (and the condition) at will.

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

Proficient with agile weapons

Proficient with light armor

25 HP

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 fatigue up to your proficiency bonus—for each fatigue marked, deal an extra 1d6 damage. You can only do this if you have advantage on, or were prepared for, the attack roll, are empowered, or another foe of your target is within close range of them.

Additionally, you can choose to increase any technique’s AP cost by 2 to mark yourself as prepared for the attack roll as you look for an opening in your target’s defenses.

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 saving throw, the DC is equal to 10 +CUNNING.

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 1 AP to use, if you use the Move technique more than once in a turn, the second use of it only costs 1 AP, and you can reduce the AP cost of Use Item and Retrieve Item techniques to 0 by marking 1-fatigue

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 Climb Speed equal to your Walking Speed, and if you have Cunning Strike, you gain the following additional option:

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 saving throw, you can treat a miss as a weak hit and a weak hit as a strong hit. Additionally, when an attacker that you can see hits you with an attack roll, you can use your reaction to halve the attack’s damage against you.

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

20 HP

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 +FOCUS.

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 daily preparations, you can prepare a total number of cantrips and charms from your spellbook equal to your +FOCUS + your Proficiency Bonus.

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 fatigue, and spells that comprise of both costing their total cantrip + charm cost, plus 100g. If your spellbook is destroyed, you can recreate it by crafting a new one for the cost of 100g. Be creative with your spellbook! It doesn’t need to be a dusty old tome; it may be tattooed onto you, or stitched into your robes.

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 1 AP on your turn to see and hear through them, gaining the benefits of any special senses it has.

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 fatigue cost is increased by one, and its range changes to touch.

If your familiar drops to 0 HP, it disappears. You can spend an hour resummoning it, which can be done in conjunction with finishing a short rest or as part of your daily preparations. You can also temporarily dismiss it to a pocket dimension on your turn for 1 AP. When it disappears, it leaves behind anything it was wearing or carrying.

Arcane Ward

As part of your daily preparations, choose a cantrip. Whenever you deal damage with a spell that includes that cantrip, gain +SPELL temporary hit points.

Knowledge Seeker

Provided you have someone to teach you, you can now add any cantrip or charm to your spellbook and prepare and use them as Wizard spells. You also gain an additional preparation slot per day for cantrips or charms.

Unseen Servant

You spend 10 minutes to create a number of unseen servants equal to your +FOCUS. Unseen servants are invisible, mindless, shapeless, medium sized forces that perform simple tasks at your command for one hour. They have 0 AC, 1 HP, 0 fatigue, 0 exhaustion, 0 in all abilities, and can’t attack. If it drops to 0 HP, it vanishes from existence.

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 +FOCUS. You can only have one structure or grounds designated as safe at a time, and you can never have more than 3x your +FOCUS number of servants at a time.

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 fatigue as normal). Additionally, spells using the cantrip you channel can add your +SPELL to their damage or healing rolls when cast at melee range. Your stance ends early if you’re disarmed or you otherwise stop having your weapon focus available, otherwise it lasts for 1 minute. You can use this a number of times per day equal to your proficiency bonus.

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 Proficiency Bonus.

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 -1 AP and -1 fatigue (minimum 1 each) a total number of times per day between them equal to your Proficiency Bonus and can cast them normally as often as you would like.