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.

Artificer

Cunning · 15 HP

Gizmos and gadgets.

Arcane Cannon

You build your own arcane cannons—compact engines you can assemble in the middle of a fight and direct as you go. You’re proficient with light and medium armor and with shields.

Use the Assemble Cannon technique to build a cannon in an unoccupied space within 30 feet. You can have a number of cannons active at once equal to your Prowess. A cannon remains for 1 minute, until it is more than 120 feet from you, or until it is reduced to 0 HP, whichever comes first. A cannon acts only when you direct it: its attack rolls and saving throw DCs use your +CUNNING, and it makes no ability checks or saving throws of its own.

Spend 1 AP to direct a cannon: it can move up to its speed and either Strike with its arcane bolt or use one of its moves. Each cannon can only be directed once per turn.

Casting mending on a cannon restores 3 HP to it.

Magical Infusions

You’ve studied how to imbue everyday objects with magic, building gizmos and gadgets that carry the power of the arcane. Your spellcasting ability is +CUNNING, and you cast from the arcane spell list.

You know two cantrips. As part of your daily preparations, prepare a number of non-rare charms equal to your Prowess.

Unlike other spellcasters, you don’t conjure your magic directly. Instead, every cantrip you know and every charm you prepare is a trinket you build and imbue with magic—you choose what these trinkets look like. You activate them to cast your spells, combining them to create magical effects. To facilitate this, you’ve built a unique holster—a bandolier, a gauntlet, a toolbelt—that lets you use the trinkets you need as part of the action to cast a spell. Your trinkets serve as your focus.

When you take the Prepare downtime activity, you can replace up to two of your prepared charms with other non-rare charms.

You always have the mending charm prepared, and it doesn’t count against the number of charms you prepare.

A number of times equal to twice your Prowess, you can spend 1 AP to conjure a piece of adventuring gear worth 4 gold or less; it vanishes when you finish a long rest. Recover all spent uses as part of your daily preparations.

Gain a talent related to tinkering or crafting, and gain expertise in it. When you craft adventuring gear as a Work on a Project, reduce its countdown by 2 (minimum 1).

Alchemy

Your quick thinking lets you brew up a potion on the fly—spend 1 AP and mark the spell’s required fatigue to create a quick-infused potion that lasts for one minute. Potions made this way use your +SPELL instead of the normal potion bonuses. Quick infusions are volatile: when you throw them, they burst on impact, affecting everything in a 5-foot radius from the impact point. You can do this a number of times equal to your Prowess, recovering one use when you take the Prepare downtime activity and all uses as part of your daily preparations.

As you mix a quick infusion, you can mark +1 fatigue to add one of the following effects:

Wider blast
The burst catches everything within 10 feet of the impact point.
Lingering
The brew holds until the start of your next turn—any creature that enters it or starts its turn there is affected again.
Concentrated
Increase the size of each of the spell’s damage dice by one step, to a maximum of d12.

You can Use Item, while next to one of your arcane cannons, to load a quick infusion into it. For as long as that cannon remains active, its Barrage hurls the loaded spell instead of dealing damage, bursting as though you had thrown it.

As part of your daily preparations, you can brew three potions without spending gold or materials; they last until your next long rest.

When you brew a potion or a healing potion, treat any hit on your crafting roll as one step higher.

Artillerist

Your cannons channel raw elemental force, and you set them up with practiced speed. You can assemble a cannon for 1 AP and 1 fatigue, rather than 2 AP and 1 fatigue. When you direct a cannon, it gains the following ways to fire. Each creature in the affected area makes a saving throw, taking 2d6 damage of the listed type on a miss, half as much on a weak hit.

Flamethrower
Fire fills a 15-foot cone emanating from the cannon. Cunning saving throw; on a miss, the creature is doomed.
Lightning arc
Lightning crackles down a 20-foot-long, 5-foot-wide, 5-foot-tall line emanating from the cannon. Cunning saving throw; on a miss the creature is impaired, on a weak hit slowed.
Gas cloud
Poison billows from the cannon in a 10-foot emanation that lasts until the start of your next turn. A creature that enters it or starts its turn there makes a Power saving throw and is weakened on a miss.
Frost
Cold erupts at a point within 30 feet, filling a 15-foot radius. Power saving throw. The area becomes slippery ice until the start of your next turn.

As part of directing a cannon, you can mark 1 of its fatigue to add 1d6 to the damage of its attack, including Barrage. When it uses one of the attacks above, you can instead mark 1 of its fatigue to increase the flamethrower, gas cloud, or frost’s area by 5 feet, or the lightning arc’s length by 10 feet.

Permanent Infusions

Placeholder — rough sketch, not yet designed or balanced.

You’ve learned to make magic last, fixing it into objects rather than letting it fade. You know a number of blueprints drawn from common wondrous items [count TBD]. As part of your daily preparations, you can infuse mundane items with up to [2] of your known blueprints; an infused item functions as that wondrous item until you reclaim the infusion during a later daily preparation.

At the Epic tier, your known blueprints can include rare wondrous items, though never legendary ones (such as the Deck of Luck and Loss).

The number of magic items you can attune to increases by [1].

[Open: are infusions capped by active count (the limiter) or by uses/day? Confirm the 2-active model holds the economy. Blueprint count and attunement bump unpriced.]

Runesmith

You inscribe magic into gear as easily as others oil a hinge. As part of your daily preparations, you fashion a number of common runes equal to your Prowess and set each into an item that has a rune slot—your own gear, or a willing ally’s. You can set one rune on an item beyond its number of rune slots. They last until your next daily preparations.

At the Epic tier, you can include common seals in what you fashion and set, too, in any combination with your runes up to your Prowess. You can set one seal on an item beyond its number of seal slots.

When you take the Prepare downtime activity, you can move or replace one of the runes or seals you’ve fashioned.

When you craft mithril or masterwork equipment, treat any hit on your crafting roll as one step higher.

Armorer

Placeholder — rough sketch, not yet designed or balanced.

You build yourself a suit of masterwork plate, fitted to you alone and humming with your craft. It conforms to your body and cannot be removed against your will. It carries [built-in foci] you cast through in place of your trinkets, and you can enhance it with runes and seals as normal.

[Open: plate is heavy armor and the Artificer has only light/medium + shields — the suit must grant heavy-armor proficiency or bypass it. Built-in foci (which properties?), and whether the suit comes with weapons (the “Iron Man” framing) are undecided. Rare feat, target 1.25.]

Flash of Genius

Placeholder — rough sketch, not yet designed or balanced.

Your mind leaps ahead of the moment, the answer arriving exactly when you need it. A number of times equal to your [Prowess], when you make an ability check you can declare it a strong hit instead of rolling. You recover all spent uses as part of your daily preparations.

By spending 3 AP and marking [X] fatigue, you can cast a spell using any cantrips and charms you know, even ones you don’t have prepared.

[Open: auto-strong-hit scope (skill checks only? exclude attacks/saves?) and uses/day need bounding — guaranteed success is strong. Fatigue cost of the unprepared-cast TBD. Rare feat, target 1.25.]

Barbarian

Power · 27 HP

Roar

Brutal Strike

You know how to hit an enemy where it hurts. You’re proficient with martial weapons, and you know a number of techniques equal to your Prowess. Choose a number of melee weapons you’re proficient with equal to your +POWER; you gain mastery with them, and can change your selection as part of your daily preparations.

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, choosing to do so after you’ve seen the result. This can’t turn a strong hit into a critical hit.

Additionally, on a hit with an unarmed attack or melee weapon, you can mark 1-fatigue to choose one of the following:

  • Add your +POWER to the damage roll as an additional bonus
  • Push the target 10 feet away from you, then close the gap without triggering reactions
  • Apply slowed to the target

Gain a talent, and expertise in it, related to physical intimidation or feats of raw strength.

Rage

You can draw upon your inner fury to drive yourself in battle. You’re proficient with light and medium armor. Spend 1 AP to start raging: while raging you are empowered and invigorated, you have resistance to physical damage as long as you aren’t wearing heavy armor, and you have advantage on saving throws against frightened and charmed. Spend 1 AP on subsequent turns to keep your rage going, for up to a minute. When your rage ends, mark 1-exhaustion.

Gain a talent, and expertise in it, 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 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

Luck · 15 HP

Music and mayham

How Many Did You Say There Were?

You’re always telling the story of this fight, even as it happens, and the details shift in the retelling. When you first see a creature, you learn its type and its tier.

Gain a talent related to performance or storytelling.

You can revise the story a number of times equal to your Prowess, recovering all expended uses as part of your daily preparations. When you do, spend 1 AP and mark 2-fatigue, then make a Luck roll and choose one:

“There were hardly any of them.”
A creature you can see becomes weakened. On a strong hit, instead, its difficulty drops by one tier—an Easy-tier creature is removed from the encounter. On a miss, a duplicate of a creature you can see appears with half its hit points.
”By the end, they were terrified of us.”
A creature you can see becomes frightened of you. On a strong hit, instead, each creature within 10 feet of a point you can see becomes frightened of you. On a miss, an ally you can see becomes frightened of a creature of your choice.
”You should’ve seen what they did.”
An ally you can see becomes empowered. On a strong hit, they’re also inspired, and must spend the resulting Luck Point before the end of the encounter. On a miss, the GM gains a Doom.

Luck of the Draw

Fortune is the only weapon you’ve ever really trusted. You gain proficiency with precise weapons, and can use +LUCK in place of +FOCUS for attack and damage rolls with them. You also gain proficiency with light armor, and can use your +LUCK in place of +CUNNING when determining your AC and its thresholds. You know a number of techniques equal to half your Prowess, rounded up.

Increase your maximum number of Luck Points by 2.

When you roll damage with a precise weapon, you can spend a Luck Point to maximize one of the weapon’s damage dice, treating it as its highest possible result.

Gain a talent of your choice and expertise in it.

Finally, choose one: learn a cantrip, which you cast with +LUCK, or learn a non-rare technique. You can swap that choice for a different cantrip or technique as part of your daily preparations.

Fount of Luck

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

Increase your maximum number of luck points by 1.

I Make Plans.

Whenever you fail a skill check, you can trigger a contingency plan. Spend a luck point 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 luck point 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 luck points by 1.

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 luck points by 1.

Rewrite

On your turn, you can spend a luck point 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 luck points 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 luck point:

  • 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 luck points by 1.

Cleric

Luck · 12 HP

Healing

Channel Divinity

You gain the ability to channel your deity’s might through you. You can channel divinity a number of times equal to your Prowess. You regain one use when you take the prepare downtime activity, and recover all spent uses as part of your daily preparations. When one of your channel divinity options requires a creature to make a save, the DC equals your +LUCK. 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 1d8 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—whichever matches the cantrip you chose for Divine Vessel, or your choice if you don’t have that feat—half as much on a weak hit.
Cleanse
Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you, ending one condition affecting them.
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 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 instead ends at the end of their next turn. While frightened this way, they must spend all of their AP on their turn moving as far away from you as possible by the safest available path.

You can also offer words of guidance a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. As a reaction to a creature making a skill check, but before they roll, you can bless them, letting them add 1d4 to their roll. If they roll a miss, this use isn’t expended.

Divine Vessel

Choose a deity; you are a vessel for their will on the material plane, channeling their favor into magic. What others name luck, the faithful know as the hand of their god — your spellcasting ability is +LUCK.

When you gain this feat, choose either call the grave or sacred flame, matched to your deity; you cannot choose the other. You always know this cantrip, and it is always prepared without counting against the cantrips you prepare. Then choose 3 more cantrips from the divine spell list.

As part of your daily preparations, prepare 2 of the cantrips you know and a number of charms equal to twice your Prowess from the non-rare charms that can be used with the cantrips you know. If you learn a rare charm as a level-up option, you can include it among the charms you prepare.

You’re proficient with light and medium armor and shields.

Gain a talent with expertise related to your faith.

Druid

Focus · 12 HP

Wild Life!

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 +CUNNING.

When you gain this feat, choose 4 cantrips from the primal spell list.

As part of your daily preparations, prepare 3 of the cantrips you know and a number of charms equal to twice your Prowess from the non-rare charms that can be used with the cantrips you know. If you learn a rare charm as a level-up option, you can include it among the charms you prepare.

Gain a talent with expertise related to nature.

Wild Shape

You gain the ability to shape-shift into a beast. Choose 5 Easy-tier beasts that are not swarms and do not have a fly speed—these are the forms you know. You can change one of your known forms by taking the Work on a Project downtime activity (countdown 2).

Transforming requires 1 AP and a use of your wild shape; you can do so a number of times equal to your Prowess, recovering 1 expended use when you take the Prepare downtime activity and all expended uses as part of your daily preparations. When you transform, all of your equipment merges into your body and you take on the statistics and traits of the beast, replacing yours, while retaining your +FOCUS and +LUCK scores, your HP, and your fatigue and exhaustion. Any conditions you have carry over, and you gain temporary hit points equal to your Prowess plus your Focus. Any techniques you know that can be used with unarmed attacks can be used in your wild shape form, provided its anatomy allows.

While transformed, you can speak but cannot cast spells, and others view you as the animal you’ve become. You can change into another of your known forms for 1 AP without spending a use of your wild shape, though doing so grants no additional temporary hit points. You remain transformed until you revert for 1 AP, are rendered unconscious, or die.

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 MoteFire
PolarIce KnifeCold
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

Power · 21 HP

Slide & Dice

Adrenaline Rush

You’re proficient with light, medium, and heavy armor, and with shields.

In the heat of battle, you can push yourself further than other combatants. You gain a number of adrenaline points equal to your Prowess, which you can spend to power extraordinary feats in combat. You can spend an adrenaline point to do one of the following:

Bulk Up
Regain a number of hit points equal to 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.
Brace
As a reaction when you’re hit by a weapon attack, gain resistance to physical damage until the start of your next turn.

Using an adrenaline point takes 1 AP unless it’s a reaction. You recover all spent adrenaline points as part of your daily preparations. You can only use one adrenaline point per turn.

When you spend an adrenaline point, you gain +1 AC until the start of your next turn.

When you take this feat, gain a talent related to your endurance or your drive to push past your limits, and gain expertise in that talent.

Martial Master

You’re proficient with martial weapons, and you maintain three weapon loadouts rather than the usual two. Choose a number of weapons equal to your Prowess with which you’re proficient: you gain mastery with them, and you can change your selection as part of your daily preparations.

You learn a number of non-rare techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess plus one, and can use a learned technique only while it’s readied. When you take the Prepare downtime activity, or as part of your daily preparations, you can swap one readied technique for another you’ve learned.

Choose two fighting styles, which you can 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.

You’re also more adept 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).

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

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

Power · 15 HP

Super Saiyan!

Ascension

You channel your inner energy inward, surging into heightened states of power.

Unarmored Defense. While you wear no armor and wield no shield, add your Power to your armor class.

Aura of Ascension. While ascended, your power blazes around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. When an enemy that can see you starts its turn within 30 feet, it makes a Power saving throw against a DC equal to your +POWER.

Miss
It is frightened of you until the start of its next turn.
Weak Hit
It holds its nerve this time, but must save again the next time it starts its turn within range.
Strong Hit
It steels itself and becomes immune to your aura until the end of the combat.

Ascension. You can spend 1 AP to raise your ascension level by 1, to a maximum equal to your Prowess; ascending grants the benefit of your current level and every level below it, and you remain ascended until you lower it. At the start of your turn, you can lower your ascension level by any amount, to a minimum of 0, at no cost. At the end of each of your turns while ascended, mark 1 fatigue.

Level 1
You are hastened.
Level 2
You are protected.
Level 3
You are quickened.
Level 4
You are empowered.
Level 5
Your movement is teleportation: when you move, you arrive at your destination without crossing the space between, passing any obstacle and ignoring terrain, and moving this way doesn’t trigger reactions.

Martial Artist

You’ve made a weapon of your own body, striking with hand and foot as readily as any blade, and learned to send that force across the battlefield.

Martial Arts. Your unarmed strikes are simple weapons with the agile property, dealing 1d6 physical damage and having the pinpoint mastery. You gain mastery of your unarmed strikes and know a number of techniques equal to your Prowess. Your speed increases by 10 feet.

Energy Blast. Whenever you make an unarmed attack, you can instead make it as an energy blast: an agile ranged attack with the graze mastery and a range of 120’. You gain mastery of your energy blast.

Flurry of Blows. When you hit a creature with an unarmed strike or energy blast, you can spend 1 fatigue to make two additional attacks against it, then mark 1 more fatigue for each attack beyond those two, up to a total number of additional attacks equal to your Prowess. Each additional attack is an unarmed strike or an energy blast and, like the agile property’s extra attack, adds no ability score to its damage.

Elemental Ki

You learn how to manipulate and channel the elements through your ki. Choose one of the following cantrips:

  • Fire Mote
  • Ice Knife
  • Stone Sling
  • Lighting Lasso
  • Windrush

+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

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

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.

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.

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, you make a power saving throw against the target using your +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.

Occultist

Cunning · 15 HP

Collector of occult secrets.

Eldritch Invocations

Forbidden knowledge leaves its mark. The fragments you’ve gathered — half-remembered rites, names better left spoken aloud, diagrams that rearrange themselves when you look away — settle into you as eldritch invocations. You know a number of invocations equal to your Prowess, chosen from the list below, and can replace one with another when you take the Level Up downtime activity.

See in Darkness
You have Darkvision, and your sight pierces magical darkness as readily as ordinary darkness.
Read Any Writing
You can read and understand any written language.
Warded
You can spend 1 AP and mark 1-fatigue to gain the effect of the armor charm cast on yourself, without an upcast, treating your +CUNNING as your +SPELL if you don’t have one.
Beast-Tongue
You can spend 1 AP to gain the effect of the speak with animals charm cast on yourself, without an upcast.

That same forbidden lore lets you turn a creature’s own fate against it. Spend 1 AP and mark 3-fatigue to lay a curse on a creature you can see for 1 minute. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations. While the creature is cursed:

  • you add your Prowess to your damage rolls against it;
  • your attack rolls against it score a critical hit on a strong hit;
  • when it dies, you gain temporary hit points equal to your +CUNNING.

The curse ends early if the cursed creature dies or you fall unconscious.

You’re proficient with light armor.

Esoteric Spellcasting

Your magic isn’t born in you or drilled into you — it’s gathered. You hunt down occult trinkets, study them until they give up their stories, and coax the magic sleeping inside into waking. You call these trinkets your esoterica, and a caster’s whole art, for you, is laying hands on the right one at the right moment. Your spellcasting ability is +CUNNING.

You begin knowing 3 cantrips and a number of charms equal to twice your Prowess, each drawn from any spell list — your magic answers to no single tradition. The charms must be non-rare and usable with a cantrip you know.

You don’t prepare your esoterica ahead of time. The first time each day you cast a cantrip or charm you know, it becomes prepared. You can have at most 2 cantrips prepared and a number of charms prepared equal to your Prowess; once you hold that many, you can cast only what is already prepared. As you gather more esoterica you may come to know more cantrips than you can prepare, but you never have more than 2 prepared at once. Your prepared esoterica reset as part of your daily preparations.

You add to your esoterica during downtime. Take the Work on a Project activity to uncover where a new trinket lies, and take it again to decode how the magic bound in it is roused; completing both teaches you a cantrip or charm of your choice from any spell list, on the same terms as those you already know.

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

Paladin

Power · 21 HP

Holy Roller

Oath

You are proficient with light, medium, and heavy armor, and with shields.

You swear an oath—a set of tenets, in your own words, that bind how you live and fight, such as “Shield those who cannot shield themselves” or “Never let a cruelty go unanswered.” You hold tenets equal to your Prowess, and swear another each time your Prowess increases. Your oath is a score equal to the number of tenets you currently uphold, starting at your Prowess; while it is above 0 you are oathbound.

When you break a tenet, your oath drops by 1 and the GM gains 1 Doom. To restore that tenet, atone for it as a Work on a Project, countdown 4; when the project resolves, the tenet is restored, your oath rises by 1, and you may reword it.

If your oath reaches 0 you become an oathbreaker: mark 1 exhaustion. While oathbroken you cannot clear that exhaustion, and you cannot atone for tenets one at a time. To recover, swear an entirely new oath and atone for all its tenets as a single Work on a Project, countdown 4 per tenet; when it resolves, your oath returns to your Prowess and the exhaustion clears.

Smite
When you hit a creature with a melee weapon attack, you can mark 1-fatigue to add 2d8 of one type—radiant, necrotic, lightning, or fire—to the attack’s damage, choosing the type each time, then mark 1 additional fatigue for each further d8. The number of d8s cannot exceed your oath, so while your oath is 0 you cannot Smite. Choose whether to Smite after the attack hits, before you roll damage. On a strong hit, if you spent at least 2 fatigue on your Smite, the target is also frightened of you until the end of its next turn.
Aura of Conviction
You and allies of your choice within 5 feet for each point of your oath roll saving throws against frightened, charmed, and doomed with advantage.

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

Sworn Shield

You are proficient with martial weapons, and you know a number of techniques equal to your Prowess. Choose 2 weapons you’re proficient with; you gain mastery with them, and can change your selection as part of your daily preparations.

Bulwark
While you’re wearing heavy armor or wielding a shield, you can’t be moved against your will or knocked prone.
Retributive Guard
When a creature within your reach damages an ally adjacent to you, you can use your reaction to make a melee weapon attack against that creature.

When you take this feat, gain a talent related to martial discipline or guarding others, and gain expertise in that talent.

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)

Psion

Power · 12 HP

Magic of the mind.

Psionics

You shape magic with the raw force of your mind, casting spells through thought where others need word and gesture. Your spellcasting ability is +POWER. You cast your psionic spells without verbal or material components.

Choose a discipline:

Telepathy
You always know the glimpse cantrip and the commune charm.
Telekinesis
You always know the mind spike cantrip and the mage hand charm. When you cast mage hand, you can make the spectral hand invisible; while it is invisible, you cannot upcast it to attack.

The cantrip and charm your discipline grants are always known and always prepared, without counting against the cantrips you know or the charms you prepare, and the granted charm’s fatigue cost is reduced by 1, to a minimum of 0.

When you gain this feat, choose 3 cantrips from the psionic spell list. You know these cantrips and can cast any of them; you do not prepare cantrips.

As part of your daily preparations, prepare a number of charms equal to twice your Prowess from the non-rare charms that can be used with the cantrips you know. If you learn a rare charm as a level-up option, you can include it among the charms you prepare.

Untethered Mind

You can loose your mind from the body that anchors it. The flesh falls still while your thoughts rise free, working your magic unhindered by a body’s pace.

You can untether your mind a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. To do so, spend 1 AP: your body drops unconscious and your mind rises to hover just above it. While untethered you are invigorated, and the unconscious condition can only be cleared by ending this stance. You can end it at the start of your turn: doing so removes invigorated, and your AP for that turn is reduced by 1.

While untethered:

  • Your spells still originate from your body — it murmurs their verbal components and twitches through their somatic ones. You must have your focus, and you cannot cast a spell whose material component has a listed cost.
  • Instead of spending AP to cast a spell, you pay its AP cost in fatigue, 1 fatigue per 2 AP (rounding up). You can’t spend more fatigue on casting in a round than your AP total (rounding up).
  • Add your +SPELL to the damage rolls of your spells.
  • The only techniques available to you are Strike (to loose an uncharmed cantrip), Cast a Spell, and Regroup, which costs its usual 3 AP and requires no fatigue.
  • You have truesight out to 30 feet.

Gain a talent with expertise related to meditation or mental discipline.

Ranger

Focus · 15 HP

Woods and stuff

Animal Companion

You’re proficient with light and medium armor.

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 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.

You can never have more than one companion.

Hunter's Mark

You’re proficient with agile and ranged weapons, and you know a number of techniques equal to your Prowess. Choose a number of weapons you’re proficient with equal to your Prowess; you gain mastery with them, and can change your selection as part of your daily preparations.

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 it’s marked, you deal an additional 1d6 damage to it when you hit it with a weapon attack, and you have +2 ongoing when trying to sense it. If your quarry drops to 0 hit points before the duration ends, you can immediately mark 1-fatigue to name a new creature as your quarry. When you first mark 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

Cunning · 15 HP

Sneak and awesome

Savant

When you gain this feat, gain two additional talents, then choose two of your talents and gain expertise in each. Whenever you gain a talent by reaching a new tier of play, choose one of your talents and gain expertise in it as well. If you retrain a talent you have expertise in, the new talent does not retain that expertise.

Choose a number of weapons equal to your Prowess that you’re proficient with—you gain mastery with them, and can change your selections as part of your daily preparations.

A number of times equal to your Prowess, when you make a skill check but don’t have an applicable talent, you can draw on your broad experience and make it as though you did. You recover all spent uses as part of your daily preparations.

Your maximum Luck Points increase by 1. You can also spend a Luck Point to declare that you planned for this exact moment ahead of time—a trap set in just the right place, or a piece of equipment you made sure to acquire beforehand—and have it pay off now. The GM may ask you to spend an additional Luck Point for an especially valuable payoff, or veto the declaration, in which case you don’t spend the Luck Point.

Sneak Attack

You’re proficient with light armor and with weapons that have the agile property, and you know a number of non-rare techniques equal to your Prowess.

Once per turn, when you hit a creature with a ranged or agile weapon you’re proficient with, the attack deals an extra number of d6 of damage equal to your Prowess. You can mark fatigue up to your Prowess to deal a further 1d6 for each fatigue marked. You can only do this when you have an opening on the target: you have advantage on the attack roll, you’re prepared, you’re empowered, or another enemy of the target is within close range of it.

By spending 2 AP, you can steady your aim, becoming Prepared as you study a target’s defenses for a weak point.

When you take this feat, gain a talent related to stealth, precision, or sleight of hand, and gain expertise in it.

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. When an effect requires a saving throw, you make the roll using your +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.

Sorcerer

Power · 12 HP

Magic in the blood.

Magic Bloodline

The magic in your blood is yours by birth, not study — so you bend it in ways a trained caster cannot.

Choose a bloodline if you don’t already have one: celestial, fey, infernal, djinn, or draconic. You gain one trait of your choice from the lineage tied to it — tendoji for celestial, elf for fey, inferni for infernal, jinnati for djinn, or dracona for draconic.

You gain one trait of your choice from the [[class.sorcerer.lineageName]] lineage, tied to your [[class.sorcerer.label]] bloodline.

You know 3 metamagic charms, twisting your magic as you cast it. They don’t count against the charms you know, and you can swap one of them when you take the Level Up downtime activity. Metamagic charms can only be learned and used through a feat like this one.

As part of the Retrieve Item technique, you can manifest an arcane focus drawn from your bloodline — conjured to hand though it isn’t in your loadout or even on your person — shaped to your heritage: a celestial orb, a fey wand of twig or bone, a djinn rod, or an infernal dagger. A draconic sorcerer instead manifests claws: a focus with the assail property dealing damage as a dagger.

You’re proficient with light armor.

Sorcery

Your magic is an inheritance rather than a study, running in your blood from some power in your ancestry. Your spellcasting ability is +POWER.

When you gain this feat, choose a bloodline if you don’t already have one: celestial, fey, infernal, djinn, or draconic. Your bloodline sets your spell list — celestial and infernal cast from the divine list, fey from the primal list, and djinn and draconic from the arcane list.

Your [[class.sorcerer.label]] bloodline grants you access to the [[class.sorcerer.list]] spell list.

You know 3 cantrips from your bloodline’s list and a number of charms equal to twice your Prowess plus 1, chosen from the non-rare charms that can be used with the cantrips you know — your blood carries a deeper repertoire than you ever studied for. The magic in your blood is fixed: you don’t prepare spells, and you can only change the cantrips and charms you know when you take the Level Up downtime activity, swapping one cantrip or charm you know for another you qualify for.

When you take this feat, gain a talent related to your bloodline or its magic, and gain expertise in that talent.

Wizard

Focus · 12 HP

Magic!

Arcane Scholar

You’re a magical academic, studying the mechanical minutia of spellcasting, breaking down the arcane weave 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 4 cantrips from the Arcane spell list and a number of non-rare charms equal to twice your PROWESS plus 2.

As part of your daily preparations, you can prepare 3 cantrips and a total number of charms from your spellbook equal to twice your PROWESS. During a short rest, if you take the Prepare downtime activity, you can swap one cantrip or charm you currently have prepared with one from your spellbook.

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 200g per AP, or 200g if it is a ritual without an AP cost. This cost is doubled for rare spells. If your spellbook is destroyed, you can recreate it by taking the Work on a Project downtime activity during an Extended Rest and paying a material 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 minor spirit bound to your service that takes the form of an Easy-tier Tiny creature of your choice, such as an owl, spider, or cat.

Your familiar obeys your commands; on your turn, you can spend 1 AP to command it to act, using basic techniques. It cannot cast spells, use the Strike technique, or use advanced or rare techniques. Choose an aerial, aquatic, or terrestrial form — its stat block is provided with this feat.

You can telepathically communicate with your familiar from up to 100 feet away. While it is within this range, you can spend 1 AP on your turn to see and hear through its eyes and ears until the start of your next turn, gaining the benefit of its senses. While doing so, you are blinded and deafened to your own surroundings.

On your turn, you can cast one of your spells through your familiar; the spell’s range becomes touch, originating from your familiar’s space.

Your familiar can use the Concentrate on a Spell technique on your turn to sustain one of your concentration spells; you do not spend AP to command it to do so.

When you cast a spell, you can instead store it in your familiar, paying its AP and fatigue cost up front and specifying a trigger condition. The stored spell remains held until its trigger occurs, then resolves immediately, originating from your familiar’s space. Your familiar can store only one spell at a time, and a stored spell is lost if your familiar is reduced to 0 HP.

If your familiar is reduced to 0 HP, it vanishes, leaving behind anything it was wearing or carrying. You can summon it back with full HP, or change its form, when you take the Prepare downtime activity during a short or long rest, or as part of your daily preparations. You can also spend 1 AP on your turn to temporarily dismiss your familiar to a pocket dimension or summon it from that dimension to an unoccupied space within 10 feet of you.

Arcane Specialist

You choose to specialize in a specific domain of magic, channeling the unique properties of a single magical school.

  • School Specialty: As part of your daily preparations, you can choose or change your school specialty (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation).
  • School Mastery: When you cast a spell that belongs to your chosen school, reduce its fatigue cost by 1 (minimum 1 fatigue). The first spell of your chosen school you cast on each of your turns costs 1 less AP (minimum 1 AP).
  • School Specialty Benefits: When you cast a spell belonging to your chosen school, you can activate a special school benefit. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations:
    • Abjuration: You or a creature you can see within 30 feet of you gains temporary HP equal to your +FOCUS.
    • Conjuration: You teleport up to 25 feet to an unoccupied space you can see, and one willing creature within 5 feet of you can teleport to an unoccupied space adjacent to your destination.
    • Divination: You or a creature you can see within 30 feet of you rolls with advantage on their next attack roll, ability check, or saving throw made before the end of their next turn.
    • Enchantment: One target of the spell rolls with disadvantage on their next attack roll, ability check, or saving throw made before the end of their next turn.
    • Evocation: The spell deals additional damage equal to your +FOCUS on a hit.
    • Illusion: You create a minor visual decoy in your space; attack rolls made against you before the start of your next turn roll with disadvantage.
    • Necromancy: The target marks 2-fatigue on a hit.
    • Transmutation: Choose one—a creature you can see within 30 feet of you increases their speed by 20 feet, or one target of the spell has their speed reduced by 20 feet (minimum 0)—until the end of their next turn.
  • Quick Scribe: As part of your daily preparations, you can scribe a number of temporary spell scrolls equal to your Prowess, each containing a spell from any cantrip or charms in your spellbook that belongs to your chosen school, without spending gold. These temporary scrolls lose their magic when you next finish a long rest.

Arcane Ward

You can weave protective abjuration magic to shield yourself or others.

You can spend 1 AP on your turn, or mark 2-fatigue to do so as a reaction, to ward yourself or a creature you can see within short range. The ward grants temporary HP equal to your +FOCUS (minimum 1). The ward lasts for 1 minute or until the character has no remaining temporary HP. You can only have one ward active at a time. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.

While a ward is active on a creature:

  • Warded Resilience: They are immune to the slowed condition and gain advantage on saving throws against the restrained and sundered conditions.
  • Adaptive Ward: When the ward absorbs damage of a damage type, they gain resistance to that damage type while the ward remains active. This resistance changes each time the ward absorbs damage of a new damage type.
  • Banish Harm: When you cast an abjuration spell, they recover temporary HP equal to your +FOCUS, up to the ward’s starting temporary HP.

Battle Mage

You blend martial skill with arcane spellcasting, wading into the fray of battle.

  • Proficiencies: Gain proficiency with light armor and shields.
  • Battle Mage Stance: Spend 1 AP to enter a stance that lasts for 1 minute (or until knocked unconscious or disarmed of your weapon focus). When you enter the stance, you gain temporary HP equal to your +FOCUS. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.
  • Defensive Stance: While in your battle mage stance and wielding a weapon focus, you gain +1 AC.
  • Somatic Focus: You can perform the somatic components of spells even if you don’t have a free hand, as long as you are wielding a weapon focus.
  • Spell Strike: While in your battle mage stance, when you hit with the Strike technique using your weapon focus, you can cast a cantrip targeting that creature as part of the attack, paying its fatigue cost but no AP.
  • Empowered Cast: While in your battle mage stance, cantrips you channel through your weapon focus deal additional damage equal to your +FOCUS on a hit.
  • Mounted Spellcasting: While in your battle mage stance, if you have a familiar, you can choose to have it grow one size category larger than you to serve as a controlled mount. It gains 10 temporary HP and a 40-foot walking speed, lasting until your stance ends.

Signature Spell

Choose a combination of one cantrip and any number of charms you know. This combination is a signature spell. Give it a unique name and describe its appearance!

You gain the following benefits:

  • Always Prepared: You can have a number of signature spells equal to your Prowess. Your signature spells do not count against your limit of prepared cantrips and charms, and are always considered prepared.
  • Effortless Casting: When you cast one of your signature spells, its AP cost is reduced by 1 (minimum 1 AP) and its fatigue cost is reduced by 1 (minimum 0 fatigue).
  • Signature Precision: You gain +1 to attack rolls made with your signature spells, and the save DC of your signature spells is increased by 1.
  • Changing Signature Spells: You can change your signature spells as part of preparing your spells during your daily preparations.

Spell Duelist

You specialize in countering, redirecting, and defending against hostile magical spells. You always have the counterspell and reaction charms prepared, and they do not count against the number of prepared charms you have.

  • Duelist’s Reflexes: When you fail a saving throw against a spell that targeted just you, you can reroll it. You must keep the new result. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.
  • Duelist’s Eye: You gain +1 ongoing to the attack rolls and save DCs of your spells that target only a single creature.
  • Counterspell Reflexes: You gain one additional reaction each round, which can only be used to cast a spell that includes the counterspell charm.
  • Arcane Retaliation: When you successfully cancel a spell using the counterspell charm, the target that cast the cancelled spell must immediately mark 1-fatigue.
  • Efficient Countering: When you cast a spell that includes the counterspell charm, the fatigue cost is reduced by 1 (minimum 1 fatigue).
  • Deflect Spell: When you successfully cancel a spell that targets a single creature using the counterspell charm, you can mark 2-fatigue to redirect that spell to a different creature of your choice within its original range.

Unseen Servant

You can manifest invisible, mindless forces to perform basic housekeeping and maintenance tasks.

  • Summon Servants: As part of your daily preparations you can summon up to FOCUS + Prowess (maximum total summoned at once), unseen servants (minimum 1). Each servant has 1 HP, 0 AC, a speed of 20 feet, darkvision, is invisible, and can carry up to 1 weight. They cannot use techniques, cast spells, or attack. Your active servants must remain within 120 feet of you or one of your bound locations; one that strays beyond vanishes.
  • Tireless Labor: You can mentally command your servants to perform mundane chores—cooking, cleaning, mending, fetching, and the like. You can assign servants, in groups of 3, to take a downtime activity that needs no particular expertise (such as Take Watch or Gather Supplies) on your behalf; different groups can take different activities, and none count against your own downtime. Additionally, when you take the Work on a Project downtime activity, you can reduce its countdown by an additional point.
  • Staffed Household: You can bind any number of your active servants to a specific building, estate, or other enclosed location by taking the Work on a Project downtime activity, countdown 2. Bound servants remain there indefinitely, keeping it clean, maintained, and stocked, and providing a comfortable lifestyle at no cost. While you rest there, the servants’ support lets you take one additional downtime activity beyond the rest’s normal limit.
  • Servant Network: You can spend 1 AP to perceive through a servant within 120 feet of you, or through any servant at one of your bound locations regardless of distance, until the start of your next turn.
  • Errand Runners: You can dispatch a servant to ferry one item of up to 1 weight between you and a bound location. It travels without needing to rest, eat, or stop until it reaches the destination, provided it has an unobstructed route.
  • Diligent Provisioning: Your servants gather and prepare the reagents for your arcane work; the gold cost to scribe spells into your spellbook or to scribe spell scrolls is reduced by a quarter.

Knowledge Seeker

Provided you have someone to teach you or a source to copy from, you can add cantrips and non-metamagic charms from any spell list (arcane, primal, divine, psionic) to your spellbook, preparing them and casting them as normal.

Additionally, you gain the following benefits:

  • Expanded Preparation: You can prepare 2 additional cantrips and 2 additional charms beyond your normal limit.
  • Academic Expert: Gain a talent of your choice related to lore, history, or investigation, and gain expertise in it.
  • Scholarly Insight: You can use your analytical skills to parse obscure facts or magical traces. When you make an ability check to recall lore or analyze magic, you can roll with advantage. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.

Spell Weaver

You have mastered active concentration, allowing you to splice spells together and tap into residual magical energies.

  • Spell Splice: When you cast a spell, you can choose to splice it with an active spell you are concentrating on. If you do, choose one targeting or effect charm attached to the active concentration spell. The new spell benefits from that charm. You do not need to spend AP or pay the base fatigue cost of the copied charm, but you must still pay the cost of any upcasts you choose to apply to it.
  • Concentration Tap: When you cast a spell, you can choose to end your concentration on an active spell to reduce the new spell’s fatigue cost by your Prowess (minimum 1 fatigue). You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.
  • Spontaneous Weaving: When you cast a spell, you can apply one charm from your spellbook that you do not have prepared to the spell, paying its normal AP and fatigue costs. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.
  • Effortless Concentration: You can sustain a number of your concentration spells equal to your Prowess with a single use of the Concentrate on a Spell technique, rather than one use per spell.