Techniques

Aid

Basic

Lend your aid to another creature that can see or hear you; they recover fatigue equal to your +BOND with them. Increase AP by 1 to use this on an unconscious creature you can touch or to stabilize a dying creature. This can only be used once per short rest per creature.

Anticipate

Advanced

Mark 1-fatigue to become prepared for the next saving throw you make before the end of the next round. If you don’t make one by the end of the next round, recover 1-fatigue.

Battle Cry

Advanced

Mark 2-fatigue and let out a battle cry. You and each ally of your choice within 20 feet who can hear you becomes invigorated until the end of the next round. Mark an additional 1-fatigue for each ally beyond the first.

Break

Advanced

Target a creature’s vulnerable equipment with the power of your heavy weapon, inflicting sundered.

Brother & Sister

Advanced

Mark 2-fatigue and make a ranged attack against a creature with one of the two weapons you are wielding, then move up to your speed to that creature and attack it with advantage with your other weapon. Your movement doesn’t provoke reactions from moving out of range of a creature. If you threw a weapon, you can retrieve it when you reach the target creature as part of this technique.

Cast a Spell

Basic

Attack a creature with a charmed cantrip. Total AP depends on the charms used.

Charge

Advanced

Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing, and your movement doesn’t provoke an opportunity attack.

Concentrate on a Spell

Basic

Concentrate on a cast spell. You can use this multiple times per turn, each time you must concentrate on a different spell.

Counterstrike

Advanced

A creature within your reach hits you with an attack

Strike the triggering creature.

Curving Shot

Advanced

Mark 1-fatigue to attack a creature with a ranged or thrown weapon. If you miss, choose another creature within ½ your weapon’s range of the original target; reroll the attack against them.

Disarm

Advanced

Mark 1-fatigue to try to knock a creature’s weapon or focus out of their hands that’s within your reach; make a power roll. On a weak hit, they mark 2-fatigue, on a strong hit, their weapon or focus is also knocked to the ground.

Disengage

Basic

Cover yourself, preventing opportunity attacks for the rest of the turn. Optionally mark up to 2-fatigue; for each fatigue you mark, reduce the AP cost by 1.

Distract

Basic

Mark 1-fatigue to distract a creature within close range of you. Make a cunning roll. On a weak hit, the creature becomes sundered until the end of the next round, on a strong hit, the next attack against it before the end of the next round is made with advantage.

Divert

Advanced

An ally within reach is hit with an attack and you're wielding a shield.

You intercede and redirect the attack to you. Until the end of the next round, or until your ally moves out of your reach, you can redirect all attacks specifically targeting that ally to you without using another reaction.

Dodge

Basic

Until the end of the next round, any attack rolls made against you have disadvantage if you can see the attacker, and you make cunning saving throws with advantage, as long as you aren’t incapacitated and have a speed greater than 0.

Duck and Twist

Advanced

Mark 1-fatigue to become protected until the end of the next round. On subsequent rounds, you can mark 1-fatigue and spend 1 AP to extend the duration an additional round. You cannot use this technique if you are wearing heavy armor.

Feint

Advanced

A creature within your reach hits you with an attack

Mark 2-fatigue. The triggering creature makes a cunning saving throw, DC equal to your +CUNNING. On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round.

Flaming Arrows

Advanced

Mark 3-fatigue to hold 3-firearrow. Spend 1-firearrow when you attack with a ranged weapon to deal fire damage instead of physical damage and inflict doomed on a strong hit as they catch on fire. Your hold lasts until the end of combat.

Forceful Blow

Advanced

Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.

Full Draw

Advanced

Mark up to 3-fatigue to attack a single creature and deal your weapon damage a number of times equal to the amount of fatigue you marked. This attack gains +1 piercing, plus an additional +1 piercing for each fatigue marked.

Grapple

Basic

Mark 1-fatigue to grapple a creature within touch range that is your size or smaller. They must make a power saving throw, DC equal to your +POWER—on a miss or a weak hit, they become restrained. If you become impaired or stunned, the restrained ends.

Help

Basic

Assist a creature in accomplishing a task. They gain a modifier to their next ability check equal to their +BOND with you.

Hide

Basic

Mark 1-fatigue. Make a cunning roll while behind total cover or otherwise out of line of sight. On a weak hit, you become invisible until you attack, move into line of sight, or otherwise make your location known. On a strong hit, you also gain a free use of the Move technique as part of this action.

In-and-Out

Advanced

Mark 2-fatigue to move up to your SPEED and attack one creature you come within range of during your movement. Your movement doesn’t provoke an opportunity attack.

Mount or Dismount

Basic

Spend half of your total speed to mount or dismount a creature at least one size category larger than you.

Move

Basic

Move up to your speed or make a high or long jump. You can use this multiple times per turn, each time you do so, its AP cost is increased by 1.

Neutralize

Advanced

A creature within your reach hits you with a non-basic technique or charmed cantrip

Mark 2-fatigue to prevent the technique or charms from being used for the rest of the encounter. On their turn, the target can spend 1 AP, mark 2-fatigue, and become impaired until the end of the next round to enable the technique or charms again.

Opportunity Attack

Basic

A creature leaves your melee reach

Strike the triggering creature with your equipped melee weapon or a spell that can be cast at touch range.

Overwhelm

Advanced

Mark 3-fatigue and make a power roll against a creature with your melee or ranged weapon’s reach. On a weak hit, inflict impaired, on a strong hit, inflict stunned.

Parry

Advanced

A creature within your reach hits you with an attack

Mark fatigue 1

to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.

Patience

Advanced

Become prepared and invigorated until the end of the next round, then strike a creature. You can only use this technique if you’re the last creature on your side to go in the round.

Patient Shot

Advanced

Make a ranged or thrown weapon attack against a creature with advantage. You can only use this technique if you’re the last creature on your side to go in the round.

Pick Up The Pace

Advanced

Mark 1-fatigue to become hastened until the end of the next round. This technique can be used more than once per turn.

Pin Down

Advanced

Mark 2-fatigue to attack a creature with a ranged weapon, dealing your weapon damage and inflicting restrained on them on a hit. If you become impaired or stunned, restrained ends.

Poisoned Arrows

Advanced

Mark 3-fatigue to hold 3-poisonarrow. Spend 1-poisonarrow when you attack with a ranged weapon to deal acid damage instead of physical damage and inflict weakened on a strong hit as they become poisoned. Your hold lasts until the end of combat.

Pounce

Advanced

Press your advantage. Mark 1-fatigue and make a cunning roll against a creature within your reach, on a weak hit, inflict 2-fatigue. On a strong hit, inflict impaired, or stunned on an impaired foe, or 1-exhaustion on a stunned foe.

Regroup

Basic

Clear 2-fatigue. Cannot be used outside of combat.

Retaliate

Basic

A creature within your reach deals damage to you with a weak hit

Inflict 1-fatigue on them.

Retrieve Item

Basic

Mark 1-fatigue to retrieve an item that’s either within close range or that’s on your person and not part of your current loadout. As part of this, you can add a number of small items (like potions or daggers) to your current loadout equal to your +CUNNING, provided you have free spots for them. Alternatively, you can use this to swap your current weapon loadout.

Roar

Advanced

Stare down a foe and yell to try and intimidate them. Mark 2-fatigue. They make a power saving throw, DC equal to your +POWER. On a weak hit, they become frightened of you until the end of the next round. On a miss, they become frightened of you until you miss with an attack.

Shield Bash

Advanced

Make a power roll against a creature within reach to bash them with your shield; on a weak hit, they mark 2-fatigue. On a strong hit, they mark 2-fatigue and you can either knock them prone or push them 5 feet.

Shield Throw

Advanced

Mark up to 3-fatigue to throw your shield, hitting a number of creatures equal to the amount of fatigue you marked. Each creature must be within short range of the previous one. Make a power roll against each creature; on a weak hit, they mark 1-fatigue, on a strong hit they mark 2-fatigue. The shield then returns to your hand.

Slam

Advanced

Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing. On a strong hit, if the creature is the same size or smaller, it gains the Prone condition.

Strike

Basic

Attack a creature with an equipped weapon or an uncharmed cantrip. You can use this multiple times per turn, each time you do so, its AP cost is increased by 1.

Suppressing Fire

Advanced

Mark up to 3-fatigue and hold 1-supression for each fatigue marked to lay down a barrage of attacks with a ranged weapon. While you have your hold, as a reaction, you can spend 1-supression to force any creature you can see that directly targets an ally within your ranged weapon’s reach to mark 2-fatigue as part of their attack. You cannot use this reaction if you’re within an enemy’s reach. Your hold lasts until the end of combat.

Sweeping Blades

Advanced

You start to whirl two weapons you’re wielding into a tornado of blades around you, blocking incoming blows at the same time you unleash a flurry of them in return. Mark 2-fatigue to become hold 3-flurry and become protected until no longer have any flurry remaining. When attacked by a creature within your reach, spend 1-flurry to have them mark 1-fatigue as part of their attack. Your hold lasts until the end of combat.

Tag Team

Advanced

Strike a creature, then call out an ally; they can use a reaction to strike the same creature with +2 forward to their attack.

Taunt

Advanced

Call out a creature within medium range; if they don’t attack you before the end of the next round, they must mark 1-fatigue. If they do attack you, you become quickened until the end of the next round.

The Wall

Advanced

Mark 1-fatigue. Until the end of the next round, creatures of your choice (not including yourself) within reach become protected as long as they stay within your reach.

Thundering Blow

Advanced

Mark 2-fatigue to attack a creature with your heavy weapon. On a weak hit, inflict 4-fatigue, and on a strong hit also inflict impaired. If they are wielding a weapon or a focus, you may mark an additional 1-fatigue to knock it from their grasp.

Tidalwave

Advanced

Until the end of the next round, for each attack that damages you or inflicts fatigue or a condition on you, hold 1-momentum. At the start of your next turn spend your hold to gain +1 AP for each 1-momentum.

Use Item

Basic

Use a item from your current item loadout, such as a potion, or swap your equipment loadout with your alternate loadout. As part of this action, you can hand the item to another creature within touch range of you, or administer it to an unconscious creature within touch range. If an item has an AP cost to use (like a spell scroll), the AP spent on this technique counts as part of the total AP cost to use.

Vicious Attack

Advanced

Mark up to 3-fatigue (minimum 1) to attack a single creature and deal your weapon damage a number of times equal to the amount of fatigue you spent. If you roll a strong hit, they also become impaired.

Volley

Advanced

Mark up to 3-fatigue (minimum 1). Choose a number of creatures within reach of your ranged weapon equal to the fatigue you marked +2. If they haven’t moved by the end of the next round, strike them.

Whirlwind Attack

Advanced

Mark 2-fatigue to attack all creatures of your choice within reach, dealing half your weapon damage to each creature.

Zero In

Advanced

Examine a foe for weak points; make a focus roll against a creature you can see. On a weak hit, hold 1-vulnerability, on a strong hit, hold 2-vulnerability. When you damage that creature with a strong hit, you can spend 1-vulnerability to apply weakened, sundered, or slowed. Your hold lasts until the the creature is dead or until the end of combat.