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- Fighter: Your basic melee fighter, capable of taking punishment and dishing it out.
- Starting Equipment: Two-handed or One handed stone weapon of choosing. Leather armour.
- Martial Prowess: You have training with handling weapons in combat. Gain a +5 bonus to-hit targets with all melee weapons. This scales up by +5 for every perk level in Fighter, reaching +20 at level 3.
- Perk 1: Crippling Strike: You sweep your weapon to strike for the legs. If you manage to make the hit, you cripple the target for one round. Crippled targets are unable make movement actions, but can perform actions as they please.
- Perk 2: Charge: You charge forwards to ram into the target, making a normal melee attack if the target is close enough. If you succeed on the attack, you stun the target.
- Perk 3: Indomitable: You've learned to shrug off damage in the face of danger. If a non-magical ability would hinder you in any way, you may choose to ignore it instead. Additionally, gain a temporary minor heal. This may be done if you are dying to stabilize, allowing you to bring you out of death's door.
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- Rogue: A master of underhanded tricks and swift hit and run. Rogues are adept at sneaking around unnoticed, while also dishing out heavy damage up close.
- Starting Equipment: Two stone daggers.
- Cloak: Rogues are capable of attempting sneak checks in plain sight.
- Dagger: Rogues deal additional damage if they manage to attack an unaware target. They roll at advantage when making an attack against them.
- Perk 1: Backstab: Striking an unaware target in the back causes them to take critical damage(but is not a critical strike). Additionally, you may make a quick lunge from the shadows when unseen, allowing you to close distance and strike.
- Perk 2: Evasion: You no longer need an action to spend when you dodge an attack; instead, you automatically oppose attack rolls to dodge. Additionally, when you roll to dodge certain unavoidable attacks, you instead dodge the damage entirely.
- Perk 3: Flurry: You may make four swift strikes, so long as you are wielding two daggers. You may also use this to toss up to four throwing knives or other similar small throwing weapons
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- Archer: Deals consistent damage with a long-ranged weapon, all the while keeping a safe distance.
- Starting Equipment: Bow, stone dagger.
- Point Blank: Gain a bonus to hitting the target based on distance, equal to +1~+10. Becomes +5~+20 At level 2.
- Perk 1: Multi-Shot: Knock an additional arrow and fire it at a target. Additional arrows are equal to your archer's perk level.
- Perk 2: Sky shot: Leap backwards, distancing yourself far from your enemy while also making a quick attack on a target. This can use your multi-shot, or alternatively, the Knock out shot.
- Perk 3: Knock-Out: Use a specially made arrow. In place of the normal tip, the arrowhead is a concussive square weight that stuns the target on impact. Critical strikes also knock the target out for three rounds, or until they take damage again.
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- Mage: A young apprentice in the arcane arts, still on their way to learning advanced magic.
- Starting Equipment: Staff, +40 Mana
- Magic Missile: A cheap, efficient spell that launches an arcane blast towards the target. Deals decent damage. (10 Mana)
- Perk 1: Arcane Barrage: Launch three magic missiles that deal less damage, but converge on one target at a discounted mana cost. (20 Mana)
- Perk 2: Teleport: Teleport the target into somewhere else within the arena, ally, enemy, or self.
- Perk 3: Arcane Explosion: Slam your weapon into the ground, causing an enormous arcane explosion. This deals minor damage, but pushes any enemy caught in the blast backwards. If you time this against certain projectiles, they'll be stopped. (20 Mana)
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- Cleric: An initiate of the faith, learning how to mend and protect their comrades through protective spells.
- Starting Equipment: Holy Symbol, +40 Mana
- Healing Word: Channeling through your holy symbol, you call upon it to mend an ally. Requires you to be capable of speech. (10 Mana)
- Perk 1: Shield: Protect someone with your mana. You may de-activate this or re-activate it as a bonus action. When someone is under their protection, you take damage to your mana in place of the damage they receive.
- Perk 2: Holy Smite: You channel upon your God to smite the enemy, dealing holy damage. This attack is guaranteed to always hit demons or unholy enemies. (10 Mana)
- Perk 3: Lay on Hands: With a single touch, you dispel any hindering effect on the target and heal the target to full. (20 Mana)
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- Bard: An talented performer that brings forth entertaining music to both soothe their allies and entertain the crowd.
- Starting Equipment: Instrument of your choosing,
- Rhythm: Bards gather rhythm over time. Rhythm can be increased by the DM's discretion if the arena crowd is pleased enough with their actions. Abilities may never have any more than 5 Rhythm spent. Bards may spend a round to play a tune to gather rhythm. Successful attacks also gather rhythm if they use their instrument as a weapon.
- Inspire: The bard may play an inspiring tune to bring forth hope in a subject. That target gains dice that adds an additional +1d10 to their next roll, +an additional 1d10 for every spent point of Rhythm.
- Perk 1: Vicious Mockery: The Bard may throw a savage insult towards the target. They suffer a penalty equal to -1d10 to their next roll, -1 an additional 1d10 for every spent point of Rhythm. Caps at 5.
- Perk 2: Off-Key: You may play an incredibly loud noise on your instrument, specifically focused towards a caster while they attempt to make a spell. Make an opposed roll against the caster, gaining +1d5 for each point of Rhythm spent.
- Perk 3:
- Finale: When you spend 5 Rhythm, you may instead choose to spend ALL Rhythm to greatly enhance the ability.
- Inspire -- The roll automatically succeeds.
- Vicious Mockery -- The target critically fails if they fail their roll.
- Off-key: The spell may be re-directed on a random enemy.
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- Alchemist: What better laboratory than the blood-soaked battlefield? Alchemists combine various regents together to create powerful brews.
- Starting Equipment: Alchemy Station: Alchemists have a portable alchemy station that allows them to craft their products on the fly. Alchemists may also collect various ingredients found throughout the role-play (provided by the DM), mixing them together into random potions and tonics.
- Alchemical Bombs: Alchemists may create special bombs from the regents they gather. These bombs splash into pools of caustic acid, melting away anything they impact.
- Perk 1: Tangleweb Snare: Two simple ingredients: Mud, and plants! When brewed together, this creates a special bomb that detonates into a non-lethal yet sticky net of mud, hardening immediately. The mud softens when making contact with water, but can hold down targets for up to three rounds before dissolving on its own. Successful strength checks can also be made to break free.
- Perk 2: Regenerative Spray: Using a special hose installed in your alchemy station, you may have it spew a regenerative salve onto a target. This salve causes them to slowly regenerate health over time.
- Perk 3: Mutagen: The alchemist may gather scraps of flesh from different creatures and enemies within the arena to brew special mutagens. They may carry up to three mutagens on their person per fight; the mutagen may be fired from a special dart gun or jabbed into themselves to provide mutations based on the creature they harvested for the mutagen.
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- Trapper: Utilizing the various leftover scraps of the battlefield, the trapper specializes in setting up hazards and snares to strategically single out the enemy.
- Starting Equipment: Grinder, 3 Scrap.
- The trapper is trained to use and handle a special grinder that collects a unique resources for them; called scrap. This grinder is much like the alchemist's station except it focuses on re-purposing materials gathered across the battlefield. Trappers begin with 3 scrap, but do not replenish scrap. They must scavenge old traps or materials from their enemies to receive scrap.
- Trappers may hold scrap equal to 6+2 for every perk level.
- Bear Trap: Creates a large bear trap at the cost of 1 Scrap.
- Perk 1: Spring: The trapper may create a special spring trap that ejects targets in a pre-determined direction. The trapper takes less fall damage from being sprung by this trap. (2 Scrap)
- Perk 2: ...On a rope!: At the cost of 1 Scrap, the trapper may install a special rope that they can pull to re-position the trap at will.
- Perk 3: Mine: The trapper may install a mine that detonates upon touch, dealing massive damage. (3 Scrap)
- ...Cluster! The trapper unleashes a cluster of additional traps in one area, creating up to two additional traps. The cost of a trap cluster is equal to the base amount * 3.
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- Chef: The Chef is a supportive class that utilizes a variety of different cooking recipes to provide various benefits to the party.
- Starting Equipment: Giant cooking pot, Giant mixing spoon
- Fighter's Stew: The Chef's cooking pot is important for brewing Fighter's stew! Allies may drink directly from the cooking pot to restore a minute amount of health and cleanse poisons or debuffs. This does not consume any 'batches' of stew. The cooking pot can hold an amount of stew batches equal to 3+Your chef's perk level. You may harvest enemies for one batch of stew.
- Serve!: Serve a mighty hot stew towards an ally, restoring an extra amount of health while also curing debuff. You may throw the serving from afar. No worries, it's mouth-seeking stew.
- Perk 1: Stone Soup: The Chef may toss a piece of metal or rock into the soup. Depending on the strength of the material use, the next serving of their Fighter's Stew will reinforce the skin of whoever eats it, making them resistant to physical attacks.
- Perk 2: Dragonfire Soup: With a simple reptile's scale or strong spicy herb, the Chef makes a potent spicy stew that's so hot it makes the diner immune to fire damage! Additionally, whoever enjoys a delicious serving of Dragonfire soup gains the ability to breath fire for two rounds.
- Perk 3: Into the Pot!: The Chef may choose to stuff an ally or enemy into the pot.
- If they place an enemy into the pot: The stew scalds the flesh of the enemy. They may make repeated attempts to escape the pot. If the enemy dies in the pot, then the chef restores all charges of their fighter's stew.
- Ally or Self: The Chef may NOT place an enemy into the pot if they have an ally or themselves into the pot. The pot may hold up to two allies. While it contains them, all debuffs are removed and they are healed over time. Additionally, the pot may be thrown to explode, releasing everyone it contains back onto the battlefield.
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- Lancer: Utilizing an enormous lance, the Lancer is specialized in charging straight ahead into battle. Their weapon is highly inaccurate, but capable of destroying enemies with one blow if used correctly.
- Starting Equipment: Giant stone lance.
- Momentum: Lancers gain accuracy with their lance based off the momentum they carry, subject to the DM's discretion. So long as you charge forwards onto a target, you gain a +5~+20 Bonus to hit. This becomes +10~+40 once you hit perk 2.
- Perk 1: Impale: If you manage to land an attack, your lance impales them. While impaled, you may attempt an opposed check to slam them into a different place. You gain a bonus equal to 10*Your perk level to all grapple checks while impaling the enemy.
- Perk 2: Bat aside: With a wide sweep, you use the full weight of your lance to crash into the enemy from the side. If the enemies are at least man sized or smaller, the attack may affect up to two additional targets. While this does minimal damage, it's slightly more accurate and they must make a save against being knocked onto their back.
- Perk 3: Pierce the Heavens: While you dash, your lance is thrust forwards so fiercely that it causes the very air to twirl around it, creating a dissonance in the wind that results in a weak, yet noticeable cyclone around you. If you land into a target, deal critical damage. You may continue to carry the target with you as you dash.
- If you smash into the wall, you may impale them to that wall, rooting them in place until the lance is removed or until they work themselves free.
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- Spartan: A class specializing in the use of a heavy shield and spear, rallying comrades into singling out dangerous threats.
- Starting Equipment: Spartan shield, Stone Spear.
- Shield Wall: Spartans are exceptional blockers. If they spend a round moving with their shield ahead, they gain advantage to any defensive rolls on blocking attacks made against them, for as long as the shield remains ahead. Further more, while the shield is placed in front of them, they may attempt to dash in to block an attack for a single ally.
- Perk 1: Retribution: The Spartan may sweep their shield in a fierce shield bash. If they managed to block at least two attacks, this shield bash is treated as a critical strike and knocks the subject backwards on a successful hit.
- Perk 2: Advancing Strikes: While under the effects of shield wall, the Spartan may make an attack without lowering it. They may also strike up to two additional times as long as they're wielding an appropriate thrusting weapon (hint hint, spear.)
- Perk 3: Gang up: The Spartan may pound his hand into the shield to summon comrades forwards, while also taunting the target. So long as a comrade is within a reasonable distance, they may immediately rush in to surround the target and make a single attack. Any resource or mana used is spent at half cost.
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- Gunslinger: Gunslingers are specialized in using firearms, a very rare, but advanced weapon in the arena...even if they have a chance to explode.
- Starting Equipment: Shoddy Gun. IF The gun critically fails (10 or lower), then it has a chance to explode.
- Grit: Gunslingers utilize a special resource called Grit. Grit points are gained through critical strikes or successful kills. The Gunslinger may sacrifice a point of Grit to automatically succeed a critical failure that would normally cause their gun to explode. Gunslingers may hold up to 5 Grit points.
- Quickdraw: A Gunslinger may immediately unholster their gun and fire off a shot if they're attacked. If they succeed, they may end up interrupting the attacker, preventing them from bringing the Gunslinger any harm. (1 Grit)
- Perk 1: Trick Shot: A Gunslinger may fire off a ricocheting shot that bounces over up to two rounds, depending on how much Grit is spent. While the shot bounces around a target enemy, they may be distracted or wowed, preventing them from performing any action. The Gunslinger must declare where the trick shot is intended to land at the start of the Trick shot. (1-2 Grit.)
- Perk 2: Bite the Bullet: After firing off a shot, a Gunslinger may press the heated barrel into any wounds to seal them shut, healing them. This also purges any effects that cripple them from fear or pain. (1 Grit)
- Perk 3: High Noon: The Gunslinger may eye up their surrounding enemies before, in a bold (or stupid) act, they flourish their weapon and quickly fire off shots equal to the amount of Grit they spend. They may apply these fired shots however they see fit, on multiple targets or a single one. (All grit.)
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- Hoplite: Experienced in using long ranged melee weapons, the Hoplite is a master of keeping foes at a distance with either swift thrusts or wide sweeping strikes.
- Starting Equipment: Stone Halberd
- Reaching Strikes: So long as they use pole weapons, the Hoplite's attacks are always made first against other melee attackers, unless they have reaching strikes as well. If a melee attack is made against the Hoplite, they may react with a counter attack that potentially cancels them should they land their own attack.
- Level 1: Momentum: Carrying a heavy amount of momentum, the Hoplite's mighty blow strikes with such ferocity that it becomes difficult to block the full brunt of their blows. Shields may deflect a blow, but can be knocked aside to leave them open to a critical strike from the Hoplite.
- Hoplites also ignore armour somewhat so long as they use the heavy end of their pole weapon.
- Level 2: Displace: A master of manipulating your opponent's actions, you may manipulate their movements through your weapon. Should you land a successful attack on a target, you may either displace them to another area adjacent to you, or shove them within attack range of your reaching strikes.
- Level 3: Whirlwind: With a wide, sweeping Arc, the hoplite may strike every target around them with a sweep of their weapon.
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- Beastmaster: The Beastmaster knows his way around the various creatures and monsters of the arena, and is capable of commanding creatures to do their bidding.
- Starting Equipment: Whip. Wolf Pet
- Command: Beast Masters may be seasoned at controlling their animals, but they need to maintain their command points if they want to effectively utilize their beasts. Command Points start at 3, and become 5 at perk 2. Animals normally act on their own volition (but view the beast master as an ally). A command point may be spent to issue a specific attack from the animal. Command Points are regained by simply feeding your animal treats (or people).
- Taming: Beast Masters may attempt to tame animals in the arena. This requires a full action to do. Command Points may be spent to gain a +5 bonus to taming the animal.
- Perk 1: Kill Command: Each pet has a unique ability that they may perform at the cost of one command point. The Beast Master may spend a command point to trigger their kill command. (Example: A drake may breath fire, even if it has its cool down on fire breath down, or the starting Wolf pet may pounce and pin a normal sized target to the ground.)
- Perk 2: Animal Expert: If you attempt to tame an animal you've already tamed before, gain a bonus to your taming rolls made against them. Command points spent to tame them are also twice as effective.
- Medical Treat: You may spend a command point, lobbing one of your treats towards the pet to munch down on. Doing so breaks them free of any hindering effect and causes their wounds to heal as if they ate a healing potion.
- Perk 3: Companionship: You may now control up to two pets at once.
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- Barbarian: A ferocious combatant that uses both heavy weaponry and unrelenting savagery as tools to decimate their opponent.
- Starting Equipment: Stone great weapon of choosing
- Rage: The Barbarian works themselves up into a frenzied rage, causing a variety of benefits. While enraged, the Barbarian's thoughts are so filled with anger that they gain advantage against charms or fear based effects; however, they are considered silenced and thus unable to cast any spells.
- During this time, the Barbarian MUST Attack at least one target in order to stay enraged, if they do not, then it ends prematurely at the start of their next turn. Being attacked also prolongs the rage. The Barbarian's basic attacks deal extremely high damage while they're enraged. (Equal to a critical strike)
- Perk 1: Reckless Attack: The Barbarian makes a mighty swing with their weapon, gaining advantage to hit. The attack is treated as a basic attack and deals additional damage. Any attacks made against the Barbarian before the start of their next turn will be made at advantage.
- Perk 2: Push through the Pain: The only armour a true Barbarian needs is their flesh alone. Injuries and pain are unable to cripple or hinder a Barbarian while raging. So long as they're caught in their rage state, they'll ignore the pain of all but the most grievous of wounds. Only broken bones can stop one from swinging their arms or moving their legs.
- Perk 3: Leaping Slam: A Barbarian may leap forwards, covering a distance equal to however much their normal sprint speed is. At the end of the attack, if they hit a larger target, they may latch onto that target and use their weapon as an anchor into their flesh. If they hit a smaller target, then the attack is automatically a critically strike upon a successful hit.
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- Thief: A dirty fighter that relies more on cunning and misdirection to outwit and outmaneuver their foes, before going in for the kill.
- Starting Equipment: Stone Dagger
- Pocket Sand!: Scooping a handful of dirt, the Thief flings a fine powder into the face of the enemy. This may be done as a reaction to a physical attack, potentially staggering them out of their attack and leaving them vulnerable.
- Perk 1: Opportunist: If a target is caught under any impairing effect(such as from crowd control or several later-earned thief abilities) then the Thief's attack is rolled normally, but automatically hits. If the attack roll would hit, then the attack is a critical strike.
- Perk 2: Thief's Jaunt: If you evade a melee attack, you may automatically re-position yourself behind the target, rolling over their body. An attack made against a jaunted target is treated as an opportunist attack.
- Perk 3: Firecracker Knives: The Thief learns how to craft special knives wrapped in firecrackers, which dazzle and distract certain enemies. They also deal burning damage if they effectively land on a target.
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- Brawler: Brawlers are fighters seasoned at dishing out quick damage with their powerful fists alone.
- Starting Equipment: Their fists.
- Unarmed Attacks: Through hardship and training, your fists are lethal weapons...who am I kidding? You just know how to punch really fucking hard. Some say you're a wizard, others just say youre a god at punching full suits of armour without screaming in pain.
- If you make an attack with your fist, you may make a second attack with your other fist.
- Perk 1: Cheap Shot: What's the best way to stop them fancy fighters and prancy spellslingers? A quick tap to the balls! You make a quick, albeit dirty hit on a target using an ability, magical or otherwise. If you succeed, you interrupt their ability.
- Perk 2: Brawler's Grit: Through frequent fistfights, you've learned to fight through pain. When you take damage, bulk up and reduce the damage taken by a small amount. Critical strikes do not deal far less damage to you.
- Perk 3: Haymaker: Wind up, charging a mighty punch. With one mighty swing, you slam your fist into the target. If you connect, then they must make a save or be knocked backwards. The target is stunned if you manage to slam them into a wall.
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- Duelist: Duelists are swift fighters, capable of dishing out heavy damage while also remaining quick enough to outmaneuver their foes.
- Starting: Stone Rapier
- Parry: A Duelist may attempt to parry an attack by making an opposing roll against their attacker. If they succeed, they leave them vulnerable.
- Vulnerability: Duelists rely on a special debuff called vulnerability. Whenever a Duelist strikes a vulnerable opponent, their attack deals additional damage, and is treated as a critical strike. (Reduced damage.) Vulnerable targets are also unable to attack and move in the same turn; they must do one or the other.
- Perk 1: Misdirect: Upon successfully parrying an enemy, they may attempt to misdirect their attack into another enemy instead. The foe isn't left vulnerable if the Duelist misdirects them.
- Perk 2: Swift slash: The duelist may dash forwards; if they succeed in an attack, they make a quick slash onto the target before re-positioning themselves behind them, leaving the enemy vulnerable.
- Perk 3: Vault: The Duelist may lunge in to strike their target. If they succeed the attack, they may then vault off from their body, landing several feet away from the enemy. Duelists may also vault off walls once. Vaulting off an enemy leaves them vulnerable.
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