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- Stat:
- Hit Points: Will to fight. Drop to 0, you lose conscious and are now considered dying.
- Ability Points: Energy. Expend to use active skills.
- Armor Class: Ability to defend. Whenever you take damage, subtract it by this number.
- Stats start at 1. You have 8 points to spend. The cap for a stat (before racial modifiers, valor boosts, or equipment) is 6. When asked to roll a stat, it's a d[stat] roll. As an example, a Strength of 5 means you roll 1d5.
- Strength: Physical fortitude. STR to melee attacks. +1/2 to HP.
- Agility: Physical coordination: AGI to ranged attacks. +1/2 to Armor.
- Spirit: Willpower and ingenuity: SPI to magic attacks. +1/2 to AP.
- Experience: Gained from completing quests. Used to buy class levels. Buying a level also buys you a new ability.
- Races
- Human: +2 HP per level.
- Human Persistence: Whenever a human may fall to 0 HP for the first time in combat, they may instead stay standing with 1 HP remaining.
- High Elf: +1 Agility, +1 Spirit
- Arcane Meditation: You start off with the Meditation spellcaster ability.
- Night Elf: +1 Agility, +1 Spirit
- Shadowmeld: If you are in a forested environment, you roll Stealth checks at advantage. Furthermore, you have the Marksman and Professional ability Sneak Attack.
- Bronzebeard Dwarf: +1 Strength, +1 Spirit
- Stoneskin: Once per combat, you can tap into your titan heritage and remove all damage-over-time effects as a free action, along with doubling your Armor Class until the end of your next turn.
- Wildhammer Dwarf: +1 Strength, +1 Spirit
- Stormbrow: Once per combat, you can channel electric energy into a single target, causing them to be stunned until the end of their next turn.
- Dark Iron Dwarf: +1 Strength, +1 Spirit
- Fireblood: Once per combat, you can unleash the imbued fire within you to deal 4 x your character level worth of Fire damage to someone in melee attacking you.
- Gnome: +1 AP per level.
- Escape Artist: By spending AP, you can break one effect that slows you down. This cancels the effect entirely. Additionally, you may shift five units whenever a melee attack's damage is canceled entirely at no cost.
- Unbroken Draenei: +2 Strength or +2 Spirit
- Gift of the Naaru: You always have access to the Heal ability without the need of a compatible spell school.
- Broken Draenei: +1 Strength or +1 Spirit, +1 HP per level
- Unstable Physiology: Effects over time, both beneficial and negative, last half as long as it comes from someone other than you.
- Worgen: +1 Strength, +1 Agility
- Mangy Mangling: Worgen are treated as always armed, and deal their character level in bonus damage when making unarmed attacks.
- Pandaren: +1 Spirit, +1 HP per level
- Epicurean: Food heals you twice as much, and potion effects last twice as long.
- Furbolg: +1 Strength, +1 HP per level
- Bear Hide: Furbolgs have thick skin and fur to dull any blade. They made add half their character level, rounded up, to their AC.
- Jinyu: +2 Spirit
- Mending Pools: So long as you have access to a large body of water, you can heal your party by half their missing HP. This can only happen once between combat phases.
- Goblin: +1 Agility, +1 HP per level
- Hustle Culture: For 2 AP, you may make a second action this turn. You cannot use any abilities on this second action that were used on the first action.
- Classes
- You start off with one level in one class. This first level gives you their first listed values for HP and AP, along with their innate passive and one ability of your choice. You can only have the innate ability of your first class. You may not take both imbuer and spellcaster.
- Sentry
- Vigilant guardians, knights, and soldiers. They make up the front-line of any war.
- Max HP: 10 + (1d10 per level after 1)
- Max AP: 4 + (1/2 per level after 1)
- Key Stat: Strength
- Proficiencies: All weapons, shields and armor except wands.
- Passive: Guardian's Vigil - At the start of an encounter, choose one ally. As long as you stay within melee range of them, you take any damage meant for them and receive half of it.
- Abilities (Costs 1 AP to use unless specifies, may learn 1 per class level)
- Opportune Strike (Passive) - Whenever an enemy passes your melee range, you may strike them. You can do this equal to your Sentry class level.
- Lunging Strikes (Passive) - You are able to lean further into your strikes than most warriors. You increase your melee attack range by 5 units.
- Intercept - This ability must be activated at the time the DM announces what targets an enemy is attacking. Place yourself between an enemy and their intended target, take all incoming damage from them.
- Overpowering Blow - On your next STR-based attack, add 1/2 your character level in extra damage dice. (rounded up) (e.g A level 4 Sentry would add 2 damage dice. With 7 STR, they are able to roll 3d7.)
- Follow Up - If your attack deals no damage due to armor or missing, you make make a second attack immediately afterwards.
- Danger Sense - When being attacked or triggering a damaging effect from any source, you are able to mitigate the attack. Take half damage.
- Mocking Blow - Taunt your enemy while attacking them, causing them to focus their attacks on you for the next two turns.
- Rallying Cry (3 AP) - Unleash a fierce battle cry, granting a bonus of twice your Sentry level to the party's damage rolls for the rest of the combat.
- Return to Sender (4+ AP) - As a reaction, you may deflect a ranged or magic attack headed your way. This causes it to fail. For an extra 2 AP, you may redirect this attack to an enemy in front of you.
- Savage
- Primal brutes, berserkers, and maulers. They solve everything through sheer brute force.
- Max HP: 9 + (1d8 per level after 1)
- Max AP: 4 + (1/2 per level after 1)
- Key Stat: Strength
- Proficiencies: All weapons except guns, wands and shields. Cloth and Leather Armor. No shields.
- Passive: Building Anger - Each time you're struck in combat, increase the Strength damage die of your strength attacks by 2.
- Abilities (Costs 1 AP to use unless specified, may learn 1 per class level)
- Weapon Master (Passive) - Choose one type of weapon. While wielding this weapon, you may add your Savage level to your Strength-based damage rolls.
- Godslayer (Passive): If an enemy is an elite or boss unit, you add an extra dice to your Strength damage die. (Must have six levels of Savage to gain this ability)
- Swath of Destruction (Passive): For every 4 points the savage has in Strength, they gain +1 to Armor Class.
- Bloodbath (0 AP) - The savage enters a state of exhausting fury. For each point of HP he sacrifices, increase his Strength and Agility by one.
- Last Stand - Death is of no consequence to you and your passion for battle overwhelms everything else. You're unable to be reduced below one health for the next two turns.
- Intimidate - Your furious expression and enormous stature terrifies the target, causing non-elite enemies to be unable to muster the courage to retaliate against your next attack.
- Back Swing - If the savage is equipped with a two-handed weapon, they may knock one enemy into another within bow distance. The savage must make a new combat roll to hit the second target.
- Death or Glory (All your AP) - You grow so angry that you risk it all on a final attack. Roll your Strength damage dice, and add your Savage class level for each point of remaining HP (up to half your character level). At the end of your turn, you then fall to 0 HP and start dying.
- Martial Artist
- Windwalkers, Skirmishers, and Scouts. If they rely on agile melee combat, it's the martial artist.
- Max HP: 8 + (1d8 per level after 1)
- Max AP: 5 + (1/2 per level after 1)
- Key Stat: Agility
- Proficiencies: All one-handed weapons, staffs, polearms, and all ranged weapons except wands. Cloth and Leather Armor. Bucklers.
- Passive: Combat Finesse - As long as you are wielding a one-handed weapon, staff, or polearm, you may use your Agility for melee attacks.
- Abilities (Costs 1 AP to use unless specified, may learn 1 per class level)
- Dual-Wield (Passive) - You may choose to wield two-weapons. You attack with half your Agility damage dice twice, and gain the benefits of both weapons. Require Martial Artist level 5.
- Sneak Attack (Passive) - Whenever you do a basic attack on an unsuspecting target from Stealth, you roll double your weapon damage die instead of merely adding half the damage die as bonus damage.
- Precise Strike (0 HP) - Your melee attack attack ignores armor, but you only deal half your Agility damage die.
- Martial Instinct (0 AP) - Evaluate a target and determine it's current and maximum hp.
- Keen Reflexes - Add your martial artist level to your armor class for two turns.
- Lightning Agility - Your attack this turn strikes up to two additional targets so long as all targets are within melee range.
- Deathblow - Execute a target with 20% or less than it's maximum HP, if the target's maximum HP is unknown, using Deathblow may fail.
- Flurry of Blows (2 AP) - The martial artist conducts an attack against every enemy within melee range. Make a separate roll for each.
- Serpent's Stance (2 AP) - Add half of your Spirit to your Agility for two turns.
- Mountain Stance (2 AP) - Add half of your Strength to your Agility for two turns.
- Marksman
- Archers, crossbowmen, and mountaineers. Anyone who specializes in ranged weaponry.
- Max HP: 6 + (1d6 per level after 1)
- Max AP: 3 + (1 per level after 1)
- Key Stat: Agility
- Proficiencies: Daggers, Swords, Axes, Staves, Polearms, Bows, Crossbows, Guns, and Bucklers. Cloth and Leather armor.
- Passive: Rapid Reload - The marksman does not need to spend an action to load a ranged weapon.
- Abilities (Costs 1 AP to use unless specified, may learn 1 per class level)
- Sneak Attack (Passive) - Whenever you do a basic attack on an unsuspecting target from Stealth, you roll double your weapon damage die instead of merely adding half the damage die as bonus damage.
- Martial Instinct (0 AP) - Evaluate a target and determine it's current and maximum hp.
- Take Aim (0 AP) - Your ranged weapon attack ignores armor, but you only deal half your Agility damage die.
- Armshot - Your ranged weapon attack also causes the target to drop their weapon. May fail against bosses.
- Headshot - Execute a target with 20% or less than it's maximum HP, if the target's maximum HP is unknown, using Headshot may fail.
- Legshot - Your ranged weapon attack also causes the target to be unable to move. May fail against bosses.
- Steady Shot - You focus on the target for one turn. On the next turn, you can then do a basic attack for 2.5x damage. This stacks with Sneak Attack.
- Ricoshot (2 AP) - You are able to ricochet your projectile, allowing you to Sneak Attack during combat as long as the enemy isn't focused on you.
- Explosive Shot (3 AP) - Add half your Spirit to your next ranged weapon attack and attack one target. You then deal half that damage to all targets in a ten foot range, including allies.
- Deflecting Shot (4+ AP) - As a reaction, you may shoot an enemy projectile and cause it to fail. For an extra 2 AP, you may able to reflect the projectile to a nearby enemy.
- Spellcaster
- Shamans, Priests, and Wizards. All that channel supernatural forces.
- Max HP: 6 + (1d6 per level after 1)
- Max AP: 4 + (1 per level after 1)
- Key Stat: Spirit
- Proficiencies: All one-handed weapons, staffs, and polearms. Wands, crossbows and bows. No shields. Cloth armor.
- Passive: Academic Study - Gain a spell school for free. (See below) You also can attack at range without the need of a weapon. This passive can be taken as an ability by character multiclassing into spellcaster.
- Abilities (Costs 1 AP to use unless specified, may learn 1 per class level)
- Diversify Study (Passive): Gain the use of another spell school. If you have more than one spell school, then you must choose which one you use at the start of combat.
- Blood to Mana (0 AP): You may sacrifice your Spirit's worth of HP to restore the same amount of AP.
- Meditation (0 AP): The spellcaster enters a meditative state, restoring 1 AP for every 3 points of Spirit they possess.
- Heal: Use your Spirit damage die to heal an ally. May be used in tandem with other abilities. Not accessible with the Arcane, Fel, or Shadow schools.
- Emulate Spell: You may choose to change your school's element type to another you have for your next spell, although you still use the side-effects from your chosen school. (i.e., a Frost Spellcaster may emulate Fire for their spell, but their spell school ability still slows the target.)
- Empower Spell (2x AP): Gain an extra damage die for every 2 AP you spend.
- Spell Recall (4 AP): Switch to another spell school at the cost of your attack.
- Pierce Immunity (4 AP): Weaving the threads of magic, you are able to suppress the natural immunities of monsters. For the target's next three turns, they lose any elemental immunities they possess.
- Protective Blessing (4 AP): Gain 1/4 your Spirit to your armor class for the rest of the battle.
- Imbuer
- Crusaders, warrior-shamans, and battlemages. Anyone who fights with both sword and spell.
- Max HP: 8 + (1d8 per level after 1)
- Max AP: 4 + (1 per level after 1)
- Key Stat: Spirit and Strength or Agility.
- Proficiencies: All melee weapons, bows, and bucklers. Cloth, leather, and mail armor.
- Passive: Academic Studies - Gain a spell school for free. (See below) You can channel spell effects through melee or ranged weapons (choose one). This passive can be taken as an ability by character multiclassing into imbuer.
- Abilities (Costs 1 AP to use unless specified, may learn 1 per class level)
- Diversify Study (Passive): Gain the use of another spell school. If you have more than one spell school, then you must choose which one you use at the start of combat.
- Blood to Mana (0 AP): You may sacrifice your Spirit's worth of HP to restore the same amount of AP.
- Heal: Use your Spirit damage die to heal an ally. May be used in tandem with other abilities. Not accessible with the Arcane, Fel, or Shadow schools.
- Smite: Add half your Spirit damage die to your next weapon attack.
- Spelleater (2 AP): You can remove one positive or negative effect from the target, and then roll your Spirit damage die as if you healed yourself.
- Cursed Wound (3 AP): On your next weapon attack, you imbue your target with lingering magic. Deal half your Spirit damage die at the end of the target's turn for two turns. You may spend an extra AP per turn to inflict any spell effects.
- Pierce Immunity (4 AP): Weaving the threads of magic, you are able to suppress the natural immunities of monsters. For the target's next three turns, they lose any elemental immunities they possess.
- Rune of Protection (4 AP): Block 1 successful attack from a target, ignoring all damage and effects.
- Spell Schools
- All spell schools have an associated ability that applies to your next attack, and a second ability that either enhances the first ability, another ability, or offers new utility. Using these abilities cost 1 AP unless otherwise stated.
- Light: Invoke the Light - Your next magical attack blinds the enemy, causing their damage dice to be halved until their end of their next turn. You are always considered to have a light source on hand.
- Turn Evil (5 AP) - Roll a Spirit check for every undead, shadow-infused or demonic enemy within 20 units of you. On a result of 10 or above, they spend their next turn fleeing from you. On a result of 15 or higher, they are immediately destroyed. This does not work on boss monsters.
- Arcane: Invoke Magic - Your next magical attacks causes arcane feedback, momentarily silencing the target. While silenced, the enemy cannot use any skills that cost AP to use. You can imbue one small object with the arcane, allowing you to move it with your mind.
- Purge Magic (2 AP) - Weaving ley lines, you are able to utilize the power of the arcane to counter-act lingering magical effects. You may purge the target of one magical effect.
- Fire: Invoke Flames - Your next magical attack sets the enemy on fire, letting you roll half your magic damage dice at the end of the target's next turn. You always have a source of fire, which allows you to light torches or other flammable objects.
- Heat Armor - If you Invoke Flames on a target that is wearing mail or plate armor, you can spend 1 AP to heat their armor up as well, dealing full magic damage dice on your Invoke Flames effect with a bonus equal to the targets's Armor Class.
- Frost: Invoke Winter - Your next magical attack gives chills the target, causing them to dedicate either their next turn to just moving or just attacking. You always have a source of cold on hand, letting you drop the temperature of objects or the environment.
- Below Zero (4 AP) - You freeze the enemy completely solid, causing them to be unable to take actions. However, the slightest amount of damage will break the ice. Furthermore, they can make attempts to break through. If they roll 10 or higher, they're free.
- Lightning: Invoke Storms - Your next magical attack spreads throughout the battlefield. You deal half the damage you roll, but it spreads across up to four targets. You may also channel electricity, letting you to act as a power source for machines. Depending on the size or complexity of the machine, this may require you to spend AP.
- Lightning Shield (3 AP) - Conjure up a lightning shield. For one turn, you can counter any attack that comes your way with a magic attack.
- Life: Invoke Vitality - Your next magical attack saps the vitality from the opponent. You may add twice your character level as a bonus to the magical damage dice, and heal yourself for half. You have the ability to channel your spirit into the wild, letting you grow plants and fungus near you.
- Blessing of Prosperity (Passive) - Your healing magic lingers in your allies, helping them heal. You may choose whether your Heal ability deals full Spirit damage dice, or half Spirit damage dice over the target's next three turn.
- Fel: Invoke Chaos - Your next magical attack burns away the target's armor, temporarily reducing their Armor Class by twice your character level. This lasts until the end of combat. You also have the ability to cause things to slowly erode while you hold them, with the ability to spend AP to hasten this process.
- Deteriorating Soul - By spending an extra AP, you can empower Invoke Chaos to burn away more than just flesh and armor. Over the next three turns, you may deal your character level in ability point damage to the target and may specify which stat it affects. This lasts until the end of combat.
- Shadow: Invoke the Void - Your next magical attack implants a seed of fear in the target. Roll 1d4. On a 4, they are unable to move next turn. Otherwise, they do their best to not attack you in particular.
- Shield of Obscurity - You channel an inky blackness around the party which melds into the shadows. You cannot attack as long as you channel this, but otherwise you and your allies gain advantage on all Agility checks related to Stealth and any enemies attacking effects is considered blinded, causing their damage dice to be halved.
- Shamanism [Special]: You have access to the fire, frost, lightning, and life spell schools. You can choose which one you pick at the start of combat. You cannot buy any other spell schools and misuse of your calls may cause you to lose access to your spells until you redeem yourself to the elements.
- Starting Equipment
- Along with the starting equipment obtained in your character's background, you may start with one of the following kits. You may also ask the GM for substitutions based on character's needs within reason.
- Guardian's Kit
- Leather Chestpiece (+2 AC), Burlap Pants (+1 AC), Wooden Shield (+2 AC), and Bronze Hatchet (+2 melee damage)
- Scout's Kit
- Leather Chestpiece (+2 AC), Burlap Pants (+1 AC), Worn Shortbow (+2 ranged damage), and Bronze Dagger (+2 melee damage)
- Preacher's Kit
- Burlap Robes (+1 AC), Burlap Pants (+1 AC), Makeshift Symbol (+2 magic damage), Wooden Staff (+3 melee damage)
- Aggressor's Kit
- Leather Chestpiece (+2 AC), Burlap Pants (+1 AC), Bronze Greatsword (+3 melee damage)
- Bandit's Kit
- Burlap Shirt (+1 AC), Burlap Pants (+1 AC), Worn Shortbow (+2 ranged damage), Bronze Shortsword (+2 melee damage), Wooden Buckler (+1 AC)
- Apprentice's Kit
- Burlap Robes (+1 AC), Burlap Pants (+1 AC), Wooden Wand (+2 magic damage), Wooden Staff (+3 melee damage)
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