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You are allowed to reflavor elements of the classes to your liking, but all changes will be subject to mod judgement.
Classes may be updated and changed for gameplay or thematic reasons.
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STARTING STATS
Ability Bonus: +1 STR
Starting Hit Points (HP): roll 1d4+6
Starting Hit Die (HD): 1d8
Usable Weapons & Armor: Any and all
Attack Damage: 1d6; See 'dealer of death'
EQUIPMENT
Set A. Medium armor, a one handed weapon, shield.
Set B. Medium Armor, shield, two handed weapon.
You may choose for your key weapon to have 3 of the following skills:
Block - (reaction) Raise shield Close; Str save to avoid all physical damage (Fatigue).
Disarm - Hook your opponent’s weapon hand; make a DEX test to disarm them (1 Fatigue).
Hack - Attack your opponent in a frenzy for double damage (Fatigue).
Critical Success: Make a Str save to stagger your opponent from the ferocity of the attack, moving them back a range band and losing their next turn.
Thrust - Lunge forward to double the range of your weapon (fatigue).
Guard - (reaction) When a member of your party is injured, you may expend your action to protect them, moving towards them up to Faraway, giving them your armor points. If your action has already been used this round, you lose your turn next round (fatigue).
Cleave - Deliver a devastating sweeping attack (STR test, 1 fatigue)
Success: Strike for double damage
Failure: your target attacks in retaliation with advantage.
Crit success: make an extra attack against the nearest nearby target.
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DEALER OF DEATH
A warrior has a 'pool' of damage dice (d6s) equal to their Level.
When making an attack distribute any number of these damage dice among any number of nearby targets.
For each target the player assigns the damage dice, the player must come up with an exciting and bespoke narration for the attack.
Make and attribute test for each target to see if it is a hit, if so, roll the damage dice assigned to it and reduce its hp by that moment.
The pool of damage dice resets at the start of the warrior's turn.
When creating a Warrior, you may choose two of the following options:
SELF RELIANT
When rolling a broken armor die, a Warrior may re-roll results of 1.
SHIELD BASH
When you are attacked in melee combat whilst holding a shield - and your roll to defend(parry) is 1-5, the attacker takes damage equal to your level.
DUAL-WIELDER
When you are attacking a target while holding two melee weapons - and your roll to attack is 1-3, the target takes damage equal to your level.
MARTIAL ARTS
While your hands are empty:
Your unarmed damage die turns from a d4 into a d6
When you are defending against a ranged projectile attack - and your roll to defend is 1-5, you immediately catch and throw it back, dealing damage equal to your Level
RECKLESS ATTACK
When you use dealer of death, you can choose to gain Advantage on one melee attack roll this turn. However, you have Disadvantage on one defense roll (GM’s choice) made before your next turn.
SHARPSHOOTER
While holding a ranged weapon, the range of dealer of death extends to faraway. A Damade Die allocated to a faraway target turns into a d4.
UNARMORED DEFENSE
You lose proficiency with all armor - instead you have Armor Protection 2 and AV2 that always replenishes after a rest (AP/V3 at Level 6, AP/V4 at Level 10)
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STARTING STATS
Ability Bonus: +1 WIS
Starting Hit Points (HP): roll 1d6+2
Starting Hit Die (HD): 1d6
Usable Weapons & Armor: quarterstaff, one-handed weapons, all ranged weapons, light armor, medium armor
Attack Damage: 1d6 (1d4 unarmed) ; see ‘Fight in the Pastures’
EQUIPMENT
Set A. Medium armor, 2 short swords, pouch of alchemical ingredients (Ud6)
Set B. Light armor, bow and arrows (Ud8), bola (Ud6)
Set C. Light armor, Ud4 rime-infused yew staff, Ud4 healing kit
You may choose for your key weapon to have 3 of the following skills:
Clobber. - Smash the enemy’s head with damage advantage; character must make a successful STR test to daze the target, causing their opponent to lose their next turn (Fatigue).
Rime spear (spell). Propel a spear of pure energy; strike your foe with the spear for d10 damage, up to faraway range (Fatigue).
Volley - Fire two arrows without hesitation; roll damage twice (1 Fatigue).
Crit Success: Fire another arrow and roll an extra damage die.
Rend - Inflict a vital wound for d6 damage; successful DEX test halves speed for your target for the duration of the fight. For flying targets, it removes their ability to fly for Ud4 rounds (Fatigue).
Disarm - Hook your opponent’s weapon hand or aim a perfect shot; a successful DEX test disarms the target (DEX test, Fatigue).
Frenzy - The ferocity of your attack staggers your opponent; a successful WIS test causes your target to falter momentarily, allowing you to make an extra attack (Fatigue).
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NATURE'S ALLY
A shepherd has advantage when making an ability test for things related to survival in the wild, knowledge of nature, animal handling, or tracking.
STONE SKIN
When you gain a new level, the roll for your hit points can be made with advantage.
MORTAR AND PESTLE
Once per rest, you can used previously gathered ingredients to craft potions, poisons, or drugs. The amount you can create is equal to your level. When taking a day's rest within a town or city, you can create double the amount of potions, or choose for all creations to be high quality.
Select the effect from the list found under "Equipment", or discuss intended effects with the GM.
You may choose one of the traits below
ANIMAL COMPANION
You have an animal companion whose loyalty you have earned through years of familiarity with animal handling. Decide on an animal and its personality. Choose one unique skill or talent for the animal from the list below or using these as inspiration:
Forager - Find and aid in identification of the supplies for poisons and potions.
Hunter - Gives advantage to tracking and provides rations Ud4
Porter - May carry items - Inventory slots depend on animal and are up to GM discretion.
Protector - Re-roll a number of Attack or Defend rolls equal to your level per combat.
Scout - Gain advantage on WIS tests to perceive things a number of times equal to your level.
Your animal companion may also have one (1) equipment effect that makes sense for the type of animal. For the purposes of fatigue, your animal companion has a number of inventory slots equal to your level.
FIGHT IN THE PASTURES
A shepherd has a ‘pool’ of Damage Dice (d4s) equal to their level that they may use in lieu of their normal damage.
When making an attack with a ranged weapon distribute any number of these damage dice among any number of target at a range of up to and including distant
For at least one target the player assigns a damage dice, the player must narrate a trick shot for the attack.
Make a DEX test for the target to see if it is hit, if so, roll the damage dice assigned to it and reduce its HP by that amount
The pool of damage dice resets at the start of the shepherd’s turn
When attacking with Fight in the Pastures, a shepherd’s attacks are not at disadvantage from being at close or distant range
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STARTING STATS
Ability Bonus: +1 INT
Starting Hit Points (HP): roll 1d6+2
Starting Hit Die (HD): 1d4+1
Usable Weapons & Armor: blunt weapons, crossbow, flintlock, daggers, light armor, medium armor, shield
Attack Damage: 1d6 (1d4 unarmed)
EQUIPMENT
Set A. Medium armor, crossbow and bolts, 1 Rime-infused dagger (Ud6) .
Set B. Light armor, 2 flintlock pistols and rime-infused bullets (Ud6), club .
Set C. Medium armor, 1 Rime-infused hammer (Ud6), shield
You may choose for your key weapon to have 3 of the following skills:
Crush - Target the enemy’s limb for enhanced damage (d12); make a Dex test to Impair target until their turn next round. (Fatigue).
Lightning Spear - (Lustre) Summon a crackling bolt of lightning; strike a foe that is up to distant range for d8 damage (Fatigue).
Flameshield - (reaction, Lustre) Manifest a fiery shield in your offhand to deflect an attack; success INT test avoids all damage, otherwise half (INT test, Fatigue).
Sunder. Tear through your opponent’s armor for d4 damage; first occurrence causes target to lose 1 protection (Fatigue).
Supernova - On a hit, causes an explosion of light. Deals 1d10 damage and blinds the target for 1 round (fatigue)
Tinkerer’s Touch - see Tinkerer below.
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TOOLBELT
You have an extra inventory slot.
WORKSHOP
While in a town or city, you can refuel your Rime-infused items even if you don't have any Rime-vials. You may also repair a number of broken armor up to your level (yours or other’s).
ENGINEERING
You can create new Rime-infused items, provided you have the time and resources. At minimum, it will take 1 week to craft new items, and use double the Lustre level. Discuss with the GM what you’d like to craft and what it will take.
TINKERER
You are adept at using mechanical and Rime-infused items.
You gain access to a new equipment skill: Tinkerer’s Touch - When using a Rime-infused item, you auto-succeed any associated tests and deal extra damage equal to your level (fatigue).
When an item you use has a Usage die, it only depletes on a roll of 1 instead of 1-2.
RIME EXPERTISE
A number of times equal to your level, you can use Rime-vials to infuse a weapon with an extra equipment skill. This effect lasts Ud8 minutes or until the end of combat.
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STARTING STATS
Ability Bonus: +1 DEX
Starting Hit Points (HP): roll 1d6+1
Starting Hit Die (HD): 1d4
Usable Weapons & Armor: one-handed swords, whip, bows, daggers, light, medium
Attack Damage: 1d6 (1d4 unarmed)
EQUIPMENT
Set A. Medium armor, 2 short swords, 2d8 counterfeit coins.
Set B. Light armor, bow and arrows (Ud8), 3d6 coins
Set C. Light armor, 2 daggers, Ud4 Rime-vial
You may choose for your key weapon to have 3 of the following skills:
Volley - Fire two arrows without hesitation; roll damage twice (1 Fatigue).
Crit Success: Fire another arrow and roll an extra damage die.
Lacerate - Slice a deep wound in the enemy for initial d6 damage; target takes ongoing damage (1 fatigue).
Dash - (reaction) when you defend(dodge), the effects are as follows: (DEX test, fatigue)
Success: avoid all damage and move a range band. Failure: Impair the enemy's attack, reducing to d4 damage.
Backstab - Dash behind your enemy and inflict a critical strike (DEX test, 2 fatigue)
Success: strike your target for double damage
Failure: your target immediately attacks in retaliation, imposing disadvantage on your defense
Distraction - when an ally will be rolling defense with disadvantage, make a successful CHA or DEX test to distract their opponent and instead allow your ally to roll as normal. (CHA or DEX test)
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ROGUISH TALENTS
Roll ability tests with Advantage when performing the following actions:
Delicate tasks
Climbing
Listening and eavesdropping
Moving silently and unseen
Understanding written languages
Finding secret things
NIMBLE EXPERTISE
Roll with Advantage when testing Dexterity to avoid damage or effects from traps and magical devices.
SNEAK ATTACK
If a Scoundrel has moved silently to get behind a Creature, and they are unaware of the Scoundrel’s presence, the Scoundrel may make an attack that automatically hits and deals 2d6+Level damage.
A DAGGER FOR EVERY OCCASION
Regardless of what the Scoundrel is carrying, they can produce a small throwing knife from somewhere about their person. They may do this a number of times equal to their level.
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Skald’s are proficient with any one type of instrument, and come equipped with one.
Replace the scoundrel’s ‘roguish talents’ and ‘sneak attack’ traits with:
MYRIAD TALENTS
Roll ability tests with Advantage when performing the following actions:
Delicate tasks
Climbing
Listening and eavesdropping
Moving silently and unseen
Understanding written languages
Finding secret things
GUIDE THE MUSE
The Skald gains power through art, poetry, song, and companionship. A number of times equal to their level, they may craft a work of creativity which, when produced, has one of the following functions:
Encourage - Grant an ally Advantage on an Attribute Test
Charm - One opponent falls under the Skald’s influence consistent with the spell
Bane - 1d6 nearby opponents take Disadvantage on Ability Tests for Ud4 rounds.
Roll a CHA test, on a failure the piece of creativity can’t be used toagain. If a Skald has already used a piece once, they roll this test with Disadvantage.
A DAGGER FOR EVERY OCCASION
Instead of a throwing knife, your freely available weapon may be flavored as sewing needles, splintered paint brushes, or some other utensil of your art. However, it uses the same damage and usage die as a throwing knife.
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STARTING STATS
Ability Bonus: +1 CHA
Starting Hit Points (HP): roll 1d6+4
Starting Hit Die (HD): 1d8
Usable Weapons & Armor: All blunt weapons, pike, poleaxe, light armor, medium armor, shields
Attack Damage: 1d6 (1d4 unarmed)
EQUIPMENT
Set A. medium armor, shield, Ud6 rime-infused staff
Set B. light armor, two handed hammer, Rime-infused amulet (lvl 1 spell scroll)
Set C. medium armor, Ud4 rime-infused club, shield
You may choose for your key weapon to have 3 of the following skills:
Clobber. - Smash the enemy’s head with damage advantage; character must make a successful STR test to daze the target, causing them to lose their next turn (Fatigue).
Barrier - (reaction) Cast a barrier spell (WIS test, Fatigue):
Success: Raise a magical shield to negate all damage from the attack.
Failure: Impose damage disadvantage on the target’s attack.
Greystone - (Lustre) Cast a magical stone as if from a sling for d4 damage, nearby range.
Supernova - (Lustre) On a hit, causes an explosion of light. Deals 1d10 damage and blinds the target for 1 round (fatigue)
Inspire - On a successful CHA test, grant an ally an extra action (CHA test, fatigue).
Shove - (reaction). Take your weapon in both hands and push back against an enemy, halting their strike and knocking them prone (Str test, Fatigue).
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SERVANT OF THE BASK
✧ You may only gain this feature if you have chosen to create a Starling.
You have advantage when making spellcasting rolls.
LIGHT IN THE DARK
A Theurge has a small healing kit (Ud6) they can use to heal 1d4 HP, or use with an INT ability test to cure a disease. Roll usage die after each treatment. You may refill your healing kit when you rest in a town or city.
DIVINE FORTIFICATION
Roll with Advantage when making a CON test to resist poisons or being paralyzed or impeded.
DEVOTION
You have devoted yourself towards one particular Cinder. Gain a trait associated with its worship.
VIGIL OF ENDURING - Discipline of the Undying
The Tail sees you trained in combat, paying respect through reflection and respect, taming your emotions. A number of times equal to half your level (rounded up), you may become either Resilient or Berserk.
Resilient - You have advantage on all Defense rolls, and Advantage when avoiding fear effects. Gain 1d4 HP (upgrades to 1d6 at Level 6, and 1d10 at level 10) + Level. Your resilience will end if you go an entire turn without receiving or dealing damage.
Berserk - You have advantage on all Damage rolls, and Advantage when avoiding charming effects. You add a 1d4 to damage you deal (upgrades to 1d8 at Level 6, and 1d10 at Level 10) + Level. Your berserk will end if you go an entire turn without receiving or dealing damage.
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VIGIL OF SERENITY - Carefree Spirit
You are as flighty as the Wings you serve, as free as a bird and as clever as a hare. Roll ability tests with advantage when performing the following actions:
Delicate tasks
Climbing
Animal Handling
Moving silently and unseen
Additionally, you gain the ability to taunt or encourage a number of times equal to your level:
Taunt - On a successful CHA test, you taunt an opponent and allow the next attack on them to be made with Advantage.
Encourage - when an ally will be rolling defense with disadvantage, make a successful CHA test to distract their opponent and instead allow your ally to roll with Advantage.
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VIGIL OF THE HEARTH - Hearth and Heart
Folded in eternal rest, the Hindlegs oversee the calm before the storm and recovery from the festivities of summer. Any good respite comes with good food; you are a talented chef, and excel at putting others at ease even in the worst of conditions. When you have access to a fire - be that in a hearth or campfire - you can cook a hearty meal for your companions. This can effect 3 people per long rest. Choose one effect of the meal:
Add an extra hit dice of healing.
Heal 1 wound.
Heal 1 temporary corruption (or protect from 1 temporary corruption before the next rest, if no corruption present)
The ally may roll with Advantage on any ability test before the next rest. Single use.
Additionally, when you use your healing kit, you heal an extra amount of HP equal to your level, and your Ud only depletes on 1 as opposed to 1-2.
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VIGIL OF THE LOST - Host of the Echo
The first of the Cinders, the hand which fell during the earliest Echoes and has seen countless Floods wipe the slate clean - you embody a fickle, ephemeral thing.
You may choose one target to mark as ’Found’ for Ud6 turns. You gain advantage on all Ability tests to discern information about the target, and have Advantage on Attack and Defense rolls when opposing the target. When dealing damage, you may choose to deal direct damage equal to your Level instead of your normal damage.
When you or your target are obscured in some way (ie. Mist, Gloam, Undergrowth, downpour, blizzard, etc), you make all rolls to oppose the target (Attack, Defend, Damage, Ability Tests, etc) with Advantage. The state of being obscured is up to GM discretion.
Additionally, so long as your face is hidden in some way (mask, helmet, veil) you gain advantage on CHA tests to intimidate, persuade, or resist mystical effects from Fleshless.
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The betrayer god, or the dam protecting the Bask from corruption, and the world for True Darkness - it is up to each to decide which side they see. As a devotee of the Right Hand, you have two options:
VIGIL OF THE TARRED - Constellation's Call
At the start of every day, you can roll 3d20. Of those three, you select two choices to keep. These are your Constellation rolls.
As a reaction, you can replace the roll of a creature or object that is close or nearby (including your own) with one of your Constellation rolls, as you call upon your Cinder to pluck at the strings of destiny. A Constellation roll may only be used once.
Additionally, you get advantage when attempting to deceive or intimidate someone.
THE EXTINGUISHED - By Candle's Light
You are a warrior against corruption. But the method this takes may vary. Chose an option below:
Healer - Your healing kit as provided in Light in the Dark heals for 1d6 instead. You have advantage when testing INT to cure diseases. Your kit also comes equipped with unique healing poultices and potions, allowing you to attempt to cure corruption. You may heal temporary corruption equal to your level.
Purger - You gain an additional starting item: a Rime-lighter. You may use the Rime-lighter to deal an additional damage die on melee attacks, to a maximum of charges equal to your level in a single attack.
The Rime-light has charges equal to your level, which recharge after a day's rest. However, it can also be refueled using Rime-vials or Rime-infused items.
When using Rime-vials, the level of Lustre is the number of charges added.
When using a Rime-infused item, it acts as though decreasing on the usage die (for example, a Ud6 item would decrease to Ud4). When a Ud4 item is used, the item is broken and lost. The number of usages expended is the number of charges added.
✧ Reflavoring the "Purger" option is limited. Please ask the mods about it first.
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STARTING STATS
Ability Bonus: +1 CON
Starting Hit Points (HP): roll 1d6
Starting Hit Die (HD): 1d4
Usable Weapons & Armor: light armor, one handed swords, quarterstaff, dagger, magical staves and wands
Attack Damage: 1d4 (1 unarmed damage)
EQUIPMENT
Set A. light armor, rime-infused bent oak staff, short sword
Set B. light armor, Ud6 rime vials, dagger
Set C. light armor, short sword, mark of pact
You may choose for your key weapon to have 3 of the following skills:
Rage - Call upon a fleshless spirit which imbues you with bestial strength; for d4 rounds, gain +3 protection and make all melee attacks at double damage. When the rage ends, make a WIS test (you can choose to fail):
Success: The fleshless spirit departs and you regain control; add 2 Fatigue.
Failure: The fleshless takes control; gain 1 temporary corruption and continue to rage with a 50% chance to attack friendly targets.
Retaliation - When attacking a target that has inflicted damage on you in the past turn, deal direct damage (fatigue)
Shout - (reaction, Lustre) Your voice propels a shockwave that staggers a foe within melee range; CON test to disrupt an attack and take no damage (Fatigue).
Ignite - (Lustre) Channel ancient magic to ignite your weapon (or gloves) in blazing fire; for the duration of the fight, melee attacks do double damage and ignore armor less than 3 armor protection (Fatigue).
Barrier - (reaction, Lustre[1]) Raise a magical shield to negate all damage from the attack (WIS or INT test, 1 fatigue)
Success: Raise a magical shield to negate all damage from the attack.
Failure: Impose damage disadvantage on the target’s attack.
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TABOO PRACTICES
Evokers practice mysticism that is considered dark and deserving of scorn. They may encounter issues when exposing their status in public.
Evokers don’t begin their lives with power. It is a choice they make - either to bend the knee to an entity far beyond them, or to wrest power into their own hands. Choose a path below:
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PATH OF THE UNBOUND
DISTILLING LIGHT
An Evoker possesses the knowledge of how to distill Lustre out of living things. Once every rest, they may gain a number of Rime-vials equal to their level. Additionally, Rime-vials have a Ud4 usage die for you, as opposed to single use. When using spells of a higher level than 1, roll the Usage die a number of times equal to the spell level.
If an Evoker already possesses the maximum number of Rime-vials from this ability, they may not gain more. Rime-vials purchased or found as treasure do not count against this total.
DEADLY CONCOCTIONS
An Evoker may choose to instead craft potions or poisons as opposed to Rime-vials during a rest. An Evoker can only craft potions with detrimental effects.
BENDING RIME
When using a rime-infused weapon, you may use the reverse of its effect (if it has one).
Additionally, you can switch the weapon’s infused effect once per rest. You must have access to an item with this effect in order to accurately copy its magic.
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PATH OF THE VASSAL
✧ You may only take this path if you have chosen to create a Vassal.
EMPOWERED TETHER
In addition to your usual Vassal spellcasting, a Vassal evoker may freely cast their tether spell a number of times equal to their level (min 2).
CORRUPTING FORCE
You do not shy from the Shade like your brethren. You may take a point of temporary corruption to perform one of the following actions:
Heal a wound
Heal a fatigue
Take an extra action
Gain advantage on a defense test
Gain advantage on a damage roll
You may choose one of the traits below:
POSSESSION
If your key item has the rage skill, your connection to your Fleshless patron is heightened. You gain an aspect of your patron alongside your usual rage. This trait can be decided between player and GM.
SUMMONING
(Action) You summon your patron - or at least, an aspect of your patron - to aid you. It has one equipment skill (two at level 5, three at level 10.) It has a number of HP equal to your CON. You may only summon like this once per rest.
DIVINATION
Bind the infinite possibility in the Light to your will. In exchange for a point of temporary corruption (or more) you can manipulate a number of rolls equal to your level to:
Gain advantage
Gain disadvantage
Nat 1 or 20 (two corruption)
PATH OF THE LIMITLESS
✧ You may only take this path if you have chosen to create a Starling.
BLINDING LIGHT
A Starling that has forgone their hallowed status may find ways to push past their supernatural limits.
A Limitless Starling can cast one (1) additional spell every day. They may also continue casting past their usual fatigue limit, taking wounds instead.
BURNING RADIANCE
Expend a HD to blind all creatures close to you. As part of this action, you can move somewhere nearby.
SALLOW RIME
Your very being is infused with the Bask's Light. You can bleed yourself to produce Rime-vials, expending your HD to do so. For each HD expended, you lose 1 HP from your max until your next rest (this cannot be healed by any means). The Rime-vial's level is equal to the HD expended.