Subclasses

Brawler

Goliath

Whenever you roll a 4 on a Strength ability die, treat it as if you had rolled twice that.

Massive Gains

If you would gain temporary hit points, gain that amount +3 additional HP.

Charge

Once per encounter, you can Sprint towards an enemy at no cost.

One-Two Combo

Once per encounter, you may add an additional target to an attack or ability with a single target.

Druid

Winter’s Chill

Whenever you cause an enemy to be Frozen, everyone near that enemy becomes Chilled.

Controlled Burn

Whenever you deal damage to an enemy that is Burning, heal for half the amount of damage dealt, rounded up.

Static Buildup

Whenever an enemy near you is Stunned, they are struck by lightning, dealing an additional 1d8 lightning damage.

Nature’s Armor

Whenever you use an ability that targets an ally, if that ally had no armor, they gain 1 temporary armor.

Jester

Snake Eyes

If you roll two or more 1’s when Building Your Dice Pool, you may re-roll your dice pool.

Lucky Number 7

Whenever you roll damage dice, if the total value adds up to 7, add an additional damage die of your choosing (as low as 1d2 and up to 1d20) and re-roll your damage dice.

Final Fortune

If you would fall below 1 HP, flip a coin. If you win the flip, you instead remain at 1 HP.

Face Me!

The first target you deal damage to in an encounter is taunted (if you choose).

Monk

Counter

Whenever you an opponent inflicts a status on you, if they are next to you, you deal 1d8 damage to them.

Effortless Toss

Whenever you use an ability that pushes an opponent, add 2x whatever resources you spent on it to its damage.

Fasting

When you sleep, you suffer no negative side effects if you did not consume rations. If you did consume rations or slept at an inn, you start the day with +6 temporary HP.

Fleet-footed

Whenever you Sprint, you may re-roll another unspent die.

Marksman

Ghillie Suit

Whenever you make a ranged attack while hidden or invisible, for each die rolled, if it is the highest value on that die, double its value. For example, if you roll a 6 on a d6, it counts as 12. If you roll 3d6’s and roll a 6, a 6, and a 5, you do a total of 27 damage (12+12+5).

Sniper

Discard the first Doom die incurred due to increased range when using a range ability.

Point Blank Shot

When using a range ability that targets an enemy, if you are next to an enemy, for each Doom die incurred, you deal an additional +5 damage, should the ability succeed.

Hasty Withdrawal

Whenever you Withdraw, you also Sprint.

Oracle

Shocking Insight

Whenever you inflict a status, you also Scry.

Prophecy

At the start of each day, the GM reveals 1 Encounter card to you.

Healing Vision

Whenever you Scry and reveal a Monstrous Ability Card, you gain 2 HP.

Negation

Once per Encounter, treat a Doom die that rolled Doom as if it had not.

Psionicist

Speech Has Failed Us

Whenever you fail a Negotiation check, you automatically sense your target’s inner thoughts in response to your attempt.

Precognition

You always have the option to go first, even against encounters that stipulate otherwise.

Sense Intent

At the start of an encounter, the GM places a random ability card in front of a player of their choosing, face down. If possible, that player MUST be targeted by the GM with that card.

Master of the Mind

All Psychic damage you deal is critical damage.

Viper

Salt on the Wound

Status effects that you inflict deal twice as much damage as normal from your attacks and abilities.

Setup

Treat all values rolled on bonus dice as if they were one higher.

Snakeskin

Whenever you use a consumable item, you gain +6 temporary HP.

Rattle

Dealing critical damage to an opponent also scares them.