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.
