Themes
Feats
Combat Styles
Spells

Much of your defining knowledge and expertise come from Themes—you can think of them like mega-feats. After gaining 2 Themes at Level 1, of which one must not be a Combat Theme, you gain 1 Theme every 5 Levels.

If a Theme grants you a Feat, you gain it regardless of its Tier. You still cannot gain the same feat twice. If a Theme grants you a feat which you already have, or cannot acquire for some other reason, then you may gain one Feat of your choice of a lower Tier instead.

When you gain a Theme, you also gain 1 Knowledge Proficiency which pertains to the Theme.

Currently, Themes are divided into several groups: Martial Themes, Magic Themes, Practices, and Devine Pledges. All Marital Themes and some Magic Themes and Devine Pledges are Combat Themes.

[Note: Since the game is still in development, many themes are lacking ability names and flavor text.]

Martial Themes

When you gain a Martial Theme, you may choose to gain +1 MPL, +2 Stamina, or +1 Combat Style.

Unarmored and Unarmed
  • +6 Stamina
  • Instinctive Fighting [feat]: You may add your Halved Wisdom Modifier to Evasion when not wearing armor.
  • Ensured Hit: You focus your attention to react with celerity to your opponent’s evasive maneuvers. When you make an Unarmed attack, you may spend 1 Stamina to give the attack +2 AV (before the Defense roll is made). You may spend up to 3 Stamina on one attack (which would give your attack +6 AV).
  • Exposing Strike [feat]: Once per Short Rest, when you deal damage to a target with an Unarmed attack, you may spend 1 Energy to Expose the target.
  • Improved Exposing Strike[feat]: Choose one of the following benefits when you gain this feat. You gain that one, but not any others:
    ◇ You may use Exposing Strike at-will, not just once per Short Rest.
    ◇ When you use Exposing Strike, you Unguard the target and deal an additional 1d8 damage.
  • Unarmored Celerity: If not wearing armor, you may spend one additional Stamina each Round in place of Energy.
  • You fall unconscious when your Stamina falls to 3 or below.
Meditative Monk
  • Gain +4 Stamina
  • +3 Awareness
  • Instinctive Fighting [feat]: You may add your Halved Wisdom Modifier to Evasion when not wearing armor.
  • Quick Recovery [feat]:When you Catch Your Breath, you regain 2 Stamina instead of 1.
  • Follow-up Plan: Your unarmed attacks come with such speed and furry, your opponents often can’t react. When you damage a target with an Unarmed attack, you gain Advantage on any further attacks against them this Round.
  • Omnidirectional Senses: If you are attacked from behind (where you are not facing), you may make an Awareness Check with a DC of the attack’s AV. If you succeed, you don’t suffer the usual Disadvantage on Evasion.
  • Always Ready: Once per Long Rest, when you are Surprised, you may spend all your Agility to not be Surprised.
  • When you Sprint, you move 2m less than you normally would (but not less than your Speed).
Silent Monk
  • Gain +3 Stamina
  • You may add your Halved Wisdom Modifier to Stealth.
  • Instinctive Fighting [feat]: You may add your Halved Wisdom Modifier to Evasion when not wearing armor.
  • Always Silent [feat]: If the only armor you are wearing is Light, you may sprint, climb, jump, and swim as silently as if you were moving normally.
  • Sneaky Attacks: When making an Unarmed attack against someone who didn’t know your general location at the beginning of the Round, you gain +5 AV, and if you damage the target, they are Exposed.
  • Silent Hold: When you perform the Hold combat maneuver on an enemy, you may choose to place something over their mouth (such as a length of cloth) and carefully manage them so that they make no noise. If the creature is Surprised when you try to Hold them, you may treat them as Exposed and gain +5 AV to your attempt to Hold them.
  • Unladen Celerity: If the only armor you are wearing is Light, you may spend one additional Stamina each Round in place of Energy.
  • When a creature scores a Critical hit on you, you take an additional 1d4 damage.
Rapid Unarmed Striker
  • Gain +2 Stamina
  • Follow-Up Attack: When you are not wearing armor and hit a target with an Unarmed attack that is not an Immediate Interrupt, you may spend +1 Stamina to attack them again as an Immediate Interrupt with another Unarmed attack, but it must be using a different method of attack (eg: punch, kick, jab, head-butt).
  • Once per Round, you may make an Unarmed attack with your foot which requires the target to make a Fortitude Save with a DC of the attack’s AV, or be pushed back up to 2m.
  • Once per Round, you may make an Unarmed attack with your knee which Exposes the target.
  • Once per Round, you may make an Unarmed attack with your elbow which deals an additional 1d4 damage.
  • Once per Round, you may make an Unarmed attack with your hand which takes 1 less Energy (min 1).
  • You gain the Flurry of Blows feat, but may use the ability once per Short Rest instead of once per Long Rest:
  • Flurry of Blows [feat]:Once per Long Rest, if you have both hands free, when you hit a creature with an Unarmed attack, you may perform additional Unarmed attacks against the target as Immediate Interrupts. For each 1 Energy, 1 Agility, and 1 Stamina you spend, you can perform another attack.
  • When you lose your last Agility, you become Unguarded.
Precise Ki Strikes
  • +3 Stamina
  • Concentrated Ki: You may spend 2 Energy to focus on a target. Any Unarmed attacks you make against the target has additional Precision equal to your Halved Wisdom Modifier against the target. You can only focus on one target at a time.
  • Ki Disruption: With a perfectly timed hit, you can temporarily disrupt the flow of energy and brain signals from a creature’s mind to their limbs. When you score a Critical hit with an Unarmed attack against a humanoid creature (you must have some understanding of the creature’s biology for the purposes of blocking their ki flow), you may spend 1 Stamina to force the creature to make a Fortitude Save with a DC of the attack’s AV. If the target fails, one of the target’s limbs go limp and unusable until the end of next Round. If you incapacitate an arm, the creature drops whatever they are holding with the arm. If you incapacitate a leg, the creature is Slowed. If you incapacitate both legs, the creature falls Prone.
  • Stunning Jab: Once per creature per Short Rest, when you hit a creature with an Unarmed jab, you may spend 2 Stamina to Daze them. If your attack was a Critical hit, you do not need to spend the Stamina.
  • When a creature scores a Critical hit against you, you lose all your Agility.
Fists of Furry
  • Gain +2 Stamina
  • +3 Upper Body Strength
  • Forceful Punches: Your punches are laden with inordinate force. When you make an Unarmed punch against a target, you may add 1d4 to the damage you deal.
  • Dangerous Furry: When making an Unarmed attack, you may spend 1 Energy to gain Advantage on your Combat roll and deal an additional 1d6 damage, but you become Unguarded after the attack completes.
  • The Perfect Punch:One punch may be all you need to finish your enemies. Once per Short Rest, when you hit an Unarmed punch, you may spend 4 Stamina to treat the attack as a Critical hit and deal additional damage equal to your Strength Modifier.
  • Strong Maneuvers: If you are unarmed, when you make a Combat Maneuver, you may spend 1 Energy to impose Disadvantage on one Fortitude Save the target makes to defend against the maneuver.
  • You have -2 Will.
Graceful Acrobatics
  • Gain +3 Stamina
  • Gain +3 Acrobatics.
  • Gain +1 Agility.
  • Gain +1 Jump Distance and Jump Reach.
  • Gain +1 Evasion.
  • Your Unarmed attacks have +1 AV.
  • If not wearing armor, you ignore the penalty for turning more than 45 degrees during movement.
  • Acrobat Reflexes: If not wearing armor, when you are targeted by a Swift Attack, before you roll to defend, you may spend 1 Agility or 1 Stamina or 1 Energy to add half your Acrobatics Bonus to your Evasion when defending against the attack.
  • Unarmored Celerity: If not wearing armor, you may spend one additional Stamina each Round in place of Energy.
  • When you are hit by a Swift Attack, you lose all your Agility.
Unarmored Specialist
  • Gain +4 Stamina
  • You gain +2 Evasion when wearing no armor.
  • If you are wearing no armor, you may spend 2 Stamina to gain Advantage on an UBS, LBS, Swim, or Acrobatics Check.
  • Unbelievable Dodge: You use your speed and agility to avoid what appears to be an inevitable blow. Once per Short Rest, if you are not wearing armor, when you fail an Evasion roll, you may spend 2 Stamina and treat the roll as a success (you are not hit).
  • If you are wearing no armor, and someone attempts a Combat Maneuver against you, you have Advantage on your first Defense roll.
  • Unarmored Celerity: If not wearing armor, you may spend one additional Stamina each Round in place of Energy.
  • If you are Exhausted or Dazed, you have Disadvantage on your Fortitude Saves.
Backstabbing Rogue
  • Gain +3 Stamina
  • You may treat your MPL as 2 higher for Light weapons.
  • When you attack an Exposed target with a dagger, you may deal an additional 1d6 damage.
  • Back-Stab: When using a Light, Reach0 weapon against a creature that isn’t facing you, you gain Advantage on your Combat roll and if you hit, Expose the creature.
  • Whirling Dagger: You may spend 1 Stamina to throw a dagger as if the range categories were each 5m greater.
  • Circumventing Strike: You duck behind your opponent or swing over their shoulders, stabbing them in a weak spot. Once per Short Rest, when you hit a target which takes up only 1 space with a dagger, you may spend 1 Energy to quickly swing around the target, treating the attack as if the target wasn’t facing you. You may also choose to move behind the target, and cannot be targeted by Swift Attacks during this movement.
  • If you are Shaken, you have Disadvantage on your Hit rolls.
Dual Daggers
  • Gain +3 Stamina
  • You may treat your MPL as 2 higher for Light weapons.
  • Light-Weapon Defender [feat]: You know how to perfectly position your blades to deflect even the heaviest of blows. If you are wielding two Light weapons, you may use half of their combined Evasion bonus when defending against Heavy weapons.
  • Light Weapon Swiftness: When wielding a Light weapon in each hand and you hit a melee attack with one of the weapons which wasn’t an Immediate Interrupt, you can spend +1 Stamina to, as an Immediate Interrupt, make an attack (ranged or melee) with a Light weapon in the other hand for 1 less Energy than normal.
  • Repeated Stabs: Once per Short Rest, when you have a dagger in both hands and score a Critical hit with one, you may spend 1 Stamina to attack with the other dagger as an Immediate Interrupt. If that attack hits, you may spend 1 Stamina to make a third attack with a dagger as an Immediate Interrupt.
  • Timely Dagger Throw: Once per Short Rest, you spend 2 Energy to throw a dagger, or two daggers (one in each hand) as an Immediate Interrupt.
  • Quick-Lunge: Once per Short Rest, if not wearing Heavy armor, you may spend 1 Energy and 2 Agility to move up to 3m. During this movement, you have Advantage on any Evasion rolls to avoid Swift Attacks.
  • Whenever you are Exposed, you also have Disadvantage on your Combat rolls.
Knife Thrower
  • Gain Stamina equal to your Halved Dexterity Modifier.
  • You may treat your MPL as +2 higher for throwing knives.
  • You know how to hold up to 3 knives in one hand comfortably and can Equip up to 3 knives in one hand by spending only 1 Energy, but only if the knives are in places on your person where you are used to retrieving them this way (perhaps along your belt or in your jacket). You still can only make use of the Evasion bonus of one of one knife per hand. When you have multiple knives in one hand, any melee attacks you make with the knives deal half damage.
  • Dual Knife Thrower: Once per Round, you may spend 2 Energy and 1 Stamina to throw 2 two throwing knives from the same hand. The second knife has Disadvantage on the Hit roll.
  • Triple Knife Throw: Twice per Short Rest, but only once per Round, you may spend 2 Energy and 1 Stamina to throw 3 throwing knives from the same hand. The third knife has Disadvantage on the Hit roll.
  • Flurry of Knives: The goblin commander watches in fear as a dozen of his troops are felled by the rouge’s conjured storm of knives. Once per Short Rest, when you have 3 throwing knives in each hand, you may launch them in a circle around you, dealing damage to all creatures in a 5m radius circle around you equal to the damage you deal with your dagger on a ranged attack plus an additional 1d4 damage per Tier. This damage is reduced by targets’ AR.
  • When Exposed, you have Disadvantage on Fortitude Saves.
Dual Wielding Furry
  • +1 Stamina
  • +1 MPL
  • Follow-up Strike: When wielding two one-handed weapons, if you successfully hit a target with a melee attack with one of your weapons, when you make a melee attack with the other weapon during the same Round, it takes 2 Energy (instead of 3).
  • Surprising Combination: Once per Short Rest, when you successfully hit a target with two different weapons in the same Round, you may make the target Shaken until the end of the next Round.
  • Double-Strike: When wielding two one-handed weapons, you may use a 4 Energy and 2 Agility to make a melee attack against two different creatures, one with each weapon you are wielding. You need only be facing one of them. Each attack has Disadvantage on the Combat roll.
  • Feint: When wielding two one-handed weapons, when you make a melee attack against a creature, you may spend 1 Energy and 1 Stamina to feint an attack with your other weapon (which must be able to Reach the target) and you gain Advantage on the Combat roll for the Attack.
  • When you are hit by a Critical strike, you are Dazed until the end of the Round.
Light and Quick Fighter
  • Gain +3 Stamina
  • Gain +1 Agility
  • Gain +3 Sleight of Hand or +3 Disable Device or +2 Initiative
  • Backpedal: Once per Short Rest, when a creature hits you with a Swift Attack against you because you moved past their maximum Reach, you may spend 2 Agility to quickly step back, dodging the attack (you are not hit) but you do not make it past their maximum Reach.
  • If you hit an Exposed target with a Light weapon attack, you may deal an additional 1d4 damage.
  • Unladen Celerity: If the only armor you are wearing is Light, you may spend one additional Stamina each Round in place of Energy.
  • If you are Slowed, you have Disadvantage on your Combat rolls.
Sword and Dagger
  • Gain +3 Stamina
  • +1 Combat Style
  • You have +1 Evasion, but -2 Ranged Evasion (the +1 Evasion applies to all Evasion, including Ranged).
  • Off-hand Stab: When you hit a melee attack with a one-handed weapon from 2m away and you have a Reach0 weapon in the other hand, you may spend 1 Energy, 1 Stamina, and 1 Agility to make an attack against the target you just hit with your Reach0 weapon as an Immediate Interrupt with Disadvantage on the Combat roll. You do this by quickly lunging adjacent to the target, but stepping back after the attack. You do not count as moving past the maximum Reach of a creature with this attack.
  • Responsive Disarm: Once per Short Rest, when someone misses you with a weapon which isn’t Heavy, you may spend 1 Energy perform the Disarm Combat Maneuver as an Immediate Interrupt against them to attempt to disarm that weapon.
  • Partial Avoidance: Once per Short Rest, when you are hit by a Swift Attack, you may halve the damage that you take.
  • If you are not wielding a Reach0 weapon and a weapon with a greater Reach than 0, you cannot have Advantage on your Evasion rolls or Advantage on your Combat rolls.
Rogue Assassin
  • Gain +3 Stamina
  • +3 Stealth
  • Killing Strike: When you attack an Exposed target, you may spend 1 Stamina to deal an additional 1d8 damage (decided before you hit).
  • Dizzying Blow: Once per Short Rest, when you score a Critical hit on a target, you may also Daze them until the end of the next Round.
  • While Prone, you do not have Disadvantage on your Combat rolls or Hit rolls.
  • Surprise Stabbing: When you attack a Surprised creature with a melee attack and hit, you may spend an additional 2 Energy and 2 Stamina and deal double damage.
  • The third time you are hit by an attack in one Round, you become Shaken until the end of the next Round.
Ranged Assassin
  • Gain +2 Stamina
  • Gain +3 UBS
  • You may treat your MPL as 1 higher for Ranged weapons.
  • Punishing Attacks: You find it’s difficult to miss those who are unprepared for your assault. When you attack against an Exposed target with a ranged weapon, you may spend 1 Agility and gain Advantage on your Hit roll.
  • Flawless Accuracy: Once per Short Rest, when you miss a ranged attack, you may re-roll the Hit roll and use the new result.
  • Composed Shot: Your breath steadies as you focus in on your target for one, final shot. Once per Short Rest, when you hit a ranged attack, you may spend 2 Stamina to deal an additional 2d8 damage.
  • Longshot [feat]: You may spend an additional +1 Energy before making a ranged attack and double the range at which you may attack without Disadvantage.
  • The second time you are hit by a melee attack in one Round, you lose 1 Stamina.
Versatile Bowman
  • Gain +2 Stamina
  • Gain Proficiency in a Knowledge that includes knowledge of Special Ammunition.
  • You may treat your MPL as 1 higher for Ranged weapons.
  • Special Ammunition: You have learned the ancient art of imbuing a small amount of your life-force into expertly crafted arrows to create extraordinary effects. You may make a 5 minute Special Ammunition Check to make a special piece of ammunition (usually an arrow or bolt). You can do this during a Short Rest. The DC is 15. If you succeed, you successfully create the desired special ammunition and lose 1 Aura. You can only make a total number of Special Ammunition per Long Rest as 5 + 1/3 Level. You can only make up to 2 of the same type of Special Ammunition per Long Rest. The Special Ammunition loses its special properties after it is used in an attack or when you take a Long Rest. You can make the following types of Special Ammunition:
    Rending: The attack ignores half the target’s AR and will Break the target’s armor on a Hit roll of 19 or 20.
    Disarming: If the attack hits, the target must succeed a Fortitude Save with a DC of 15 + Dexterity Modifier + 1/3 Level or drop an item (whichever one you shot at). The item is flung up to 2m away from the creature that dropped it, away from where the attack came from (you choose where it lands).
    Tripping: If the attack hits, the target must succeed a Fortitude Save with a DC of 15 + Dexterity Modifier + 1/3 Level or fall Prone.
    Blinding: If the target is Exposed when your attack hits, they take no damage, but are Blinded until the end of the next Round.
    Entangling: If the attack hits, the target is Slowed until the end of the next Round.
    Honing: You have Advantage on your Hit roll and +2 Precision, but deal half damage, after AR damage reduction, unless you score a Critical hit.
  • When Exposed, you have Disadvantage on Evasion.
Vigorous Speed
  • You gain Stamina equal to your Halved Strength Modifier.
  • +2 Lower Body Strength and +2 Acrobatics
  • +1 Speed
  • You suffer no movement penalty for changing direction more than 45 degrees during a movement.
  • Terminal Rush: The wind whooshes through hair back as you channel your speed into an annihilating hit. If you Sprint at least 2m towards a target immediately before making a melee attack against it, you deal an additional 1 damage for each meter you Sprinted. You can count your distance traveled from your last 3 Energy used.
  • Burst of Speed: You feel a surge of adrenaline inside you and you move faster than the blink of an eye. Once per Short Rest, you may spend 1 Energy, 1 Stamina, and 1 Agility to move 4 meters as an Immediate Interrupt.
  • Freedom of Movement: Once per Short Rest, when you are Slowed, you may spend 2 Stamina to remove the Slowed condition and you cannot be slowed for the rest of the Round.
  • If you are Slowed, you are also Exposed.
Nimble Fighter
  • Gain +3 Stamina
  • Gain +1 Agility
  • Gain +3 Acrobatics
  • Second Chance: When you miss a melee attack which is not an Immediate Interrupt with a weapon which is not Heavy, you may spend 2 Energy, 1 Stamina, and 1 Agility to repeat the attack as an Immediate Interrupt.
  • Unladen Celerity: If the only armor you are wearing is Light, you may spend one additional Stamina each Round in place of Energy.
  • When in combat, if a Round passes in which you do not Shift, you are Exposed until the end of the Round (the Round after the one in which you didn’t Shift).
Agile Dodger
  • Gain +3 Stamina
  • Gain +1 Agility
  • Gain +1 Evasion if you are not wearing any Heavy Armor.
  • Smug Retaliation: If a creature attempts to attack you twice in one Round, and misses both times, you may spend +1 Stamina and -1 Energy (min 1) to attack them as an Immediate Interrupt with Advantage on your Combat roll.
  • Dive Away: You dive away from an attack that surely would have struck. Once per Short Rest, if you are not wearing or wielding any Heavy items, when you fail an Evasion roll, you may spend 1 Energy and 2 Agility and treat the roll as a success. You also move 2m as an Immediate Interrupt and are Exposed.
  • Flawless Reflexes: Once per Short Rest, when you fail to avoid a Swift Attack, you may spend 1 Agility to make the attack miss. For the rest of the Round, you may also spend 1 Agility to doge Swift Attacks that would have hit.
  • When you are hit by a Heavy weapon, you take an additional 1d4 damage.
Precise Swordsman
  • Gain +1 Stamina
  • You roll an additional 1d4 on your Initiative rolls to attack with a sword.
  • When wielding a sword, it gains Devastate. If the sword already has Devastate, it instead gains +1 Precision.
  • You may use a melee attack with a sword instead of an Unarmed attack when performing a Push or Hold Combat Maneuver.
  • Unguarding Critical: Once per Short Rest, when you score a Critical hit, you may spend 1 Stamina to deal an additional 1d6 damage and Unguard the target.
  • Slight of Sword: When performing a reasonable non-combat maneuver with your sword (such as quickly slicing the wick off a candle, balancing a leaf on the end of your sword, or throwing your sword several feet to cut a rope) you do not have to roll a Check, but may simply perform these actions successfully.
  • You have -1 Evasion if wielding a Shield.
Bloodthirsty Axeman
  • Gain +2 Stamina
  • Gain +3 Upper Body Strength
  • Brutal Axe Attacks: You may spend 1 Stamina or 2 Agility before an attack with an axe to give it +2 Brutal.
  • Axe Power Swing: Once per Short Rest, when you hit an Exposed target with a melee attack with an axe, you may deal extra damage equal to your Strength Modifier.
  • Unlockable: When you make a melee attack with an axe, the target can make no use of any Evasion bonus granted from their Light weapons.
  • Invigorating Kill: When you kill a Small or larger creature, you regain Aura equal to your Recovery Value.
  • You have -2 AR.
Flail Specialist
  • +3 Upper Body Strength
  • Shield Bane: When you make a melee attack with a flail against someone with a shield, you may spend +1 Energy to have Advantage on your Combat roll. If you miss, but would have hit without the target using its shield, you deal damage to the shield instead.
  • Wind-Up Flail Swing: You wind up for a devastating attack by spinning your flail around your head. Twice per Short Rest, when you make a melee attack with a flail, you may spend +1 Energy. If you do so and you hit, you deal additional damage equal to your MASDB x 2.
  • Flail Retaliation: When you are hit by an attack from a creature you are facing, you may retaliate with a melee attack with a flail as an Immediate Interrupt using only 2 Energy, but have Disadvantage on your Combat roll.
  • When you are Unguarded, you have Disadvantage on your Combat rolls.
Quarterstaff Specialist
  • +3 Stamina
  • +1 Agility
  • You may always deal Non-Lethal damage with a quarterstaff.
  • If a creature attacking you with a Heavy weapon is Exposed (during any point in the attack), you may still use your quarterstaff’s Evasion bonus to defend against the attack (even though it’s a Light weapon).
  • Troublesome Strikes: Your attacks hit the precise pressure points which bruise and slow your enemies. You know exactly how to hit your target to weaken and slow them down. When you damage a creature with a quarterstaff, you may spend 1 Agility to make them lose 1 Agility. Alternatively, you may spend 2 Agility make them lose 1 Stamina.
  • Winding Blow: Once per Short Rest, when you hit a single creature with an attack with a quarterstaff you may end any movement action they were taking, their Speed is reduced to 0 and can’t be increased above 0, and they can’t Shift. This lasts until the end of the Round.
  • Quarterstaff Follow-up: After stabbing your quarterstaff straight into the vulnerable armpit of the goblin, you quickly swing your staff around to bash his chin. When you score a Critical hit on a creature with an attack with your Quarterstaff, you gain 1 Agility and may make an additional attack against the target as an Immediate Interrupt by spending 1 Energy and 1 Stamina.
  • When you are Unguarded, you are also Shaken until the end of the Round.
Armor Master
  • +1 Stamina
  • You may treat your MPL as 2 higher for armor.
  • If your Energy Cost from wearing armor is greater than 2, you may reduce it by 1.
  • Ignore the Hindrance: Wait, armor is supposed to slow you down? Once per Short Rest, you may choose to ignore any penalties to Evasion, Energy Costs, and Speed from your armor until the end of the Round, but are Exhausted during the next Round. If this ability is used in the middle of a Round, you gain any Energy that you didn't get at the beginning of the Round due to your armor.
  • Deny Critical: That was a close one. Once per Short Rest, when you are hit by a Crit, you may spend 1 Stamina and 1 Agility to treat it as a normal attack (the attack still hits you, but doesn’t count as a Crit).
  • Sacrifice for Armor: As a mace swings straight for a weak spot in your Armor, you shift slightly to take some of the blow, but save your armor. Once per Short Rest, when your Armor would be Broken, you may choose to take 1d8 damage (which cannot be reduced by your AR) and your Armor is not Broken.
  • You carry supplies for maintaining and fixing your armor, which often come in handy. You can always fix your own armor by spending 1 hour during a Short Rest, though you must have your armor maintenance supplies. It may not always look pretty once it’s “fixed” but will still give the same mechanical advantage as the armor when it wasn’t Broken, at least when you use it.
  • When you are hit by a Crit, you take an additional 1d6 damage.
Aura Knight
  • +2 Stamina
  • +1 Recovery Surge
  • +1 MPL
  • Dogged Perseverance: If you have less health than 10 + your Aura Modifier, then you when you take damage, you can reduce it by your Halved Intelligence Modifier, Halved Wisdom Modifier, or Halved Charisma Modifier.
  • Armor Life-Link: You may spend 1 day studying, wearing, and meditating with an armor set. From now on (as long as you interact with the armor frequently), when you are wearing the armor and it would be Broken, you may spend a Recovery Surge to keep the armor from being Broken.
Bastion of Fortitude
  • Gain Stamina equal to your either your Halved Strength Modifier or Halved Constitution Modifier. Alternatively, you may gain +1 Fortitude.
  • Gain +1 Fortitude
  • Gain Resistance to Disease or Poison.
  • WWhen you make a Fortitude Save and would fail, you may spend 1 Energy, 1 Stamina, and 1 Agility to re-roll the Save and may choose to use either result. You may only do this once per Save.
  • When you are pushed, pulled, or otherwise forced to move by non-mental forces, you may move 1m less.
  • Resist Exhaustion: Once per Shot Rest, when you are Exhausted, you may spend 1 Energy to remove the Exhausted condition until the end of the next Round. You also cannot be Exhausted during this time.
  • Persistent Guard: Once per Short Rest, when you are Unguarded, you may instead become Exposed.
  • Brawler’s Defending [feat]: When taking the Defend action, you have Advantage on all of your Fortitude rolls to resist Combat Maneuvers.
  • Quick Recovery [feat]: When you Catch Your Breath, you regain 2 Stamina instead of 1.
  • You have -1 Agility
Bastion of Will
  • Gain Stamina equal to your either your Halved Wisdom Modifier or Halved Charisma Modifier. Alternatively, you may gain +1 Will.
  • +1 Will
  • Gain Resistance to Psionic damage.
  • When you roll Fortitude and would fail, you may spend 1 Energy, 1 Stamina, and 1 Agility to re-roll the Save and may choose to use either result. You may only do this once per Save.
  • When you make a Will Save and would fail, you may spend 1 Energy, 1 Stamina, and 1 Agility to re-roll the Save and may choose to use either result. You may only do this once per Save.
  • Resist Fear: Once per Short Rest, when you are Shaken because of fear or intimidation you may spend 1 Energy to remove the Shaken condition until the end of the nest Round. You also cannot be Shaken during this time.
  • Persistent Guard: Once per Short Rest, when you are Unguarded, you may instead become Exposed.
  • You gain +10 on your first Death roll since your last Short Rest.
  • When you Sprint, you don’t gain +1m of movement.
Stalwart Warden
  • Gain +4 Stamina
  • Gain +3 to any Knowledges about nature.
  • Gain Proficiency in Protection magic.
  • The spirits of nature aid you in your attempt to protect others. You can cast Aura of Protection once per Long Rest. When casting the spell this way, you successfully cast it even if you fail your Cast roll.
  • Substituting Sacrifice: Twice per Short Rest, if you are adjacent to an ally which gets hit by an attack, you may spend 2 Agility and 1 Stamina to get hit by the attack instead. And, if they consent, you may choose to swap places with them.
  • Sturdy: You may spend 2 Stamina to gain Advantage on a Defense roll to avoid or resist a Combat Maneuver.
  • When you are Intimidated, you are Exposed as well as Shaken.
Expert Defender
  • Gain +1 Stamina
  • Expert Defender: When you take the Defend action, you can still make melee Swift attacks and attack Exposed targets with melee attacks without ending the defensive bonuses. You also cannot be Exposed while Defending.
  • Combat Senses: You may spend 2 Energy to increase your Evasion by your Halved Intelligence, Halved Wisdom, or Halved Charisma Modifier until the end of the next Round.
  • Damage Resistant: Whether it’s from luck or good technique, you always seem to come out of a fight a little better than expected. When you are not Exposed and take damage, you take 1 less.
  • When you are hit by an attack from behind, you take an additional 1d6 damage.
Deceptive Renegade
  • Gain Stamina equal to your Halved Charisma Modifier.
  • Gain +3 Deceive
  • Choose 1:
    ◇ You may add your Charisma Modifier to the MASAB equation.
    ◇ You may add your Charisma Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Charisma Modifier.
    ◇ Gain Aura Strength equal to your Halved Charisma Modifier.
  • Remarkable Feint:
  • You may spend 1 Energy and 1 Stamina to feint an opponent you can reach with a melee weapon. The creature may make a Will Save or Insight Check with a DC of 5 + your Deceive Bonus. If you succeed, any attack you make against the target until the end of the next Round has Advantage on the Combat roll or Hit roll.
  • Distracting Words: When a creature attacks you with a melee attack, you may make a distracting remark, sound, or gesture by spending 1 Agility. The creature may make a Will Save or Insight Check with a DC of 5 + your Deceive Bonus. If they fail, they have Disadvantage on their Combat roll.
  • Choose Social Sense, Reason, or Inspire. You have a -5 to its Skill bonus.
Charismatic Hero
  • Gain Stamina equal to your Halved Charisma Modifier OR gain Aura equal to your Halved Charisma Modifier.
  • Choose 1:
    ◇ You may add your Charisma Modifier to the MASAB equation.
    ◇ You may add your Charisma Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Charisma Modifier.
    ◇ Gain Aura Strength equal to your Halved Charisma Modifier.
  • You may add your Halved Charisma Modifier to your Initiative Bonus.
  • Confident Defense: When you are not Exposed and make a Defense roll, you may spend 1 Stamina to boost the targeted defense by your Charisma Modifier, possibly causing the attack to miss. You must decide to do this before you roll.
  • Encouraging Words: If another creature who can hear you is under an effect that a Save can end, you may spend 1 Energy and make an Inspire Check, contested by the DC of the Saving Throw. If you succeed, the targeted creature may immediately make a Save against the effect. You may only do this once per effect.
  • When you are Shaken and have a chance to drop items, the Chance Save has a DC of 15 instead of 5.
Discouraging Warrior
  • Gain Stamina equal to your Halved Charisma Modifier.
  • Gain +3 Discourage
  • Choose 1:
    ◇ You may add your Charisma Modifier to the MASAB equation.
    ◇ You may add your Charisma Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Charisma Modifier.
    ◇ Gain Aura Strength equal to your Halved Charisma Modifier.
  • Discouraging Calls: You may spend 2 Energy to yell insults at a creature who can understand you and they must make a Will Save or Reason Check with a DC equal to 5 + your Discourage Bonus. If the target fails the Will Save, they have Disadvantage on their Evasion and Will until the end of the next Round.
  • Provoking Taunt: Once per Short Rest, when your Discouraging Calls ability succeeds, you may make the target so annoyed/angry that they will attempt to harm you until the end of the next Round. The creature makes a Will Save or Reason Check with a DC equal to 5 + your Discourage Bonus and if it fails, they try to hurt you as described in the Provoke Creature spell (if they succeed, they are not provoked to attack you, but this does not count as a use of this ability).
  • Insult to Injury: When you wound a creature who can understand you (meaning you actually injure them, not just reduce their arura), you can add insult to injury by mocking them. The creature makes a Will Save or Reason Check with a DC equal to 5 + your Discourage Bonus. If they fail, the creature is emotionally wounded by your words and because of the emotions bubbling up inside them, they are Dazed and Exhausted until the end of the next Round.
  • You have -1 to your Recovery Value.
Intelligent Warrior
  • Gain Stamina equal to your Halved Intelligence Modifier.
  • +1 MPL
  • Choose 1:
    ◇ You may add your Intelligence Modifier to the MASAB equation.
    ◇ You may add your Intelligence Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Intelligence Modifier.
    ◇ Gain Aura Strength equal to your Halved Intelligence Modifier.
  • Shrewd Response: You capitalize on your opponent’s mistakes. When an opponent misses a melee attack against you, you may spend +1 Stamina to make a Swift Attack against them.
  • Extra Attack: Once per Short Rest, you may additional Swift Attack per Round.
  • Focused Calculations: Once per Short Rest, you may spend 1 Energy to focus on a creature you can see. Until the end of the next Round, you gain Advantage on your Evasion rolls to defend from their ranged attacks and when you take damage from them, you can reduce it by your Halved Intelligence Modifier.
  • Shared Calculations: Once per Long Rest, when you use your Focused Calculations ability, you may share the benefits with up to 7 others who can see and hear you.
  • You have -1 to your Strength based Skills or your Wisdom based Skills.
Clever Leader
  • Choose 1:
    ◇ You may add your Intelligence Modifier to the MASAB equation.
    ◇ You may add your Intelligence Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Intelligence Modifier.
    ◇ Gain Aura Strength equal to your Halved Intelligence Modifier.
  • You have -2 Exposing on any attacks you make.
  • You may add your Halved Intelligence Modifier to one Charisma Skill of your choice. Alternatively, you may replace your Halved Charisma Modifier with your Halved Intelligence Modifier for one Charisma Skill of your choice.
  • Helpful Advice: When an ally is attacked, you can spend 1 Energy as an Immediate Interrupt to give them a warning or some advice which grants them Advantage on the first defense roll required by the attack. You can also use Helpful Advice when an ally attempts a Skill Check to give them Advantage, but only if you are Proficient in the Skill. You can use Helpful Advice a number of times per Short Rest equal to your Halved Intelligence Modifier.
  • Battlefield Analysis: You spend time analyzing the battlefield to help make better tactical decisions. Once per Long Rest, you can spend 3 Energy to gain an understanding of the encounter. Until the end of the encounter, you gain +10 Awareness on things pertaining to the battle, add an extra 1d6 to your Initiative rolls, you cannot be Surprised, and you double your total number of uses of your Helpful Advice ability.
  • Warning Shout: Once per Short Rest, when you or an ally would be Shaken, Exhausted, Dazed, Blinded, Slowed, or Paralyzed you may spend 1 Energy and 2 Stamina as an Immediate Interrupt to prevent them from becoming so.
  • When you deal damage, you always deal 1 less (determined after all other modifiers).
Paragon of Prescient Combat
  • +3 Initiative
  • +3 Awareness
  • Choose 1:
    ◇ You may add your Wisdom Modifier to the MASAB equation.
    ◇ You may add your Wisdom Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Wisdom Modifier.
    ◇ Gain Aura Strength equal to your Halved Wisdom Modifier.
  • Once per Long Rest, when you are Surprised, you may spend 1 Energy to not be Surprised.
  • You may spend 2 Energy to focus on a creature’s movements. Until the end of the encounter, or until you shift your focus to something else, you may add your Halved Wisdom Modifier to your Evasion when it is targeted by that creature.
Wise Guardian
  • You gain Stamina equal to your Halved Wisdom Modifier.
  • +3 Initiative
  • Choose 1:
    ◇ You may add your Wisdom Modifier to the MASAB equation.
    ◇ You may add your Wisdom Modifier to the MASDB equation.
    ◇ You may replace either your Strength Modifier or Dexterity Modifier of the MASAB equation with your Wisdom Modifier.
    ◇ Gain Aura Strength equal to your Halved Wisdom Modifier.
  • Prescient Guidance: Twice per Short Rest, when an ally up you are adjacent to fails a Defense roll, you may spend 2 Stamina to boost the targeted Defense by your Wisdom Modifier, possibly causing the roll to succeed.
  • You gain Proficiency in Protection Spells and learn one Protection Spell.
Paladin of Mercy
  • +2 Stamina
  • +1 MPL
  • When you make a melee attack, you may deal Non-Lethal damage at-will without a roll. You also gain +5 to all your attempts to deal Non-Lethal damage.
  • When you deal Non-Lethal damage to a creature when which has 0 Aura, you may choose to knock it Unconscious.
  • If you spend time to explain terms of surrender to a creature in which you and your companions will not harm them (takes at least 5 Energy), and they refuse to surrender, then for the rest of the encounter, you have Advantage on your Defense rolls when defending against attacks from the creature. Additionally, once per creature, when you deal damage to them, you deal an additional 1d10 damage. This ability only works on creatures that can understand you. The terms can be explained to a large group and all creatures in that group affected. If a creature agrees to your terms and you or your companions do not follow the terms, the Energy you gain every Round is reduced by 2 (to a minimum of 1 Energy gained per Round). If you weren’t the one to break the terms of surrender and did everything in your power (short of killing) to keep your companions from breaking them, then you only gain 1 less Energy each round (instead of 2). For every Long Rest you take, you remove 1 Energy worth of this penalty, until your total Energy per Round is what it would normally be.
  • You cannot gain any benefits for attacking a Surprising a creature (whether from Feats, Themes, or other abilities).
Battle Senses
  • +2 Stamina
  • +3 Awareness
  • The Flow of Battle: When viewing a fight, you may spend 4 Energy figuring out the flow of it. For the rest of that encounter, you cannot be Surprised in that combat, and you ignore any Disadvantage on your Evasion during that combat (meaning you cannot roll Evasion with Disadvantage and it does not cancel out Advantage). Also you choose 1 of the following conditions when you use the ability: Exposed, Unguarded, Shaken, Exhausted, Slowed, Dazed, Blinded. For the next 3 Rounds, when you would be affected by the chosen condition, you are not affected by it. This does not remove the condition from you if you are currently affected by it, though it ensures you cannot be affected again for the next 3 Rounds.
  • Once per Long Rest, when you use your Feel the Flow of Battle ability, you add 1d6 to your Initiative rolls for the rest of the encounter and gain Advantage on your next melee attack.
  • You have -5 Stamina when wearing Heavy armor, -3 Stamina when wearing no Heavy armor but also wearing armor that isn’t Light, and -1 Stamina if wearing Light armor and no armor that isn’t Light.
Enraged Fighter
  • +1 Stamina
  • You gain the Improved Rage feat (note that you must already have the Rage feat to make use of this feat). Additionally, you may gain the benefits of two Improved Rage options, instead of one.
  • Too Angry to Die[feat]: While you are Raging (per the Rage feat), you have Advantage on all your Death rolls and Death Saves.
  • Whenever you take damage from an enemy’s attack, you may do one of the following:
    ◇ move 1m
    ◇ spend 2 Energy to make a melee attack against the one who damaged you
  • When you are damaged by an enemy’s attack when Exposed, you take an additional 1d4 damage.
Berserker
  • Gain Stamina equal to your Strength Modifier.
  • Berserk: When your Aura Strength drops to 0 during combat, you go Berserk! This lasts for 2d4 rounds. While Berserk, you have Advantage on your Death rolls and Death saves and cannot be Exhausted. However, you still sustain wounds and will have to deal with them when your Berserking rage ends. While you are Berserk, you must try to attack at least one creature every Round, you have Advantage on all of your attack rolls, and you deal double damage on your melee attacks.
  • When you take damage from a Swift attack, you may spend 2 Stamina to half the damage you take.
  • When you have less Aura than double your Recovery Value, you deal an additional 1 damage on all your melee attacks.
  • When you are at or above your maximum Aura Strength, you have Disadvantage on your Defense rolls.
Leaping Striker
  • +3 Stamina
  • +3 LBS
  • You gain +1m to your Jump Reach and Jump Distance.
  • When Jumping over a creature, you may choose to sacrifice Jump Distance to jump higher and ensure they cannot hit you with an attack for moving through their maximum Reach. For each size category above Diminutive and weapon Reach above 0, you must sacrifice an additional .5 Jump Distance (rounding down the cost). For example, to ensure that a Medium creature with a Reach1 weapon cannot hit reach you when you jump over them, you must sacrifice 2m of Jump Distance.
  • Sure-Footed Jumping [feat]: Your Jumps do not Unguard you, but they do Expose you. You may spend the Stamina to Jump even if you are Shaken, Exhausted, or for some other reason are unable to spend your Stamina.
  • You gain the Translocational Jump Attack feat and count as Proficient in Translocation Magic for the purpose of using the ability:
  • Translocational Jump Attack [feat]: You jump into the air faster than the eye can follow and blink down onto your target. If you are Proficient in Translocation Magic, once per Short Rest, when you Jump, you are not Unguarded by it and do not provoke Swift Attacks for crossing the Reach of an opponent. If you jump at least 2m to an Exposed creature, you may spend 1 Energy and 1 Stamina to make a Reach0 attack against them as an Immediate Interrupt. After the attack, you usually land adjacent to the target (your choice where). If your Reach0 Attack is a Combat Maneuver, you do not have -5 AV. If the Reach0 Attack is not a Combat Maneuver, you may deal an additional 1d6 damage per Tier.

Practices

When you gain a Practice, you gain an additional 1 Knowledge Proficiency which must pertain to the Practice. You also choose to gain +1 Stamina, +2 Aura, or +3 to a Skill.

Thief
  • Gain Proficiency in Stealth, Sleight of Hand, Disable Device, and Investigation.
  • You have Advantage on Stealth checks when in an area you are familiar with. It takes about an hour of exploring and scoping out an area to become familiar with it enough for you to get the bonus, though if the area changes substantially this bonus does not apply (this includes the difference between an outdoor area at day and at night).
  • Practiced Lock-picker: When picking a lock, you may spend 5 more rounds working on the lock up to a maximum of +15 to the check.
  • You feel at home amongst shadows, which you seek out to hide your villainy. Once per Long Rest, regardless of your Spell Proficiencies, you may cast the Hidden Shadow Space spell as an Incantation using only 2 Energy and successfully cast it regardless of your Cast roll.
Outlaw
  • Gain Proficiency in Stealth, Awareness, Deceive, and Discourage.
  • You gain Advantage on Awareness checks when in a bad part of town or amongst criminals you are unfamiliar with.
  • Luck [feat]: Once per Long Rest, when you make a Chance roll, you may choose to re-roll it and use either result.
  • Skilled Luck [feat]: Once per Long Rest, when you make a Skill Check, you may choose to re-roll it and use either result.
  • You know how to talk your way out of sticky situations. Once per Long Rest, you may choose to re-roll a Skill Check made to convince others your intentions are blameless.
Pick-Pocket
  • Gain Proficiency in Stealth, Sleight of Hand, Deceive, and Initiative.
  • You gain +3 to Sleight of Hand.
  • You may gain Advantage on a Sleight of Hand check to lift something off someone if you distract them first. A check must always be made for this distraction, often contested by the passive Insight of the target. You may decide to not pick-pocket at any time before you roll the Sleight of Hand check itself. Examples: You may distract them with conversation, and would make an Inspire, Deceive, or Intimidate check depending on the circumstance. You may distract by running into the target to push them over. This would likely require an Upper or Lower Body Strength check to see if you can push them over, and possibly a Deceive check to make it look unintentional.
Charlatan
  • Gain Proficiency in Deceive, Insight, and Social Sense.
  • Gain Proficiency in 2 of the following: Inspire, Discourage, Reason, Sleight of Hand, Influence magic, Illusion magic, Divination magic.
  • Master of Disguise[feat]: You have Advantage on Checks made to disguise yourself and convince others you are someone else.
  • Practiced Disguise[feat]: You may choose 1 particular disguise to be particularly proficient with. Anyone trying to see through your disguise has Disadvantage on their Insight Checks. You may spend 2 weeks practicing a new disguise to change the particular disguise you gain this benefit for.
  • You have Advantage on Checks to make it appear as if you know what you are doing, skilled at something, or knowledgeable about something.
Entertainer
  • Gain Proficiency in Inspire, Acrobatics, Social Sense, and 1 Skill of your choice.
  • You gain 3 Knowledge Skills based on a performing some talent.
  • Deft Entertainer: You choose two types of entertainment that you are especially good at, such as juggling and playing the lute. You have Advantage on any checks made to entertain or distract with these items.
Artisan
  • Gain Proficiency in 3 Knowledge Skills that are focused on creating objects.
  • Gain +3 to all crafting focused Knowledge Skills. Alternatively, you may gain +5 to one crafting focused Knowledge Skill you have.
  • Artistic: You have Advantage on any rolls to create art that looks ascetically pleasing to you. This ability does not help you make something more functional. For instance, if you were trying to create beautiful armor with Craft(armor) you would roll as normal to make the armor, but could make an additional Check with Advantage to make it look particularly lovely. This ability can’t help you attack or defend in combat.
Priest
  • Gain Proficiency in Insight, Awareness, and Heal.
  • Choose Proficiency in 2 of the following: Investigation, Inspire, Reason, Light magic, Healing magic.
  • You may call upon your god once per Long Rest to do one of the following (note that your deity may deny you your request if it displeases them):
    ◇ Provides one day’s worth of satisfying food and water—enough for you and one companion.
    ◇ Cure a creature of one malady and if the creature is able, they must perform an act of faith.
    ◇ Give guidance on a decision and the bigger the decision the more piety you must show.
Scholar
  • Gain Proficiency in 2 Skills of your choice.
  • Gain double Proficiency in 2 Knowledges.
  • Choose 2 Knowledges. When rolling to remember something using that Knowledge, but not performing or crafting with the Knowledge, if the natural 1d20 roll is less than 10, you may treat it as a 10.
  • You read at an abnormally fast pace.
  • You have Advantage on any Checks to look for information in a library or in books.
Sailor
  • Gain Proficiency in Upper Body Strength, Swim, and Acrobatics.
  • Choose 2:
    ◇ Gain Proficiency in Initiative
    ◇ Gain Proficiency in Intimidate
    ◇ Gain Proficiency in Reason
    ◇ Gain Proficiency in Social Sense
    ◇ Learn two languages
  • Choose 1:
    Skilled Climber[feat]: You have Advantage on all of your Checks made to climb.
    ◇ Gain +1 MPL
    ◇ You Resist Disease.
    ◇ You learn a language and gain a Knowledge Skill about a place you traveled to.
Pirate
  • Gain Proficiency in Investigate, Intimidate, and Acrobatics.
  • When you are drunk, you suffer no penalties to fighting.
  • Choose 2:
    ◇ You gain Proficiency in Swim and +1 Fortitude
    ◇ You gain the following two feats:
    Luck [feat]:Once per Long Rest, when you make a Chance roll, you may choose to re-roll it and use either result.
    Appraiser [feat]: You gain Advantage on Checks to determine the value of an object.
    Art of Intimidation[feat]: You have Advantage on Intimidate Checks when not in combat.
    Cutlass Proficiency: When attacking with a cutlass which has the stats of a Cutlass, the weapon has +3 AV instead of +2 AV, has Brutal 1, and deals an additional 1d4 damage to Exposed creatures.
    ◇ Your starting gold is increased by 30% and you have +1MPL.
Foot Soldier
  • Gain Proficiency in Upper Body Strength, Lower Body Strength, and Heal.
  • You’ve been trained to think clearly when afraid or in danger. You have Advantage on your Will Saves to avoid the negative effects of fear or intimidation.
  • Weapons you wield with a MPL of 1 or 2, have +1 AV.
  • You may choose 1 weapon with a MPL of 1 or 2 to have +1 Evasion when you wield it. You may change the weapon you gain this benefit for by training with it for at least one day.
Champion
  • Gain Proficiency in Upper Body Strength, Initiative, and Inspire.
  • You are Proficient in Light, Medium, and Heavy armor, regardless of your MPL.
  • Choose 1:
    ◇ You gain Proficiency in Light Magic and 1 Method Proficiency
    ◇ You gain +1 Will and Proficiency in Awareness.
    ◇ You gain +1 Fortitude and Proficiency in Lower Body Strength.
    ◇ You gain +1 Agility and 2 Knowledge Skills.
Brawler
  • Gain Proficiency in Upper Body Strength, Lower Body Strength, Initiative, and Discourage
  • Dangerous Hands[feat]: Your Unarmed Attacks deal an extra 1d4 damage as long as you are not wielding any weapons or shields.
  • Improvised Expertise[feat]: When you attack with an Improvised weapon, you may use the AV of your Unarmed attacks, but it does not count as an Unarmed attack.
  • Once per Short Rest, when you perform a Combat Maneuver, you may choose to have Advantage on the Combat roll.
Hunter
  • Gain Proficiency in Upper Body Strength, Handle Animal, Awareness, and Swim
  • You gain +5 UBS for the purpose of calculating Draw Weight OR you may treat your MPL as +2 higher for Ranged Weapons.
  • Experienced Tracker: You have Advantage on Checks to track a creature, identify footprints, and notice the signs of a creature’s passing.
Merchant
  • Gain Proficiency in Investigate, Insight, Reason, and Discourage
  • Appraiser [feat]:
  • You have Advantage on Investigation Checks to determine the value of an object.
  • Haggler [feat]: When buying items, you have Advantage on any Checks to lower the price.
  • Seller [feat]: When selling items, you have Advantage on any Checks to get someone to buy the items.