Warrior
Starting Evasion
11
Starting HP
6
Domains
Blade & Bone
Attack of Opportunity. If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
- They can't move from where they are.
- You deal damage to them equal to your primary weapon's damage.
- You move with them.
Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.
Subclasses
Call of the Brave
Use the might of your enemies to fuel your own power, a beacon of courage for your allies.
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
Rise to the Challenge: You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.
Camaraderie: Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.
Call of the Slayer
Strike down adversaries with immense force, building power with every blow.
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
Weapon Specialist: You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.
Martial Preparation: You're an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move. To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a d6 Slayer Die. A PC with a Slayer Die can spend it to roll the die and add the result to an attack or damage roll of their choice.
Domain Cards
As a Warrior you draw cards from the Blade and Bone domains. All 21 cards from each domain are listed below for reference.
Level 1
Get Back Up
When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.
Not Good Enough
When you roll your damage dice, you can reroll any 1s or 2s.
Whirlwind
When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.
Deft Maneuvers
Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there.
If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.
I See It Coming
When you're targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.
Untouchable
Gain a bonus to your Evasion equal to half your Agility.
Level 2
A Soldier's Bond
Once per long rest, when you compliment someone or ask them about something they're good at, you can both gain 3 Hope.
Reckless
Mark a Stress to gain advantage on an attack.
Ferocity
When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.
Strategic Approach
After a long rest, place a number of tokens equal to your Knowledge on this card (minimum 1). The first time you move within Close range of an adversary and make an attack against them, you can spend one token to choose one of the following options:
• You make the attack with advantage.
• You clear a Stress on an ally within Melee range of the adversary.
• You add a d8 to your damage roll.
When you take a long rest, clear all unspent tokens.
Level 3
Scramble
Once per rest, when a creature within Melee range would deal damage to you, you can avoid the attack and safely move out of Melee range of the enemy.
Versatile Fighter
You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for.
When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.
Brace
When you mark an Armor Slot to reduce incoming damage, you can mark a Stress to mark an additional Armor Slot.
Tactician
When you Help an Ally, they can spend a Hope to add one of your Experiences to their roll alongside your advantage die.
When making a Tag Team Roll, you can roll a d20 as your Hope Die.
Level 4
Deadly Focus
Once per rest, you can apply all your focus toward a target of your choice. Until you attack another creature, you defeat the target, or the battle ends, gain a +1 bonus to your Proficiency.
Fortified Armor
While you are wearing armor, gain a +2 bonus to your damage thresholds.
Boost
Mark a Stress to boost off a willing ally within Close range, fling yourself into the air, and perform an aerial attack against a target within Far range. You have advantage on the attack, add a d10 to the damage roll, and end your move within Melee range of the target.
Redirect
When an attack made against you from beyond Melee range fails, roll a number of d6s equal to your Proficiency. If any roll a 6, you can mark a Stress to redirect the attack to damage an adversary within Very Close range instead.
Level 5
Champion's Edge
When you critically succeed on an attack, you can spend up to 3 Hope and choose one of the following options for each Hope spent:
• You clear a Hit Point.
• You clear an Armor Slot.
• The target must mark an additional Hit Point.
You can't choose the same option more than once.
Vitality
When you choose this card, permanently gain two of the following benefits:
• One Stress slot
• One Hit Point slot
• +2 bonus to your damage thresholds
Then place this card in your vault permanently.
Know Thy Enemy
When observing a creature, you can make an Instinct Roll against them. On a success, spend a Hope and ask the GM for one set of information about the target from the following options:
• Their unmarked Hit Points and Stress.
• Their Difficulty and damage thresholds.
• Their tactics and standard attack damage dice.
• Their features and Experiences.
Additionally on a success, you can mark a Stress to remove a Fear from the GM's Fear Pool.
Signature Move
Name and describe your signature combat move. Once per rest, when you perform this signature move as part of an action you're taking, you can roll a d20 as your Hope Die. On a success, clear a Stress.
Level 6
Battle-Hardened
Once per long rest when you would make a Death Move, you can spend a Hope to clear a Hit Point instead.
Rage Up
Before you make an attack, you can mark a Stress to gain a bonus to your damage roll equal to twice your Strength.
You can Rage Up twice per attack.
Rapid Riposte
When an attack made against you from within Melee range fails, you can mark a Stress and seize the opportunity to deal the weapon damage of one of your active weapons to the attacker.
Recovery
During a short rest, you can choose a long rest downtime move instead. You can spend a Hope to let an ally do the same.
Level 7
Blade-Touched
When 4 or more of the domain cards in your loadout are from the Blade domain, gain the following benefits:
• +2 bonus to your attack rolls
• +4 bonus to your Severe damage threshold
Glancing Blow
When you fail an attack, you can mark a Stress to deal weapon damage using half your Proficiency.
Bone-Touched
When 4 or more of the domain cards in your loadout are from the Bone domain, gain the following benefits:
• +1 bonus to Agility
• Once per rest, you can spend 3 Hope to cause an attack that succeeded against you to fail instead.
Cruel Precision
When you make a successful attack with a weapon, gain a bonus to your damage roll equal to either your Finesse or Agility.
Level 8
Battle Cry
Once per long rest, while you're charging into danger, you can muster a rousing call that inspires your allies. All allies who can hear you each clear a Stress and gain a Hope. Additionally, your allies gain advantage on attack rolls until you or an ally rolls a failure with Fear.
Frenzy
Once per long rest, you can go into a Frenzy until there are no more adversaries within sight.
While Frenzied, you can't use Armor Slots, and you gain a +10 bonus to your damage rolls and a +8 bonus to your Severe damage threshold.
Breaking Blow
When you make a successful attack, you can mark a Stress to make the next successful attack against that same target deal an extra 2d12 damage.
Wrangle
Make an Agility Roll against all targets within Close range. Spend a Hope to move targets you succeed against, and any willing allies within Close range, to another point within Close range.
Level 9
Gore and Glory
When you critically succeed on a weapon attack, gain an additional Hope or clear an additional Stress.
Additionally, when you deal enough damage to defeat an enemy, gain a Hope or clear a Stress.
Reaper's Strike
Once per long rest, spend a Hope to make an attack roll. The GM tells you which targets within range it would succeed against. Choose one of these targets and force them to mark 5 Hit Points.
On the Brink
When you have 2 or fewer Hit Points unmarked, you don't take Minor damage.
Splintering Strike
Spend a Hope and make an attack against all adversaries within your weapon's range. Once per long rest, on a success against any targets, roll your weapon's damage and distribute that damage however you wish between the targets you succeeded against. Before you deal damage to each target, roll an additional damage die and add its result to the damage you deal to them.
Level 10
Battle Monster
When you make a successful attack against an adversary, you can mark 4 Stress to force the target to mark a number of Hit Points equal to the number of Hit Points you currently have marked instead of rolling for damage.
Onslaught
When you successfully make an attack with your weapon, you never deal damage beneath a target's Major damage threshold (the target always marks a minimum of 2 Hit Points).
Additionally, when a creature within your weapon's range deals damage to an ally with an attack that doesn't include you, you can mark a Stress to force them to make a Reaction Roll (15).
On a failure, the target must mark a Hit Point.
Deathrun
Spend 3 Hope to run a straight path through the battlefield to a point within Far range, making an attack against all adversaries within your weapon's range along that path. Choose the order in which you deal damage to the targets you succeeded against. For the first, roll your weapon damage with a +1 bonus to your Proficiency. Then remove a die from your damage roll and deal the remaining damage to the next target. Continue to remove a die for each subsequent target until you have no more damage dice or adversaries.
You can't target the same adversary more than once per attack.
Swift Step
When an attack made against you fails, clear a Stress. If you can't clear a Stress, gain a Hope.