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6 Feats

Armor Mastery Multi-Target Attack Specialist


Choose one type of armor. The fortitude score required to Choose to focus your specialization in either melee, pro-
wear that armor is reduced by 2, and the defense bonus is jectile, or area attacks. When multi-targeting using the
increased by 2. Additionally, any movement speed penalty chosen specialization, reduced the disadvantage penalty
is reduced by 5 feet. by 2.

Attack Specialization Potent Bane


Choose one weapon or energy type. Energy types include Choose one bane. Whenever your enemies attempt to res-
fire, cold, lightning, acid, poison, and force. When making ist this bane, they have disadvantage 1 (using the d20) on
a damaging attack with the chosen specialization, you gain this roll.
advantage 1.
Tactical Inspiration
Bane Focus
Once per round, you may use a minor action to grant an
Choose one bane. You gain advantage 1 on rolls to inflict ally within sight advantage 2 on their next attack roll.
the bane. Furthermore, the damage requirement to inflict
the bane as part of a damaging attack is reduced to 5 hit
points.

Battlefield Sentinel
You are able to make two additional opportunity attack
each round.

Boon Focus
Choose one boon. As long as you are targeting a single
creature, you no longer have to make an action roll to
invoke the boon - success is automatic. When multi-
targeting, you gain advantage 2 on your roll to invoke the
boon.

Fleet of Foot
Your movement speed is increased by 10 feet.

Hospitaler
You can use your action to allow one ally to make a free
attempt to all resist banes affecting him. Your ally has ad-
vantage 1 (using the d20) for this resist attempt. Addition-
ally, you gain advantage 1 whenever you invoke the Dispel
boon.

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7 Banes
Each bane described below is a condition that can be inflic- Duration: Resist ends (fail x 3 = 1 minute). Special: this
ted upon a foe. Every bane lists a power level and one or bane may be resisted as a minor action.
more relevant attributes. In order to inflict a bane, a char-
acter must possess an attribute score in one of the listed
attributes equal to or greater than the bane’s power level. Dispel
The bane descriptions also indicate which defense the
attacker must overcome in order to inflict the bane. If Power Level 1 (Protection)
more than one defense is indicated, the GM should choose Defense: Resolve
the one most logical to the story being told by the attacker.
For example, a rogue inflicting the blinded bane by throw- Make an Protection roll. You can dispel temporary boon
ing sand in a foe’s eyes would roll Agility vs. Evasion, while effects of a maximum Power Level equal to (Protection roll
a necromancer cursing an enemy with a spell of blindness - 10) ÷ 2. This bane does not affect permanent or inherent
would roll Entropy vs. Toughness. magical effects.
Most banes have a duration of resist ends, which means
that an inflicted target is affected by the bane until suc- Duration: Instantaneous
cessfully shaking it off with a resist action. If a target fails
three resist rolls against a bane, the bane can no longer be
resisted. It persists for an extended duration indicated in Dominated
the bane description.
Power Level 5 (Influence)
Defense: Resolve
Blinded
Creatures of animal intelligence or lower fall completely
Power Level 4 (Agility, Energy, Entropy) under your control, like puppets. Duration: Resist ends
Defense: Evasion or Toughness (fail x 3 = 1 hour)

Attacks and perception rolls have a 50% chance of failing


automatically. Fatigued
Duration: Resist ends (fail x 3 = 1 minute) Power Level 5 (Entropy)
Defense: Toughness

Charmed This bane has multiple stages. Each time it is inflicted, the
target’s current stage increases by 1. Effects are cumulat-
Power Level 4 (Influence) ive.
Defense: Resolve
• Stage 1: Disadvantage 1 on all non-attack rolls.
Targets of human intelligence treat you more favorably. • Stage 2: Lose attribute bonus to defense scores
Less intelligent creatures may(at your option) instead be
charmed to treat you as their closest and loyal friend. • Stage 3: Disadvantage 1 on all attack rolls.

Duration: Resist ends (fail x 3 = 24 hours) • Stage 4: Speed is reduced to 10’.


• Stage 5: Unconsciousness.
Demoralized • Stage 6: Death.

Power Level 2 (Agility, Energy, Influence, Entropy, Influ-


ence, Might, Presence, Persuasion) Duration: This bane cannot be resisted as normal. In-
Defense: Resolve stead, every 24 hours of complete rest OR application of
the restoration boon reduces the fatigue stage by 1.
Target has disadvantage 1.

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7 Banes

Forced Move The target falls prone. While prone, a creature has dis-
advantage 1 on all attacks. Melee attacks made against
prone targets gain advantage 1, while ranged attacks made
Power Level 2 (Might, Movement, Energy)
against prone targets suffer disadvantage 1.
Defense: Toughness
Duration: Instantaneous
Move the target 5 feet for every 2 points in the activating
attribute.
Memory Alteration
Duration: Instantaneous
Power Level 5 (Influence)
Incapacitated Defense: Resolve

You temporarily modify a minor aspect of the target’s


Power Level 5 (Agility, Entropy, Influence)
memory The target realizes its confusion when the bane
Defense: Toughness or Resolve
is dispelled or runs out of time.
The target is immobile and unconscious. The bane can be
Duration: One hour
broken without a resist roll by a firm shake, shove, splash
of water, or similar effect.
Mind Dredge
Duration: Resist ends (fail x 3 = 1 minute)
Power Level 2 (Prescience)
Intimidated Defense: Resolve

You can read the current thoughts of targets of animal in-


Power Level 4 (Influence, Might, Presence Persuasion) telligence or less. If your Prescience score is at least 4, you
Defense: Resolve can read the current thoughts of targets with human intel-
ligence.
The target suffers disadvantage 1 on all attacks that don’t
include you as a target. Special: When triggered by an Duration: Resist ends (fail x 3 = 1 minute)
exceptional success on a damaging attack, you may target
a creature other than the foe damaged by your attack.
Persistent Damage
Duration: Resist ends (fail x 3 = 1 minute)
Power Level 4 (Agility, Energy, Entropy)
Immobile Defense: Evasion or Toughness

At the beginning of each of the target’s turns, it suffers 1d8


Power Level 0 (Agility, Influence, Entropy, Energy, Alter- damage. If some means of ending the bane (such as pour-
ation, Might) ing water on a creature set on fire) is applied, the target
Defenses: Evasion, Resolve, or Toughness gets a resist attempt with advantage 1 for free (no action
required).
Target cannot move from their current space. If inflic-
ted using Might, the attacker is grappling and thus cannot Duration: Resist ends (fail x 3 = 1 minute)
leave the target’s reach without ending the bane.

Duration: Resist ends (fail x 3 = 1 minute). Special: Res- Phantasm


isting this bane requires a move action alone, and cannot
be included as part of a resist action that attempts to shake Power Level 1 (Influence)
off other banes. Defense: Resolve

Knockdown You create illusory manifestations that deceive the senses


of others. For every point of your Influence score, choose
one sense to mimic (sight, sound, smell, touch, taste). The
Power Level 2 (Might, Energy)
phantasm can occupy a space no larger than a cube with
Defense: Toughness
sides of length 5’ per your Influence score.

Duration: Resist ends (3 x 10 minutes)

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Scrying

Scrying Truthfulness
Power Level 5 (Prescience) Power Level 5 (Influence)
Defense: Resolve Defense: Resolve

You can view the target from any distance, provided they The target answers questions truthfully to the best of its
are on the same plane of existence. knowledge.

Duration: 10 minutes. This bane requires concentration Duration: 10 minutes. This bane requires concentration
to maintain. If you do anything other than focus on main- to maintain. If you do anything other than focus on main-
taining the bane, it is dispelled. taining the bane, it is dispelled.

Sickened
Power Level 3 (Entropy)
Defense: Toughness

Target suffers disadvantage 2 to all action rolls.

Duration: Resist ends (fail x 3 = 1 minute)

Silenced
Power Level 2 (Agility, Might, Energy, Alteration)
Defense: Evasion or Toughness

The target cannot make vocal sounds. If Alteration is used


to inflict this bane, the attacker may cause the silence to
affect all sounds within 5’ of the target.

Duration: Resist ends (fail x 3 = 1 minute)

Slowed
Power Level 2 (Energy, Might, Agility, Entropy)
Defense: Toughness

Target’s speed is reduced to 10 feet.

Duration: Resist ends (fail x 3 = 1 minute)

Stunned
Power Level 4 (Might, Agility, Entropy, Energy)
Defense: Toughness

Attacks against the target gain advantage 1. Furthermore,


a stunned target must choose one type of action (move,
major, or minor) each round.

Duration: Resist ends (fail x 3 = 1 minute)

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8 Boons
Each boon listed below is a power or buff that can be gran- Detection
ted to the caster and/or allies. Every boon lists a power
level and one or more relevant attributes. In order to in-
Power Level 3 (Prescience)
voke a boon, a character must possess an attribute score
Invocation Time: major action
in one of the listed attributes equal to or greater than the
bane’s power level. Additionally, the caster must make a
Choose one of the following types: holy, unholy, life,
successful attribute roll with a Challenge Rating of 10 +
death, magic. You can see auras emanating from creatures
twice the boon’s power level. The boon descriptions also
and objects of the associated type and judge their relative
indicate how long the boon takes to invoke.
strength.
Most boons have a duration of sustain persists, which
means that a character must use a minor action in order to
Duration: Sustain persists
keep a boon in effect. If he doesn’t, the boon is dispelled
at the end of the caster’s turn.
Heal
Augury
Power Level 1 (Creation)
Power Level 3 (Prescience) Invocation Time: major action
Invocation Time: 1 Minute
Roll your Creation attribute dice. The target regains a num-
You gain insight into an event that will happen within the ber of hit points equal to your total. If your Creation attrib-
next hour. You ask a question about a course of action you ute is at least 5, you can even heal lethal damage with this
plan to take within the next hour and the GM communic- boon.
ates your insight through vague symbols, impressions, or
a single word such as “favorable” or “unfavorable”. Duration: Instantaneous

Duration: Instantaneous Levitation


Blindsight Power Level 5 (Movement)
Invocation Time: major action
Power Level 5 (Alteration, Prescience, Entropy, Percep-
tion) The target gains a flight speed of 10’.
Invocation Time: major action
Duration: Sustain persists
The target can see in complete darkness, even if affected
by the blinded bane.
Life Drain
Duration: Sustain persists
Power Level 5 (Entropy)
Invocation Time: major action
Darkness
While this boon is active, you heal a number of hit points
Power Level 2 (Entropy, Influence) equal to half the damage you deal with each successful at-
Invocation Time: major action tack.

You create an area of magical darkness that cannot be pen- Duration: Sustain persists
etrated by natural light. The darkness fills a radius of 5’
times your attribute score.

Duration: Sustain persists

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Light

Light Shapeshift
Power Level 1 (Creation, Energy) Power Level 2 (Alteration)
Invocation Time: minor action Invocation Time: major action

You create magical light with a radius equal to 5’ times your The target shapeshifts into a creature of similar size to
attribute score. itself. The target’s supernatural attributes become zero
and its Agility, Might, Fortitude, and Perception attributes
Duration: Sustain persists change to match the chosen creature’s scores. At higher
Alteration scores, new abilities are unlocked:

Regeneration • Alteration 3: Size between half and double original.


Gain non-flight movement capabilities.
Power Level 3 (Alteration, Creation)
• Alteration 4: Size between one-quarter and quad-
Invocation Time: major action
ruple original.
At the beginning of each of its turns, the target heals 1d6 • Alteration 5: Flying movements available.
hit points. This does not heal lethal damage.
Duration: Sustain persists
Duration: Sustain persists

Telepathy
Resistance
Power Level 5 (Prescience)
Power Level 3 (Protection, Energy) Invocation Time: major action
Invocation Time: major action
You can communicate telepathically with one creature.
Choose one damage source: finesse, forceful, fire, cold,
lightning, acid, entropy. The target ignores the first 5 Duration: Sustain persists
points of damage each round from the indicated source.

Duration: Sustain persists Teleport


Power Level 3 (Movement)
Restoration Invocation Time: move action

Power Level 1 (Protection, Creation) You can teleport to any space that you can see within a
Invocation Time: major action range of 5’ per the attribute score you are using to invoke
this boon.
Make an attribute roll using Protection or Creation. You
can dispel temporary effects of a maximum Power Level Duration: Instantaneous
equal to (action roll - 10) ÷ 2.

Duration: Instantaneous Transmute


Power Level 3 (Alteration)
Seeing Invocation Time: 1 minute

Power Level 5 (Prescience) You temporarily transform an object into another object
Invocation Time: major action of the same size and weight. If your Alteration score is at
least 5, you can make the object grow or shrink by up to
You can see through the eyes of a willing creature as long 50%.
as they remain within one mile.
Duration: Sustain persists
Duration: Sustain persists

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