Class Features

Animal Bond

A character with Animal Bond shares a natural kinship with beasts, allowing them to guide and command animals with ease.

When making an Ability Roll that would normally use Animal Handling, the character applies their Animal Bond bonus instead.

Animal Bond
Character Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Arcane Spellcasting

A character with Arcane Spellcasting can draw magical power from the Arkanexus, the wellspring of pure arcane potential that exists beyond space and time.

The character prepares Arcane spells during an eight-hour long rest using the method described by their class. Each spell slot represents one casting of a prepared spell. Casting a spell consumes its slot, and consumed spell slots are restored after completing another long rest.

The character may prepare the same spell more than once if enough spell slots are available. A higher-level spell slot may contain a spell of that level or lower, but a lower-level slot cannot contain a higher-level spell.

The number and level of available spell slots are determined by the character's class and level.

Arcane spells have a verbal component that must be spoken aloud. They may also require material components that stabilize the arcane vibration. These components are consumed when the spell is cast.

Ascetic's Gale

A character with Ascetic's Gale can move with improved speed and precision.

When this feature is activated, the character's Movement Speed improves from Moderate to Fast, their Attack Target is reduced by 1, and their Defense Target is reduced by 1.

Ascetic's Gale lasts for a number of rounds equal to the character's Wisdom modifier.

The character may use Ascetic's Gale a number of times per day equal to half their character level, rounded up.

Bare Defense

A character with Bare Defense can defend themselves through physical discipline and keen reflexes without relying upon armor.

While the character is not wearing armor or using a shield or helmet, their Base Defense Score is determined by their character level:

Bare Defense
Character Level Base Defense Score
1-3 3
4-6 4
7-8 5
9 6

Cantrips

A character with the Cantrips feature can learn and cast simple magical spells without preparing them in spell slots.

The character can learn a number of Cantrips equal to their Intellect modifier plus half their character level, rounded up.

Cantrips do not require preparation and do not consume spell slots. There is no limit to the number of times a known Cantrip may be used each day.

Counterstrike

A character with Counterstrike may attempt an immediate counterattack whenever they are attacked in melee combat.

After the opponent's attack and the character's Defense Roll have been resolved, the player rolls a number of d6 equal to half the character's level, rounded up.

If at least one die shows a 6, the character may immediately make one melee attack against the attacker, provided the attacker is within close range.

The counterattack cannot be made with a missile weapon. It may only use one weapon and one attack, even if the character is wielding two weapons or can normally make multiple attacks.

Cure Disease

A character with Cure Disease may remove one disease of natural or magical origin by laying a hand upon an afflicted creature.

This feature may be used a number of times per day equal to half the character's level, rounded up.

Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: None

When this feature is used, the character places a hand upon the target and rolls a number of d6 based on their character level and Charisma modifier.

Cure Disease
Character Level Number of Dice Rolled
1 Charisma modifier
2-4 Charisma modifier + 1
5-8 Charisma modifier + 2
9 Charisma modifier + 3

If any die shows a 5 or 6, the cleansing succeeds and one disease affecting the creature is cured.

This feature may cure natural or magical diseases, including plagues and rotting curses such as Rotting Grasp or Rotting Touch, at the GM's discretion.

Divine Channeling

A character with Divine Channeling can draw upon spiritual or divine energy to cast Divine spells.

The character prepares Divine spells by meditating during an eight-hour long rest. Each spell slot represents one casting of a prepared spell. Casting a spell consumes its slot, and consumed spell slots are restored after completing another long rest.

The character may prepare the same spell more than once if enough spell slots are available. A higher-level spell slot may contain a spell of that level or lower, but a lower-level slot cannot contain a higher-level spell.

The number and level of available spell slots, permitted Divine spheres, required spellcasting focus, and any other restrictions are determined by the character's class and level.

Divine Fortitude

A character with Divine Fortitude possesses heightened resilience against sickness and disease.

When making a Vitality Resistance Roll against any disease, including rotting curses, the character applies their Divine Fortitude bonus instead of relying on the Resilience skill.

Divine Fortitude
Character Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Dwarven Stamina

A character with Dwarven Stamina possesses remarkable endurance and physical resilience.

When making an Ability Roll or Resistance Roll that would normally use the Stamina skill, the character applies their Dwarven Stamina bonus instead.

Dwarven Stamina
Character Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Immunity to Fear

A character with Immunity to Fear possesses unshakable courage and cannot be affected by mundane or magical fear.

The character cannot be frightened, intimidated, or compelled to flee through supernatural terror.

Once per battle or encounter, allies within 60 feet of the character gain a +1d6 bonus to their Resistance Rolls against fear.

Lock-Picking

A character with Lock-Picking is adept at bypassing locked doors, chests, and other secured mechanisms through technical knowledge, precision, and finesse.

The character must possess lock-picking tools to attempt this action. When attempting to pick a lock, the character applies their Lock-Picking bonus to their Dexterity Ability Roll instead of relying on the Thievery skill.

Lock-Picking Bonus
Character Level Bonus Dice Rolled
1-2 +1d6
3-6 +2d6
7-9 +3d6

The roll is compared against the lock's difficulty, as determined by the GM.

Lock Difficulty
Difficulty Target
RoutineAutomatic success
Easy2+
Ordinary3+
Moderate4+
Hard5+
Extreme6
Overwhelming6 × 2
Improbable6 × 3

A target of 6 × 2 requires at least two sixes. A target of 6 × 3 requires at least three sixes.

If any die meets or exceeds the required Target Number, the attempt succeeds. The consequences of failure depend upon the situation and the GM's discretion.

Martial Mastery

A character with Martial Mastery begins play with an improved Base Attack Score.

Instead of beginning with a Base Attack Score of 1, the character begins with a Base Attack Score of 2.

Multiple Attacks per Round

A character with Multiple Attacks per Round can make more than one Attack Roll during their turn.

Each Attack Roll must be completely resolved, including the opponent's Defense Roll, before the next attack is attempted.

The level at which this feature becomes available, the number of attacks granted, and any weapon or unarmed-combat requirements are determined by the character's class and level.

If the character also possesses Two-Weapon Fighting, their class description determines whether both weapons may be used during each attack.

Sin-Xu Fighting Style

Through disciplined training and mastery of unarmed combat, a character with the Sin-Xu Fighting Style transforms their body into a deadly weapon.

When making an unarmed attack, the character's Attack Score equals their Base Attack Score plus half their character level, rounded up.

When wielding a weapon, the character instead uses their normal Base Attack Score plus the weapon's Attack Score.

Sneak Attack

A character with Sneak Attack is skilled at striking when an opponent is most vulnerable.

To attempt a Sneak Attack, the character must be unnoticed by the opponent, positioned behind or beside them, and wielding a light melee weapon.

Sneak Attack Dice
Character Level Dice Rolled
1 Dexterity modifier
2-4 Dexterity modifier + 1
5-8 Dexterity modifier + 2
9 Dexterity modifier + 3

This roll is compared against the opponent's Wisdom modifier or Awareness Score in the same manner as an Opposed Ability Roll.

Sneak Attack Target
Opposing Modifier Target
14+
25+
36
46 × 2
56 × 3

A target of 6 × 2 requires at least two sixes. A target of 6 × 3 requires at least three sixes.

If any die meets or exceeds the Target Number, the Sneak Attack succeeds and inflicts damage equal to three times the character's Attack Score.

The opponent does not make a Defense Roll. Instead, they make a Vitality Resistance Roll. If any 6 is rolled, the damage is halved, rounded up.

If the opponent takes damage and survives, they become stunned and cannot take any action. A successful Vitality Resistance Roll of 5+ immediately ends the stun effect.

If the Sneak Attack fails, the opponent takes no damage and the character loses the element of surprise. Another Sneak Attack cannot be attempted against that opponent unless surprise is regained.

Stoneblood

A character with Stoneblood possesses an innate resilience that makes them exceptionally resistant to toxins.

When making a Vitality Resistance Roll against any type of poison, the character applies their Stoneblood bonus instead of relying on the Resilience skill.

Stoneblood
Character Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Tranquil Soul

Through meditation, controlled breathing, and spiritual insight, a character with Tranquil Soul recovers from injury at an accelerated rate.

During an eight-hour long rest, the character restores Hit Points equal to their Vitality modifier plus their class Hit Point bonus, multiplied by two.

Beginning at Level 8, this amount is multiplied by three instead.

This healing cannot increase the character's current Hit Points above their maximum Hit Points.

Turn Undead

A character with Turn Undead can channel divine power to repel undead creatures and force them to retreat.

This feature may be used a number of times per day, or between rests, equal to half the character's level, rounded up.

Range: 30 ft. radius
Area of Effect: All undead within the area
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: Wisdom 6

When this feature is used, the player rolls a number of d6 based on the character's level and Wisdom modifier.

Turn Undead
Character Level Number of Dice Rolled
1 Wisdom modifier
2-4 Wisdom modifier + 1
5-8 Wisdom modifier + 2
9 Wisdom modifier + 3

If any die shows a 5 or 6, the turning attempt succeeds. Every undead creature within 30 feet must then roll a 6 on a Wisdom Resistance Roll to avoid being turned.

Undead creatures that fail must flee at their full Movement Speed away from the character. They cannot willingly approach or attack the character for a number of rounds equal to the character's Wisdom modifier.

At the GM's discretion, weaker undead such as skeletons or zombies may be destroyed instead. For every 6 rolled during the turning attempt, one undead creature is destroyed without receiving a Resistance Roll.

Certain intelligent undead creatures may be immune to Turn Undead.

Two-Weapon Fighting

A character with Two-Weapon Fighting may wield a weapon in each hand and attack with both weapons during their turn.

Both weapons must be light, one-handed weapons, with one weapon equipped in each hand.

When attacking with the off-hand weapon, the character suffers a -1 penalty to their Attack Score. A character with the Ambidextrous skill does not suffer this penalty.

Both attacks are resolved separately. The character may target the same opponent with both attacks or attack two different opponents.

If the character also possesses Multiple Attacks per Round, their class description determines whether both weapons may be used during each attack.