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You carry the trauma of war on your shoulders. The mark of the soldier is steel in your heart, but also a cross you bear. You seek redemption or inner peace.
Strange
Nature recoils at your presence. Animals actively fear and avoid you. Dogs bark, birds caw.
Genetic Fortitude
Talent
You start with +3 HP and gain 3 HP when you choose that perk to level up (instead of 2 HP). You have disadvantage on Smart.
Exorcise
Technique
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.
Battle Mage
kit
You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.
Equipment
Weapons
4
Chain +2
Flexible
M/2
Bare Fists or Feet +2
Hand-to-Hand
Armor
Armored Coat
Piecemeal
6
2
Shield
You have no shield equipped.
Defense +4
Initiative +0
Soak0
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Shadow
Snuffs out light sources.
The victim is blinded until after their next action.
Spells
Antimagic Whip
Metamagic
+4
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
Fate Link
Astral
+2
You psychically entwine yours and your target's fate. The binding can only ever be between two targets, and it lasts for the duration of the spell. While your fates are bound, anything done to you is also experienced by your target, and vice versa, including all forms of harm up to unconsciousness and death.
Maleficence
Shadow
Snuffs out light sources.
The victim is blinded until after their next action.
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Your opponent is ensnared by your weapon and must spend their next action to break free. If you choose to keep them ensnared, you forgo your action and your opponent makes a contested Mighty check at +2 for every round beyond the first they are ensnared.