101
- Origin Strongmen
- Class Cleric
- Kit Battle Mage
- Culture
- Faction
- Ethos Champion
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
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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.
Nature recoils at your presence. Animals actively fear and avoid you. Dogs bark, birds caw.
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.
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 (per the spell Dispel Magic). To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell.
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.
Chain +2
Flexible
Bare Fists or Feet +2
Hand-to-Hand
Armored Coat
Piecemeal
You have no shield equipped.
Heroic deeds of valor are not your forte.
Shadow
+4 Smart
The victim is blinded until after their next action.
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.
Shadow
+4 Smart
The victim is blinded until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no shields in your inventory.
This hero has not logged any notes.
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