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Everyone told you you're not good enough. You were surrounded by greatness, your genius obscured. You seek to prove them all wrong and achieve renown.
Dogmatic
Your strict adherence to a particular moral code alienates you from the rest of society.
Sorcerous Touch
Talent
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
Sacred Touch
Technique
Choose a maleficence. For 1 MP, you may apply the peril of your maleficence to an attack with your weapon (this does not count as an action). For 3 MP, you may convert your maleficence into healing energy that recovers 1d6 HP to any target you touch. A paladin's maleficence is not subject to magic penalties conferred by armor or shields.
Investigator
kit
Your perceptive eye is attuned to rooting out the truth. As long as you have MP, you gain advantage on all checks that involve perceiving illusions, lies, or mundane deceptions like disguises. For 3 MP, you may create a lead tag for the duration of your investigation. You may invoke a lead tag to reveal a clue or create narrative advantage in the context of your investigation.
Equipment
Weapons
5
Falchion +8
Edged
Defender
Piercing
M/2
Bare Fists or Feet +6
Hand-to-Hand
Armor
+2
Bronze Plate
Heavy
10
1
5
Shield
+3
War Door +3
Tower
3
Knockdown
Defense +7
Initiative +2
Soak1
Wounds
Skills
Languages
Supply
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.