Dreadknight
About this class
A fear-infused juggernaut who dominates the frontline through terror, endurance, and inevitability. Dreadknights do not dodge danger. They advance through it, forcing enemies to break or be broken.
New condition
Frightened: When you gain the Frightened condition, you must remain at Far range from the source of your fear. If you’re not, you must first move to Far range when gaining the Spotlight before taking any other actions. If you are unable to do so you have to mark a Stress.
Included subclasses
Domains
Bone
Starting stats
Hope feature
Class features
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Aura of Dread
Your presence crushes resolve. Enemies within Very Close range of you take a –1 penalty to rolls. If an enemy within Very Close range is Frightened or Vulnerable, this penalty becomes –2 instead.
Class items
- A warped banner or sigil that radiates dread when unfurled
- A reliquary of broken armor and bone, fused into your own gear
Character questions
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Subclass cards
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Terrornaut
Foundation
SPELLCAST TRAIT: Strength
Crushing Presence: When you hit a creature with a melee weapon attack, that creature must make a Reaction Roll (15). On a failure, choose one:
The creature becomes Frightened until the end of its next action.
The creature becomes Restrained until the end of its next action.
If the creature is already Frightened or Restrained, it has disadvantage on its next roll.
Lingering Terror: Frightened or Restrained targets continue to suffer Aura of Dread until the end of their next action, even if they leave Very Close range.
Terrornaut
Specialization
The Harrowing: You gain +1 Evasion for each Frightened or Restrained enemy within Close range of you.
Soul Echo: When you hit a creature with a melee weapon attack, mark a Stress to choose one Frightened or Restrained enemy within Close range of the original target. That creature also takes the same damage. You may only apply Soul Echo once per attack.
Terrornaut
Mastery
Emanate Horror: Once per scene, mark a stress, Frightened enemies within Far range of you cannot clear the Frightened condition unless they first leave Far range of you.
Fright Night: Whenever you defeat a Frightened enemy, you:
Clear 1 HP, and
Restore 1 Armor (if any Armor is marked).
This can trigger once per spotlight.
Gravewarden
Foundation
SPELLCAST TRAIT: Strength
Grave Density: You add your Proficiency to your Evasion.
Soulbound Plating: Once per spotlight, when a creature is defeated within Close range of you, Spend Hope to clear HP based on the creature’s tier:
Tier 1: Spend 1 Hope to Clear 1 HP
Tier 2: Spend 2 Hope to Clear 2 HP
Tier 3: Spend 3 Hope to Clear 3 HP
Tier 4: Spend 4 Hope to Clear 4 HP
You also gain temporary Armor slots equal to your Tier. This Armor lasts until the end of the scene and does not stack.
Gravewarden
Specialization
Anti-Magic Shell: While you have temporary Armor from Soulbound Plating, you may mark 1 Stress to gain resistance to magic damage. This resistance ends if all temporary Armor is marked.
Chilling Grasp: When you are hit by an attack, you may force the attacker to make a Reaction Roll (13). On a success, choose one:
The attacker becomes Frightened until the end of its next action.
The attacker becomes Restrained until the end of its next action.
Gravewarden
Mastery
Unyielding Reliquary: Once per long rest, when you would mark your last HP, instead:
Mark all remaining Armor slots
Clear HP equal to half the Armor marked. You remain standing.
Weight of the Slain: When you defeat a Tier 3 or Tier 4 creature, increase all your damage thresholds by that creature’s tier value. This stacks and lasts until end of the scene.
Dreadknight
A fear-infused juggernaut who dominates the frontline through terror, endurance, and inevitability. Dreadknights do not dodge danger. They advance through it, forcing enemies to break or be broken.
New condition
Frightened: When you gain the Frightened condition, you must remain at Far range from the source of your fear. If you’re not, you must first move to Far range when gaining the Spotlight before taking any other actions. If you are unable to do so you have to mark a Stress.
Domains
Bone + Dread
Starting Evasion
9
Starting Hit Points
8
Class Items
- • A warped banner or sigil that radiates dread when unfurled
- • A reliquary of broken armor and bone, fused into your own gear
Dreadknight’s Hope Feature
Relentless March : Spend 3 Hope to ignore movement penalties. The first time each spotlight you enter Very Close range of an enemy, that enemy must make a Reaction Roll (15) or become Frightened until the end of its next action. This lasts until the end of the scene.
Class Features
Aura of Dread
Your presence crushes resolve. Enemies within Very Close range of you take a –1 penalty to rolls. If an enemy within Very Close range is Frightened or Vulnerable, this penalty becomes –2 instead.
Dreadknight Subclasses
Choose either the Terrornaut or Gravewarden subclass.
Terrornaut
Play the Terrornaut if you want to crush foes up close, spreading fear and restraint that leaves enemies reeling even after you move on.
Spellcast Trait
Strength
Foundation Features
Crushing Presence: When you hit a creature with a melee weapon attack, that creature must make a Reaction Roll (15). On a failure, choose one:
The creature becomes Frightened until the end of its next action.
The creature becomes Restrained until the end of its next action.
If the creature is already Frightened or Restrained, it has disadvantage on its next roll.
Lingering Terror: Frightened or Restrained targets continue to suffer Aura of Dread until the end of their next action, even if they leave Very Close range.
Specialization Feature
The Harrowing: You gain +1 Evasion for each Frightened or Restrained enemy within Close range of you.
Soul Echo: When you hit a creature with a melee weapon attack, mark a Stress to choose one Frightened or Restrained enemy within Close range of the original target. That creature also takes the same damage. You may only apply Soul Echo once per attack.
Mastery Feature
Emanate Horror: Once per scene, mark a stress, Frightened enemies within Far range of you cannot clear the Frightened condition unless they first leave Far range of you.
Fright Night: Whenever you defeat a Frightened enemy, you:
Clear 1 HP, and
Restore 1 Armor (if any Armor is marked).
This can trigger once per spotlight.
Gravewarden
Play the Gravewarden if you want to be a walking reliquary of the dead, growing harder to kill as the battlefield fills with souls.
Spellcast Trait
Strength
Foundation Features
Grave Density: You add your Proficiency to your Evasion.
Soulbound Plating: Once per spotlight, when a creature is defeated within Close range of you, Spend Hope to clear HP based on the creature’s tier:
Tier 1: Spend 1 Hope to Clear 1 HP
Tier 2: Spend 2 Hope to Clear 2 HP
Tier 3: Spend 3 Hope to Clear 3 HP
Tier 4: Spend 4 Hope to Clear 4 HP
You also gain temporary Armor slots equal to your Tier. This Armor lasts until the end of the scene and does not stack.
Specialization Feature
Anti-Magic Shell: While you have temporary Armor from Soulbound Plating, you may mark 1 Stress to gain resistance to magic damage. This resistance ends if all temporary Armor is marked.
Chilling Grasp: When you are hit by an attack, you may force the attacker to make a Reaction Roll (13). On a success, choose one:
The attacker becomes Frightened until the end of its next action.
The attacker becomes Restrained until the end of its next action.
Mastery Feature
Unyielding Reliquary: Once per long rest, when you would mark your last HP, instead:
Mark all remaining Armor slots
Clear HP equal to half the Armor marked. You remain standing.
Weight of the Slain: When you defeat a Tier 3 or Tier 4 creature, increase all your damage thresholds by that creature’s tier value. This stacks and lasts until end of the scene.
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