Arms Master
Designed by
About this class
Become one with your weapon to thwart and protect as the Arms Master.
For use with Avatarheart
Domains
Blade
Valor
Starting stats
Hope feature
Class features
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Attack of Opportunity
If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed: - They can’t move from where they are. - You deal damage to them equal to your primary weapon’s damage. - You move with them.
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Combat Training
You ignore burden when equipping weapons. Equipping or swapping weapons during combat does not require you to mark a Stress.
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Combo Strike
After rolling damage on a successful attack with a physical weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means. Your Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option.
Class items
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Call of the Brave
Foundation
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
Call of the Brave
Specialization
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Call of the Brave
Mastery
.: .
Call of the Slayer
Foundation
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
Call of the Slayer
Specialization
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Call of the Slayer
Mastery
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Arms Master
Become one with your weapon to thwart and protect as the Arms Master.
For use with Avatarheart
Domains
Blade + Valor
Starting Evasion
10
Starting Hit Points
7
Class Items
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Arms Master’s Hope Feature
No Mercy : Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
Class Features
Attack of Opportunity
If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed: - They can’t move from where they are. - You deal damage to them equal to your primary weapon’s damage. - You move with them.
Combat Training
You ignore burden when equipping weapons. Equipping or swapping weapons during combat does not require you to mark a Stress.
Combo Strike
After rolling damage on a successful attack with a physical weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means. Your Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option.
Arms Master Subclasses
Choose either the Call of the Brave or Call of the Slayer subclass.
Call of the Brave
if you want to use the might of your enemies to fuel your own power.
Foundation Features
Courage: When you fail a roll with Fear, you gain a Hope.
Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.
Specialization Feature
.: .
Mastery Feature
.: .
Call of the Slayer
if you want to strike down adversaries with immense force.
Foundation Features
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
Specialization Feature
.: .
Mastery Feature
.: .
Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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