Central Empire Variant Warrior
Designed by
About this class
As per the core Warrior class but with access to the Central Empire subclasses.
Included subclasses
Domains
Blade
Bone
Starting stats
Hope feature
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. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
Class items
- The drawing of a lover
- A sharpening Stone
Character questions
Background prompts
- Who taught you to fight, and why did they stay behind when you left home?
- Somebody defeated you in battle years ago and left you to die. Who was it, and how did they betray you?
- What legendary place have you always wanted to visit, and why is it so special?
Connection prompts
- We knew each other long before this party came together. How?
- What mundane task do you usually help me with off the battlefield?
- What fear am I helping you overcome?
Subclass cards
Printable via header menu
Myrmidon
Foundation
Light Armor Expert: Whenever the Myrmidon is wearing armor that does not have the Heavy or Very Heavy features they gain a +1 to evasion.
Mobile fighter: The myrmidon may attack as if their Adversary were one range category closer (so they may attack with melee attacks at very close range, very close at close range, close at far range and far at very far range) This feature does not affect creatures who are out of range.
Myrmidon
Specialization
Masterful Finese: The myrmidon has learned to make pin-point accurate attacks. When attacking with a weapon that uses Strength, Agility or Finesse traits they may add a second of those three traits to the attack roll.
Uninhibited Traversal: The Myrmidon may move anywhere within far range without requiring an ability roll.
Myrmidon
Mastery
Shadow Strike: When you hit with an attack you may mark a stress to add 2d8 magic damage to the attack.
Running Assault: Whenever you move in combat you may attack an Adversary both at your starting point and your end-point as part of the same action.
Breacher
Foundation
Disruptive Rage: As an action you may select an Adversary who is particularly annoying to you. Make an Instinct roll. If you succeed the adversary has disadvantage to attack anyone other than you. This power ends if you make a death move or if the adversary is defeated.
Shield Breaker: You deal double-damage to structures, barriers and environmental features. You may mark a stress to reduce an adversary’s difficulty by one. You may only do this once for any given adversary.
Breacher
Specialization
Tenacious Foe: If an adversary moves within very close range of you, mark a stress to attack them as a reaction.
Confounding attack: Once per rest, when you make an attack and deal damage, you may apply the Confused condition to an Adversary. While Confused an adversary will always attack the closest creature whether that creature is a PC or another adversary. If two creatures are equidistant from the adversary they will decide which creature to attack randomly. The GM may clear Confused using their spotlight.
Breacher
Mastery
Heart of Chaos: You gain a +1 to evasion for every Adversary within close range. Hordes count as two adversaries for the purpose of Heart of Chaos until they reach the threshold to reduce damage whereupon the horde counts as one adversary. Whenever you are within melee range of at least two adversaries you have advantage on attack rolls and impose disadvantage on attack rolls against you.
Central Empire Variant Warrior
As per the core Warrior class but with access to the Central Empire subclasses.
Domains
Blade + Bone
Starting Evasion
11
Starting Hit Points
6
Class Items
- • The drawing of a lover
- • A sharpening Stone
Central Empire Variant Warrior’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. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
Central Empire Variant Warrior Subclasses
Choose either the Myrmidon or Breacher subclass.
Myrmidon
A lightly armored warrior trained in precision strikes.
Foundation Features
Light Armor Expert: Whenever the Myrmidon is wearing armor that does not have the Heavy or Very Heavy features they gain a +1 to evasion.
Mobile fighter: The myrmidon may attack as if their Adversary were one range category closer (so they may attack with melee attacks at very close range, very close at close range, close at far range and far at very far range) This feature does not affect creatures who are out of range.
Specialization Feature
Masterful Finese: The myrmidon has learned to make pin-point accurate attacks. When attacking with a weapon that uses Strength, Agility or Finesse traits they may add a second of those three traits to the attack roll.
Uninhibited Traversal: The Myrmidon may move anywhere within far range without requiring an ability roll.
Mastery Feature
Shadow Strike: When you hit with an attack you may mark a stress to add 2d8 magic damage to the attack.
Running Assault: Whenever you move in combat you may attack an Adversary both at your starting point and your end-point as part of the same action.
Breacher
Break formations, confound plans and terrify foes
Foundation Features
Disruptive Rage: As an action you may select an Adversary who is particularly annoying to you. Make an Instinct roll. If you succeed the adversary has disadvantage to attack anyone other than you. This power ends if you make a death move or if the adversary is defeated.
Shield Breaker: You deal double-damage to structures, barriers and environmental features. You may mark a stress to reduce an adversary’s difficulty by one. You may only do this once for any given adversary.
Specialization Feature
Tenacious Foe: If an adversary moves within very close range of you, mark a stress to attack them as a reaction.
Confounding attack: Once per rest, when you make an attack and deal damage, you may apply the Confused condition to an Adversary. While Confused an adversary will always attack the closest creature whether that creature is a PC or another adversary. If two creatures are equidistant from the adversary they will decide which creature to attack randomly. The GM may clear Confused using their spotlight.
Mastery Feature
Heart of Chaos: You gain a +1 to evasion for every Adversary within close range. Hordes count as two adversaries for the purpose of Heart of Chaos until they reach the threshold to reduce damage whereupon the horde counts as one adversary. Whenever you are within melee range of at least two adversaries you have advantage on attack rolls and impose disadvantage on attack rolls against you.
Background Questions
Answer any of the following, or create your own.
- • Who taught you to fight, and why did they stay behind when you left home?
- • Somebody defeated you in battle years ago and left you to die. Who was it, and how did they betray you?
- • What legendary place have you always wanted to visit, and why is it so special?
Connections
Ask one of the following, or improvise.
- • We knew each other long before this party came together. How?
- • What mundane task do you usually help me with off the battlefield?
- • What fear am I helping you overcome?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.