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Hermit

Classes Designed by Dagger Dog Dad • Art by istock

About this class

Grizzled warriors of the wild who uphold ancient natural law through solitary discipline, relics, and primal bonds. Hermits stand unyielding against the world, answering violence with ancient natural law through steel, spirit, and endurance.

Domains

Core domain
Sage
Core domain
Blade

Starting stats

Evasion
11
Hit points
6

Hope feature

Law of the Old Growth
Spend 3 Hope when you or an ally within Close range takes damage. Choose one: Withering Retaliation: Impose disadvantage on the attacker’s next attack roll. Grasping Wilds: Vines, roots, or ancestral force surge forth and Restrain the attacker until the end of their next spotlight.

Class features

  • Wild Discipline

    Through isolation and repetition, you have internalized the balance between weapon mastery and natural law. At the start of each day, choose one Discipline to embody until your next long rest. You may only have one Discipline active at a time. You know the following:

    Stonebound: The first time each scene you would mark HP, ignore 1 HP.

    Predatory Instincts: The first time when you hit a target with a weapon, impose disadvantage on the target’s next attack roll.

    Rooted Awareness: You cannot be surprised. Gain advantage on Reaction Rolls.

Class items

  • a weathered weapon, or collection of carved ancestral tokens.

Character questions

Background prompts

Connection prompts

Discussion

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