Antiquarian
About this class
Some things should be left undisturbed, but that is not the nature of the sentient beings. Antiquarians delve into the forgotten and should know best, that history is bound to repeat itself. Their fascination with odd trinkets – not for the sake of money, but rather morbid curiosity – often leads them into perilous situations. Researching unfortunate demises, some start to recognize the insignificance of your choices in the grand scheme of things, becoming Fatalists, carelessly trusting Fate to guide them. Others turn to occult ways to try and fight what Fate thrusts their way. Both seem to be bending the odds, pulling trinkets out of trash, surviving blows they should not, and leaving onlookers wondering, unsettled.
Included subclasses
Domains
Arcana
Starting stats
Hope feature
Class features
-
Appraise
Whenever you find loot, you can ask for a Fate Roll, to find an additional loot item of the same rarity, or to exchange a piece of loot for another. Work with your GM. Also, you can use a downtime action during any rest to make a Fate Roll. A success rewards you with one loot item, rarity according to Tier:
- Tier 1: Common
- Tier 2: Common or Uncommon
- Tier 3: Uncommon or Rare
- Tier 4: Rare -
Dust It Off
Once per session, when investigating something or someone, you can mark a Stress to gather insight. Without a roll, your GM gives you information about
- a location
- an NPC
- a secret
- the history
If you use this information for an action roll, you can change a roll with Fear to a roll with Hope, once.
Class items
- An old trinket, coin, or painting of unknown origin
- A tome written in a strange alphabet
Character questions
Background prompts
- What did you find that should not have been disturbed? How is it impacting you today?
- How did Fate betray you before?
- What vision of your future scares you?
Connection prompts
- I have learned a family secret of yours, that you are not aware of. What is it?
- Once, you left it all in Fate's hands. How did the situation resolve, and why did you tell me?
- When my time comes, how do you think I will be remembered? What memorabilia will I leave behind?
Subclass cards
Printable via header menu
Fatalist
Foundation
SPELLCAST TRAIT: Instinct
Determine Your Fate: Your Fate Rolls use a d20; on 18-20, you gain a Hope; on a 1, you lose a Hope. On long rests, clear all unspent Fate Tokens, then, make a Fate Roll:
1-6: Gain 1 Fate Token
7-13: Gain 2 Fate Tokens
14-20: Gain 3 Fate Tokens
Change Your Fate: Fate Tokens can be used instead of any kind of other tokens. You can also spend a Fate Token to:
change a Reaction Roll into a Fate Roll (standard difficulty: 8; GM's discretion)
succeed on a Fate Roll
remove a Condition from yourself or an ally
Fatalist
Specialization
Odds In Your Favor: Each rest, you can use a single downtime action to gain two additional Fate Tokens (maximum capacity: 6).
Trick The Game: Spend a Fate Token to:
change your Hope Die to a d20 on a "Risk It All" death move
make a Fate Roll (difficulty: 10) when the GM spends a Fear. On a success, the GM has to spend an additional Fear to make their move. If they do not or cannot, the Fear already spent is lost without consequences. On a failure, the action resolves without interference and you must mark a Stress.
Fatalist
Mastery
Blind Trust: Increase your maximum capacity for Fate Tokens to 7. You can use 2 Fate Tokens instead of 1 Hope.
Tempting Fate: Spend all your Fate Tokens (minimum of 2), then make a Fate Roll (difficulty 10). On a success, clear two times the amount of spent tokens in HP and all of your Stress. On a failure, lose all Hope and clear half your Stress.
It's Meant To Be: When choosing to go out in a "Blaze Of Glory": For each unspent Fate Token, you and your allies will critically succeed on Action Rolls. Then cross through the veil of death. You cannot be resurrected by any means.
Occultist
Foundation
SPELLCAST TRAIT: Knowledge
Weird Knowledge: Place the card "Final Words" next to this one. You can mark a Stress to use cards placed next to your subclass features. The cards do not count against your loadout limit.
Conversion: Remove a temporary Condition from any target within Far range to clear a Stress. If you remove a Condition from an enemy, they must additionally mark a Stress.
Unsettling Presence: When you take Severe damage, your attacker must mark a Stress.
Occultist
Specialization
Occult Knowledge: Place the card "Death Grip" next to this one.
Blood Incantation: On a successful attack, you can mark an HP to add d6s using your Proficiency to the damage roll. The target must mark Stress instead of HP.
Dreadful Aura: Your Unsettling Presence activates on Major damage.
Occultist
Mastery
Forbidden Knowledge: Place the cards "Spellcharge" and "Night Terror" next to this one.
Dormant Power: Once per session, banish up to 4 of your cards in play. Each applies one uniquely:
clear all Stress
clear HP equal to your Proficiency
a target must mark Stress equal to your Proficiency
gain Hope equal to the combined Recall Cost
initiate a Tag Team Roll without cost
critically succed on your next Action Roll
Redeem (Countdown 4): On long rests, you can work on redeeming your banished cards. When triggered, place all banished cards next to the subclass features and in your vault.
Antiquarian
Some things should be left undisturbed, but that is not the nature of the sentient beings. Antiquarians delve into the forgotten and should know best, that history is bound to repeat itself. Their fascination with odd trinkets – not for the sake of money, but rather morbid curiosity – often leads them into perilous situations. Researching unfortunate demises, some start to recognize the insignificance of your choices in the grand scheme of things, becoming Fatalists, carelessly trusting Fate to guide them. Others turn to occult ways to try and fight what Fate thrusts their way. Both seem to be bending the odds, pulling trinkets out of trash, surviving blows they should not, and leaving onlookers wondering, unsettled.
Domains
Dread + Arcana
Starting Evasion
11
Starting Hit Points
5
Class Items
- • An old trinket, coin, or painting of unknown origin
- • A tome written in a strange alphabet
Antiquarian’s Hope Feature
I Know Your Past : Spend 3 Hope to clear a Stress. Additionally, either make an adversary temporarily Vulnerable, or have them mark Stress equal to your Tier.
Class Features
Appraise
Whenever you find loot, you can ask for a Fate Roll, to find an additional loot item of the same rarity, or to exchange a piece of loot for another. Work with your GM. Also, you can use a downtime action during any rest to make a Fate Roll. A success rewards you with one loot item, rarity according to Tier: - Tier 1: Common - Tier 2: Common or Uncommon - Tier 3: Uncommon or Rare - Tier 4: Rare
Dust It Off
Once per session, when investigating something or someone, you can mark a Stress to gather insight. Without a roll, your GM gives you information about - a location - an NPC - a secret - the history If you use this information for an action roll, you can change a roll with Fear to a roll with Hope, once.
Antiquarian Subclasses
Choose either the Fatalist or Occultist subclass.
Fatalist
Your Fate is predetermined, but still, you can tip the scales in your favor
Spellcast Trait
Instinct
Foundation Features
Determine Your Fate: Your Fate Rolls use a d20; on 18-20, you gain a Hope; on a 1, you lose a Hope. On long rests, clear all unspent Fate Tokens, then, make a Fate Roll:
1-6: Gain 1 Fate Token
7-13: Gain 2 Fate Tokens
14-20: Gain 3 Fate Tokens
Change Your Fate: Fate Tokens can be used instead of any kind of other tokens. You can also spend a Fate Token to:
change a Reaction Roll into a Fate Roll (standard difficulty: 8; GM's discretion)
succeed on a Fate Roll
remove a Condition from yourself or an ally
Specialization Feature
Odds In Your Favor: Each rest, you can use a single downtime action to gain two additional Fate Tokens (maximum capacity: 6).
Trick The Game: Spend a Fate Token to:
change your Hope Die to a d20 on a "Risk It All" death move
make a Fate Roll (difficulty: 10) when the GM spends a Fear. On a success, the GM has to spend an additional Fear to make their move. If they do not or cannot, the Fear already spent is lost without consequences. On a failure, the action resolves without interference and you must mark a Stress.
Mastery Feature
Blind Trust: Increase your maximum capacity for Fate Tokens to 7. You can use 2 Fate Tokens instead of 1 Hope.
Tempting Fate: Spend all your Fate Tokens (minimum of 2), then make a Fate Roll (difficulty 10). On a success, clear two times the amount of spent tokens in HP and all of your Stress. On a failure, lose all Hope and clear half your Stress.
It's Meant To Be: When choosing to go out in a "Blaze Of Glory": For each unspent Fate Token, you and your allies will critically succeed on Action Rolls. Then cross through the veil of death. You cannot be resurrected by any means.
Occultist
Incantations in unspeakable tongues, blood sacrifices: you've read it all
Spellcast Trait
Knowledge
Foundation Features
Weird Knowledge: Place the card "Final Words" next to this one. You can mark a Stress to use cards placed next to your subclass features. The cards do not count against your loadout limit.
Conversion: Remove a temporary Condition from any target within Far range to clear a Stress. If you remove a Condition from an enemy, they must additionally mark a Stress.
Unsettling Presence: When you take Severe damage, your attacker must mark a Stress.
Specialization Feature
Occult Knowledge: Place the card "Death Grip" next to this one.
Blood Incantation: On a successful attack, you can mark an HP to add d6s using your Proficiency to the damage roll. The target must mark Stress instead of HP.
Dreadful Aura: Your Unsettling Presence activates on Major damage.
Mastery Feature
Forbidden Knowledge: Place the cards "Spellcharge" and "Night Terror" next to this one.
Dormant Power: Once per session, banish up to 4 of your cards in play. Each applies one uniquely:
clear all Stress
clear HP equal to your Proficiency
a target must mark Stress equal to your Proficiency
gain Hope equal to the combined Recall Cost
initiate a Tag Team Roll without cost
critically succed on your next Action Roll
Redeem (Countdown 4): On long rests, you can work on redeeming your banished cards. When triggered, place all banished cards next to the subclass features and in your vault.
Background Questions
Answer any of the following, or create your own.
- • What did you find that should not have been disturbed? How is it impacting you today?
- • How did Fate betray you before?
- • What vision of your future scares you?
Connections
Ask one of the following, or improvise.
- • I have learned a family secret of yours, that you are not aware of. What is it?
- • Once, you left it all in Fate's hands. How did the situation resolve, and why did you tell me?
- • When my time comes, how do you think I will be remembered? What memorabilia will I leave behind?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.