Drifter
About this class
The Drifter is a person who originates from (or at least spent a considerable amount of time in) another time/realm/dimension, and through some magical means, has ended up in this place. The magic that brought them here also helps them bring a few other things from their point of origin, allowing them some of the amenities they are familiar with, but not like if they were still back where they came from. As they adapt to their new surroundings, they make the most of their new situation. They oftentimes bring a different perspective to situations, making them handy to call upon for help. They can feel lost, being a fish out of water, but if you show them kindness, and grace, they will return it in spades.
Domains
Arcana
Starting stats
Hope feature
Class features
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Lost in Translation
Sometimes your otherworldly travels may leave you a little lost in this time and/or place. Whenever you fail a skill check, you may Mark a Stress to give yourself advantage.
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Dimensional Debris
Whenever you mark an Armor Slot, you may Spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, the creature takes 1d20 magic damage. It becomes 2d20 at level 5.
Class items
- An object that reminds you of home
- A physical manifestation of your warping magic
Character questions
Background prompts
- Did you volunteer to traverse time, and space, or was it incidental?
- What is most different about where you are from, and where you are now?
- What do you like more about here than where you are from?
Connection prompts
- You were there when I first appeared in this place. What was your initial reaction?
- I tell you stories of where I’m from. Which one is your favorite?
- You have taught me a lot about this place. What was the most important lesson?
Subclass cards
Printable via header menu
Ancient Traveler
Foundation
SPELLCAST TRAIT: Instinct
Hunter-Gatherer: You come from the distant past, where you needed to fight for your survival. You gain advantage on Instinct rolls to track things you are familiar with, and identify if something is dangerous.
Ancient Runes: Spend 2 Hope. Until your next rest, or you use this ability again, you may gain one of the following benefits:
- Primitive Power-Whenever you make a successful attack, you may add your Instinct modifier to the damage roll.
- Strenuous Sacrifice-Whenever you make a spellcast roll, you may mark a Stress to give yourself advantage on the roll.
- Carving Strike-Whenever you make a successful attack, spend a Hope to force the target to make a reaction roll (13). On a failure, the target has disadvantage on its next attack roll.
Ancient Traveler
Specialization
Survival of the Fittest: Gain an additional Hit Point Slot
Esoteric Runes: Your options for your Ancient Runes now includes:
- Lost Techniques-Spend a Hope to add your Instinct modifier to rolls of any other stat.
- Old Tricks-Whenever you force a creature to make a reaction roll, you may mark a Stress to force them to make the roll at disadvantage.
- Primal Sprint-You may move into Far range without making an agility roll.
Ancient Traveler
Mastery
Restoring Touch: Once per session, you may make a spellcast roll (18). On a success, you may restore an object to a previous state, or clear all Hit Points on someone within Very Close range.
Primordial Runes: Your options for your Ancient Runes now includes:
- Heightened Reflexes-Gain +2 to your Evasion.
- Crushing Savagery-When you make a successful attack, mark a stress to force the target to mark an additional Hit Point.
- Prehistoric Frenzy-Make a spellcast roll against a target in Far range. On a success, the target, and anyone within Very Close range must make a reaction roll (16). On a failure, they take d20 + 8 physical damage using your proficiency. On a failure, they take half damage.
Futuristic Traveler
Foundation
SPELLCAST TRAIT: Knowledge
Tech-Savvy: You come from the distant future, where technology, and civilization have advanced tremendously. You gain advantage on Knowledge rolls to understand technology, and create blueprints for ways to use the technology available to you.
Rudimentary Improvements: Spend 3 Hope to improve the weapon of someone within Very Close range until their next rest. When the person attacks with their improved weapon, they gain a bonus to attack rolls equal to your Knowledge modifier (minimum 1), and an additional 1d6 to damage rolls.
Futuristic Traveler
Specialization
Future Sense: Gain a permanent +1 Evasion
Building a Better Tomorrow: Whenever you help someone with a Downtime Activity, you gain an additional Hope.
Futuristic Traveler
Mastery
Advanced Improvements: Whenever you use your Rudimentary Improvements feature, the bonus to attack rolls now equals your Knowledge modifier + 2, and the bonus to damage rolls is now 2d6.
Future Force: Mark a Stress, and make a spellcast roll against a target within Very Far range. On a success, you call upon a futuristic weapon, and do d12 + 7 magic damage using your proficiency, and the target must make a reaction roll (16). On a failure, the target is vulnerable until the GM spends a number of Fear equal to your Knowledge modifier to clear the condition. The weapon then fades away.
Fey Traveler
Foundation
SPELLCAST TRAIT: Presence
Courting: You are from the Fey realms, filled with wondrous magic, and devious trickery. You gain advantage on Presence rolls made to charm, or deceive someone.
Fey Step: Spend a Hope, and make a Spellcast roll (15). On a success, you may teleport anywhere within Close range, and gain the Hidden condition.
Fey Traveler
Specialization
Mystic Mist: Whenever you get hit with an attack, mark a Stress to force the creature to make a reaction roll (15). On a failure, you take half damage.
Fey Finder: When you successfully use your Fey Step ability, you may Spend an additional Hope to recall a Domain Card without paying its recall cost.
Fey Traveler
Mastery
Whimsy and Woe: Spend 3 Hope. Until the end of the scene, whenever you make a successful attack with Hope, you may Clear 1 Hit Point, and whenever you make a successful attack with Fear, the target must mark a Stress.
Fey Shatter: Whenever you successfully use your Fey Step ability, you may spend an additional number of Hope to force an equal number of creatures within Very Close range of where you left to make a reaction roll (17). On a failure, they take d10 + 6 magic damage using your proficiency.
Shadow Traveler
Foundation
SPELLCAST TRAIT: Presence
True Fear: You come from the Shadow Realms, where darkness and despair reign. You have advantage on Presence rolls to ask for help in escaping danger, or convincing people of danger.
Enduring Horrors: You’ve learned how to survive even in the harshest of conditions. Add your Presence Trait to your Damage Thresholds.
Shadow Traveler
Specialization
Cursing Strike: Whenever you make a successful attack, mark a Stress to force the target to make a reaction roll (15). On a failure, they have disadvantage on attacks against you until the GM spends a number of Fear equal to your Presence Modifier to end the condition.
Dark Deal: Whenever you are forced to make a Death Move, you may take this option:
- You may clear 1d6 Hit Points, but give the GM an equal number of Fear.
Shadow Traveler
Mastery
Persistent: Gain a permanent +4 to your Severe Damage Threshold.
Overcast: Whenever you make a successful Spellcast roll, you may spend any number of Hope to force an equal number of attacks made against you to be at Disadvantage.
Drifter
The Drifter is a person who originates from (or at least spent a considerable amount of time in) another time/realm/dimension, and through some magical means, has ended up in this place. The magic that brought them here also helps them bring a few other things from their point of origin, allowing them some of the amenities they are familiar with, but not like if they were still back where they came from. As they adapt to their new surroundings, they make the most of their new situation. They oftentimes bring a different perspective to situations, making them handy to call upon for help. They can feel lost, being a fish out of water, but if you show them kindness, and grace, they will return it in spades.
Domains
Arcana + Summon
Starting Evasion
11
Starting Hit Points
6
Class Items
- • An object that reminds you of home
- • A physical manifestation of your warping magic
Drifter’s Hope Feature
Dimensional Hideaway : Spend 3 Hope to clear either 1d4 Stress, 1d4 Hit Points, or 1d4 Armor Slots.
Class Features
Lost in Translation
Sometimes your otherworldly travels may leave you a little lost in this time and/or place. Whenever you fail a skill check, you may Mark a Stress to give yourself advantage.
Dimensional Debris
Whenever you mark an Armor Slot, you may Spend a Hope to force the attacking creature to make a reaction roll (13). On a failure, the creature takes 1d20 magic damage. It becomes 2d20 at level 5.
Drifter Subclasses
Choose either the Ancient Traveler or Futuristic Traveler subclass.
Ancient Traveler
Play as the Ancient Traveler to enhance your own abilities, and think on your feet in combat.
Spellcast Trait
Instinct
Foundation Features
Hunter-Gatherer: You come from the distant past, where you needed to fight for your survival. You gain advantage on Instinct rolls to track things you are familiar with, and identify if something is dangerous.
Ancient Runes: Spend 2 Hope. Until your next rest, or you use this ability again, you may gain one of the following benefits:
- Primitive Power-Whenever you make a successful attack, you may add your Instinct modifier to the damage roll.
- Strenuous Sacrifice-Whenever you make a spellcast roll, you may mark a Stress to give yourself advantage on the roll.
- Carving Strike-Whenever you make a successful attack, spend a Hope to force the target to make a reaction roll (13). On a failure, the target has disadvantage on its next attack roll.
Specialization Feature
Survival of the Fittest: Gain an additional Hit Point Slot
Esoteric Runes: Your options for your Ancient Runes now includes:
- Lost Techniques-Spend a Hope to add your Instinct modifier to rolls of any other stat.
- Old Tricks-Whenever you force a creature to make a reaction roll, you may mark a Stress to force them to make the roll at disadvantage.
- Primal Sprint-You may move into Far range without making an agility roll.
Mastery Feature
Restoring Touch: Once per session, you may make a spellcast roll (18). On a success, you may restore an object to a previous state, or clear all Hit Points on someone within Very Close range.
Primordial Runes: Your options for your Ancient Runes now includes:
- Heightened Reflexes-Gain +2 to your Evasion.
- Crushing Savagery-When you make a successful attack, mark a stress to force the target to mark an additional Hit Point.
- Prehistoric Frenzy-Make a spellcast roll against a target in Far range. On a success, the target, and anyone within Very Close range must make a reaction roll (16). On a failure, they take d20 + 8 physical damage using your proficiency. On a failure, they take half damage.
Futuristic Traveler
Play as the Futuristic Traveler to give you, and your party, an edge, both in, and out, of combat.
Spellcast Trait
Knowledge
Foundation Features
Tech-Savvy: You come from the distant future, where technology, and civilization have advanced tremendously. You gain advantage on Knowledge rolls to understand technology, and create blueprints for ways to use the technology available to you.
Rudimentary Improvements: Spend 3 Hope to improve the weapon of someone within Very Close range until their next rest. When the person attacks with their improved weapon, they gain a bonus to attack rolls equal to your Knowledge modifier (minimum 1), and an additional 1d6 to damage rolls.
Specialization Feature
Future Sense: Gain a permanent +1 Evasion
Building a Better Tomorrow: Whenever you help someone with a Downtime Activity, you gain an additional Hope.
Mastery Feature
Advanced Improvements: Whenever you use your Rudimentary Improvements feature, the bonus to attack rolls now equals your Knowledge modifier + 2, and the bonus to damage rolls is now 2d6.
Future Force: Mark a Stress, and make a spellcast roll against a target within Very Far range. On a success, you call upon a futuristic weapon, and do d12 + 7 magic damage using your proficiency, and the target must make a reaction roll (16). On a failure, the target is vulnerable until the GM spends a number of Fear equal to your Knowledge modifier to clear the condition. The weapon then fades away.
Background Questions
Answer any of the following, or create your own.
- • Did you volunteer to traverse time, and space, or was it incidental?
- • What is most different about where you are from, and where you are now?
- • What do you like more about here than where you are from?
Connections
Ask one of the following, or improvise.
- • You were there when I first appeared in this place. What was your initial reaction?
- • I tell you stories of where I’m from. Which one is your favorite?
- • You have taught me a lot about this place. What was the most important lesson?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.