Hermit
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
Sage
Blade
Starting stats
Hope feature
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
Subclass cards
Printable via header menu
Relic Bearer
Foundation
SPELLCAST TRAIT: Strength
Relicbound Sentinel: You create a singular nature relic, a legendary weapon bound to you alone. You and the GM work together to define the relic’s weapon stats, appearance, materials, and origin. When you hit with the relic, choose whether the damage is physical or magical. If magical, describe how elemental or natural forces manifest through the strike.
Dual Discipline: You may have two Disciplines active at the same time.
Relic Bearer
Specialization
Relicbound Precision: When you make an attack with your relic, Spend 2 Hope to treat your Proficiency bonus as doubled for that attack.
Deepwood Disciplines: You know the following Disciplines:
Grave Stillness: If you do not move on your turn, you are considered Hidden until the start of your next turn.
Ancestral Weight: Once per scene, when you hit with a melee weapon, the target is temporarily Restrained.
Nature’s Resolve: Once per scene, you may ignore being Restrained or the effects of difficult terrain.
Relic Bearer
Mastery
Cycle of the Old Ways: When you defeat an adversary, you may switch your Disciplines. You cannot choose a Discipline that is currently active. You may swap one or both of your active Disciplines.
Verdant Judgment: When you hit an adversary with your relic,
the area within Very Close range of that target becomes difficult terrain. In addition, attacks made with your relic against adversaries standing in difficult terrain are treated as if those adversaries are Vulnerable.
Ancestral Host
Foundation
SPELLCAST TRAIT: Instinct
Nature's Conduit: As a downtime action, you bind a natural spirit to your body. Choose one:
Beast Spirit: Your instincts sharpen and your body adapts. You gain advantage on Reaction Rolls.
Plant Spirit: Your body becomes resilient and regenerative. Once per scene, mark a Stress to heal 1 HP.
Fey Spirit: Your presence becomes unsettling and elusive. Once per scene, when you are targeted by an attack, you may teleport within Far range before the attack resolves.
The spirit manifests visibly through markings, altered features, growths, eyes, voice, or aura. The spirit is permanently bound and cannot be removed by normal means.
Spirit Reprisal: Spend 1 Hope when you are hit by physical damage to gain resistance and become Spectral. You can pass through solid objects until the end of your next turn.
Ancestral Host
Specialization
Dual Possession: You may bind two spirits to your body instead of one. Your body visibly reflects the presence of both spirits.
Spiritual Edicts: Your bound spirit alters how Law of the Old
Growth manifests. When you use Law of the Old Growth, you may choose one of the following additional options based on your spirit:
Beast Spirit—Predatory Reversal: After the attacker resolves their action, you may immediately reposition within Close range and make a weapon attack against them.
Plant Spirit—Forest Bastion: Roots and bark harden the ground. You and allies within Very Close range gain your choice of damage resistance until the end of the attacker’s next turn.
Fey Spirit—Trickster’s Snare: Illusions and glamour disorient the attacker. The attacker is Restrained an cannot take reactions until the end of their next turn.
Ancestral Host
Mastery
Convergent Will: Your spirits no longer act independently. When you use Law of the Old Growth, you may apply two options.
Ascendant Vessel: Your body becomes a perfected conduit for ancestral power. You may maintain all three spirits. When you would be reduced to 0 HP, you may instead lose a spirit and regain half your HP. The spirit scars you permanently for the sacrifice. After a long rest, the spirits will return.
Hermit
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
Sage + Blade
Starting Evasion
11
Starting Hit Points
6
Class Items
- • a weathered weapon, or collection of carved ancestral tokens.
Hermit’s 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.
Hermit Subclasses
Choose either the Relic Bearer or Ancestral Host subclass.
Relic Bearer
Play the Relicbearer if you want to wield a singular legendary weapon bound to natural law, carrying ancient power through steel, stone, and spirit.
Spellcast Trait
Strength
Foundation Features
Relicbound Sentinel: You create a singular nature relic, a legendary weapon bound to you alone. You and the GM work together to define the relic’s weapon stats, appearance, materials, and origin. When you hit with the relic, choose whether the damage is physical or magical. If magical, describe how elemental or natural forces manifest through the strike.
Dual Discipline: You may have two Disciplines active at the same time.
Specialization Feature
Relicbound Precision: When you make an attack with your relic, Spend 2 Hope to treat your Proficiency bonus as doubled for that attack.
Deepwood Disciplines: You know the following Disciplines:
Grave Stillness: If you do not move on your turn, you are considered Hidden until the start of your next turn.
Ancestral Weight: Once per scene, when you hit with a melee weapon, the target is temporarily Restrained.
Nature’s Resolve: Once per scene, you may ignore being Restrained or the effects of difficult terrain.
Mastery Feature
Cycle of the Old Ways: When you defeat an adversary, you may switch your Disciplines. You cannot choose a Discipline that is currently active. You may swap one or both of your active Disciplines.
Verdant Judgment: When you hit an adversary with your relic,
the area within Very Close range of that target becomes difficult terrain. In addition, attacks made with your relic against adversaries standing in difficult terrain are treated as if those adversaries are Vulnerable.
Ancestral Host
Play the Ancestral Host if you want to share your body with a bound natural spirit, gaining power as its presence reshapes you over time.
Spellcast Trait
Instinct
Foundation Features
Nature's Conduit: As a downtime action, you bind a natural spirit to your body. Choose one:
Beast Spirit: Your instincts sharpen and your body adapts. You gain advantage on Reaction Rolls.
Plant Spirit: Your body becomes resilient and regenerative. Once per scene, mark a Stress to heal 1 HP.
Fey Spirit: Your presence becomes unsettling and elusive. Once per scene, when you are targeted by an attack, you may teleport within Far range before the attack resolves.
The spirit manifests visibly through markings, altered features, growths, eyes, voice, or aura. The spirit is permanently bound and cannot be removed by normal means.
Spirit Reprisal: Spend 1 Hope when you are hit by physical damage to gain resistance and become Spectral. You can pass through solid objects until the end of your next turn.
Specialization Feature
Dual Possession: You may bind two spirits to your body instead of one. Your body visibly reflects the presence of both spirits.
Spiritual Edicts: Your bound spirit alters how Law of the Old
Growth manifests. When you use Law of the Old Growth, you may choose one of the following additional options based on your spirit:
Beast Spirit—Predatory Reversal: After the attacker resolves their action, you may immediately reposition within Close range and make a weapon attack against them.
Plant Spirit—Forest Bastion: Roots and bark harden the ground. You and allies within Very Close range gain your choice of damage resistance until the end of the attacker’s next turn.
Fey Spirit—Trickster’s Snare: Illusions and glamour disorient the attacker. The attacker is Restrained an cannot take reactions until the end of their next turn.
Mastery Feature
Convergent Will: Your spirits no longer act independently. When you use Law of the Old Growth, you may apply two options.
Ascendant Vessel: Your body becomes a perfected conduit for ancestral power. You may maintain all three spirits. When you would be reduced to 0 HP, you may instead lose a spirit and regain half your HP. The spirit scars you permanently for the sacrifice. After a long rest, the spirits will return.
Background Questions
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Connections
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