The Raider
About this class
The Raider is a master of the sea and the battlefield, blending a sense of righteous authority with an intuitive understanding of the world’s changing fortunes.
Domains
Starting stats
Hope feature
Class features
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Iron Will
Once per session, when you would mark your last HP, you may instead mark 2 Stress and stay at 1 HP. Additionally, you have advantage on any Presence rolls made to intimidate or command.
Class items
- A small, carved idol, or The Chain of a Captive, or A Jar of Black Sand
Character questions
Background prompts
- What was the specific Omen that signaled it was time for you to leave your homeland?
- Which of your ancestors guides your journey and what legendary feat did they perform that you vow to surpass?
- If you have a "Trophy of Dominance" what is it, and who did you have to humble to claim it?
Connection prompts
- I once shared a "Voyage of Fear" with you. What terrifying thing did we see in the mist that only the two of us know about?
- I believe you have the spirit of a true Sovereign. When did I first see you take command when everyone else was wavering?
Subclass cards
Printable via header menu
The Marauder
Foundation
SPELLCAST TRAIT: Presence
Dread Weight.: When you move into Melee range of an adversary, you may spend 1 Stress to force them to mark a Stress as you assert your presence.
The Marauder
Specialization
Reign of Terror.: Once per scene, after you mark an adversary's HP with an attack, you can force all other adversaries within Close range to make an Instinct Reaction Roll (Difficulty 14). On a failure, they are Stunned until the end of your next turn.
The Marauder
Mastery
Sovereign’s Decree.: When you roll a success with Hope on a Presence roll to command or intimidate, you may immediately take the spotlight for a free weapon attack against any target you have successfully intimidated this scene.
The Sojourner
Foundation
SPELLCAST TRAIT: Instinct
Traveler’s Instinct.: Whenever you make an action roll and the Hope die is higher than the Fear die, you may move to any location within Far range as part of that action without requiring a separate roll.
The Sojourner
Specialization
Bend the Horizon.: When you or an ally within Far range rolls with Fear, you may spend 1 Hope to ignore the Fear result (the GM does not gain Fear) and treat the roll as if it were a success with Hope.
The Sojourner
Mastery
Fate-Reader’s Path.: At the start of a session, roll two d12s. You may swap either of these results with any Duality Die result rolled by anyone at the table during this session. Once a die is swapped, it is spent.
The Raider
The Raider is a master of the sea and the battlefield, blending a sense of righteous authority with an intuitive understanding of the world’s changing fortunes.
Domains
Dominance
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A small, carved idol, or The Chain of a Captive, or A Jar of Black Sand
The Raider’s Hope Feature
Skaldic Glory : Spend 2 Hope to recount a deed of your own or an ally's. You and all allies who can hear you may clear 1 Stress or gain +2 to their next action roll.
Class Features
Iron Will
Once per session, when you would mark your last HP, you may instead mark 2 Stress and stay at 1 HP. Additionally, you have advantage on any Presence rolls made to intimidate or command.
The Raider Subclasses
Choose either the The Marauder or The Sojourner subclass.
The Marauder
Play the Marauder when you want to play a front-line war engine, focused on physical and psychological pressure.
Spellcast Trait
Presence
Foundation Features
Dread Weight.: When you move into Melee range of an adversary, you may spend 1 Stress to force them to mark a Stress as you assert your presence.
Specialization Feature
Reign of Terror.: Once per scene, after you mark an adversary's HP with an attack, you can force all other adversaries within Close range to make an Instinct Reaction Roll (Difficulty 14). On a failure, they are Stunned until the end of your next turn.
Mastery Feature
Sovereign’s Decree.: When you roll a success with Hope on a Presence roll to command or intimidate, you may immediately take the spotlight for a free weapon attack against any target you have successfully intimidated this scene.
The Sojourner
Play the Marauder when you want to play a front-line war engine, focused on physical and psychological pressure.
Spellcast Trait
Instinct
Foundation Features
Traveler’s Instinct.: Whenever you make an action roll and the Hope die is higher than the Fear die, you may move to any location within Far range as part of that action without requiring a separate roll.
Specialization Feature
Bend the Horizon.: When you or an ally within Far range rolls with Fear, you may spend 1 Hope to ignore the Fear result (the GM does not gain Fear) and treat the roll as if it were a success with Hope.
Mastery Feature
Fate-Reader’s Path.: At the start of a session, roll two d12s. You may swap either of these results with any Duality Die result rolled by anyone at the table during this session. Once a die is swapped, it is spent.
Background Questions
Answer any of the following, or create your own.
- • What was the specific Omen that signaled it was time for you to leave your homeland?
- • Which of your ancestors guides your journey and what legendary feat did they perform that you vow to surpass?
- • If you have a "Trophy of Dominance" what is it, and who did you have to humble to claim it?
Connections
Ask one of the following, or improvise.
- • I once shared a "Voyage of Fear" with you. What terrifying thing did we see in the mist that only the two of us know about?
- • I believe you have the spirit of a true Sovereign. When did I first see you take command when everyone else was wavering?
Discussion
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