Walnut
About this class
The Walnut is the garden’s immovable object. They don’t attack
first, they don’t move fast, and they don’t apologize for either.
They plant themselves between the horde and the plants behind
them and dare every zombie in the row to try to get through. The
Walnut’s fantasy is the most elemental one in the game: hold the
line, absorb the punishment, and make the enemy pay for every
inch. While other classes grow stronger by succeeding, the Walnut
grows stronger by taking hits. Vengeful Shell means every time
the horde hurts them, the Walnut gets something back — more
damage, more durability, a burst of retaliation, or a Stress
clear that keeps them standing.
PLAYSTYLE
The Walnut is a reactive class. Their power is triggered by
getting hit, which means their rhythm in combat is fundamentally
different from every other class in the roster. Other plants act
and then react — the Walnut positions first, takes the hits, and
then responds with Vengeful Shell’s four options. Force is for
when the party needs burst damage on the next swing. Endure is
for stacking threshold bonuses across a long fight. Retaliate is
for punishing Melee attackers instantly without spending an
action. Steady is for fights where Stress is more dangerous than
Hit Points.
Fortress Mode is the Walnut’s all-or-nothing turn. 3 Sun, all
Armor Slots cleared, +2 to thresholds, immovable. It transforms
the Walnut into a perfect wall for one scene — position it when
the party needs to hold a chokepoint, defend an objective, or
survive a Gargantuar’s Shockwave Slam.
Included subclasses
Domains
Starting stats
Hope feature
Class features
-
Vengeful Shell
Your hardened shell stores impact and releases it as retaliation.
Whenever you mark a Hit Point from any source, immediately choose
one of the following as a free reaction:• Force — Add +1d6 to your next damage roll this scene. This
bonus doesn't stack with itself — if Force is triggered again
before the bonus is used, the +1d6 simply persists rather than
increasing.
• Endure — Gain +1 to both your Major and Severe damage
thresholds until the end of the scene (this can stack, up to
your Proficiency).
• Retaliate — Deal damage equal to your Strength modifier +
Proficiency as physical damage to one adversary within Melee
range (no attack roll needed; apply directly to their damage
thresholds).
• Steady — Clear 1 Stress.You can only choose one effect per Hit Point marked. There are
no tokens or resources to track — each Hit Point mark is a
discrete trigger. -
Hard as a Nut
Your damage thresholds are higher than any other class. Increase
your Major damage threshold by 3 and your Severe damage threshold
by 2 at character creation (apply before any other bonuses).Additionally, when an adversary makes a successful melee attack
against you, they must mark a Stress from the pain of striking
your hardened shell -
Fortify
During a rest, spend a downtime move to reinforce your current
location. Until the party leaves or takes their next long rest:
all allies who rest here gain +2 to their damage thresholds for
the next scene; the first adversary to enter this location must
mark a Stress from triggering your preparations; the GM cannot
use an ambush move against the party while they remain in this
location.
Class items
- A shield carved from your own hardened shell
- A set of ancient wall engravings depicting legendary defenders
Character questions
Background prompts
- You have taken more hits than anyone you know and kept standing. What was the hit that almost broke you and how did you survive it?
- Your role is to endure so others don't have to. Has there ever been a moment when you resented being the one who always has to take the pain?
- Your shell has cracks and scars from countless battles. What story do you tell about the most prominent one?
Connection prompts
- I once stood between you and something that would have destroyed you. Do you feel gratitude, guilt, or something else entirely?
- You have tried to get me to move faster or fight differently. What frustrated you about my methods and did you ever come around to understanding them?
- We have held a defensive line together against overwhelming odds. What do you remember most about that moment?
Subclass cards
Printable via header menu
IRONBARK
Foundation
SPELLCAST TRAIT: Strength
Living Bulwark: When you haven't moved since your last action,
gain +1 to both your Major and Severe damage thresholds.
Additionally, when you mark a Hit Point from a melee attack, you
can trigger your Vengeful Shell twice instead of once (choose two
different effects, or the same effect twice)
Reactive Plating: When an adversary within Melee range hits you
with a successful attack, you can mark a Stress to immediately
deal damage to them equal to your Strength modifier + Proficiency
as physical damage (apply directly to their damage thresholds —
no attack roll needed)
IRONBARK
Specialization
Crushing Weight: Your Vengeful Shell Retaliate option is
enhanced: the adversary marks Hit Points equal to your Proficiency
(instead of the standard damage) and becomes temporarily
Vulnerable
Anchor: Once you have triggered Vengeful Shell this scene, you
cannot be moved, knocked back, or forcibly repositioned by any
means until you voluntarily move from your current position. The
effect ends as soon as you choose to move — and can be
re-triggered by another Vengeful Shell mark later in the scene.
Additionally, when an adversary tries to leave your Melee range,
you can mark a Stress to force them to succeed on a Strength Roll
(14) or fail to leave
IRONBARK
Mastery
Bedrock: Once per long rest, when you would mark your last Hit
Point, you can mark 2 Stress to remain at 1 Hit Point instead.
Then deal 1d10 × your Proficiency damage to any single adversary
within Melee range as your shell shatters and reforms around you.
Until the end of the scene, you reduce all incoming damage by one
threshold severity.
ROLLNUT
Foundation
SPELLCAST TRAIT: Strength
Rolling Form: As an action, mark a Stress to enter Rolling Form.
You remain in Rolling Form until you take a free action to revert
or the scene ends. While in Rolling Form:
• You can move up to Far range as part of any action
• When you move through an adversary's space, they must make a
Reaction Roll (14) or mark 1 Hit Point and be knocked back to
Close range of their original position
• Your Evasion decreases by 2
• You cannot make ranged attacks
Momentum Strike: When you move at least Close range in a single
action and then make a successful melee attack, add +1d8 to your
damage roll. The target must make a Reaction Roll (12) or be
knocked back to Close range
ROLLNUT
Specialization
Devastating Roll: Your Rolling Form is enhanced. When you move
through adversaries' spaces, they mark Hit Points equal to your
Proficiency on a failed Reaction Roll (instead of just 1). On a
success, they mark 1 Hit Point. You can pass through up to your
Proficiency in adversaries during a single roll
Unstoppable Force: While in Rolling Form, you ignore the -2
Evasion penalty, you cannot be moved or repositioned by enemy
effects, and you can ram through obstacles smaller than a wall
(doors, barriers, cover) as if they weren't there
ROLLNUT
Mastery
Avalanche: Once per long rest, mark 2 Stress to enter Avalanche
state until the end of the scene. While in Avalanche state:
• You are continuously in Rolling Form with all of Unstoppable
Force's benefits
• You can move up to Very Far range as part of any action
• All adversaries you move through must make a Reaction Roll
(15); on a failure they mark 2× Proficiency Hit Points and are
knocked Prone
Walnut
The Walnut is the garden’s immovable object. They don’t attack
first, they don’t move fast, and they don’t apologize for either.
They plant themselves between the horde and the plants behind
them and dare every zombie in the row to try to get through. The
Walnut’s fantasy is the most elemental one in the game: hold the
line, absorb the punishment, and make the enemy pay for every
inch. While other classes grow stronger by succeeding, the Walnut
grows stronger by taking hits. Vengeful Shell means every time
the horde hurts them, the Walnut gets something back — more
damage, more durability, a burst of retaliation, or a Stress
clear that keeps them standing.
PLAYSTYLE
The Walnut is a reactive class. Their power is triggered by
getting hit, which means their rhythm in combat is fundamentally
different from every other class in the roster. Other plants act
and then react — the Walnut positions first, takes the hits, and
then responds with Vengeful Shell’s four options. Force is for
when the party needs burst damage on the next swing. Endure is
for stacking threshold bonuses across a long fight. Retaliate is
for punishing Melee attackers instantly without spending an
action. Steady is for fights where Stress is more dangerous than
Hit Points.
Fortress Mode is the Walnut’s all-or-nothing turn. 3 Sun, all
Armor Slots cleared, +2 to thresholds, immovable. It transforms
the Walnut into a perfect wall for one scene — position it when
the party needs to hold a chokepoint, defend an objective, or
survive a Gargantuar’s Shockwave Slam.
Domains
Resilience + Warden
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A shield carved from your own hardened shell
- • A set of ancient wall engravings depicting legendary defenders
Walnut’s Hope Feature
Fortress Mode : Spend 3 Sun to enter Fortress Mode until the end of the scene. Immediately clear all marked Armor Slots. While in Fortress Mode: • Gain +2 to both your Major and Severe damage thresholds • You cannot be moved, knocked back, or forcibly repositioned by any means
Class Features
Vengeful Shell
Your hardened shell stores impact and releases it as retaliation. Whenever you mark a Hit Point from any source, immediately choose one of the following as a free reaction: • Force — Add +1d6 to your next damage roll this scene. This bonus doesn't stack with itself — if Force is triggered again before the bonus is used, the +1d6 simply persists rather than increasing. • Endure — Gain +1 to both your Major and Severe damage thresholds until the end of the scene (this can stack, up to your Proficiency). • Retaliate — Deal damage equal to your Strength modifier + Proficiency as physical damage to one adversary within Melee range (no attack roll needed; apply directly to their damage thresholds). • Steady — Clear 1 Stress. You can only choose one effect per Hit Point marked. There are no tokens or resources to track — each Hit Point mark is a discrete trigger.
Hard as a Nut
Your damage thresholds are higher than any other class. Increase your Major damage threshold by 3 and your Severe damage threshold by 2 at character creation (apply before any other bonuses). Additionally, when an adversary makes a successful melee attack against you, they must mark a Stress from the pain of striking your hardened shell
Fortify
During a rest, spend a downtime move to reinforce your current location. Until the party leaves or takes their next long rest: all allies who rest here gain +2 to their damage thresholds for the next scene; the first adversary to enter this location must mark a Stress from triggering your preparations; the GM cannot use an ambush move against the party while they remain in this location.
Walnut Subclasses
Choose either the IRONBARK or ROLLNUT subclass.
IRONBARK
Take every hit, get stronger with each one, and never move
Spellcast Trait
Strength
Foundation Features
Living Bulwark: When you haven't moved since your last action,
gain +1 to both your Major and Severe damage thresholds.
Additionally, when you mark a Hit Point from a melee attack, you
can trigger your Vengeful Shell twice instead of once (choose two
different effects, or the same effect twice)
Reactive Plating: When an adversary within Melee range hits you
with a successful attack, you can mark a Stress to immediately
deal damage to them equal to your Strength modifier + Proficiency
as physical damage (apply directly to their damage thresholds —
no attack roll needed)
Specialization Feature
Crushing Weight: Your Vengeful Shell Retaliate option is
enhanced: the adversary marks Hit Points equal to your Proficiency
(instead of the standard damage) and becomes temporarily
Vulnerable
Anchor: Once you have triggered Vengeful Shell this scene, you
cannot be moved, knocked back, or forcibly repositioned by any
means until you voluntarily move from your current position. The
effect ends as soon as you choose to move — and can be
re-triggered by another Vengeful Shell mark later in the scene.
Additionally, when an adversary tries to leave your Melee range,
you can mark a Stress to force them to succeed on a Strength Roll
(14) or fail to leave
Mastery Feature
Bedrock: Once per long rest, when you would mark your last Hit
Point, you can mark 2 Stress to remain at 1 Hit Point instead.
Then deal 1d10 × your Proficiency damage to any single adversary
within Melee range as your shell shatters and reforms around you.
Until the end of the scene, you reduce all incoming damage by one
threshold severity.
ROLLNUT
Trade the immovable wall for an unstoppable boulder — mobility, momentum, and damage through movement
Spellcast Trait
Strength
Foundation Features
Rolling Form: As an action, mark a Stress to enter Rolling Form.
You remain in Rolling Form until you take a free action to revert
or the scene ends. While in Rolling Form:
• You can move up to Far range as part of any action
• When you move through an adversary's space, they must make a
Reaction Roll (14) or mark 1 Hit Point and be knocked back to
Close range of their original position
• Your Evasion decreases by 2
• You cannot make ranged attacks
Momentum Strike: When you move at least Close range in a single
action and then make a successful melee attack, add +1d8 to your
damage roll. The target must make a Reaction Roll (12) or be
knocked back to Close range
Specialization Feature
Devastating Roll: Your Rolling Form is enhanced. When you move
through adversaries' spaces, they mark Hit Points equal to your
Proficiency on a failed Reaction Roll (instead of just 1). On a
success, they mark 1 Hit Point. You can pass through up to your
Proficiency in adversaries during a single roll
Unstoppable Force: While in Rolling Form, you ignore the -2
Evasion penalty, you cannot be moved or repositioned by enemy
effects, and you can ram through obstacles smaller than a wall
(doors, barriers, cover) as if they weren't there
Mastery Feature
Avalanche: Once per long rest, mark 2 Stress to enter Avalanche
state until the end of the scene. While in Avalanche state:
• You are continuously in Rolling Form with all of Unstoppable
Force's benefits
• You can move up to Very Far range as part of any action
• All adversaries you move through must make a Reaction Roll
(15); on a failure they mark 2× Proficiency Hit Points and are
knocked Prone
Background Questions
Answer any of the following, or create your own.
- • You have taken more hits than anyone you know and kept standing. What was the hit that almost broke you and how did you survive it?
- • Your role is to endure so others don't have to. Has there ever been a moment when you resented being the one who always has to take the pain?
- • Your shell has cracks and scars from countless battles. What story do you tell about the most prominent one?
Connections
Ask one of the following, or improvise.
- • I once stood between you and something that would have destroyed you. Do you feel gratitude, guilt, or something else entirely?
- • You have tried to get me to move faster or fight differently. What frustrated you about my methods and did you ever come around to understanding them?
- • We have held a defensive line together against overwhelming odds. What do you remember most about that moment?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.