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Myrmidon • Breacher

About these subclasses

A set of Warrior subclasses for the Adventures in the Central Empire campaign setting.

Designed for class

Warrior image
Core class
Warrior

Myrmidon

A lightly armored warrior trained in precision strikes.

Foundation

Light Armor Expert: Whenever the Myrmidon is wearing armor that does not have the Heavy or Very Heavy features they gain a +1 to evasion.

Mobile fighter: The myrmidon may attack as if their Adversary were one range category closer (so they may attack with melee attacks at very close range, very close at close range, close at far range and far at very far range) This feature does not affect creatures who are out of range.

Specialization

Masterful Finese: The myrmidon has learned to make pin-point accurate attacks. When attacking with a weapon that uses Strength, Agility or Finesse traits they may add a second of those three traits to the attack roll.

Uninhibited Traversal: The Myrmidon may move anywhere within far range without requiring an ability roll.

Mastery

Shadow Strike:  When you hit with an attack you may mark a stress to add 2d8 magic damage to the attack.

Running Assault: Whenever you move in combat you may attack an Adversary both at your starting point and your end-point as part of the same action.

Breacher

Break formations, confound plans and terrify foes

Foundation

Disruptive Rage: As an action you may select an Adversary who is particularly annoying to you. Make an Instinct roll. If you succeed the adversary has disadvantage to attack anyone other than you. This power ends if you make a death move or if the adversary is defeated. 

Shield Breaker: You deal double-damage to structures, barriers and environmental features. You may mark a stress to reduce an adversary’s difficulty by one. You may only do this once for any given adversary.

Specialization

Tenacious Foe: If an adversary moves within very close range of you, mark a stress to attack them as a reaction.

Confounding attack: Once per rest, when you make an attack and deal damage, you may apply the Confused condition to an Adversary. While Confused an adversary will always attack the closest creature whether that creature is a PC or another adversary. If two creatures are equidistant from the adversary they will decide which creature to attack randomly. The GM may clear Confused using their spotlight.

Mastery

Heart of Chaos: You gain a +1 to evasion for every Adversary within close range. Hordes count as two adversaries for the purpose of Heart of Chaos until they reach the threshold to reduce damage whereupon the horde counts as one adversary. Whenever you are within melee range of at least two adversaries you have advantage on attack rolls and impose disadvantage on attack rolls against you.

Printable cards

Foundation / Specialization / Mastery
Warrior

Myrmidon

Foundation

Light Armor Expert: Whenever the Myrmidon is wearing armor that does not have the Heavy or Very Heavy features they gain a +1 to evasion.

Mobile fighter: The myrmidon may attack as if their Adversary were one range category closer (so they may attack with melee attacks at very close range, very close at close range, close at far range and far at very far range) This feature does not affect creatures who are out of range.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Warrior

Myrmidon

Specialization

Masterful Finese: The myrmidon has learned to make pin-point accurate attacks. When attacking with a weapon that uses Strength, Agility or Finesse traits they may add a second of those three traits to the attack roll.

Uninhibited Traversal: The Myrmidon may move anywhere within far range without requiring an ability roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Warrior

Myrmidon

Mastery

Shadow Strike:  When you hit with an attack you may mark a stress to add 2d8 magic damage to the attack.

Running Assault: Whenever you move in combat you may attack an Adversary both at your starting point and your end-point as part of the same action.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Warrior

Breacher

Foundation

Disruptive Rage: As an action you may select an Adversary who is particularly annoying to you. Make an Instinct roll. If you succeed the adversary has disadvantage to attack anyone other than you. This power ends if you make a death move or if the adversary is defeated. 

Shield Breaker: You deal double-damage to structures, barriers and environmental features. You may mark a stress to reduce an adversary’s difficulty by one. You may only do this once for any given adversary.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Warrior

Breacher

Specialization

Tenacious Foe: If an adversary moves within very close range of you, mark a stress to attack them as a reaction.

Confounding attack: Once per rest, when you make an attack and deal damage, you may apply the Confused condition to an Adversary. While Confused an adversary will always attack the closest creature whether that creature is a PC or another adversary. If two creatures are equidistant from the adversary they will decide which creature to attack randomly. The GM may clear Confused using their spotlight.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Warrior

Breacher

Mastery

Heart of Chaos: You gain a +1 to evasion for every Adversary within close range. Hordes count as two adversaries for the purpose of Heart of Chaos until they reach the threshold to reduce damage whereupon the horde counts as one adversary. Whenever you are within melee range of at least two adversaries you have advantage on attack rolls and impose disadvantage on attack rolls against you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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