The Warrior is a strong close-quarters fighter who engages enemies and keeps them at bay.
Role: Combat Controller
Difficulty Rating: ★☆☆
Health: 11
Armor: 5
Speed: 2
Melee Attack: 2d6 to hit, 1d6 damage, Range 1
Once per round, you may use one of your Warrior's Trainings.
You learn one Warrior's Training of your choice from the list below when you get this ability.
Some Trainings require you to be a higher level to learn them.
Each time you gain a level, you may trade one of the Warrior Trainings you know for a different one.
These are the Warrior's Trainings you may learn.
Challenger: All enemies next to you can only attack you for 1 round.
Second Wind: You heal 1 Health.
Blitz: Shift 2 spaces in a straight line. If you make a Melee attack directly afterwards, it deals +1 die of damage.
This ability requires you to be at least level 3 to learn.
Resounding Blow: For the next Melee attack you make this turn, if it hits you may push the target up to 3 spaces away from you, and if it misses you may push them up to 1 space away from you.
This ability requires you to be at least level 6 to learn.
Choose one of the specializations listed below - Berserker, Monk, or Vanguard.
At this level, and some later levels, you gain abilities based on the specialization you choose.
You learn one Warrior's Training of your choice from any list available to you.
Your Health increases by 7.
You gain a point of training in a Skill of your choice.
You learn one Warrior's Training of your choice from any list available to you.
Your Health increases by 6.
You gain a point of training in a Skill of your choice.
You learn one Warrior's Training of your choice from any list available to you.
Choose one of the following:
Your attacks deal +1 die of damage
Gain a point in a Skill of your choice
Your Health increases by 3
Your Speed increases by 1
The Berserker is a mighty warrior who relies on pure bloodlust in battle, rather than puny armor, shields, or caution of any kind.
Role: Combat Striker
Difficulty Rating: ★☆☆
Your Armor is reduced by 1 (to a base of 4).
Each time you take damage, until the end of your turn you gain +1 Speed and your Melee attacks deal +1 die of damage.
Whenever you hit with a Melee attack, heal 1 Health.
The list of Berserker’s Trainings below is added to your list of available Warrior’s Trainings.
You learn one Warrior's Training of your choice from any list available to you.
These are Warrior’s Trainings you may learn as a Berserker.
Blood Rush: You take 1 damage, and gain +1 Speed for a round. This can be used any number of times on your turn, and doesn't count against your limit of Trainings for the turn.
Furious Swing: This turn, the first time your Melee attack Downs an enemy, you may make another Melee attack immediately afterwards.
Lick Wounds: Remove up to 1 Bleed from yourself. Your Melee attacks deal +1 die of damage this turn.
This ability requires you to be at least level 5 to learn.
Flex Muscles: Your Armor increases by 1 for 1 round.
This ability requires you to be at least level 8 to learn.
Whenever you would take damage, if you have no Bleeds, instead of taking the damage you can choose to gain that many Bleeds. (At the start of your turn, if you have any Bleeds, remove one and take 1 damage)
At the start of your turn, after you take damage from any Bleeds you have, you may remove one Bleed from yourself (if you have any left).
The Monk is a quick, evasive fighter who supports allies and debilitates foes with their spiritual energy.
Role: Support Striker
Difficulty Rating: ★★☆
Your Speed increases by 1 (to a base of 3).
When you hit with a Melee attack, and whenever an attack misses you, you gain 1 Ki point. You lose all your Ki points when the encounter ends.
Any time on your turn, as much as you like, you may spend Ki points in the following ways:
(1 Ki) Shift up to 2 spaces
(1 Ki) Choose an enemy next to you - the next attack against them this fight deals +1 die of damage
(2 Ki) Choose an enemy next to you - the next attack against them this fight gains +1 die to hit
(2 Ki) You heal 1 Health
The list of Monk Trainings below is added to your list of available Warrior’s Trainings.
You learn one Warrior's Training of your choice from any list available to you.
These are the Warrior’s Trainings you may learn as a Monk.
Meditation: You gain 2 Ki points.
Weighted Kunai: Your next Melee attack has +2 Range. If it hits, Push the target up to 2 spaces towards you.
Disintegrating Palm: Choose an enemy next to you. For 1 round, when an ally hits them with an attack, that enemy gains a Bleed.
This ability requires you to be at least level 5 to learn.
Waning Soul: If your next Melee attack this turn hits, the target of the attack has their Armor reduced by 1 for a round. (Only applies once at a time)
This ability requires you to be at least level 8 to learn.
On your turn, you may make 3 Melee attacks instead of 1, but they deal 1 damage instead of their usual damage.
The first time on your turn that you hit an enemy with a Melee attack, their soul is marked for 1 round. When an ally hits the marked enemy with an attack, you gain 1 Ki point.
The Vanguard is the sturdy rock of their party, a defender without peer who protects their friends from all manner of harm.
Role: Combat Controller
Difficulty Rating: ★☆☆
Your Health increases by 2.
Each ally next to you gains +1 Armor, to a maximum of 5.
The list of Vanguard’s Trainings below is added to your list of available Warrior’s Trainings.
You learn one Warrior's Training of your choice from any list available to you.
These are the Warrior’s Trainings you may learn as a Vanguard.
Castle: Choose an ally within 2 spaces of you, move into their space, then move them into either the space you started in or one you moved through.
Shield Bash: Choose an enemy next to you. For 1 round, they must roll any attacks twice and keep the lower result.
Focused Guard: For 1 round, whenever you are hit by an attack, after the attack's effects, your Armor increases by 1 until this effect ends. (Only applies once at a time)
This ability requires you to be at least level 5 to learn.
Unbreakable Stone Anchor: For 1 round, any attack that hits you deals 1 less damage to you.
This ability requires you to be at least level 8 to learn.
Your Health increases by 1.
Enemies next to you cannot make ranged attacks against your allies. Other enemies' ranged attacks that target your allies treat your space as a wall or similar impassible obstacle.
Your Health increases by 1.
When an ally next to you is hit with an attack that would deal damage, you may reduce that damage by half (rounded down) and take the difference yourself.