Class Kits 1
Fighter
- Starting equipment: a set of rusted mail (2 armor, bulky), a worn sword (d8), and a whetstone.
- Skills: Farmer, Soldier, Sailor, Gladiator.
- Action Surge. You have 1 action die (AD), which is a d8. You can roll it alongside your initiative die to take a second action in combat. You act on that turn.
- Parry. You can use your reaction to reduce incoming damage by d6.
Thief
- Starting equipment: a set of odd tools, dark clothing, a hooded lantern, and oil (d6).
- Skills: Burglar, Thieves’s Guild, Spy, Investigator.
- Thieves Knacks. You have a 3-in-6 chance of succeeding at the following: Climb Sheer Surfaces, Find Or Remove Traps, Hear Noises, Hide In Shadows, Move Silently, Pick Pockets and Pick Locks. This is in addition to the typical test roll.
- Sneak Attack. When attacking an otherwise distracted or unaware opponent, your damage die is a d12.
Wizard
- Starting equipment: a wide-brimmed hat, a gnarled staff (d6), and a bottle filled with a single spell (Light, Burning Hands, or Sleep).
- Skills: Scholar, Apothecary, Pointy-Hat Trick, Priest.
- Cantrips. When attuned to a spell, you can create minor effects related to its powers at no cost.
- Blood Magic. When you cast a spell, you may spend STR instead of HP or CHA. Furthermore, by spending 1
point of STR, you can increase the potency of the spell in one of the following ways:
- Double the duration of the spell.
- Maximize damage dealt by the spell.
- Ignore resistances and logic using the spell.