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The expert classes highlight one’s personal focus on a particular talent, skill, or niche-ability.

When you gain your 1st level in an expert class, you gain an expertise die that is a d4.


The fighter classes are the martial experts and physical warriors of the battlefield.
When you gain your 1st level in a fighter class, you increase your Fighting Score Limit by 1. If your Vigor is 5 or greater, it increases by 2 instead of 1. 


The mystic classes discover circles of magic in the forms of spells, rituals, and even psionics.
When you gain your 1st level in a mystic class, you increase your Mystical Score Limit by 1. If your Cunning and Presence total 8, it increases by 2 instead of 1. 


The hybrid classes blend the various capabilities of experts, fighters, and mystics.
When you gain your 1st level in a hybrid class, you choose to gain expert die +1, your Fighting Score Limit increases by 1, or that your Mystical Score Limit increases by 1.



“What a way to live... without home, hearth, or the settled peace that comes to one’s mind when one simply settles. But I am an adventurer. I go where my heart is called and my soul demands: anywhere I am free.”

Class Talent: Resourceful                             

When you make a skill roll using a skill you are not trained in, you can expend a use resourceful and roll your expertise die, gaining a bonus to the roll.
You regain expended uses of resourceful when you finish a sleep.


“Look at those fools running up the hill to test our will. Are the archers ready? Good. Loose volleys upon them. We needn’t get our swords bloody when the enemy is felled with both arrows and stupidity.”

Class Talent: Bullseye                                   

When you make an Aim skill roll, but before you roll, you can swiftly act and expend a use of bullseye to add your expert die to the roll.  
You regain expended uses of resourceful when you finish an encounter.


“They lurk in the shadows, hiding and waiting—or perhaps they are so visible you would never suspect them—the assassin strikes only when they are ready and worse… when you are not.”

Class Talent: Assassin's Mark                      

 As an action, you can apply a mark a visible target creature—this target gains an assassin’s mark for 1 hour.
You can only have 1 creature marked in this way at a time, gaining additional marks that you can have applied to creatures at a time at 2nd, 3rd, 6th, and 9th levels. If a creature dies while marked, you recover the ability to apply that mark again.


“I heard once of a girl who found her bed bloody in the morning. Without her mother properly warning her, the moment horrified her and, within that girl’s mind, was a power she had no idea of. She was awakened by horror and was ready to confront the world. What a sad truth horror is sometimes what it takes to wake us up, help us find our strength.”

Class Talent: Unleash                                    

When you finish casting a mental power, such as from Mind, Passion, or Psionic kytherum, and increase your Mystical Score, make a Willpower roll with a difficulty equal to 10 + your Mystical Limit. On a success, nothing happens. On a failure, you expend a use of unleash and you enter into a pure psionic state of being, with limited actions and control for 1 minute. This state of being ends if you gain the Helpless condition. During this state, you can create a variety of effects.


“She then went to one of the Vashyrian Bardic Colleges. I do not know how many Askani bards there are, but I do know that she epitomized what it means to be a bard: perform music and make magic.”

Class Talent: Melodize                                  

On your turn, you can swiftly act and expend a use of melodize when you are playing a musical instrument, speaking, or singing, choosing one creature that can hear you that is far away or closer and applying certain effects to them.


“He walked right up, sword in hand, his black robe all open and displaying his bare chest. What was I to do? Here I am, an honorable fighter, confronted with a naked swordsman? Then his hand was lit with blue flame! That was when I knew, what I thougt was an unfair fight for him was actually unfair for me!”

Class Talent: Battlespell                                

Choose two spells from the circles of magic you have discovered. These spells are your battlespells. When you attempt to cast a battlespell during an encounter, you can expend a use of battlespell to swiftly act, casting them quickly instead of using an action. If they would require a reaction, you instead automatically succeed on the reaction roll. In addition, battlespells do not have an increased difficulty during combat for the Mystic roll, as you are accustomed and well-trained in using them in the heat of battle. When you gain a level in battlemage, you choose an additional battlespell.
You regain the use of expended battlespells when you finish a sleep.


“I had the savage cornered like a rabbit stuck in a barrel. He had no weapons or armor. Easy prey, I thought. Until I heard that grumble behind me and a screach from above! The damn rabbit had a hawk and bear for allies! I almost lost a leg getting out of there!”

Class Talent: Beastbond                                

By performing a 1 hour informal ritual with a non-hostile lesser beast, you can bond with it. Once a beast is bonded with you, it is for life and is throughout this class referred to as your beast. Your beasts understand commands from you well. During an encounter, your beasts act on your turn or roll their own initiative (your choice). They freely act to defend you and to attack enemies that are hostile to you unless you can swiftly act on your turn to command your beasts to perform the same command that any well-trained domesticated dog could perform, such as “attack”, “flee”, “follow”, “stay”, “guard”, “etc.”. It is possible your commands could be nonverbal or something else, so long as your beast has the capacity to use their senses to perceive your commands, they will obey.
Additionally, your companions gain a variety of effects.


“There is an elegance to the way a knight fights, but those berserkers… I do not want them in my retinue. Screaming, raging, furiously hacking off limbs—war is violent but need it be so vulgar?”

Class Talent: Berserk                                     

If your Fighting Score is at your Fighting Limit, you can swiftly act to enter a berserk state, expending one use of berserk. Once you do, you gain a variety of effects.


“I endure this pain not for glory or status but in love. I was chosen for a reason, a reason greater than I, or you, can understand. Don’t you see? I accept the pain in being a chosen, and you do not. For our kind, faith is the difference between terrible suffering and the dignity of duty.”

Class Talent: Intervention                            

When you make a roll, or see another creature make a roll that is far away or closer, you can reroll after seeing its result by some improbably effect immediately happens to alter the outcome, influenced subtly by the Divine Realms. By doing so, you expend a use of intervention.
You regain expended uses of intervention when you finish a sleep. However, by failing to adhere to your chosen duty, you lose access to this feature until you properly atone.

Dark Knight

“Each night I sit in dark contemplation, wondering at my deeds and the deeds of others. I feel the powers of Hell in my blade and my heart is darkened from it. How dark can a heart become before it is gone, my Lord?”

Class Talent: Hellstrike                                

Once per clash,  when you would reduce an opponent’s composure, you can expend a use of your hellstrike feature to increase your Fighting Limit by your Mystical Limit. When you do so, your weapon deals divine injuries or its normal injuries (your choice).
You regain expended uses of hellstrike when you finish a sleep.


“I do not command the Wild, I speak with it; through a power that is not mine, I request communion and, in my humble whispers, the Wild sometimes listens and speaks back.”

Class Talent: Wildspeak                               

You can use wildspeak for a variety of class features, including leyline magic.
When you gain your first level in this class, choose one terrain: arctic, coastline, desert, forest, grasslands, highland, jungle, lake, mountain, river, sea, or swamp. You forge a leyline in that terain. For each level in druid you gain, you can choose an additional terrain.
When you are in a terrain that you have a leyline in, you can spend 10 minutes connecting to the land and expend a use of wildspeak. If you do, your Mystical Score is reduced by your levels in druid. 
You regain expended uses of wildspeak when you finish a sleep.


“My charm extends all the way from the bedroom, to the tavern, to the battlefield. I suppose I have a certain charm that challenges others? I flash a smile and they dart towards me, craving the duel.”

Class Talent: Challenge                                 

On your turn, you can expend a use of challenge and swiftly act to challenge an opponent that is close to you that can both see and hear you. Roll 2d10 + your Presence versus your opponent’s willpower resist. If you win, the opponent is successfully challenged.
Opponents that are challenged cannot initiate clashes with a creature other than you. This effect lasts 1 minute. You regain an expended use of challenge, if you kill a creature that dies while under its effect.
You regain all expended uses of challenge when you finish a sleep.


“Many of my people are Speakers, those who commune with the elements. Some are trained in certain elements, like the Firecallers or Windmages, while very few can achieve the power to channel them all; they are known as Wildhearts.”

Class Talent: Channel                                   

The following circles of magic are considered elemental magic for you: Air, Cold, Dry, Earth, Fire, Heat, Water, or Wet. When you attempt to cast an elemental spell or ritual, you can make a Mystic (wild) roll. 
Additionally, when you do so, you can expend a use of channel and reduce the Mystical Score cost of the spell (if any) by 1d4 + your levels in this class. The reduction in Mystical Score cost occurs after the spell is cast, thus it is possible to rely on this feature and inadvertently go over your Mystical Limit.
You regain expended uses of channel when you finish a sleep.


“I have had many knights in my retinue but few heroes. What is the difference? Knights are bound by duty to defend your life and safeguard you from threats. Heroes, however, are bound by a far greater power than duty: their heart.”

Class Talent: Safeguard                                 

When an ally is adjacent to you and you are not caught offguard, you can expend a use of safeguard when a clash is initiated against them. When you do so, the clash is instead initiated against you.
You regain expended uses of safeguard when you finish an encounter


“Honor is not just a code of duty, but it is a way of fighting. It is not our weakness—virtue is our shield and valor our sword.”

Class Talent: Honor                                       

If you initiate a clash or a clash is initiated against you, you can expend a use of honor to gain the following effects for that clash:
  1):     If your opponent’s Fighting Score is less than yours, you gain a 1d4 bonus to the clash die if you are the defender.
  2):     If your opponent’s Fighting Score is equal to or greater than yours, you gain a 1d4 bonus to the clash die if you are the attacker.
You regain expended uses of honor when you finish a sleep.

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