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+X forward

+x forward means you can add +x to any attack roll, defense score against a single attack, skill check or saving throw you make. You must say you are using it before you make the roll; that particular +x forward is then used up. +x forward is a power bonus, it does not stack with other power bonuses.

If a creature has -x forward, then their opponents decide when to add it to any attack roll, defense score against a single attack, skill check or saving throw the creature makes. They must say they are using it before the creature makes the roll. Just like +x forward, -x forward does not stack. You must choose one only of those available to apply (or none).

A +x or -x forward lasts until used or until the end of the encounter, whichever is sooner.

Expertise Dice

This resource presents sublime classes. Sublime classes have Expertise Dice, shortened to ED.

A sublime character’s class and level determine how many ED they begin combat with (if any). At the end of each turn, sublime characters often gain additional ED.

When a character with ED makes a basic attack, they can spend a number of ED for bonus damage. Roll additional weapon damage dice equal to the ED spent. Characters can also spend ED for other purposes, depending on the stance that they are currently in. ED a character spends for this purpose do not count towards bonus damage.

Characters must declare how many ED they are spending, and on what, before rolling their attack roll to see if they hit. In total, a character cannot spend more ED on an attack than the maximum specified by their class and level.

Any attack a character spends ED on gains the keyword associated with its sublime stance(s) (usually Martial).

Myrmidon

Martial Defender

Stats

Hit Points at 1st Level: 15
Hit Points at Higher Levels: 6
Recoveries per Long Rest: 9
Defenses: +2 Fortitude

Proficiency and Training

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, martial melee, simple ranged, martial ranged
Trained Skills: You are trained in 3 skills from your class skills.
Class Skills: Athletics, Endure, Heal, Intimidate, Streetsmarts

Features

Expertise Dice:

Level Starting ED Bonus ED each turn Maximum ED
1-5 4dW 0 2
6-9 5dW 0 2
10-15 5dW 1dW 3
16-20 5dW 1dW 3
21-25 4dW 1dW 4
26-30 4dW 2dW 5

Stances: You know two sublime stances.

You can adopt a stance, change a stance or stop being in a stance as a swift action, or during any action you take (including an immediate react or counter) by spending one ED.

Level 6: You learn another sublime stance.

Level 11: You can maintain two stances at the one time. You can still only enter one stance with a swift action, but you can leave both or either stance as a swift action.

Level 16: You learn another sublime stance.

Level 26: You learn another sublime stance.

Escalation: At the start of the second round of any encounter, you get a +1 escalation bonus on all attack rolls. This increases by +1 each round until it reaches +6 (the maximum). After five minutes or a short rest, it is reset to +0.

Warrior’s Reaction: Once per day, you can take a standard action as an immediate counter action.

Level 9: Twice per day.

Level 19: Three times per day.

In Their Face: A creature adjacent to you that makes an attack that does not include you as a target suffers a -2 penalty to the attack.

Clear and Present Danger: Make a basic attack against any creature adjacent to you that either (a) makes an attack that does not include you as a target or (b) shifts.

Careful Balance: Add your Wisdom modifier to attacks you make when it is not your turn.

Boosts (Level 2): From level 2, you can use one boost each day. Your current sublime stance determines what boosts are available to you. Once you use a boost, the effect continues even if you change stance.

Level 6: Two boosts per day.

Level 10: Three boosts per day.

Level 16: Four boosts per day.

Level 22: Five boosts per day.

Weapon Expertise (Level 11): From level 11, you always roll +1dW every time your attack hits.

Level 21: Roll +2dW every time your attack hits.

Swordsaint

Martial Striker

Stats

Hit Points at 1st Level: 12
Hit Points at Higher Levels: 5
Recoveries per Long Rest: 6
Defenses: +2 Reflex

Proficiency and Training

Armor Proficiencies: Cloth, leather; light shield
Weapon Proficiencies: Simple melee, martial melee, simple ranged
Trained Skills: You are trained in 4 skills from your class skills.
Class Skills: Acrobatics, Athletics, Bluff, Diplomacy, Insight, Intimidate, Perception, Stealth, Streetsmarts, Sleight of Hand

Features

Expertise Dice:

Level Starting ED Bonus ED each turn Maximum ED
1-5 0 1dW 2
6-9 2dW 1dW 3
10-15 2dW 1dW 4
16-20 2dW 2dW 5
21-25 3dW 2dW 6
26-30 3dW 3dW 7

Stances: You know two sublime stances.

You can adopt a stance, change a stance or stop being in a stance as a swift action, or during any action you take (including an immediate react or counter) by spending one ED.

Level 6: You learn another sublime stance.

Level 11: You can maintain two stances at the one time. You can still only enter one stance with a swift action, but you can leave both or either stance as a swift action.

Level 16: You learn another sublime stance.

Level 26: You learn another sublime stance.

Escalation: At the start of the second round of any encounter, you get a +1 escalation bonus on all attack rolls. This increases by +1 each round until it reaches +6 (the maximum). After five minutes or a short rest, it is reset to +0.

Warrior’s Reaction: Once per day, you can take a standard action as an immediate counter action.

Level 9: Twice per day.

Level 19: Three times per day.

Boosts (Level 2): From level 2, you can use one boost each day. Your current sublime stance determines what boosts are available to you. Once you use a boost, the effect continues even if you change stance.

Level 6: Two boosts per day.

Level 10: Three boosts per day.

Level 16: Four boosts per day.

Level 22: Five boosts per day.

Press the Advantage (Level 5): From level 5, once per round, if you hit a target you have combat advantage against with a basic attack using a one-handed melee weapon or a ranged weapon, you do +2d6 damage.

Level 10: 3d6 damage.

Level 15: 4d6 damage.

Level 20: 5d6 damage.

Weapon Expertise (Level 11): From level 11, you always roll +1dW every time your attack hits.

Level 21: Roll +2dW every time your attack hits.

Versatile Bloodshed (Level 12): From level 12, add your Strength modifier to basic ranged attacks and your Dexterity modifier to basic melee attacks, as well as your other modifiers.

Wilder

Martial Striker/Defender

When you take this class, choose one.

Stats

Hit Points at 1st Level: 15
Hit Points at Higher Levels: 6
Recoveries per Long Rest: 8
Defenses: +1 Fortitude, +1 Will

Proficiency and Training

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, martial melee, simple ranged, martial ranged
Focus Proficiencies: Staff, druidic focus, martial focus
Trained Skills: You are trained in 4 skills from your class skills.
Class Skills: Acrobatics, Athletics, Diplomacy, Dungeoneering, Endure, Heal, Insight, Intimidate, Nature, Perception, Stealth

Features

Expertise Dice:

Level Starting ED Bonus ED each turn Maximum ED (Damage/Other)
1-5 2dW 0 2
6-9 2dW 1dW 3
10-15 2dW 1dW 4
16-20 3dW 1dW 5
21-25 3dW 2dW 6
26-30 3dW 2dW 7

Stances: You know two sublime stances.

You can adopt a stance, change a stance or stop being in a stance as a swift action, or during any action you take (including an immediate react or counter) by spending one ED.

Level 6: You learn another sublime stance.

Level 11: You can maintain two stances at the one time. You can still only enter one stance with a swift action, but you can leave both or either stance as a swift action.

Level 16: You learn another sublime stance.

Level 26: You learn another sublime stance.

Escalation: At the start of the second round of any encounter, you get a +1 escalation bonus on all attack rolls. This increases by +1 each round until it reaches +6 (the maximum). After five minutes or a short rest, it is reset to +0.

Warrior’s Reaction: Once per day, you can make a basic attack as an immediate counter action.

Level 9: Twice per day.

Level 19: Three times per day.

Swordbreaker to Crowfeeder: By default, you have the swordbreaker feature active. When you Rally, you lose swordbreaker and gain crowfeeder until your next short or long rest. After resting, you lose crowfeeder and gain swordbreaker again.

Swordbreaker: When you attack a creature (hit or miss), it is marked until the end of your next turn. Marked enemies provoke an opportunity attack from you if they make attacks that do not include you as a target.

Enemies that shift while adjacent to you provoke an opportunity attack.

Rally Boost: If you are staggered, you can Rally as a swift action. Whenever you Rally, you get an additional benefit:

Crowfeeder: Your attacks do +1dW damage (level 11: +2dW, level 21: +3dW). Each time you spend ED on an attack, you get one free ED that must be spent on damage.

Boosts (Level 2): From level 2, you can use one boost each day. Your current sublime stance determines what boosts are available to you. Once you use a boost, the effect continues even if you change stance.

Level 6: Two boosts per day.

Level 10: Three boosts per day.

Level 16: Four boosts per day.

Level 22: Five boosts per day.

Weapon Expertise (Level 11): From level 11, you always roll +1dW every time your attack hits.

Level 21: Roll +2dW every time your attack hits.

Captain

Martial Leader

Stats

Hit Points at 1st Level: 12
Hit Points at Higher Levels: 5
Recoveries per Long Rest: 7
Defenses: +2 Will

Proficiency and Training

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shields
Weapon Proficiencies: Simple melee, martial melee; simple ranged.
Focus Proficiencies: Martial focus
Trained Skills: You are trained in 4 skills from your class skills.
Class Skills: Athletics, Diplomacy, Endure, Heal, History, Intimidate, Religion

Features

Expertise Dice:

Level Starting ED Bonus ED each turn Maximum ED (Damage/Other)
1-5 2dW 0 2
6-9 2dW 1dW 3
10-15 2dW 1dW 4
16-20 3dW 1dW 5
21-25 3dW 2dW 6
26-30 3dW 2dW 7

Stances: You know two sublime stances.

You can adopt a stance, change a stance or stop being in a stance as a swift action, or during any action you take (including an immediate react or counter) by spending one ED.

Level 6: You learn another sublime stance.

Level 11: You can maintain two stances at the one time. You can still only enter one stance with a swift action, but you can leave both or either stance as a swift action.

Level 16: You learn another sublime stance.

Level 26: You learn another sublime stance.

Escalation: At the start of the second round of any encounter, you get a +1 escalation bonus on all attack rolls. This increases by +1 each round until it reaches +6 (the maximum). After five minutes or a short rest, it is reset to +0.

Boosts: From level 2, you can use one boost each day. Your current sublime stance determines what boosts are available to you. Once you use a boost, the effect continues even if you change stance.

Level 6: Two boosts per day.

Level 10: Three boosts per day.

Level 16: Four boosts per day.

Level 22: Five boosts per day.

Leader’s Reaction: Once per day, you can allow an ally to take a standard action as an immediate counter action. You can use a boost as a free action just before or after (it still counts towards your maximum uses).

Level 9: Twice per day.

Level 19: Three times per day.

Lift Spirits

You can use the lift spirits power two times each encounter. Level 16: Three times per encounter.

Lift Spirits

Encounter Swift Action Commander Utility 1Martial, Healing Near burst 5 (10 at level 11, 15 at level 21), one ally or yourself Effect: The target spends a recovery and heals their recovery value plus your Charisma modifier.

Weapon Expertise (Level 11): From level 11, you always roll +1dW every time your attack hits.

Level 21: Roll +2dW every time your attack hits.

Sublime Stances

Strikes: Once you have used a particular strike, you cannot use it again in this or the next round.

Lion’s Roar (Martial)

Effect: Whenever you take an action that lets you move, but you do not move as many squares as you are entitled to, you may shunt an ally within Near 10 1 square.

Whenever an ally spends a recovery to heal, choose an ally within Near 10 (including yourself). They heal HP equal to your Charisma modifier.

Recovery: While in the Lion’s Roar stance, you gain 1 ED (up to your maximum) the first time each round that an ally is healed.

Strikes: While in the Lion’s Roar stance, when you or an ally makes a basic attack you can spend expertise dice to:

All references to your Charisma modifier mean yours, not the ally who is making the basic attack.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Lion’s Roar stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Elemental Twist (Arcane)

Effect: Choose one type of damage (acid, cold, fire, thunder) whenever you adopt this stance. Your basic attacks do this damage.

Each square you move through, you can create or remove an elemental trace based on the damage type you have chosen.

You ignore the effects of elemental traces if you wish. Elemental traces last until the end of the encounter, or until you leave this stance.

Recovery: While in the Elemental Twist stance, you gain 1 ED (up to your maximum) the first time each round that an enemy moves into one of your elemental traces.

Strikes: While in the Elemental Twist stance, when you make a basic attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Elemental Twist stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Sleeping Goddess (Divine)

Effect: Each time an attack misses you, take +1 forward.

You gain the versatile stride feature (ignore all difficult terrain).

Level 6: You have a climb speed equal to your walk speed and have the wall-climber feature (do not need to make Athletics checks to climb, even while climbing upside down).

Level 11: You can walk on water or other unstable terrain. You are effectively weightless, and therefore do not trigger pit traps or pressure plates - but can still be affected by lava, sticky webs, etc.

Level 16: You can fly at your walk speed (maximum altitude 2).

Level 21: You can fly at your walk speed (no maximum altitude, hover).

Level 26: You have phasing.

Recovery: While in the Sleeping Goddess stance, you gain 1 ED (up to your maximum) the first time each round that you move three or more squares.

Strikes: While in the Sleeping Goddess stance, when you make a basic attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Sleeping Goddess stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Ghost-Face (Shadow)

Effect: Your speed increases by 10 feet.

If you hit with a basic melee attack, the target grants combat advantage until the end of their next turn.

Recovery: While in the Ghost-Face stance, you gain 1 ED (up to your maximum) the first time each round that you hit a creature that is subject to a save ends condition.

Strikes: While in the Ghost-Face stance, when you make a basic attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Ghost-Face stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Subtle Knife (Martial)

Effect: Your attacks ignore the first 5 points of a creature’s resistance (10 at level 11, 15 at level 21).

Your first attack each combat always has combat advantage.

Recovery: While in the Subtle Knife stance, you gain 1 ED (up to your maximum) the first time each round that you attack a creature while you have combat advantage.

**Strikes: **While in the Subtle Knife stance, when you make a basic attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Subtle Knife stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Primal Fury (Martial)

Effect: Your speed increases by 2 and you get a +2 power bonus on attack rolls made as part of the Charge action.

Recovery: While in the Primal Fury stance, you gain 1 ED (up to your maximum) the first time each round that you are attacked.

Strikes: While in the Primal Fury stance, when you make a basic melee attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Primal Fury stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From 26, you can also select:

Eternal Guardian (Martial)

Effect: Squares you threaten are difficult terrain for opponents. Allies do not provoke opportunity attacks for moving through squares you threaten. Mark any creature you make an opportunity attack against.

If an enemy you have marked moves, at the end of their movement you may remove the mark to pull them towards you a number of squares equal to your Charisma modifier.

Recovery: While in the Eternal Guardian stance, you gain 1 ED (up to your maximum) the first time each round that you make an opportunity attack.

Strikes: While in the Eternal Guardian stance, when you make a basic attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Eternal Guardian stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Falling Star (Martial)

Effect: Any time it would benefit you, you can count a ranged weapon you are wielding as a melee weapon.

Recovery: While in the Falling Star stance, you gain 1 ED (up to your maximum) each time that you end your turn not having moved that turn.

Strikes: While in the Falling Star stance, when you make a basic ranged attack you can spend expertise dice to:

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select:

Boosts: While in the Falling Star stance, you can use the following boosts.

From level 6, you can also select:

From level 11, you can also select:

From level 16, you can also select:

From level 21, you can also select:

From level 26, you can also select: