HOPE FEATURE
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
CLASS FEATURE
Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
They can’t move from where they are.
You deal damage to them equal to your primary
Weapon’s damage.
You move with them.
Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
SPELLCAST TRAIT
NONE
FOUNDATION FEATURE
Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
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COMMUNITY FEATURE
ANCESTRY FEATURES
Endurance: Gain an additional Hit Point slot at character creation.
Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.