====== Verdant ====== Once per phase, you may roll 4d6 instead of 3d6. ====== Assassin ====== You have a permanent 6 die (only rolling 2d6), but any 1 causes 1 damage to your health. ====== Berserker ====== After failing your rolls, you may try again at the cost of 1 health instead of 1 reroll roll. ===== Class ideas ===== - Once per phase, you may ignore the consequences of a failed challenge. - After failing a roll, you may immediately roll again by losing 1 Health instead of spending a Reroll. - Once per phase, after seeing your roll, you may reduce the target by 2. - One die is permanently a 6. Roll only 2d6. Whenever either die shows a natural 1, lose 1 Health. - Once per phase, roll 4d6 and keep the best three. - Once per phase, reroll exactly one die without spending a Reroll. - If you fail by exactly 1, treat the roll as a draw instead. - Once per phase, cancel all damage from a failed challenge. - Before rolling, you may lose 1 Health to gain +3 to the result. - Once per phase, after rolling, increase or decrease one die by 2. - Every time you clear a challenge, gain 1 Boost. - The first time each phase you would lose Health, lose none instead. - Whenever all three dice are different, gain +2. - Once per phase, your companion rerolls one failed die. - When reduced to 0 Health, immediately return to 1 Health once per boss. - Before rolling, declare "High" or "Low." If correct, gain +3. Otherwise lose 1 Health. - If your dice show all different values, gain +2. - At the start of each phase choose: +1 to all rolls. One free reroll. or One free Boost. - Whenever you lose Health, gain +1 to your next roll. - If you exceed the target by 5 or more, immediately recover 1 Health. - Once per phase, look at the next page-roll before deciding your current challenge. - Pet class: Once per phase, your companion may reroll one die. - Pet class: The first time you would lose Health each phase, your companion takes the hit instead. - Whenever you clear a challenge by 4 or more, gain 1 Reroll. - Once per phase, roll 4d6 and discard the lowest die. - Whenever you roll doubles, gain +1. - Once per phase, roll 4d6 and keep the highest three. - At the end of each phase, recover 1 Health. - At the start of each phase choose one: Spring – Recover 1 Health. Summer – Gain +1 to every roll this phase. Autumn – Gain 1 Reroll. Winter – Once this phase, ignore a failed challenge. - If you choose not to spend any Rerolls this phase, recover 1 Health. - Whenever you lose Health, gain 1 Boost. - Shapeshifter: Wolf: Once per challenge, reroll one die. Bear: Ignore the first Health loss this phase. Hawk: +1 to every roll this phase. Ancient Oak: Recover 1 Health after the phase.