classes
Table of Contents
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.
classes.txt · Last modified: by sibachian
