| Pronouns | Moiar |
|---|---|
| Heritage | Underborne Goblin |
| Level | 1 |
| Class | Witch, Hedge |
| Domains | Dread , Sage |
| Evasion | 10 |
|---|---|
| Armor | |
| Stress |
| Minor Damage |
2 | Major Damage |
Severe Damage |
|
|---|---|---|---|---|
| HP: | ||||
| Hope | |||
|---|---|---|---|
| Hope Feature | |||
| Experience | Score |
|---|---|
Witch Hope: When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change into a success with Fear instead.
Hex: When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier. This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.
Commune: Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherwordly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect: 1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer. 4-5: You hear sounds or see a vision relevant to the answer. 6: You psychically experience a scene relevant to the answer as if you were there.
Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.
Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can't create a new talisman until the old one has been used.
Surefooted: You ignore disadvantage on Agility Rolls.
Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range. 1 Stress
Low-Light Living: When you’re in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.
| Wepaon | P/S | Trait | Range | Dam. Dice | Type | Size | |
|---|---|---|---|---|---|---|---|
| Dualstaff | P | Instinct | Melee | d6+3 | phy | 2h | |
| Wand | P | Knowledge | Far | d6+1 | phy | 1h |
| Armor | Base Thresholds | Base Score | |
|---|---|---|---|
| Gambeson | 5/11 | 3 | |
| Feature: Flexible: +1 to Evasion | |||