Training

#### Abilities

* Adrenaline Surge: Ignore the effects of Pain for d6 + LEVEL turns after receiving an Injury
* Battle-hardened: Health = 3 + Body
* Combat Momentum: After slaying an enemy, gain +1 Action Point once per turn
* Fighting proficiency: attack bonus +2
* Skilled fighter: maximum attack modifier to DR = -4/+6
* Vitality Surge: Recover d6 + Level Health once per day

### Harlequin

#### Attributes

* Body: 0
* Mind: 3
* Presence: 0
* Luck: 4

#### Abilities

* Assassinate: +2 Damage against Unaware enemies
* Lucky: Doubles on 2d6 reward a Boon (+d4 to roll). This does not apply for rolling on tables.
* Unspent Initiative: If you end your turn with spare Action Points, you may bank an amount of them equal to your base Luck attribute (min. 1). These points can be spent on any action on your next turn and disappear at the end of that turn.
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### Magic user

#### Attributes

* Body: 1
* Mind: 3
* Presence: 1
* Luck: 2

#### Abilities

* Rift magic: 2 spells. Spells are consumed upon use. refresh after resting in a safe location for at least 1 hour or consuming a magic potion.
* Overcast: cast a spell that has already been used. Suffer 1 [MIND] damage after a successful cast or 2 on a failure.

### Priest

#### Attributes

* Body: 0
* Mind: 3
* Presence: 3
* Luck: 1

#### Abilities

* Blood Magic
	+ Sacrifice a creature with blood on a ritual circle to regain one exhumed spell an amount of times equal to your [LUCK] score.
	+ Must not be wearing [LOWER ARM] or [HAND] equipment on one arm and a one-handed bladed weapon to [INFLICT WOUNDS] on self. 1 DAMAGE. +10% Infection chance
	+ Power Rune: Etch a rune into a character's [LOWER ARM]. Magical energy pulses through their veins granting +2 [BODY] until the wound heals. Roll for Infection (10%).
* Enhanced prayer:
* Healing magic (ritual)
	+ Heal d4: target recovers d4+LEVEL health
* Hexes
* One of the following additional Rituals. Ritual cooldown = highest die on 2d6 - [MIND]/[LUCK] or Religion (min. 1) turns in combat. Cannot be used outside of combat.
	+ Ritual: Harm d6
	+ Ritual: Heal d6
	+ Ritual: Shield d4
* Speak with... [choose one of the following: Ancients, insects, vermin, weeds, or bones]

### Rogue

#### Attributes

* Body: 2
* Mind: 1
* Presence: 2
* Luck: 2

#### Abilities

* Duellist: During the first round of combat you gain +2 ATK against humanoid foes. Your enemies suffer an ongoing -2 ATK penalty against you. On all other rounds, your ATK bonus becomes +1.
* Precision: may choose either die on 2d6 for location damage instead of the leftmost one
* Quick-footed: +1 Action Point (AP)
* Specialty crafting: gain +1 Quality, +1 Quantity, +1 Time, or -1 Cost when starting a Crafting Project
* Trickery: You can instantly switch places with a nearby Ally as a Reaction, either when they're about to be attacked or when you're about to be attacked.

### Scholar

#### Attributes

* Body: 0
* Mind: 4
* Presence: 2
* Luck: 1

#### Abilities

* Generalist: Choose one Class Feature from any class. Add it to your character record sheet. You may use it a number of times equal to your [LUCK] each day.
* Professional: You start the game with 4 Profession skills.
* Scribe: Can write down discovered Spells into Spellbooks. Each Spellbook can be used a number of times equal to the writer's [MIND] each day in total for all casters. Casting a spell consumes one charge.
### Spellsword

#### Attributes

* Body: 3
* Mind: 3
* Presence: 1
* Luck: 0

#### Abilities

* Destruction magic: 1 spell of the following:
* Arcane Infusion: You may spend a slice of Downtime to temporarily imbue a non-magical item with magical properties, such as emitting light or changing its damage type.
* Signature weapon: +1 attack bonus with chosen signature weapon. You may choose a new signature weapon to replace your old one twice per Level. Your signature weapon counts as Arcane when it is beneficial to be so.
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