The Knight, steady steel behind a raised shield

The Dawnsworn Bulwark

Knight

Steady steel behind a raised shield. Guards the blow, answers it in kind, and bleeds the Blight dry. Endures what the others can't.

Resource: Stamina · refills 1 each turn
  • ⚔️StrikeFREEA clean blow. Roll to hit.
  • 🛡️Bulwark1 STAMINABrace: the next blow deals 65% less, and you answer with a counter-blow.
  • 💥Crushing Blow3 STAMINAStrike with advantage, +2 damage, and stack Bleed on the enemy. It compounds.
  • 🔥War Cry3 STAMINA+2 to hit for the fight, and your next blow lands Empowered (+50% damage).

How it feels: a wall that hits back. Trade blows on your terms, let the Bleed do the arithmetic, and outlast everything.

Techniques: Sunder shears 2 Defense off a foe for the fight (once per foe). Undaunted, unlocked by proving the Knight, swings harder for every tenth of your health you are missing.

The Mage, wreathed in the realm's own fire

The Lightbringer

Mage

Turns the realm's own fire on the dark. Stacks Burn with every spell, then detonates it all in one breath. Devastating, and paper-thin.

Resource: Mana · the bolt feeds it, the ward refunds it
  • 🔮Arcane BoltFREEA bolt of channeled light. On hit, the magic feeds you +1 Mana.
  • 🔥Emberflame3 MANA+3 damage and sets the enemy alight: Burn sears each turn, and it stacks.
  • 🫧Spellward1 MANAA ward drinks the next blow: 60% less damage, and returns 2 Mana to you.
  • 🌌Combust5 MANARoll with advantage for 75% more damage, and detonate all Burn at once.

How it feels: an engine you stoke. Bolt to build, Emberflame to stack, Combust when the fire is tall enough to bring the house down.

Techniques: Frostbind binds the foe in cold light so its next blow lands 40% softer. Emberveil, unlocked by proving the Mage, is a ward that soaks half the blow and sets the attacker alight.

The Rogue, a blade half-melted into shadow

The Blade in the Shadows

Rogue

Builds Combo with quick blades, melts into shadow, and spends everything on one bright ruin. Strikes from where the blow won't fall.

Resource: Energy + Combo · quick blades stack it, one blow spends it
  • 🔪ShivFREEA quick blade. +10% crit. On hit, gain a Combo point (2 on a crit).
  • 🗡️Twin Fangs2 ENERGYStrike with advantage. On hit, gain 2 Combo points.
  • 💨Shadowveil2 ENERGYMelt into shadow: the next enemy blow misses outright, the evade grants a Combo point, and your next attack strikes from the dark with advantage and +25% crit.
  • 🩸Killing Blow2 ENERGYSpend ALL your Combo: +2 damage and +12% crit per point.

How it feels: dodge-then-punish. Vanish on the enemy's best turn, then cash five Combo into a knife the fight doesn't get up from.

Techniques: Venomed Cross lays a Bleed that refreshes instead of fading, and builds Combo. Coup de Grâce, unlocked by proving the Rogue, ends any foe left at 15% health or less outright (bosses and Wardens excepted).

The Oracle, who reads the roll before it lands

The Unsilenced

Oracle

Reads the roll before it lands. Names dooms aloud, warps the enemy's dice, and once a fight refuses the die's last word entirely.

Resource: Omens · fate pays out on the extreme dice
  • 🎲Cast the BonesFREEThrow the bones. On a hit, gain 1 Omen; a die of 18+ or 3 or under pays 1 more, hit or miss.
  • 🗣️Spoken Doom2 OMENSStrike with advantage. On a hit the doom gnaws at the foe, and it loses 2 Defense for the fight (once per foe).
  • 🌀Twist Fate1 OMENWarp the next enemy blow: it rolls twice and keeps the lower die. Reading fate pays you 1 Omen.
  • 🌘The Foretold Hour4 OMENSThe blow cannot miss and strikes deep (+6). A roll of 12 or higher deals double damage.

How it feels: playing the d20 itself. Bank Omens off wild rolls, bend the enemy's luck, and spend it all on the one hour that was always coming.

Techniques: Loaded Dice weights fate so your next die cannot land below 12, and pays an Omen when it lands. The Inevitable, unlocked by proving the Oracle, strikes with advantage and +2 damage for every Omen you still hold.

One chassis, four fantasies

Same die. Different courage.

Every champion rolls the same d20 and grows the same way: loot, levels, and the boons you choose as the Hearth's fire rises in you. What changes is the shape of a turn, how each one guards, builds, and spends. Each champion also keeps benched techniques you can swap into the kit from the hero sheet between fights, and more unlock as you prove the class. Master one, then prove all four.

  • Techniques · swap them in on the hero sheet
  • Level up · choose a boon every level
  • Aspects · Legendary gear rewrites your kit
  • The Forge · hone the weapon you love

Who rises first?

The Hearth is lit and the road is open. Take up the march.

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