DM Companion

Character Types & Abilities

Six ways to be a hero. Every type gets two abilities to use during the game โ€” once per scene unless the DM says otherwise.

Fighter

Strong and brave, best in a straight-up fight

  • Big Swing A powerful attack; roll Strength, deals extra damage on a hit. Roll Strength
  • Shield Up Protect a nearby friend from one attack this turn. No roll needed

Wizard

Casts spells learned from books

  • Fireball Roll Cleverness to blast every enemy in a small area. Roll Cleverness
  • Magic Light Conjure a glowing light to see in dark places, no roll needed. No roll needed

Rogue

Sneaky, quick, great at getting past trouble

  • Silent Steps Automatically succeed at one sneaking attempt this scene. No roll needed
  • Quick Pockets Swipe or plant a small object without anyone noticing (roll Sneakiness). Roll Sneakiness

Healer

Keeps the party safe and patched up

  • Healing Touch Restore 4 HP to one hero. No roll needed
  • Steady Hands Remove a small curse, poison, or bad condition from a hero. No roll needed

Ranger

A wilderness expert who's good with animals and tracking

  • Animal Friend Calm or befriend a nearby animal, no roll needed. No roll needed
  • Tracker's Eye Automatically find tracks or a trail leading somewhere important. No roll needed

Bard

A performer whose songs and stories work like magic

  • Inspiring Song Give one hero a bonus (roll again if they fail a roll this scene). No roll needed
  • Silver Tongue Roll Cleverness to talk your way past a guard or convince an NPC. Roll Cleverness