Brawler Spells & Abilities

 

All Brawlers

  • Name: Wall Crush

    Tier: Level 1

    Classes: Brawlers

    Type: Physical

    AP Cost: 1

    SP Cost: 0

    Dex Bonus: n/a

    Range: Self (5ft)

    Higher SP Cost Bonus: +1SP per additional d6

    Description: The Brawler conjures a humble wall made of magic that forms behind a Target in range. The Brawler then slams the Target to said wall. Its durability is dependent on the Brawler’s preference. Deal 1d6 + ATK on hit.

  • Name: Receive And Give

    Tier: Level 2

    Classes: Brawlers

    Type: Physical

    AP Cost: 0

    SP Cost: 1

    Dex Bonus: +1d20

    Range: Self

    Higher SP Cost Bonus: +1SP per additional d4

    Description: The Brawler, when hit, returns the physical attack with their own. When injured, calculate damage. If your Health is above 0, roll to attack back. On hit, deal 2d4+ ATK. This counts as a free Reaction.

  • Name: Knockout Punch

    Tier: Level 5

    Classes: Brawlers

    Type: Physical

    AP Cost: 0

    SP Cost: 3

    Dex Bonus: +1d4

    Range: 5ft

    Higher SP Cost Bonus: +1SP per additional d4

    Description: The Brawler delivers what is intended to be the final blow to a foe with a deadly punch. On hit, roll 1d4 x ATK. If the Target looked visibly fatigued before the attack, roll 1d6 x ATK instead.

Bouncer Spells/Abilities

  • Name: Efficient Throw

    Tier: Level 1

    Classes: Bouncer

    Type: Physical

    AP Cost: 1

    SP Cost: 1

    Dex Bonus: +1d4

    Range: Self, 1-2 Targets

    Higher SP Cost Bonus: +1SP per additional d4

    Description: The Bouncer grabs a Target and throws them at another Target. When attempting to grab a Target, they must make a Strength Save against yours, and are thrown if they fail. The throwing Range is 10ft + Strength. If the designated Target is a solid object, both the thrown and receiving Target take 2d4 + ATK on hit.

  • Tier: Level 1

    Classes: Bouncer

    Type: Physical

    AP Cost: 0

    SP Cost: 0

    Flexibility Bonus: +1d12

    Range: Self

    Higher SP Cost Bonus: n/a

    Description: The Bouncer can immediately get back on their feet when attacked. Roll for Flexibility. (1d20 + Flexibility) The move succeeds if the roll is above 12. If the Bouncer falls to the ground but is still conscious, they can get back up as a free Reaction and can choose whether or not to slide, leap, or stumble back 5ft regardless if they’ve already moved their max speed for the turn.

  • Tier: Level 1

    Classes: Bouncer

    Type: Physical

    AP Cost: 1

    SP Cost: 0

    Dex Bonus: n/a

    Range: Hearing Range

    Higher SP Cost Bonus: n/a

    Description: All allies who hear The Bouncer’s whistle can regroup by the Bouncer as long as they are within 15 feet of them and there is unoccupied space. If an ally becomes engaged in combat via enemy Reaction during this time, the ally’s Dodge score is increased by 2 until the exchange has concluded.

  • Tier: Level 5

    Classes: Bouncer

    Type: Physical

    AP Cost: 1

    SP Cost: 2

    Dex Bonus: n/a

    Range: 5ft

    Higher SP Cost Bonus: +1SP per additional 1d8

    Description: The Bouncer uses their own SP to allow a nearby ally to join in for a regular physical attack without having to spend a Reaction. The ally is allowed to use a magic-infused physical attack if the magic was already cast prior to this ability, or an ally uses a Reaction to imbue their physical strike with magic. If you or your ally beats the Target’s Dodge score, both attacks land. The Bouncer does 2d8 + ATK. The ally’s attack does its regular damage.

Brute Spells/Abilities

  • Tier: Level 1

    Classes: Brute

    Type: Physical

    AP Cost: 1

    SP Cost: 0

    Dex Bonus: n/a

    Range: 5ft, one Target

    Higher SP Cost Bonus: +1SP per additional 1d4 for Dex bonus

    Description: The Brute grabs their Target and smashes their forehead with their own. On hit, deal 3d6 + ATK.

  • Tier: Level 1

    Classes: Brute

    Type: Physical

    AP Cost: 2

    SP Cost: 1

    Dex Bonus: n/a

    Range: 5ft, One Target

    Higher SP Cost Bonus: +1SP for an added 1d4 for the Strength Check.

    Description: A brute can tear through visible magic shields meant to protect the Target from you or an ally. When a shield is conjured, you can use a free Reaction and roll 1d20 + Strength to go against their 1d20 + Current SP roll. If your resulting number is higher, their shield breaks just enough for the Brute to successfully grab or attack their Target without having to make an Attack roll. If you choose to attack, deal 1d12 +ATK. If you choose to pull them through the remnants of their shield, deal 2d6 + ATK. You can choose to disregard the rolls for damage in exchange of performing another Level 1 move with an automatic success to hit without consuming AP.

  • Tier: Level 1

    Classes: Brute

    Type: Physical

    AP Cost: 1

    SP Cost: 1

    Dex Bonus: n/a

    Range: Self

    Higher SP Cost Bonus: +1SP per additional +1 for Dex.

    Description: By taking a moment and sizing up the opponent, the Brute gains +2 to Dex on their next Attack to hit.

  • Tier: Level 2

    Classes: Brute

    Type: Physical

    AP Cost: 1

    SP Cost: 1

    Dex Bonus: n/a

    Range: 5ft

    Higher SP Cost Bonus: +1SP per additional 1d4 to hit.

    Description: The mortal body contains more magic than most weapons, and your fist (leg, or foot) gives a concentrated dose of that magic to its Target. On hit, deal 1d4 x ATK.

    If attacking a shield or other obstructive means of protecting the Target, you must roll 2 higher than the required Dodge amount to hit. That includes shields that were conjured as a means to block your attack.

  • Tier: Level 5

    Classes: Brute

    Type: Physical

    AP Cost: All

    SP Cost: All

    Dex Bonus: +1d6

    Range: 5ft, 1 Target

    Higher SP Cost Bonus: n/a

    Description: The Brute puts their all into one deadly physical blow. On hit, deal 1d8 x ATK.

Martial Artist Spells/Abilities

  • Tier: Level 1

    Classes: Martial Arts

    Type: Physical

    AP Cost: 0

    SP Cost: 0

    Dex Bonus: n/a

    Range: 5ft, All Within Range

    Higher SP Cost Bonus: n/a

    Description: With a single stomp, the Martial Artist focuses their magic and lets it ripple into the earth or floor beneath, shaking up foes in range. Your next attack takes twice the AP, but is made with advantage against those affected by the ripples.

  • Tier: Level 1

    Classes: Martial Arts

    Type: Physical

    AP Cost: 1

    SP Cost: 1

    Dex Bonus: +1d8

    Range: 5ft, 1 Target

    Higher SP Cost Bonus: n/a

    Description: The Martial Artist strikes with the palm of their hand and potentially knocks their Target to the ground. On hit, deal 1d6 + ATK. If the Dex roll was over 16, the Target is knocked off their feet and sent 20ft from the point of impact.

  • Tier: Level 1

    Classes: Martial Arts

    Type: Physical

    AP Cost: 0

    SP Cost: 0

    Dex Bonus: +1d4 Dodge

    Range: Self

    Higher SP Cost Bonus: +1SP per additional parry attempt

    Description: This counts as a free Reaction. The Martial Artist uses any part of their limbs to block a small physical attack (Sword, ax, lance, arrows, fist, kicks, ect). Add 1d4 to your Dodge Score for the interaction. If the first Parry attempt ends in failure, you take an additional 1d12 of damage and this move cannot be used again until your next turn. On success, you can spend +1SP to use this ability again right away if desired.

  • Tier: Level 1

    Classes: Martial Arts

    Type: Physical

    AP Cost: 2

    SP Cost: 1

    Dex Bonus: +1d4

    Range: 5ft, One

    Higher SP Cost Bonus: +1SP per additional 1d4 to continue the hit chain.

    Description: The Martial Artist uses their palms and fists to continually pummel their Target against any type of wall that can support the action. On hit, roll 1d4. The number rolled is how many times you hit the opponent against the wall with your ATK (The d4 number itself is not being added to the damage). Once the attacks have concluded, the Martial Artist finishes by grabbing the Target’s head and sliding it down counterclockwise against the wall until the head hits the ground. This deals an additional 1d4 damage. If the wall was magically cast by The Martial Artist, it shatters as the Target’s body is rammed through it.

  • Tier: Level 2

    Classes: Martial Arts

    Type: Physical

    AP Cost: 1

    SP Cost: 1

    Dex Bonus: n/a

    Range: Range of Followup Attack

    Higher SP Cost Bonus: +1SP to make AP Cost 0

    Description: This counts as a free Reaction. The Martial Artist aptly dodges an attack, and counters with a move of their own. If desired, when the enemy rolls to attack, you can spend 1 SP to make the Target roll with disadvantage to attack. If you successfully Dodge, you can immediately perform any move that takes 1AP or less and it can’t be dodged.

  • Tier: Level 5

    Classes: Martial Arts

    Type: Physical / Magical

    AP Cost: 2

    SP Cost: 3

    Dex Bonus: 1d10

    Range: 5ft, 1 Target

    Higher SP Cost Bonus: n/a

    Description: The Martial Artist descends a barrage of rapid punches upon a Target to finish a chain of attacks. Opponent must be on their feet or mid-fall for this attack to work. If this is immediately following an attack from you or an Ally (Via Reaction), you can roll with the Dex bonus, otherwise, you must roll for a regular attack without said bonus. On hit, The Martial Artist stomps their foot on the ground and an electrical current forces the Target to stand completely straight and unable to make any Reactions until the turn ends. Furthermore, they take 2d12 + ATK and are knocked back 20ft from the last punch.