{"_id":"6gW2PfbXbSqEggap","name":"Spirit Bear","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Spitit%20Animal%20Bear.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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Spend 5 Effort and take an Action to summon a Spirit Bear to aid you.

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The Spirit Bear will appear and then merge into the Warden granting an extra Blue Armor Die that the Warden may use on a Defense Roll after seeing the final Result.

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This effect will be available for 5 Actions and then will fade and be wasted if not used and may only be used once during the duration.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"8ThrD0gQAaa3natO","name":"Sanctuary","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Sanctuary.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Chaplain Class Power

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The Chaplain may spend 3 Effort and make a Lore (Blessings) Check [1] to create a 15’ diameter Sanctuary Zone centered on himself that may keep Hell Spawn and Undead creatures temporarily at bay.

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The higher the number of Successes the more powerful the Sanctuary.  The Sanctuary will last for 3 Actions + 1 Action for each Success over [1] and Hell Spawn and Undead creatures must make a Will Save greater than the number of Successes the Chaplain rolled to enter the Sanctuary Zone.  (Weaker Hell Spawn or Undead creatures may even be incinerated while trying to enter the Sanctuary Zone.)

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The Chaplain may Slow Move but may not take other Actions while focused on maintaining the Sanctuary Zone.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"BzanimQjhIvahwYn","name":"First Strike","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/First%20Strike.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Skalawag Class Power

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Spend 5 Effort to choose exactly when to take you Action this round.

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You can go first or watch the round unfold and announce when you want to act.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"FgMnMhZfF5xk89FM","name":"Spirit Stag","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Spirit%20Animal%20Stag.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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Spend 5 Effort and take an Action to summon a Spirit Stag to aid you.

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The Spirit Stag will appear and then merge into the Warden granting +3 Successes to all Movement Checks.

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This effect will be active for 5 Actions and then will fade and be wasted if not used.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"IRntLdFXbKRD25Ft","name":"Volley","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Volley.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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Spend 5 Effort to loose a 2nd arrow at the same Target with any Bow attack.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"NusHfkMfyBXYs02p","name":"Spirit Wolf","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Spirit%20%20Animal%20Wolf.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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Spend 5 Effort and take an Action to summon a Spirit Wolf to aid you.

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The Spirit Wolf will appear and then merge into the Warden adding a d6 damage die to the Warden's next successful attack roll.

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This effect will be available for 5 Actions and then will fade and be wasted if not used and may only be used once during the duration.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"Q42dkA98p8A0j0M4","name":"Extra Damage","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Extra%20Damage.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Martial Class Power

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Character may spend 3 Effort to add 1d6 damage to a succesful attack.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"RfKaxSEYwnyi9SNU","name":"Social Authority","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Social%20Authority.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Chaplain Class Power

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In any civilized human settlement or setting, roll all Charm, Haggle, Intimidate, and Persuade Checks with Advantage.

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Sermons are given as either Charm or Persuade Checks – depending on the subject and purpose.   Sermons are used to convince lost souls to join the Temple of the Martyr and dedicate themselves to ‘the Cause’ including reasonably assisting and aiding the Chaplain with minor tasks, providing food & shelter, and perhaps donating a handful of coin…….

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"h2Z8nK2nUMDbwrfT","name":"Additional Attack","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Additional%20Attack.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Martial Class Power

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Character  may spend 5 Effort to make one additional attack during the Action Round.

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If Duel Weilding the additonal attack will be a Main Hand attack.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"kAWqIJAHeyt3oEeL","name":"Minor Blessing","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Minor%20Blessing.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Chaplin Class Power

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The Chaplain may spend 3 Effort to say a quick (1 action) prayer and if successful on a Lore (Blessings) Check [2+] grant an Advantage Die to himself or an ally located in the same Zone to be used on the next Skill Check or Save Roll made.

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The Chaplain must describe the nature of the Blessing for it to be effective. Each Success greater than [2] will allow the Chaplain to grant an Advantage Die to an additional ally.

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The Minor Blessing will fade and be wasted if not used within 5 Actions Rounds.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"lJHSgAhJsiQFpois","name":"Major Blessing","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Major%20Blessing.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Chaplain Class Power

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The Chaplain may spend 3 Effort to say a (2 action) prayer and if successful on a Lore (Blessings) Check [2+] remove the effects of the STAGGERED Condition from and [3+] restore a small amount of health (d6+1) to himself or an ally located in the same Zone and [4+] heal an additional ally.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"lbFlLG7Avw9YmuC4","name":"Spirit Dove","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Spirit%20Animal%20Dove.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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Spend 5 Effort and take an Action to summon a Spirit Dove to aid you.

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The Spirit Dove will appear, merge into the Warden and immediately heal the Warden for 1d8 hit points.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"naRNt5hUcbiJGhXs","name":"Miracle","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Miracle.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Chaplain Class Power

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The Chaplain may spend 5 Effort and sacrifice 3 Hit Points to beseech the Aid of the Martyr by ritually bleeding and fervently chanting for 3 actions

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If successful on a Lore (Miracles) [2+] Check remove STAGGERED & STUNNED conditions from himself or an ally, and [3+] restore health (2d8) to himself or an ally located in the same Zone, and [4+] 1 additional ally located in the same Zone, and [5+] 2 additional allies in the same Zone.

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Additionally, (a) Poisons may be cleansed and Diseases cured if the Miracle Check equals or exceeds the Difficulty Class [Static Target Number] of the Poison or Disease; (b) Critical (Crit) Injuries such as broken and fractured bones, severe lacerations, and internal injuries may be healed and the associated Condition(s) removed on a Miracle Check [4+] Result as the ONLY benefit of the Miracle.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"ovejwVhtTELyW3dA","name":"Spirit Hawk","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Spirit%20Animal%20Hawk.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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Spend 5 Effort and take an Action to summon a Spirit Hawk to aid you.

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The Spirit Hawk will appear and then merge into the Warden granting an AD to the Warden's next attack roll.

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This effect will be available for 5 Actions and then will fade and be wasted if not used and may only be used once during the duration.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"qB5t9e6hc5baDCCb","name":"Vital Strike","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Vital%20Strike.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Skalawag Class Power

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When attacking with situational Advantage such as with Suprise or when flanking an opponent (not with an AD bought with Effort), you may spend 3 Effort to add 1d8 damage to any successful attack.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"sIy9SWufUlUnrA3w","name":"Disguise","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Disguise.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Skalawag Class Power

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Dress up as and pretend to be someone else such as a visiting noble, a guard, a beggar, etc.

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You may not impersonate a specific local person as you are not a doppleganger.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"tVGh2z2m0VJ22Faa","name":"Cleave","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Cleave.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Martial Class Power

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If you drop a melee opponent you may spend 3 Effort to make an immediate extra attack against another adjacent opponent, if one exists.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"trBm9Rfi26g45OKz","name":"Tricks & Traps","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Tricks%20%26%20Traps.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Skalawag Class Power

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At Character creation, choose two Tricks & Traps that you want to have in your arsenal then randomly select a third.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}} {"_id":"weOJMgryX4OGFdnx","name":"Wilderness Master","type":"feat","img":"systems/fvtt-crucible-rpg/images/icons/class_powers/Wilderness%20Master.webp","data":{"isfeatdie":false,"issl":false,"sl":0,"description":"

Warden Class Power

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You get Advantage on all Surivial Rolls such as camoflague, tracking, foraging, fishing, and hunting along with on Movement Rolls and Stealth Rolls in all outdoor rural or wilderness environments.

"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}