Warrior

"With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying." - Belozog Mishkova, repentant exile
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.
Warrior Tracks
Archer. An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.
Commander. A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.
Protection. You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.
Soldier. You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.
Curseblade. Harker's Guide to Vampire Hunting. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil.
Descendant. Harker's Guide to Vampire Hunting. Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors.
Core Subclass Tracks
Warrior Entry Talent
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Warrior Entry | Character Level 2 | When you take this entry talent, you gain the following benefits.
Battlefield Tactician. Gain the Battlefield Tactician ability.
Warrior Training. If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack. |
Warrior, Class Entry |
Archery Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Archery Focus | Warrior Entry | Gain the Focus Target ability.
|
Warrior, Archery |
| Sharpshooter | Archery Focus
Incompatible: Overwatch |
You ignore Partial Cover against your Focused Target. | Warrior, Archery |
| Sniper’s Nest | Sharpshooter | You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result. | Warrior, Archery |
| Stalking | Sniper’s Nest | You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you. | Warrior, Archery |
| Impeccable Aim | Stalking | If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.
|
Warrior, Archery |
| Sharpshooter II | Impeccable Aim | If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal. | Warrior, Archery |
| Fast Feet | Sharpshooter II | Gain the Tuck and Roll abilities.
|
Warrior, Archery |
| Stalking II | Sniper’s Nest II | Your range for Stalking becomes half the range of the weapon you have equipped. | Warrior, Archery |
| Headshot | Stalking II | Gain the Headshot ability.
|
Warrior, Archery |
| Sharpshooter III | Headshot | Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures. | Warrior, Archery |
| Sniper’s Nest II | Sharpshooter III | Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover. | Warrior, Archery |
| Stalking III | Sniper’s Nest II | Your range is doubled for ranged weapon attacks against your Focused Target.
Your range for Stalking becomes your equipped weapon’s range. |
Warrior, Archery |
| Impeccable Aim II | Stalking III | Gain the Perfect Opportunity ability.
|
Warrior, Archery |
| Headshot II | Impeccable Aim II | With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit. | Warrior, Archery |
| Overwatch | Archery Focus
Incompatible: Sharpshooter |
Gain the Overwatch ability.
|
Warrior, Archery |
| Focus Target II | Overwatch | You may now have a number of Focused Targets equal to 1⁄2 AWR. | Warrior, Archery |
| Overwatch II | Focus Target II | When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn. | Warrior, Archery |
| Suppressing Fire | Overwatch II | You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn. | Warrior, Archery |
| Focus Target III | Suppressing Fire | Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked. | Warrior, Archery |
| Overwatch III | Focus Target III | Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies. | Warrior, Archery |
| Focus Target IV | Overwatch III | You may now have a number of Focused Targets equal to your AWR. | Warrior, Archery |
| Covering Fire | Focus Target IV | Gain the Covering Fire ability.
|
Warrior, Archery |
| Overwatch IV | Covering Fire | Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1). | Warrior, Archery |
| Covering Fire II | Overwatch IV | You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack. | Warrior, Archery |
| Focus Target V | Covering Fire II | When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn. | Warrior, Archery |
| Covering Fire III | Focus Target V | You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack. | Warrior, Archery |
| Overwatch V | Covering Fire III | If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone. | Warrior, Archery |
| Legendary Archer | Archery 14 | You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:
|
Warrior, Archery, Capstone |
Commander Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Battlefield Command Focus | Warrior Entry | Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.
Gain the Battle Standard ability.
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10. Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area. |
Warrior, Commander |
| Improved Battle Standard | Battle Command Focus | Allies now gain TA on all attacks while within range of your battle standard. | Warrior, Commander |
| Battle Standard Range | Improved Battle Standard | Your battle standard’s range increases by +10 ft. | Warrior, Commander |
| Battle Standard Range II | Battle Standard Range | Your battle standard’s range increases by +20 ft. | Warrior, Commander |
| Battle Standard Range III | Battle Standard Range II | Your battle standard’s range increases by +30 ft. | Warrior, Commander |
| Extra Standard | Battle Standard Range III | You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted. | Warrior, Commander |
| Reinforced Standard | Improved Battle Standard | Repeatable. Your battle standard gains +10 HP. | Warrior, Commander, Repeatable |
| Reinforced Standard II | Reinforced Standard | Your battle standard gains +5 DT. | Warrior, Commander |
| Reinforced Standard III | Reinforced Standard II | Your battle standard gains +5 AR, REF, and FORT. | Warrior, Commander |
| Improvised Repairs | Reinforced Standard II | Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area. | Warrior, Commander |
| Rallying Standard | Improved Battle Standard | Allies within range of your battle standard gain the Rallied condition. | Warrior, Commander |
| Rallying Standard II | Rallying Standard | While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range. | Warrior, Commander |
| Under the Banner | Rallying Standard II | Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied. | Warrior, Commander |
| Under the Banner II | Under the Banner | While allies are Rallied by your battle standard, they are Protected. | Warrior, Commander |
| Under the Banner III | Under the Banner II | While allies are Rallied by your battle standard, they gain +2 to their mental defenses. | Warrior, Commander |
| Standard Bearer | Improved Battle Standard | You gain a standard bearer NPC with the stats of a Page. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc. | Warrior, Commander |
| Standard Bearer II | Standard Bearer | Your standard bearer gains HP equal to your number of Warrior talents + your AWR. | Warrior, Commander |
| Standard Bearer III | Standard Bearer II | Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement. | Warrior, Commander |
| Standard Bearer IV | Standard Bearer III | Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions. | Warrior, Commander |
| Standard Bearer V | Standard Bearer IV | Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent. |
Warrior, Commander |
| Command | Improved Battle Standard | Gain the Command ability and the Attack command.
Gain the Attack command.
|
Warrior, Commander |
| To Me! | Command | Gain the Tactical Repositioning command.
|
Warrior, Commander |
| Hold! | Command | Gain the Hold your Ground and Hold your Fire commands.
|
Warrior, Commander |
| Fire! | Hold! | Gain the Fire! command.
|
Warrior, Commander |
| Forward! | Command | Gain the Charge command.
|
Warrior, Commander |
| Command Improvement | Command | Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard. | Warrior, Commander |
| Command Improvement II | Command Improvement | Repeatable. Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range. | Warrior, Commander, Repeatable |
| Command Improvement III | Command Improvement II | Targets of your Command ability may also immediately move up to 5 ft. | Warrior, Commander |
| Command Improvement IV | Command Improvement III | Targets must be able to see or hear you to benefit from Command, instead of only hearing you. | Warrior, Commander |
| Tactician’s Command | Command | When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage. | Warrior, Commander |
| Battle Standard Command | Tactician’s Command | When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1). | Warrior, Commander |
| Imposing Battle Standard | Battle Standard Command | Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard. | Warrior, Commander |
| Battlefield Tactician II | Command | Your Battlefield Tactician ability no longer fades on the previous target when you use it again. | Warrior, Commander |
| War Cry | Battlefield Tactician II, COR 4 | Gain the War Cry ability.
|
Warrior, Commander |
| War Cry II | War Cry | When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry. | Warrior, Commander |
| War Cry III | War Cry II | Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them. | Warrior, Commander |
| War Cry IV | War Cry III | Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount. | Warrior, Commander |
| War Cry V | War Cry IV | War Cry becomes 1⁄2 AWR/Rest. | Warrior, Commander |
| Battlefield Tactician Improvement | Battlefield Tactician II | Your Battlefield Tactician ability gains +20 ft range when specifying a target. | Warrior, Comander |
| Battlefield Tactician Improvement II | Battlefield Tactician Improvement | If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician. | Warrior, Commander |
| Battlefield Tactician Improvement III | Battlefield Tactician Improvement II | You no longer need to see the target for Battlefield Tactician to remain active. | Warrior, Commander |
| Battlefield Tactician Improvement IV | Battlefield Tactician Improvement III | Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so. | Warrior, Commander |
| Great General | Commander 14 | You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.
You gain a small retinue consisting of four Knights. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.
|
Warrior, Commander, Capstone |
Protection Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Protection Focus | Warrior Entry | While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you. | Warrior, Protection |
| Protection: Engage | Protection Focus | Gain the Engage ability.
|
Warrior, Protection |
| Protection: Intercept | Protection Focus | Gain the Intercept ability.
|
Warrior, Protection |
| Protection: Shields Up | Protection Focus | Gain the Shields Up ability.
|
Warrior, Protection |
| Protection II: Challenge | Protection: Any | Targets you have Engaged are now considered Taunted by you as well. | Warrior, Protection |
| Protection II: Battering Ram | Protection: Intercept | When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone. | Warrior, Protection |
| Protection II: Battlefield Support | Protection: Any | You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. |
Warrior, Protection |
| Protection III: Challenging Shout | Protection II: Any, Protection: Engage | Gain the Challenging Shout ability.
|
Warrior, Protection |
| Protection III: Opportunistic Interception | Protection II: Any, Protection: Intercept | Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy. | Warrior, Protection |
| Protection III: Take Heart | Protection II: Any | Gain the Take Heart ability.
|
Warrior, Protection |
| Protection IV: Engage II | Protection III: Any, Protection: Engage | Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged. | Warrior, Protection |
| Protection IV: Intercept II | Protection III: Any, Protection: Intercept | The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you. | Warrior, Protection |
| Protection IV: Shields Up II | Protection III: Any, Protection: Shields Up | When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active. |
Warrior, Protection |
| Protection V: Positioning | Protection IV: Any | You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you. | Warrior, Protection |
| Protection V: Warrior's Fury | Protection IV: Any | When you become Bloodied, your speed increases by +10 ft until the end of your next turn. | Warrior, Protection |
| Protection V: Battlefield Support II | Protection IV: Any, Protection II: Battlefield Support | Gain +1 Battlefield AP. | Warrior, Protection |
| Protection VI: Defender's Armor | Protection V: Any | You gain DR 5 against targets that you have Engaged. | Warrior, Protection |
| Protection VI: Warrior's Preparation | Protection V: Any | You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise. | Warrior, Protection |
| Protection VI: Take Heart II | Protection V: Any, Protection III: Take Heart | Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack. | Warrior, Protection |
| Protection VII: Engage III | Protection VI: Any, Protection IV: Engage II, Protection 10 | Gain the Crowd Control ability.
|
Warrior, Protection |
| Protection VII: Intercept III | Protection VI: Any, Protection IV: Intercept II, Protection: Shields Up, Protection 10 | When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP. | Warrior, Protection |
| Protection VII: Shields Up III | Protection VI: Any, Protection IV: Shields Up II, Protection 10 | When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead. | Warrior, Protection |
| Protection VIII: Defender's Superiority | Protection VII: Any | When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.
|
Warrior, Protection |
| Protection VIII: Take Heart III | Protection VII: Any, Protection VI: Take Heart II | All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you. | Warrior, Protection |
| Protection VIII: Battlefield Support III | Protection VII: Any, Protection V: Battlefield Support II | Gain +1 Battlefield AP. | Warrior, Protection |
| Legendary Defender | Protection VIII: Any, Protection 14 | You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year). In addition, gain the Last Stand ability.
|
Warrior, Protection, Capstone |
Soldier Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Trained Soldier | Warrior Entry | The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.) |
Warrior, Soldier |
| Versatile Arsenal | Trained Soldier | You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will. | Warrior, Soldier |
| Versatile Arsenal II | Versatile Arsenal | You may use STR as your attack and damage attribute for longbows and standing longbows. | Warrior, Soldier |
| Blind Fighting | Versatile Arsenal II | You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight. | Warrior, Soldier |
| Blind Fighting II | Blind Fighting | The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you. | Warrior, Soldier |
| Soldier’s Opportunity | Blind Fighting II | You gain the Exploitative specialization talent. If you already have the Exploitative talent, you gain the Opportunist specialization talent. | Warrior, Soldier |
| Soldier’s Opportunity II | Soldier’s Opportunity | When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone. | Warrior, Soldier |
| Soldier’s Opportunity III | Soldier’s Opportunity II | You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon. | Warrior, Soldier |
| Versatile Arsenal III | Soldier’s Opportunity III | You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.
|
Warrior, Soldier |
| Blind Fighting III | Versatile Arsenal III | The range of Blind Fighting increases to 15 ft.
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you. |
Warrior, Soldier |
| Showdown | Blind Fighting III | The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes. The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature. |
Warrior, Soldier |
| Showdown II | Showdown | You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage. |
Warrior, Soldier |
| Showdown III | Showdown II | Double every numerical value of Showdown II. | Warrior, Soldier |
| Arete | Showdown III | Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher. | Warrior, Soldier |
| Indomitable Champion | Arete | You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.
|
Warrior, Soldier, Capstone |
*Updated to v1.2
Additional Subclass Tracks

Curseblade Track
Source: Harker's Guide to Vampire Hunting
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Cursed Blade | Warrior Entry | Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.
Additionally, your Curseblade gains one of the following base properties:
|
Warrior, Curseblade |
| Imbued Blade | Cursed Blade | Your Curseblade grants a +1 to attack and damage when you are wielding it. | Warrior, Curseblade |
| Spirit Blade | Imbued Blade | You gain the Spirit Blade ability.
|
Warrior, Curseblade, Cursemagic |
| Imbued Force | Imbued Blade | You gain the Imbued Force ability.
You may only have one instance of Imbued Force active at a time. |
Warrior, Curseblade |
| Imbued Blade II | Spirit Blade or Imbued Force | Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit. | Warrior, Curseblade |
| Spirit Blade II | Imbued Blade II, Spirit Blade | You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type. | Warrior, Curseblade, Cursemagic |
| Imbued Force II | Imbued Blade II, Imbued Force | You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force. | Warrior, Curseblade |
| Morphing | Imbued Blade II | You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties. | Warrior, Curseblade, Cursemagic |
| Imbued Blade III | Spirit Blade II or Imbued Force II, Curseblade 7 | Imbued Blade becomes +2. | Warrior, Curseblade |
| Spirit Blade III | Imbued Blade III, Spirit blade II | Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit. | Warrior, Curseblade, Cursemagic |
| Imbued Force III | Imbued Blade III, Imbued Force II | Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time. | Warrior, Curseblade |
| Morphing II | Imbued Blade III, Morphing |
Every time you take this talent, you gain +2 uses per Rest. |
Warrior, Curseblade, Repeatable, Cursemagic |
| Imbued Blade IV | Spirit Blade III or Imbued Force III | Your Curseblade gains one of the following abilities.
|
Warrior, Curseblade, Cursemagic |
| Advanced Property | Imbued Blade IV | Your Curseblade gains one of the following advanced properties:
|
Warrior, Curseblade |
| Imbued Blade V | Curseblade 12 | You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup. | Warrior, Curseblade |
| Awakened Spirit | Curseblade | You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag. | Warrior, Curseblade, Cursemagic |
| Awakened Spirit II | Awakened Spirit | Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:
|
Warrior, Curseblade, Cursemagic |
| Dualistic Mind | Awakened Spirit II | Gain the Dualistic Mind ability.
|
Warrior, Curseblade |
| Dualistic Mind II | Dualistic Mind | Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit. | Warrior, Curseblade |
| Dualistic Mind III | Dualistic Mind II | Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well. | Warrior, Curseblade |
| Dualistic Soul | Dualistic Mind III, Awakened Spirit III | The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:
|
Warrior, Curseblade |
| Dualistic Soul II | Dualistic Soul | Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead. | Warrior, Curseblade |
| Ritual Embodiment | Dualistic Soul | You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest. |
Warrior, Curseblade |
| Awakened Spirit III | Awakened Spirit II | Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.
If this damage reduces you to 0 HP, you gain +2 Death Points. |
Warrior, Curseblade, Cursemagic |
| Awakened Spirit IV | Awakened Spirit III | Gain a new ability depending on your spirit’s tag.
|
Warrior, Curseblade, Cursemagic |
| Awakened Spirit V | Awakened Spirit IV, Curseblade 12 | Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III. | Warrior, Curseblade, Cursemagic |
| Spirit Keeper | Awakened Spirit II, Imbued Blade V, Curseblade 14 | You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.
|

Descendant Track
Source: Harker's Guide to Vampire Hunting
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Ancestral Weapon | Warrior Entry | Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained. | Warrior, Descendant |
| Whip Warrior | Ancestral Weapon | You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP. | Warrior, Descendant |
| Intimidating Presence | Whip Warrior | Gain +2 to Menacing and Intimidating.
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability. |
Warrior, Descendant |
| Know Your Enemy | Intimidating Presence | Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags. | Warrior, Descendant |
| Name Recognition | Know Your Enemy | Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks. | Warrior, Descendant |
| Whip Warrior II | Name Recognition | Gain the Whiplash ability.
|
Warrior, Descendant |
| Family Foe | Whip Warrior II | Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy. | Warrior, Descendant |
| Stinging Strike | Family Foe | Choose two conditions from the following list and gain the Stinging Strike ability.
|
Warrior, Descendant |
| Ancestral Technique | Stinging Strike | Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose. | Warrior, Descendant |
| Unending Rivalry | Ancestral Technique | Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures. |
Warrior, Descendant |
| Whip Warrior III | Unending Rivalry | Gain the Whirling Lash ability.
|
Warrior, Descendant |
| Mortal Enemy | Whip Warrior III | When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.
You may have one Mortal Enemy at a time. |
Warrior, Descendant |
| Whiplash Improvement | Mortal Enemy | You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash. | Warrior, Descendant |
| Uncaged | Mortal Enemy | Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.
When you crit, gain +1 AP. |
Warrior, Descendant |
| Superior Technique | Mortal Enemy | When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet. | Warrior, Descendant |
| Stinging Strike II | Descendant 13 | When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability. |
Warrior, Descendant |
| Vengeful Heir | Stinging Strike II | Choose a third creature tag for your Know Your Enemy ability.
Gain another talent from the class you chose as your Ancestral Technique. You may have a number of Mortal Enemies equal to 1⁄2 your CHA.
|
Warrior, Descendant, Capstone |