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Multiclass Feats

Level
Gains
1
Class Feat
2
Class Feat
3
Class Feat, Attribute Improvement (Max 5)
4
Class Feat
5
Class Feat, Attribute Improvement (Max 6)
6
Class Feat
7
Class Feat, Attribute Improvement (Max 6)
8
Class Feat
9
Class Feat, Attribute Improvement (Max 7)
10
Class Feat
11+
Class Feat

Blood Magic

Requires Body 4

Spirit 4, Body 4

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Unlocks spells: Curse of Blood, Curse of Eye, Curse of Fate, Curse of Skill, Curse of Valour.

Recover Curse

Requires Body 5,

Spirit 5, Body 5

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At any point on your turn, you may discard 1 Spell card to recover one Curse of the same symbol.

Devour Magic

Requires Body 6,

Spirit 6, Body 6

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Whenever you are targeted by a spell, you may recover a curse from your Discard Pile with the same symbol as the cast spell.

Sniper

Requires Body 4

Wits 4, Fight 4

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When taking the Snipe full action, your range increases by 2, and you may use Wits for the attack and its range.

Pin Down

Requires Body 5,

Wits 5, Fight 5

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When taking the Snipe full action, you may reduce your dice by 2 for this attack. If you do, each successful hit reduces the hit creature’s max AP by 1 until the start of your next turn.

Feint

Requires Body 6,

Wits 6, Fight 6

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Whenever you Evade, after rolling dice, you may have your Swords become Hits.

Wyld Barbarian

Requires Body 4

Spirit 4, Fight 4

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When Attacking, +2 Explode Pool. Unlock one Rarity 4 or lesser Spell of your choice.

Relentless Wyld

Requires Body 5,

Spirit 5, Fight 5

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Burned Wyld cards do not consume your Explode pool whilst in Battle. Unlock one Rarity 3 or lesser Spell.

Spellsword

Requires Body 6,

Spirit 6, Fight 6

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Whenever you deal more damage than your opponent when you Attack, you may cast a spell from your hand immediately, targetting them. Unlock one Rarity 2 or lesser spell of your choice.

Herbalist

Requires Body 4

Spirit 4, Wits 4

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You may add the following items to your Trickeries deck: Wyld Weed, Blackberry Dust. Although these items are in your Trickery deck, they still have a range of 1.

Apothecary

Requires Body 5,

Spirit 5, Wits 5

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You may add the following items to your Trickeries deck: Moon Juice, Wyldsap. Although these items are in your Trickery deck, they still have a range of 1.

Battle Alchemist

Requires Body 6,

Spirit 6, Wits 6

Body.png

Consumables now have a range equal to your Wits.

Survivalist

Requires Body 4

Wits 4, Body 4

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+1 to Survival, Forced Marches and Medicine. Each long rest, you may have yourself or another nearby creature of your choice recover from one Physical or Mental injury.
+1 maximum HP.

Covert Operation

Requires Body 5,

Wits 5, Body 5

Body.png

+1 Combat Manoeuvre DR whilst Stealthed, or against Ambushed creatures. Unlock one Rarity 3 or lesser Trickery of your choice.

Pressure Points

Requires Body 6,

Wits 6, Body 6

Body.png

+1 to your Coup de Grace and Knockout Blow DRs. -1 Difficulty Rating to Coup de Grace and Knockout Blows against you. +1 maximum HP. Unlock one Rarity 2 or lesser Trickery of your choice.

Brawler

Requires Body 4

Body 4, Fight 4

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Whilst unarmed, you may roll an amount of dice equal to your Body when attacking. +1 to Grapple DR.

Beat Down

Requires Body 5,

Body 5, Fight 5

Body.png

In melee Battle, if you deal more damage than your opponent, you may attempt a Trip or Bull Rush manoeuvre after Battle. You may use your Grapple DR for these manoeuvres when performed in this way.

You're Coming With Me

Requires Body 6,

Body 6, Fight 6

Body.png

+1 to all Combat Manoeuvre DRs. +1 maximum health. Creatures your size no longer slow you down whilst you carry them. Creatures one size larger than you now only cost one extra AP to carry, rather than two.

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