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Wits

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

Sharpshooter

News Title

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+1 to Ranged weapon attacks.
Unlocks trickeries: Bounty, Sharpshooter, Hidden Trap, Saboteur, Mercenaries, Grapple

Eyes on the Target

Requires Body 4

Sharpshooter

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Creatures under the effect of one or more of your Bounties suffer +1 DR against all of your trickeries.

Unlocks Trickeries: Reprieve, Armstice

Sharpshooter Strategist

Requires Body 5,

Eyes on the Target

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As an action, you may recover any amount of the same Trickery of your choice from your Discard pile. You must finish a long rest before you can use this ability again.

Unlocks trickeries: Strategist, Devious Ruse. If you have already unlocked these Trickeries, unlock any other two Trickeries of your choice.

Crowd Control

Requires Body 6,

Sharpshooter Strategist

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Your Trickeries that are currently in effect on creatures that become downed or killed may be instantly replayed on another creature in Wits range of you.

Additionally, you may have an extra duplicate of any card in your deck.

Eyes Everywhere

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+1 to Perception.

Unlocks trickeries: Rangers, Expendables, Spy Network

Ears Everywhere

Requires Body 4

Eyes Everywhere

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Whenever you gain Scout, you gain that much Scout +1.

Unlocks Trickeries: Allies' Pact

Perceptive Strategist

Requires Body 5,

Ears Everywhere

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You gain +2 Range on all of your Trickeries.

Unlocks trickeries: Strategist, Devious Ruse. If you have already unlocked these Trickeries, unlock any other two Trickeries of your choice.

Plan Ahead

Requires Body 6,

Perceptive Strategist

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After a long rest, roll an amount of dice equal to your Wits. Put these to one side; these dice become Burnable, and are treated like burnable cards. Discard these whenever you use this feature again.

Additionally, you may have an extra duplicate of any card in your deck.

Assassin

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You may attack with Wits when Ambushing. or Stealthed.
Unlocks trickeries: Backstab, Hidden Trap,

Poisoner

Requires Body 4

Assassin

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Your first rolled sword in-battle may be Poisoned.
Unlocks trickeries: Plague Bearers, Arson, Agent of Misfortune, Bargain Brews

Bloodscent

Requires Body 5,

Poisoner

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You gain Scout 0 against in-range creatures that are under any negative status effect (including Downed, Bleeding, On Fire, etc.).
Unlock trickeries: Beheaded

Assassinate

Requires Body 6,

Bloodscent

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When ambushing outside of Initiative, you may instead attempt a Coup de Grace or Knockout Blow.

Additionally, you may have an extra duplicate of any card in your deck.

Stealthy

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+1 Moon on all Perils. Unlocks trickeries: Disguise, Pickpockets, Cat Burglar, Hidden Trap

Sabotage

Requires Body 4

Stealthy

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Burned cards may be used to affect adjacent enemy rolls.

Unlocks trickeries: Agent of Misfortune, Witch Hunt,

Trapper

Requires Body 5,

Sabotage

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Your placed Perils gain +1 Difficulty Rating. In Battle, you gain an amount of extra dice equal to the amount of Trickeries you currently have placed.

Unlocks Trickeries: Beheaded, Stone Wards

Out of Sight

Requires Body 6,

Trapper

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You may attempt Stealth using 1AP instead of an Action.

Additionally, you may have an extra duplicate of any card in your deck.

Flowing Evasion

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+1 Explode Pool when Evading.

Unlocks Trickeries: Backstab, Expendables, Grapple

See Weakness

Requires Body 4

Flowing Evasion

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When evading, your first two Swords gain Reflect.

Unlocks trickeries: Devious Ruse, Saboteur

Evader

Requires Body 5,

See Weakness

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You may choose to evade after rollling your dice.

Unlocks trickeries: Crime Lord, Game of Thorns

Bamboozle

Requires Body 6,

Evader

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Whenever you Evade and take no damage, you may immediately play a Trickery to the attacker without action, once per turn.

Additionally, you may have an extra duplicate of any card in your deck.

Matter-of-Factly

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You may use Wits for all social checks. When using Wits for social checks, disadvantages are negated.
Unlocks trickeries: Incite Revolt, Merchant's Agreement

Fast Talk

Requires Body 4

Matter-of-Factly

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Before rolling Initiative where neither party is Ambushed, you may attempt to confuse the opponents. Your party gains +3 to Initiative rolls, and beating the opponents by 5 or more causes them to become Ambushed.

Unlocks trickeries: Allies' Pact, Blackmail, Bribery, False Orders

Distraction

Requires Body 5,

Fast Talk

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Once per turn, you may negate one Burned Card within Wits range.
Unlocks Trickeries: Emissary, Game of Thorns

Intelligent Leader

Requires Body 6,

Distraction

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Each time you take a short rest, choose one:
Encourage. Up to 5 creatures of your choice within Wits range gain 3 temporary HP.
Rile Up. Up to 5 creatures of your choice gain +2 Fight on their next Attack or Peril.
Stay Alert. Up to 5 creatures of your choice within Wits range gain +2 to Perception, Investigate, Insight and Survival for the next 2 hours.

Additionally, you may have an extra duplicate of any card in your deck.

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