Paths
Scholar (Path of the Book)
From a young age, scholars have been drawn to libraries, scriptwork, and other pursuits of the mind. This dedication to expanding knowledge allows the hero to become an Alchemist, Bard, Cleric, or Mentalist.
Skills
Armed with a Mind
If your INT is higher than your opponent's, gain 1d8 x 0.1 points per starter this week.
Ability Point cost: 1
Stat Bonus
Upon completing your apprenticeship, gain the following:
Research
Classes
Rapscallion (Path of the Coin)
A gold saved is a gold earned - unless you're set on the Path of the Coin. The Rapscallion places a high priority on success by any means possible. May become an Alchemist, Barbarian, Bard, or Rogue.
Skills
Let it Ride
Roll 1d6. On a 5 or 6, gain 1 point per starter and 3 gold this week.
Ability Point cost: 1
Stat Bonus
Upon completing your apprenticeship, gain the following:
Acrobatics
Classes
Cultist (Path of the Shadow)
Cultists are guided by darkness, an allure than can only be described as sinister and brooding. By practicing the Dark Arts, those who follow the Path of the Shadow may become Infernists, Necromancers, Shadow Knights, or Rogues.
Skills
Blood Rite
Give up as much as 3 VIG this week and gain 4 Renown for each point you give up.
Ability Point cost: 1
Stat Bonus
Upon completing your apprenticeship, gain the following:
At Home in the Shadows
Classes
Acolyte (Path of the Spell)
Although Acolytes still share the passion for intellect that Scholars do, they choose to focus on the practical use of their studies, filling the air with magic and sorcery. Acolytes may become Druids, Infernists, Mentalists, or Necromancers.
Skills
Spark
Your opponent loses 2 points for each of their starters who scores more than 20 points this week.
Ability Point cost: 1
Stat Bonus
Upon completing your apprenticeship, gain the following:
Concentration
Classes
Neophyte (Path of the Spirit)
The bond between body, mind, and soul is sacred, and few understand this better than budding Neophytes. To master this connection requires hours of meditation and self-disciplinary training. Neophytes eventually become Clerics, Druids, Paladins, or Rangers.
Skills
Virtue
Gain 2 points for each of your starters who scores more than 20 points this week.
Ability Point cost: 1
Stat Bonus
Upon completing your apprenticeship, gain the following:
Attunement
Classes
Conscript (Path of the Sword)
The Path of the Sword isn't an easy one, and the Conscripts that choose it subject themselves to physical punishment and push their bodies and weapon skills to the limit in their trainings. In the end, a Conscript can become a Barbarian, Paladin, Ranger, or Shadow Knight.
Skills
Slash
Your opponent loses 0.5 points per starter this week.
Ability Point cost: 1
Stat Bonus
Upon completing your apprenticeship, gain the following:
Battle Hardened
Classes
Classes
Alchemist
Tucked away in his laboratory, the Alchemist is seemingly always just one ingredient from creating the perfect potion. He tosses aside the spell book for a recipe book, and has a tincture for almost any occasion.
Paths
Skills
Recipe Book (Level 1)
Gain an old recipe book with four sections: Novice, Expert, Master and Grandmaster Alchemy. You start in Novice with four potions, and brewing 15 potions in a tier unlocks the next. Each attempt costs 1 AP and rolls 1d20. On a 1 the potion blows up and you get a Ruined Potion, which doesn't count toward the next tier. Once you've moved up a tier, you can't fail at potions from a lower one.
Full Recipe BookPassive
Forage (Level 1)
Find the ingredients for your potions in the wild.
Passive
Mixologist (Level 3)
Use up to 3 different potions per week.
Passive
Alchemical Efficiency (Level 5)
Every recipe now makes two potions instead of one, and every brewing attempt succeeds.
Passive
Barbarian
Nothing beats the thrill of a battle for the Barbarian. A chaotic fervor replaces judgment when the axes are flying, and it gives him a carnal excitement to toy with death on a regular basis. A split skull beats a good defense!
Paths
Skills
Rage (Level 1)
Gain +2 ATH, +2 DEX and +2 SHF and suffer -2 VIG this week.
Ability Point cost: 4
Dual Wield (Level 3)
Equip a second weapon instead of a shield.
Passive
Blood Axe (Level 3)
Gain a massive axe with +1 ATH, +1 DEX, -1 VIG, +1 WIL and +3 Renown. It must be equipped.
Passive
Chaotic Whirlwind (Level 5)
Fly into a rage with no regard for yourself or your opponent. You lose 9d4 x 0.1 points per starter and your opponent loses 27d4 x 0.1 points per starter this week.
Ability Point cost: 13
Bard
Everyone loves a Bard; everyone needs a Bard. Instead of a sword or staff, the Bard wields music to battle. Songs of inspiration, enchanting ballads, and hymns of restoration make them a Jack-or-Jill-of-All-Trades.
Paths
Skills
Melody of Agility (Level 1)
An energizing melody. Gain +1 ATH this week. Playing several melodies in the same week adds a bonus: +2 Renown for 2 or more, +5 Renown for 4 or more, or +10 Renown for all 6. Only the highest bonus applies.
Ability Point cost: 1
Melody of Chicanery (Level 1)
A deceptively complex melody. Gain +1 SHF this week. Playing several melodies in the same week adds a bonus: +2 Renown for 2 or more, +5 Renown for 4 or more, or +10 Renown for all 6. Only the highest bonus applies.
Ability Point cost: 1
Melody of Coordination (Level 1)
A focused melody. Gain +1 DEX this week. Playing several melodies in the same week adds a bonus: +2 Renown for 2 or more, +5 Renown for 4 or more, or +10 Renown for all 6. Only the highest bonus applies.
Ability Point cost: 1
Melody of Perseverance (Level 1)
A steadfast melody. Gain +1 WIL this week. Playing several melodies in the same week adds a bonus: +2 Renown for 2 or more, +5 Renown for 4 or more, or +10 Renown for all 6. Only the highest bonus applies.
Ability Point cost: 1
Melody of Grit (Level 1)
An uplifting melody. Gain +1 VIG this week. Playing several melodies in the same week adds a bonus: +2 Renown for 2 or more, +5 Renown for 4 or more, or +10 Renown for all 6. Only the highest bonus applies.
Ability Point cost: 1
Melody of Acuity (Level 1)
A stimulating melody. Gain +1 INT this week. Playing several melodies in the same week adds a bonus: +2 Renown for 2 or more, +5 Renown for 4 or more, or +10 Renown for all 6. Only the highest bonus applies.
Ability Point cost: 1
Prodigy (Level 1)
Use up to your level plus one different skills each matchup, as long as you have the AP. At level 3 that's 4 skills, at level 4 it's 5, and so on.
Passive
A Song of Fury (Level 3)
Your opponent loses 1 point for each of their starters who scores more than 15 points this week.
Ability Point cost: 1
Maestro (Level 5)
Choose an instrument to master. Instruments show up in the shop once you reach level 5. It must be equipped in your offhand slot.
Passive
Cleric
A preternatural empathy defines the Cleric - the need to help, give hope, and restore. But by this same divine power that aids in healing comes the opposite ability to smite foes.
Paths
Skills
Healer's Infirmary (Level 1)
Gain 1 IR spot per level.
Passive
Healing Aura (Level 1)
Gain 0.2 points for each player on your roster who scores under 10 points this week, bench included. Players on a bye or not on an NFL team don't count.
Passive
Aegis (Level 3)
Gain the protection of your chosen deity. Each of your players whose NFL team wins gains 4 points this week.
Ability Point cost: 5
Blessed are the Meek (Level 5)
Your two lowest-scoring starters score the same as your two highest-scoring players this week, bench included.
Ability Point cost: 11
Druid
Complete attunement with nature is the defining characteristic of Druids. They often brush aside societal norms as unnecessary in the great story that the Earth itself is writing. Drawing from the land and the animals that subsist on it, they pose a unique challenge to enemies.
Paths
Skills
Animal Companion (Level 1)
Summon a random NFL animal team as a companion. Gain 7% of that team's real score per starter this week.
Ability Point cost: 5
Barkskin (Level 3)
Permanently gain +3 VIG.
Passive
In Righteous Harmony (Level 5)
Spend any amount of AP to gain 0.5 points per starter for each AP. Your opponent automatically spends the same amount, up to the AP they have, and gains the same per AP. AP they spend on their own skills this week comes first.
Ability Point cost: Variable
Echoist
While others spend years perfecting a single swing of a sword or reciting a single incantation, the Echoist watches. Believing that true power lies in adaptability, they treat the battlefield as a classroom. By studying the triumphs and failures of others, they turn their opponents’ own weapons against them.
Paths
Skills
Eidetic Memory (Level 1)
Your mind is a steel trap, perfectly recalling the techniques of enemies and allies alike. Gain access to any matchup skill used in the league for the rest of the season, up to your current level.
Passive
Mirrored Stance (Level 3)
Your body and mind unconsciously mimic the greatest strength of the opponent before you. Gain +2 to your opponent's highest base stat (before equipment and buffs) this week. Ties are broken at random.
Passive
Perfected Echo (Level 5)
You haven't merely memorized the league's techniques; you've perfected them. Skills you use through Eidetic Memory cost half their usual AP, rounded up. Skills with a variable AP cost aren't discounted.
Passive
Infernist
When a magic user becomes obsessed with the destructive power of fire, an Infernist is born. Shedding any concept of 'beauty' that isn't related to flames, Infernists have detached from reality to focus on mastering that which they hold the highest regard for.
Paths
Skills
Set Aflame (Level 1)
Your opponent loses 4d4 x 0.1 points per starter this week.
Ability Point cost: 4
Channel (Level 3)
If you use no other skill this week, gain +1 WIL for the matchup and 1 extra AP next week.
Passive
Immolate (Level 5)
Your opponent suffers -2 ATH, -2 DEX, -2 SHF and -2 VIG and loses 6d12 x 0.1 points per starter this week.
Ability Point cost: 15
Mentalist
Since all have their perception of the world around them come from their own minds, why not try to master the manipulation of those minds? That's exactly what the spellslinging Mentalist does. By focusing on controlling the brains of adversaries, it's only logical that they are forces to be reckoned with.
Paths
Skills
Mirror Image (Level 1)
Create a mirror image of a player on your roster. It scores 5% of that player's points per starter this week.
Ability Point cost: 5
Psionic Blast (Level 3)
Your opponent loses 0.5 points per starter for each INT modifier you have over theirs this week, up to a difference of 6.
Ability Point cost: 8
Perceived Drowning (Level 5)
Roll 1d6 for each of your opponent's six stats. Each roll lands on a random stat, and your opponent loses that much from it this week.
Ability Point cost: 13
Necromancer
While others are beating dead horses, the Necromancer is raising them to do his bidding. By combining intensely powerful magicks with a deep knowledge of what binds life together, the Necromancer is a bastion of evil who will make your hair stand on end.
Paths
Skills
Summon Undead Servant (Level 1)
A servant from beyond gives you 2d6 x 0.1 points per starter this week.
Ability Point cost: 3
Soul Harvest (Level 3)
Roll 1d3 for each player you've cut or released this season, up to 15 dice, and gain the total x 0.1 points per starter this week. The dice are counted when you choose the skill, so later drops don't add any.
Ability Point cost: 8
Contagion (Level 5)
Cast a plague on your opponent. Roll 3d4 for its potency. Your opponent then rolls 1d20 plus their VIG and WIL modifiers once per starter. They lose points equal to the potency for each roll under 18 this week.
Ability Point cost: 14
Paladin
Also known as Holy Warriors, Paladins are very capable fighters - sometimes even ordained as knights - that have chosen to live their lives in the image of God. Paladins combine a cursory knowledge of clerical spells and extensive training in arms to create a hybrid package that is one of the toughest professions in the land.
Paths
Skills
Lay On Hands (Level 1)
Choose any player on your roster, starter or not. If that player scores exactly 0 points this week, gain their season average. You can choose each player only once per season.
Ability Point cost: 4
Armor of God (Level 3)
Gain plate armor with +2 ATH, -1 DEX, -2 SHF, +2 VIG and +2 WIL. It must be equipped.
Passive
Divine Retribution (Level 5)
Your opponent loses 1 point per starter for each matchup you've lost this season.
Ability Point cost: 12
Ranger
Rangers are outcasts by nature, preferring the solitude of the wilderness to the bustle of the city and the thrill of the hunt to the rat race. They are experts in tracking, setting traps, and their bowmanship is unparalleled.
Paths
Skills
Spike Trap (Level 1)
If one of your opponent's players has 90 or more rushing yards, that player loses 4 points. If one has 2 or more tackles for loss, that player loses 3 points.
Ability Point cost: 3
Ensnaring Trap (Level 1)
If one of your opponent's players has 75 or more receiving yards, that player loses 2 points. If one has 5 or more solo tackles, that player loses 2 points.
Ability Point cost: 3
Stun Trap (Level 1)
If one of your opponent's players has 275 or more passing yards, that player loses 5 points. If one has 1 or more interceptions, that player loses 3 points.
Ability Point cost: 3
Thrill of the Hunt (Level 3)
Gain +4 ATH and +4 DEX this week, and each passing touchdown is worth 1 more point.
Ability Point cost: 7
Dual Wield (Level 3)
Equip a second weapon instead of a shield.
Passive
Crippling Shot (Level 5)
The Ranger will roll 1d20 and add their ATH mod and their DEX mod. The Ranger’s opponent will roll 1d20 and add their SHF mod. If the Ranger’s total is higher than their opponent’s total, the opponent’s SHF is reduced to 0.
Ability Point cost: 4
Rogue
If ever you were walking the city streets at night thinking you were alone, you were likely misgiven - Rogues freely stalk the shadows looking for their next target, whether it be a lazily stored purse or a neck that's been given a good enough price.
Paths
Skills
Backstab (Level 1)
If your opponent's record is equal or better than yours, they lose 1.5 points per starter this week. If their record is worse, they lose half that.
Ability Point cost: 4
Dual Wield (Level 3)
Equip a second weapon instead of a shield.
Passive
Pilfer (Level 3)
Roll 1d20 and add the higher of your DEX or SHF modifier. On 12 or more, steal 1d5 gold per level from your opponent. On 20 or more, also steal a random item from them, such as a potion (never equipment).
Ability Point cost: 2
Eviscerate (Level 5)
Unleash a flurry of attacks. Your opponent loses 9d10 x 0.1 points per starter this week.
Ability Point cost: 13
Shadow Knight
A Shadow Knight is the result of an unholy marriage of brute strength, cunning, and pernicious intent. They are the antithetical Paladin, choosing to favor cruelty and malevolence over piety. In their travels, in addition to swordsmanship and heavy armor, Shadow Knights have learned to wield dark magic to bolster their attacks.
Paths
Skills
Sap (Level 1)
Your opponent suffers -2 VIG and you gain +2 VIG this week.
Ability Point cost: 4
Instill Terror (Level 3)
Fill your opponent with dread. Each of their players scores 4% less this week.
Passive
Soul Suck (Level 5)
Choose one of your opponent's players. That player scores 0 points this week, and you gain 10% per starter of the points they lost.
Ability Point cost: 14