Wheel of Time Rules Manual

Classes / Adventurer

Class Tree

Adventurer

Hardy, mobile, and idealistic — hit many foes, keep moving.

Hit Points 3d4 + CON Mod
Skill Points 5 + INT Mod
Armor Light Armor
Stacking Ability Embolden
Next Armsman
Class Skills
Balance Climb Craft() Hide Intimidate Intuit Direction Jump Listen Move Silently Spot Wilderness Lore (The Waste) Tumble

Adventurers are hardy, well-rounded, often idealistic individuals. They will benefit from high APM and initiative bonuses. Their playstyle emphasizes mobility and attacking multiple enemies, instead of focusing on just one.

Stacking Ability

Counters accumulate as you press the attack, and are spent for mobility and opportunity.

Embolden

Any time you use a non-passive Adventurer ability, you gain a stack.

Stack Burn

  • 1 Stack

    Move 10 extra feet during your move action.

  • 1 Stack

    Player may make an additional Attack of Opportunity this round. Cannot be used as a consecutive attack against the same opponent. Cannot be used to "save up" AoO for future use.

Level Progression

Attack bonus, hit-point bonus, actions per melee, saves, and defense by level.

Tap any row to keep your current level highlighted while you play.

Level Attack Bonus HPB Melee APM Fort Reflex Will Defense
1+3/+1321218
2+4/+2422329
3+5/+35234310
4+6/+46245411
5+7/+57256412
6+8/+68267514
7+9/+6/+19378615
8+9/+7/+39389716
9+10/+8/+5103910817
10+11/+8/+61131011818
11+12/+9/+71231112919
12+13/+10/+713312131021
13+14/+11/+8/+414413141122
14+15/+12/+9/+515414151223
15+16/+12/+9/+616415161224
16+17/+13/+10/+717416171325
17+18/+14/+11/+818417181426
18+18/+15/+11/+918418191527

Abilities

Search every tier at once — useful mid-turn.

14 abilities
Tier 1

Basic Abilities

May be purchased using talent points in any order.

  • Join the Fray

    0 Phys Passive Bonus

    Add your APM to your Initiative bonus and Standard Movement increased by 5 feet (Sprint by 10).

  • Moving Assault

    0 Phys Swift Action

    You may make your Standard Attack Action in the middle of your Standard Movement Action.

  • Field Awareness

    0 Phys Passive Bonus

    Enemies are not at an advantage when attacking the Adventurer from the rear or while flanking. Standard Movement increased by an additional 5 feet (sprint by 10).

  • Fearless in Battle

    0 Phys Swift Action

    Add your [Talent Points spent in Adventurer] to either Attack, Defense, or Damage until the end of your turn.

Tier 2

Intermediate Abilities

You must have spent at least 1 point in Adventurer.

  • Rain of Steel

    1 Phys Swift Action

    Add double your [Talent Points spent in Adventurer] to Attack for any thrown weapon attack this round.

  • Sprinting Assault

    1 Phys Swift Action

    You may move up to 60 feet this turn during your Standard Movement Action.

  • Concealment

    1 Phys / round Full Round Action

    You are able to contort yourself to hide in the smallest fold of land, behind the weakest brush, behind the barest tree. You may move up to 15 feet and hide yourself in any terrain. The DC to Spot you is 20 + [Talent Points spent in Adventurer]. Performing any Action will cancel this effect.

  • Three-Fold Bargain

    1 Phys Swift Action

    Until your next turn: swap your CTR and Defense as they are at this moment, exchange your Immediate action for an additional damage Dice on successful attacks, exchange your AoO for +1 Crit Multiplier. You must have an AoO and Immediate Action remaining to use this ability.

Tier 3

Advanced Abilities

You must have spent at least 3 points in Adventurer.

  • Ferocious in Battle

    X Phys Swift Action

    Add X × [Talent Points spent in Adventurer] to any combination of Attack, Defense, or Damage until your next turn.

  • Glorious Assault

    2 Phys Swift Action

    During this turn, you may sprint one time as a Standard Movement Action, and make a Full Attack Action (or an ability that uses a Full Attack Action) at any point during this movement as a Standard Attack Action.

  • Invoke Panic

    2 Phys Swift Action

    Enemy is at −[Talent Points spent in Adventurer] to Attack, Defense and Damage, and loses 1 Standard Action on their next turn.

  • Screaming Defiance

    2 Phys Full Round Action

    For one round, your defense is 0, and you deal double damage (calculate damage as normal, including ability modifiers and critical, then double it).

Encounter

Encounter Abilities

Once per encounter (combat).

  • Bared Blade

    1 Phys Swift Action

    You may incur any amount of subdual damage. For the rest of this turn you may move 5 extra feet per damage you incurred.

Daily

Daily Abilities

Once per in-game day (dawn to dawn).

  • Die Trying

    1 Phys Free Action

    You summon your final reserves, giving your last breath to take your foe down with you. If you are at less than 50% health, you may spend any number of your remaining hit points and add that number to Attack and Damage for 1 round. You may not reduce your hit points to zero.

Wheel of Time RPG · Adventurer class tree Rules manual