Fighter Class, Abjurer Subclass
For an atypical GLOG.
The only thing the GLOG loves more than rulesets is classes.
The Fighter [Class]
Health Die = d8+1
[A] = Deadly
[C] = Guardian
[E] = Onslaught
Deadly [A]
Add your Fighter level to attack rolls.
Guardian [C]
You can use your reaction to block attacks against a nearby ally.
Onslaught [E]
During the PC turn in combat, you can take either an extra move, an extra action, or an extra attack.
The Abjurer [Fighter Subclass]
In Luminon, the reconciled kingdom, some elves and orcs still cannot lay aside their swords. They exsanguinate themselves, give their blood to a half-forgotten god, and take up arms to hunt monsters, hoping to rid the world of evil forever. These doomed souls are called "abjurers" in the elvish tradition of giving a sad thing a pretty name.
Starting Gear = Plate (heavy armor) with red-and-black cloak. Silver-tipped spear (medium weapon). Pouch of salt. Bestiary book.
[A] = Bloodless
[B] = White Gem Eyes
[D] = Burning Armaments
[F] = Memory
Bloodless [A]
In place of your blood, the god whose name you cannot remember filled your body with silver dust. You have 20 points of this silver dust in your body. When you take damage, you can substitute any Health lost for points of silver dust. At the end of any combat where you drop to 0 points of silver dust, your soul is stripped from your body. You can never recover points of silver dust.
White Gem Eyes [B]
You can stare intently at something and see how many lives it has taken. When you do this, your eyes glow like white gems. In combat, you can use an action to stare. If you stare at a monster’s eyes, you can see what its next move will be. If you stare at a monster’s natural weapons, its next attack has disadvantage. If you stare at a monster’s weak-point, the next attack targeting it has advantage.
Burning Armaments [D]
You can make any weapon you hold glow bright and hot just by holding it. Every attack you make with such a brand deals 1 damage to you, but it overcomes any damage resistance or immunity in your target.
Memory [F]
You can now remember the god you made the deal with, the god who took your blood and replaced it with silver dust. The road to reach them will be long and painful. Perhaps you could renegotiate the terms? Before it’s too late?
Notes on an atypical GLOG
Posted a bunch of notes in the last go-round so you can refer to them if you'd like, but here's a few more.
- Attack rolls are damage rolls, we're trying that hit = flat damage + score over AC thing I've always been curious about.
- Level 1 Health is CON (1-6 range from 3d6/3) plus a single roll of your class Health Die. So the Fighter here ranges from 3-15, with most results being in the 6-11 range.
- Combat has reactions, and vague non-grid movement, and side-based initiative. Usually each PC gets 1 move, 1 action, 1 attack.