ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAW
1
2
CharacterConduitMightAgilityReasonIntuitionPresenceWitherS
3
2-1121A bolt of holy energy saps the life from a foe.
4
Keywords:Magic, Ranged, Strike, Action
5
Distance:Ranged 10 Target:One creature or object
6
AncestryDwarfStaminaMax:24Immunities/WeaknessesPower Roll + Intuition: 2d10 + 2

11 or lower: 5 holy damage; P < 0, the target takes a bane on their next power roll
12-16: 7 holy damage; P < 1, the target takes a bane on their next power roll
17+: 10 holy damage; P < 2, the target takes a bane on their next power roll
7
Possessed of a strength that belies their size, dwarves have flesh infused with stone—a silico-organic hybrid making them physically denser than other humanoids. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel dwarves.Winded:12
8
Dying:0
9
Temp:Dead:-12
10
11
CareerSailorRecoveriesSurges
12
Incident: It was in the middle of a pirate raid (whether you were part of it or targeted by it) that you realized you no longer yearned for a sailor’s life. You used the chaos of the moment to slip away unnoticed.Max:81 = +2 Damage
13
1 = +8 Stamina2 = +1 Potency
14
Healing GraceM
15
Piety1d3 piety at the start of your turn
2 piety the 1st time in an encounter a creature within 10 regains Stamina
2 piety the 1st time in an encounter a creature within 10 deals 11+ damage
VictoriesYour divine energy restores the righteous.
16
KitPrayer and WardKeywords:Magic, Ranged, Maneuver
17
Prayer of Destruction, Quickness WardDistance:Ranged 10 Target:Self or one ally
18
Effect: The target can spend a Recovery.

Spend 1+ Piety: For each piety spent, choose one of the following enhancements:
• You can target one additional ally within distance.
• You can end one effect on a target that is ended by a saving throw or that ends at the end of their turn.
• A prone target can stand up.
• A target can spend 1 additional Recovery.
19
SizeSpeedDisengageStabilityLevel
20
Class FeaturesDomains: Life, War1M5111
21
Prayer: You can gain more piety by praying to the gods—but beware! Doing so can easily draw their ire, as the gods hate to be annoyed. When you roll to gain 1d3 piety at the start of your turn, you can pray to gain the following additional effects (no action required):

If the roll is a 1, you gain 1 additional piety but anger the gods! You take psychic damage equal to 1d6 + your level, which can’t be reduced in any way.

If the roll is a 2, you gain 1 additional piety.

If the roll is a 3, you gain 2 additional piety and can activate a domain effect of your choice (see below).

Domain effects:

Life: Choose yourself or one ally within 10 squares of you. The targets can spend a Recovery, can end any effects on them that are ended by a saving throw or that end at the end of their turn, or can stand up if they are prone. Alternatively, you and one ally within 10 squares of you gain temporary Stamina equal to 5 × your Intuition score

War: Three allies of your choice within 10 squares of you, including yourself, gain two surges.
22
23
SkillsCulture, Drive, Endurance, Heal, Navigate, Swim, Flirt, Read Person
24
+2
25
26
Word of JudgementT
27
TurnConditionsYour holy word saps an attacking enemy’s strength.
28
Movement:Maneuvers:BleedingKeywords:Magic, Ranged, Triggered
29
AdvanceAid AttackDazedDistance:Ranged 10 Target:One ally
30
DisengageCatch BreathFrightenedTrigger: The target takes damage from an ability that requires a power roll.

Effect: The power roll gains a bane against the target.

Spend 1 Piety: The power roll gains a double bane against the target.
31
Actions:Grab/EscapeGrabbed
32
ChargeHide/SearchProne
33
DefendKnockbackRestrained
34
Free StrikeMake/Assist TestSlowed
35
HealStand UpTaunted
36
Move or ManeuverUse ConsumableWeakened
37
The Character Sheet Toolkit is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.
38
39
Ray of WrathADrainSCall The Thunder Down3
40
You unleash a blast of holy light upon your foe.You drain the energy from your target and revitalize yourself or an ally.You ask your saint for thunder and your prayer is answered.
41
Keywords:Magic, Ranged, Free Strike, ActionKeywords:Magic, Melee, Strike, ActionKeywords:Area, Magic, Ranged, Action
42
Distance:Ranged 10 Target:One creature or objectDistance:Melee 1 Target:One creatureDistance:3 cubes within 10 Target:Each enemy in the area
43
Power Roll + Intuition: 2d10 + 2

11 or lower: 4 damage
12-16: 6 damage
17+: 8 damage

Effect: You can have this ability deal holy damage.
Power Roll + Intuition: 2d10 + 2

11 or lower: 4 corruption damage
12-16: 7 corruption damage
17+: 9 corruption damage

Effect: You or one ally within distance can spend a Recovery.
Power Roll + Intuition: 2d10 + 2

11 or lower: 2 sonic damage; push 1
12-16: 3 sonic damage; push 2
17+: 5 sonic damage; push 3

Effect: You can push each willing ally in the area. This forced movement ignores any ally’s stability.
44
45
46
47
48
49
50
51
Corruption's Curse5Runic Carving (Dwarf)MMelee Weapon Free StrikeF
52
Cursed by you, your enemy takes more damage from your allies. Keywords:Charge, Melee, Strike, Weapon, Free Triggered
53
Keywords:Magic, Ranged, Strike, ActionYou can carve a magic rune onto your skin. The rune you carve determines the benefit you receive. You can change or remove this rune with 10 minutes of work while not engaged in combat.

• Detection: Pick a specific type of creature, such as “goblins” or “humans” or an object, such as “magic swords” or “potions.” Your rune glows softly when you are within 20 squares of a chosen creature or object, regardless of line of effect. You can change the type of creature as a maneuver.

• Light: Your skin sheds light for 10 squares. You can turn this on and off as a maneuver.

• Voice: As a maneuver, you can communicate telepathically with another willing creature you have met before whose name you name, who can speak and understand a language you know, and is within 1 mile of you. You and the creature can respond to one another as if having a normal conversation. You can change the person you communicate with by changing the rune.
Distance:Melee 1 Target:1 Creature or Object
54
Distance:Ranged 10 Target:One creature or objectPower Roll + M or A: 2d10+2≤ 11: 4 damage
12–16: 7 damage
≥ 17: 9 damage
55
Power Roll + Intuition: 2d10 + 2

11 or lower: 5 corruption damage; M < 0, damage weakness 5 (save ends)
12-16: 8 corruption damage; M < 1, damage weakness 5 (save ends)
17+: 11 corruption damage; M < 2, damage weakness 5 (save ends)
56
57
Ranged Weapon Free StrikeF
58
Keywords:Ranged, Strike, Weapon, Free Triggered
59
Distance:Ranged 5 Target:1 Creature or Object
60
Power Roll + M or A: 2d10+2≤ 11: 4 damage
12–16: 6 damage
≥ 17: 8 damage
61
62
63
BasicsRolls and Modifiers
Turn
64
Character Sheet:
• Stamina: The character's hit points
• Immunity: Subtract the value when taking that damage type
• Recoveries: Heals 1/3 of your Stamina
• Surges: Increase damage and Potencies (see Rolls and Modifiers)
• Heroic Resource: Some abilities and effects cost your resource
• Victories: Number of Heroic Resources at the beginning of combat
• Disengage: How much you can Shift when Disengaging (see Turn)
• Stability: Subtract the value from any forced movement
• Skill: +2 on the corresponding Tests (see Rolls and Modifiers)

Combat:
• Turn: You have an Action, a Maneuver and Movement
• Triggers: You also have 1 Triggered Action per round (see Turn)
• Critical: Natural 19s and 20s give you an extra Action in combat
• End of Turn (EoT): Effect lasts until the end of the target's next turn
• Save Ends: Roll 1d10 at the end of your turn; the effect ends on a 6+
Power Roll (PR): 2d10 + Characteristic. The result can fall into one of 3 tiers: ✦ ≤ 11 / ★ 12–16 / ✸ ≥ 17

Edge: +2 on a PR (e.g.: flanking, elevation). Double Edge increases the result by one tier

Bane: -2 on a PR (e.g.: cover). Double Bane reduces the result by one tier

Potency: Effects that only apply if the target has a characteristic lower than the Potency value, e.g. M < 1

Surge: When you deal damage with a PR, you can spend up to 3 Surges to increase the damage by 2 for each Surge; this only applies to 1 creature affected by the ability. When you target a creature with a Potency ability, you can spend 2 Surges to increase its Potency by 1; this increase applies to only 1 creature
Actions:
• Charge: Move in a straight line and make a Free Strike
• Defend: PR against you has Double Bane
• Heal: 1 ally can use a Recovery or make a Save

Maneuvers:
• Stand Up: You or 1 adjacent ally is no longer Prone
• Catch Breath: You use a Recovery. Cannot be Dying

Triggers:
A Free Triggered Action does not count as your 1 Trigger per round
• Opportunity Attack (Free): Make a Free Strike against A creature that leaves your reach without Shifting (see below)

Movements:
• Movement marked as a Shift doesn't cause Opportunity Attacks
Advance: You move your speed in squares
65
66
67
68
69
70
71
72
73
74
The Character Sheet Toolkit is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.
75
76
CharacterElementalistMightAgilityReasonIntuitionPresenceViscous FireS
77
01220A jet of heavy fire erupts with elemental fury where it strikes.
78
Keywords:Fire, Magic, Ranged, Strike
79
Distance:Ranged 10 Target:One creature or object
80
AncestryHumanStaminaMax:18Immunities/WeaknessesPower Roll + Reason: 2d10 + 2

11 or lower: 6 fire damage; push 2
12–16: 9 fire damage; push 3
17+: 11 fire damage; push 4
81
“Humans,” the dwarf said with a combination of exasperation and awe. “Their only virtue seems to be believing in impossible things.”Winded:9Immunities: Acid 2, Cold 2, Corruption 2, Fire 2, Lightning 2
82
Dying:0
83
Temp:Dead:-9
84
85
CareerMage's ApprenticeRecoveriesSurges
86
Incident: While practicing a spell, your inexperience caused the magic to backfire and your memories were wiped, leaving you with only fragments of who you once were. Determined to recall your past, you now dedicate yourself to helping others.Max:101 = +2 Damage
87
1 = +6 Stamina2 = +1 Potency
88
Practical MagicM
89
Essence2 essence at the start of your turn
1 essence the first time each round you or a creature within 10 takes damage that isn’t untyped or holy
VictoriesYour mastery of elemental power lets you customize your conjurations.
90
KitEnchantment and WardKeywords:Magic, Ranged, Maneuver
91
Enchantment of Destruction, Ward of Excellent ProtectionDistance:Self, see below Target:Self
92
Effect: Choose one of the following effects:
• You use the Knockback maneuver, but its distance becomes the
range of your Hurl Element ability, and you use Reason instead of
Might for the power roll.
• You choose a creature within the distance of your Hurl Element
ability and deal damage equal to your Reason score to them. The
damage type can be acid, cold, corruption, fire, lightning, poison,
or sonic.
• You teleport up to a number of squares equal to your Reason score.
93
SizeSpeedDisengageStabilityLevel
94
Class FeaturesSpecialization: Fire1M5101
95
Persistence: Whenever you use a persistent ability, you decide whether you want to maintain it and start doing so immediately after you first use the ability. If you maintain a persistent ability in combat, you reduce the amount of essence you earn at the start of your turn by an amount equal to the ability’s persistent value, which enables the ability’s persistent effect. All your active persistent abilities end when combat ends.

You can’t maintain any abilities that would make you earn a negative amount of essence at the start of your turn or have a negative amount of essence outside of combat. You can stop maintaining an ability at any time (no action required).

If you maintain the same ability on several targets and the effect includes a power roll, you make that roll once and apply the same effect to all targets. A creature can’t be affected by multiple instances of a persistent ability.

If you take damage equal 5 × your Reason score in one turn, you stop maintaining any persistent abilities.
96
97
SkillsEmpathize, Conceal Objects, Eavesdrop, Culture, History, Magic, Religion, Society, Timescape
98
+2
99
100
Explosive AssistanceT