CAMPAIGN DATABASE // THE VORTEX FLARE
FOUR CLASSES. ONE QUESTION.
WHAT WERE YOU WILLING TO GIVE UP TO BE ANSWERED?
Every character draws a path through the Vortex Flare. You start at the centre and move
outward as you level, and you can begin a second class's lowest ring at any time. Two players in the same
class can finish a campaign with almost nothing in common.
THE VORTEX FLARE CLASS RINGSEDITION ONE · PAGES 62–63
LOW FLARE RINGLevels 1–5. Five benefits, closest to the centre. One per level.
MID FLARE ORBITNeeds all 5 low benefits. Two paths per class, five benefits each. You may choose any class in this orbit.
HIGH ORBITNeeds 10 benefits (low + mid) AND a quest of knowledge granted by your GM. Four paths per class.
THE FORMULA
YOUR POWERS HAVE A NUMBER TO BEAT.
THE FOUR CLASSES
START AT THE CENTRE. MOVE OUTWARD.
EVERY LOW FLARE RING BENEFIT, STRAIGHT FROM EDITION ONE
FORCE
KOMBATANT
MAIN STAT · Dexterity or Strength
01
You are made for combat. If the party finds an enemy or danger you are right there in the frontlines or sniping from afar.
LOW FLARE RINGLevels 1–5 · one benefit per level
- L1
Ready for ActionProficiency in all weapons and standard armor.
PASSIVE - L2
- L3
Battle PactYou can use a bonus action to regain hit points equal to 1d10 + your character level.
AT WILLBonus action - L4
CounterattackWhen an enemy misses you with a melee attack, you can use your reaction as a weapon attack against the enemy.
AT WILLReaction - L5
Cosmic CriticalYour weapon attack scores a critical hit on a roll of 19 or 20 on the die.
PASSIVE
MID FLARE ORBIT
Needs all five low benefits. Two paths:
Weapons SpecialistHand to Hand
HIGH ORBIT
Needs ten benefits and a quest of knowledge from your GM. Four paths:
PowerMasterMarksmanForce of Chaos
INVENTION
TECHIES
MAIN STAT · Wisdom
02
Your knowledge of the mechanics of the universe allows you to fix, heal and hack. Your tools are your arsenal.
LOW FLARE RINGLevels 1–5 · one benefit per level
- L1
OmnivestisProficiency in all armors and the Medicine skill.
PASSIVE - L2
Strategium NexusChoose up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled.
PROF / DAY - L3
Tech TinkerYou can hack and repair normal items, gaining advantage on checks related to it. Hacking depends on an Insight check, and the effect on the machine is up to the GM.
PASSIVE - L4
Ephinephrine RepairA creature you touch regains hit points equal to 1d8 + your Wisdom modifier. No effect on undead or constructs.
PROF / DAY - L5
CrafterCrafting normal items. Material availability depends completely on the GM.
PROF / DAY
MID FLARE ORBIT
Needs all five low benefits. Two paths:
MedicEngineer Hacker
HIGH ORBIT
Needs ten benefits and a quest of knowledge from your GM. Four paths:
HealerBio Hacker BoosterDestroyerCreator
INFLUENCE
INFLUENCERS
MAIN STAT · Charisma
03
You are the life of the party or the voice followers follow. The Dream Weavers, the igniters of passions for good or evil.
LOW FLARE RINGLevels 1–5 · one benefit per level
- L1
MaskProficiency in Deception, Persuasion, Performance and Insight.
PASSIVE - L2
Psychic SpikeAs an action you channel Vortex Flare energy into a single point, damaging one creature within 40 ft. It must succeed on a Wisdom save or take 2d4 + Charisma modifier psychic damage and have disadvantage on its next attack roll before the end of its next turn.
ONCE PER TURNOnce per turn - L3
Master in PositionWhen an effect lets you make a Dexterity save for half damage, you instead take none on a success and half on a failure.
PASSIVE - L4
See Beyond EyesightYou have advantage on Insight checks.
PROF / DAY - L5
Oppress the Weak MindProficiency in Intimidation. Once per day you can give the frightened condition to all creatures in a 60 ft cone originating from you that fail a Wisdom save against your DC.
ONCE PER DAYOnce per day
MID FLARE ORBIT
Needs all five low benefits. Two paths:
ManipulatorCharismatic
HIGH ORBIT
Needs ten benefits and a quest of knowledge from your GM. Four paths:
HypnotistAwakenerTacticianMotivator
INSIGHT
MYSTICS
MAIN STAT · Intelligence
04
Mystics are connected to the energy of the universe, capable of using the Vortex Flare for powers that seem magical.
LOW FLARE RINGLevels 1–5 · one benefit per level
- L1
TelekinesisMove objects with your mind up to 5 lb within 30 ft. As an action you can use your Intelligence modifier to attack against AC with your mind, dealing 2d6 + Intelligence modifier damage.
ONCE PER TURNOnce per turn · no daily limit - L2
PsionGain proficiency in Arcana, Spirituality, History and Nature.
PASSIVE - L3
Iron WillYou can have advantage on Wisdom saves and Intelligence saves.
PROF / DAY - L4
Mental BarrierAs an action, while wearing no armor and not wielding a shield, your base AC is calculated as 10 + your Intelligence modifier instead of Dexterity, for 1 minute.
PROF / DAY - L5
Alchemic DiscordanceAs an action you unleash a chaotic wave of alchemical vibrations in a 60 ft cone. Creatures in the area make a Dexterity save against your DC, taking 6d6 thunder damage, or half on a success.
PROF / DAY
MID FLARE ORBIT
Needs all five low benefits. Two paths:
UniversalistAdepts
HIGH ORBIT
Needs ten benefits and a quest of knowledge from your GM. Four paths:
SorcererWizardAlchemistHeriopanth
DON'T DO THE MATH BY HAND
THE SHEET WORKS THE RING FOR YOU.
Pick a class and it unlocks one benefit
per level, tracks every per-day use separately, and works out a save DC for each class you carry powers from.
OPEN THE CHARACTER SHEET ↗