TEXT: IRONSWORN
  ASSETS
  VOLUME 1 PREVIEW
  
  HAWK
  Name:
  Your hawk can aid you when it is aloft. 
   
  { Far-seeing: when you Undertake 
  a Journey, or when you Forage by 
  hunting for small game, add +1.
   
  { Fierce: when you Secure an Advantage  
  with +edge using your hawk to harass 
  and distract your foes, add +1.
   
  { Vigilent: when you Face Danger 
  with +wits to detect an ambush 
  or approaching threat, add +1. 
  HOUND
  Name:
  Your hound is your steadfast companion.
   
  { Sharp: when you Gather Infromation 
  using your hound’s keen senses to 
  track your quarry or investigate a 
  scene, add +1.
   
  { Ferocious: when you Strike or Clash 
  alongside your hound and score 
  a hit, choose one more; when you 
  Manipulate with +iron using threats of 
  violence, add +1.
   
  { Loyal: when you Test Your spirit in the 
  company of your hound, add +1. 
  HORSE
  Name:
  You and your horse ride as one.
   
  { Swift: when you Face Danger with 
  +edge using your horse’s speed and 
  grace, or when you Undertake a 
  Journey, add +1.
   
  { Fearless: when you Secure an 
  Advantage  with +heart by charging 
  into combat, add +1 and take +1 
  momentum on a strong hit.
   
  { Mighty: when you Strike or Clash at 
  close range while mounted, add +1 and 
  inflict +1 harm on a strong hit.
  RAVEN
  Name:
  Your raven heeds your call.
   
  { Sly: when you Face Danger or Secure 
  an Advantage with +shadow using 
  your raven to to perform trickery, add 
  +1.
   
  { Knowing: when you Face Death, your 
  raven will guide you; add +1 and take 
  +2 momentum on a strong hit.
   
  { Diligent: your raven can carry 
  messages, allowing you to Secure an 
  Advantage, Gather Information, or 
  Compel from a distance.
  BATTLE-SCARRED
  If you are Maimed...
   
  { You focus your energies. Reduce your 
  edge or iron stat by 1 and add up +2 to 
  wits or heart, or +1 to each (either stat 
  should not exceed +4). 
   
  { You overcome your limitations. Reduce 
  your maxium health or spirit by 1 and 
  ignore the max momentum penalty for 
  being maimed.
   
  { You have stared down death before.
  When you Face Death, you may suffer 
  -1 momentum and add +1 (decide 
  before rolling).
  BLADEBOUND
  You wield a unique weapon 
  imbued with the power of blood iron.
  Name:
   
  { Instinct: Add +1 and take +1 
  momentum on a strong hit when you 
  Face Danger to detect an ambush.
   
  { Baleful: When you Compel or Secure 
  an Advantage using threats with your 
  weapon in hand, add +1 and take +1 
  momentum on a strong hit.
   
  { Fury: When you inflict harm with 
  your weapon, you may inflict +1 harm. 
  When you do, suffer -1 spirit if your 
  foe is not a monster.
  HERBALIST
   
  z When you attempt to Heal using 
  herbal remedies, and you have at least 
  +1 supply, you may choose one (before 
  rolling): add +1, or take or give an 
  additional +1 health.
   
  { When you Heal a companion, ally or 
  other character, and you give at least 
  +1 health, take +1 spirit.
   
  { When you Make Camp and choose 
  the option to partake, you and your 
  companions and allies may take +1 
  health; if you reveal something to your 
  allies through a personal story as you 
  prepare the meal (or contemplate your 
  past if alone), you each also take +1 
  spirit or +1 momentum.
  HONORBOUND
   
  z When you make your Last Stand, 
  envision how your vows give you 
  strength in this moment. Then, you 
  may reroll any dice when you make 
  your move.
   
  { When you Draw the Circle in a fight for 
  honor, add +1. On a hit, you may take 
  an additional +2 momentum for one of 
  your boasts (not ‘To the death’).
   
  { When you Swear an Iron Vow to serve 
  the noble cause of another character 
  through strength of arms, you may 
  reroll any dice. When you Fulfill your 
  Vow and mark experience, take +1 
  experience.
  0
  +1
  +2
  +3
  0
  +1
  +2
  +3
  +4
  0
  +1
  +2
  +3
  +4
  +5
  COMPANION
  COMPANION
  COMPANION
  COMPANION
  PATH
  PATH
  PATH
  PATH
  0
  +1
  +2
  COMING SOON
  
  MYSTIC
   
  z When you use your knowledge of 
  mystical forces or rituals to Gather 
  Information or Secure an Advantage, 
  add +1 and take +1 momentum on a 
  hit.
   
  { When you perform a ritual, you may 
  suffer -1 supply or -1 health and add 
  +1 (decide before rolling).
   
  { When you successfully Create a Bond 
  with an elder mystic and train with 
  them, you may upgrade rituals for 1 
  less experience.
  RANGER
   
  z When you Gather Information or 
  Secure an Advantage using your 
  knowledge of  tracking, woodcraft 
  or wild animals, add +1 and take +1 
  momentum on a hit.
   
  { When you Face Danger or Secure an 
  Advantage by hiding or sneaking in the 
  wilderness, add +1.
   
  { When you Forage or Make Camp in the 
  wilderness, add +1. When you Make 
  Camp, score a strong hit, and choose to 
  relax, envision your wild surroundings 
  and why they bring you comfort; 
  you may then also clear the Shaken 
  condition.
  SHADOW-KIN
  If you are Corrupted...
   
  { You harden your heart. Reduce your 
  heart stat by 1 and add up to +2 to 
  shadow (your shadow should not 
  exceed +4). 
   
  { You have walked the shadow paths. 
  When you perform a ritual, add +1.
   
  { You know the sly ways of death. When 
  you Face Death, you may roll +shadow 
  instead of +heart.
  SLAYER
   
  z When you Gather Information or 
  Secure an Advantage using your  
  knowledge of monsters or beasts, add 
  +1 and take +1 momentum on a hit.
   
  { When you slay a monster or beast 
  (at least formidable) you may take a 
  trophy and use it one time to:
  • Power a ritual: When you or an ally 
  make a ritual move, reroll any dice.
  • Prove your worth: When you 
  Sojourn, reroll any dice.
   
  { When you Swear an Iron Vow to kill 
  a fierce monster or beast, you may 
  reroll any dice. When you Fulfill your 
  Vow and mark experience, take +1 
  experience.
  VETERAN
   
  z When you burn momentum in 
  combat, add +1 to your reset.
   
  { Once per combat, When you Secure 
  an Advantage (with +wits) by studying 
  your foe’s fighting technique and 
  envisioning where you have seen this 
  style of fighting before, you may reroll 
  any dice and take +1 momentum on a 
  strong hit.
   
  { When you Forage by looting the dead 
  in a field of battle, add +1 and take +1 
  momentum on a a strong hit.
  WAYFINDER
   
  z When you Undertake a Journey, add 
  +1. 
   
  { When you stand at an overlook and 
  Secure an Advantage by surveying the 
  landscape, envision what you see (Ask 
  the Oracle if unsure). Then, add +1 and 
  take +1 momentum on a hit.
   
  { When you Swear an Iron Vow to safely 
  guide someone on a perilous journey, 
  you may reroll any dice. When you 
  Fulfill your Vow and mark experience, 
  take +1 experience.
  ARCHER
  If you wield a bow...
   
  z When you Secure an Advantage with 
  +wits by taking a moment to aim, add 
  +1 and take +1 momentum on a strong 
  hit.
   
  { Once per combat, when you Strike 
  or Clash, you may suffer -1 supply to 
  reroll any dice and take +1 momentum 
  on a strong hit.
   
  { When you Resupply by hunting, add 
  +1.
  BRAWLER
   
  z When you Secure an Advantage with 
  +iron by engaging in close-quarters 
  brawling (hitting, tripping, smashing 
  with a shield or with your weapon hilt, 
  etc.), and score a strong hit, you may 
  inflict 1 harm.
   
  { When you Strike or Clash in close 
  quarters and score a hit, you may 
  inflict 1 less harm in exchange for +1 
  momentum.
   
  { When you unarmed and inflict harm, 
  you may inflict 2 harm (instead of 1) if 
  you suffer -1 momentum.
  CUTTHROAT
  If you wield a dagger or knife...
   
  z When you are in position to Strike at 
  an unsuspecting foe, add +1 or take +1 
  harm on a hit (choose before rolling).
   
  { When you Compel someone (with 
  +iron) at the point of your blade, add 
  +1 and take +1 momentum on a strong 
  hit.
   
  { Once per combat,when you Secure 
  an Advantage (with +shadow) by 
  performing a feint or misdirection, 
  reroll any dice and take +1 momentum 
  on a strong hit.
  PATH
  PATH
  PATH
  PATH
  PATH
  PATH
  MARTIAL FOCUS
  MARTIAL FOCUS
  MARTIAL FOCUS
  
  IRONCLAD
  If you wear armor...
   
  z Given a few minutes, you may ready 
  your armor. When you are...
  • Lightly armored: add +1 when you 
  Endure harm.
  • Geared for war: mark encumbered, 
  and add +2 when you Endure harm.
   
  { Your well-designed armor lets you take 
  the blow; when you are geared for war, 
  add +1 if you Clash.
   
  { Your armor marks you as a hardened 
  warrior;  add +1 when you Compel if 
  your strength-of-arms is a factor.
  SHIELD-BEARER
  If you wield a shield...
   
  z When forced to suffer -health, you may 
  sacrifice your shield and ignore up to 3 
  harm. If you do, suffer -1 momentum.
   
  { When you Face Danger using your 
  shield as cover, you may suffer -1 
  momentum and add +2 (decide before 
  rolling).
   
  { When you Strike or Clash in close 
  quarters, you may add +1 (decide 
  before rolling). If you do, and either 
  challenge die rolls a 10, your shield 
  has been broken and you suffer -1 
  momentum. This is in addition to any 
  other outcome of the move.
  SKIRMISHER
  If you wield a spear...
   
  z When you Strike or Clash and score 
  a hit, you may inflict 1 less harm and 
  take +1 momentum.
   
  { When you Strike or Clash in close 
  combat and score a strong hit, you 
  may drive your spear home and inflict 
  +2 harm. If the fight continues, Face 
  Danger with +iron to retrieve your 
  spear.
   
  { Once per battle, when you Clash by 
  bracing your spear against a charging 
  foe, you may suffer -1 momentum 
  before rolling. Then, inflict +2 harm 
  on a strong hit.
  SUNDERER
  If you wield an axe...
   
  z When you Strike or Clash in close 
  quarters, you may suffer -1 momentum 
  before you roll and inflict +1 harm on 
  a hit.
   
  { When you make a tribute to a fallen 
  foe (dangerous or epic) by carving a 
  rune in the haft of your axe, envision 
  the meaning of that rune and take +1 
  spirit or +2 momentum.
   
  { When you Secure an Advantage with 
  +iron using your axe to batter at your 
  foe’s armor, weapon or or shield, add 
  +1 and take +1 momentum on a strong 
  hit.
  SWORDMASTER
  If you wield a sword...
   
  z When you burn momentum on a 
  Strike or Clash, and score a hit, inflict 
  +1 harm and improve your reset (this 
  time only) by +1. 
   
  { When you Swear an Iron Vow by 
  kneeling and grasping your sword, 
  add +1; if you let the blade draw blood 
  from your hands, add +2 but suffer -1 
  health.
   
  { When you Clash and score a strong hit, 
  you may add +1 if you immediately 
  counter with a Strike.
  AUGUR
   
  z Once per quest, when you summon a 
  murder of crows and tell them of your 
  iron vow, you gain insight by observing 
  their flight patterns and calls. You may 
  Gather Information and reroll any dice. 
   
  { When you perform this ritual, the 
  crows will also help guide you on the 
  proper path.  Reroll any dice on the 
  next segement when you Undertake a 
  Journey.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  BIND
   
  z When you craft a mantle from an 
  animal hide under the light of the 
  moon, roll +wits. On a strong hit, the 
  wearer of the mantle will add +1 when 
  making a move with the related stat 
  (wolf-edge; bear-iron; deer-heart; fox-
  shadow; boar-wits) and may continue 
  to add +1 with this stat until they roll a 
  1 on their action die. On a weak hit, a 1 
  or 2 on the action die will exhaust the 
  power.
   
  { When you craft a mantle from a beast 
  (not an animal), name the related 
  stat and also give the wearer +2 
  momentum.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong hit.
  COMMUNION
   
  z When you surround the remains of a 
  recently deceased intelligent creature 
  with lit candles, and summon its spirit, 
  roll +heart. Add +1 if you shared a 
  bond. On a strong hit, its spirit appears 
  and you may converse for a few 
  minutes (make moves, as appropriate). 
  On a weak hit, the encounter is tenous 
  and troubling; you suffer -1 spirit and 
  have only a few moments before it slips 
  away.
   
  { You may commune with the long-
  dead.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  MARTIAL FOCUS
  MARTIAL FOCUS
  MARTIAL FOCUS
  MARTIAL FOCUS
  MARTIAL FOCUS
  RITUAL
  RITUAL
  RITUAL
  LIGHTLY ARMORED
  GEARED FOR WAR
  COMING SOON
  
  DIVINATION
   
  z When you take a drop of blood from a 
  willing subject (not yourself) and cast 
  the rune-carved stones, roll +heart. 
  On a strong hit, you may Gather 
  Information about that person’s past 
  or future (including insight you and 
  the subject have no knowledge of) 
  by reading the runes. When you do, 
  add +1. On a weak hit,  the divination 
  will require extra time (suffer -1 
  momentum) or is troubling (suffer -1 
  spirit).
   
  { Once per divination, when you Gather 
  Information, reroll any dice.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  KEEN
   
  z When you hold a weapon at sunrise 
  and sing a keen for those it has killed, 
  roll +heart. On a strong hit, one time 
  only, the wielder may inflict +1d6 
  harm when inflicting harm. On a 
  weak hit, inflicting this harm will 
  likely (Consult the Oracle) destroy the 
  weapon while also inflicting 2 harm on 
  the wielder.
   
  { The wielder of this weapon may also, 
  one time only, reroll any dice when 
  they attempt to End the Fight.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  SCRY
   
  z When you look into flames to study 
  a remote person or location, roll 
  +shadow. You or someone in your 
  presence must have knowledge of your 
  target. On a strong hit, you may Gather 
  Information through observation, 
  and you may make this move using 
  +shadow. On a weak hit, this requires 
  extreme focus; suffer -1 momentum 
  (before rolling).
   
  { Once per scry when you Gather 
  Information, reroll any dice.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  TOTEM
   
  z When you hold a totem of your 
  animal companion and concentrate 
  for a minute or so, roll +heart. On a 
  strong hit, you may add an additional 
  +1 when your companion aids you, 
  and may continue to add +1 as long 
  as you score strong hits on the aided 
  moves. On a weak hit, choose one: 
  the connection is disturbing (suffer 
  -1 spirit), painful for your companion 
  (it suffers -1 health), or will last only a 
  single move.
   
  { On a strong hit, add +2 (instead of +1) 
  for your first aided move.
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  VISAGE
   
  z When you paint on a mask in blood 
  and ash, roll +wits. On a strong hit, 
  choose two. On a weak hit, choose one 
  and the wearer suffers -1 spirit. The 
  effects last for several hours.
  • Protected: when you Face Death, add 
  +1.
  • Menacing: when you use 
  intimidation or fear to Compel or 
  Secure an Advantage, add +1.
  • Shadowed: when you Face Danger by 
  hiding or sneaking, add +1.
   
  { Improve the effect of one of your 
  choices (+2 instead of +1).
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  WARD
   
  z When you walk a wide circle, 
  sprinkling the ground with ash, roll 
  +wits. On a strong hit, choose two. On 
  a weak hit chose one.
  • Take +1 momentum when anything 
  crosses the boundary
  • Inflict 1 harm on anything or anyone 
  crossing the boundary
  • Your ward is ‘likely’ (Consult the 
  Oracle) to trap an intruder within its 
  boundary
   
  { Improve the effect of your ward (+2 
  momentum, 2 harm, or ‘very likely’).
   
  { When you perform this ritual, add +1 
  and take +1 momentum on a strong 
  hit.
  RITUAL
  RITUAL
  RITUAL
  RITUAL
  RITUAL
  RITUAL
  COMING SOON
  COMING SOON
  COMING SOON
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Fantasy & Dungeon Delves/Ironsworn/Ironsworn-Preview-Assets.pdf