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Class record

Cultivator

Utility

Tier
1
Difficulty
2 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Appraise, Athletics, Deception, Perception, Insight, Medicine, Intimidation, Stealth or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning, Reason, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

To cultivate is not merely to gather power, but to decide how one will exist within it. While Ki can be sensed and refined by many, a cultivator distinguishes themselves by the principles they choose to shape that power around.

Every cultivator begins by learning to draw Ki inward and circulate it through the body, but this practice alone does not define the path. What matters is the intent behind it. Some cultivate to stand firm, others to strike decisively, and others still to remain unbound. Over time, these choices influence not only a cultivator’s techniques, but the way they move, react, and behave.

Cultivation places constant pressure on belief. Power responds more readily to consistency than contradiction, and cultivators who act against their own principles often find their progress stalling or their techniques failing at critical moments. As a result, most adopt a guiding philosophy early on, refining their practice around it as they grow.

Because of this, cultivation traditions vary widely. One sect may prize endurance and rootedness, teaching its disciples to weather any storm. Another may emphasize adaptability or freedom, encouraging practitioners to preserve choice and avoid being fixed in place. These differences are not merely cosmetic. They shape how Ki is circulated, how arts are used, and how conflict is approached.

A cultivator’s strength is therefore not measured solely by the amount of power they possess, but by how well their actions align with the path they have chosen. Those who cultivate without direction may achieve temporary gains, but rarely endure. Those who commit to a philosophy, however subtle, find their Ki responding with greater clarity and reliability over time.

Tactical guidance

Playing Cultivator

The cultivator class is a utility class with several useful abilities.

Ki Circulation lets you remove a variety of debuffs from yourself. You'll most likely use it to remove poisons or unbalanced, as Bleeding and Shaken will likely already have taken effect before you can use it.

Ki Sense is a simple tool that lets you know where to search for stealthed targets when they are in range.

Ki Recovery is an upgrade from the basic Draw Mana encounter conclusion action and is very useful for anyone that uses a lot of mana.

The Sword Riding Art is a way of flying that's both better and worse than other ways of flight. You gain some weaknesses to pushbacks and aren't as good in aerial combat, but the upside is that you never get rooted even if you're lowered to the ground level by normal attacks. It does require you to bring a spare weapon that you can't use for combat, so keep that in mind.

Cultivator

Class features

Abilities unlocked

Complete rules for every ability granted by Cultivator.

Class feature
Grants+5 skill pointsAppraise, Athletics, Common Knowledge, Deception, Insight, Intimidation, Medicine, Perception, Stealth

Benefit 1

Your unarmed attack damage is treated as a One-Handed Weapon in which you are proficient.

Benefit 2

You gain proficiency in light armor, light swords and another weapon of your choice.

Benefit 3

You gain +5 skill points to spend in Appraise, Athletics, Deception, Perception, Insight, Medicine, Intimidation, Stealth or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Ability

Ki Sense

0 AP1 MP
Range
40ft
Keywords
Stealth

You send out your Ki and become aware of any creatures without presence concealment within 40ft of you, giving you a rough idea of their location. This does not remove Hiding from them, but their attacks against you do not gain Trick Attack or any other stealth or surprise bonuses until the start of your next turn.

No listed cost
Range
Self
Keywords
Encounter Conclusion

You spend your Encounter Conclusion action to regain 2 mana.

0 AP1 MP
Range
Self

You jump onto a light sword, versatile melee weapon, greatshield, bayonet musket or two-handed melee weapon you’re carrying and use it to move around. While riding on top of the sword, you gain Flight. You can fly this way for up to 5 minutes.

If you take damage while flying higher than 5ft above the ground, your altitude drops by 20ft. If this would reduce your altitude to the point where you touch the ground, you may hop off your weapon and put it back into your hand if possible for 0 RP. After this happens, your Sword Riding ends. If the attack that reduced your HP came from a flying creature other than yourself, you do not lose altitude but instead become unbalanced.

If you are knocked back by an effect, you must make a save against the attacker's potency. Else, you are blown off your sword.

Requirements

Must have a Light Sword or two-handed melee weapon in your hand.