KING

A Classless RPG System

MARTIAL TREES

Structure

Each martial tree has 5 tiers costing 1 martial point each:

Tree Limits:

Level Max Trees
1-2 2
3-5 3
6-8 4
9-10 5

BODY TREES

1. BRAWLER (Body), Unarmed Control

Pin Down (Action plus passives)

Your unarmed strikes are true weapons (magical at Tier 3+) and you have

advantage on Body checks to grapple. As an action, make a contested Body

check against a creature in reach. On a success it is pinned: it cannot move,

its attacks have disadvantage, and attacks against it have advantage.

Deed (Tier 1), Iron Grip: *Your hands close like manacles. What you

seize, you keep.* Catch a swinging blade, snatch an arrow, clamp a fleeing

ankle.

you have pinned cannot regain Vigor.

size. As an action (2 Stamina), make two unarmed strikes against a creature

that is pinned or prone.

Ultimate Deed (Tier 5), Spine Breaker: *Some holds aren't meant to

escape.* Twist, wrench, and break. A joint bends the wrong way. A bone gives.

They remember this hold forever.

2. BERSERKER (Body), Rage Warrior

Rage (Maneuver, 1 Stamina)

You rage for one minute: +1 crit range on melee attacks, +10 feet speed, and

your Body modifier as a penalty to AC. Rage continues automatically while you

attack each turn.

Deed (Tier 1), Blood Surge: *Pain becomes fuel. Every wound feeds the

fire.* When you should fall, you rise. One more action. One more strike.

regain 1 Vigor.

next turn, your melee hits deal +1 wound and hits against you deal

+1 wound.

Ultimate Deed (Tier 5), Terrifying Presence: *Your rage becomes a

physical force.* The weak flee. The brave hesitate. Your fury radiates

outward, breaking morale and freezing hearts.

3. WRESTLER (Body), Advanced Grappling

Takedown (Maneuver plus passives)

You have advantage on Body checks to grapple and to escape grapples. As a

maneuver, make a contested Body check: on a success the target is knocked

prone and pinned. While you have a creature pinned, you may use your action

to Throw it 10 feet: it takes 1 wound and lands prone.

Deed (Tier 1), Earth Shaker: *You take them down so hard the ground

remembers.* Put them through a wall, into their ally, off the ledge. The

impact has consequences.

distance becomes 15 feet.

into a hard surface or another creature takes +1 wound, and a struck

creature must make a Body save or fall prone.

size. When you Throw (2 Stamina), the creature is also stunned until the

end of its next turn.

Ultimate Deed (Tier 5), Piledriver: Head first into the stone. The

ultimate finishing throw. You leap, you twist, and they land on their head

from height. The impact is final.

4. GUARDIAN (Body), Shield Defender

Interpose (Reaction, 1 Stamina, plus passives)

You gain +1 AC while wielding a shield, and your shield is a weapon. When an

ally within 5 feet is hit, you may grant them +4 AC against that attack,

which can turn it into a miss.

Deed (Tier 1), Unbreakable Wall: *Behind you, they are safe. Before you,

nothing passes.* Plant yourself. You are the wall.

make a Body save or be knocked prone.

When it turns a hit into a miss, immediately make a free shield strike

against the attacker if they are in reach.

Ultimate Deed (Tier 5), Impossible Interception: *Distance means nothing

to a guardian's oath.* Intercept an attack meant for someone across the room.

Appear between arrow and ally.

5. TITAN (Body), Two-Handed Devastation

Sweeping Strike (Action plus passives)

You gain +1 crit range with two-handed weapons (stacks with Heavy). As an

action, attack two enemies within 5 feet of each other, rolling each attack

at disadvantage. Requires a two-handed weapon.

Deed (Tier 1), Sundering Blow: *What your weapon strikes, breaks. Not

wounds. Breaks.* Doors, shields, columns. The break is absolute.

without provoking.

ground: all enemies within 10 feet make a Body save or take 1 wound and

fall prone; on a success they stay standing and are unharmed.

Ultimate Deed (Tier 5), Cleaving Arc: One swing. Many fall. Your weapon

carves through everything in its path. The arc doesn't stop until you do.

6. GLADIATOR (Body), Arena Fighter

Showboat (Maneuver plus passives)

You have advantage on attacks against creatures larger than you or of higher

level than you. As a maneuver, choose one enemy within 30 feet that can see

you: it must make a Heart save or have disadvantage on attacks until your

next turn.

Deed (Tier 1), Crowd's Champion: *The audience demands a spectacle. You

deliver.* Do something theatrical enough and reality plays along.

30 feet gain advantage on their next attack.

your next turn.

attack. On a hit it deals +1 wound and all allies within 30 feet regain

1 Vigor. On a miss you fall prone and every adjacent enemy may immediately

make an opportunity attack against you.

Ultimate Deed (Tier 5), The Arena Answers: *The environment fights for

you.* The chandelier falls. The pillar topples. When you're the star, the

stage itself conspires in your favor.


MIND TREES

7. SWORDMASTER (Mind), Tactical Duelist

Precision Strike (Passive suite)

You gain +1 AC while wielding a one-handed melee weapon with no shield. When

you hit with a melee attack, you may move 5 feet without provoking.

Deed (Tier 1), Perfect Cut: One stroke. One moment. One outcome. The

blade finds exactly what you need: the gap in armor, the thread, the strap.

target.

may move 5 feet without provoking.

instead of 5.

make one attack against another enemy in reach (once per round). Enemies

you hit have disadvantage on their next attack against you.

Ultimate Deed (Tier 5), Dance of Steel: *You flow through them like

water.* One cut leads to another. Enemy to enemy. Poetry in violence.

8. TACTICIAN (Mind), Battlefield Support

Assist (Reaction)

When an ally within 30 feet makes an attack roll, add your Mind die to it.

Deed (Tier 1), Battlefield Clarity: *You see the whole board. Every

piece. Every possibility.* Give one perfect command and your insight becomes

reality.

initiative is rolled, you and all allies within 30 feet act in any order

you choose this round.

Ultimate Deed (Tier 5), Masterstroke: You see the path to victory. The

entire battle lays out before you. Give one command that accounts for

everything.

9. ALCHEMIST (Mind), Combat Alchemy

Synthesize (Action)

Create and immediately use any alchemical item of Tier 1. The item cannot be

saved for later. Your thrown alchemical items have 60 feet range. Alchemical

damage and healing follow the Wounds Conversion table (Part 4).

Deed (Tier 1), Volatile Genius: *Sometimes the best formula is

improvisation.* Mix what shouldn't be mixed. Spectacular, unpredictable,

unrepeatable.

use on yourself also affects one adjacent ally.

reaction for 1 Stamina.

combat, synthesize and use two different items with one action.

Ultimate Deed (Tier 5), Philosopher's Gambit: The impossible mixture.

Combine things no formula allows. Once. Spectacular and probably

unrepeatable.


SENSE TREES

10. SHIFTER (Sense), Primal Warrior

Beast Form (Passive suite)

You have magical natural weapons. In the first tactical phase, choose an

aspect for the combat: Bear +2 Body, Cat +2 Cunning, Wolf +2 Heart, Owl

+2 Mind, Badger +2 Sense.

Deed (Tier 1), Primal Surge: *The beast within answers when you need it

most.* Claws to climb, gills to breathe, fangs to bite. The shift fades when

the need passes.

adjacent enemy misses you, strip 1 of its Vigor or bank your Body die on it

(as the Body rule); Cat, you cannot be flanked; Wolf, +1 to hit

enemies adjacent to your allies; Owl, enemies acting after you in the

round have disadvantage on ranged attacks against you; Badger, when a

melee attack misses you, the attacker's next attack has disadvantage.

shift form as a free action.

pinning attempt, Cat moves 10 feet without provoking, Wolf gains advantage

on its next attack against a flanked enemy, Owl adds its Mind die to an

ally's initiative, Badger regains 1 Vigor.

one round your aspect bonus becomes +4 and your natural weapon attacks have

advantage.

Ultimate Deed (Tier 5), Perfect Form: *Become exactly what you need to

be.* Full transformation for a single instant. Wings to cross the gap. The

perfect predator for this exact prey.

11. ASPECT WARRIOR (Sense), Primal Channeler

Channel Aspect (Passive suite, uses the Druid Attunement system)

At the start of combat choose one aspect, active until combat ends: Stone

+1 AC; Flame your hits strip 1 additional Vigor; Wind +10 feet speed;

Beast +1 to attack rolls. Each round an aspect is active you gain +1

Attunement in it; at 6+ make Claiming checks per the Druid rules. Discord:

while attuned to more than one aspect, take -2 on Claiming checks per extra

aspect and gain +1 crit range while two or more aspects are active.

Deed (Tier 1), Nature's Claim: *The wild answers to those who protect

it.* Roots grasp, stone shifts, wind howls. Not summoned. Commanded.

Root, you cannot be knocked prone, grappled, or restrained.

+15 feet and ignore opportunity attacks; Beast +2 to attack; Tide, enemies

you pass through lose 1 Vigor once per round each; Root, roll your Heart

die twice for Vigor regen and keep the best.

Star aspect unlocks: advantage on all saving throws. As an action

(2 Stamina): enemies within 15 feet make a save or take 1 wound (2 wounds

if you have three aspects active); gain +3 Attunement in each active

aspect and make a Claiming check.

Ultimate Deed (Tier 5), Avatar State: *All aspects at once. All power.

All risk.* Stone, flame, wind, tide, root, beast, star. All channels open.

The world shakes.

12. STALWART (Sense), Unbreakable Willpower

Sheer Determination (Triggered, 1 Stamina, plus passives)

You are immune to fear while conscious and have advantage on Sense saves.

Once per combat, when you would take the wound that drops you, stay standing:

negate it.

Deed (Tier 1), Immovable: They cannot move what refuses to move. The

giant's swing meets a wall. You are the fixed point around which chaos

swirls.

1 Vigor.

combat.

Tier 4 negate works twice per combat. Once per day (3 Stamina), when you

would die, stabilize with one open slot and stand up.

Ultimate Deed (Tier 5), Absolute Will: *Reality suggests you should fail.

You disagree.* Refuse something that should be inevitable. Your will

overrides what should happen.


HEART TREES

13. COMMANDER (Heart), Inspiring Leader

Inspiring Presence (Passive aura plus Maneuver)

Allies within 30 feet who can see or hear you gain +1 to morale checks. As a

maneuver, Direct: one ally within 30 feet uses their reaction to move 10

feet, make one weapon attack, or both.

Deed (Tier 1), Rallying Cry: Your voice carries the weight of legends.

Broken lines reform. Fleeing allies turn. When a Commander speaks, the battle

listens.

1 Vigor.

lets each ally reroll their next failed save this round.

an action choose one enemy: up to three allies immediately use their

reactions to attack it.

Ultimate Deed (Tier 5), Legend's Call: *Your words make the impossible

happen.* The dying friend stands. The broken line reforms. The impossible

charge succeeds because you said it would.

14. CHAMPION (Heart), Honorable Duelist

Challenge (Free action plus passives)

You gain +1 to hit while exactly one enemy is within 5 feet of you. Once per

round, choose one enemy within 30 feet: it must make a Heart save or be able

to target only you until the end of its next turn.

Deed (Tier 1), Marked Prey: This one is yours. Everyone knows it. Lock

eyes with a single enemy. They cannot ignore you. They cannot flee you.

Between you and your mark, nothing else exists.

cannot willingly move away from you.

combat: it cannot leave your reach, has disadvantage against others, and

you have advantage against it.

against enemies of your level or lower. When you drop a marked enemy,

remove 1 of your wounds.

Ultimate Deed (Tier 5), The Only Enemy: *Between you, nothing else

exists.* The world fades. Only you and your opponent remain. The duel

transcends the battle.

15. PALADIN (Heart), Holy Warrior

Divine Smite (Free action, 1 Stamina, plus passives)

You gain +1 crit range against profane enemies. Once per turn when you hit

with a melee attack, spend 1 Stamina to smite: the hit deals +1 wound against

a profane creature, or strips all the target's Vigor otherwise.

Deed (Tier 1), Divine Moment: *For one heartbeat, you are the instrument

of something greater.* Light erupts. Darkness recoils. Purify, banish,

terrify, or absolve.

regains 2 Vigor (over its cap, up to cap + 1) or removes 1 wound if you

spend 2 Stamina instead.

advantage on saves against fear and charm.

of your level or lower (3 Stamina), it must make a Heart save or be

destroyed.

Ultimate Deed (Tier 5), Avatar of Judgment: *For one moment, you ARE the

divine.* Your eyes glow. Your voice thunders. Lesser beings fall to their

knees.


CUNNING TREES

16. ASSASSIN (Cunning), Precision Striker

Sneak Attack (Passive plus Action)

While you have advantage on an attack or the target is surprised, your crit

range improves by 1.

Deed (Tier 1), Killing Stroke: The death that was always waiting. A

turned back. A dropped guard. Your strike lands exactly where it does the

most damage.

2 Stamina): choose an enemy; your next hit against it this combat is

automatically a critical hit.

level or lower (3 Stamina), it must make a Body save or die.

Ultimate Deed (Tier 5), No Witnesses: *The perfect kill is the one no one

sees.* Silence the target before they scream. The assassination never

happened.

17. SKIRMISHER (Cunning), Mobile Fighter

Hit and Run (Passive suite)

You gain +5 feet speed. When you hit with an attack, you may move 5 feet

without provoking.

Deed (Tier 1), Ghost Step: You were there. Now you're not. Simple.

Between two guards. Past a closing door. Out of the explosion.

Evasive Maneuver (Reaction, 1 Stamina): when an attack hits you, move

up to 15 feet without provoking.

your hit strips 1 extra Vigor.

attacking, you may also make one attack against a different enemy you

passed during that movement (once per round).

Ultimate Deed (Tier 5), Everywhere and Nowhere: *They can't hit what they

can't track.* They swing at afterimages. You strike from angles that

shouldn't exist.

18. OPPORTUNIST (Cunning), Reactive Striker

Punish Openings (Passive suite)

Your opportunity attacks also trigger when an enemy within your reach attacks

one of your allies, or moves within your reach, in addition to the normal

leaving-your-reach trigger. When you are out of reactions, you may spend

1 Stamina to make an opportunity attack anyway.

Deed (Tier 1), Perfect Opening: *Every mistake is a gift. You never

refuse gifts.* See an opening that doesn't exist yet, and create it.

reduced to 0 until the end of their turn. When an opportunity attack hits,

you may make another against a different enemy in reach (costs a reaction).

maneuver (3 Stamina), your opportunity attacks cost no reactions this

round.

Ultimate Deed (Tier 5), Turn Everything Against Them: *Their action

becomes your advantage.* The swing becomes your parry. The charge becomes

your trip. Whatever they do, it works out for you.


FATE TREES

19. FORTUNATE (Fate), Luck Manipulator

Fortune's Favor (Passive suite)

When you roll a natural 1 on an attack, reroll it. When you score a critical

hit, regain 1 Stamina.

Deed (Tier 1), Impossible Luck: *Coincidence is just fate pretending to

be random.* The chandelier falls. The floor gives way. It just happened.

a hit, or a hit against you into a miss.

it deals +1 wound.

one this round: all saves your allies make have advantage, or all saves

enemies make have disadvantage.

Ultimate Deed (Tier 5), Retroactive Fortune: *It turns out that already

happened differently.* The poison you drank was actually the antidote.

Rewrite what just occurred. It was always lucky.

20. DESTINED (Fate), Unkillable Hero

Fate Intervenes (Triggered, 1 Stamina, plus passives)

While dying, your d20 rolls succeed on 19-20. Once per combat, when you would

take the wound that drops you, negate it.

Deed (Tier 1), Fate's Mandate: What is meant to happen will happen. The

blow that should kill misses. The rope holds. The story was always going this

way.

dying (you remain unconscious).

(Maneuver, 1 Stamina): your next attack this turn automatically hits (no

roll, so no critical).

life one day later with one open wound slot, as long as your corpse remains

intact.

Ultimate Deed (Tier 5), Rewrite Destiny: Change someone else's fate.

The ally who was destined to die survives. Reach out and alter another's

thread.

21. INQUISITOR (Fate), Bane of Profane

Holy Wrath (Passive plus Action)

You gain +1 crit range against profane creatures. Once per turn when you hit

a profane creature, it must make a Fate save or be unable to approach you and

have disadvantage on attacks against you until the end of its next turn.

Deed (Tier 1), Banishment: *Profane things do not belong in this world.

You remind them.* A ghost recoils. A demon flinches. The undead remember what

death means.

30 feet make a Fate save or flee for 1 minute; creatures above your level

have advantage on the save.

weapons count as magical against them. Creatures that fail Turn Profane by

5+ are destroyed if they are half your level or lower.

a 30-foot zone centered on you for 3 rounds: profane creatures inside have

disadvantage on attacks and cannot regain Vigor.

Ultimate Deed (Tier 5), Divine Judgment: *Pronounce sentence on the

abomination.* Speak the creature's doom. Lesser profane beings are destroyed.

Greater ones know true fear.


PART 4: MYSTIC TREES

MAGIC UNDER THE WOUNDS SYSTEM

The spell, prayer, litany, jutsu, and discipline entries in this book are

written natively in wound currency. This table is the design standard they

follow, and the conversion reference for anything you import from other KING

material:

Spell Damage

Spell Tier Single target Area
1–2 1 wound condition or 1 Vigor stripped from each
3 2 wounds (save: 1) 1 wound each (save negates)
4–5 2 wounds (save: 1) 1 wound each, 2 on a failed save

Prayers use their stack count as the tier. Alchemical items use item tier.

Psion disciplines use discipline tier. Where older text lists dice, they

describe how the effect wounds; roll nothing.

Healing

and bone: remove 1 wound.

(the slot reopens when the effect ends).

Everything Else

(Part 7): flimsy = 1, sturdy = 2, fortress = 4.

save when first applied.

listed number exceeded 10.


> IMPORTANT: Martial Trees and Mystic Trees are mutually exclusive. You must choose one path.

>

> - Each Mystic ability costs 1 martial point + 1 skill point

> - This leaves only 1 skill point per level for Skill Trees (compared to 2 for martial characters)

> - Skill Trees are available to both martial and mystic characters

MYSTIC STRUCTURE:

All 6 Mystics follow the same point structure but have completely different mechanics:

12 Abilities: 1 martial + 1 skill point each (12 martial + 12 skill total)

3 Ultimates: FREE choices at 4, 8, and 12 abilities

At Level 10: 12 martial + 20 skill points available

MYSTIC SCALING:

Each Mystic uses their Mystic level (abilities purchased in that tree, 1-12) for their mystic abilities, unless otherwise specified.