Wonderground · Table Reference

Profession
Compendium

Every rank. Every specialization. One place to see what your experience could become.

Profession◆Power◆Promise
8ProfessionsRanks 1 to 12
01

Begin with one Profession and one Deal. Profession Rank 1 represents the expertise you had before supernatural power entered your life.

02

Choose what experience becomes. At each later Character Level, invest your earned experience in the next Profession Rank or sacrifice it for a Power Development node.

03

The tracks remain separate. Profession features work without magic; Power Development can stand alone or interact with them. Deal obligations remain narrative.

Profession reference

The Breaker

Durability, force, and the willingness to remain where sensible people would leave.

B

Breakers are called when something refuses to move. Doors, barricades, machines, formations, and monsters all have a point where they give. Their features are entirely learned, conditioned, or instinctive: a Breaker can be terrifying without supernatural power, while developed magic provides an unusually strong platform for transformation, elemental force, or monstrous endurance.

Combat role
Frontline pressure, forced movement, durability
Key abilities
Strength first; Constitution second
Saving throws
Strength and Constitution
Training
Medium armor, shields, simple weapons, martial melee weapons; choose two from Athletics, Acrobatics, Intimidation, Perception, and Survival
Power Development synergy
Strike, Guard, and Move nodes; transformations; retaliatory or impact magic

The professional path

Rank progression

1 to 12
RankFeatureWhat you gain
01Drive and GritAs a bonus action, enter a Drive for 1 minute, proficiency-bonus times per long rest. While driven, gain advantage on Strength checks and saves and add a Drive Die to one melee damage roll each turn. The die is d4 at ranks 1-4, d6 at 5-8, and d8 at 9-12. Maximum hit points increase by 2 for each Breaker rank.
02Reckless CommitmentBefore your first melee attack on your turn, gain advantage on it; the first attack made against you before your next turn also has advantage. This decision is made separately each turn.
03Breaker MethodChoose Force, Bastion, or Terror. Gain its rank-3 feature.
04Professional RefinementIncrease one ability score by 2 or two scores by 1, to a maximum of 20, or take an approved feat.
05Extra AttackAttack twice whenever you take the Attack action. Your Drive Die becomes d6.
06Method DevelopmentGain the rank-6 feature of your Breaker Method.
07Refuse the FloorWhen damage would reduce you to 0 hit points, make a Constitution save with DC 10 or half the damage taken, whichever is higher. On a success, remain at 1 hit point. Once successful, this cannot be used again until a long rest.
08Professional RefinementIncrease abilities or take a feat as at rank 4.
09UnstoppableYour Drive Die becomes d8. While driven, ignore nonmagical difficult terrain, move through hostile spaces as difficult terrain, and opportunity attacks against you have disadvantage.
10Method MasteryGain the rank-10 feature of your Breaker Method.
11OverrunOnce per turn when you score a critical hit or reduce a hostile creature to 0 hit points, move up to half your speed and make one melee attack as a bonus action.
12Living CatastropheGain a Professional Refinement. If you roll initiative with no Drive uses remaining, regain one. Once during each Drive, when you would fall to 0 hit points, you may remain at 1 without a save.

Your practiced approach

Breaker Methods

3 · 6 · 10

A Method is not a subclass or supernatural source. It is the way the Breaker learned to turn force into control.

Force

  1. Rank 3

    Once per turn after adding your Drive Die to damage, push the target 5 feet if it is no more than one size larger than you.

  2. Rank 6

    A pushed creature that strikes a solid obstacle takes your Drive Die again and falls prone on a failed Strength save.

  3. Rank 10

    Your forced movement becomes 10 feet, affects creatures up to two sizes larger, and may push every creature adjacent to you once per Drive as an action.

Bastion

  1. Rank 3

    While driven, reduce the first bludgeoning, piercing, or slashing damage you take each round by your proficiency bonus.

  2. Rank 6

    While driven, gain resistance to bludgeoning, piercing, and slashing damage from attacks.

  3. Rank 10

    When an adjacent ally takes damage, use your reaction to take half of that damage in their place; your Drive protections apply to your share.

Terror

  1. Rank 3

    A creature you damage while driven has disadvantage on its next attack against anyone other than you.

  2. Rank 6

    On a critical hit or when you drop a hostile creature, one enemy within 15 feet must save or become frightened of you until the end of your next turn.

  3. Rank 10

    You cannot be frightened while driven. Once per Drive, use a bonus action to force chosen enemies within 15 feet to save or become frightened for 1 minute, repeating the save at each turn's end.