Foundations

Required Abilities

Str, Dex, San

Axiom

Servant

Affinity

Eldritch

Spell Casting

Per

Spell Attack

Per

Saving Throws

Dex, Per, San

Hit Dice

D10

HP @ Lvl 1

Your Con Modifier + 1d10 or 6.

HP @ Higher Lvls

Your Con Modifier + 1d10 / Level After 1st

Introduction

They say that Gunslingers are beholden to no one but themselves, and that Paladins are given over to the Powers That Be, and that Watches and Guards and Patrols are beholden to the Liege they serve. They say that Kings and Emperors and Queens are corrupted by power, and have n way to check them, and that the folks caught in the middle are the little folks, the ordinary people, the ones who just want to have a life and get along and not have some soldier poke a sharp and pointy thing into hem for fun and profit.

They say that, because often, folks feel there are no consequences for those who have wealth, those who have arms, those who have power and authority, and without a consequence, what is to keep them from abusing that power, authority, and wealth?

That’s what they say. At least until someone reminds them of The Agency.

Then they shudder. Because the Agency is consequences, and the folks who do the bulk of the work for the Agency are Reeves.

Ask a Reeve what their job is and they’ll tell you that their job is to uphold human dignity. That they enforce Laws older than that of the Empie, that they are tasked and charged and empowered by a cause and a task and a responsibility for The Charter, even if no one really knows what the Charter is any longer.

The Agency seems to.

Reeves do not worry about borders, about status, about House or Faction. Reeves are the embodiments of Justice, and they do not have to follow the rules to dispense it, because th crimes they pursue and the judgments they render are not those of Humanity – they are those of something far greater than any king or Emperor.

Reeves only worry about the Charter and must learn the intricacies and challenges of the Charter, for it is both a broad document, and an unwieldy one. There are 30 parts to the charter.

The Charter

  • All peoples are endowed with reason and conscience; they should act in a spirit of brotherhood where all are equal in dignity.
  • Everyone is entitled to all freedoms, without distinction of any kind.
  • Everyone can expect life, liberty, and security of person.
  • No one shall be held in slavery; slavery and the slave trade shall be prohibited in all their forms.
  • No one shall be subjected to cruel, inhuman, or degrading punishment.
  • Everyone shall be recognized everywhere as a person before the law.
  • All are equal before the law and are entitled without any discrimination to equal protection of the law.
  • Everyone must be treated fairly by courts.
  • No one shall be subjected to arbitrary arrest, detention or exile, save that it be a punishment by a Reeve.
  • Everyone is entitled to a fair hearing by an impartial tribunal, in the determination of any criminal charge against them.
  • Everyone charged with a penal offence has the right to be presumed innocent until proved guilty .
  • No one shall be subjected to arbitrary interference with their privacy, family, home or correspondence, nor to attacks upon their honor and reputation by those with power, authority, or wealth.
  • Everyone has freedom of movement and residence within the borders of each realm. Everyone has the right to leave any country, including their own, and to return to their country, unless under sentence of exile duly judged by a Reeve.
  • Everyone should enjoy asylum from persecution. This right may not be invoked in the case of prosecutions genuinely arising from non-political crimes or from acts contrary to the purposes and principles of the Charter.
  • Everyone has the freedom to have a homeland.
  • Adult People, without any limitation, have the freedom to marry and to found a family. They are entitled to equality and freedom as to marriage, during marriage and at its dissolution, and must be wholly willing, without coercion.
  • Everyone is free to own property alone as well as in association with others. No one shall be arbitrarily deprived of their property.
  • Everyone has freedom of thought, conscience, and worship.
  • Everyone has freedom of opinion and expression, save that it cause direct, measurable harm to others.
  • Everyone has freedom of assembly and association.
  • Everyone has the freedom to take part in the government of their realm, in some fashion, and the freedom to be heard by those charged with governing.
  • Everyone, as a member of society, is entitled to realization of the economic, social and cultural rights indispensable for their dignity and the free development of their personality.
  • Everyone has the freedom to work, to free choice of employment, to conditions of work.
  • Everyone has the freedom to rest and leisure, including reasonable working hours and holidays with pay
  • Everyone has the freedom of a standard of health and well-being of themselves and of their family, including food, clothing, and housing .
  • Motherhood and childhood are entitled to special care and assistance.
  • Everyone may freely participate in the cultural life of the community, to enjoy the arts and to share in its benefits.
  • Everyone has duties to the community in which alone the free and full development of their person is possible.
  • None of this may be denied or taken away without the due judgment and practice of Laws, including that of the Reeves.
  • Reeves are subject to all of these Charters, in and of themselves.

Role

Proficiencies

Skills (Pick 3)

Any

Spell Proficiency

Simple, Rudimentary

Armor Training

Standard, Light, Medium

Weapon Training

Simple, Common, Adept, Specialist

Reeves are independent members of The Agency, a secretive group that exists and has existed as long as any records can be found. There were Reeves on the Bitter Road, there were reeves during the god’s War, there were reeves who acted before it – Reeves, and the Agency, as a constant.

There are not many Reeves. A typical Reeve will cover an immense territory – and Reeves are not held back by things like someone being a member of the dread host or not – they, too, are people under the Charter, and they, too are subject to it (which may explain why there are no living Reeves in Lemuria).

Reeves generally get along well with Envoys, Gunslingers, and Rangers. This may be because Reeves operate alone or with a small group, and are expected to be the judge, jury, and, if required, the executioner of those who violate the Charter, which sits above even the Emperor, and is the oldest known document on the world.

Reeves are most at home in Cities and Towns. So much so, that they cannot get lost in one. They tend to spend time there – Durango is famous for training Reeves through a ramshackle office there, as Durango tends to need multiple Reeves. Reeves are not bound by allegiance to any local lord.

Reeves are not normally stationed in a given place – they are expected to travel about, looking for signs and activity that indicates someone is not following the Charter, and then enforce it. In whatever way is least disruptive to the Character itself.

It is known that Reeves who themselves violate the Charter frequently will suddenly, without warning, and without any signs of struggle or other disturbance, vanish.

It is said that ultimately the Agency is overseen by the Powers, though none of the Powers That Be will admit to such – though Antelle suggests it is under the aegis of Chicory herself.

Fortes

Investigation

At 1st Level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

At 5th Level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

At 9th Level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

At 13th Level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

At 17th Level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, you can add 1d6 radiant damage to your roll on a successful hit against that creature

Pursuit

At 1st Level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

At 5th Level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

At 9th Level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you if the target can see or hear you.

At 13th Level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

At 17th Level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Apprehension

At 1st Level, you can engage in the Agency’s special fighting style. It graces you with speed, agility, and focus. To do so, you cannot be wearing medium or heavy armor or using a shield. You can use a bonus action to start your fighting style, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also stop at any time (no action required).

While your fighting style is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

At 5th Level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

At 9th Level, you can add your strength score to damage done with an attack.

At 13th Level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

At 17th Level, , you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Judgement

At 1st Level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

At 5th Level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

At 9th Level, once per day you can cast a reverse magic circle around one target. The target is allowed a Saving throw, the DC based on your Dex score. If they succeed, the magic circle does not bind them. This is restored after a long rest.

At 13th Level, you can use your magic circle twice per day, gaining all uses back after a short or long rest.

At 17th Level, you can use your magic circle a number of times per day equal to your proficiency bonus.

Apprenticeship

Starting Gear

Gear

Small Backpack, Tinderbox, Large Sack, 30’ Rope, Waterskin, Reeve’s Badge

Tools or Kit

Eldritch Supplies

Focus

Curio

Armor

1 set of Standard

Weaponry

any 1 Melee and any 1 Ranged

Wealth Bonus

25

Candidates for an Apprenticeship as a Reeve usually show up and start their journey in one of three places: the Adventurers Guild, a Reeve Hall, or by approaching a Reeve as they pass through. Reeves are a strange breed, often coming from backgrounds where they were abused or mistreated, and the Agency is all but a myth (most Reeves only drop off their reports after an event with a local Bailiff or Marshall).

Reeves do not collect a fee or get paid a salary – they must find honest ways to earn their daily bread just like anyone else. This is why many choose to become adventurers. So, when they do start training, they are often startled to discover that their lives become exceptionally busy. Some will work in a local Hall, assisting a Bailiff, Constable, or Marshall to file paperwork and make reports. Others will be asked to make a trip that they can never recall and will find themselves doing much the same thing in a location that they never know for Agents, who are the only people known to outrank a Reeve, though in practice, a Marshall can do so. Once they understand the paperwork, they must come to understand the Character itself, and while this is not a long series, it is something they must do on their own time, after the days of paperwork and errands are done. Then they are taught, finally, the particular practices of the fighting style that Reeves use, developed over the centuries to enable them to overcome most foes readily and easily, and they are taught the price of such.

All of this is done under the eye of a Marshall. Marshall’s are experienced Reeves of Bailiffs who have moved away from the harsher life and essentially taken a desk job. Grizzled, often grouchy veterans, they are the trainers of all Reeves, who are always trained in pairs – Partners.

Reeves also have to learn all the laws of all the lands that were current at the time of their training. For this reason, a reeve always knows is something is illegal locally – unless they have changed it since they finished training.

As their training time comes to a close, Reeves are given a task to fulfill, and completion of it earns them their badge, which acts as a passkey for all gates to all settlements during normal hours (sunrise to sunset), on pain of being judged in violation of the Charter.

The penalty for possession of a Reeve’s Badge without being a Reeve is unknown – but the penalty for losing it is said to be worse than one can imagine.

Aspects

Reeves can Specialize in one Weapon Type.

Orders

At 1st Level, you gain 1 First Order.

At 9th Level, you gain 1 Second Order, or 1 First Order.

At 17th Level, you gain 1 Third Order, or 1 Second Order, or 1 First Order

Precepts

At 3rd Level, you can choose one aspect from the Postulant list.

At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.

At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

Maxims

At 4th Level, you can choose one Dedicated Maxim.

At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.

At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

Esoterica

At 2nd Level, you can choose one aspect from the Postulant list.

At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.

At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

Mysteries

Affinity

Axiom

Cipher

Manifestation

Orgone

Eldritch

Sensate

Aura

Elan

Affinity Score

Axiom Score

Spell

Spell Book

Focal

Per

Per

Jinx

Nomicon

Curio

Reeves have a curio for their Focal, which is a small object of some sort, often similar to a collectible, that represents some greater tie to the larger universe for them. It could be a doll, a game piece, a playing card, a mug – always something relatively common but with intense personal meaning and importance to the Reeve themselves.

Spell Level

Spell Point Cost

Actions to Cast

Cantrips / 0

1

1

1 Level Spells

3

1

2 Level Spells

5

2

3 Level Spells

8

2

Reeves to do not commonly use actual spells, but when they do, they pull from the Eldritch Spell List.

At 5th Level, you gain one Simple Mystery.

At 13th Level, you gain 1 Rudimentary Mystery, or 1 Simple Mystery.

Mana Stored & Spells Per Level

Complexity ->

Mana Stored

Simple

Rudimentary

Mastery

Level

 

Cantrip

1st Level

2nd Level

3rd Level

Novice

1

7

3

   

2

15

4

1

  

3

22

4

1

  

4

27

4

2

1

 

Yeoman

5

33

5

2

1

 

6

45

5

3

2

1

7

52

5

3

2

1

8

60

6

4

3

2

Adept

9

68

6

4

3

2

10

75

6

5

4

3

11

82

7

5

4

3

12

90

7

6

5

4

Master

13

97

7

6

5

4

14

105

8

7

6

5

15

113

8

7

6

5

16

120

8

8

7

6

Grand Master

17

127

9

8

7

6

18

135

9

9

8

7

19

142

10

9

8

7

20

150

10

10

9

8

Proficiencies

At 2nd Level, you gain 2 proficiency slots.

At 6th Level, you gain 2 proficiency slots.

At 10th Level, you gain 3 proficiency slots.

At 14th Level, you gain 2 proficiency slots.

At 18th Level, you gain 2 proficiency slots.

Ability Score Increases

At 3rd Level, You gain 2 points.

At 7th Level, You gain 2 points.

At 11th Level, You gain 3 points.

At 15th Level, You gain 2 points.

At 19th Level, You gain 1 point.

Leveling Table

Level

Mastery

Prof Bonus

Skill

Forte

ASI

Maxims

Precepts

Mysteries

Orders

Esoterica

1

Novice

0

 

Yes

   

Simple

First

 

2

0

Yes

      

Yes

3

0

  

Yes

 

Yes

   

4

+1

   

Yes

 

Rudiments

  

5

Yeoman / Doyen

+1

 

Yes

    

Second

 

6

+1

Yes

      

Yes

7

+1

  

Yes

 

Yes

   

8

+2

   

Yes

 

Medial

  

9

Adept

+2

 

Yes

    

Third

 

10

+2

Yes

      

Yes

11

+2

  

Yes

 

Yes

   

12

+3

   

Yes

 

Advanced

  

13

Master

+3

 

Yes

    

Fourth

 

14

+3

Yes

      

Yes

15

+3

  

Yes

 

Yes

   

16

+4

   

Yes

 

Expert

  

17

Grand Master

+4

 

Yes

    

Fifth

 

18

+4

Yes

      

Yes

19

+4

  

Yes

 

Yes

   

20

+5

   

Yes

    
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