S HOVEL KNIGH TThough short and wielding a large shovel of all things, Shovel Knight is nonetheless a brave and very skilled hero. Practicing the ancient art of Shovelry, Shovel Knight’s huge shovel is just as dangerous in his hands as any normal sword for any normal knight. Eager to help and never shy of battle, Shovel Knight can rarely be kept down for long. With the Great Collide, Shovel Knight sets off into the new world to lend a hand where needed--and to try and find his old partner and greatest ally, Shield Knight.CHECKSRoll 3d10and take the highest result for checks that involve digging, fishing, or scrounging for resources.Roll 2d10 and take the highest result for attack checks with a shovel or one of your relics, defense checks to dodge or block, checks that involve athleticism (especially running and jumping), and checks to gather information.Roll 1d10 for anything else.XPWhen your honesty, helpfulness, or other shovelrous traits cause tensions with your party or other problems, gain 1 XP.When you prove yourself to someone that underestimated you (likely due to your size or choice of weaponry), gain 3 XP.When you defeat a powerful villain in their own lair, gain 5 XP.YOU BEGIN WITHShovel Blade:As a practitioner of Shovelry, you carry a Shovel Blade--an edged and indestructable shovel. While it can be swung like a conventional sword, you can also leap high into the air, bouncing off the top of enemies to deal damage and pass them simultaneously. When you are at full health, your shovel swings can launch Drop Sparks--a wave of energy that skids across the ground, allowing you to attack from a distance. Lastly, your Shovel Blade can be charged up for a more powerful swing. On turns where you’ve moved 20 feet or less and taken no side actions (besides speaking or moving), roll 3d10 and take the highest result for an attack check with your Shovel Blade.LEVEL UP CHOICESAlchemy Coin: This small, strange coin looks innocent, but is actually a very powerful relic. When flicked at normal rats, bugs, and other pests, it transforms them into gold coins. While gold coins aren’t a universallyaccepted currency in the new reality, most people can acknowledge their value--so having a constant supply of gold coins isn’t too shabby. Further, the Alchemy Coin always returns to you, eventually. Roll 2d10 and take the higher for any checks involving bartering or shopping. You can choose to automatically succeed on such a check, even if you’ve already rolled for it; when you do, roll 1d10. On a 1-5, shut this ability down.Dust Knuckles: These large, dirty looking gauntlets were originally made for punching through dirt and gravel, but also work perfectly well for punching through bad guys. When you attack with the Dust Knuckles, you throw a punch that propels you forward, sliding you across the floor about 20 feet. You force your way past any enemies in your path, and any foes that come within 5 feet of you during this travel are hit by the attack at no penalty. You are immune to floor spikes, isolated fires, caltrops, and other environmental hazards or rough terrain during this movement. If you roll a 6 or higher on an attack check with the Dust Knuckles, shut this ability down.Flare Wand: A wand that conjures fiery blasts, allowing you to hurl fireballs from a distance. The Flare Wand’s blasts get a +2 bonus against foes weak to Fire. You can also choose to inflict Burningon a target when you deal them damage with this, but doing so shuts the ability off.Mobile Gear: You carry the Mobile Gear, a relic of ancient technology that resembles a platform with a spinning gear protruding from it. How it works, what powers it, and how you manage to carry it on your person without it hindering you or being noticeable are all great mysteries. When you stand atop the platform the Mobile Gear will carry you; it takes some time to accelerate, but eventually reaches the speed of a car, and can cross spikes and difficult terrain with no problems. It automatically jumps over small pits or short obstacles. You can retrieve it as a main action or stash it away as a side action.Phase Locket: This powerful relic allows you to phase out of existence, briefly becoming intangible to enemies. When an attack would deal you damage, you can choose to nullify that damage entirely, your body simply phasing through the offending maneuver. After you use this ability, roll 1d10; on a 1-5, shut it down.Propeller Dagger: This odd dagger has a guard not unlike a propeller, which can spin rapidly at will for brief periods. While it may not seem like it, its magic lets the dagger carry even your impressive weight. The Propeller Dagger lets you soar straight forward above the ground--simply leap and thrust forward, and you will launch through the air. Attacking in this fashion gives you a +2 bonus against flying, levitating, or otherwise airborne foes, and a +2 bonus on checks that involve jumping. You can also use it to automatically succeed on a jumping-related check (even if you’ve already rolled), but doing this shuts the ability down.Troupple Chalice: You carry a Troupple Chalice, a mystical cup granted by the Troupple King himself. You typically keep it filled with Ichor of Renewal, a likewise magical drink that restores one’s health. As a side action, you can drink from the Troupple Chalice or prompt an ally within 5 feet of you to drink from it. When drank, the imbiber rolls 2d10 and recovers the higher outcome in HP. Shut this ability down after use.War Horn: You carry the War Horn, a musical instrument whose sound harms all within its range. When you use the War Horn to attack, you attack every enemy in the area at no penalty. Roll a 3d10 and take the highest outcome for this attack check. The enemies are all also stunned--they can still act, but cannot move from where they are until the start of your next turn. Shut this ability down after use.