Playable Classes
Each Class grants a tree of Abilities that unlock at each Character level (LVL). At that point, Characters draw from a choice between Nature Drawn Abilities - primarily martial† - and Spell Drawn Abilities - primarily casted.
Class Ability structure is managed between three open parts: a linear main class Tier (Levels 1-3), three Path choices per Tier (4-20), and three Branch choices per Path (21-30). Paths and Branches are Sub-Classes of their Main Class: each Path is a Sub-Class chosen at Level 4, and each Branch is a Sub-Class chosen at Level 21, continuing an extension of its Path's progression, rather than branching into a wholly separate tree.
†Martial: physical, weapon or unarmed Abilities. Caster: Mana-based, spell-cast Abilities.
Overview: A Tier is a Main Class's linear baseline, common to every character in that class. A Path is the first Ability choice, giving Characters distinct identities and tailoring their required weapons and armor thresholds. Branch is a second, narrower specialization within that Path, offering an even more distinct style.
Further below are summaries of each Main Classes Tier, Path and Branch Abilities; while the full versions are provided on Ability Cards (sampled below).
Example Nature Card - Onset Strike, Barbarian Path - Destroyer Branch (Temporary layout, pending final card design. Statistical values, for Vitality, Uses etc, are formulated and not hand tuned. Identifying values are notional until each module's release.)
Ability Card | Nature Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Barbarian
Path: Destroyer
Onset Strike
"The Barbarian closes the gap before the enemy can plant their feet, driving the weapon's full weight into muscle and bone with a blow meant to end the fight before it starts. What doesn't drop staggers, one leg buckled half-useless beneath them, easy prey for whatever comes next."
Action Cost: 1 Action
Cost: 3 Stamina
Uses: 3/Round
Range: Touch (5 ft)
Requires: 2h weapon equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +1d6 bonus Damage, and halve the target's movement speed until the end of their next turn.
The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
Reading Class Trees
1. All numbers represent the character's Level (LVL 1, LVL 2, etc.), at which point an Ability is chosen, then chosen again at the midpoint of the next Level.
2. Each Main Class is followed by its Tier Abilities, each of which has three Paths, and each Path has three Branches. Paths are listed in roman numeral form, Branches in lowercase letters, like this:
i. Cleric
a. Holy
b. Oracle
c. Warpriest
ii. Monk
a. Chanter
b. Shapeflow
c. Qirateka
iii. Priest
a. Shadow Weaver
b. Discipline
c. Salii
3. Nature Drawn and Spell Drawn are the splits.
4. Each split is divided into three Slots, represented by the letters A, B, and C, and these letters are exclusive to Slots.
5. Each lettered Slot also carries its own color. When a Prerequisite Slot unlocks that same Slot again 4 Levels later, the Ability gained at that later Level shares its color with the earlier Ability that unlocked it, so a matching color pair shows which earlier choice made a later one available.
Alignment:
Alignment is set by your background at creation, then can shift over time through your actions during play, tracked on your Character Sheet's Alignment bar; whichever alignment you currently hold governs which class trees you may keep drawing new picks from. A Lawful character may combine Lawful and Neutral classes; an Evil character may combine Evil and Neutral classes; a Neutral character may combine Neutral classes only. If your actions drift far enough to trigger Fallen or Risen mechanics on a Lawful or Evil tree, and that drift reaches Neutral, you stop earning new Abilities from that tree and take penalties from its higher power (see Fallen and Risen, GM Codex).
Characters may take on Nature and Spell Abilities from a class only if their current alignment matches its requirement. Avenger and Overseer require Lawful. Doom Knight, Warlock, Witch, and Tyrant require Evil. The remaining ten classes, Barbarian, Bard, Druid, Fighter, Magic User, Marksman, Shaman, Sorcerer, Strategist, and Warrior, accept any alignment.
Armaments:
You must have a class's required weapon readied and drawn (and be within its armor Grade threshold) to use that class's Abilities; each Path or Branch states its own exact Weapon and Armor Requirements (see Weapon Requirements, Basic Rules pg. 6). You may ready up to three weapon types plus one armor piece per day, swap which readied weapon is in hand at the cost of a turn to change which class's Abilities you can perform, and carry any additional gear your Strength allows, though only what's readied that day is usable, not just carried (see Weapons Carried, pg. 4).
Race:
Each Race carries Favored and Averse main classes, granting bonuses or penalties respectively (see Favored and Averse Class Bonuses, Playable Races, pg. 2).
24-Hour Readied Armament Rule
A readied Armament Set, up to three weapon types plus one donned armor piece, must stay intact for 24 game hours before it can be swapped for a different Set. Within that window you may freely switch which readied weapon is in hand, at the cost of a turn, to change which class's Abilities are available, but you cannot add a weapon type you didn't ready that day.
Example: an Avenger wearing Light armor and a wood-only 2h blunt weapon readied and drawn can use Monk Path Abilities. Because Light armor falls within the Cleric Path's Half Medium threshold, and the 2h blunt weapon falls into its weapon requirement (Cleric can use ANY blunt), the Character can also use Cleric Path Abilities without changing armor or weapon. Wearing armor heavier than a Path or Branch's threshold doesn't block its Abilities, but it does apply the respective Armament Penalty per Grade of difference (see Armament Penalty, Basic Rules pg. 6). Swapping into a lighter piece to avoid that penalty is a choice, never a requirement and requires at least a "Breather" (see Doffing and Donning, Basic Rules pg. 6). Abilities from a different class tree that happen to share a compatible weapon, for instance a Character with a 2h sword readied can draw it to use Warrior Nature Drawn Abilities that require a 2h sword; the equivalent Spell Drawn Abilities need a Magic-type 2h sword instead. Abilities from other Warrior Paths or Branches carry their own weapon requirement, such as Blade Master's dual-wielded 1h Slashing weapons.
Some Paths further restrict weapon type on top of Style and Armor Grade, Monks and Clerics can't use edged weapons, Warlocks can't use holy weapons, and certain Branches loosen a Path's base restrictions instead, the Salii Branch, for instance, unlocks Magic daggers and Medium Grade armor that the base Priest Path doesn't allow. Agility, Strength, or Rank Prerequisites can further gate specific weapons or armor beyond the class's own requirements.
At each Character Level, you gain one Ability (Nature/Spell) pick to spend from any main class tree your alignment permits, plus a second pick at the midpoint toward the next Character Level; each pick fills one open Slot (A, B, or C), choosing one of the 3 Abilities offered (see Slots and Prerequisites, below). At Level 4 a tree's Path opens; staying on one Path from Level 4 through 20, then its Branch through Level 30, maxes that tree at its 30-Ability capstone, the only route to reach it, since the total Ability cap across a character is 59 (see The 59 Ability Cap, Four Build Examples, below). Every Ability roll is modified by your race's Favored or Averse standing (Playable Races, pg. 2), your Traits, and any Armament bonuses.
Each main class tree runs Tier (Levels 1-3), Path (4-20), and Branch (21-30), 30 Abilities total, growing sharply in power near the end, the jump from pick 29 to 30 is the largest of any tree. Every Main Class runs a Split Nature Drawn/Spell Drawn half at every Level, Tier through Branch, with no exception; reaching a tree's 30th Ability requires staying on one Nature/Spell half the entire way, mixing halves means neither half can reach 30.
The Starter Set covers Levels 1-5 for six curated classes (Avenger, Barbarian, Marksman, Sorcerer, Strategist, Witch) and five curated races, fully supported with Nature Drawn Abilities, Spell Drawn Abilities, and starting equipment; additional classes, Paths, and races open up beyond Level 5 (see Starter Set Overview, Basic Rules pg. 2). Everything from Path Level 6 onward, and every Branch, is real structure shown dimmed below until a later release unlocks it.
The 59 Ability Cap, Four Build Examples
A tree's 30th Ability, its capstone, can only be claimed on a full Character Level, never at a midpoint. A tree pushed hard from Character Level 1 reaches its 29th pick, one short of its capstone, by Character Level 15. From there, a player can choose to grab that capstone right away on any later Character Level, or hold off and build a second tree instead, spending both later Character Levels and midpoints on it, and only decide which tree gets its true 30th when a Character Level finally comes due. 30 + 29 = 59.
Example 1: Theron, Warrior / Barbarian. Nature picks per level of progression: 30 Nature Warrior Main Class, and 29 Nature Barbarian Main Class, for a maximum of 59 Nature. Both neutral trees, no alignment conflict. Theron puts every pick into Warrior from the start:
- Character Level 1: Warrior's 1st Nature (Tier)
- Halfway to Level 2 (150† XP, the midpoint between Lvl 1 and Lvl 2): Warrior's 2nd Nature (Tier)
- Character Level 2: Warrior's 3rd Nature (Tier) - Warrior's Tier is complete
- Halfway to Level 3: Warrior's 4th Nature (Path begins)
†see pg. 2 for the XP table, covered in full detail in the GM Codex. He continues this same pattern, one pick at every Character Level and one at every midpoint, sending every pick into Warrior. By Character Level 15, he chooses Warrior's 29th Nature, from the Duelist branch, one short of the capstone, 30, which requires a full Character Level, never a midpoint, and only one can be claimed there. Theron will need to wait 15 more levels before choosing that 30th Nature.
Capped at 29 in Warrior, through the Blade Master path and into the Duelist branch, Theron reaches Character Level 16 and begins investing in the main class Barbarian, following the same pattern: Tier, Path, then Branch. By Character Level 29, he reaches Barbarian's 28th Nature, and at the midpoint to Level 30 he can choose Barbarian's 29th Nature, from the Ghost branch. At Level 30, Theron must now choose between the Duelist branch's (Warrior) 30th Nature or the Ghost branch's (Barbarian) 30th Nature. Theron chooses his 30th Nature to cap the Warrior branch, Duelist.
Example 2: Lyra, Sorcerer / Marksman / Bard. Ability picks per level of progression: 20 Spell Sorcerer Main Class, 20 Nature Marksman Main Class, and 19 Spell Bard Main Class, for a maximum of 59 Abilities. All three neutral trees, no alignment conflict. Lyra never sends two picks in a row to the same tree, she rotates:
- Character Level 1: Sorcerer's 1st Spell (Tier)
- Halfway to Level 2: Marksman's 1st Nature (Tier)
- Character Level 2: Bard's 1st Spell (Tier)
- Halfway to Level 3: Sorcerer's 2nd Spell (Tier)
She continues rotating this way for the rest of her career, following her adventures rather than a fixed order. By Character Level 30, her picks land as 20 Spell in Sorcerer (through the Wizard path), 20 Nature in Marksman (through the Bowman path), and 19 Spell in Bard (through the Strumalong path). None of her three trees ever reach a capstone, a tree's 30th Ability requires being that tree's sole focus, and Lyra never sticks with one long enough to get there.
Example 3: Varek, 14 trees. Ability picks per level of progression: 3 to 5 Abilities in each of 14 Main Classes, for a maximum of 59 Abilities. Lawful and Evil trees can never be combined, so the widest possible spread for an Evil-Neutral character draws from 14 trees: Barbarian, Bard, Doom Knight, Druid, Fighter, Magic User, Marksman, Shaman, Sorcerer, Strategist, Tyrant, Warlock, Warrior, and Witch. Varek spreads wide from the start:
- Character Level 1: Barbarian's 1st Nature (Tier)
- Halfway to Level 2: Bard's 1st Spell (Tier)
- Character Level 2: Doom Knight's 1st Ability (Tier)
- Halfway to Level 3: Druid's 1st Ability (Tier)
He continues cycling through all 14 trees this same way. Each tree picks up 3 Abilities (42 total), then each picks up its 4th, the first step into that tree's Path (14 more, 56 total). Three trees, Barbarian, Doom Knight, and Warlock, go one step further, reaching a 5th Ability each, the last 3 needed to hit 59, the cap. No tree comes close to its capstone, and no branch is ever reached.
Example 4: Kestrin, Strategist / Bard / Marksman / Sorcerer / Druid. Ability picks per level of progression: 29 Abilities scattered across Bard, Marksman, Sorcerer, and Druid Main Classes, and 30 Abilities Strategist Main Class, for a maximum of 59 Abilities. All neutral trees, no alignment conflict. Through Character Level 15, Kestrin's first 29 picks go wherever the story calls for them:
- Character Level 1: Bard's 1st Spell (Tier)
- Halfway to Level 2: Marksman's 1st Nature (Tier)
- Character Level 2: Sorcerer's 1st Spell (Tier)
- Halfway to Level 3: Druid's 1st Ability (Tier)
She continues cycling this way through her first 29 picks: Bard 8, Marksman 8, Sorcerer 7, Druid 6, none of the four past their Tier and early Path. Her 30th pick, arriving at the midpoint of Character Level 15, goes toward something new instead, the first Ability of Strategist. From there every remaining pick goes into Strategist alone, reaching 28 by Character Level 29, and 29 at the midpoint toward Level 30. Character Level 30 then delivers Strategist's 30th Ability, its capstone, her 59th pick overall, the cap.
Slots and Prerequisites, at each level of progression, Characters are granted a choice between ONE Nature or spell, or both (since there are two choices per level), of a Tier, Path, or Branch between three slots; A, B or C.
Slot A is a Protector choice (Martial or Magic protection), Slot B is a Damage Dealer choice (Attack), and Slot C is a Heals/Utility choice (single-target heals, group heals, cleanse, survival, buffs and similar support effects), not limited to those examples. Each lettered Slot also carries its own color on the character sheet and class tree diagrams, matching the Rank tier colors used for unlocked content elsewhere in the book: gold for A (Divine), blue for B (Rare), red for C (Elite). This color-coding exists to trace Prerequisite chains at a glance, when a Prerequisite Slot unlocks that same Slot again 4 Levels later (see below), the Ability gained at that later Level shares its color with the earlier Ability that unlocked it, so a matching color pair on the character sheet or class tree shows which earlier choice made a later one available.
Caster Nature Drawn and Reagents: this is the mirror of Magic Weapons, Nature Drawn, and Spell Drawn (see Basic Rules Appendix): a Martial-tree class (Barbarian, Warrior, Ranger, Rogue, and similar) needs an Enchanted, Magic-Type version of its normal weapon to cast that tree's Spell Drawn abilities, even though those abilities still read as maneuver-flavored, a war cry, a spirit-rite, a chant, they're spell-like, not full spells, carrying spell mechanics despite the physical flavor. The same logic runs the other way for a Caster-tree class (Avenger, Cleric-style Paths, Druid, Sorcerer, Witch, and similar): any Nature Drawn ability of theirs, not limited to heals, also covers wards, cleanses, buffs, marks, and similar support or utility effects, is still struck or channeled through the class's required weapon or implement like any other Nature Drawn ability. It is not a full Spell Drawn ability and costs no Mana, but it's spell-like too, not full nature, it isn't free of a cost either. It requires a reagent as stated on that Ability's Card, and/or direct contact, hand or a class-specific implement (e.g. a holy symbol, totem, or focus) held against the target, whichever the Card specifies. This applies to every Caster-tree class's spell-like abilities alike, not just Heals/Utility, and not just one class.
A character gets one pick at each Character Level, and a second at the midpoint toward the next Character Level (see The 59 Ability Cap, Four Build Examples, above, for the full pacing and capstone rules). The midpoint is reached when a character's cumulative XP hits the midpoint between their current Ch. Lvl's cumulative XP threshold and the next Ch. Lvl's threshold (see Character Level XP Progression, GM Codex Ch. II); for example, Ch. Lvl 15 sits at 161,300 cumulative XP and Ch. Lvl 16 at 194,100, so the midpoint toward Ch. Lvl 16 falls at 177,700 XP. Each pick fills a different Slot choice, whether the second choice is a linear advancement from the first or from a different main class's path or branch altogether. Once a pick is made, learned from a Class Trainer at a price, it locks in permanently, and there is no reverting.
Tier Abilities (Levels 1-3) are a Main Class's core Abilities, before any Path or Branch, its Sub-Classes, exist yet. At Level 4, a Path opens, freely chosen among that Main Class's Paths, no earlier Slot choice restricts which one. At Level 21, a Branch opens the same way, freely chosen among that Path's Branches.
Separately, certain Slot choices carry a Prerequisite. Every 4th Level starting at Level 3 (Levels 3, 7, 11, 15, 19, 23, and 27), one Slot, cycling A, B, C, A, B, C, A, is a Prerequisite for that SAME Slot and SAME Split half (Nature or Spell) at the very next Level. Choosing it doesn't force a character to choose that Slot again next Level, they remain free to pick any Slot or Split they wish, it only unlocks the option to pick that same Slot and Split again. Not choosing it locks that one specific Ability out permanently, once an Ability can no longer be chosen, it's gone for that character for good, though every other Slot and Split at that Level remains freely available regardless.
For example: at Level 3, Slot A is the Prerequisite Slot. If Slot A Spell is chosen at Level 3, the character may then choose Slot A Spell at Level 4, though they're not required to, any other Slot or Split remains just as available. If Slot B Spell was chosen at Level 3 instead, Slot A Spell at Level 4 is locked out permanently, while Slot A Nature, Slot B, and Slot C all remain open regardless.
The next Prerequisite Slot lands at Level 7 (Slot B), then Level 11 (Slot C), then Level 15 (Slot A again), Level 19 (Slot B), Level 23 (Slot C), and Level 27 (Slot A), repeating the same cycle every 4 Levels for the rest of the tree, each one gating that same Slot and Split at the Level directly after it.
For example: a Cleric who picks Slot B (blue) at Level 20 unlocks the Oracle Branch at Level 21; the Ability gained at Level 21 shares that same blue Slot B color, marking it as unlocked by the Level 20 choice. From there, Levels 21 through 30 must be taken one Level at a time, in order, with no skipping.
The Split, Nature or Spell, never matters for either Prerequisite, a Nature or a Spell chosen at Level 3 or Level 20 works equally well to unlock the Path or Branch that Slot leads to. This replaces any earlier chain-style Prerequisites between individual Slot picks; the Level 3 and Level 20 picks are now the only two points in a tree that gate what comes next. Paths and Branches are Sub-Classes, see the definition in the opening paragraph above.
Abilities increase in power in sequential order of advancement, with the 30th Ability bearing exponential power over the 29th. As we have learned, Characters are not restricted to only one main class tree's Tier, Path or Branch; which allows multiple trees to create versatile or specialized characters, provided they meet armament and alignment Prerequisites associated with each tree. To learn new Abilities, characters must visit a Class Trainer, usually found in towns or metropolises across Essentia, and must pay a fee (prices vary per area); however, characters may run into NPC Class Trainers in isolated parts of the world, deep underground, deep in the woods, or in a vast desert as well, depending on the setting. This doesn't mean the Trainer will train the character, oftentimes Trainers will require Characters to establish stance with their factions before talking to them, let alone training them, but this usually isn't an issue in towns or large cities.
Class Trainers must be at least the Level of the Character to teach Abilities. Class Trainers only need to be of the Main Class to teach any Tier, Path or Branch within that Main Class, so as long as the Trainer is of the character's Level, they are qualified to teach the character Abilities.
Learning Abilities at the midpoint of the next Level still only requires the Trainer to be of that Level of the character. For instance, if a character is Level 11 and wants to learn his or her 12th Ability at the midpoint to Level 12 (see rules), the Trainer still only needs to be Level 11 and must be a teacher of that main class's tree.
If a character levels up, or reaches a midpoint that grants Ability development, far from a town, for instance deep within a dungeon or remote location, they can potentially use their Wayfarer†, if available, or coordinate with other group members, such as mages (NPC or party), to teleport into the nearest town or city that would have a Trainer.
†See Animated Wayfarer, Basic Rules pg. 5, for the Faction Sense ability and what a Wayfarer can and can't tell its owner about a town's faction stance. Class faction alone is USUALLY enough stance for a character to learn Abilities, but if not, establishing enough stance within any faction within reason by completing a few quests usually earns the Trainer's trust.
Below are the playable main class trees, their paths and path branches (Abilities for each class under heavy development). Bonuses and Penalties are restrictions and bonuses to equipment. How equipment affects the character beyond the class modifications, such as; "lose a movement then if wearing plate" or "bonus to charisma if wearing plate" is entirely up to how the character plays their role(s), particularly since players can choose as many class trees as they want, as long as they don't exceed the Ability cap.
Main Class Ability Summaries: Tiers, Paths and Branches
For full version see each Ability's Card, per module
Before delving into each playable class's stat card, it's important to point out that playable classes are more than just a consolidation of stats. Playable Classes shape Characters at the table, not just in fighting style but culturally and retrospectively (see backstory) as well.
The Ogre warrior who trusts dual clubs and fur armor over a battle axe and plate, the human sorcerer who chooses a tribal war dress and stave over his well-off relative's robe and crystal-set stave, or the halfling strategist who wins a fight before it ever starts, while his elven comrade in arms chooses the Spellblade role within Strategist.
There are sixteen main classes available: Avenger, Barbarian, Bard, Doom Knight, Druid, Fighter, Magic User, Marksman, Overseer, Shaman, Sorcerer, Strategist, Tyrant, Warlock, Warrior, and Witch. Each runs its own unique Tier, Path, and Branch structure, with some leaning entirely on Nature, some entirely on Spell, and some, such as the Avenger, offering Split choices between both.
Starting with Avenger, the classes below are listed in alphabetical order, with six shown at full opacity, Playable in SORC's Starter Set; while the remaining ten are shown at reduced opacity, their lore still readable, but their full Tier/Path/Branch content still under development for a future release.
‡ IMPORTANT
Below are summarized versions of every Ability. Each Ability comes in the form of SORC Cards released in Modules that reflect the level of the Card. For instance, a Level 4-8 module has every level 4-8 Ability available for every playable class in SORC. As expansions and different versions are released, the content of the Modules will adhere to the new rules and content.
Note, Uses Tier Range: Every Ability below already carries a Cost and a Uses value computed straight from the Ability Uses Formula (Basic Rules pg. 2 and pg. 6). Since published content currently only reaches Level 10, real Costs only run 2-5, which lands every published Ability in one of just two Tiers, Unlimited or 3/Round, on a Standard character. The remaining Tiers, 2/Round, 1/Round, 3/Day, and 2/Day, only start appearing once Level 11+ content is written for a given Path or Branch. Three illustrative sample cards below (Monk Path, Priest Sub-Class - Salii, and Cleric Sub-Class - Holy) show what those higher Tiers look like ahead of that content, clearly marked as hypothetical.
Avenger (Playable in Starter Set)
Faith-driven warriors bound to a higher power, at first restricted to blunt weapons and a light armor default threshold. As with all Paths and Branches, later Avengers unlock some 1h bladed weapons and Medium or Half Medium Armor.
Avengers practice righteous judgment showcasing an array of divine protection, healing, martial combative skills, hand to hand combat and mythical chants guided through their chosen deity or spiritual force. Where others seek to end a fight quickly, an Avenger is built to outlast it, wearing the wicked down through unshakable faith and sheer endurance until judgment finally comes due.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Lawful
Favored Races:
Dwarf (Common)† +5, Human† +5, Firbolg +5, Hawkbear +5
†Dwarf and Human Playable with Starter Set.
Averse Races: Bast -5, Bugbear -5, Troll (Bridge) -5, Troll (Mountain) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Emberscale -5, Imperials -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Avenger Blessing, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Zealous Reckoning, Once Per Day the Avenger calls down judgment, dealing holy damage equal to twice their Piety Score to one target and healing themselves for half that amount.
Extra 1d6 + lvl radiant damage on Critical Hits.
Once per encounter, Avengers can Flourish their blunt weapon to grant an ally a free Defense roll.
Avengers get +5 feet their base movement speed, once per encounter.
Avengers get +4 plus their PIETY Score on Knowledge checks involving religious lore.
Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Apothecary, Enchanter, Witchcrafter
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Avenger Path and Branch Descriptions
▸ Select to Expand
The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (LVL 4-20)
Cleric Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt, 1h Blunt (Main), shield or holy symbol (Off), or 2h Blunt. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Half Medium (Chain).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Cleric Branches
◆ Holy (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear) (LVL 21-30)
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Holy Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Holy Branch chosen at Level 21 - see Holy above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Holy Branch chosen at Level 21 - see Holy above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Oracle (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter) (LVL 21-30)
A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
Oracle Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Oracle Branch chosen at Level 21 - see Oracle above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Oracle Branch chosen at Level 21 - see Oracle above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Warpriest (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic) (LVL 21-30)
A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
Warpriest Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Warpriest Branch chosen at Level 21 - see Warpriest above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Warpriest Branch chosen at Level 21 - see Warpriest above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (LVL 4-20)
Monk Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt, 1h, 2h, or bare hands, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. Wood Only - TAW and Energy Forbidden.
Armor Thresholds
Armor Grade: Light or lighter (Padded Wraps).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Monk Branches
◆ Chanter (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument) (LVL 21-30)
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
Chanter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Chanter Branch chosen at Level 21 - see Chanter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Chanter Branch chosen at Level 21 - see Chanter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shapeflow (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes) (LVL 21-30)
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
Shapeflow Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shapeflow Branch chosen at Level 21 - see Shapeflow above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shapeflow Branch chosen at Level 21 - see Shapeflow above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Qirateka (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves) (LVL 21-30)
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
Qirateka Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Qirateka Branch chosen at Level 21 - see Qirateka above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Qirateka Branch chosen at Level 21 - see Qirateka above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (LVL 4-20)
Priest Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt, 1h, Melee; conjures a spectral strike until Salii unlocks a real Piercing weapon. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: Light or lighter (Shroud Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Priest Branches
◆ Shadow Weaver (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers) (LVL 21-30)
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Shadow Weaver Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shadow Weaver Branch chosen at Level 21 - see Shadow Weaver above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shadow Weaver Branch chosen at Level 21 - see Shadow Weaver above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Discipline (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance) (LVL 21-30)
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
Discipline Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Discipline Branch chosen at Level 21 - see Discipline above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Discipline Branch chosen at Level 21 - see Discipline above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Salii (unlocks enchanted daggers and Mithril, Medium Grade armor) (LVL 21-30)
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Salii Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Salii Branch chosen at Level 21 - see Salii above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Salii Branch chosen at Level 21 - see Salii above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Avenger Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h Blunt (Main) with shield or holy symbol (Off).
◆2h Blunt
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Avenger Blessing (see Main Class Abilities above) is Active:
◆2h Weapon Bonus†: +2 Hit.
◆+2 and +2 to Hit and Theologist Talents if the Blessed Warhammer is wielded.
1h Weapon Bonus with Offhand:
◆1h Blunt (Main) +1 Hit.
◆+2 and +2 to Hit and Theologist Talents if the Hallowed Mace is wielded.
◆Shield (Off) +1 PROTS or Holy Symbol (Off) +1 to all Heals or Cures or +1 Spell Damage.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Light (thick Wool, Leather, Padded). Bonus: +1 Protection Score (PROTS) from spiritual attunement; +2 and +2 to PROTS and Theologist Talents if thick Wool is worn.
+1 PROTS and +2 to Theologist Talents if wearing Light or Delicate (Leather or Padded).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Avenger's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Avenger Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Avenger
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Avenger Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Shield Ward
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedThe Avenger braces their blunt weapon and shield, faith reinforcing the guard and raising PROTS for a turn; with a real shield already in hand, the reinforcement holds even stronger... (see Card). - Slot B: Damage Dealer AbilitiesBlunt Strike
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedA mace-blow delivered with practiced weight, the Avenger's most basic strike... (see Card). - Slot C: Heals/Utility (self and/or party)Righteous Stand
AttackRange: Touch†| Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedFaith holds the line against fear, resisting Panic Engine effects outright... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Fortify
AttackRange: Touch | Cast: Somatic | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA radiant, hardening ward, granting a temporary PROTS bonus to self or an ally... (see Card). - Slot B: Damage Dealer AbilitiesDivine Light
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA lance of searing white light, dealing minor holy damage to one target... (see Card). - Slot C: Heals/Utility (self and/or party)Minor Mend
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedWarmth spreads through torn flesh and closes it, a small Life heal to self or ally... (see Card).
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Avenger Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Bulwark Stance
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedThe Avenger plants their weapon and stance firm and unyielding, trading movement for a flat PROTS bonus... (see Card). - Slot B: Damage Dealer AbilitiesMace Sweep
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedA wide, punishing swing of the mace that also catches one adjacent foe... (see Card). - Slot C: Heals/Utility (self and/or party)Iron Resolve
AttackRange: Touch†| Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedA will hammered steady through discipline, resisting Charm and other mind-affecting effects... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Blessed Deflection
AttackRange: Touch | Cast: Somatic | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA shimmering ward that turns aside the next blow, granting a temporary Defense bonus to self or ally... (see Card). - Slot B: Damage Dealer AbilitiesRadiant Lance
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA spear of holy light punched clean through, striking with Wit-based accuracy... (see Card). - Slot C: Heals/Utility (self and/or party)Tender Touch
AttackRange: Touch | Cast: Touch | Mechanic: HoT | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA soft, steady light that mends over time, ticking each round... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Avenger Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Deflecting Guard
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedThe Avenger's shield or weapon catches a blow mid-swing and turns it aside into a nearby enemy... (see Card). ↳ Unlocks Shield-Wall Guard (Lvl 4) - Slot B: Damage Dealer AbilitiesCrushing Blow
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedA heavy, bone-jarring strike, lower accuracy traded for bonus Damage... (see Card). - Slot C: Heals/Utility (self and/or party)Unbroken Vow
AttackRange: Touch†| Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Zeal Cost: 2 Stamina Uses: UnlimitedAn oath sworn against falling, immune to being knocked prone for one turn... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Guiding Word
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA steadying word that braces the mind, a temporary Resistance bonus against the next incoming Attack... (see Card). ↳ Unlocks Anointed Sanctuary (Lvl 4) - Slot B: Damage Dealer AbilitiesSmite
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedHoly fire that boils through flesh and bone alike, bonus damage vs undead or evil-aligned targets... (see Card). - Slot C: Heals/Utility (self and/or party)Vital Spark
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA jolt of pure radiance that snaps a body back from the brink, instant heal that also clears one Fatigue... (see Card).
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Example Nature Card - Crushing Blow. (Temporary layout, pending final card design.)
Ability Card | Nature Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Crushing Blow
"The Avenger telegraphs nothing, hauling the mace up and driving it down in one crushing arc that caves in ribs and buckles the knees. Accuracy suffers for the wind-up, but what connects leaves the target gasping through a shattered guard, blood misting from a mouth that no longer sits where it used to."
Action Cost: 1 Action
Cost: 2 Stamina
Uses: Unlimited (Vitality-gated)
Range: Touch (5 ft)
Requires: Blunt weapon equipped, Light Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Melee attack roll at -2 Hit. On a hit, deal weapon damage +1d6 bonus Damage.
The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
Example Spell Card - Smite. (Temporary layout, pending final card design.)
Ability Card | Spell Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Smite
"Light detonates from the Avenger's outstretched hand like a verdict already passed, scorching flesh and searing the air with the reek of judgment made real. Against the undead and the evil-aligned the light does not merely burn, it unmakes, peeling shadow from bone and leaving nothing behind that wants to keep standing."
Action Cost: 1 Action
Cost: 2 Mana
Uses: Unlimited (Vitality-gated)
Range: 30 ft
Requires: Blunt weapon equipped, Light Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Shoot holy damage, 2d6 + PIETY. Damage becomes 3d6 + PIETY against undead or evil-aligned targets.
The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x
▾ Collapse Avenger Tier
Avenger Paths
For full versions see each Ability's Card, per module.
Avenger Sub-Class - Cleric
- The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Avenger - Cleric Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Shield-Wall Guard
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Aegis Cost: 2 Stamina Uses: UnlimitedThe shield catches the blow with even greater force, turning it aside into up to two nearby enemies, and the line holds firm enough to heal a nearby ally too... (see Card). ↰ Requires Deflecting Guard (Lvl 3) - Slot B: Damage Dealer AbilitiesRighteous Smite
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Aegis Cost: 2 Stamina Uses: UnlimitedA hammering blow struck with a battle-rite's fury, landing hardest on the wicked, bonus damage vs evil-aligned... (see Card). - Slot C: Heals/Utility (self and/or party)Flame-Sealed Oath
AttackRange: Touch†| Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Aegis Cost: 2 Stamina Uses: UnlimitedA vow sworn over fire and consecrated water, resisting being stunned for the rest of the encounter... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Anointed Sanctuary
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedHallowed ground rises, granting a greater Resistance bonus and punishing any evil-aligned attacker with a Defense penalty while it holds... (see Card). ↰ Requires Guiding Word (Lvl 3) - Slot B: Damage Dealer AbilitiesAnointing Touch
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA hand pressed to flesh sears a mark of judgment through it, holy damage vs an evil-aligned target... (see Card). - Slot C: Heals/Utility (self and/or party)Charitable Blessing
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA rite of fire and water together that calls the wound back toward wholeness, a heal that also clears one minor Condition... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Avenger - Cleric Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Cast Out
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Aegis Cost: 3 Stamina Uses: 3/RoundThe shield does not just block, it answers with a battle-rite's fury, returning doubled holy damage and weakening the attacker's next strike... (see Card). - Slot B: Damage Dealer AbilitiesShield-Wall Bash
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Aegis Cost: 3 Stamina Uses: 3/RoundThe shield drives forward like a wall closing ranks, a blunt attack that also raises the Avenger's own Defense next turn... (see Card). - Slot C: Heals/Utility (self and/or party)Enduring Grace
AttackRange: Touch†| Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Aegis Cost: 3 Stamina Uses: 3/RoundA bitter consecrated draught pressed to trembling lips, removing one Fatigue or Fear stack... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Charitable Grace
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA steadying hand held firm as a shield-line, granting Resistance to the next Fear or Panic Engine effect... (see Card). - Slot B: Damage Dealer AbilitiesWard of Cleansing
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundHoly fire invoked with a war-priest's chant, burning a curse or disease out by the root... (see Card). - Slot C: Heals/Utility (self and/or party)Ward of Kinship
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Burst/Radius | School: Holy Cost: 3 Mana Uses: 3/RoundA consecrated draught shared between two open wounds, a small heal split between two allies at once... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Avenger - Cleric Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Wall of Faith
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Aegis Cost: 3 Stamina Uses: 3/RoundThe shield braces wide enough to catch a blow meant for an adjacent ally too, splitting the damage between them... (see Card). - Slot B: Damage Dealer AbilitiesJudgment Swing
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Aegis Cost: 3 Stamina Uses: 3/RoundA wide swing landing hardest on evil-aligned targets, bonus damage plus a brief Defense penalty against them... (see Card). - Slot C: Heals/Utility (self and/or party)Guarded Light
AttackRange: Touch† | Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Aegis Cost: 3 Stamina Uses: 3/RoundA line of holy light held between an ally and whatever's coming for them, a small heal plus one turn of bonus Resistance... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Guarded Light Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA line of holy light held between self or an ally and whatever's coming for them, brief bonus Resistance... (see Card). - Slot B: Damage Dealer AbilitiesJudgment Ray
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA ray of holy light loosed at an evil-aligned target, bonus damage plus a brief Defense penalty against them... (see Card). - Slot C: Heals/Utility (self and/or party)Ward of Guarding
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA ward of holy light sealed over a wound, a small heal plus one turn of bonus Resistance... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Avenger - Cleric Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Rooted Wall
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Aegis Cost: 4 Stamina Uses: 3/RoundThe shield-line roots itself against a curse mid-battle, resisting the next Condition applied while it holds... (see Card). - Slot B: Damage Dealer AbilitiesRooted Smite
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Aegis Cost: 4 Stamina Uses: 3/RoundA rooted stance turned into a hammering blow, bonus damage vs a cursed or diseased target... (see Card). - Slot C: Heals/Utility (self and/or party)Rooted Cleanse
AttackRange: Touch† | Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Aegis Cost: 4 Stamina Uses: 3/RoundA curse burned out by the root mid-battle, clears one Condition and grants a small heal... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Rooted Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundA ward rooted against a curse mid-battle, resisting the next Condition applied to self or an ally while it holds... (see Card). - Slot B: Damage Dealer AbilitiesRooted Ray
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundHoly light rooted into a ray, bonus damage vs a cursed or diseased target... (see Card). - Slot C: Heals/Utility (self and/or party)Rooted Cleanse
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundA curse burned out by the root mid-battle, clears one Condition and grants a small heal... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Avenger - Cleric Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- Slot A: Protector (Tank and Defense Abilities)Anointed Wall
AttackRange: Touch | Style: Blunt | Hand: 1h Main Offhand Shield | Discipline: Aegis Cost: 4 Stamina Uses: 3/RoundThe shield anoints every blow it turns aside, granting Resistance and a small heal to whoever it guards... (see Card). - Slot B: Damage Dealer AbilitiesAnointed Smite
AttackRange: Touch | Style: Blunt | Hand: 1h Main and 1h Off or 2h | Discipline: Aegis Cost: 4 Stamina Uses: 3/RoundA hammering blow anointed the instant it lands, bonus damage vs evil-aligned and cursed targets alike... (see Card). - Slot C: Heals/Utility (self and/or party)Anointed Curse
AttackRange: Touch† | Style: Blunt | Hand: 1h Main and offhand holy symbol | Discipline: Aegis Cost: 4 Stamina Uses: 3/RoundEvery wound anointed with light the same breath it's cleansed, a heal that also clears one Condition... (see Card). † Tactical Spells, in this case Heals/Utility, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or holy symbol with the target.
| - Slot A: Protector (Tank and Defense Abilities)Anointed Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundAn anointing ward drawn over self or an ally, granting Resistance and a small heal while it holds... (see Card). - Slot B: Damage Dealer AbilitiesAnointed Ray
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundHoly light anointed the instant it lands, bonus damage vs evil-aligned and cursed targets alike... (see Card). - Slot C: Heals/Utility (self and/or party)Anointed Curse
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundEvery wound anointed with light the same breath it's cleansed, a heal that also clears one Condition... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Example Nature Card - Shield-Wall Bash. (Temporary layout, pending final card design.)
Ability Card | Nature Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Path: Cleric
Shield-Wall Bash
"The Avenger drives their shield forward like the front rank of a wall closing a gap, splintering wood against jaw and driving the enemy back a full stride. For one heartbeat the line holds unbroken, boots planted, shield-arm locked, daring the next blow to come and find nothing waiting behind the rim but bone."
Action Cost: 1 Action
Cost: 3 Stamina
Uses: 3/Round
Range: Touch (5 ft)
Requires: Blunt weapon equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +1d4 bonus Damage, and gain +2 Defense until your next turn (Block, shield braced formation-style; +1 additional PROTS if a real shield is already in hand).
The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
Weapon Types (must be drawn) - Magic: 1h Blunt (Main), shield or holy symbol (Off). 2h Blunt (e.g., warhammer, morning star, or two-handed maul).
Example Spell Card - Ward of Cleansing. (Temporary layout, pending final card design.)
Ability Card | Spell Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Path: Cleric
Ward of Cleansing
"Holy fire crawls up through cursed flesh or festering rot, called forth with a war-priest's chant, blistering the affliction to ash even as it scours the wound clean. What's left behind steams and stinks of burnt corruption, but it no longer spreads, no longer speaks, no longer belongs to whatever put it there."
Action Cost: 1 Action
Cost: 3 Mana
Uses: 3/Round
Range: 30 ft
Requires: Blunt weapon equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Shoot holy damage, 3d6 + PIETY, to a target currently suffering a curse, disease, or poison effect. That affliction ends immediately if the target takes damage from this Spell.
The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x
Cleric Branch Descriptions
▸ Select to Expand
a. Holy - the Cleric's default and most balanced expression, a steady shield-and-mace defender. (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear) (Penalties and Bonuses TBA)
b. Oracle - a farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure. (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter) (Penalties and Bonuses TBA)
c. Warpriest - a dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand. (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic) (Penalties and Bonuses TBA)
Cleric Sub-Class - Holy
- the Cleric's default and most balanced expression, a steady shield-and-mace defender. (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Holy Branch continues this Path's progression exclusively through Level 30. |
Example Spell Card - Sanctified Reckoning (LVL 30, Slot B, hypothetical, Goliath race). Uses: 2/Day, the Tier a Level 30 capstone reaches on a Goliath's lower 24-point Mana pool; Holy's real Level 21-30 content is still content TBA. (Temporary layout, pending final card design.)
Ability Card | Spell Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Path: Cleric
Branch: Holy
Sanctified Reckoning
"Judgment made manifest in a single blinding column of light, the blessed spear's own oath given voice, and any who stand against it are unmade to the last shadow they cast."
Action Cost: 1 Action
Cost: 15 Mana
Uses: 2/Day (N=floor(24÷15)=1, Goliath base Mana)
Range: 30 ft
Requires: Blessed spear equipped, Heavy Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Shoot holy damage, 10d6 + PIETY, to all evil-aligned targets in a 15 ft burst.
The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x
Example Spell Card - Rite of Rejoined Breath (LVL 30, Slot C, hypothetical). Uses: 1/Day, a designer override, not a Tier the Ability Uses Formula can ever produce on its own, since Breather/Short Rest regeneration always leaves room for a second use of a formula-only Ability before a Long Rest. (Temporary layout, pending final card design.)
Ability Card | Spell Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Path: Cleric
Branch: Holy
Rite of Rejoined Breath
"The rite does not merely mend, it calls, reaching past the closing dark to press breath back into lungs that had already stopped reaching for it. What answers is never quite untouched by the crossing, but it answers."
Action Cost: 3 Actions
Cost: 15 Mana
Uses: 1/Day (designer override, formula would allow N=floor(32÷15)=2, 3/Day, on a Standard Mana pool)
Range: Touch
Requires: Blessed spear or holy symbol equipped, Heavy Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Restores a slain ally to life with half Life remaining, provided the body has been dead no longer than 1 hour and is present for the rite.
The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x
Cleric Sub-Class - Oracle
- a farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure. (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Oracle Branch continues this Path's progression exclusively through Level 30. |
Cleric Sub-Class - Warpriest
- a dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand. (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Warpriest Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Avenger Sub-Class - Monk
- A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Avenger - Monk Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Iron Palm Strike
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 2 Stamina Uses: UnlimitedA palm strike landing with far more weight than it should carry, ignores a portion of PROTS... (see Card). - (Slot B) Enduring Guard
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 2 Stamina Uses: UnlimitedA stance drilled into muscle memory through relentless repetition, +1 Defense next turn... (see Card). - (Slot C) Whirling Kick
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 2 Stamina Uses: UnlimitedA spinning strike flowing off pure momentum, scrambles the target's next move... (see Card).
| - (Slot A) Breath of Clarity
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA single exhale timed to the rhythm of the body's own flow, the next strike lands with bonus Damage... (see Card). - (Slot B) Unshaken Mind
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA mind disciplined through deliberate hardship until nothing left can shake it, brief Charm immunity... (see Card). - (Slot C) Stoic Resolve
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedStillness held past the point of comfort, a minor Willpower/Focus buff... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Avenger - Monk Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Tortoise Stance
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 3 Stamina Uses: 3/RoundAbsorbs the blow like a body trained to endure hardship, then answers twice as hard, bonus Damage while lightly armored... (see Card). - (Slot B) Mountain Root Stance
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 3 Stamina Uses: 3/RoundRooted and immovable, resists knockback, gaining a brief Parry immediately after... (see Card). - (Slot C) Whirling Step
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 3 Stamina Uses: 3/RoundA flowing spin passed hand to hand like a fighting-dance, +5ft movement through evasive footwork... (see Card).
| - (Slot A) War-Dance Vigor
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundA whirling rhythm of strikes that opens every foe within reach, minor Damage to all adjacent foes... (see Card). - (Slot B) War-Dance Renewal
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundThe same rhythm turned inward, flesh hardened by a renewing rite, +1 PROTS... (see Card). - (Slot C) Clarity's Calm
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA single exhale that empties the mind of terror, removes one Fear or Panic Engine effect... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Avenger - Monk Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Opening Palm
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 3 Stamina Uses: 3/RoundA counter timed off a parried blow, striking back before the enemy can recover, bonus Damage on the counter... (see Card). - (Slot B) Parry's Answer
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 3 Stamina Uses: 3/RoundA stance that turns a parried blow straight into an opening, brief bonus Hit on the next strike... (see Card). - (Slot C) Recovering Breath
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 3 Stamina Uses: 3/RoundA breath drawn between blows, clears one Fatigue stack... (see Card).
| - (Slot A) Opening Mind
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA counter read mid-parry, bonus Damage the instant the enemy can't recover... (see Card). - (Slot B) Parry's Clarity
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA parried blow turned into an opening read mid-cast, brief bonus Hit on the next strike... (see Card). - (Slot C) Recovering Mind
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA breath drawn mid-cast between blows, clears one Fatigue stack... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Avenger - Monk Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Counting Breath
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 4 Stamina Uses: 3/RoundA strike that counts every blow absorbed this fight, landing harder the longer the Monk has endured... (see Card). - (Slot B) Counted Guard
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 4 Stamina Uses: 3/RoundA guard that counts every blow absorbed, growing steadier the longer it holds... (see Card). - (Slot C) Counted Breath
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 4 Stamina Uses: 3/RoundA breath counted between blows absorbed, a small heal the longer the Monk has endured... (see Card).
| - (Slot A) Counting Mind
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA strike read from every blow absorbed this fight, landing harder the longer the Monk has endured... (see Card). - (Slot B) Counted Ward
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA ward that counts every blow absorbed, growing steadier the longer it holds... (see Card). - (Slot C) Counted Renewal
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal counted between blows absorbed, a small heal the longer the Monk has endured... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Avenger - Monk Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Counted Nerve
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 4 Stamina Uses: 3/RoundDiscipline turned into a weapon, marking a struck nerve for a finishing blow only the Monk can land... (see Card). - (Slot B) Nerve Strike
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 4 Stamina Uses: 3/RoundA finishing blow struck on a nerve already marked... (see Card). - (Slot C) Disciplined Guard
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 4 Stamina Uses: 3/RoundA guard held with discipline turned into a weapon... (see Card).
| - (Slot A) Nerve Aegis
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundDiscipline drawn into a ward over self or an ally, marking a struck nerve for a finishing blow only the Monk can land... (see Card). - (Slot B) Nerve Bolt
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA finishing bolt loosed at a nerve already marked... (see Card). - (Slot C) Disciplined Renewal
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn from discipline turned into a weapon, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
LVL 10 Avenger - Monk Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Iron Shell Stance
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 5 Stamina Uses: 3/RoundThe Monk hardens flesh and breath into an unyielding shell, PROTS +1/2 DEFS while the stance holds... (see Card). - (Slot B) Twin Fang Strike
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 5 Stamina Uses: 3/RoundTwo strikes thrown in the space of one breath, bonus Damage on a solid hit... (see Card). - (Slot C) Steady Pulse
AttackRange: Touch | Style: Blunt - Wood only, unless loosened at a Path and/or Branch | Hand: none (unarmed) | Discipline: Ascetic Cost: 5 Stamina Uses: 3/RoundThe Monk slows their own pulse to steady a trembling body, removes one Fatigue or Fear stack... (see Card).
| - (Slot A) Hollow Guard
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 5 Mana Uses: 3/RoundA mind emptied of everything but defense, PROTS +1/2 DEFS to self or a nearby ally... (see Card). - (Slot B) Focused Fist
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 5 Mana Uses: 3/RoundKi gathered into a single point and released on impact, bonus Damage... (see Card). - (Slot C) Feign Death
AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 5 Mana Uses: 3/RoundThe Monk slows heartbeat and breath to the edge of stillness, appearing dead to any who check; anyone deciding who to strike overlooks the Monk while it holds... (see Card).
|
†See Ability Cards for LVL 10.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 11-20.
Example Nature Card - Iron Palm Strike (LVL 4, Slot A). Uses: Unlimited, the Tier every currently published Ability falls into on a Standard character. (Temporary layout, pending final card design.)
Ability Card | Nature Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Path: Monk
Iron Palm Strike
"A palm strike landing with far more weight than it should carry, ignores a portion of PROTS."
Action Cost: 1 Action
Cost: 2 Stamina
Uses: Unlimited (N=floor(32÷2)=16)
Range: Touch
Requires: Bare hands, Delicate Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Melee attack roll at normal Hit. On a hit, ignore a portion of the target's PROTS.
The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
Monk Branch Descriptions
▸ Select to Expand
a. Chanter - a Monk who channels devotion through music, using a light instrument as a magical focus for their chants. (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument) (Penalties and Bonuses TBA)
b. Shapeflow - the most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows. (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes) (Penalties and Bonuses TBA)
c. Qirateka - a tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts. (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves) (Penalties and Bonuses TBA)
Monk Sub-Class - Chanter
- a Monk who channels devotion through music, using a light instrument as a magical focus for their chants. (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Chanter Branch continues this Path's progression exclusively through Level 30. |
Monk Sub-Class - Shapeflow
- the most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows. (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shapeflow Branch continues this Path's progression exclusively through Level 30. |
Monk Sub-Class - Qirateka
- a tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts. (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Qirateka Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Avenger Sub-Class - Priest
- A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Avenger - Priest Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Dagger Rite
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 2 Stamina Uses: UnlimitedA consecrated blade drawn like those laid beside the dead for the journey beyond, adding holy damage... (see Card). - (Slot B) Shadow Step
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 2 Stamina Uses: UnlimitedA blade-quick sidestep gone before the blow lands, avoiding one attack... (see Card). - (Slot C) Veil Step
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 2 Stamina Uses: UnlimitedA dagger flourish that slips through the boundary between worlds, reappearing at the target's back... (see Card).
| - (Slot A) Whispered Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA boundary drawn in murmured words the wicked cannot cross, a minor Resistance buff... (see Card). - (Slot B) Whispered Curse
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedThe same rite spoken backward, a minor Resistance debuff... (see Card). - (Slot C) Death's Toll
AttackRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA slow rite that gnaws at a target from within, minor holy damage over time... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Avenger - Priest Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ritual Cut
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 3 Stamina Uses: 3/RoundA shallow cut delivered like an offering left for the journey beyond, weakening the target's Resistance... (see Card). - (Slot B) Fade From Sight
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 3 Stamina Uses: 3/RoundA blade-quick step through shadow, the eye fails to find them, brief concealment and +1 Defense... (see Card). - (Slot C) Blood Offering
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 3 Stamina Uses: 3/RoundA cut across the palm paid in answer to a spoken bargain, restoring Life to self... (see Card).
| - (Slot A) Silent Vigil
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA ward kept like a vigil through the night, +1 Defense to self or ally... (see Card). - (Slot B) Grave Chant
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA funeral rite spoken over the living, holy damage to an undead or evil-aligned target... (see Card). - (Slot C) Binding Rite
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundGrave-dirt and a whispered name wrapped around an ankle that isn't there, reducing target's movement... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Avenger - Priest Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Grave Whisper
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 3 Stamina Uses: 3/RoundA strike drawn from the space between light and shadow, cutting where the two meet, bonus damage... (see Card). - (Slot B) Twilight Cut
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 3 Stamina Uses: 3/RoundA cut drawn where light and shadow meet, minor Resistance debuff on the target... (see Card). - (Slot C) Twilight Step
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 3 Stamina Uses: 3/RoundA step taken through the space between light and shadow, brief concealment... (see Card).
| - (Slot A) Grave Whisper Rite
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA whisper drawn from the space between light and shadow, holy damage loosed at a foe... (see Card). - (Slot B) Twilight Curse
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA curse cast where light and shadow meet, minor Resistance debuff on the target... (see Card). - (Slot C) Twilight Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA ward drawn where light and shadow meet, brief concealment for self or an ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Avenger - Priest Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Dying Cut
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 4 Stamina Uses: 3/RoundA cut read like a dying breath, marking the target for a rite only the Priest can complete... (see Card). - (Slot B) Scripture's Edge
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 4 Stamina Uses: 3/RoundA blade struck like a line read from scripture, bonus damage vs a marked target... (see Card). - (Slot C) Scripture's Step
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 4 Stamina Uses: 3/RoundA step taken like scripture read aloud, brief concealment... (see Card).
| - (Slot A) Dying Scripture
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundA dying breath read like scripture, marked for a rite only the Priest can complete... (see Card). - (Slot B) Scripture Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundA line read from scripture loosed at a marked target, bonus damage... (see Card). - (Slot C) Scripture's Vigil
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundA vigil kept over a target already marked, +1 Defense to self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Avenger - Priest Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Final Cut
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 4 Stamina Uses: 3/RoundPriests cut from the shadows they were trained in, marking the dying for one final rite before the end... (see Card). - (Slot B) Final Strike
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 4 Stamina Uses: 3/RoundPriests strike whoever's already marked for one final rite before the end... (see Card). - (Slot C) Final Step
AttackRange: Touch | Style: Piercing | Hand: 1h Main | Discipline: Bloodrite Cost: 4 Stamina Uses: 3/RoundPriests step through shadow while marking the dying for one final rite... (see Card).
| - (Slot A) Final Rite
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 4 Mana Uses: 3/RoundPriests cut from the shadows they were trained in, marking the dying for one final rite before the end... (see Card). - (Slot B) Final Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 4 Mana Uses: 3/RoundPriests loose a final rite at whoever's already marked for the end... (see Card). - (Slot C) Final Vigil
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 4 Mana Uses: 3/RoundPriests keep a final vigil over the dying, self or an ally, +1 Defense while it holds... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Priest Branch Descriptions
▸ Select to Expand
a. Shadow Weaver - a stealth-focused Priest who favors concealed blades and shadow over open ritual combat. (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers) (Penalties and Bonuses TBA)
b. Discipline - a defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance. (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance) (Penalties and Bonuses TBA)
c. Salii - the Priest branch that finally unlocks true enchanted daggers and heavier armor. (unlocks enchanted daggers and Mithril, Medium Grade armor) (Penalties and Bonuses TBA)
Priest Sub-Class - Shadow Weaver
- a stealth-focused Priest who favors concealed blades and shadow over open ritual combat. (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shadow Weaver Branch continues this Path's progression exclusively through Level 30. |
Priest Sub-Class - Discipline
- a defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance. (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Discipline Branch continues this Path's progression exclusively through Level 30. |
Priest Sub-Class - Salii
- the Priest branch that finally unlocks true enchanted daggers and heavier armor. (unlocks enchanted daggers and Mithril, Medium Grade armor)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Salii Branch continues this Path's progression exclusively through Level 30. |
Example Nature Card - Consecrated Dagger Strike (LVL 21, Slot B, hypothetical). Uses: 3/Day, the Tier a Level 21 Branch pick reaches on a Standard character; Salii's real Level 21-30 content is still content TBA. (Temporary layout, pending final card design.)
Ability Card | Nature Drawn
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger
Path: Priest
Branch: Salii
Consecrated Dagger Strike
"The enchanted dagger finds its mark with a precision no unblessed blade could match, the wound it leaves already closing against corruption before it's finished bleeding."
Action Cost: 1 Action
Cost: 11 Stamina
Uses: 3/Day (N=floor(32÷11)=2)
Range: Touch
Requires: Enchanted dagger equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4)
Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +3d6 bonus Damage vs cursed, diseased, or evil-aligned targets.
The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources.
Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
Barbarian (Playable in Starter Set)
Fierce and relentless hunters who draw power from primal instinct and raw physical dominance, Barbarians trade refinement for devastation, excelling in brutal melee combat across every environment from frozen mountain peaks to untamed wild plains, where rage is a resource and restraint is a weakness.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Bugbear +5, Hawkbear +5, Ogre† +5, Troll (Bridge) +5, Troll (Mountain) +5, Dwarf (Snow) +5, Neanderthal (Glaciera) +5, Skrath +5, Dwarf (Ash) +5, Elf (Sylvan) +5, Drevane +5, Leshy +5
†Ogre Playable with Starter Set.
Averse Races: Elf (Common) -5, Halfling -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Blood Frenzy, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Barbzerker, Once Per Day the Barbarian roars when reaches half of their Life they get an extra attack per turn.
When a barbarian reaches 0 Life, they instantly get life equal to their Constitution Trait Score, and get 3 attacks at that turn.
Extra 1d6 + lvl damage on Critical Hits.
Once per encounter, Barbarians can
Flourish a 2h Melee weapon that lowers their target's PROTS at a number equal to their Athletics Score.
Barbarians get +5 feet their base movement speed, once per encounter.
Barbarians get +4 plus their STR Score on Intimidation checks.
Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Field Medic, Hunter, Bounty Hunter, Scout
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Barbarian Path and Branch Descriptions
▸ Select to Expand
A brute-force Barbarian who commits fully to a single devastating two-handed weapon, trading defense for maximum damage. (LVL 4-20)
Destroyer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 2h, Melee at Levels 4-5; starting Level 6, each choice may require a different Weapon Style or Hand (see Ability Cards). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium (Boiled Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Destroyer Branches
◆ Bloodrager (unlocks dual-wielded 1h weapons for reckless offense) (LVL 21-30)
A dual-wielding berserker who trades caution for reckless momentum.
Bloodrager Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bloodrager Branch chosen at Level 21 - see Bloodrager above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Bloodrager Branch chosen at Level 21 - see Bloodrager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Frenzied (no armor for maximum frenzy speed; 2h weapon only) (LVL 21-30)
An armor-shedding berserker who trades protection entirely for speed and fury.
Frenzied Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Frenzied Branch chosen at Level 21 - see Frenzied above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Frenzied Branch chosen at Level 21 - see Frenzied above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Mauler (unlocks heavier 2h weapons like mauls and greatclubs) (LVL 21-30)
A heavy-weapon specialist who crushes armor and bone alike.
Mauler Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Mauler Branch chosen at Level 21 - see Mauler above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Mauler Branch chosen at Level 21 - see Mauler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A versatile Barbarian who adapts weapon and stance to the fight at hand, as comfortable dual-wielding as bearing a single blade. (LVL 4-20)
Cimmerian Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 1h or 2h, Melee at Levels 4-5; starting Level 6, each choice may require a different Weapon Style or Hand (see Ability Cards). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium (Rawhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Cimmerian Branches
◆ Woodwose (lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor) (LVL 21-30)
A wild-born survivalist who needs neither shelter nor armor to endure.
Woodwose Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Woodwose Branch chosen at Level 21 - see Woodwose above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Woodwose Branch chosen at Level 21 - see Woodwose above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Nomad (Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat) (LVL 21-30)
A mounted raider who strikes fast and rides on.
Nomad Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Nomad Branch chosen at Level 21 - see Nomad above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Nomad Branch chosen at Level 21 - see Nomad above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Ghost (Light Grade (Shadowhide) armor for stealth; favors 1h weapons) (LVL 21-30)
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
Ghost Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ghost Branch chosen at Level 21 - see Ghost above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Ghost Branch chosen at Level 21 - see Ghost above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A ranged-focused Barbarian who fights from a distance with spear or bow, mastering trap-craft and rugged terrain. (LVL 4-20)
Mountaineer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 1h or 2h, Melee at Levels 4-5; starting Level 6, widens to Throw and Shoot, each choice may require a different Weapon Style, Hand, or Range (see Ability Cards). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium (Furhide Mantle).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Mountaineer Branches
◆ Amazon (unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival) (LVL 21-30)
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
Amazon Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Amazon Branch chosen at Level 21 - see Amazon above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Amazon Branch chosen at Level 21 - see Amazon above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Beast Master (any Barbarian default weapon; built around Companion synergy) (LVL 21-30)
A Barbarian bonded to a Companion, fighting as one with a beast ally.
Beast Master Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Beast Master Branch chosen at Level 21 - see Beast Master above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Beast Master Branch chosen at Level 21 - see Beast Master above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Predator (Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons) (LVL 21-30)
A pursuit specialist who runs prey to ground before it knows it's being hunted.
Predator Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Predator Branch chosen at Level 21 - see Predator above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Predator Branch chosen at Level 21 - see Predator above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Barbarian Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆2h Chop or Blunt.
Weapon Types:
◆Martial Melee or Magic Melee for Nature or Spell Abilities respectively; may use TAW or Energy.
◆Restricted to Martial for Melee; wherever a Path or Branch may allow it.
Whenever Blood Frenzy (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + STR (for Melee) AGI (for Shoot).
◆1H Melee: +1 Hit.
◆2H Melee: +2 Hit, +1 Damage.
◆+2 and +2 to Hit and Olympiad Talents if the Skullcrusher Maul (Blunt) or Bloodfang Cleaver (Chop) is wielded.
◆1H Shoot: 0.
◆2H Shoot: 0.
See each path and branch for specifics.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Light (Fur, Leather). Bonus: +2 to Strength checks; +2 and +2 to †Defense and Olympiad Talents if Fur is worn.
+1 for any other medium Armor and +2 to Olympiad Talents if wearing Light or Delicate.
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
†This includes Parry if wearing bracers, refer to pg. 2 Traits.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Barbarian's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Barbarian Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Medium Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, base loadout (e.g., greataxe, greatsword, warhammer, or maul), see each Path below for how this widens past Level 5. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn (Spell Drawn is chants, war cries, and spirit-rites, not incantations). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Barbarian
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Barbarian Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Reckless Swing
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA wild swing thrown with a frenzy that cares nothing for its own guard, extra Damage for reduced Defense this turn... (see Card). - (Slot B) Iron Skin
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA hide toughened by sun and open ground, temporary Toughness bonus when Life drops low... (see Card). - (Slot C) War Cry
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA cry carried on open wind meant to be heard for miles, fear on nearby enemies once per encounter... (see Card).
| - (Slot A) Ancestor's Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedCalls a spectral ancestor's shield to stand a moment at the Barbarian's back, a temporary PROTS bonus... (see Card). - (Slot B) Thunderclap Roar
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Nature Cost: 2 Mana Uses: UnlimitedA shout charged with primal fury that cracks like thunder, minor Damage to nearby enemies... (see Card). - (Slot C) Blood Chant
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA chant sung over open wounds the way old tribes sang the dying home, a small Life heal to self... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Barbarian Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Horselord's Charge
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA mounted-style closing charge, extra Damage the farther the ground covered... (see Card). - (Slot B) Sun-Hardened Hide
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA temporary Toughness bonus while unarmored or lightly armored... (see Card). - (Slot C) Warcarved Roar
AttackRange: Touch†| Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA raised war cry carved from old defiance, granting nearby allies a brief Hit bonus too... (see Card). † Tactical Spells, in this case Buffs, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a totem with the target.
| - (Slot A) Stonehide Chant
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA chant that hardens skin like stone underfoot, a temporary Toughness bonus... (see Card). - (Slot B) Warband Curse
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA curse howled at the enemy line the way old raiders cursed a rival camp, a minor Resistance debuff... (see Card). - (Slot C) Spirit Mend
AttackRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedCalls on ancestral spirits to knit flesh, a small heal over time... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Barbarian Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Spear Rush
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA mounted-style closing charge (no spear required) that adds bonus Damage equal to distance covered... (see Card). ↳ Unlocks Encircling Cleave (Lvl 4) - (Slot B) Shield Wall Stance
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA temporary PROTS bonus while standing beside an ally... (see Card). - (Slot C) Drumbeat Advance
AttackRange: Touch†| Style: Slashing or Blunt | Hand: 2h | Discipline: Ferocity Cost: 2 Stamina Uses: UnlimitedA rhythmic war-drum cadence that boosts nearby allies' movement speed briefly... (see Card). † Tactical Spells, in this case Buffs, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a totem with the target.
| - (Slot A) Chain Grip
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedHurls a spectral chain that snags a distant enemy and yanks them into melee range... (see Card). ↳ Unlocks Spirits of the Fallen (Lvl 4) - (Slot B) War Drum's Wail
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA resonant war-cry infused with primal power, bonus Damage on the Barbarian's next attack... (see Card). - (Slot C) Vengeful Spirit
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedCalls a vengeful ancestor spirit to lash out at a nearby foe, minor Damage plus resist the next Fear effect... (see Card).
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Barbarian Paths
For full versions see each Ability's Card, per module.
Barbarian Sub-Class - Destroyer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Slashing or Blunt, 2h, Melee at Levels 4-5, e.g., greataxe, greatsword, or maul; starting Level 6, each choice may require a different Weapon Style or Hand, noted individually below)
▸ Expand Ability Tree Paths
LVL 4 Barbarian - Destroyer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Encircling Cleave
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 2 Stamina Uses: UnlimitedThe closing charge swings wider and harder, catching two adjacent targets in a single berserk arc... (see Card). ↰ Requires Spear Rush (Lvl 3) - (Slot B) Sandstorm Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 2 Stamina Uses: UnlimitedKicks up a cloud of sand for one turn, +1 Defense (Evade) and brief concealment from ranged attacks... (see Card). - (Slot C) Hardened Raider
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 2 Stamina Uses: UnlimitedA will forged raiding the open ground, resists one Fear or Panic Engine effect and grants a brief Hit bonus after... (see Card).
| - (Slot A) Spirits of the Fallen
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedThe spectral chain pulls the snared enemy even further, and fallen warriors' spirits guard an ally's flank... (see Card). ↰ Requires Chain Grip (Lvl 3) - (Slot B) Sandveil Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedConjures a stinging veil of primal sand over an ally, +1 Defense (Evade) and brief concealment... (see Card). - (Slot C) Old Ground's Blessing
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA chant invoking ground once fought over, resistance to an ally's next Fear/Panic plus a brief Hit bonus... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Barbarian - Destroyer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Onset Strike
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 3 Stamina Uses: 3/RoundA 2h weapon attack thrown like a mounted raider closing at full gallop, also lowers the target's movement speed... (see Card). - (Slot B) Unbroken Ranks
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 3 Stamina Uses: 3/RoundDisciplined formation, +1 PROTS while adjacent to an ally... (see Card). - (Slot C) Desert-Worn
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 3 Stamina Uses: 3/RoundResists one Fatigue-based penalty for the rest of the encounter... (see Card).
| - (Slot A) Charging Spirit
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundConjures a spectral mount for an ally's next charge, extra Damage and lowered target movement speed... (see Card). - (Slot B) Battle-Line Chant
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA rhythmic chant that steels an ally's resolve, advantage on their next Defense roll... (see Card). - (Slot C) Desert Spirit's Endurance
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA primal endurance rite chanted over an ally, resistance to their next Fatigue penalty... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Barbarian - Destroyer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Avalanche Blow
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 3 Stamina Uses: 3/RoundA single blow struck with an avalanche's weight, letting the first hit decide how the fight goes... (see Card). - (Slot B) Avalanche Follow-Through
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 3 Stamina Uses: 3/RoundA second blow struck on the same avalanche weight, bonus Damage if the first already landed... (see Card). - (Slot C) Avalanche Stance
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 3 Stamina Uses: 3/RoundA stance braced with an avalanche's own weight, +1 Defense while it holds... (see Card).
| - (Slot A) Avalanche Spirit
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundAn avalanche's weight channeled into an ally's blow, deciding how the fight goes on the first hit... (see Card). - (Slot B) Avalanche Call
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundAn avalanche's weight called down on a foe at range, bonus Damage... (see Card). - (Slot C) Avalanche Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundAn avalanche's own weight braced into a ward, +1 Defense to self or an ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Barbarian - Destroyer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Chosen Kill
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 4 Stamina Uses: 3/RoundA kill picked out of a crowd, marking whoever the Destroyer has decided won't be walking away... (see Card). - (Slot B) Chosen Strike
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 4 Stamina Uses: 3/RoundA strike thrown at whoever's already marked, bonus Damage... (see Card). - (Slot C) Chosen Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 4 Stamina Uses: 3/RoundA guard held while marking whoever won't be walking away... (see Card).
| - (Slot A) Chosen Mark
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA kill picked out of a crowd, marked at range for whoever won't be walking away... (see Card). - (Slot B) Chosen Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed at whoever's already marked, bonus Damage... (see Card). - (Slot C) Chosen Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA ward drawn while marking whoever won't be walking away, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Barbarian - Destroyer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Marked Kill
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 4 Stamina Uses: 3/RoundDestroyers run down whoever they've marked for the kill, closing a fight with pure, relentless force... (see Card). - (Slot B) Marked Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 4 Stamina Uses: 3/RoundDestroyers strike whoever's already marked with pure, relentless force... (see Card). - (Slot C) Marked Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h | Discipline: Onslaught Cost: 4 Stamina Uses: 3/RoundDestroyers guard while running down whoever they've marked for the kill... (see Card).
| - (Slot A) Marked Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundDestroyers shield while running down whoever they've marked for the kill, self or an ally... (see Card). - (Slot B) Marked Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundDestroyers loose relentless force at range on whoever they've marked for the kill... (see Card). - (Slot C) Marked Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundDestroyers mend while running down whoever they've marked for the kill, self or an ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Destroyer Branch Descriptions
▸ Select to Expand
a. Bloodrager (unlocks dual-wielded 1h weapons for reckless offense) (Penalties and Bonuses TBA)
b. Frenzied (no armor for maximum frenzy speed; 2h weapon only) (Penalties and Bonuses TBA)
c. Mauler (unlocks heavier 2h weapons like mauls and greatclubs) (Penalties and Bonuses TBA)
Destroyer Sub-Class - Bloodrager
(unlocks dual-wielded 1h weapons for reckless offense)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Bloodrager Branch continues this Path's progression exclusively through Level 30. |
Destroyer Sub-Class - Frenzied
(no armor for maximum frenzy speed; 2h weapon only)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Frenzied Branch continues this Path's progression exclusively through Level 30. |
Destroyer Sub-Class - Mauler
(unlocks heavier 2h weapons like mauls and greatclubs)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Mauler Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Barbarian Sub-Class - Cimmerian
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Slashing or Blunt, 1h or 2h, Melee, agile 1h option viable at Levels 4-5, e.g., hand-axe, short-sword, or war-club; starting Level 6, each choice may require a different Weapon Style or Hand, noted individually below)
▸ Expand Ability Tree Paths
LVL 4 Barbarian - Cimmerian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Primal Leap
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 2 Stamina Uses: UnlimitedA pouncing charge covered like ground closed at a gallop, bonus Damage on the landing strike... (see Card). - (Slot B) Beast Instinct
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 2 Stamina Uses: UnlimitedA wild-country awareness honed on harsher ground than most ever cross, +1 Defense and Vigilance in natural terrain... (see Card). - (Slot C) Warband Fury
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 2 Stamina Uses: Unlimited+1 Strength and Agility while fighting in open ground, the old warband's fury still answering the call... (see Card).
| - (Slot A) Beast-Spirit Pounce
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedChannels a beast spirit into an ally's charge, bonus Damage on their next landing strike... (see Card). - (Slot B) Wildland Sense
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA primal awareness rite chanted over an ally, +1 Defense and Vigilance in natural terrain... (see Card). - (Slot C) Warband Spirit
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedChannels the old warband's spirit into an ally, +1 Strength and Agility in open ground... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Barbarian - Cimmerian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Warband Vault
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 3 Stamina Uses: 3/RoundA short forced-movement charge that ends in a bonus-Damage strike... (see Card). - (Slot B) Horse Sense
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 3 Stamina Uses: 3/Round+1 Defense (mounted awareness) while mounted or within a turn of dismounting... (see Card). - (Slot C) Sand-Runner's Leap
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 3 Stamina Uses: 3/RoundA short forced-movement charge with no Fatigue cost, endurance that crosses open desert on foot... (see Card).
| - (Slot A) Spirit Vault
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA spectral forced-movement charge granted to an ally, closing distance into a bonus-Damage strike... (see Card). - (Slot B) Beast-Bond Sense
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA beast-spirit bond chanted over a mounted ally, +1 Defense while mounted or dismounting... (see Card). - (Slot C) Desert Spirit's Stride
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundGrants an ally a short forced-movement charge with no Fatigue cost... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Barbarian - Cimmerian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Forest's Silence
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 3 Stamina Uses: 3/RoundA closing step that moves like the wood itself forgot to name it, closing distance before the target reacts... (see Card). - (Slot B) Silent Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 3 Stamina Uses: 3/RoundA cut thrown before the target even reacts... (see Card). - (Slot C) Forest's Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 3 Stamina Uses: 3/RoundA guard held with the wood itself forgetting to name it... (see Card).
| - (Slot A) Forest's Silence Rite
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundThe wood's own silence channeled into self or an ally, closing distance before the target reacts... (see Card). - (Slot B) Silent Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed before the target even reacts... (see Card). - (Slot C) Forest's Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA ward drawn with the wood itself forgetting to name it, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Barbarian - Cimmerian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Wound's Map
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 4 Stamina Uses: 3/RoundA wound read like a map, following the first cut to wherever it leads next... (see Card). - (Slot B) Wound's Edge
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 4 Stamina Uses: 3/RoundA cut thrown following the map a wound already reads... (see Card). - (Slot C) Wound's Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 4 Stamina Uses: 3/RoundA guard held while a wound is read like a map... (see Card).
| - (Slot A) Wound's Map Rite
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA wound read like a map, drawn into self or an ally to follow the first cut wherever it leads... (see Card). - (Slot B) Wound's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA cut read like a map, loosed at range... (see Card). - (Slot C) Wound's Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA ward drawn while a wound is read like a map, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Barbarian - Cimmerian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Blood Trail
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 4 Stamina Uses: 3/RoundCimmerians follow a blood-trail to its end, marking prey that has no hope of losing them... (see Card). - (Slot B) Blood Trail Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 4 Stamina Uses: 3/RoundCimmerians strike prey with no hope of losing them... (see Card). - (Slot C) Blood Trail Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Shiftblade Cost: 4 Stamina Uses: 3/RoundCimmerians guard while following a blood-trail to its end... (see Card).
| - (Slot A) Blood Trail Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundCimmerians shield while following a blood-trail to its end, self or an ally... (see Card). - (Slot B) Blood Trail Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundCimmerians loose a bolt at prey with no hope of losing them... (see Card). - (Slot C) Blood Trail Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundCimmerians mend while following a blood-trail to its end, self or an ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Cimmerian Branch Descriptions
▸ Select to Expand
a. Woodwose (lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor) (Penalties and Bonuses TBA)
b. Nomad (Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat) (Penalties and Bonuses TBA)
c. Ghost (Light Grade (Shadowhide) armor for stealth; favors 1h weapons) (Penalties and Bonuses TBA)
Cimmerian Sub-Class - Woodwose
(lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Woodwose Branch continues this Path's progression exclusively through Level 30. |
Cimmerian Sub-Class - Nomad
(Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Nomad Branch continues this Path's progression exclusively through Level 30. |
Cimmerian Sub-Class - Ghost
(Light Grade (Shadowhide) armor for stealth; favors 1h weapons)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Ghost Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Barbarian Sub-Class - Mountaineer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Slashing or Blunt, 1h or 2h, Melee, suited to rugged terrain at Levels 4-5, e.g., hatchet, war-club, or short-sword; starting Level 6, Mountaineer widens to Throw (e.g., spear, javelin, sling) and Shoot (e.g., short recurve bow), each choice noted individually below)
▸ Expand Ability Tree Paths
LVL 4 Barbarian - Mountaineer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Companion Bond
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 2 Stamina Uses: UnlimitedA bond built the way herders raise a beast to trust them before all others, bonus Damage alongside a Companion... (see Card). - (Slot B) Tundra Step
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 2 Stamina Uses: UnlimitedImmune to difficult-terrain penalties in snow or ice, resists cold damage... (see Card). - (Slot C) Sure Footing
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 2 Stamina Uses: UnlimitedThe patient, silent footing of something that has stalked worse ground than this, immune to difficult-terrain movement penalties... (see Card).
| - (Slot A) Spirit-Bound Companion
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedExtends the Companion bond to a nearby ally, bonus Damage while fighting alongside it too... (see Card). - (Slot B) Frostward Chant
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedCalls on cold-spirits, immunity to difficult-terrain penalties in snow/ice and resistance to cold damage... (see Card). - (Slot C) Silent Stalker's Rite
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA rite of patient stillness chanted over an ally, immunity to difficult-terrain movement penalties... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Barbarian - Mountaineer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Highland Cairn
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 3 Stamina Uses: 3/RoundThe high ground taken and held like stones stacked by hands long gone, bonus Damage on elevated or rocky terrain... (see Card). - (Slot B) Terrace Stride
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 3 Stamina Uses: 3/RoundFooting kept sure on ground carved into steps by generations before, immune to difficult terrain, +1 Defense on elevated ground... (see Card). - (Slot C) Reindeer Kinship
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 3 Stamina Uses: 3/RoundA strengthened combat bonus alongside a Companion in cold terrain, doubled if that Companion is cold-adapted... (see Card).
| - (Slot A) Cairnspirit's Blessing
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundCalls the spirits of the high stones to bless an ally, bonus Damage on elevated or rocky terrain... (see Card). - (Slot B) Terraced Spirit-Step
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA rite of ancestral footing chanted over an ally, immunity to difficult terrain and +1 Defense on elevated ground... (see Card). - (Slot C) Reindeer Spirit Kinship
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundExtends the Companion-kinship bonus to a nearby ally in cold terrain, doubled if cold-adapted... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Barbarian - Mountaineer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Peakhound Charge
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 3 Stamina Uses: 3/RoundA charge that hunts like the mountain itself is hunting alongside, closing in from ground no one else could cross... (see Card). - (Slot B) Peakhound Strike
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 3 Stamina Uses: 3/RoundA strike thrown from ground no one else could cross... (see Card). - (Slot C) Peakhound Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 3 Stamina Uses: 3/RoundA guard held on ground no one else could cross... (see Card).
| - (Slot A) Peakhound Spirit
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundThe mountain itself channeled into a charge, closing in from ground no one else could cross... (see Card). - (Slot B) Peakhound Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed from ground no one else could cross... (see Card). - (Slot C) Peakhound Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA ward drawn on ground no one else could cross, self or an ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Barbarian - Mountaineer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Chase Brand
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 4 Stamina Uses: 3/RoundA brand seared mid-chase, marking a trail that only ends when the Mountaineer has run it down... (see Card). - (Slot B) Chase Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 4 Stamina Uses: 3/RoundA cut thrown along a trail that only ends when run down... (see Card). - (Slot C) Chase Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 4 Stamina Uses: 3/RoundA guard held while a brand is seared mid-chase... (see Card).
| - (Slot A) Chase Brand Rite
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA brand seared mid-chase at range, marking a trail that only ends when run down... (see Card). - (Slot B) Chase Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed along a trail that only ends when run down... (see Card). - (Slot C) Chase Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA ward drawn while a brand is seared mid-chase, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Barbarian - Mountaineer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Hunter's Brand
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 4 Stamina Uses: 3/RoundMountaineers brand their prey mid-hunt, tracking a mark that only ends when the quarry falls... (see Card). - (Slot B) Hunter's Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 4 Stamina Uses: 3/RoundMountaineers strike whoever's already branded mid-hunt... (see Card). - (Slot C) Hunter's Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 1h or 2h | Discipline: Trapcraft Cost: 4 Stamina Uses: 3/RoundMountaineers guard while branding their prey mid-hunt... (see Card).
| - (Slot A) Hunter's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundMountaineers shield while branding their prey mid-hunt, self or an ally... (see Card). - (Slot B) Hunter's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundMountaineers loose a bolt at whoever's already branded mid-hunt... (see Card). - (Slot C) Hunter's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundMountaineers mend while branding their prey mid-hunt, self or an ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Mountaineer Branch Descriptions
▸ Select to Expand
a. Amazon (unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival) (Penalties and Bonuses TBA)
b. Beast Master (any Barbarian default weapon; built around Companion synergy) (Penalties and Bonuses TBA)
c. Predator (Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons) (Penalties and Bonuses TBA)
Mountaineer Sub-Class - Amazon
(unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | - (Slot A) Snare Craft
Rigs whatever the terrain offers into a trap on the spot, a swing-log, spike pit, or snake den sprung the instant an enemy... - (Slot B) Wilds-Born
Shrugs off any biome's worst, mountain, desert, jungle, swamp, or forest, and its weather alike, even turning a quake, avalanche, or storm to their... - (Slot C) Snare Orb (Orbital) - a hovering construct woven from raw magic that primes a different trap each turn it holds, springing fire, poison, or crushing force on whatever draws too...
Same 3-choice pattern as the Path Levels above, content continues through Level 30 in the GM's full class reference. |
Mountaineer Sub-Class - Beast Master
(any Barbarian default weapon; built around Companion synergy)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Beast Master Branch continues this Path's progression exclusively through Level 30. |
Mountaineer Sub-Class - Predator
(Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Predator Branch continues this Path's progression exclusively through Level 30. |
Skip to next playable starter set Class, Marksman.
Bard (Not Playable in Starter Set)
Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song, inspiring allies to supernatural performance, confusing enemies into disarray, and reshaping the battlefield's emotional landscape through instruments that are as much weapon as they are art. Centyrs have a natural affinity for this class.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Centyr +5, Elf (High) +5, Brownling +5, Gnome +5, Halfling† +5
†Halfling Playable with Starter Set.
Averse Races: Ogre -5, Dwarf, Common -5, Orcus -5, Leshy -5, Skrath -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Bard's Cadence, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Crescendo, Once Per Day the Bard builds to a climactic verse, granting every ally within earshot an extra action on their next turn.
Extra 1d6 + lvl psychic damage on Critical Hits.
Once per encounter, Bards can Flourish their instrument to grant an ally advantage on their next Talent Roll.
Bards get +5 feet their base movement speed, once per encounter.
Bards get +4 plus their CHARISMA Score on Persuasion checks.
Favorite Talent and Profession Trees
Talent Trees: Trader
Professions: Body Artist, Holo-Artist, Cook
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Bard Path and Branch Descriptions
▸ Select to Expand
A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape. (LVL 4-20)
Strumalong Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Strum (1h string Instrument; electric guitar for TAW/Omnè Bards). Weapon Type: Martial or TAW for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate or Light (Lutewrap Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Strumalong Branches
◆ Stroller (LVL 21-30)
A wandering Strumalong who plays best on the move, never settling in one place.
Stroller Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Stroller Branch chosen at Level 21 - see Stroller above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Stroller Branch chosen at Level 21 - see Stroller above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Melodist (LVL 21-30)
A Strumalong devoted to pure melody, weaving spellsong into every note.
Melodist Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Melodist Branch chosen at Level 21 - see Melodist above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Melodist Branch chosen at Level 21 - see Melodist above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Plucker (LVL 21-30)
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Plucker Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Plucker Branch chosen at Level 21 - see Plucker above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Plucker Branch chosen at Level 21 - see Plucker above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody. (LVL 4-20)
Percussionist Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Percussion or Keyed (1h or 2h drum or keyed Instrument, e.g. a xylophone strapped on like a drum; electronic drum kit or synth-keyed rig for TAW/Omnè Bards). Weapon Type: Martial or TAW for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate or Light (Drumhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Percussionist Branches
◆ Pounder (LVL 21-30)
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Pounder Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Pounder Branch chosen at Level 21 - see Pounder above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Pounder Branch chosen at Level 21 - see Pounder above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Distorter (LVL 21-30)
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Distorter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Distorter Branch chosen at Level 21 - see Distorter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Distorter Branch chosen at Level 21 - see Distorter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rattler (LVL 21-30)
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Rattler Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rattler Branch chosen at Level 21 - see Rattler above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Rattler Branch chosen at Level 21 - see Rattler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song. (LVL 4-20)
Serenade Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Lullaby or Wind (voice or 1h wind Instrument; amplified voice or electric wind synth for TAW/Omnè Bards). Weapon Type: Martial or TAW for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate or Light (Chorus Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Serenade Branches
◆ Sprite (LVL 21-30)
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Sprite Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sprite Branch chosen at Level 21 - see Sprite above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Sprite Branch chosen at Level 21 - see Sprite above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Songbird (LVL 21-30)
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Songbird Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Songbird Branch chosen at Level 21 - see Songbird above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Songbird Branch chosen at Level 21 - see Songbird above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Charmer (LVL 21-30)
A Serenade who bends enemy will with a voice too beguiling to resist.
Charmer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Charmer Branch chosen at Level 21 - see Charmer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Charmer Branch chosen at Level 21 - see Charmer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Bard Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h Instrument (string, drum, keyed, or wind).
Weapon Types:
◆Martial or TAW for Nature Abilities; Magic for Spell Abilities. Energy Forbidden.
Note: Omnè Bards (and other TAW users) swap their instrument for an electric equivalent, e.g. electric guitar, electronic drum kit, synth-keyed rig, or amplified voice/wind synth, without changing the ability's Style or effect.
Whenever Bard's Cadence (see Main Class Abilities above) is Active:
◆Weapon Bonus†: +1 to musical enchantment potency while drawn.
◆1H Melee: 0.
◆2H Melee: 0.
◆Spell: +2 musical enchantment.
◆+2 and +2 to musical enchantment potency and Trader Talents if the Windsong Lute is played.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Delicate or Light (Cloth, Light Leather). Bonus: +1 Charisma in cloth or light armor; +2 and +2 to Charisma and Trader Talents if Cloth is worn.
+1 Charisma and +2 to Trader Talents if wearing Delicate or Light (Light Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Bard's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Bard Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Delicate or Light armor; Weapon Style: none, 1h Instrument (string, drum, keyed, or wind), see each Path below for how this widens past Level 5 into Strum, Percussion, Keyed, Lullaby, or Wind. Weapon Type: Martial or TAW for Nature Drawn, Magic for Spell Drawn (Nature Drawn is struck or beaten directly through the instrument, close and percussive, Spell Drawn is sung or played out at range, not incantations; TAW Nature Drawn covers electric instruments, common among Omnè Bards). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Bard
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Bard Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Discordant Strike
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA jarring off-key note struck at close range, the first flicker of a Bard's own instrument turned weapon... (see Card). - (Slot B) Off-Key Jab
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA quick jab struck on a deliberately sour note... (see Card). - (Slot C) Steady Beat
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA guarding rhythm kept close and even... (see Card).
| - (Slot A) Lulling Verse
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA soft verse sung to settle self or an ally... (see Card). - (Slot B) Piercing Note
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA single note pitched to carry straight through a foe's guard... (see Card). - (Slot C) Soothing Song
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA quiet song hummed over a wound, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Bard Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Battle Hymn Strike
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA close blow timed to a battle-hymn's own beat, turning rhythm itself into a weapon... (see Card). - (Slot B) Rallying Chord
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA chord struck to rally the nearest ally mid-swing... (see Card). - (Slot C) Steadfast Rhythm
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA rhythm held steady against the next blow... (see Card).
| - (Slot A) Battle Hymn Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA hymn sung over self or an ally before the battle's own beat lands... (see Card). - (Slot B) Piercing Chord
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA chord pitched to carry straight through a foe's guard... (see Card). - (Slot C) Mending Verse
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA verse hummed over a wound, self or ally... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Bard Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sharp Refrain
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA biting phrase struck right behind the blow, a Bard's earliest lesson that a song can cut as deep as steel... (see Card). - (Slot B) Cutting Verse
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA verse struck sharp enough to draw blood... (see Card). - (Slot C) Guarded Refrain
AttackRange: Touch | Style: none | Hand: 1h Instrument | Discipline: Cadence Cost: 2 Stamina Uses: UnlimitedA refrain kept close and guarded against the next blow... (see Card).
| - (Slot A) Refrain's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA refrain sung as a shield over self or an ally... (see Card). - (Slot B) Sharp Note
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA note pitched sharp enough to cut as deep as steel... (see Card). - (Slot C) Refrain's Mending
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA refrain hummed over a wound, self or ally... (see Card).
|
Bard Paths
For full versions see each Ability's Card, per module.
Bard Sub-Class - Strumalong
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Bard - Strumalong Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Lute Strike
AttackRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody Cost: 2 Stamina Uses: UnlimitedA sharp string-snap struck like a whip-crack, the first note in a Strumalong's own game of debts and favors... (see Card). - (Slot B) Debtor's Snap
AttackRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody Cost: 2 Stamina Uses: UnlimitedA string-snap aimed at whoever owes the next favor... (see Card). - (Slot C) Favor's Guard
AttackRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody Cost: 2 Stamina Uses: UnlimitedA guard held on a promised favor not yet called in... (see Card).
| - (Slot A) Debt's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA favor sung into a shield over self or an ally... (see Card). - (Slot B) Called Note
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA note that calls in a debt at range... (see Card). - (Slot C) Kindness Owed
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA favor repaid in a quiet mending song, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Bard - Strumalong Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Cascading Strike
AttackRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody Cost: 3 Stamina Uses: 3/RoundA rippling run of notes struck in quick succession, a Strumalong's melody spreading to whoever stands closest by... (see Card). - (Slot B) Rippling Strike
AttackRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody Cost: 3 Stamina Uses: 3/RoundA run of notes that ripples outward with each strike... (see Card). - (Slot C) Spreading Chord
AttackRange: Touch | Style: Strum | Hand: 1h String Instrument | Discipline: Melody Cost: 3 Stamina Uses: 3/RoundA guarding chord that spreads to whoever stands closest by... (see Card).
| - (Slot A) Rippling Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA melody spread into a shield over self or an ally... (see Card). - (Slot B) Cascading Note
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA rippling run of notes loosed at a foe... (see Card). - (Slot C) Spreading Verse
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA verse that spreads its mending to whoever stands closest by, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Bard - Strumalong Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Easy Mark
A tune that plants a debt in a target's ear, calling it in before they even notice it's there... (see Card). - (Slot B) Marked Note
A note that marks a target for a debt not yet called in... (see Card). - (Slot C) Guarded Mark
A guard held over whoever's already marked... (see Card).
| - (Slot A) Marked Aegis
A shield sung over whoever's already marked, self or ally... (see Card). - (Slot B) Called Mark
A tune sung to call in a debt already planted... (see Card). - (Slot C) Easy Mending
A tune that plants a mending note instead of a debt, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Bard - Strumalong Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Played Hand
A mark played like a hand of cards, calling in favors before the debt comes due... (see Card). - (Slot B) Dealt Blow
A blow dealt like the next card in a played hand... (see Card). - (Slot C) Folded Guard
A guard held close like a folded hand... (see Card).
| - (Slot A) Played Aegis
A hand played as a shield over self or an ally... (see Card). - (Slot B) Dealt Note
A note dealt like the next card in a played hand, loosed at a foe... (see Card). - (Slot C) Folded Mending
A hand folded quietly over a wound, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Bard - Strumalong Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Called Debt
Strumalongs mark a target as an easy bet, calling in the debt with string and bonus Damage on the call... (see Card). - (Slot B) Easy Bet
Strumalongs strike whoever's already marked as an easy bet... (see Card). - (Slot C) Debtor's Ward
Strumalongs guard whoever's already marked as an easy bet... (see Card).
| - (Slot A) Debtor's Aegis
Strumalongs shield whoever's already marked as an easy bet, self or ally... (see Card). - (Slot B) Called String
Strumalongs call in the debt with string at range... (see Card). - (Slot C) Easy Mending Bet
Strumalongs repay an easy bet with a quiet mending song, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Strumalong Branch Descriptions
▸ Select to Expand
a. Stroller (Penalties and Bonuses TBA)
b. Melodist (Penalties and Bonuses TBA)
c. Plucker (Penalties and Bonuses TBA)
Strumalong Sub-Class - Stroller
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Stroller Branch continues this Path's progression exclusively through Level 30. |
Strumalong Sub-Class - Melodist
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Melodist Branch continues this Path's progression exclusively through Level 30. |
Strumalong Sub-Class - Plucker
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Plucker Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Bard Sub-Class - Percussionist
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Bard - Percussionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Drumline Slam
AttackRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm Cost: 2 Stamina Uses: UnlimitedA heavy drum-strike delivered like a blow, the first beat of a Percussionist's own war-drum turned weapon... (see Card). - (Slot B) Beat Down
AttackRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm Cost: 2 Stamina Uses: UnlimitedA heavy beat driven straight down on a foe... (see Card). - (Slot C) War Drum Guard
AttackRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm Cost: 2 Stamina Uses: UnlimitedA guarding beat kept in time with the war-drum... (see Card).
| - (Slot A) Drumline Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA war-drum's own beat sung into a shield over self or an ally... (see Card). - (Slot B) Thundering Call
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA thundering call loosed at a foe... (see Card). - (Slot C) War Drum's Mending
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA war-drum's beat slowed to a mending rhythm, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Bard - Percussionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rolling Thunder
AttackRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm Cost: 3 Stamina Uses: 3/RoundA rolling drum-strike that carries a flicker of Fear on the wind, a Percussionist's rhythm already turning the tide before the fight even starts... (see Card). - (Slot B) Rolling Strike
AttackRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm Cost: 3 Stamina Uses: 3/RoundA drum-strike that rolls straight into a foe's guard... (see Card). - (Slot C) Thunder's Guard
AttackRange: Touch | Style: Percussion | Hand: 1h or 2h Drum | Discipline: Rhythm Cost: 3 Stamina Uses: 3/RoundA guard held with a rolling thunder already on the wind... (see Card).
| - (Slot A) Thunder's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA rolling thunder sung into a shield over self or an ally... (see Card). - (Slot B) Rolling Call
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA rolling call carrying a flicker of Fear, loosed at a foe... (see Card). - (Slot C) Thunder's Mending
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA rolling thunder slowed to a mending rhythm, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Bard - Percussionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) War Drum Call
A beat that sets a battle's pace, driving the whole line forward before the enemy can answer... (see Card). - (Slot B) Forward Beat
A beat struck to drive the line forward before the enemy can answer... (see Card). - (Slot C) Pace Guard
A guard held in time with the battle's own pace... (see Card).
| - (Slot A) Pace Aegis
A shield sung in time with the battle's own pace, self or ally... (see Card). - (Slot B) War Call
A call that sets a battle's pace, loosed at a foe... (see Card). - (Slot C) Forward Mending
A mending beat sung to keep the line moving forward, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Bard - Percussionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Named Rhythm
A target called out by name and rhythm both, marking whoever the line should focus down next... (see Card). - (Slot B) Named Strike
A strike thrown at whoever's just been named and marked... (see Card). - (Slot C) Named Guard
A guard held over whoever's just been named and marked... (see Card).
| - (Slot A) Named Aegis
A shield sung over whoever's just been named and marked, self or ally... (see Card). - (Slot B) Named Call
A call that names and marks whoever the line should focus down next... (see Card). - (Slot C) Named Mending
A mending rhythm sung for whoever's just been named, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Bard - Percussionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Chosen Foe
Percussionists rally a line to war with drum and challenge, marking their chosen foe for the whole line to finish... (see Card). - (Slot B) Chosen Strike
Percussionists strike the chosen foe the whole line is set to finish... (see Card). - (Slot C) Chosen Guard
Percussionists guard the line marked to finish their chosen foe... (see Card).
| - (Slot A) Chosen Aegis
Percussionists shield the line marked to finish their chosen foe, self or ally... (see Card). - (Slot B) Chosen Call
Percussionists rally a line to war with drum and challenge, at range... (see Card). - (Slot C) Chosen Mending
Percussionists mend the line before the chosen foe is finished, self or ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Percussionist Branch Descriptions
▸ Select to Expand
a. Pounder (Penalties and Bonuses TBA)
b. Distorter (Penalties and Bonuses TBA)
c. Rattler (Penalties and Bonuses TBA)
Percussionist Sub-Class - Pounder
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Pounder Branch continues this Path's progression exclusively through Level 30. |
Percussionist Sub-Class - Distorter
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Distorter Branch continues this Path's progression exclusively through Level 30. |
Percussionist Sub-Class - Rattler
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Rattler Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Bard Sub-Class - Serenade
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Bard - Serenade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Charming Strike
AttackRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus Cost: 2 Stamina Uses: UnlimitedA flirtatious flourish struck at close range, a Serenade's earliest lesson in turning charm into a weapon... (see Card). - (Slot B) Flirtatious Jab
AttackRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus Cost: 2 Stamina Uses: UnlimitedA quick jab thrown behind a flirtatious grin... (see Card). - (Slot C) Charmed Guard
AttackRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus Cost: 2 Stamina Uses: UnlimitedA guard held behind a disarming charm... (see Card).
| - (Slot A) Charming Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA flirtatious flourish sung into a shield over self or an ally... (see Card). - (Slot B) Charming Note
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA flirtatious note aimed to turn a foe's head... (see Card). - (Slot C) Charming Verse
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA flirtatious verse hummed over a wound, self or ally... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Bard - Serenade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Heartstring Pull
AttackRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus Cost: 3 Stamina Uses: 3/RoundA plucked note that tugs at will itself, a Serenade learning early how far a heartstring can be stretched before it snaps... (see Card). - (Slot B) Snapped String
AttackRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus Cost: 3 Stamina Uses: 3/RoundA heartstring pulled until it snaps against a foe's own will... (see Card). - (Slot C) Steady Heartstring
AttackRange: Touch | Style: Lullaby or Wind | Hand: Voice or 1h Wind Instrument | Discipline: Chorus Cost: 3 Stamina Uses: 3/RoundA heartstring held steady rather than pulled... (see Card).
| - (Slot A) Heartstring Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA heartstring sung into a shield over self or an ally... (see Card). - (Slot B) Pulled Note
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA note that tugs at a foe's own will, loosed at range... (see Card). - (Slot C) Heartstring's Mending
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA heartstring plucked gently over a wound, self or ally... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Bard - Serenade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Stolen Glance
A look turned into a weapon, needling a target before they even know they've been struck... (see Card). - (Slot B) Stolen Strike
A strike thrown the instant a stolen glance lands... (see Card). - (Slot C) Averted Guard
A guard held behind eyes that never quite meet the foe's own... (see Card).
| - (Slot A) Stolen Aegis
A shield sung behind a stolen glance, self or ally... (see Card). - (Slot B) Stolen Note
A note that needles a target before they even know they've been struck, loosed at range... (see Card). - (Slot C) Averted Mending
A quiet mending sung behind eyes that never quite meet, self or ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Bard - Serenade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Open Heart
A heart read like an open book, marking the smitten for whatever comes next... (see Card). - (Slot B) Smitten Strike
A strike thrown at whoever's already marked smitten... (see Card). - (Slot C) Open Guard
A guard held over a heart already read like an open book... (see Card).
| - (Slot A) Open Aegis
A shield sung over a heart already read like an open book, self or ally... (see Card). - (Slot B) Smitten Call
A call that marks the smitten for whatever comes next, at range... (see Card). - (Slot C) Open Mending
A mending verse sung for a heart already read open, self or ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Bard - Serenade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Cruel Infatuation
Serenades turn infatuation into a weapon, marking the smitten for a final, cruel reckoning... (see Card). - (Slot B) Cruel Strike
Serenades strike the smitten for a final, cruel reckoning... (see Card). - (Slot C) Infatuation's Guard
Serenades guard whoever's already marked for a cruel reckoning... (see Card).
| - (Slot A) Infatuation's Aegis
Serenades shield whoever's already marked for a cruel reckoning, self or ally... (see Card). - (Slot B) Cruel Call
Serenades turn infatuation into a weapon at range, a final, cruel reckoning... (see Card). - (Slot C) Infatuation's Mending
Serenades mend whoever's already marked, before the reckoning comes due, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Serenade Branch Descriptions
▸ Select to Expand
a. Sprite (Penalties and Bonuses TBA)
b. Songbird (Penalties and Bonuses TBA)
c. Charmer (Penalties and Bonuses TBA)
Serenade Sub-Class - Sprite
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Sprite Branch continues this Path's progression exclusively through Level 30. |
Serenade Sub-Class - Songbird
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Songbird Branch continues this Path's progression exclusively through Level 30. |
Serenade Sub-Class - Charmer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Charmer Branch continues this Path's progression exclusively through Level 30. |
Doom Knight (Not Playable in Starter Set)
Corrupted warriors who channel death, decay, and necrotic energy into devastating martial combat, Doom Knights serve dark powers with equal parts blade and curse, treating entropy itself as a weapon and the suffering of enemies as fuel for their own continued existence in service of forces mortals were not meant to understand.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Evil
Favored Races:
Troll (Village) +5, Human† +5, Orcus +5
†Human Playable with Starter Set.
Averse Races: Centyr -5, Elf (Common) -5, Elf (Sylvan) -5, Brownling -5, Halfling -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Grave Pact, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Deathless March, Once Per Day the Doom Knight refuses to fall, surviving at 1 Life when reduced to 0 and draining Life from the nearest enemy equal to their Resistance Score.
Extra 1d6 + lvl necrotic damage on Critical Hits.
Once per encounter, Doom Knights can Flourish a 2h weapon that lowers their target's Resistance at a number equal to their Toughness Score.
Doom Knights get +5 feet their base movement speed, once per encounter.
Doom Knights get +4 plus their RES Score on Intimidation checks.
Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Blacksmith, Engineer, Stonesmith
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Doom Knight Path and Branch Descriptions
▸ Select to Expand
A frontline Doom Knight who anchors the battle line, drawing on death's own weight to protect allies. (LVL 4-20)
Death Guard Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Chop. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Bonewrought Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Death Guard Branches
◆ Scourge (LVL 21-30)
A Death Guard who spreads rot and plague to weaken every enemy nearby.
Scourge Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Scourge Branch chosen at Level 21 - see Scourge above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Scourge Branch chosen at Level 21 - see Scourge above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Umbral Lord (LVL 21-30)
A Death Guard cloaked in shadow, commanding darkness to shield and blind.
Umbral Lord Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Umbral Lord Branch chosen at Level 21 - see Umbral Lord above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Umbral Lord Branch chosen at Level 21 - see Umbral Lord above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Dread Knight (LVL 21-30)
A Death Guard whose mere presence instills fear that breaks enemy resolve.
Dread Knight Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Dread Knight Branch chosen at Level 21 - see Dread Knight above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Dread Knight Branch chosen at Level 21 - see Dread Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
An offense-focused Doom Knight who delivers death directly, cutting down enemies with dark conviction. (LVL 4-20)
Death Bringer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Chop. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Grave Iron).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Death Bringer Branches
◆ Death Lord (LVL 21-30)
A Death Bringer who commands death itself, striking with a sovereign's cold authority.
Death Lord Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Death Lord Branch chosen at Level 21 - see Death Lord above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Death Lord Branch chosen at Level 21 - see Death Lord above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Death Knight (LVL 21-30)
A Death Bringer devoted purely to the blade, delivering death in a single stroke.
Death Knight Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Death Knight Branch chosen at Level 21 - see Death Knight above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Death Knight Branch chosen at Level 21 - see Death Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Decaymancer (LVL 21-30)
A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
Decaymancer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Decaymancer Branch chosen at Level 21 - see Decaymancer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Decaymancer Branch chosen at Level 21 - see Decaymancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A commanding Doom Knight who leads from the front, tempering death's power with a lord's discipline. (LVL 4-20)
Lordsman Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Chop. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Sable Steel).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Lordsman Branches
◆ Radiant Knight (LVL 21-30)
A Lordsman who tempers death's power with a flicker of stolen light.
Radiant Knight Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Radiant Knight Branch chosen at Level 21 - see Radiant Knight above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Radiant Knight Branch chosen at Level 21 - see Radiant Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Paragon Knight (LVL 21-30)
A Lordsman held up as the ideal of disciplined, honorable death-craft.
Paragon Knight Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Paragon Knight Branch chosen at Level 21 - see Paragon Knight above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Paragon Knight Branch chosen at Level 21 - see Paragon Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Sentinel (LVL 21-30)
A Lordsman who holds the line, standing watch so allies never fall unguarded.
Sentinel Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sentinel Branch chosen at Level 21 - see Sentinel above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Sentinel Branch chosen at Level 21 - see Sentinel above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Doom Knight Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆2h Slashing or 2h Chop.
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Grave Pact (see Main Class Abilities above) is Active:
◆Weapon Bonus†: +1 Damage from necrotic amplification.
◆1H Melee: +1 Hit.
◆2H Melee: +1 Hit, +1 Damage (necrotic amp).
◆+2 and +2 to Hit and Crypt Raider Talents if the Deathless Greatsword (Slashing) or Gravehewn Axe (Chop) is wielded.
◆Spell: +1 necrotic and death magic.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Heavy or Medium (Plate, Full Chain). Bonus: +2 Armor Score (AS) in plate or heavy chain; +1 PROTS in heavy armor; +2 and +2 to AS and Crypt Raider Talents if Plate is worn.
+1 AS and +2 to Crypt Raider Talents if wearing Heavy or Medium (Full Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Doom Knight's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Doom Knight Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Doom Knight
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Doom Knight Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Deathblow
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA 2h strike drawn from the same well as the Grave Pact, a Doom Knight's first taste of turning death itself into a weapon... (see Card). - (Slot B) Grave Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA cut drawn as if opening a grave already dug... (see Card). - (Slot C) Sable Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA guard held with the same weight as the Grave Pact itself... (see Card).
| - (Slot A) Pact Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA ward drawn from the same pact that binds the Doom Knight to death itself, self or ally... (see Card). - (Slot B) Withering Grasp
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA withering grasp of necrotic pact-magic loosed at a foe... (see Card). - (Slot C) Grave Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark renewal drawn from the same well as the pact, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Doom Knight Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Cleaving Blow
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA wide 2h swing catching two adjacent foes, the blade already learning to reap more than one soul at a time... (see Card). - (Slot B) Reaper's Arc
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA wide arc thrown to reap whoever stands closest... (see Card). - (Slot C) Bulwark Stance
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA stance braced wide enough to answer more than one blade... (see Card).
| - (Slot A) Reaper's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark shield sung over self or an ally... (see Card). - (Slot B) Soul Reap
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA necrotic pull that reaches for more than one soul at range... (see Card). - (Slot C) Reaper's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark renewal drawn from the reaper's own well, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Doom Knight Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Executioner's Advance
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA grinding 2h advance struck like the closing of an execution, marking a target already cursed for a reckoning only steel can settle... (see Card). - (Slot B) Cursed Advance
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedAn advance closed on a target already cursed for reckoning... (see Card). - (Slot C) Executioner's Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Ruin Cost: 2 Stamina Uses: UnlimitedA guard held like the closing of an execution... (see Card).
| - (Slot A) Executioner's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark shield closed like an execution over self or an ally... (see Card). - (Slot B) Cursed Reckoning
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA curse marking a target for a reckoning only steel can finish, loosed at range... (see Card). - (Slot C) Executioner's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark renewal closed like the settling of a reckoning, self or ally... (see Card).
|
Doom Knight Paths
For full versions see each Ability's Card, per module.
Doom Knight Sub-Class - Death Guard
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Doom Knight - Death Guard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bulwark Strike
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathwall Cost: 2 Stamina Uses: UnlimitedA 2h strike thrown from behind a raised guard, a Death Guard's earliest lesson in making the enemy answer to someone else's steel first... (see Card). - (Slot B) Guarded Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathwall Cost: 2 Stamina Uses: UnlimitedA cut thrown from behind a raised guard... (see Card). - (Slot C) Answering Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathwall Cost: 2 Stamina Uses: UnlimitedA guard raised to make the enemy answer to someone else's steel first... (see Card).
| - (Slot A) Bulwark Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark bulwark sung over self or an ally... (see Card). - (Slot B) Guarded Grasp
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA necrotic grasp thrown from behind a raised guard, at range... (see Card). - (Slot C) Bulwark Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark renewal drawn from behind a raised guard, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Doom Knight - Death Guard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Wall of Bone Strike
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathwall Cost: 3 Stamina Uses: 3/RoundA 2h strike that plants like a wall, the first stone in a Death Guard's own wall of bone and iron... (see Card). - (Slot B) Bonewall Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathwall Cost: 3 Stamina Uses: 3/RoundA cut thrown from a wall of bone and iron already planted... (see Card). - (Slot C) Bonewall Stand
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathwall Cost: 3 Stamina Uses: 3/RoundA stand planted like the first stone of a wall of bone and iron... (see Card).
| - (Slot A) Bonewall Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA wall of bone sung into a shield over self or an ally... (see Card). - (Slot B) Bone Splinter
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA splinter of bone and iron loosed at a foe... (see Card). - (Slot C) Bonewall Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA dark renewal drawn from a wall of bone and iron, self or ally... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Doom Knight - Death Guard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Iron Wall Stand
A stance that roots the Death Guard at the front of the line, daring the enemy to come through them first... (see Card). - (Slot B) Iron Wall Strike
A strike thrown from the front of the line, daring the enemy to come through first... (see Card). - (Slot C) Rooted Wall
A stance rooted so deep the line behind it never has to move... (see Card).
| - (Slot A) Iron Wall Aegis
A shield sung to root the line at the front, self or ally... (see Card). - (Slot B) Iron Wall Call
A call that dares the enemy to come through the wall first, at range... (see Card). - (Slot C) Rooted Renewal
A dark renewal drawn from a stance rooted deep, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Doom Knight - Death Guard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Kept Promise
A taunt turned into a promise, calling blade after blade toward the Death Guard's own guard instead... (see Card). - (Slot B) Promised Cut
A cut delivered on a promise already made to whoever's blade came first... (see Card). - (Slot C) Promise Kept Guard
A guard held on the same promise that calls every blade toward it... (see Card).
| - (Slot A) Promise Aegis
A shield sung on a promise made to draw every blade toward it, self or ally... (see Card). - (Slot B) Promised Call
A taunt turned into a promise, called out at range... (see Card). - (Slot C) Promise Renewal
A dark renewal drawn from a promise already kept, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Doom Knight - Death Guard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Shieldward Call
Death Guards plant themselves at the front of the line, calling every blade in the room to their own shield instead... (see Card). - (Slot B) Shieldward Strike
Death Guards strike whoever answered the call to their own shield instead... (see Card). - (Slot C) Shieldward Stand
Death Guards plant themselves at the front of the line, daring every blade to come through them first... (see Card).
| - (Slot A) Shieldward Aegis
Death Guards shield the whole line by calling every blade to their own shield instead, self or ally... (see Card). - (Slot B) Shieldward Grasp
Death Guards call every blade in the room to their own shield instead, at range... (see Card). - (Slot C) Shieldward Renewal
Death Guards mend the line they've planted themselves at the front of, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Death Guard Branch Descriptions
▸ Select to Expand
a. Scourge (Penalties and Bonuses TBA)
b. Umbral Lord (Penalties and Bonuses TBA)
c. Dread Knight (Penalties and Bonuses TBA)
Death Guard Sub-Class - Scourge
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Scourge Branch continues this Path's progression exclusively through Level 30. |
Death Guard Sub-Class - Umbral Lord
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Umbral Lord Branch continues this Path's progression exclusively through Level 30. |
Death Guard Sub-Class - Dread Knight
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Dread Knight Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Doom Knight Sub-Class - Death Bringer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Doom Knight - Death Bringer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Executioner's Reckoning
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathblow Cost: 2 Stamina Uses: UnlimitedThe grinding advance closed even harder, a Death Bringer's earliest gift for turning a curse already laid into a killing blow... (see Card). - (Slot B) Curse-Bound Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathblow Cost: 2 Stamina Uses: UnlimitedA cut aimed at a curse already laid... (see Card). - (Slot C) Reckoning Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathblow Cost: 2 Stamina Uses: UnlimitedA guard held over a curse not yet called in... (see Card).
| - (Slot A) Reckoning Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA curse turned inside out into a shield over self or an ally... (see Card). - (Slot B) Curse Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA curse already laid, called in from range... (see Card). - (Slot C) Reckoning Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark renewal drawn from a curse turned inward, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Doom Knight - Death Bringer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Soulrend Strike
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathblow Cost: 3 Stamina Uses: 3/RoundA 2h strike that tears at more than flesh, a Death Bringer's blade already reaching for what's underneath it... (see Card). - (Slot B) Soul Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathblow Cost: 3 Stamina Uses: 3/RoundA cut that tears at more than flesh alone... (see Card). - (Slot C) Soulbound Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathblow Cost: 3 Stamina Uses: 3/RoundA guard that reaches for what's underneath the blow before it lands... (see Card).
| - (Slot A) Soulbound Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA shield drawn from what's underneath the flesh, self or ally... (see Card). - (Slot B) Soulrend Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA bolt that tears at more than flesh, loosed at range... (see Card). - (Slot C) Soulbound Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA dark renewal drawn from what's underneath the flesh, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Doom Knight - Death Bringer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ground Curse
A curse laid on the battlefield before the Death Bringer ever crosses it, marking dread before the first blow ever lands... (see Card). - (Slot B) Ground Strike
A strike thrown at whoever's already marked by a curse laid on the ground... (see Card). - (Slot C) Cursed Ground Guard
A guard held over ground already cursed... (see Card).
| - (Slot A) Ground Curse Aegis
A shield drawn from a curse laid on the ground, self or ally... (see Card). - (Slot B) Dread Bolt
A curse laid on the battlefield, loosed at a foe before the first blow ever lands... (see Card). - (Slot C) Ground Curse Renewal
A dark renewal drawn from ground already cursed, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Doom Knight - Death Bringer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Early Dread
The doomed marked long before the killing blow, letting dread do the first cutting... (see Card). - (Slot B) Dread's Edge
A blade thrown at whoever's already doomed by dread itself... (see Card). - (Slot C) Doomed Guard
A guard held over the doomed, long before the killing blow ever lands... (see Card).
| - (Slot A) Doomed Aegis
A shield drawn over the doomed, long before the killing blow ever lands, self or ally... (see Card). - (Slot B) Dread Call
A call that lets dread do the first cutting, at range... (see Card). - (Slot C) Doomed Renewal
A dark renewal drawn from the doomed, long before the killing blow, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Doom Knight - Death Bringer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Doomed Reckoning
Death Bringers curse the battlefield before they ever cross it, marking the doomed for a reckoning only they can deliver... (see Card). - (Slot B) Doomed Strike
Death Bringers strike whoever's already marked for a reckoning only they can deliver... (see Card). - (Slot C) Doomed Bulwark
Death Bringers guard the battlefield they've already cursed... (see Card).
| - (Slot A) Doomed Bulwark Aegis
Death Bringers shield the battlefield they've already cursed, self or ally... (see Card). - (Slot B) Doomed Call
Death Bringers curse the battlefield at range, marking the doomed for a reckoning only they can deliver... (see Card). - (Slot C) Doomed Renewal Bloom
Death Bringers mend the battlefield they've already cursed, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Death Bringer Branch Descriptions
▸ Select to Expand
a. Death Lord (Penalties and Bonuses TBA)
b. Death Knight (Penalties and Bonuses TBA)
c. Decaymancer (Penalties and Bonuses TBA)
Death Bringer Sub-Class - Death Lord
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Death Lord Branch continues this Path's progression exclusively through Level 30. |
Death Bringer Sub-Class - Death Knight
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Death Knight Branch continues this Path's progression exclusively through Level 30. |
Death Bringer Sub-Class - Decaymancer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Decaymancer Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Doom Knight Sub-Class - Lordsman
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Doom Knight - Lordsman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Vowbound Strike
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathlord Cost: 2 Stamina Uses: UnlimitedA 2h strike sworn like an oath, a Lordsman's earliest vow already turning steel into conviction... (see Card). - (Slot B) Sworn Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathlord Cost: 2 Stamina Uses: UnlimitedA cut delivered on a vow already sworn... (see Card). - (Slot C) Vowbound Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathlord Cost: 2 Stamina Uses: UnlimitedA guard held on the same conviction as a sworn vow... (see Card).
| - (Slot A) Vowbound Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA vow sung into a shield over self or an ally... (see Card). - (Slot B) Sworn Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bolt sworn like an oath, loosed at a foe... (see Card). - (Slot C) Vowbound Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA dark renewal sworn like a vow, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Doom Knight - Lordsman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Radiant Edge Strike
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathlord Cost: 3 Stamina Uses: 3/RoundA 2h strike lit with a pale, cold radiance, a Lordsman's blade already burning brightest against the deserving dark... (see Card). - (Slot B) Radiant Cut
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathlord Cost: 3 Stamina Uses: 3/RoundA cut lit with the same pale, cold radiance... (see Card). - (Slot C) Radiant Guard
AttackRange: Touch | Style: Slashing or Chop | Hand: 2h | Discipline: Deathlord Cost: 3 Stamina Uses: 3/RoundA guard lit with a pale radiance against the deserving dark... (see Card).
| - (Slot A) Radiant Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA pale, cold radiance sung into a shield over self or an ally... (see Card). - (Slot B) Radiant Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA pale, cold radiance loosed at a foe... (see Card). - (Slot C) Radiant Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA pale, cold renewal drawn from a stolen light, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Doom Knight - Lordsman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Silent Oath
A blade sworn to a cause the Lordsman refuses to name, cutting down evil wherever it hides... (see Card). - (Slot B) Silent Cut
A cut struck for a cause the Lordsman refuses to name... (see Card). - (Slot C) Silent Guard
A guard held for a cause the Lordsman refuses to name... (see Card).
| - (Slot A) Silent Aegis
A shield sung for a cause the Lordsman refuses to name, self or ally... (see Card). - (Slot B) Silent Call
A blade sworn to an unnamed cause, called in from range... (see Card). - (Slot C) Silent Renewal
A dark renewal drawn from a cause the Lordsman refuses to name, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Doom Knight - Lordsman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Vow and Vengeance
A line walked between vow and vengeance, cursing a target in the same breath as it's sworn... (see Card). - (Slot B) Vengeance Cut
A cut struck in the same breath as a vow is sworn... (see Card). - (Slot C) Vow's Guard
A guard walked on the same line between vow and vengeance... (see Card).
| - (Slot A) Vow's Aegis
A shield sung on the same line between vow and vengeance, self or ally... (see Card). - (Slot B) Vengeance Call
A curse called in the same breath as a vow is sworn, at range... (see Card). - (Slot C) Vow's Renewal
A dark renewal walked on the same line between vow and vengeance, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Doom Knight - Lordsman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Narrow Vow
Lordsmen swear oaths against evil in the same breath as they curse it, walking a narrow line between justice and vengeance... (see Card). - (Slot B) Narrow Cut
Lordsmen strike along the same narrow line between justice and vengeance... (see Card). - (Slot C) Narrow Guard
Lordsmen guard the same narrow line between justice and vengeance... (see Card).
| - (Slot A) Narrow Aegis
Lordsmen shield the narrow line between justice and vengeance, self or ally... (see Card). - (Slot B) Narrow Call
Lordsmen swear oaths against evil at range, cursing it in the same breath... (see Card). - (Slot C) Narrow Renewal
Lordsmen mend along the same narrow line between justice and vengeance, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Lordsman Branch Descriptions
▸ Select to Expand
a. Radiant Knight (Penalties and Bonuses TBA)
b. Paragon Knight (Penalties and Bonuses TBA)
c. Sentinel (Penalties and Bonuses TBA)
Lordsman Sub-Class - Radiant Knight
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Radiant Knight Branch continues this Path's progression exclusively through Level 30. |
Lordsman Sub-Class - Paragon Knight
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Paragon Knight Branch continues this Path's progression exclusively through Level 30. |
Lordsman Sub-Class - Sentinel
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Sentinel Branch continues this Path's progression exclusively through Level 30. |
Druid (Not Playable in Starter Set)
Ancient nature-bound spellcasters who draw power from the living world itself, Druids channel celestial forces, primal animal transformation, and dream-state consciousness to protect and reshape the natural order, equally capable of becoming the predator they summon, calling down starlight as a weapon, or walking through enemy minds while their body sits motionless in the wild.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Firbolg +5, Elf (Common)† +5, Elf (Sylvan) +5, Yawnie +5, Drevane +5, Leshy +5
†Elf (Common) Playable with Starter Set.
Averse Races: Omnè -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Verdant Attunement, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Wild Shape Ascendant, Once Per Day the Druid fully transforms into a beast form matching their terrain, gaining a Life pool equal to their Constitution Score and the beast's natural attacks for the rest of the encounter.
Extra 1d6 + lvl nature damage on Critical Hits.
Once per encounter, Druids can Flourish their stave to entangle a target, reducing their movement speed by half.
Druids get +5 feet their base movement speed, once per encounter, while in natural terrain.
Druids get +4 plus their KNOWLEDGE Score on nature-related Knowledge checks.
Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Apothecary, Bioengineer, Carpenter
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Druid Path and Branch Descriptions
▸ Select to Expand
A sky-focused Druid who channels the sun, moon, and stars into their magic. (LVL 4-20)
Celestial Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Starlight Weave).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Celestial Branches
◆ Starduster (LVL 21-30)
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Starduster Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Starduster Branch chosen at Level 21 - see Starduster above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Starduster Branch chosen at Level 21 - see Starduster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Lunar (LVL 21-30)
A Celestial Druid whose power swells and fades with the moon's own phases.
Lunar Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Lunar Branch chosen at Level 21 - see Lunar above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Lunar Branch chosen at Level 21 - see Lunar above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Solar (LVL 21-30)
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Solar Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Solar Branch chosen at Level 21 - see Solar above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Solar Branch chosen at Level 21 - see Solar above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A primal Druid who draws on beast-spirits and shapeshifting to fight alongside nature's fiercest forms. (LVL 4-20)
Hyborian Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bearskin Hide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Hyborian Branches
◆ Ursidae (unlocks Bear Form, a sustained tank transformation the Druid can enter and exit at will, independent of worn armor) (LVL 21-30)
A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
Ursidae Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ursidae Branch chosen at Level 21 - see Ursidae above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Ursidae Branch chosen at Level 21 - see Ursidae above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shifter (LVL 21-30)
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
Shifter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shifter Branch chosen at Level 21 - see Shifter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shifter Branch chosen at Level 21 - see Shifter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Ravager (LVL 21-30)
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Ravager Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ravager Branch chosen at Level 21 - see Ravager above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Ravager Branch chosen at Level 21 - see Ravager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A Druid who walks the dream-realm, drawing power and secrets from sleep and nightmare alike. (LVL 4-20)
Dreamcryer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Dreamsilk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Dreamcryer Branches
◆ Dreamcaster (LVL 21-30)
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Dreamcaster Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Dreamcaster Branch chosen at Level 21 - see Dreamcaster above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Dreamcaster Branch chosen at Level 21 - see Dreamcaster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Nightmare (LVL 21-30)
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Nightmare Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Nightmare Branch chosen at Level 21 - see Nightmare above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Nightmare Branch chosen at Level 21 - see Nightmare above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Lorekeeper (LVL 21-30)
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Lorekeeper Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Lorekeeper Branch chosen at Level 21 - see Lorekeeper above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Lorekeeper Branch chosen at Level 21 - see Lorekeeper above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Druid Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h or 2h Blunt or Chop (stave, club, or sickle).
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Verdant Attunement (see Main Class Abilities above) is Active:
◆Weapon Bonus†: +1 to transformation Spell potency while wielded.
◆1H Melee: 0 (staves, clubs, sickles).
◆+2 and +2 to nature Spell rolls and Scout Talents if the Thornwood Sickle is wielded.
◆Focus Pouch (Off) +1 to nature Spell rolls, or Buckler (Off) +1 PROTS instead.
◆2H Melee: 0 (staves).
◆+2 and +2 to nature Spell rolls and Scout Talents if the Elderbark Stave is wielded.
◆Spell: +2 nature and transformation.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Light or Delicate (Hide, Robe). Bonus: +1 to nature-based spell rolls in hide or robes; +2 and +2 to nature Spell rolls and Scout Talents if Hide is worn.
+1 to nature Spell rolls and +2 to Scout Talents if wearing Light or Delicate (Robe).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Druid's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Druid Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Druid
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Druid Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bramblewood Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedA warding stance drawn from tangled root and bark, a Druid's earliest lesson in letting the wild answer for them... (see Card). - (Slot B) Root Snare
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedRoots surge up beneath a foe's feet on command, catching them before they can react... (see Card). - (Slot C) Bark Skin
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedSkin toughened like young bark, hardening against the next blow... (see Card).
| - (Slot A) Verdant Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedLiving green wraps around self or an ally, turning aside harm before it lands... (see Card). - (Slot B) Thorned Lash
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA whip-crack of thorned vine lashed out at a foe... (see Card). - (Slot C) Sapling's Mend
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedNew growth knits quietly over a wound, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Druid Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Stonebark Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedThe bark thickens the longer a Druid holds still, patience itself becoming a shield... (see Card). - (Slot B) Stone Fist
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedA blow struck with the weight of standing stone behind it... (see Card). - (Slot C) Deep Roots
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedFooting anchored like an old-growth root, refusing to be moved... (see Card).
| - (Slot A) Stone Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA skin of living stone settles over self or an ally... (see Card). - (Slot B) Quake Snap
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA sharp tremor snapped up through the ground toward a foe... (see Card). - (Slot C) Mending Bloom
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA flower blooms early over a wound, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Druid Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Starlit Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedThe first ward drawn down from starlight overhead, a Druid's earliest reach beyond the earth itself... (see Card). - (Slot B) Falling Star
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedA blow brought down like a star falling to earth... (see Card). - (Slot C) Starlight Calm
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Wildcraft Cost: 2 Stamina Uses: UnlimitedCold starlight settles a racing heart before it can spiral... (see Card).
| - (Slot A) Celestial Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedStarlight gathers into a shield over self or an ally... (see Card). - (Slot B) Star-Fire Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA mote of star-fire struck home from range... (see Card). - (Slot C) Starlit Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedStarlight poured into a wound like water, self or ally... (see Card).
|
Druid Paths
For full versions see each Ability's Card, per module.
Druid Sub-Class - Celestial
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Druid - Celestial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Starbound Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall Cost: 2 Stamina Uses: UnlimitedThe starlight ward reaching full brightness, a Celestial's earliest claim on the sky itself... (see Card). - (Slot B) Star Streak
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall Cost: 2 Stamina Uses: UnlimitedA streak of falling light struck home... (see Card). - (Slot C) Skybound Step
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall Cost: 2 Stamina Uses: UnlimitedA step taken half a beat ahead of where the body was... (see Card).
| - (Slot A) Halo Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA ring of starlight settles over self or an ally... (see Card). - (Slot B) Comet Call
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA splinter of falling star called down on a foe... (see Card). - (Slot C) Starlit Breath
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedStarlight drawn into a slow, mending breath, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Druid - Celestial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Eclipse Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall Cost: 3 Stamina Uses: 3/RoundA ward struck the instant sun and moon align, a Celestial's earliest lesson in timing a ward to the heavens... (see Card). - (Slot B) Eclipse Strike
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall Cost: 3 Stamina Uses: 3/RoundA blow timed to the instant sun and moon align... (see Card). - (Slot C) Waning Step
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Starcall Cost: 3 Stamina Uses: 3/RoundA step taken as the light itself thins away... (see Card).
| - (Slot A) Eclipse Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA shield drawn from the alignment of sun and moon, self or ally... (see Card). - (Slot B) Umbral Ray
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA ray of eclipsed light loosed on a foe... (see Card). - (Slot C) Lunar Breath
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundMoonlight drawn into a slow, mending breath, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Druid - Celestial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Skyfall Strike
A strike drawn from whatever light hangs overhead, drawing on a sky that never stops watching... (see Card). - (Slot B) Meteor Graze
A glancing blow struck like a meteor skimming the horizon... (see Card). - (Slot C) Skyward Guard
A ward raised with an eye still turned to the sky... (see Card).
| - (Slot A) Starfall Ray
A ray called down from whatever light hangs overhead... (see Card). - (Slot B) Skyward Aegis
A shield drawn from the same sky that never stops watching, self or ally... (see Card). - (Slot C) Comet's Breath
A breath drawn slow beneath a falling star, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Druid - Celestial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Turning Stars
The turning stars read mid-cast, warding an ally the instant the moon turns... (see Card). - (Slot B) Star's Reach
A blow that reaches as far as starlight itself carries... (see Card). - (Slot C) Waxing Step
A step taken as the light itself grows again... (see Card).
| - (Slot A) Turning Aegis
A shield read mid-cast the instant the moon turns, self or ally... (see Card). - (Slot B) Star's Reach Bolt
A bolt that reaches as far as starlight itself carries... (see Card). - (Slot C) Waxing Breath
A breath drawn as the light itself grows again, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Druid - Celestial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Moonfall Strike
Celestials read the turning sky itself, striking and warding by the phase of the moon and the fall of a star... (see Card). - (Slot B) Starfall Strike
Celestials strike by the fall of a star read just before it lands... (see Card). - (Slot C) Skybound Guard
Celestials ward by the phase of the moon overhead... (see Card).
| - (Slot A) Moonfall Aegis
Celestials shield by the phase of the moon itself, self or ally... (see Card). - (Slot B) Starfall Ray
Celestials call down light by the fall of a star read just before it lands... (see Card). - (Slot C) Skybound Breath
Celestials mend by the phase of the moon overhead, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Celestial Branch Descriptions
▸ Select to Expand
a. Starduster (Penalties and Bonuses TBA)
b. Lunar (Penalties and Bonuses TBA)
c. Solar (Penalties and Bonuses TBA)
Celestial Sub-Class - Starduster
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Starduster Branch continues this Path's progression exclusively through Level 30. |
Celestial Sub-Class - Lunar
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Lunar Branch continues this Path's progression exclusively through Level 30. |
Celestial Sub-Class - Solar
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Solar Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Druid Sub-Class - Hyborian
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Druid - Hyborian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Claw Rake
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform Cost: 2 Stamina Uses: UnlimitedThe first shapeshifted rake of claw through hide, a Hyborian's earliest taste of the hunt within... (see Card). - (Slot B) Snapping Jaw
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform Cost: 2 Stamina Uses: UnlimitedA jaw snapped shut on a fleeing foe... (see Card). - (Slot C) Hide Ward
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform Cost: 2 Stamina Uses: UnlimitedHide thickened half a beat before the blow lands... (see Card).
| - (Slot A) Feral Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA hide-toughening ward drawn from the hunt within, self or ally... (see Card). - (Slot B) Rending Howl
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA howl carrying claw and bite loosed at a foe... (see Card). - (Slot C) Den Breath
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA slow, mending breath drawn from the den, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Druid - Hyborian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rending Bite
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform Cost: 3 Stamina Uses: 3/RoundA bite that finds the deepest wound already opened, a Hyborian's earliest instinct for the kill... (see Card). - (Slot B) Deepest Wound
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform Cost: 3 Stamina Uses: 3/RoundA strike aimed at a wound already opened... (see Card). - (Slot C) Predator's Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Beastform Cost: 3 Stamina Uses: 3/RoundA guarded stance held with a predator's own patience... (see Card).
| - (Slot A) Predator's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA shield drawn from a predator's own patience, self or ally... (see Card). - (Slot B) Wound Caller
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA call that finds the deepest wound already opened, loosed at a foe... (see Card). - (Slot C) Kindred Breath
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA slow, mending breath drawn from a kindred instinct, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Druid - Hyborian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Claw Answer
A strike where claw and hide answer before words ever could, closing a fight like a predator closes a hunt... (see Card). - (Slot B) Hunt's Answer
A strike thrown the instant the hunt calls for it... (see Card). - (Slot C) Kindred Guard
A guard raised on kindred instinct alone... (see Card).
| - (Slot A) Hunt's Aegis
A shield raised the instant the hunt calls for it, self or ally... (see Card). - (Slot B) Claw Call
A call carrying claw and hide loosed at a foe before words ever could... (see Card). - (Slot C) Instinct's Breath
A slow, mending breath drawn on kindred instinct alone, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Druid - Hyborian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) First Mover
A hunt run on instinct alone, marking whoever moves first as prey that won't get a second chance... (see Card). - (Slot B) Second Strike
A blow thrown the instant a first strike lands... (see Card). - (Slot C) Prey's Guard
A guard held with the same instinct that marks prey... (see Card).
| - (Slot A) Prey's Aegis
A shield raised with the same instinct that marks prey, self or ally... (see Card). - (Slot B) First Mover's Call
A call thrown at whoever moves first, marking them as prey that won't get a second chance... (see Card). - (Slot C) Instinct's Renewal
A slow, mending breath drawn on instinct alone, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Druid - Hyborian Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bound Predator
Hyborians shed their own shape for claw and hide, hunting as the predator they've bound themselves to... (see Card). - (Slot B) Bound Fang
Hyborians strike with the fang of the predator they've bound themselves to... (see Card). - (Slot C) Bound Hide
Hyborians ward with the hide of the predator they've bound themselves to... (see Card).
| - (Slot A) Bound Aegis
Hyborians shield with the hide of the predator they've bound themselves to, self or ally... (see Card). - (Slot B) Bound Howl
Hyborians call with the voice of the predator they've bound themselves to, loosed at a foe... (see Card). - (Slot C) Bound Renewal
Hyborians mend with the instinct of the predator they've bound themselves to, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Hyborian Branch Descriptions
▸ Select to Expand
a. Ursidae (Penalties and Bonuses TBA)
b. Shifter (Penalties and Bonuses TBA)
c. Ravager (Penalties and Bonuses TBA)
Hyborian Sub-Class - Ursidae
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA past Level 21. The Ursidae Branch continues this Path's progression exclusively through Level 30, built around Bear Form - see the GM's full class reference for Level 21's real content. |
Hyborian Sub-Class - Shifter
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shifter Branch continues this Path's progression exclusively through Level 30. |
Hyborian Sub-Class - Ravager
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Ravager Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Druid Sub-Class - Dreamcryer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Druid - Dreamcryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Waking Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk Cost: 2 Stamina Uses: UnlimitedA ward drawn from rousing half out of a dream, a Dreamcryer's earliest instinct to react just before the threat lands... (see Card). - (Slot B) Half-Waking Strike
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk Cost: 2 Stamina Uses: UnlimitedA blow struck half-roused, before the mind fully catches up... (see Card). - (Slot C) Drowsy Step
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk Cost: 2 Stamina Uses: UnlimitedA step taken between one blink and the next... (see Card).
| - (Slot A) Waking Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA ward drawn from rousing half out of a dream, self or ally... (see Card). - (Slot B) Dream Splinter
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA splinter of half-formed dream loosed at a foe... (see Card). - (Slot C) Restful Breath
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 2 Mana Uses: UnlimitedA slow, mending breath drawn from restful sleep, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Druid - Dreamcryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Nightmare Guard
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk Cost: 3 Stamina Uses: 3/RoundA ward that turns a missed strike back into fear itself, a Dreamcryer's earliest grasp on the fear a missed strike leaves behind... (see Card). - (Slot B) Nightmare Strike
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk Cost: 3 Stamina Uses: 3/RoundA blow struck with the same fear a missed strike leaves behind... (see Card). - (Slot C) Dreadwake Step
AttackRange: Touch | Style: Blunt or Chop | Hand: 1h or 2h | Discipline: Dreamwalk Cost: 3 Stamina Uses: 3/RoundA step taken on the edge between dream and dread... (see Card).
| - (Slot A) Nightmare Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA ward that turns a missed strike back into fear itself, self or ally... (see Card). - (Slot B) Dread Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA bolt carrying the fear a missed strike leaves behind, loosed at a foe... (see Card). - (Slot C) Dreadwake Breath
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Psychic Cost: 3 Mana Uses: 3/RoundA slow, mending breath drawn on the edge between dream and dread, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Druid - Dreamcryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sleep's Edge
A ward held at the edge of sleep, guarding allies from whatever stirs before it's fully awake... (see Card). - (Slot B) Waking Blow
A blow struck the instant something stirs before it's fully awake... (see Card). - (Slot C) Edge of Sleep
A guard held right at the edge of sleep itself... (see Card).
| - (Slot A) Sleep's Aegis
A shield held at the edge of sleep, guarding self or an ally from whatever stirs... (see Card). - (Slot B) Waking Call
A call loosed the instant something stirs before it's fully awake... (see Card). - (Slot C) Sleep's Breath
A slow, mending breath drawn right at the edge of sleep, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Druid - Dreamcryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Forming Nightmare
A nightmare read before it fully forms, warding a target from a threat that isn't fully real yet... (see Card). - (Slot B) Unformed Strike
A strike thrown at a threat that isn't fully real yet... (see Card). - (Slot C) Half-Formed Guard
A guard raised against a threat that isn't fully real yet... (see Card).
| - (Slot A) Unformed Aegis
A shield raised against a threat that isn't fully real yet, self or ally... (see Card). - (Slot B) Nightmare's Reach
A reaching bolt read before the nightmare fully forms, loosed at a foe... (see Card). - (Slot C) Half-Formed Breath
A slow, mending breath drawn before the threat fully forms, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Druid - Dreamcryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Unfinished Threat
Dreamcryers walk the thin edge between waking and dream, warding their allies from threats that aren't fully formed yet... (see Card). - (Slot B) Unfinished Strike
Dreamcryers strike from the thin edge between waking and dream... (see Card). - (Slot C) Unfinished Guard
Dreamcryers ward from the thin edge between waking and dream... (see Card).
| - (Slot A) Unfinished Aegis
Dreamcryers shield from the thin edge between waking and dream, self or ally... (see Card). - (Slot B) Unfinished Call
Dreamcryers call from the thin edge between waking and dream, loosed at a foe... (see Card). - (Slot C) Unfinished Renewal
Dreamcryers mend from the thin edge between waking and dream, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Dreamcryer Branch Descriptions
▸ Select to Expand
a. Dreamcaster (Penalties and Bonuses TBA)
b. Nightmare (Penalties and Bonuses TBA)
c. Lorekeeper (Penalties and Bonuses TBA)
Dreamcryer Sub-Class - Dreamcaster
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Dreamcaster Branch continues this Path's progression exclusively through Level 30. |
Dreamcryer Sub-Class - Nightmare
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Nightmare Branch continues this Path's progression exclusively through Level 30. |
Dreamcryer Sub-Class - Lorekeeper
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Lorekeeper Branch continues this Path's progression exclusively through Level 30. |
Fighter (Not Playable in Starter Set)
The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals, developing unmatched weapon mastery through sheer repetition and battlefield experience that no trained academic can replicate, making them the most reliable class in sustained combat regardless of the situation they find themselves in.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Troll (Village) +5, Troll (Common) +5, Human† +5, Hobbling +5
†Human Playable with Starter Set.
Averse Races: Elf (Common) -5, Halfling -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Combat Focus, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Battle-Forged, Once Per Day the Fighter draws on raw battle instinct, gaining a bonus to Hit and Damage equal to their Grit Score for the rest of the encounter.
Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Fighters can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.
Fighters get +5 feet their base movement speed, once per encounter.
Fighters get +4 plus their STR Score on Athletics checks.
Favorite Talent and Profession Trees
Talent Trees: Tactician
Professions: Blacksmith, Engineer, Body Artist, Hunter
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Fighter Path and Branch Descriptions
▸ Select to Expand
An unarmed Fighter who relies on fists and raw grit over steel. (LVL 4-20)
Brawler Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable and gain a bonus. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Knuckle Wraps).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Brawler Branches
◆ Bruiser (LVL 21-30)
A Brawler who wears down enemies through sheer, relentless punishment.
Bruiser Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bruiser Branch chosen at Level 21 - see Bruiser above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Bruiser Branch chosen at Level 21 - see Bruiser above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Enforcer (LVL 21-30)
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Enforcer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Enforcer Branch chosen at Level 21 - see Enforcer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Enforcer Branch chosen at Level 21 - see Enforcer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rager (LVL 21-30)
A Brawler who fights harder the more damage they take.
Rager Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rager Branch chosen at Level 21 - see Rager above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Rager Branch chosen at Level 21 - see Rager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure. (LVL 4-20)
Juggernaut Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Ironhide Padding).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Juggernaut Branches
◆ Vanguard (LVL 21-30)
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Vanguard Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Vanguard Branch chosen at Level 21 - see Vanguard above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Vanguard Branch chosen at Level 21 - see Vanguard above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Reaver (LVL 21-30)
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Reaver Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Reaver Branch chosen at Level 21 - see Reaver above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Reaver Branch chosen at Level 21 - see Reaver above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rumbler (LVL 21-30)
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Rumbler Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rumbler Branch chosen at Level 21 - see Rumbler above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Rumbler Branch chosen at Level 21 - see Rumbler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands. (LVL 4-20)
Hero Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Battleworn Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Hero Branches
◆ Combatant (LVL 21-30)
A Hero who masters the fundamentals of every fighting style equally well.
Combatant Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Combatant Branch chosen at Level 21 - see Combatant above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Combatant Branch chosen at Level 21 - see Combatant above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Merc (LVL 21-30)
A Hero who fights for coin and contract, adapting to whatever the job demands.
Merc Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Merc Branch chosen at Level 21 - see Merc above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Merc Branch chosen at Level 21 - see Merc above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Vigilante (LVL 21-30)
A Hero who takes justice into their own hands, striking wherever it's needed most.
Vigilante Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Vigilante Branch chosen at Level 21 - see Vigilante above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Vigilante Branch chosen at Level 21 - see Vigilante above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Fighter Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes (fist, bare hands, wrapped hands, or leather gloves) also usable and gain a bonus, see Brawler Path for specifics.
Weapon Types:
◆Martial, TAW, or Energy for Nature Abilities; Magic for Spell Abilities.
◆Restricted to Martial for Melee; wherever a Path or Branch may allow it.
Whenever Combat Focus (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + STR (for Melee) AGI (for Shoot).
◆1H Melee: +1 Hit.
◆+2 and +2 to Hit and Tactician Talents if the Ironclad Shortsword is wielded.
◆Shield (Off) +1 PROTS, or a second 1h Weapon (Off) +1 Hit instead (dual-wield).
◆2H Melee: +1 Hit.
◆+2 and +2 to Hit and Tactician Talents if the Warborn Greatblade is wielded.
◆1H Shoot: 0.
◆2H Shoot: 0.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Versatile (varies by Path). Bonus: +1 Hit when fighting in the armor style matching whichever Path's Armaments are currently donned; +2 and +2 to Hit and Tactician Talents if Half Leather is worn.
+1 Hit and +2 to Tactician Talents whenever wearing Delicate, Light, or Medium Grade otherwise (street clothes, e.g. a leather jacket, jeans, leather gloves, or wraps; Brawler may also wear Medium Grade bracers, see Brawler Path).
Note: Grade and Type still apply to a Fighter's Armaments the same as any other class, this Path's street-clothes framing just emphasizes a class that doesn't lean on traditional Armaments, it isn't an exception to the Grade & Type system itself.
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Fighter's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Fighter Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Nature Drawn Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Fighter
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Fighter Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Measured Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA disciplined strike honed through repetition, a Fighter's earliest lesson in what pure repetition can do... (see Card). - (Slot B) Practiced Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA cut thrown from the same well of repetition... (see Card). - (Slot C) Disciplined Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA guard held with the same discipline as a measured strike... (see Card).
| - (Slot A) Disciplined Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedDiscipline itself drawn into a shield over self or an ally... (see Card). - (Slot B) Practiced Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA bolt honed through the same repetition, loosed at a foe... (see Card). - (Slot C) Measured Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn with the same measured discipline, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Fighter Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Weapon Flow
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedMomentum carried from one strike into the next, a Fighter's earliest taste of a fight that never really stops... (see Card). - (Slot B) Flowing Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA cut carried on momentum from the last strike... (see Card). - (Slot C) Flowing Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA guard that never really stops moving... (see Card).
| - (Slot A) Flowing Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedMomentum itself drawn into a shield over self or an ally... (see Card). - (Slot B) Flowing Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA bolt carried on momentum, loosed at a foe... (see Card). - (Slot C) Flowing Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal carried on the same unbroken momentum, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Fighter Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Adaptive Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA stance that reads the fight and bends with it, a Fighter's earliest step toward becoming whatever the fight needs... (see Card). - (Slot B) Adaptive Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA cut thrown from a stance still reading the fight... (see Card). - (Slot C) Bending Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Mastery Cost: 2 Stamina Uses: UnlimitedA guard that bends with whatever the fight needs... (see Card).
| - (Slot A) Adaptive Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA shield that reads the fight and bends with it, self or ally... (see Card). - (Slot B) Adaptive Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA bolt that reads the fight, loosed at a foe... (see Card). - (Slot C) Adaptive Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal that bends with whatever the fight needs, self or ally... (see Card).
|
Fighter Paths
For full versions see each Ability's Card, per module.
Fighter Sub-Class - Brawler
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Fighter - Brawler Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Flurry of Fists
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit Cost: 2 Stamina Uses: UnlimitedThe first rapid combo thrown bare-knuckle, a Brawler's earliest proof that hands alone can be enough... (see Card). - (Slot B) Bare Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit Cost: 2 Stamina Uses: UnlimitedA cut thrown bare-knuckle before a real weapon is drawn... (see Card). - (Slot C) Fists Up Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit Cost: 2 Stamina Uses: UnlimitedA guard held with nothing but fists raised... (see Card).
| - (Slot A) Bare-Knuckle Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedBare-knuckle proof drawn into a shield over self or an ally... (see Card). - (Slot B) Flurry Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA rapid combo loosed at range instead of bare-knuckle... (see Card). - (Slot C) Fists Up Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn with nothing but fists raised, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Fighter - Brawler Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Body Blow
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit Cost: 3 Stamina Uses: 3/RoundA blow aimed at the wind rather than the flesh, a Brawler's earliest lesson in where a fight really ends... (see Card). - (Slot B) Wind Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit Cost: 3 Stamina Uses: 3/RoundA cut aimed at the wind rather than the flesh... (see Card). - (Slot C) Winded Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Grit Cost: 3 Stamina Uses: 3/RoundA guard held where a fight really ends... (see Card).
| - (Slot A) Winded Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA shield drawn where a fight really ends, self or ally... (see Card). - (Slot B) Body Blow Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA blow aimed at the wind, loosed at range... (see Card). - (Slot C) Winded Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn where a fight really ends, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Fighter - Brawler Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Knuckle Rush
A rush closed with knuckle and elbow before a real weapon is ever drawn... (see Card). - (Slot B) Elbow Cut
A cut thrown with knuckle and elbow, closing distance fast... (see Card). - (Slot C) Rushing Guard
A guard held while closing distance before a real weapon is drawn... (see Card).
| - (Slot A) Rushing Aegis
A shield sung while closing distance, self or ally... (see Card). - (Slot B) Knuckle Bolt
A rush closed with knuckle and elbow, loosed at range instead... (see Card). - (Slot C) Rushing Renewal
A renewal drawn while closing distance, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Fighter - Brawler Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Read Opening
An opening read mid-swing, grinding a fight down to whoever hits last... (see Card). - (Slot B) Opening Cut
A cut thrown the instant an opening is read... (see Card). - (Slot C) Closing Guard
A guard held while grinding a fight down to whoever hits last... (see Card).
| - (Slot A) Closing Aegis
A shield sung while grinding a fight down to whoever hits last, self or ally... (see Card). - (Slot B) Opening Bolt
An opening read mid-swing, loosed at range instead... (see Card). - (Slot C) Closing Renewal
A renewal drawn while grinding a fight down to whoever hits last, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Fighter - Brawler Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ground Grind
Brawlers trade steel for knuckle and wrap, closing distance and grinding a fight down to fists and will... (see Card). - (Slot B) Ground Cut
Brawlers strike whoever's caught in a fight ground down to fists and will... (see Card). - (Slot C) Ground Guard
Brawlers guard whoever's caught in a fight ground down to fists and will... (see Card).
| - (Slot A) Ground Aegis
Brawlers shield whoever's caught in a fight ground down to fists and will, self or ally... (see Card). - (Slot B) Ground Bolt
Brawlers trade steel for range, grinding a fight down to fists and will... (see Card). - (Slot C) Ground Renewal
Brawlers mend whoever's caught in a fight ground down to fists and will, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Brawler Branch Descriptions
▸ Select to Expand
a. Bruiser (Penalties and Bonuses TBA)
b. Enforcer (Penalties and Bonuses TBA)
c. Rager (Penalties and Bonuses TBA)
Brawler Sub-Class - Bruiser
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Bruiser Branch continues this Path's progression exclusively through Level 30. |
Brawler Sub-Class - Enforcer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Enforcer Branch continues this Path's progression exclusively through Level 30. |
Brawler Sub-Class - Rager
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Rager Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Fighter Sub-Class - Juggernaut
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Fighter - Juggernaut Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Crushing Blow
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide Cost: 2 Stamina Uses: UnlimitedA heavy blow that leaves more than a bruise behind, a Juggernaut's earliest lesson in the weight behind a blow... (see Card). - (Slot B) Heavy Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide Cost: 2 Stamina Uses: UnlimitedA cut thrown with the full weight behind it... (see Card). - (Slot C) Weighted Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide Cost: 2 Stamina Uses: UnlimitedA guard held with the same weight behind a crushing blow... (see Card).
| - (Slot A) Weighted Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedThe full weight of a crushing blow drawn into a shield over self or an ally... (see Card). - (Slot B) Crushing Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA heavy bolt that leaves more than a bruise behind, loosed at a foe... (see Card). - (Slot C) Weighted Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn with the same weight behind a crushing blow, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Fighter - Juggernaut Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sundering Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide Cost: 3 Stamina Uses: 3/RoundA strike that finds the seam beneath the plate, a Juggernaut's earliest reach past mere armor... (see Card). - (Slot B) Seam Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide Cost: 3 Stamina Uses: 3/RoundA cut aimed at the seam beneath the plate... (see Card). - (Slot C) Plated Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Ironhide Cost: 3 Stamina Uses: 3/RoundA guard held over the same seam a Juggernaut learns to find... (see Card).
| - (Slot A) Sundering Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA shield drawn over the seam beneath the plate, self or ally... (see Card). - (Slot B) Sundering Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt that finds the seam beneath the plate, loosed at a foe... (see Card). - (Slot C) Plated Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn over the same seam a Juggernaut learns to find, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Fighter - Juggernaut Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Iron Root Stance
A stance that plants the Juggernaut's feet, daring the fight to move them, soaking up whatever comes next... (see Card). - (Slot B) Rooted Cut
A cut thrown from feet already planted, daring the fight to move them... (see Card). - (Slot C) Iron Root Guard
A guard planted like iron roots, soaking up whatever comes next... (see Card).
| - (Slot A) Iron Root Aegis
A shield planted like iron roots, self or ally... (see Card). - (Slot B) Rooted Bolt
A stance planted like iron roots, loosed at range instead... (see Card). - (Slot C) Iron Root Renewal
A renewal drawn from feet already planted, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Fighter - Juggernaut Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Held Line
A held line turned into a weapon of its own, absorbing a blow only to send it back harder... (see Card). - (Slot B) Returned Cut
A cut sent back harder than the blow that was absorbed... (see Card). - (Slot C) Line Holding Guard
A guard held like a line turned into a weapon of its own... (see Card).
| - (Slot A) Held Line Aegis
A shield sung from a held line turned into a weapon of its own, self or ally... (see Card). - (Slot B) Returned Bolt
A held line turned into a bolt, sent back harder at range... (see Card). - (Slot C) Held Line Renewal
A renewal drawn from a held line turned into a weapon of its own, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Fighter - Juggernaut Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Iron Wall
Juggernauts plant like a wall of iron, absorbing and returning every blow that dares to reach them... (see Card). - (Slot B) Iron Wall Cut
Juggernauts strike back at every blow that dares to reach their wall of iron... (see Card). - (Slot C) Iron Wall Stance
Juggernauts plant like a wall of iron, absorbing every blow that dares to reach them... (see Card).
| - (Slot A) Iron Wall Aegis
Juggernauts shield like a wall of iron, absorbing every blow that dares to reach them, self or ally... (see Card). - (Slot B) Iron Wall Bolt
Juggernauts return every blow that reaches their wall of iron, at range instead... (see Card). - (Slot C) Iron Wall Renewal
Juggernauts mend behind their wall of iron, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Juggernaut Branch Descriptions
▸ Select to Expand
a. Vanguard (Penalties and Bonuses TBA)
b. Reaver (Penalties and Bonuses TBA)
c. Rumbler (Penalties and Bonuses TBA)
Juggernaut Sub-Class - Vanguard
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Vanguard Branch continues this Path's progression exclusively through Level 30. |
Juggernaut Sub-Class - Reaver
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Reaver Branch continues this Path's progression exclusively through Level 30. |
Juggernaut Sub-Class - Rumbler
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Rumbler Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Fighter Sub-Class - Hero
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Fighter - Hero Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Adaptive Reckoning
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard Cost: 2 Stamina Uses: UnlimitedThe reading stance sharpened into instinct, a Hero's earliest proof that adapting isn't just surviving... (see Card). - (Slot B) Instinct Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard Cost: 2 Stamina Uses: UnlimitedA cut thrown on instinct sharpened past mere reading... (see Card). - (Slot C) Instinctive Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard Cost: 2 Stamina Uses: UnlimitedA guard held on the same sharpened instinct... (see Card).
| - (Slot A) Instinctive Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedSharpened instinct drawn into a shield over self or an ally... (see Card). - (Slot B) Reckoning Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA reckoning sharpened into instinct, loosed at a foe... (see Card). - (Slot C) Instinctive Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn on the same sharpened instinct, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Fighter - Hero Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Weapon Swap Flow
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard Cost: 3 Stamina Uses: 3/RoundA seamless switch between one weapon and the next, a Hero's earliest lesson in fighting for whatever the moment demands... (see Card). - (Slot B) Swap Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard Cost: 3 Stamina Uses: 3/RoundA cut thrown mid-switch between one weapon and the next... (see Card). - (Slot C) Seamless Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Allguard Cost: 3 Stamina Uses: 3/RoundA guard held through a seamless switch of weapons... (see Card).
| - (Slot A) Seamless Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA seamless switch drawn into a shield over self or an ally... (see Card). - (Slot B) Swap Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA seamless switch loosed at range instead... (see Card). - (Slot C) Seamless Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn through a seamless switch, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Fighter - Hero Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Shifting Guard
A stance that shifts mid-fight to whatever an ally needs most, standing wherever the line is about to break... (see Card). - (Slot B) Shifting Cut
A cut thrown wherever the line is about to break... (see Card). - (Slot C) Breaking Line Guard
A guard standing wherever the line is about to break... (see Card).
| - (Slot A) Shifting Aegis
A shield standing wherever the line is about to break, self or ally... (see Card). - (Slot B) Shifting Bolt
A stance shifted into a bolt, loosed wherever the line is about to break... (see Card). - (Slot C) Breaking Line Renewal
A renewal drawn wherever the line is about to break, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Fighter - Hero Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Shifting Tide
A battlefield read like a shifting tide, the guard adapting before it even needs to... (see Card). - (Slot B) Tide Cut
A cut thrown as the battlefield shifts like a tide... (see Card). - (Slot C) Tidal Guard
A guard adapting before the shifting tide even needs it to... (see Card).
| - (Slot A) Tidal Aegis
A shield adapting before the shifting tide even needs it to, self or ally... (see Card). - (Slot B) Tide Bolt
A battlefield read like a shifting tide, loosed at range instead... (see Card). - (Slot C) Tidal Renewal
A renewal adapting before the shifting tide even needs it to, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Fighter - Hero Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Whatever the Line
Heroes fight for whoever's beside them, adapting their guard and their blade to whatever the line needs... (see Card). - (Slot B) Whatever It Takes
Heroes strike for whoever's beside them, adapting their blade to whatever the line needs... (see Card). - (Slot C) Whatever Guards
Heroes guard for whoever's beside them, adapting to whatever the line needs... (see Card).
| - (Slot A) Whatever Aegis
Heroes shield whoever's beside them, adapting to whatever the line needs, self or ally... (see Card). - (Slot B) Whatever Bolt
Heroes fight for whoever's beside them at range, adapting to whatever the line needs... (see Card). - (Slot C) Whatever Renewal
Heroes mend whoever's beside them, adapting to whatever the line needs, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Hero Branch Descriptions
▸ Select to Expand
a. Combatant (Penalties and Bonuses TBA)
b. Merc (Penalties and Bonuses TBA)
c. Vigilante (Penalties and Bonuses TBA)
Hero Sub-Class - Combatant
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Combatant Branch continues this Path's progression exclusively through Level 30. |
Hero Sub-Class - Merc
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Merc Branch continues this Path's progression exclusively through Level 30. |
Hero Sub-Class - Vigilante
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Vigilante Branch continues this Path's progression exclusively through Level 30. |
Magic User (Not Playable in Starter Set)
Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world, equally comfortable turning an enemy into a toad, stepping sideways through time, or opening a rift to somewhere else entirely.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Imperials +5, Gnome +5, Miceling +5
None Playable with Starter Set.
Averse Races: Ogre -5, Dwarf, Common -5, Neanderthal (Glaciera) -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Spellweaver's Trance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Reality Fracture, Once Per Day the Magic User tears a seam in reality, dealing arcane damage equal to twice their Knowledge Score to one target.
Extra 1d6 + lvl arcane damage on Critical Hits.
Once per encounter, Magic Users can Flourish their arcane focus that lowers their target's Defense at a number equal to their Wit Score.
Magic Users get +5 feet their base movement speed, once per encounter.
Magic Users get +4 plus their KNOWLEDGE Score on Knowledge checks involving arcane lore.
Favorite Talent and Profession Trees
Talent Trees: Hacker
Professions: Enchanter, Artificer, Gem Crafter
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Magic User Path and Branch Descriptions
▸ Select to Expand
A cunning Magic User who bends reality with misdirection and illusion as much as raw spellcraft. Favors the Guile School, spells that seduce, charm, or coerce, altering another's mind to establish dominance over it. (LVL 4-20)
Trickster Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Arcane Focus). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate (Shifting Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Trickster Branches
◆ Jester (LVL 21-30)
A Trickster who fights through misdirection, turning laughter into a weapon.
Jester Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Jester Branch chosen at Level 21 - see Jester above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Jester Branch chosen at Level 21 - see Jester above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shadow Dancer (LVL 21-30)
A Trickster who slips between light and shadow, never quite where they seem.
Shadow Dancer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shadow Dancer Branch chosen at Level 21 - see Shadow Dancer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shadow Dancer Branch chosen at Level 21 - see Shadow Dancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Arcana (LVL 21-30)
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Arcana Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Arcana Branch chosen at Level 21 - see Arcana above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Arcana Branch chosen at Level 21 - see Arcana above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A destructive Magic User who channels raw arcane power into devastating, direct spellcraft. (LVL 4-20)
Mage Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Arcane Focus). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate (Runewoven Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Mage Branches
◆ RuinMaster (LVL 21-30)
A Mage who specializes in outright destruction, leveling anything in their path.
RuinMaster Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the RuinMaster Branch chosen at Level 21 - see RuinMaster above for its specific Weapon Style and Type.
Armor Thresholds
Set by the RuinMaster Branch chosen at Level 21 - see RuinMaster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Chronomancer (LVL 21-30)
A Mage who bends time itself, slowing enemies or hastening allies.
Chronomancer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Chronomancer Branch chosen at Level 21 - see Chronomancer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Chronomancer Branch chosen at Level 21 - see Chronomancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Blood Mage (LVL 21-30)
A Mage who fuels devastating spells with their own vitality.
Blood Mage Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blood Mage Branch chosen at Level 21 - see Blood Mage above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Blood Mage Branch chosen at Level 21 - see Blood Mage above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A Magic User who reshapes reality and self alike, mastering illusion and transformation. (LVL 4-20)
Illusionist Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Arcane Focus). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Delicate (Mirrorweave Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Illusionist Branches
◆ Metamorphiser (LVL 21-30)
An Illusionist who reshapes their own form to fit any need.
Metamorphiser Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Metamorphiser Branch chosen at Level 21 - see Metamorphiser above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Metamorphiser Branch chosen at Level 21 - see Metamorphiser above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Astral Weaver (LVL 21-30)
An Illusionist who weaves astral threads into illusions few can see through.
Astral Weaver Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Astral Weaver Branch chosen at Level 21 - see Astral Weaver above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Astral Weaver Branch chosen at Level 21 - see Astral Weaver above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shapeshifter (LVL 21-30)
An Illusionist who takes on another's shape entirely, not just its likeness.
Shapeshifter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shapeshifter Branch chosen at Level 21 - see Shapeshifter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shapeshifter Branch chosen at Level 21 - see Shapeshifter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Magic User Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h Arcane Focus (wand, orb, or tome).
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Spellweaver's Trance (see Main Class Abilities above) is Active:
◆Weapon Bonus†: +1 to spell Hit while drawn.
◆1H Melee: 0.
◆2H Melee: 0.
◆Spell: +2 arcane; +1 illusion and transformation.
◆+2 and +2 to spell potency and Hacker Talents if the Runebound Tome is channeled.
◆Spellbook (Off) +1 spell potency, or a free hand (Off) +1 Hit to spell attacks instead (somatic gesture).
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Delicate (Silk Robe). Bonus: +1 spell potency in full arcane robes with no armor; +2 and +2 to spell potency and Hacker Talents if a Silk Robe is worn.
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Magic User's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Magic User Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Drawn Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Magic User
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Magic User Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Arcane Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA focus-strike charged with raw force, a Magic User's earliest proof that the arcane isn't only cast at range... (see Card). - (Slot B) Focus Jab
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA quick jab charged with raw arcane force... (see Card). - (Slot C) Warded Focus
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA guard held with the same raw force as a focus-strike... (see Card).
| - (Slot A) Arcane Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedRaw force drawn into a shield over self or an ally... (see Card). - (Slot B) Force Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA bolt of raw arcane force loosed at a foe... (see Card). - (Slot C) Focus Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn from raw arcane force, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Magic User Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Fraying Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA strike that unravels the guard along with the flesh, a Magic User's earliest lesson in what raw force alone can unravel... (see Card). - (Slot B) Unraveling Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA cut that unravels the guard alone, leaving the flesh for later... (see Card). - (Slot C) Frayed Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA guard held against a strike that unravels whatever it touches... (see Card).
| - (Slot A) Frayed Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA shield woven from what unravels a lesser guard, over self or an ally... (see Card). - (Slot B) Fraying Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA bolt that unravels the guard along with the flesh, loosed at range... (see Card). - (Slot C) Frayed Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn from what raw force alone can unravel, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Magic User Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Fracturing Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA strike that fractures light itself around the target, a Magic User's earliest reach beyond brute force... (see Card). - (Slot B) Fractured Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA cut thrown as light itself fractures around the target... (see Card). - (Slot C) Fractured Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Flux Cost: 2 Stamina Uses: UnlimitedA guard held as light itself fractures around it... (see Card).
| - (Slot A) Fractured Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedFractured light drawn into a shield over self or an ally... (see Card). - (Slot B) Fracture Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA bolt that fractures light itself around a foe... (see Card). - (Slot C) Fractured Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn beyond brute force, self or ally... (see Card).
|
Magic User Paths
For full versions see each Ability's Card, per module.
Magic User Sub-Class - Trickster
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Magic User - Trickster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Baffling Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight Cost: 2 Stamina Uses: UnlimitedA focus-strike that baffles the mind on contact, a Trickster's earliest proof that a fight can be won without a single real blow... (see Card). - (Slot B) Baffled Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight Cost: 2 Stamina Uses: UnlimitedA cut thrown while the mind's still baffled from contact... (see Card). - (Slot C) Baffling Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight Cost: 2 Stamina Uses: UnlimitedA guard held behind a baffling focus-strike... (see Card).
| - (Slot A) Baffling Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Guile Cost: 2 Mana Uses: UnlimitedA baffling ward drawn over self or an ally... (see Card). - (Slot B) Baffling Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Guile Cost: 2 Mana Uses: UnlimitedA bolt that baffles the mind on contact, loosed at range... (see Card). - (Slot C) Baffling Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Guile Cost: 2 Mana Uses: UnlimitedA renewal drawn while a fight is won without a single real blow, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Magic User - Trickster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Hexing Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight Cost: 3 Stamina Uses: 3/RoundA strike laced with a minor hex, a Trickster's earliest taste of luck itself turned into a weapon... (see Card). - (Slot B) Hexed Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight Cost: 3 Stamina Uses: 3/RoundA cut laced with the same minor hex... (see Card). - (Slot C) Hexed Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Sleight Cost: 3 Stamina Uses: 3/RoundA guard held with luck itself turned into a ward... (see Card).
| - (Slot A) Hexed Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Guile Cost: 3 Mana Uses: 3/RoundLuck itself turned into a shield over self or an ally... (see Card). - (Slot B) Hex Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Guile Cost: 3 Mana Uses: 3/RoundA minor hex loosed at a foe, luck turned into a weapon... (see Card). - (Slot C) Hexed Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Guile Cost: 3 Mana Uses: 3/RoundA renewal drawn from luck itself, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Magic User - Trickster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Planted Lie
A lie planted mid-cast that a target won't notice until it's already too late... (see Card). - (Slot B) Lie's Edge
A cut thrown while a planted lie still hasn't been noticed... (see Card). - (Slot C) Planted Guard
A guard held behind a lie a target won't notice until it's too late... (see Card).
| - (Slot A) Planted Aegis
A shield sung behind a lie a target won't notice until it's too late, self or ally... (see Card). - (Slot B) Lie Bolt
A lie planted mid-cast, loosed at a foe before it's ever noticed... (see Card). - (Slot C) Planted Renewal
A renewal drawn from a lie planted mid-cast, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Magic User - Trickster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Baffled Mind
Confusion turned into a weapon of its own, baffling a mind before it can even react... (see Card). - (Slot B) Confused Cut
A cut thrown while a mind is still too baffled to react... (see Card). - (Slot C) Confused Guard
A guard held while confusion does the first work... (see Card).
| - (Slot A) Confused Aegis
A shield sung from confusion turned into a weapon of its own, self or ally... (see Card). - (Slot B) Confusion Bolt
Confusion turned into a bolt, loosed before a mind can even react... (see Card). - (Slot C) Confused Renewal
A renewal drawn from confusion turned into a weapon of its own, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Magic User - Trickster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Turned Strength
Tricksters unravel a fight from the inside, hexing, baffling, and turning a target's own strength against them... (see Card). - (Slot B) Turned Strike
Tricksters strike with a target's own strength turned against them... (see Card). - (Slot C) Turned Guard
Tricksters guard by unraveling a fight from the inside... (see Card).
| - (Slot A) Turned Aegis
Tricksters shield by unraveling a fight from the inside, self or ally... (see Card). - (Slot B) Turned Bolt
Tricksters hex and baffle at range, turning a target's own strength against them... (see Card). - (Slot C) Turned Renewal
Tricksters mend by unraveling a fight from the inside, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Trickster Branch Descriptions
▸ Select to Expand
a. Jester (Penalties and Bonuses TBA)
b. Shadow Dancer (Penalties and Bonuses TBA)
c. Arcana (Penalties and Bonuses TBA)
Trickster Sub-Class - Jester
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Jester Branch continues this Path's progression exclusively through Level 30. |
Trickster Sub-Class - Shadow Dancer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Shadow Dancer Branch continues this Path's progression exclusively through Level 30. |
Trickster Sub-Class - Arcana
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Arcana Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Magic User Sub-Class - Mage
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Magic User - Mage Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Searing Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force Cost: 2 Stamina Uses: UnlimitedA focus-strike wreathed in arcane fire, a Mage's earliest lesson in force that keeps burning after contact... (see Card). - (Slot B) Searing Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force Cost: 2 Stamina Uses: UnlimitedA cut wreathed in the same arcane fire... (see Card). - (Slot C) Wreathed Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force Cost: 2 Stamina Uses: UnlimitedA guard wreathed in arcane fire that keeps burning after contact... (see Card).
| - (Slot A) Searing Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Fire Cost: 2 Mana Uses: UnlimitedArcane fire drawn into a shield over self or an ally... (see Card). - (Slot B) Searing Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Fire Cost: 2 Mana Uses: UnlimitedA bolt of arcane fire that keeps burning after contact... (see Card). - (Slot C) Searing Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Fire Cost: 2 Mana Uses: UnlimitedA renewal drawn from force that keeps burning after contact, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Magic User - Mage Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Overcharged Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force Cost: 3 Stamina Uses: 3/RoundA strike pushed past what's safe, a Mage's earliest taste of power bought at its own cost... (see Card). - (Slot B) Overcharged Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force Cost: 3 Stamina Uses: 3/RoundA cut pushed past what's safe, power bought at its own cost... (see Card). - (Slot C) Overcharged Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Force Cost: 3 Stamina Uses: 3/RoundA guard held with power bought at its own cost... (see Card).
| - (Slot A) Overcharged Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Fire Cost: 3 Mana Uses: 3/RoundPower bought at its own cost, drawn into a shield over self or an ally... (see Card). - (Slot B) Overcharged Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Fire Cost: 3 Mana Uses: 3/RoundA bolt pushed past what's safe, loosed at a foe... (see Card). - (Slot C) Overcharged Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Fire Cost: 3 Mana Uses: 3/RoundA renewal drawn from power bought at its own cost, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Magic User - Mage Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Overreach Cast
A cast pushed a little further than what's safe, courting a burn the Mage hasn't quite earned yet... (see Card). - (Slot B) Overreach Cut
A cut thrown a little further than what's safe... (see Card). - (Slot C) Overreach Guard
A guard held a little further than what's safe... (see Card).
| - (Slot A) Overreach Aegis
A shield sung a little further than what's safe, self or ally... (see Card). - (Slot B) Overreach Bolt
A cast pushed further than what's safe, loosed at a foe... (see Card). - (Slot C) Overreach Renewal
A renewal courting a burn the Mage hasn't quite earned yet, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Magic User - Mage Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Overcharged Rune
A rune overcharged mid-spell, runed force building toward more than it was meant to hold... (see Card). - (Slot B) Runed Cut
A cut thrown while a rune builds toward more than it was meant to hold... (see Card). - (Slot C) Runed Guard
A guard held while a rune builds toward more than it was meant to hold... (see Card).
| - (Slot A) Runed Aegis
A shield sung from a rune building toward more than it was meant to hold, self or ally... (see Card). - (Slot B) Runed Bolt
A rune overcharged mid-spell, loosed at a foe... (see Card). - (Slot C) Runed Renewal
A renewal drawn from a rune building toward more than it was meant to hold, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Magic User - Mage Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Overcharged Force
Mages burn through their own reserves for raw, escalating arcane force, runed and overcharged past what any focus should hold... (see Card). - (Slot B) Overcharged Cut Force
Mages strike with raw, escalating arcane force, past what any focus should hold... (see Card). - (Slot C) Overcharged Guard Force
Mages guard by burning through their own reserves, past what any focus should hold... (see Card).
| - (Slot A) Overcharged Force Aegis
Mages shield by burning through their own reserves, self or ally... (see Card). - (Slot B) Overcharged Force Bolt
Mages loose raw, escalating arcane force at range, past what any focus should hold... (see Card). - (Slot C) Overcharged Force Renewal
Mages mend by burning through their own reserves, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Mage Branch Descriptions
▸ Select to Expand
a. RuinMaster (Penalties and Bonuses TBA)
b. Chronomancer (Penalties and Bonuses TBA)
c. Blood Mage (Penalties and Bonuses TBA)
Mage Sub-Class - RuinMaster
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The RuinMaster Branch continues this Path's progression exclusively through Level 30. |
Mage Sub-Class - Chronomancer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Chronomancer Branch continues this Path's progression exclusively through Level 30. |
Mage Sub-Class - Blood Mage
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Blood Mage Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Magic User Sub-Class - Illusionist
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Magic User - Illusionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Claim the Fracture's Edge
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage Cost: 2 Stamina Uses: UnlimitedThe fractured light splintering wider still, an Illusionist's earliest proof that a mark never really heals clean... (see Card). - (Slot B) Splintered Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage Cost: 2 Stamina Uses: UnlimitedA cut thrown as fractured light splinters wider still... (see Card). - (Slot C) Splintered Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage Cost: 2 Stamina Uses: UnlimitedA guard held behind fractured light splintering wider still... (see Card).
| - (Slot A) Splintered Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Illusion Cost: 2 Mana Uses: UnlimitedFractured light drawn into a shield over self or an ally... (see Card). - (Slot B) Fracture Splinter
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Illusion Cost: 2 Mana Uses: UnlimitedFractured light loosed at a foe, splintering wider still... (see Card). - (Slot C) Splintered Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Illusion Cost: 2 Mana Uses: UnlimitedA renewal drawn from a mark that never really heals clean, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Magic User - Illusionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Warping Strike
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage Cost: 3 Stamina Uses: 3/RoundA strike that bends the world's edges along with the target's, an Illusionist's earliest taste of bending more than light... (see Card). - (Slot B) Warped Cut
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage Cost: 3 Stamina Uses: 3/RoundA cut thrown as the world's edges bend along with the target's... (see Card). - (Slot C) Warped Guard
AttackRange: Touch | Style: none | Hand: 1h Arcane Focus | Discipline: Mirage Cost: 3 Stamina Uses: 3/RoundA guard held while bending more than light... (see Card).
| - (Slot A) Warped Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Illusion Cost: 3 Mana Uses: 3/RoundA bent edge of the world drawn into a shield over self or an ally... (see Card). - (Slot B) Warping Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Illusion Cost: 3 Mana Uses: 3/RoundA bolt that bends the world's edges along with a foe's, loosed at range... (see Card). - (Slot C) Warped Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Illusion Cost: 3 Mana Uses: 3/RoundA renewal drawn from bending more than light, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Magic User - Illusionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bent Light
A bend in the light around the Illusionist before a blow ever gets the chance to land clean... (see Card). - (Slot B) Bent Light Cut
A cut thrown from a bend in the light before a blow can land clean... (see Card). - (Slot C) Bent Light Guard
A guard held in a bend of light before a blow can land clean... (see Card).
| - (Slot A) Bent Light Aegis
A shield sung from a bend in the light, self or ally... (see Card). - (Slot B) Bent Light Bolt
A bend in the light loosed at a foe before a blow can land clean... (see Card). - (Slot C) Bent Light Renewal
A renewal drawn from a bend in the light, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Magic User - Illusionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Split Image
The Illusionist's own image split mid-fight, letting a double take a hit meant for the real Illusionist... (see Card). - (Slot B) Split Image Cut
A cut thrown from a split image meant to take a hit instead... (see Card). - (Slot C) Split Image Guard
A guard held by a double meant to take the hit instead... (see Card).
| - (Slot A) Split Image Aegis
A shield sung by a double meant to take the hit instead, self or ally... (see Card). - (Slot B) Split Image Bolt
An image split mid-fight, loosed at range as a foe strikes the wrong target... (see Card). - (Slot C) Split Image Renewal
A renewal drawn by a double meant to take the hit instead, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Magic User - Illusionist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Mirrored Double
Illusionists split themselves into mirrored doubles, misdirecting every blow meant to land true... (see Card). - (Slot B) Mirrored Cut
Illusionists strike from mirrored doubles, misdirecting every blow meant to land true... (see Card). - (Slot C) Mirrored Guard
Illusionists guard behind mirrored doubles, misdirecting every blow meant to land true... (see Card).
| - (Slot A) Mirrored Aegis
Illusionists shield behind mirrored doubles, misdirecting every blow meant to land true, self or ally... (see Card). - (Slot B) Mirrored Bolt
Illusionists split into mirrored doubles at range, misdirecting every blow meant to land true... (see Card). - (Slot C) Mirrored Renewal
Illusionists mend behind mirrored doubles, misdirecting every blow meant to land true, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Illusionist Branch Descriptions
▸ Select to Expand
a. Metamorphiser (Penalties and Bonuses TBA)
b. Astral Weaver (Penalties and Bonuses TBA)
c. Shapeshifter (Penalties and Bonuses TBA)
Illusionist Sub-Class - Metamorphiser
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Metamorphiser Branch continues this Path's progression exclusively through Level 30. |
Illusionist Sub-Class - Astral Weaver
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Astral Weaver Branch continues this Path's progression exclusively through Level 30. |
Illusionist Sub-Class - Shapeshifter
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Shapeshifter Branch continues this Path's progression exclusively through Level 30. |
Marksman (Playable in Starter Set)
Precision-focused ranged combatants who dominate at distance through superior positioning, weapon mastery, and tactical patience, striking long before enemies can close the gap through either heavy bow work, black powder weaponry, or the swift shortbow mobility of a Ranger who turns natural terrain into cover, an edge on the hunt, and a marked shot the moment prey steps into the open.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Elf (Common)† +5, Wood Elf +5, Brownling +5, Ratkin +5, Yawnie +5, Omnè +5
†Elf Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Steady Hand, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Deadeye, Once Per Day the Marksman lines up the perfect shot, dealing damage equal to twice their Dexterity Score to one target, ignoring half their Defense.
Extra 1d6 + lvl piercing damage on Critical Hits.
Once per encounter, Marksmen can Flourish their ranged weapon that lowers their target's Defense at a number equal to their Dexterity Score.
Marksmen get +5 feet their base movement speed, once per encounter.
Marksmen get +4 plus their DEXTERITY Score on Perception checks.
Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Hunter, Tinker, Engineer
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Marksman Path and Branch Descriptions
▸ Select to Expand
A bow-focused Marksman who favors precision and range over raw firepower. (LVL 4-20)
Bowman Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none. Range: Shoot, 2h (e.g., longbow, recurve bow, or composite bow). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium or Light (Bowyer's Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Bowman Branches
◆ Bandit (Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow) (LVL 21-30)
A Bowman who strikes fast from ambush before melting back into cover.
Bandit Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bandit Branch chosen at Level 21 - see Bandit above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Bandit Branch chosen at Level 21 - see Bandit above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Archer (unlocks heavier bows for greater range and power) (LVL 21-30)
A Bowman devoted to the bow above all, mastering range and power with practiced patience.
Archer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Archer Branch chosen at Level 21 - see Archer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Archer Branch chosen at Level 21 - see Archer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Outrider (spear or longbow, Light Grade (Huntress Leather) armor) (LVL 21-30)
A Bowman who fights from horseback, striking and repositioning in the same motion.
Outrider Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Outrider Branch chosen at Level 21 - see Outrider above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Outrider Branch chosen at Level 21 - see Outrider above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A black-powder Marksman who trades a bow's patience for a gun's immediate stopping power. (LVL 4-20)
Gunner Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none. Range: Shoot, 1h or 2h, black powder mechanism (e.g., pistol, blunderbuss, or musket). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium or Light (Powderhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Gunner Branches
◆ Gun Slinger (unlocks dual-wielded pistols) (LVL 21-30)
A Gunner who trades a rifle's power for a pair of pistols' speed.
Gun Slinger Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Gun Slinger Branch chosen at Level 21 - see Gun Slinger above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Gun Slinger Branch chosen at Level 21 - see Gun Slinger above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Duelist (single pistol and light blade for close engagements) (LVL 21-30)
A Gunner who favors precise, close-range engagements over a firefight.
Duelist Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Wrangler (black powder weapon plus a lasso or whip) (LVL 21-30)
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Wrangler Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wrangler Branch chosen at Level 21 - see Wrangler above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Wrangler Branch chosen at Level 21 - see Wrangler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A frontier Marksman who holds ground and defends territory as readily as they strike from range. (LVL 4-20)
Ranger Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 2h Ranged Pierce, 2h Ranged Throw, 1h Ranged Pierce (Main), 1h Ranged Pierce (Off), 1h Ranged Throw (Main), or 1h Ranged Throw (Off), with or without specialty Armaments (e.g., shortbow, hand-crossbow, sling, handaxe, or javelin). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, both cast through the same readied Ranged Pierce or Throw weapon in hand, no separate focus needed.
Note: Omnè Rangers gain a bonus with TAW ranged weapons, notwithstanding the class's usual TAW restriction.
Armor Thresholds
Armor Grade: caps at Medium or Light (Rangehide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Ranger Branches
◆ Keeper (shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground) (LVL 21-30)
A Ranger who holds their ground, defending territory rather than chasing it.
Keeper Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Keeper Branch chosen at Level 21 - see Keeper above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Keeper Branch chosen at Level 21 - see Keeper above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Forest Guardian (unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense) (LVL 21-30)
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
Forest Guardian Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Forest Guardian Branch chosen at Level 21 - see Forest Guardian above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Forest Guardian Branch chosen at Level 21 - see Forest Guardian above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Wood Warden (1h Slashing melee, dual-wielded, can also be thrown, Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit) (LVL 21-30)
A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Wood Warden Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wood Warden Branch chosen at Level 21 - see Wood Warden above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Wood Warden Branch chosen at Level 21 - see Wood Warden above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Marksman Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Range and Hand: (Shoot weapons carry no Style)
◆Shoot, path dependent (Longbow, Black Powder Weapon, or Shortbow).
Weapon Types:
◆Martial Ranged or Magic Ranged for Nature or Spell Abilities respectively; may use TAW or Energy.
◆Restricted to Martial for Ranged; wherever a Path or Branch may allow it.
Whenever Steady Hand (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + AGI.
◆1H Melee: 0.
◆2H Melee: 0.
◆1H Shoot: +1 Hit (Gunner path).
◆+2 and +2 to Hit and Scout Talents if the Duskfire Pistol is wielded.
◆a second Pistol (Off) +1 Hit instead (Gun Slinger dual-wield), or a Light Blade (Off) +1 Defense instead (Duelist).
◆2H Shoot: +2 Hit.
◆+2 and +2 to Hit and Scout Talents if the Stormcaller Longbow is wielded.
◆Throw: 0 Hit (Ranger, Main Hand only).
◆Spell: 0 (Ranger, nature magic).
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Medium or Light (Chain, Leather). Bonus: +1 Hit with Shoot weapons in leather or lighter; +2 and +2 to Hit and Scout Talents if Leather is worn.
+1 Hit and +2 to Scout Talents if wearing Medium (Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Marksman's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Marksman Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Nature Drawn Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn (Spell Drawn is warded shots and hunter's charms channeled through the same bow or gun, not incantations).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Marksman
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Marksman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Steady Aim
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA draw built from horn, wood, and sinew layered for power beyond what the arm alone could give, +1 Hit when not moving that turn... (see Card). - (Slot B) Braced Shot
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA charge kept ready the way a guild hunter never lets the match go cold, +1 Defense (Brace behind cover) when braced against cover before firing... (see Card). - (Slot C) Still Hunter's Mark
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA patient prince's wait for the shot the target never sees coming, advantage on the next Stealth check when the target hasn't noticed the shooter yet... (see Card).
| - (Slot A) Focused Mark
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA hunter's mark placed on the target before the draw, the Marksman's own next attack against it gains +1 Hit... (see Card). - (Slot B) Bramble Trap
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedLays a hidden bramble snare, the next enemy to trigger it takes a brief Slow effect... (see Card). - (Slot C) Aspect of the Owl
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA keen, quiet stance held before the shot, advantage on the Marksman's next Stealth check while it holds... (see Card).
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Marksman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Quick Nock
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedDrawn and loosed in one motion, faster than a flinch, draw and fire without using an action... (see Card). - (Slot B) Fast Match
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA charge kept lit and ready as a guild hunter's trade demands, drawn and fired on reflex without using an action, also granting +1 Defense (quick Brace) for the turn... (see Card). - (Slot C) Snap Loose
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA shot fired mid-stride through the brush like a prince who hunted long before he ever went to war, draw and fire without using an action, granting advantage on the next Stealth check... (see Card).
| - (Slot A) Snap Trigger
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA hair-trigger snare that, once sprung, lets the Marksman fire a free shot at whatever triggered it... (see Card). - (Slot B) Flash Trap
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA trap that bursts with light on trigger, briefly blinding the first enemy caught in it... (see Card). - (Slot C) Aspect of the Fox
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA stance of hushed movement, the Marksman may draw and fire once without using an action while it holds, and gains advantage on their next Stealth check... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Marksman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Called Shot
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA single shot placed exactly where legend remembers it landing, target a specific body location for bonus Damage... (see Card). ↳ Unlocks Piercing Arrow (Lvl 4) - (Slot B) Powder Burst
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA shot that punches the target off its feet, target a specific body location, knocking the target back and granting +1 Defense (create distance) until the Marksman's next turn... (see Card). - (Slot C) Sinew Shot
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Deadeye Cost: 2 Stamina Uses: UnlimitedA draw-weight built the way horn and sinew are layered for range no simple stave could match, opens a vein instead of ending it outright, target a specific body location, adding a brief bleed effect that makes the target easier to track... (see Card).
| - (Slot A) Called Mark
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA ward-mark placed exactly where legend remembers it landing, marking a specific body location and granting the Marksman and allies +1 Hit against it until it's struck... (see Card). ↳ Unlocks Wardpiercer Shaft (Lvl 4) - (Slot B) Root Trap
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA trap of conjured roots; the next enemy to trigger it is rooted in place for one turn... (see Card). - (Slot C) Bloodroot Mark
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA ward-mark of bloodroot laid on the target, granting allies advantage on their next Attack roll against that marked target... (see Card).
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Marksman Paths
For full versions see each Ability's Card, per module.
Marksman Sub-Class - Bowman
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Marksman - Bowman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Piercing Arrow
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 2 Stamina Uses: UnlimitedFollowing through Called Shot, it adds a round of duration to the called location, then strikes it for even greater bonus Damage than Called Shot alone, and ignores a portion of the target's PROTS as it passes through... (see Card). ↰ Requires Called Shot (Lvl 3) - (Slot B) Hired Bow's Mark
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 2 Stamina Uses: UnlimitedA guild-trained watchfulness that never leaves a partner exposed, +1 Defense (mutual guard) while an ally stands adjacent... (see Card). - (Slot C) Winter's Silence
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 2 Stamina Uses: UnlimitedThe same patience a hunting prince learned long before any war, the Marksman is harder to detect until they act again... (see Card).
| - (Slot A) Wardpiercer Shaft
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedFollowing through Called Mark, it adds a round of duration, then deepens Called Mark's ward to +2 Hit for the Marksman, or +1 Hit for allies, against it, and the exposed guard also lowers the target's PROTS by 1 until it's struck... (see Card). ↰ Requires Called Mark (Lvl 3) - (Slot B) Snare Volley
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA warded arrow that blooms into binding vines on impact, roots the target in place for one turn... (see Card). - (Slot C) Aspect of the Hush
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA stance of quiet focus, advantage on the Marksman's next Stealth check while it holds... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Bowman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Volley
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA spread of arrows loosed in the same breath with power to spare for two, fire at two targets in the same turn... (see Card). - (Slot B) Mercenary's Volley
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA guild-bond that covers a partner as readily as it covers a kill, +1 Defense (mutual guard) for the turn, shared with an adjacent ally... (see Card). - (Slot C) Iron Sight Volley
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA stillness held the way legend remembers a single decisive shot being held, advantage on the next Perception check, so long as the Marksman hasn't moved this encounter... (see Card).
| - (Slot A) Splitting Ward-Shot
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA single warded arrow that splits mid-flight, marking two targets at once and granting allies +1 Hit against either until one is struck... (see Card). - (Slot B) Binding Volley
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA warded arrow-burst that snares up to two targets in place for one turn... (see Card). - (Slot C) Aspect of the Eagle
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA keen-eyed stance, advantage on the Marksman's next Perception check while it holds... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Bowman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Warning Nock
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA warning shot the whole guild would recognize, marking a target before the volley starts... (see Card). - (Slot B) Nocked Loose
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA shot loosed the instant a warning nock lands, bonus Damage on a marked target... (see Card). - (Slot C) Nocked Guard
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 3 Stamina Uses: 3/RoundA guard held while marking a target before the volley starts... (see Card).
| - (Slot A) Warning Ward
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA warning shot the whole guild would recognize, marked at range before the volley starts... (see Card). - (Slot B) Nocked Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA warded bolt loosed the instant a mark lands, bonus Damage... (see Card). - (Slot C) Nocked Renewal
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while marking a target before the volley starts, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Bowman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Called Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundA shot called ahead of the draw, marking whoever's about to feel the whole guild answer for it... (see Card). - (Slot B) Called Loose
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundA shot loosed at whoever's already marked, the whole guild answering for it... (see Card). - (Slot C) Called Guard
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundA guard held while calling a shot ahead of the draw... (see Card).
| - (Slot A) Called Ward
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA shot called ahead of the draw, marked at range for the whole guild to answer... (see Card). - (Slot B) Called Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA warded bolt loosed at whoever's already marked... (see Card). - (Slot C) Called Renewal
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn while calling a shot ahead of the draw, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Bowman Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Guild's Reckoning
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundBowmen call a shot before it's loosed, marking a target for a reckoning the whole guild answers together... (see Card). - (Slot B) Guild's Loose
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundBowmen strike a target the whole guild has already answered together... (see Card). - (Slot C) Guild's Guard
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Longshot Cost: 4 Stamina Uses: 3/RoundBowmen guard while marking a target for a reckoning the whole guild answers together... (see Card).
| - (Slot A) Guild's Ward
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBowmen mark a target at range for a reckoning the whole guild answers together... (see Card). - (Slot B) Guild's Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBowmen loose a warded bolt at a target the whole guild has already answered for... (see Card). - (Slot C) Guild's Renewal
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBowmen mend while marking a target for a reckoning the whole guild answers together, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Bowman Branch Descriptions
▸ Select to Expand
a. Bandit (Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow) (Penalties and Bonuses TBA)
b. Archer (unlocks heavier bows for greater range and power) (Penalties and Bonuses TBA)
c. Outrider (spear or longbow, Light Grade (Huntress Leather) armor) (Penalties and Bonuses TBA)
Bowman Sub-Class - Bandit
(Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Bandit Branch continues this Path's progression exclusively through Level 30. |
Bowman Sub-Class - Archer
(unlocks heavier bows for greater range and power)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Archer Branch continues this Path's progression exclusively through Level 30. |
Bowman Sub-Class - Outrider
(spear or longbow, Light Grade (Huntress Leather) armor)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Outrider Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Marksman Sub-Class - Gunner
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Guard Corps Volley
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 2 Stamina Uses: UnlimitedA scattering volley fired with a hunting guild's trained coordination that tears through a cluster and rattles what's left standing, bonus Damage against adjacent targets, plus briefly frightens nearby enemies... (see Card). - (Slot B) Point-Blank Blast
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 2 Stamina Uses: UnlimitedFiring at point-blank range with a draw-weight's worth of force behind it briefly grants +1 Defense (recoil Brace)... (see Card). - (Slot C) Siege Charge
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 2 Stamina Uses: UnlimitedA heavy powder charge worthy of breaking a ten-year wall, that also reveals one hidden enemy or trap in the blast radius... (see Card).
| - (Slot A) Hexpowder Volley
AttackRange: Shoot | Cast: Verbal or Ritual | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA scattering volley of hex-charged shot that marks every target it tears through, granting allies +1 Hit against any of them until their next turn... (see Card). - (Slot B) Flashbang Charge
AttackRange: Shoot | Cast: Verbal or Ritual | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA hex-charged blast that bursts light at point-blank range, briefly blinding the first enemy to close on the Marksman... (see Card). - (Slot C) Revealing Charge
AttackRange: Shoot | Cast: Verbal or Ritual | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA charge laced with a seeking charm that reveals one hidden enemy or trap in the blast radius, granting allies advantage on their next Perception check regarding it... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Powder Master's Hand
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA guild-trained hand that never wastes a motion, reduces the reload penalty by half, plus the next shot ignores a small portion of PROTS... (see Card). - (Slot B) Drilled Ranks
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA discipline built the way empires drill their finest corps, reduces the reload penalty by half, grants +1 Defense (reload Brace) while reloading, and reloads instantly the first time each encounter... (see Card). - (Slot C) Reload Discipline
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundThe patience of one who learned to wait before ever learning to fight, reduces the reload penalty by half... (see Card).
| - (Slot A) Alchemist's Hand
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundAn alchemical charm shared onto an ally's weapon, halves that ally's reload penalty and marks their next target, granting them +1 Hit... (see Card). - (Slot B) Trapper's Cache
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA shared alchemical cache that lets an ally halve their reload penalty and lay a quick snare-shot, briefly rooting their next target... (see Card). - (Slot C) Aspect of Patience
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA steadying stance, halves the Marksman's own reload penalty on their next reload... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Primed Charge
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA charge primed before the trigger's even been thought about, marking a target for whatever's already loaded... (see Card). - (Slot B) Primed Blast
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA blast fired at whatever's already loaded and marked... (see Card). - (Slot C) Primed Guard
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 3 Stamina Uses: 3/RoundA guard held with a charge primed before the trigger's even been thought about... (see Card).
| - (Slot A) Primed Ward
AttackRange: Shoot | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA charge primed before the trigger's even thought about, marked at range for whatever's already loaded... (see Card). - (Slot B) Primed Bolt
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed at whatever's already loaded and marked... (see Card). - (Slot C) Primed Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while a charge is primed before the trigger's even thought about, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Timed Detonation
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundA detonation timed to the beat of a held breath, marking whoever's about to feel it land... (see Card). - (Slot B) Timed Blast
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundA blast fired at whoever's already marked to feel it land... (see Card). - (Slot C) Timed Guard
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundA guard held to the beat of a held breath, before a detonation lands... (see Card).
| - (Slot A) Timed Ward
AttackRange: Shoot | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA detonation timed to the beat of a held breath, marked at range before it lands... (see Card). - (Slot B) Timed Bolt
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed at whoever's already marked to feel it land... (see Card). - (Slot C) Timed Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn to the beat of a held breath, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Gunner Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Cued Blast
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundGunners pack their charges to detonate on cue, marking a target for a blast only they can trigger... (see Card). - (Slot B) Cued Charge
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundGunners strike whoever's already marked for a blast only they can trigger... (see Card). - (Slot C) Cued Guard
AttackRange: Shoot | Style: none | Hand: 1h or 2h | Discipline: Powderburn Cost: 4 Stamina Uses: 3/RoundGunners guard while packing their charges to detonate on cue... (see Card).
| - (Slot A) Cued Ward
AttackRange: Shoot | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundGunners mark a target at range for a blast only they can trigger... (see Card). - (Slot B) Cued Bolt
AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundGunners loose a bolt at a target marked for a blast only they can trigger... (see Card). - (Slot C) Cued Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundGunners mend while packing their charges to detonate on cue, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Gunner Branch Descriptions
▸ Select to Expand
a. Gun Slinger (unlocks dual-wielded pistols) (Penalties and Bonuses TBA)
b. Duelist (single pistol and light blade for close engagements) (Penalties and Bonuses TBA)
c. Wrangler (black powder weapon plus a lasso or whip) (Penalties and Bonuses TBA)
Gunner Sub-Class - Gun Slinger
(unlocks dual-wielded pistols)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Gun Slinger Branch continues this Path's progression exclusively through Level 30. |
Gunner Sub-Class - Duelist
(single pistol and light blade for close engagements)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Duelist Branch continues this Path's progression exclusively through Level 30. |
Gunner Sub-Class - Wrangler
(black powder weapon plus a lasso or whip)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Wrangler Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Marksman Sub-Class - Ranger
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Warden's Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 2 Stamina Uses: UnlimitedA draw-weight's worth of extra force against beasts of the wild, minor Damage bonus against MAC in natural terrain... (see Card). - (Slot B) Wildwood Sense
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 2 Stamina Uses: UnlimitedA guild hunter's inherited reading of the land, advantage on checks to track a specific target, plus resist being ambushed while tracking... (see Card). - (Slot C) Tracker's Eye
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 2 Stamina Uses: UnlimitedThe same patient eye a hunting prince turned on prey long before he turned it on men, advantage on the Ranger's next Perception check involving natural terrain or wildlife... (see Card).
| - (Slot A) Bramble Shot
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA thorn conjured to a barbed point and loosed without any physical arrow, minor nature damage at Shoot range... (see Card). - (Slot B) Marked Quarry
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA woodland ward laid upon the target, granting the Ranger and allies advantage on their next attack against it... (see Card). - (Slot C) Wild Whisper
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA murmured word in the old tongue of beasts, calms a hostile or startled animal, or asks a friendly one for simple aid... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Beast Spirit Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA draw-weight's worth of extra force against beasts of the wild, doubled against beast-type MAC... (see Card). - (Slot B) Grove Warden's Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA guild hunter's cover discipline, firing from cover (Brace) grants a brief Defense and Vigilance bonus in natural terrain... (see Card). - (Slot C) Spirit-Sight
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA hunting prince's inherited eye for tracks and terrain, advantage on checks to track a specific target, plus advantage on Knowledge checks about local wildlife... (see Card).
| - (Slot A) Mender's Touch
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA touch-range rite drawn from root and sap, small Life heal to self or an adjacent ally... (see Card). - (Slot B) Wildkeeper's Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundCures poison, disease, or a curse afflicting an animal, Companion, or patch of natural terrain, or shields it with a brief Defense bonus... (see Card). - (Slot C) Gentle Hand
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundStills a frightened or feral beast completely, preventing it from attacking or fleeing for a short time... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Pack Step
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA closing step that moves with the pack even when hunting alone, closing on marked prey before it knows it's been found... (see Card). - (Slot B) Pack Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA shot loosed at prey already found by the pack... (see Card). - (Slot C) Pack Guard
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 3 Stamina Uses: 3/RoundA guard held while closing on marked prey before it knows it's been found... (see Card).
| - (Slot A) Pack Ward
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundThe pack's own instinct drawn into a ward, closing on marked prey before it knows it's been found... (see Card). - (Slot B) Pack Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed at prey already found by the pack... (see Card). - (Slot C) Pack Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while closing on marked prey before it knows it's been found, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Pack's Finish
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundA target run down the way a pack finishes what it started, closing the gap before it can escape... (see Card). - (Slot B) Pack's Closing Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundA shot loosed the way a pack finishes what it started... (see Card). - (Slot C) Pack's Guard
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundA guard held while closing the gap before prey can escape... (see Card).
| - (Slot A) Pack's Finish Ward
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA target run down the way a pack finishes what it started, warded at range before it can escape... (see Card). - (Slot B) Pack's Closing Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed the way a pack finishes what it started... (see Card). - (Slot C) Pack's Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn while closing the gap before prey can escape, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Marksman - Ranger Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Pack's Claim
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundRangers claim their marked prey the way a pack finishes a hunt, closing in for the kill together... (see Card). - (Slot B) Pack's Claim Shot
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundRangers strike prey the pack has already claimed together... (see Card). - (Slot C) Pack's Claim Guard
AttackRange: Shoot | Style: none | Hand: 2h | Discipline: Frontierguard Cost: 4 Stamina Uses: 3/RoundRangers guard while claiming their marked prey the way a pack finishes a hunt... (see Card).
| - (Slot A) Pack's Claim Ward
AttackRange: Shoot or Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundRangers claim their marked prey at range, closing in for the kill together... (see Card). - (Slot B) Pack's Claim Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundRangers loose a bolt at prey the pack has already claimed together... (see Card). - (Slot C) Pack's Claim Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundRangers mend while claiming their marked prey the way a pack finishes a hunt, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Ranger Branch Descriptions
▸ Select to Expand
a. Keeper (shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground) (Penalties and Bonuses TBA)
b. Forest Guardian (unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense) (Penalties and Bonuses TBA)
c. Wood Warden (1h Slashing melee, dual-wielded, can also be thrown, Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit) (Penalties and Bonuses TBA)
Ranger Sub-Class - Keeper
(shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Keeper Branch continues this Path's progression exclusively through Level 30. |
Ranger Sub-Class - Forest Guardian
(unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Forest Guardian Branch continues this Path's progression exclusively through Level 30. |
Ranger Sub-Class - Wood Warden
(1h Slashing melee, dual-wielded, can also be thrown, Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Wood Warden Branch continues this Path's progression exclusively through Level 30. |
Skip to next playable starter set Class, Sorcerer.
Overseer (Not Playable in Starter Set)
Holy martial commanders who lead from the front in divine plate, Overseers combine exceptional armor mastery with auras, command abilities, and divine authority, inspiring allies who stand near them, breaking the will of evil through proximity alone, and serving as the unmovable standard around which armies and adventuring parties alike can rally and hold.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Lawful
Favored Races:
Dwarf (Common)† +5, Human† +5
†Dwarf and Human Playable with Starter Set.
Averse Races: Bast -5, Ogre -5, Troll (Bridge) -5, Troll (Sand) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Drevane -5, Emberscale -5, Imperials -5, Leshy -5, Primal -5, Skrath -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Overseer's Oath, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Unbroken Vanguard, Once Per Day the Overseer plants their banner, granting every ally within earshot a shield equal to their Piety Score that absorbs damage before Life.
Extra 1d6 + lvl holy damage on Critical Hits.
Once per encounter, Overseers can Flourish their weapon to grant an ally a free Defense roll.
Overseers get +5 feet their base movement speed, once per encounter.
Overseers get +4 plus their PIETY Score on Knowledge checks involving religious lore.
Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Blacksmith, Stonesmith, Enchanter, Shieldwright
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Overseer Path and Branch Descriptions
▸ Select to Expand
A zealous Overseer who leads the charge, carrying faith into battle like a weapon. (LVL 4-20)
Crusader Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Crusader Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Crusader Branches
◆ Devout (LVL 21-30)
A Crusader whose unwavering faith fuels every strike.
Devout Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Devout Branch chosen at Level 21 - see Devout above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Devout Branch chosen at Level 21 - see Devout above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Blessed Knight (LVL 21-30)
A Crusader anointed for battle, carrying a blessing into every fight.
Blessed Knight Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blessed Knight Branch chosen at Level 21 - see Blessed Knight above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Blessed Knight Branch chosen at Level 21 - see Blessed Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Trojan (LVL 21-30)
A Crusader who breaks through enemy lines by sheer, disciplined force.
Trojan Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Trojan Branch chosen at Level 21 - see Trojan above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Trojan Branch chosen at Level 21 - see Trojan above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A protective Overseer who shields allies with radiant conviction and steadfast defense. (LVL 4-20)
Paladin Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Radiant Mail).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Paladin Branches
◆ Radiant (LVL 21-30)
A Paladin who channels holy light directly into devastating, purifying strikes.
Radiant Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Radiant Branch chosen at Level 21 - see Radiant above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Radiant Branch chosen at Level 21 - see Radiant above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Templar (LVL 21-30)
A Paladin sworn to disciplined defense, holding the line above all else.
Templar Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Templar Branch chosen at Level 21 - see Templar above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Templar Branch chosen at Level 21 - see Templar above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Guardian (LVL 21-30)
A Paladin devoted entirely to shielding allies from harm.
Guardian Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Guardian Branch chosen at Level 21 - see Guardian above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Guardian Branch chosen at Level 21 - see Guardian above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A disciplined Overseer who commands the battlefield like a seasoned legion officer. (LVL 4-20)
Archon Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Archon Chain).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Archon Branches
◆ Battleguard (LVL 21-30)
An Archon who commands the frontline like a seasoned field officer.
Battleguard Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Battleguard Branch chosen at Level 21 - see Battleguard above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Battleguard Branch chosen at Level 21 - see Battleguard above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Defender (LVL 21-30)
An Archon devoted to holding ground and protecting allies over dealing damage.
Defender Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Defender Branch chosen at Level 21 - see Defender above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Defender Branch chosen at Level 21 - see Defender above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Legionnaire (LVL 21-30)
An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
Legionnaire Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Legionnaire Branch chosen at Level 21 - see Legionnaire above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Legionnaire Branch chosen at Level 21 - see Legionnaire above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Overseer Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h or 2h, any Style (Holy-blessed weapon).
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Overseer's Oath (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + PIETY.
◆1H Melee: +1 Hit (shield combo).
◆+2 and +2 to Hit and Theologist Talents if the Sanctified Blade is wielded.
◆Shield (Off) +1 AS, or Holy Symbol (Off) +1 to all Heals or Smites instead.
◆2H Melee: +1 Hit.
◆+2 and +2 to Hit and Theologist Talents if the Radiant Greatsword is wielded.
◆Spell: +1 divine healing and smite.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Heavy or Medium (Plate, Full Chain). Bonus: +2 Armor Score (AS) in plate or full chain; +1 Protection Score (PROTS) when shield is equipped; +2 and +2 to AS and Theologist Talents if Plate is worn.
+1 AS and +2 to Theologist Talents if wearing Heavy or Medium (Full Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Overseer's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Overseer Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Overseer
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Overseer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sanctified Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA blessed strike that judges evil on contact, the first flicker of an Overseer's own divine authority made manifest... (see Card). - (Slot B) Blessed Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA cut blessed with the same divine authority... (see Card). - (Slot C) Sanctified Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA guard held with divine authority made manifest... (see Card).
| - (Slot A) Sanctified Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedDivine authority drawn into a shield over self or an ally... (see Card). - (Slot B) Judging Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA bolt that judges evil on contact, loosed at a foe... (see Card). - (Slot C) Sanctified Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA renewal drawn from divine authority made manifest, self or ally... (see Card).
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Overseer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Smiting Blow
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA blow that blinds the wicked on impact, steel already learning to judge as well as strike... (see Card). - (Slot B) Smiting Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA cut that blinds the wicked on impact... (see Card). - (Slot C) Judgment Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA guard held by steel already learning to judge as well as strike... (see Card).
| - (Slot A) Smiting Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA blinding light drawn into a shield over self or an ally... (see Card). - (Slot B) Smiting Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA bolt that blinds the wicked on impact, loosed at a foe... (see Card). - (Slot C) Judgment Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA renewal drawn from steel already learning to judge as well as strike, self or ally... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Overseer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Commander's Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA strike thrown to rally the line, marking a target for a reckoning the whole legion will answer... (see Card). - (Slot B) Commander's Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA cut thrown to mark a target the whole legion will answer... (see Card). - (Slot C) Legion's Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Crusade Cost: 2 Stamina Uses: UnlimitedA guard held to rally the line before a reckoning comes due... (see Card).
| - (Slot A) Commander's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA shield sung to rally the line, over self or an ally... (see Card). - (Slot B) Legion's Call
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA call marking a target for a reckoning the whole legion will answer, at range... (see Card). - (Slot C) Legion's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA renewal drawn to rally the line, self or ally... (see Card).
|
Overseer Paths
For full versions see each Ability's Card, per module.
Overseer Sub-Class - Crusader
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Overseer - Crusader Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Zealous Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Charge Cost: 2 Stamina Uses: UnlimitedA strike that burns brighter against evil and undead alike, the first mark of a Crusader's own burning conviction... (see Card). - (Slot B) Zealous Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Charge Cost: 2 Stamina Uses: UnlimitedA cut that burns brighter against evil and undead alike... (see Card). - (Slot C) Zealous Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Charge Cost: 2 Stamina Uses: UnlimitedA guard held with the same burning conviction... (see Card).
| - (Slot A) Zealous Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedBurning conviction drawn into a shield over self or an ally... (see Card). - (Slot B) Zealous Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA bolt that burns brighter against evil and undead alike, loosed at a foe... (see Card). - (Slot C) Zealous Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA renewal drawn from a Crusader's own burning conviction, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Overseer - Crusader Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Wrathful Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Charge Cost: 3 Stamina Uses: 3/RoundA blow that lands hardest on a foe already brought low, wrath given a Crusader's own edge... (see Card). - (Slot B) Wrathful Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Charge Cost: 3 Stamina Uses: 3/RoundA cut that lands hardest on a foe already brought low... (see Card). - (Slot C) Wrathful Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Charge Cost: 3 Stamina Uses: 3/RoundA guard held with wrath given a Crusader's own edge... (see Card).
| - (Slot A) Wrathful Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundWrath given a Crusader's own edge, drawn into a shield over self or an ally... (see Card). - (Slot B) Wrathful Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA bolt that lands hardest on a foe already brought low, loosed at range... (see Card). - (Slot C) Wrathful Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA renewal drawn from wrath given a Crusader's own edge, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Overseer - Crusader Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Wicked Ground
A strike that burns hottest where the wicked gather, cutting down evil before it can take root... (see Card). - (Slot B) Wicked Cut
A cut thrown where the wicked gather, cutting down evil before it can take root... (see Card). - (Slot C) Wicked Guard
A guard held where the wicked gather, before evil can take root... (see Card).
| - (Slot A) Wicked Aegis
A shield sung where the wicked gather, before evil can take root, self or ally... (see Card). - (Slot B) Wicked Bolt
A strike that burns hottest where the wicked gather, loosed at range... (see Card). - (Slot C) Wicked Renewal
A renewal drawn where the wicked gather, before evil can take root, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Overseer - Crusader Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Consecrated Line
A stretch of ground consecrated mid-fight, daring evil to cross a line it won't cross twice... (see Card). - (Slot B) Consecrated Cut
A cut thrown along a line evil won't cross twice... (see Card). - (Slot C) Consecrated Guard
A guard held along a line consecrated mid-fight... (see Card).
| - (Slot A) Consecrated Aegis
A shield sung along a line consecrated mid-fight, self or ally... (see Card). - (Slot B) Consecrated Bolt
A stretch of ground consecrated mid-fight, loosed at a foe daring to cross it... (see Card). - (Slot C) Consecrated Renewal
A renewal drawn along a line consecrated mid-fight, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Overseer - Crusader Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Consecrated Ground
Crusaders burn with zeal against the wicked, consecrating ground and cutting down evil where it stands... (see Card). - (Slot B) Consecrated Ground Cut
Crusaders strike the wicked where they stand, cutting down evil on consecrated ground... (see Card). - (Slot C) Consecrated Ground Guard
Crusaders guard ground already consecrated against the wicked... (see Card).
| - (Slot A) Consecrated Ground Aegis
Crusaders shield ground already consecrated against the wicked, self or ally... (see Card). - (Slot B) Consecrated Ground Bolt
Crusaders burn with zeal at range, cutting down evil where it stands... (see Card). - (Slot C) Consecrated Ground Renewal
Crusaders mend ground already consecrated against the wicked, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Crusader Branch Descriptions
▸ Select to Expand
a. Devout (Penalties and Bonuses TBA)
b. Blessed Knight (Penalties and Bonuses TBA)
c. Trojan (Penalties and Bonuses TBA)
Crusader Sub-Class - Devout
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Devout Branch continues this Path's progression exclusively through Level 30. |
Crusader Sub-Class - Blessed Knight
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Blessed Knight Branch continues this Path's progression exclusively through Level 30. |
Crusader Sub-Class - Trojan
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Trojan Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Overseer Sub-Class - Paladin
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Overseer - Paladin Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Guardian's Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Shieldheart Cost: 2 Stamina Uses: UnlimitedA strike that answers whoever dared harm an ally first, a Paladin's earliest vow made steel... (see Card). - (Slot B) Guardian's Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Shieldheart Cost: 2 Stamina Uses: UnlimitedA cut that answers whoever dared harm an ally first... (see Card). - (Slot C) Vowbound Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Shieldheart Cost: 2 Stamina Uses: UnlimitedA guard held on a vow made steel... (see Card).
| - (Slot A) Guardian's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA vow made steel drawn into a shield over self or an ally... (see Card). - (Slot B) Guardian's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA bolt that answers whoever dared harm an ally first, loosed at range... (see Card). - (Slot C) Vowbound Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA renewal drawn on a vow made steel, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Overseer - Paladin Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Steadfast Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Shieldheart Cost: 3 Stamina Uses: 3/RoundA blow that lands hardest against the undead and the fiendish alike, an oath kept in the sharpest possible terms... (see Card). - (Slot B) Steadfast Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Shieldheart Cost: 3 Stamina Uses: 3/RoundA cut that lands hardest against the undead and the fiendish alike... (see Card). - (Slot C) Steadfast Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Shieldheart Cost: 3 Stamina Uses: 3/RoundA guard held with an oath kept in the sharpest possible terms... (see Card).
| - (Slot A) Steadfast Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundAn oath drawn into a shield over self or an ally... (see Card). - (Slot B) Steadfast Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA bolt that lands hardest against the undead and the fiendish alike, loosed at range... (see Card). - (Slot C) Steadfast Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA renewal drawn from an oath kept in the sharpest possible terms, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Overseer - Paladin Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Anointing Hand
A healing hand pressed to a wound in the same motion as the blade that opened it... (see Card). - (Slot B) Anointed Cut
A cut opened in the same motion as a healing hand pressed to it... (see Card). - (Slot C) Anointing Guard
A guard held with a healing hand ready in the same motion... (see Card).
| - (Slot A) Anointing Aegis
A healing hand drawn into a shield over self or an ally... (see Card). - (Slot B) Anointing Bolt
A healing hand turned into a bolt, loosed in the same motion that opens the wound... (see Card). - (Slot C) Anointing Renewal
A healing hand pressed to a wound, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Overseer - Paladin Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Woven Blessing
A blessing woven into every strike, anointing a wound before it's even fully opened... (see Card). - (Slot B) Woven Cut
A cut woven with a blessing before the wound is even fully opened... (see Card). - (Slot C) Woven Guard
A guard held with a blessing woven into every motion... (see Card).
| - (Slot A) Woven Aegis
A blessing woven into a shield over self or an ally... (see Card). - (Slot B) Woven Bolt
A blessing woven into a bolt, loosed before a wound is even fully opened... (see Card). - (Slot C) Woven Renewal
A blessing woven into a renewal, anointing a wound before it's fully opened, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Overseer - Paladin Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Anointed Edge
Paladins anoint every wound they open, weaving healing directly into the edge of their own blade... (see Card). - (Slot B) Anointed Cut Edge
Paladins strike and anoint in the same motion, weaving healing into the edge of their own blade... (see Card). - (Slot C) Anointed Edge Guard
Paladins guard with healing woven directly into the edge of their own blade... (see Card).
| - (Slot A) Anointed Edge Aegis
Paladins shield with healing woven directly into the edge of their own blade, self or ally... (see Card). - (Slot B) Anointed Edge Bolt
Paladins loose a blessing at range, weaving healing directly into the bolt... (see Card). - (Slot C) Anointed Edge Renewal
Paladins anoint every wound they open, weaving healing into a renewal, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Paladin Branch Descriptions
▸ Select to Expand
a. Radiant (Penalties and Bonuses TBA)
b. Templar (Penalties and Bonuses TBA)
c. Guardian (Penalties and Bonuses TBA)
Paladin Sub-Class - Radiant
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Radiant Branch continues this Path's progression exclusively through Level 30. |
Paladin Sub-Class - Templar
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Templar Branch continues this Path's progression exclusively through Level 30. |
Paladin Sub-Class - Guardian
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Guardian Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Overseer Sub-Class - Archon
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Overseer - Archon Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Commander's Reckoning
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Command Cost: 2 Stamina Uses: UnlimitedThe mark called out louder to the whole line, an Archon's gift for turning one soldier's focus into the whole line's... (see Card). - (Slot B) Commander's Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Command Cost: 2 Stamina Uses: UnlimitedA cut thrown as the mark is called out louder to the whole line... (see Card). - (Slot C) Line's Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Command Cost: 2 Stamina Uses: UnlimitedA guard held while turning one soldier's focus into the whole line's... (see Card).
| - (Slot A) Line's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedOne soldier's focus drawn into a shield over self or an ally... (see Card). - (Slot B) Commander's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA mark called out louder to the whole line, loosed at a foe... (see Card). - (Slot C) Line's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 2 Mana Uses: UnlimitedA renewal drawn from one soldier's focus turned into the whole line's, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Overseer - Archon Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Unbroken Line Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Command Cost: 3 Stamina Uses: 3/RoundA blow that answers whoever broke formation to strike an ally, the line closing back around whoever broke it... (see Card). - (Slot B) Unbroken Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Command Cost: 3 Stamina Uses: 3/RoundA cut thrown as the line closes back around whoever broke it... (see Card). - (Slot C) Unbroken Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Command Cost: 3 Stamina Uses: 3/RoundA guard that closes back around whoever broke it... (see Card).
| - (Slot A) Unbroken Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundAn unbroken line drawn into a shield over self or an ally... (see Card). - (Slot B) Unbroken Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA bolt that answers whoever broke formation, loosed at range... (see Card). - (Slot C) Unbroken Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy Cost: 3 Mana Uses: 3/RoundA renewal drawn as the line closes back around whoever broke it, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Overseer - Archon Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Formation's Eye
A glance that holds the whole formation together, calling the line where it needs to be... (see Card). - (Slot B) Formation's Cut
A cut thrown wherever the line needs to be... (see Card). - (Slot C) Formation's Guard
A guard held wherever the line needs to be... (see Card).
| - (Slot A) Formation's Aegis
A shield sung wherever the line needs to be, self or ally... (see Card). - (Slot B) Formation's Bolt
A glance that holds the whole formation together, called in at range... (see Card). - (Slot C) Formation's Renewal
A renewal drawn wherever the line needs to be, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Overseer - Archon Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Formation's Mark
A target marked for the whole formation at once, converging a line before it even moves... (see Card). - (Slot B) Formation's Mark Cut
A cut thrown at a target marked for the whole formation at once... (see Card). - (Slot C) Formation's Mark Guard
A guard held over a target marked for the whole formation... (see Card).
| - (Slot A) Formation's Mark Aegis
A shield sung over a target marked for the whole formation, self or ally... (see Card). - (Slot B) Formation's Mark Bolt
A target marked for the whole formation, converged on at range before it even moves... (see Card). - (Slot C) Formation's Mark Renewal
A renewal drawn over a target marked for the whole formation, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Overseer - Archon Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Line's Convergence
Archons command the whole formation, marking targets for the entire line to converge on at once... (see Card). - (Slot B) Convergence Cut
Archons strike whoever's marked for the entire line to converge on at once... (see Card). - (Slot C) Convergence Guard
Archons guard the entire line as it converges on a marked target... (see Card).
| - (Slot A) Convergence Aegis
Archons shield the entire line as it converges on a marked target, self or ally... (see Card). - (Slot B) Convergence Bolt
Archons command the whole formation at range, marking targets to converge on at once... (see Card). - (Slot C) Convergence Renewal
Archons mend the entire line as it converges on a marked target, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Archon Branch Descriptions
▸ Select to Expand
a. Battleguard (Penalties and Bonuses TBA)
b. Defender (Penalties and Bonuses TBA)
c. Legionnaire (Penalties and Bonuses TBA)
Archon Sub-Class - Battleguard
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Battleguard Branch continues this Path's progression exclusively through Level 30. |
Archon Sub-Class - Defender
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Defender Branch continues this Path's progression exclusively through Level 30. |
Archon Sub-Class - Legionnaire
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Legionnaire Branch continues this Path's progression exclusively through Level 30. |
Shaman (Not Playable in Starter Set)
Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals, mantras, and voodoo-adjacent mysticism, as comfortable calling lightning through a tribal drum as they are raising the bones of the fallen to serve their cause or whispering fire through their own breath.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Troll (Sand) +5, Drevane +5, Leshy +5, Skrath +5
None Playable with Starter Set.
Averse Races: Omnè -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Totem Rite, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Ancestor's Call, Once Per Day the Shaman summons the spirits of their lineage, healing all allies within earshot for an amount equal to their Willpower Score.
Extra 1d6 + lvl spirit damage on Critical Hits.
Once per encounter, Shamans can Flourish their totem that lowers their target's Resistance at a number equal to their Intuition Score.
Shamans get +5 feet their base movement speed, once per encounter.
Shamans get +4 plus their KNOWLEDGE Score on Knowledge checks involving spirit lore.
Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Alchemist, Apothecary, Witchcrafter
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Shaman Path and Branch Descriptions
▸ Select to Expand
A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe. (LVL 4-20)
Medicine Man Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ancestral Hide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Medicine Man Branches
◆ Ancestral (LVL 21-30)
A Medicine Man who calls on ancestor spirits for guidance and protection.
Ancestral Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ancestral Branch chosen at Level 21 - see Ancestral above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Ancestral Branch chosen at Level 21 - see Ancestral above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Bone Collector (LVL 21-30)
A Medicine Man who draws power from the bones and remains of the fallen.
Bone Collector Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bone Collector Branch chosen at Level 21 - see Bone Collector above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Bone Collector Branch chosen at Level 21 - see Bone Collector above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Earthbound (LVL 21-30)
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Earthbound Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Earthbound Branch chosen at Level 21 - see Earthbound above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Earthbound Branch chosen at Level 21 - see Earthbound above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A Shaman who channels the raw forces of sky and storm into devastating elemental power. (LVL 4-20)
Primordial Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Stormhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Primordial Branches
◆ Astromancer (LVL 21-30)
A Primordial Shaman who reads and channels power from the stars themselves.
Astromancer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Astromancer Branch chosen at Level 21 - see Astromancer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Astromancer Branch chosen at Level 21 - see Astromancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Whisperer (LVL 21-30)
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Whisperer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Whisperer Branch chosen at Level 21 - see Whisperer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Whisperer Branch chosen at Level 21 - see Whisperer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Stormbringer (LVL 21-30)
A Primordial Shaman who calls down storms to scour the battlefield.
Stormbringer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A ritual-focused Shaman who binds curses and blessings alike through careful ceremony. (LVL 4-20)
Ritualist Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ritual Bindings).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Ritualist Branches
◆ Ceremonial (LVL 21-30)
A Ritualist who channels power through careful, formal rite rather than raw instinct.
Ceremonial Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ceremonial Branch chosen at Level 21 - see Ceremonial above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Ceremonial Branch chosen at Level 21 - see Ceremonial above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Runecrafter (LVL 21-30)
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Runecrafter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Runecrafter Branch chosen at Level 21 - see Runecrafter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Runecrafter Branch chosen at Level 21 - see Runecrafter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Hexbinder (LVL 21-30)
A Ritualist who specializes in binding lasting curses onto their enemies.
Hexbinder Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Hexbinder Branch chosen at Level 21 - see Hexbinder above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Hexbinder Branch chosen at Level 21 - see Hexbinder above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Shaman Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h or 2h Totem or Stave.
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Totem Rite (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + WILLPOWER.
◆1H Melee: 0 (ritual weapons, clubs).
◆+2 and +2 to spell potency and Theologist Talents if the Bonecarved Totem is wielded.
◆Bone Rattle (Off) +1 spell potency, or Buckler (Off) +1 PROTS instead.
◆2H Melee: +1 Hit (staves, totems).
◆+2 and +2 to spell potency and Theologist Talents if the Stormwood Stave is wielded.
◆Spell: +2 elemental and spirit; +1 ritual and curse.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Light or Delicate (Hide, Ritual Garments). Bonus: +1 spell potency in ritual garments or hide; +2 and +2 to spell potency and Theologist Talents if Hide is worn.
+1 to spell potency and +2 to Theologist Talents if wearing Light or Delicate (Ritual Garments).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Shaman's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Shaman Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Drawn Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn (Nature Drawn is totem-blows and spirit-guided strikes, not weapon technique alone).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Shaman
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Shaman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ash-Bound Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA quick shuffle through kicked-up ash timed to the totem's swing, a Shaman's earliest lesson in reading a spirit mid-fight... (see Card). - (Slot B) Ash-Kicked Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA cut thrown through kicked-up ash, timed to the totem's swing... (see Card). - (Slot C) Ash-Bound Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA guard held while reading a spirit mid-fight... (see Card).
| - (Slot A) Spirit Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA spirit read mid-fight, drawn into a shield over self or an ally... (see Card). - (Slot B) Ash Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA burst of kicked-up ash loosed at a foe... (see Card). - (Slot C) Spirit Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA renewal drawn from a spirit read mid-fight, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Shaman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Drum-Call Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA totem-beat timed to throw an enemy off their own rhythm, a Shaman's earliest taste of the spirit-world's own rhythm... (see Card). - (Slot B) Drum-Call Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA cut timed to throw an enemy off their own rhythm... (see Card). - (Slot C) Drum-Call Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA guard held to the spirit-world's own rhythm... (see Card).
| - (Slot A) Rhythm Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedThe spirit-world's own rhythm drawn into a shield over self or an ally... (see Card). - (Slot B) Drum-Call Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA totem-beat loosed to throw an enemy off their own rhythm... (see Card). - (Slot C) Rhythm Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA renewal drawn from the spirit-world's own rhythm, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Shaman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ember-Bound Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA burst of ember-ash kicked up mid-step, a Shaman's earliest reach into the flash between one world and the next... (see Card). - (Slot B) Ember Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA cut struck in the flash between one world and the next... (see Card). - (Slot C) Ember-Bound Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritbond Cost: 2 Stamina Uses: UnlimitedA guard held in the flash between one world and the next... (see Card).
| - (Slot A) Ember Ward
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedThe flash between one world and the next drawn into a shield over self or an ally... (see Card). - (Slot B) Ember Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA burst of ember-ash loosed at a foe... (see Card). - (Slot C) Ember Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA renewal drawn from the flash between one world and the next, self or ally... (see Card).
|
Shaman Paths
For full versions see each Ability's Card, per module.
Shaman Sub-Class - Medicine Man
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Shaman - Medicine Man Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ancestor's Touch
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft Cost: 2 Stamina Uses: UnlimitedThe ember-ash burst kicked up further still, a Medicine Man's earliest proof that the ancestors carry more than memory... (see Card). - (Slot B) Ancestor's Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft Cost: 2 Stamina Uses: UnlimitedA cut kicked up from ember-ash, the ancestors carrying more than memory... (see Card). - (Slot C) Ancestor's Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft Cost: 2 Stamina Uses: UnlimitedA guard held with the ancestors carrying more than memory... (see Card).
| - (Slot A) Ancestor's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedThe ancestors' own memory drawn into a shield over self or an ally... (see Card). - (Slot B) Ancestor's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedAn ember-ash burst loosed at a foe, the ancestors carrying more than memory... (see Card). - (Slot C) Ancestor's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 2 Mana Uses: UnlimitedA renewal drawn from the ancestors' own memory, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Shaman - Medicine Man Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Elder's Touch
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft Cost: 3 Stamina Uses: 3/RoundA blessing drawn from elders who never moved from where they fell, a Medicine Man's earliest lesson in what a blessing can undo... (see Card). - (Slot B) Elder's Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft Cost: 3 Stamina Uses: 3/RoundA cut drawn from elders who never moved from where they fell... (see Card). - (Slot C) Elder's Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Spiritcraft Cost: 3 Stamina Uses: 3/RoundA guard held with what a blessing can undo... (see Card).
| - (Slot A) Elder's Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA blessing from elders who never moved, drawn into a shield over self or an ally... (see Card). - (Slot B) Elder's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA blessing drawn from elders, loosed at a foe as what it can undo... (see Card). - (Slot C) Elder's Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn from what a blessing can undo, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Shaman - Medicine Man Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Judging Breath
A cleansing rite carried on the same breath as its judgment, deciding what a curse deserves before it's lifted... (see Card). - (Slot B) Judging Cut
A cut thrown on the same breath as a cleansing rite's judgment... (see Card). - (Slot C) Judging Guard
A guard held while deciding what a curse deserves before it's lifted... (see Card).
| - (Slot A) Judging Aegis
A cleansing rite drawn into a shield over self or an ally... (see Card). - (Slot B) Judging Bolt
A cleansing rite loosed at a foe, deciding what a curse deserves before it's lifted... (see Card). - (Slot C) Judging Renewal
A renewal carried on the same breath as a cleansing rite's judgment, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Shaman - Medicine Man Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ancestors' Call
The ancestors called mid-rite, marking a target for whatever comes next... (see Card). - (Slot B) Ancestors' Cut
A cut thrown at a target marked for whatever comes next... (see Card). - (Slot C) Ancestors' Guard
A guard held while the ancestors are called mid-rite... (see Card).
| - (Slot A) Ancestors' Aegis
The ancestors called mid-rite, drawn into a shield over self or an ally... (see Card). - (Slot B) Ancestors' Bolt
The ancestors called mid-rite, loosed at a target marked for whatever comes next... (see Card). - (Slot C) Ancestors' Renewal
A renewal drawn while the ancestors are called mid-rite, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Shaman - Medicine Man Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ancestors' Judgment
Medicine Men judge and cleanse in the same breath, marking a target for the ancestors' final word... (see Card). - (Slot B) Ancestors' Judgment Cut
Medicine Men strike whoever's marked for the ancestors' final word... (see Card). - (Slot C) Ancestors' Judgment Guard
Medicine Men guard while judging and cleansing in the same breath... (see Card).
| - (Slot A) Ancestors' Judgment Aegis
Medicine Men shield while judging and cleansing in the same breath, self or ally... (see Card). - (Slot B) Ancestors' Judgment Bolt
Medicine Men judge and cleanse at range, marking a target for the ancestors' final word... (see Card). - (Slot C) Ancestors' Judgment Renewal
Medicine Men mend while judging and cleansing in the same breath, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Medicine Man Branch Descriptions
▸ Select to Expand
a. Ancestral (Penalties and Bonuses TBA)
b. Bone Collector (Penalties and Bonuses TBA)
c. Earthbound (Penalties and Bonuses TBA)
Medicine Man Sub-Class - Ancestral
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Ancestral Branch continues this Path's progression exclusively through Level 30. |
Medicine Man Sub-Class - Bone Collector
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Bone Collector Branch continues this Path's progression exclusively through Level 30. |
Medicine Man Sub-Class - Earthbound
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Earthbound Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Shaman Sub-Class - Primordial
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Shaman - Primordial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Storm-Drum Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall Cost: 2 Stamina Uses: UnlimitedA crack of thunder called down through the totem itself, a Primordial's earliest proof that the sky answers when called... (see Card). - (Slot B) Storm-Drum Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall Cost: 2 Stamina Uses: UnlimitedA cut called down through the totem itself... (see Card). - (Slot C) Storm-Drum Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall Cost: 2 Stamina Uses: UnlimitedA guard held while the sky answers when called... (see Card).
| - (Slot A) Storm Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Lightning Cost: 2 Mana Uses: UnlimitedA crack of thunder drawn into a shield over self or an ally... (see Card). - (Slot B) Storm-Drum Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Lightning Cost: 2 Mana Uses: UnlimitedA crack of thunder called down through the totem, loosed at a foe... (see Card). - (Slot C) Storm Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Lightning Cost: 2 Mana Uses: UnlimitedA renewal drawn from the sky answering when called, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Shaman - Primordial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Thunderclap Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall Cost: 3 Stamina Uses: 3/RoundA crack of thunder channeled through totem and bone alike, a Primordial's earliest taste of a storm not yet fully theirs... (see Card). - (Slot B) Thunderclap Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall Cost: 3 Stamina Uses: 3/RoundA cut channeled through totem and bone alike... (see Card). - (Slot C) Thunderclap Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Stormcall Cost: 3 Stamina Uses: 3/RoundA guard held with a storm not yet fully theirs... (see Card).
| - (Slot A) Thunderclap Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Lightning Cost: 3 Mana Uses: 3/RoundA storm not yet fully theirs, drawn into a shield over self or an ally... (see Card). - (Slot B) Thunderclap Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Lightning Cost: 3 Mana Uses: 3/RoundA crack of thunder channeled through totem and bone alike, loosed at range... (see Card). - (Slot C) Thunderclap Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Lightning Cost: 3 Mana Uses: 3/RoundA renewal drawn from a storm not yet fully theirs, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Shaman - Primordial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) First Crack
The first crack of a coming storm called down, letting the sky answer before the storm even breaks... (see Card). - (Slot B) First Crack Cut
A cut thrown at the first crack of a coming storm... (see Card). - (Slot C) First Crack Guard
A guard held before the storm even breaks... (see Card).
| - (Slot A) First Crack Aegis
The first crack of a coming storm drawn into a shield over self or an ally... (see Card). - (Slot B) First Crack Bolt
The first crack of a coming storm loosed at a foe before it even breaks... (see Card). - (Slot C) First Crack Renewal
A renewal drawn before the storm even breaks, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Shaman - Primordial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Gathering Storm
A target marked beneath a gathering storm, letting the sky itself decide when to strike... (see Card). - (Slot B) Gathering Cut
A cut thrown at a target marked beneath a gathering storm... (see Card). - (Slot C) Gathering Guard
A guard held while the sky itself decides when to strike... (see Card).
| - (Slot A) Gathering Aegis
A gathering storm drawn into a shield over self or an ally... (see Card). - (Slot B) Gathering Bolt
A gathering storm loosed at a target, letting the sky itself decide when to strike... (see Card). - (Slot C) Gathering Renewal
A renewal drawn while the sky itself decides when to strike, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Shaman - Primordial Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sky's Mark
Primordials call down storm and static, marking a target for the sky itself to answer... (see Card). - (Slot B) Sky's Mark Cut
Primordials strike whoever's marked for the sky itself to answer... (see Card). - (Slot C) Sky's Mark Guard
Primordials guard while calling down storm and static... (see Card).
| - (Slot A) Sky's Mark Aegis
Primordials shield while calling down storm and static, self or ally... (see Card). - (Slot B) Sky's Mark Bolt
Primordials call down storm and static at range, marking a target for the sky to answer... (see Card). - (Slot C) Sky's Mark Renewal
Primordials mend while calling down storm and static, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Primordial Branch Descriptions
▸ Select to Expand
a. Astromancer (Penalties and Bonuses TBA)
b. Whisperer (Penalties and Bonuses TBA)
c. Stormbringer (Penalties and Bonuses TBA)
Primordial Sub-Class - Astromancer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Astromancer Branch continues this Path's progression exclusively through Level 30. |
Primordial Sub-Class - Whisperer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Whisperer Branch continues this Path's progression exclusively through Level 30. |
Primordial Sub-Class - Stormbringer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Stormbringer Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Shaman Sub-Class - Ritualist
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Shaman - Ritualist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rune-Bound Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft Cost: 2 Stamina Uses: UnlimitedA totem-blow marked with a carved rune before the flare ever settles, a Ritualist's earliest proof that a rune outlasts a blow... (see Card). - (Slot B) Rune-Bound Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft Cost: 2 Stamina Uses: UnlimitedA cut marked with a carved rune before the flare ever settles... (see Card). - (Slot C) Rune-Bound Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft Cost: 2 Stamina Uses: UnlimitedA guard held with a rune that outlasts a blow... (see Card).
| - (Slot A) Rune-Bound Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA carved rune drawn into a shield over self or an ally... (see Card). - (Slot B) Rune-Bound Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA carved rune loosed at a foe before the flare ever settles... (see Card). - (Slot C) Rune-Bound Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a rune that outlasts a blow, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Shaman - Ritualist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Runescored Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft Cost: 3 Stamina Uses: 3/RoundA rune carved straight into the totem itself, a Ritualist's earliest taste of a rite that outlives the totem itself... (see Card). - (Slot B) Runescored Cut
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft Cost: 3 Stamina Uses: 3/RoundA cut carved straight into the totem itself... (see Card). - (Slot C) Runescored Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h Totem or Stave | Discipline: Ritecraft Cost: 3 Stamina Uses: 3/RoundA guard held with a rite that outlives the totem itself... (see Card).
| - (Slot A) Runescored Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA rite that outlives the totem itself, drawn into a shield over self or an ally... (see Card). - (Slot B) Runescored Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA rune carved straight into the totem, loosed at a foe... (see Card). - (Slot C) Runescored Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA renewal drawn from a rite that outlives the totem itself, self or ally... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Shaman - Ritualist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Whispering Head
A hovering head that whispers a name long before the rite begins, marking who the Ritualist has already judged... (see Card). - (Slot B) Whispering Cut
A cut thrown at whoever the Ritualist has already judged... (see Card). - (Slot C) Whispering Guard
A guard held while a hovering head whispers a name long before the rite begins... (see Card).
| - (Slot A) Whispering Aegis
A hovering head's whisper drawn into a shield over self or an ally... (see Card). - (Slot B) Whispering Bolt
A hovering head whispers a name, loosed at whoever's already judged... (see Card). - (Slot C) Whispering Renewal
A renewal drawn while a hovering head whispers a name long before the rite begins, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Shaman - Ritualist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Tightening Circle
Shrunken heads circling tighter the longer a rite is held, binding a target's fate to a hex not yet spoken aloud... (see Card). - (Slot B) Tightening Cut
A cut thrown as shrunken heads circle tighter, binding a target's fate... (see Card). - (Slot C) Tightening Guard
A guard held while a rite is held, binding a fate not yet spoken aloud... (see Card).
| - (Slot A) Tightening Aegis
Shrunken heads circling tighter, drawn into a shield over self or an ally... (see Card). - (Slot B) Tightening Bolt
Shrunken heads circling tighter, loosed at a foe, binding their fate to a hex not yet spoken... (see Card). - (Slot C) Tightening Renewal
A renewal drawn while a rite is held, binding a fate not yet spoken aloud, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Shaman - Ritualist Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Hexbound Curse
Shrunken heads that hover around the Shaman bind doom into rune and hex, marking a target for a curse only they can lift... (see Card). - (Slot B) Hexbound Cut
Ritualists strike whoever's marked for a curse only they can lift... (see Card). - (Slot C) Hexbound Guard
Ritualists guard while binding doom into rune and hex... (see Card).
| - (Slot A) Hexbound Aegis
Ritualists shield while binding doom into rune and hex, self or ally... (see Card). - (Slot B) Hexbound Bolt
Ritualists bind doom into rune and hex at range, marking a target for a curse only they can lift... (see Card). - (Slot C) Hexbound Renewal
Ritualists mend while binding doom into rune and hex, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Ritualist Branch Descriptions
▸ Select to Expand
a. Ceremonial (Penalties and Bonuses TBA)
b. Runecrafter (Penalties and Bonuses TBA)
c. Hexbinder (Penalties and Bonuses TBA)
Ritualist Sub-Class - Ceremonial
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Ceremonial Branch continues this Path's progression exclusively through Level 30. |
Ritualist Sub-Class - Runecrafter
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Runecrafter Branch continues this Path's progression exclusively through Level 30. |
Ritualist Sub-Class - Hexbinder
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Hexbinder Branch continues this Path's progression exclusively through Level 30. |
Sorcerer (Playable in Starter Set)
Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through stave and cloth into spells of extraordinary breadth, their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5
None Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Arcane Ascendance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Bloodborn Surge, Once Per Day the Sorcerer unleashes raw innate magic, dealing arcane damage equal to twice their Focus Score to one target, with the Sorcerer taking damage equal to half that amount.
Extra 1d6 + lvl arcane damage on Critical Hits.
Once per encounter, Sorcerers can Flourish their stave that lowers their target's Defense at a number equal to their Focus Score.
Sorcerers get +5 feet their base movement speed, once per encounter.
Sorcerers get +4 plus their FOCUS Score on Knowledge checks involving arcane lore.
Favorite Talent and Profession Trees
Talent Trees: Traveler
Professions: Enchanter, Gem Crafter, Body Artist
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Sorcerer Path and Branch Descriptions
▸ Select to Expand
A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side. (LVL 4-20)
Conjurer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Stave). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4).
Armor Thresholds
Armor Grade: caps at Delicate (Riftweave Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Conjurer Branches
◆ Planes Walker (stave; unlocks planar teleportation focus) (LVL 21-30)
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Planes Walker Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Planes Walker Branch chosen at Level 21 - see Planes Walker above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Planes Walker Branch chosen at Level 21 - see Planes Walker above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Magus (unlocks light armor and a 1h stave-blade hybrid) (LVL 21-30)
A Conjurer who fuses stave and blade into a single hybrid weapon.
Magus Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Magus Branch chosen at Level 21 - see Magus above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Magus Branch chosen at Level 21 - see Magus above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Psionic (no weapon needed; channels through raw mind power) (LVL 21-30)
A Conjurer who channels raw mind-power instead of any physical focus.
Psionic Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Psionic Branch chosen at Level 21 - see Psionic above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Psionic Branch chosen at Level 21 - see Psionic above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power. (LVL 4-20)
Seer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Stave). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4).
Armor Thresholds
Armor Grade: caps at Delicate (Farsight Veil).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Seer Branches
◆ Mystic (stave; favors defensive and support magic) (LVL 21-30)
A Seer who channels raw, intuitive insight into their spellcasting.
Mystic Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Mystic Branch chosen at Level 21 - see Mystic above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Mystic Branch chosen at Level 21 - see Mystic above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Clairvoyant (stave; favors detection and ranged spellcasting) (LVL 21-30)
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Clairvoyant Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Clairvoyant Branch chosen at Level 21 - see Clairvoyant above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Clairvoyant Branch chosen at Level 21 - see Clairvoyant above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Prophet (stave; favors ally-support foresight) (LVL 21-30)
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Prophet Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Prophet Branch chosen at Level 21 - see Prophet above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Prophet Branch chosen at Level 21 - see Prophet above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
An elemental Sorcerer who wields fire and force with the discipline of formal study. (LVL 4-20)
Wizard Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Stave). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4).
Armor Thresholds
Armor Grade: caps at Delicate (Cinderweave Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Wizard Branches
◆ Fire Breather (stave; unlocks bonus fire damage) (LVL 21-30)
A Wizard devoted to raw, elemental fire above all other schools.
Fire Breather Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Fire Breather Branch chosen at Level 21 - see Fire Breather above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Fire Breather Branch chosen at Level 21 - see Fire Breather above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Battlecryer (2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (LVL 21-30)
A Wizard who channels magic through voice and command as much as spellcraft.
Battlecryer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Battlecryer Branch chosen at Level 21 - see Battlecryer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Battlecryer Branch chosen at Level 21 - see Battlecryer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Transmuter (stave; unlocks chemical-type spells) (LVL 21-30)
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Transmuter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Transmuter Branch chosen at Level 21 - see Transmuter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Transmuter Branch chosen at Level 21 - see Transmuter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Sorcerer Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h or 2h Stave.
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Arcane Ascendance (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + FOCUS.
◆1H Melee: 0.
◆+2 and +2 to spell potency and Traveler Talents if the Starforged Wand is wielded.
◆Arcane Orb (Off) +1 spell potency, or a free hand (Off) +1 Hit to spell attacks instead (somatic gesture).
◆2H Melee: 0 (stave).
◆+2 and +2 to spell potency and Traveler Talents if the Riftcaller Stave is wielded.
◆Spell: +3 arcane potency (class primary).
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Delicate (Cloth Robe and Cloak, all paths). Bonus: +1 spell potency in full arcane robes; +2 with no armor at all; +2 and +2 to spell potency and Traveler Talents if a Dragonsilk Robe and Cloak is worn.
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Sorcerer's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Sorcerer Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Spell Drawn Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Delicate Grade armor, or no armor at all for best potency; Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, 1h or 2h (e.g., orb, crystal ball, stave, stave, or magic blade), see each Path below for its favored focus. Nature are stave-strikes and parries charged with residual arcane force, a spellblade's fighting style rather than plain weapon technique. Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Sorcerer
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Sorcerer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Arcane Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike charged with raw force, struck like a star-spirit's blow made physical, basic melee arcane damage Nature... (see Card). - (Slot B) Warding Parry
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-parry woven with balanced breath, blocks one Spell... (see Card). - (Slot C) Focus Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike that draws hidden knowledge from the world on contact, temporary Mana regeneration boost... (see Card).
| - (Slot A) Arcane Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA raw lance of force called down like sunfire hurled by a star-spirit, punched clean through, basic ranged arcane damage Spell... (see Card). - (Slot B) Minor Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a shimmering barrier woven from balanced breath around an ally, blocks the next Spell aimed at them... (see Card). - (Slot C) Mana Surge
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedAn insight drawn the way a wanderer's stave pulls hidden knowledge from the world, temporary Mana regeneration boost... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Sorcerer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Oracle's Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-thrust guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic melee arcane damage Nature that also briefly reveals the target's weakness... (see Card). - (Slot B) Sunstone Parry
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-parry drawn from a star-spirit's light that blocks one Spell, plus resists one fear effect... (see Card). - (Slot C) Sanctum Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike circulated the way old alchemists taught, temporary Mana regeneration boost, plus advantage on the next Knowledge check... (see Card).
| - (Slot A) Oracle's Dart
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA needle of force guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic ranged arcane damage Spell that also briefly reveals the target's weakness... (see Card). - (Slot B) Sunstone Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a shimmering barrier drawn from a star-spirit's light around an ally, blocks the next Spell aimed at them, plus resists their next fear effect... (see Card). - (Slot C) Sanctum Breath
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA breath drawn and shared with an ally, grants that ally a temporary Mana regeneration boost, plus advantage on their next Knowledge check... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Sorcerer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Flame Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-blow wreathed in controlled alchemical fire that catches flesh and cloth alike, basic melee arcane damage Nature dealing fire damage... (see Card). ↳ Unlocks Herald's Strike (Lvl 4) - (Slot B) Fire Veil Parry
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-parry wreathed in sun-bright ward that blocks one Spell, reflecting minor fire damage back at the attacker... (see Card). - (Slot C) Sacred Flame Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h Stave | Discipline: Bloodspark Cost: 2 Stamina Uses: UnlimitedA stave-strike drawn like warmth gathered at a wanderer's hearth-fire, temporary Mana regeneration boost that grows if standing near an open flame... (see Card).
| - (Slot A) Flame Word
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA word of controlled alchemical fire that catches flesh and cloth alike, basic ranged arcane damage Spell dealing fire damage... (see Card). ↳ Unlocks Herald's Ward (Lvl 4) - (Slot B) Fire Veil Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a sun-bright barrier around an ally that blocks the next Spell aimed at them, reflecting minor fire damage back at the attacker... (see Card). - (Slot C) Sacred Flame Draw
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedAn insight shared with an ally, drawn like warmth gathered at a wanderer's hearth-fire, grants that ally a temporary Mana regeneration boost that grows if they stand near an open flame... (see Card).
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Sorcerer Paths
For full versions see each Ability's Card, per module.
Sorcerer Sub-Class - Conjurer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, 1h or 2h, summoning-focused - e.g., orb, crystal ball, or magic blade)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Herald's Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 2 Stamina Uses: UnlimitedFollowing through Flame Strike, it adds a round of duration, then burns hotter, dealing greater fire damage, and now conjures a small bound star-spirit to strike alongside it for additional minor arcane Damage (advantage - see Card if the caster's Companion is already a spirit or elemental). ↰ Requires Flame Strike (Lvl 3) - (Slot B) Spark Guard
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 2 Stamina Uses: UnlimitedA stave-parry that conjures a small elemental barrier, +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot C) Rift Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 2 Stamina Uses: UnlimitedA stave-blow that opens a brief tear to close distance instantly, short teleport taken mid-swing, within line of sight... (see Card).
| - (Slot A) Herald's Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedFollowing through Flame Word, it adds a round of duration, then burns hotter, dealing greater fire damage at range, and now conjures a small bound star-spirit that strikes the target for additional minor arcane damage (advantage - see Card if the caster's Companion is already a spirit or elemental). ↰ Requires Flame Word (Lvl 3) - (Slot B) Summon Spark
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedConjures a small elemental balanced from the five forces, whose barrier shields an ally instead, granting them +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot C) Rift Step
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA brief tear opened at an ally's feet, letting that ally teleport to the caster's side, within line of sight... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Phantom Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow that conjures a small ancestor-echo to lash out alongside it, minor arcane Damage and briefly confuses the target's next action (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot B) Wingbeat Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow that carries the wielder on a raven's wingbeat, short teleport granting a brief Resistance bonus afterward, within line of sight... (see Card). - (Slot C) Starbound Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow charted the way old star-readers mapped the sky, short teleport following a memorized path with no chance of error, within line of sight... (see Card).
| - (Slot A) Phantom Echo
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundConjures a small ancestor-echo that lashes out at up to two adjacent targets for minor arcane damage, briefly confusing each one's next action (advantage - see Card if the caster's Companion is already a spirit or elemental). - (Slot B) Wingbeat Step
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA raven's wingbeat lent to an ally, carrying that ally a short teleport with a brief Resistance bonus afterward, within line of sight... (see Card). - (Slot C) Starbound Step
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA path charted the way old star-readers mapped the sky, lent to an ally for a short teleport with no chance of error, within line of sight... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Seam Crack
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundThe first seam cracked into a rift before the spell is even fully formed... (see Card). - (Slot B) Seam Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA stave-blow struck through a seam already cracked into a rift... (see Card). - (Slot C) Seam Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 3 Stamina Uses: 3/RoundA guard held with a seam cracked into a rift before the spell is even fully formed... (see Card).
| - (Slot A) Seam Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA seam cracked into a rift, drawn into a ward over self or an ally before the spell is even fully formed... (see Card). - (Slot B) Seam Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed through a seam already cracked into a rift... (see Card). - (Slot C) Seam Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from a seam cracked into a rift, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bound Wrath
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundA star-spirit's wrath bound to a mark, calling it down the moment a target least expects it... (see Card). - (Slot B) Bound Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundA stave-blow struck the moment a target least expects it... (see Card). - (Slot C) Bound Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundA guard held with a star-spirit's wrath bound to a mark... (see Card).
| - (Slot A) Bound Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA star-spirit's wrath bound to a ward over self or an ally... (see Card). - (Slot B) Bound Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA star-spirit's wrath loosed the moment a target least expects it... (see Card). - (Slot C) Bound Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn from a star-spirit's wrath bound to a mark, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Conjurer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Star-Spirit's Wrath
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundConjurers tear rifts into a marked target, calling a bound star-spirit's wrath down on whoever earned it... (see Card). - (Slot B) Star-Spirit's Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundConjurers strike whoever's already earned a bound star-spirit's wrath... (see Card). - (Slot C) Star-Spirit's Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Summoncraft Cost: 4 Stamina Uses: 3/RoundConjurers guard while tearing rifts into a marked target... (see Card).
| - (Slot A) Star-Spirit's Aegis
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundConjurers shield with a bound star-spirit while tearing rifts into a marked target, self or an ally... (see Card). - (Slot B) Star-Spirit's Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundConjurers call a bound star-spirit's wrath down at range on whoever earned it... (see Card). - (Slot C) Star-Spirit's Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundConjurers mend with a bound star-spirit while tearing rifts into a marked target, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Conjurer Branch Descriptions
▸ Select to Expand
a. Planes Walker (stave; unlocks planar teleportation focus) (Penalties and Bonuses TBA)
b. Magus (unlocks light armor and a 1h stave-blade hybrid) (Penalties and Bonuses TBA)
c. Psionic (no weapon needed; channels through raw mind power) (Penalties and Bonuses TBA)
Conjurer Sub-Class - Planes Walker
(stave; unlocks planar teleportation focus)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Planes Walker Branch continues this Path's progression exclusively through Level 30. |
Conjurer Sub-Class - Magus
(unlocks light armor and a 1h stave-blade hybrid)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Magus Branch continues this Path's progression exclusively through Level 30. |
Conjurer Sub-Class - Psionic
(no weapon needed; channels through raw mind power)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Psionic Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Sorcerer Sub-Class - Seer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, 1h or 2h, favors perception and defense - e.g., crystal ball, orb, or stave)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Zodiac Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 2 Stamina Uses: UnlimitedA stave-blow timed to a favorable hour chosen the way old star-readers charted, advantage on the first Attack roll this encounter, chosen at the start instead of in the moment... (see Card). - (Slot B) Foresight Parry
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 2 Stamina Uses: UnlimitedA stave-parry guided by a precognitive flicker, grants advantage on one Defense roll this encounter... (see Card). - (Slot C) Mind's Eye Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 2 Stamina Uses: UnlimitedA stave-blow that opens an inner eye through balanced stillness, reveals one hidden enemy or trap... (see Card).
| - (Slot A) Zodiac Sight
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA day and hour chosen the way old star-readers charted which were favorable, grants an ally advantage on their first Attack roll this encounter, chosen at the start instead of in the moment... (see Card). - (Slot B) Foresight
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA precognitive flicker shared with an ally the same way a wanderer once traded an eye for it, grants that ally advantage on one Defense roll this encounter... (see Card). - (Slot C) Mind's Eye
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedAn inner eye opened through balanced stillness, reveals one hidden enemy or trap... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Celestial Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-blow timed to a star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting advantage on the first Attack roll against them... (see Card). - (Slot B) Prophet's Parry
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-parry carried like a raven's news across distance, grants advantage on one Defense roll this encounter, plus warns one ally of the same danger... (see Card). - (Slot C) Watchman's Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-blow struck in stillness the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus alerts all allies to its location... (see Card).
| - (Slot A) Celestial Chart Sight
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting an ally advantage on their first Attack roll against it... (see Card). - (Slot B) Prophet's Warning
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA precognitive flicker carried like a raven's news across distance, grants an ally advantage on their next Defense roll this encounter instead of the caster... (see Card). - (Slot C) Watchman's Warning
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA stillness kept the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus grants all allies +1 Defense against it until it acts... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Corner Sight
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA wound caught in the corner of sight long before the blow that causes it... (see Card). - (Slot B) Corner Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA stave-blow struck at a wound already caught in the corner of sight... (see Card). - (Slot C) Corner Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 3 Stamina Uses: 3/RoundA guard held with a wound caught in the corner of sight long before it lands... (see Card).
| - (Slot A) Corner Sight Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA wound caught in the corner of sight, warded away over self or an ally before it lands... (see Card). - (Slot B) Corner Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed at a wound already caught in the corner of sight... (see Card). - (Slot C) Corner Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from a wound caught in the corner of sight long before it lands, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Marked Fate
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundA fate marked mid-vision, priming a target for the blow already coming... (see Card). - (Slot B) Marked Blow
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundA blow already coming, struck at a target primed by a marked fate... (see Card). - (Slot C) Marked Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundA guard held while priming a target for the blow already coming... (see Card).
| - (Slot A) Marked Fate Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA fate marked mid-vision, warded away from self or an ally before the blow already coming lands... (see Card). - (Slot B) Marked Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA blow already coming, loosed at a target primed by a marked fate... (see Card). - (Slot C) Marked Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn while priming a target for the blow already coming, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Seer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Foreseen Blow
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundSeers foresee a wound before it's struck, marking a target's fate for the blow that already landed in their sight... (see Card). - (Slot B) Foreseen Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundSeers strike a target whose fate already landed in their sight... (see Card). - (Slot C) Foreseen Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Fateweave Cost: 4 Stamina Uses: 3/RoundSeers guard while foreseeing a wound before it's struck... (see Card).
| - (Slot A) Foreseen Aegis
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundSeers shield a wound foreseen before it's struck, self or an ally... (see Card). - (Slot B) Foreseen Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundSeers loose a bolt at a target whose fate already landed in their sight... (see Card). - (Slot C) Foreseen Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundSeers mend a wound foreseen before it's struck, self or an ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Seer Branch Descriptions
▸ Select to Expand
a. Mystic (stave; favors defensive and support magic) (Penalties and Bonuses TBA)
b. Clairvoyant (stave; favors detection and ranged spellcasting) (Penalties and Bonuses TBA)
c. Prophet (stave; favors ally-support foresight) (Penalties and Bonuses TBA)
Seer Sub-Class - Mystic
(stave; favors defensive and support magic)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Mystic Branch continues this Path's progression exclusively through Level 30. |
Seer Sub-Class - Clairvoyant
(stave; favors detection and ranged spellcasting)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Clairvoyant Branch continues this Path's progression exclusively through Level 30. |
Seer Sub-Class - Prophet
(stave; favors ally-support foresight)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Prophet Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Sorcerer Sub-Class - Wizard
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, 1h or 2h, favors elemental damage - e.g., stave, stave, or magic blade)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Firebrand Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 2 Stamina Uses: UnlimitedA stave-blow wreathed in flame that clings and keeps burning long after it lands, fire Damage Nature with a burn-over-time effect... (see Card). - (Slot B) Sunfire Guard
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 2 Stamina Uses: UnlimitedA stave-parry that channels sunlight the way old sun-priests once bent it into a woven ward, granting a brief Defense bonus during daylight... (see Card). - (Slot C) Alchemical Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 2 Stamina Uses: UnlimitedA stave-blow tended the way old grove-keepers tended sacred flame, grants a brief Focus bonus and advantage on the next Knowledge check involving fire or alchemy... (see Card).
| - (Slot A) Firebrand
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA flame carried the way a wanderer's torch never truly gutters, clings and keeps burning long after it lands, fire damage Spell with a burn-over-time effect... (see Card). - (Slot B) Sunfire Rite
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedChannels sunlight the way old sun-priests once bent it into a woven ward around an ally, granting that ally a brief Defense bonus during daylight... (see Card). - (Slot C) Alchemical Flame
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: DoT or Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA fire tended the way old grove-keepers tended sacred flame, kept and taught, never written down, grants an ally a brief Focus bonus and advantage on their next Knowledge check involving fire or alchemy... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Arcane Overstrike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA surge drawn with a wanderer's reckless hunger for more, next Nature deals bonus Damage, costs extra Mana... (see Card). - (Slot B) Elixir Overguard
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA draught brewed the way old sun-priests prepared their sacred rites, the next incoming Spell against the caster is weakened, refunding Mana if it's fully resisted... (see Card). - (Slot C) Transmuter's Overstrike
AttackRange: Touch or Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal for the caster... (see Card).
| - (Slot A) Arcane Overcharge
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA surge drawn with a wanderer's reckless hunger for more, next Spell deals bonus Damage, costs extra Mana... (see Card). - (Slot B) Elixir Overcharge
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA draught shared with an ally, the next incoming Spell against that ally is weakened, refunding the caster Mana if it's fully resisted... (see Card). - (Slot C) Transmuter's Overcharge
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal shared with an ally instead of the caster... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Catching Ember
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundAn ember let catch on a target's own coat before the real spell ever lands... (see Card). - (Slot B) Catching Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA stave-blow struck at an ember already catching on a target's coat... (see Card). - (Slot C) Catching Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 3 Stamina Uses: 3/RoundA guard held with an ember catching before the real spell ever lands... (see Card).
| - (Slot A) Catching Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundAn ember drawn into a ward over self or an ally before the real spell ever lands... (see Card). - (Slot B) Catching Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed at an ember already catching on a target's coat... (see Card). - (Slot C) Catching Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn with an ember catching before the real spell ever lands, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Slow Fuse
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundA target branded with a slow-burning fuse, priming a detonation that only the Wizard can trigger... (see Card). - (Slot B) Fuse Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundA stave-blow struck at a target already branded with a slow-burning fuse... (see Card). - (Slot C) Fuse Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundA guard held while priming a detonation that only the Wizard can trigger... (see Card).
| - (Slot A) Slow Fuse Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA slow-burning fuse drawn into a ward over self or an ally, priming a detonation only the Wizard can trigger... (see Card). - (Slot B) Fuse Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA bolt loosed at a target already branded with a slow-burning fuse... (see Card). - (Slot C) Fuse Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn while priming a detonation that only the Wizard can trigger, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Wizard Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Primed Detonation
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundWizards brand a target with smoldering embers, priming a detonation only they can trigger... (see Card). - (Slot B) Primed Strike
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundWizards strike a target already branded with smoldering embers... (see Card). - (Slot C) Primed Guard
AttackRange: Touch | Style: none | Hand: 1h or 2h | Discipline: Scholarcraft Cost: 4 Stamina Uses: 3/RoundWizards guard while branding a target with smoldering embers... (see Card).
| - (Slot A) Primed Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundWizards ward self or an ally while branding a target with smoldering embers... (see Card). - (Slot B) Primed Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundWizards loose a bolt at a target already branded with smoldering embers... (see Card). - (Slot C) Primed Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self or Single Target | School: Arcane Cost: 4 Mana Uses: 3/RoundWizards mend self or an ally while branding a target with smoldering embers... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Wizard Branch Descriptions
▸ Select to Expand
a. Fire Breather (stave; unlocks bonus fire damage) (Penalties and Bonuses TBA)
b. Battlecryer (2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (Penalties and Bonuses TBA)
c. Transmuter (stave; unlocks chemical-type spells) (Penalties and Bonuses TBA)
Wizard Sub-Class - Fire Breather
(stave; unlocks bonus fire damage)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Fire Breather Branch continues this Path's progression exclusively through Level 30. |
Wizard Sub-Class - Battlecryer
(2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Battlecryer Branch continues this Path's progression exclusively through Level 30. |
Wizard Sub-Class - Transmuter
(stave; unlocks chemical-type spells)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Transmuter Branch continues this Path's progression exclusively through Level 30. |
Strategist (Playable in Starter Set)
Calculating predators who win before the first blow lands, Strategists use intelligence, positioning, and layered deception to dismantle opponents from angles they never considered, equally dangerous in the shadows, in plain sight, or threading a spelled blade through a gap in armor that nobody else saw was there.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Bast +5, Drow +5, Dwarf (Glimmerstone) +5, Helf +5, Goblorc +5, Halfling† +5, Miceling +5
†Halfling Playable with Starter Set.
Averse Races: Skrath -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Tactical Precision, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Killing Edge, Once Per Day the Strategist strikes from an unseen angle, dealing damage equal to twice their Deceit Score to one target, with the attack always counting as a Critical Hit.
Extra 1d6 + lvl shadow damage on Critical Hits.
Once per encounter, Strategists can Flourish their blade that lowers their target's Vigilance at a number equal to their Deceit Score.
Strategists get +5 feet their base movement speed, once per encounter.
Strategists get +4 plus their DECEIT Score on Stealth checks.
Favorite Talent and Profession Trees
Talent Trees: Thief
Professions: Gem Crafter, Tech Salvager, Data Broker
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Strategist Path and Branch Descriptions
▸ Select to Expand
A stealth-focused Strategist who strikes from the shadows before the fight ever truly starts. (LVL 4-20)
Rogue Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light (Guildleather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Rogue Branches
◆ Assassin (unlocks poisoned blades) (LVL 21-30)
A Rogue who ends fights before they begin, striking once from perfect position.
Assassin Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Assassin Branch chosen at Level 21 - see Assassin above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Assassin Branch chosen at Level 21 - see Assassin above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Recon (light armor and dagger, built for reconnaissance) (LVL 21-30)
A Rogue focused on scouting and information, staying unseen until the moment it matters.
Recon Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Recon Branch chosen at Level 21 - see Recon above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Recon Branch chosen at Level 21 - see Recon above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shroud (no armor for maximum stealth; dagger only) (LVL 21-30)
A Rogue who fights from concealment, wrapped in shadow and silence.
Shroud Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shroud Branch chosen at Level 21 - see Shroud above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shroud Branch chosen at Level 21 - see Shroud above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A Strategist who fights from between shadows themselves, unnerving enemies as much as outmaneuvering them. (LVL 4-20)
Shadow Stalker Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light (Shadowsilk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Shadow Stalker Branches
◆ Wraith (light armor and dagger, ethereal mobility) (LVL 21-30)
A Shadow Stalker who moves like smoke, barely touching the world they haunt.
Wraith Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wraith Branch chosen at Level 21 - see Wraith above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Wraith Branch chosen at Level 21 - see Wraith above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Abyssal (unlocks a cursed blade infused with shadow) (LVL 21-30)
A Shadow Stalker who draws on something darker than shadow alone.
Abyssal Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Abyssal Branch chosen at Level 21 - see Abyssal above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Abyssal Branch chosen at Level 21 - see Abyssal above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Specter (no armor; dagger only, favors ambush) (LVL 21-30)
A Shadow Stalker who lingers just out of sight, striking before ever being seen.
Specter Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Specter Branch chosen at Level 21 - see Specter above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Specter Branch chosen at Level 21 - see Specter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A blade-and-spell hybrid Strategist who weaves magic directly into every strike. (LVL 4-20)
Spellblade Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light (Runeleather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Spellblade Branches
◆ Shadowblade (unlocks a shadow-infused enchanted blade) (LVL 21-30)
A Spellblade who weaves shadow magic directly into every strike.
Shadowblade Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shadowblade Branch chosen at Level 21 - see Shadowblade above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shadowblade Branch chosen at Level 21 - see Shadowblade above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Phantom Blade (dagger or short blade, illusion-focused) (LVL 21-30)
A Spellblade whose weapon strikes as much through illusion as through steel.
Phantom Blade Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Phantom Blade Branch chosen at Level 21 - see Phantom Blade above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Phantom Blade Branch chosen at Level 21 - see Phantom Blade above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Sprightly (light armor and dagger, favors speed and agility) (LVL 21-30)
A Spellblade who fights with quick, light footwork, always a step ahead.
Sprightly Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sprightly Branch chosen at Level 21 - see Sprightly above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Sprightly Branch chosen at Level 21 - see Sprightly above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Strategist Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h Piercing or Slashing (dagger or short blade).
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Tactical Precision (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + DEXTERITY.
◆1H Melee: +2 Hit (daggers, short blades).
◆+2 and +2 to Hit and Thief Talents if the Shadowedge Dagger is wielded.
◆a second Dagger (Off) +1 Hit instead (dual strike), or an empty hand (Off) +1 Defense instead (parry stance).
◆2H Melee: 0.
◆1H Shoot: +1 Hit.
◆2H Shoot: 0.
◆Spell: +1 shadow and illusion.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Light (Leather, Studded Leather). Bonus: +1 Defense and +1 Stealth in leather or lighter; +2 and +2 to Defense and Thief Talents if Leather is worn.
+1 Defense and +2 to Thief Talents if wearing Light or Delicate (Studded Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Strategist's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Strategist Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Light Grade armor or lighter; Weapon Style: Piercing or Slashing, 1h, Melee (e.g., dagger, stiletto, shortsword, or rapier). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Strategist
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Strategist Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sneak Strike
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedA blade in the back before the target knows there's a fight, bonus Damage against an unaware target... (see Card). - (Slot B) Bazaar Weave
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Defense (Evade through crowd) while moving through crowded terrain... (see Card). - (Slot C) Fleet Step
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Agility when moving through difficult terrain... (see Card).
| - (Slot A) Shadow Veil
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA minor illusion woven from shed shadow-selves, that lashes at anyone who tries to strike through it, dealing minor Damage... (see Card). - (Slot B) Flicker
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA blink quicker than a bound spirit's whim, avoids one attack of opportunity... (see Card). - (Slot C) Whisper
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA message carried short-range the way a storyteller's coded word travels a crowded market, silent to one ally... (see Card).
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Strategist Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Wraithstep Strike
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedA killing stroke that leaves the attacker already gone, bonus Damage against an unaware target, plus briefly conceals the attacker after... (see Card). - (Slot B) Coiled Sense
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Defense (anticipatory Dodge) against surprise attacks, sensing a hidden threat before it strikes... (see Card). - (Slot C) Shadow-Walk
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Agility while moving through dim light or shadow... (see Card).
| - (Slot A) Flicker-Clone
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA fleeting duplicate afterimage left behind the way a trained shadow-walker sheds a decoy, lashes out with a brief illusory strike for minor Damage... (see Card). - (Slot B) Substitution Step
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA blink that leaves a bound spirit's decoy in its place, avoiding one attack of opportunity... (see Card). - (Slot C) Sign Cipher
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA coded hand-sign passed short-range to one ally, the same discipline that keeps a market crier's message from prying ears... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Strategist Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Silk Dagger
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedA concealed blade that opens a throat before anyone notices it was drawn, bonus Damage against an unaware target... (see Card). ↳ Unlocks Backstab (Lvl 4) - (Slot B) Read the Room
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Defense (read-and-Dodge) against the next attack from a target you've observed this turn... (see Card). - (Slot C) Bazaar Reading
AttackRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedAdvantage on one Deceit check while negotiating or bargaining... (see Card).
| - (Slot A) Wind-Step
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA minor blink quick as a step off the wind itself, that also grants +1 Defense for one turn... (see Card). ↳ Unlocks Shadowstab (Lvl 4) - (Slot B) Bound Whisper
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA message bound to one ally short-range, unblockable by mundane noise, carried the way a bound spirit answers only one master... (see Card). - (Slot C) Mirage Veil
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA shimmering heat-mirage illusion born of open sand and empty horizon, that scorches anyone who attacks through it, minor fire damage... (see Card).
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Strategist Paths
For full versions see each Ability's Card, per module.
Strategist Sub-Class - Rogue
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Piercing, 1h, Melee)
▸ Expand Ability Tree Paths
LVL 4 Strategist - Rogue Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Backstab
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 2 Stamina Uses: UnlimitedFollowing through Silk Dagger, it adds a round of duration, then drives the concealed blade deeper, even greater bonus Damage against an unaware target, and now also deals bonus Damage from a flanking position even if the target isn't unaware. ↰ Requires Silk Dagger (Lvl 3) - (Slot B) Sentinel's Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 2 Stamina Uses: UnlimitedA guild-guard's trained watchfulness, +1 Defense (flanking Parry) while flanking an engaged target... (see Card). - (Slot C) Lockcraft
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 2 Stamina Uses: UnlimitedA market-quarter's trade-secret craft, advantage on one Trap Tech or Lockpicking check... (see Card).
| - (Slot A) Shadowstab
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedFollowing through Wind-Step, it adds a round of duration, then carries the blink further, granting +2 Defense for one turn instead of +1, and casting a blade-shadow that marks the target's blind side, granting the Rogue bonus Damage against it from a flanking position, or a smaller bonus Damage to allies who strike it from the same position. ↰ Requires Wind-Step (Lvl 3) - (Slot B) Umbral Watch
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA shadow-woven watchfulness extended to an ally, grants that ally +1 Defense (flanking Parry) while flanking an engaged target... (see Card). - (Slot C) Shadow Key
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA whispering shade sent ahead to scout a lock or trap, grants an ally advantage on their next Trap Tech or Lockpicking check... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Strategist - Rogue Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Corsair's Cut
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA raider's cut learned along busy sea-lanes, bonus Damage from a flanking position while the target is engaged with an ally... (see Card). - (Slot B) Harbor Sense
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA trading-post's inherited awareness, +1 Defense (sure footing and awareness) while fighting at a dock, ship, or waterfront... (see Card). - (Slot C) Court Cipher
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA coded discipline learned in imperial courts, advantage on one check to decode a message, ledger, or hidden clue... (see Card).
| - (Slot A) Corsair's Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA raider's shade cast over an ally's blade, granting that ally bonus Damage from a flanking position while their target is engaged with the Rogue... (see Card). - (Slot B) Harbor Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA shadow-woven awareness extended to an ally, grants that ally +1 Defense (sure footing and awareness) while fighting at a dock, ship, or waterfront... (see Card). - (Slot C) Court Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA shade sent to eavesdrop on an ally's behalf, grants that ally advantage on their next check to decode a message, ledger, or hidden clue... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Strategist - Rogue Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Crowd Mark
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA mark picked out of a crowd long before anyone else notices they've been marked at all... (see Card). - (Slot B) Crowd Cut
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA cut thrown at whoever's already marked in the crowd... (see Card). - (Slot C) Crowd Guard
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA guard held while picking a mark out of a crowd unnoticed... (see Card).
| - (Slot A) Crowd Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA mark picked out of a crowd, shaded away from notice before anyone realizes they've been marked... (see Card). - (Slot B) Crowd Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA bolt loosed at whoever's already marked in the crowd... (see Card). - (Slot C) Crowd Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA renewal drawn while picking a mark out of a crowd unnoticed, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Strategist - Rogue Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Greeting's Mark
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundA target marked for murder in the same breath as the greeting, closing in before the smile even fades... (see Card). - (Slot B) Greeting's Cut
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundA cut thrown before the smile even fades... (see Card). - (Slot C) Greeting's Guard
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundA guard held while marking a target for murder in the same breath as the greeting... (see Card).
| - (Slot A) Greeting's Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA target marked for murder shaded away before the smile even fades... (see Card). - (Slot B) Greeting's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA bolt loosed before the smile even fades... (see Card). - (Slot C) Greeting's Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA renewal drawn while marking a target for murder in the same breath as the greeting, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Strategist - Rogue Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Marked Murder
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundRogues mark a target for murder long before the blade ever falls, closing in for the kill on their own terms... (see Card). - (Slot B) Marked Cut
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundRogues strike whoever's already marked for murder... (see Card). - (Slot C) Marked Guard
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundRogues guard while marking a target for murder long before the blade ever falls... (see Card).
| - (Slot A) Marked Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundRogues shade a target marked for murder long before the blade ever falls, closing in on their own terms... (see Card). - (Slot B) Marked Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundRogues loose a bolt at whoever's already marked for murder... (see Card). - (Slot C) Marked Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundRogues mend while marking a target for murder long before the blade ever falls, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Rogue Branch Descriptions
▸ Select to Expand
a. Assassin (unlocks poisoned blades) (Penalties and Bonuses TBA)
b. Recon (light armor and dagger, built for reconnaissance) (Penalties and Bonuses TBA)
c. Shroud (no armor for maximum stealth; dagger only) (Penalties and Bonuses TBA)
Rogue Sub-Class - Assassin
(unlocks poisoned blades)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Choices (1 choice of 3 per lvl) - see Nature Drawn Ability for details. |
| LVL 21-30 (Branch) | TBA. The Assassin Branch continues this Path's progression exclusively through Level 30. |
Rogue Sub-Class - Recon
(light armor and dagger, built for reconnaissance)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Choices (1 choice of 3 per lvl) - see Nature Drawn Ability for details. |
| LVL 21-30 (Branch) | TBA. The Recon Branch continues this Path's progression exclusively through Level 30. |
Rogue Sub-Class - Shroud
(no armor for maximum stealth; dagger only)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Choices (1 choice of 3 per lvl) - see Nature Drawn Ability for details. |
| LVL 21-30 (Branch) | TBA. The Shroud Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Strategist Sub-Class - Shadow Stalker
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Piercing, 1h, Melee, favors stealth)
▸ Expand Ability Tree Paths
LVL 4 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Vanish
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 2 Stamina Uses: UnlimitedA trained shadow-walker's brief invisibility after a successful Stealth check... (see Card). - (Slot B) Wind Rider's Fade
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 2 Stamina Uses: UnlimitedA desert-rider's evasive footwork, +1 Defense (evasive mounted footwork) while mounted or moving quickly... (see Card). - (Slot C) Garrote
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 2 Stamina Uses: UnlimitedA wire drawn tight the way a guild's silent trade demands, before the target can even gasp, bonus Damage and a brief Silence on a successful sneak attack... (see Card).
| - (Slot A) Umbral Step
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA trained shadow-walker's short teleport between two shadows... (see Card). - (Slot B) Fading Step
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA short teleport bound to a spirit's fading trace, leaves behind a brief illusory afterimage, granting +1 Defense until the caster's next turn... (see Card). - (Slot C) Grave Wail
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA mourning-cry drawn from ancestral rite, minor fear damage to one target, plus reveals if they are lying for one turn... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Spirit-Walk
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundAn ancestor-guided invisibility after a successful Stealth check, immune to being tracked by scent or spirit-sense during it... (see Card). - (Slot B) Throat Snare
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA trained shadow-walker's precise follow-through, +1 Defense (post-strike Dodge) for one turn after a successful sneak attack, briefly reducing the target's movement speed... (see Card). - (Slot C) Spirit Snare
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA bound spirit's grip, bonus Damage and briefly binds the target's Willpower on a successful sneak attack, doubled while untracked by scent or spirit-sense... (see Card).
| - (Slot A) Dread Whisper
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Shadow Cost: 3 Mana Uses: 3/RoundA bound spirit's minor fear effect on one target... (see Card). - (Slot B) Spirit Bridge
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Shadow Cost: 3 Mana Uses: 3/RoundAn ancestor-guided short teleport through the spirit world, briefly granting Resistance to the next attack... (see Card). - (Slot C) Grave-Marker Curse
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Shadow Cost: 3 Mana Uses: 3/RoundMinor fear-based damage drawn from a stone marker laid over old bones, to one target that lingers while they remain within short range... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Dark's Follow
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA step that moves like the dark itself decided to follow someone home, closing in before they notice they're being hunted... (see Card). - (Slot B) Dark's Cut
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA cut thrown before the target notices they're being hunted... (see Card). - (Slot C) Dark's Guard
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA guard held while the dark itself follows someone home... (see Card).
| - (Slot A) Dark's Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA step that moves like the dark itself decided to follow someone home, shaded away before they notice... (see Card). - (Slot B) Dark's Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA bolt loosed before the target notices they're being hunted... (see Card). - (Slot C) Dark's Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA renewal drawn while the dark itself follows someone home, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Carved Sign
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundA grave-sign carved mid-step, marking whoever's been chosen for a killing they won't see coming... (see Card). - (Slot B) Carved Cut
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundA cut thrown at a killing they won't see coming... (see Card). - (Slot C) Carved Guard
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundA guard held while carving a grave-sign mid-step... (see Card).
| - (Slot A) Carved Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA grave-sign carved mid-step, shaded into a killing they won't see coming... (see Card). - (Slot B) Carved Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA bolt loosed at a killing they won't see coming... (see Card). - (Slot C) Carved Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA renewal drawn while carving a grave-sign mid-step, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Grave Sign
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundShadow Stalkers carve a grave-sign into whoever they've chosen, closing in for a killing already decided... (see Card). - (Slot B) Grave Cut
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundShadow Stalkers strike whoever's already carved with a grave-sign... (see Card). - (Slot C) Grave Guard
AttackRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundShadow Stalkers guard while carving a grave-sign into whoever they've chosen... (see Card).
| - (Slot A) Grave Shade
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundShadow Stalkers shade a grave-sign into whoever they've chosen, closing in for a killing already decided... (see Card). - (Slot B) Grave Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundShadow Stalkers loose a bolt at whoever's already carved with a grave-sign... (see Card). - (Slot C) Grave Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundShadow Stalkers mend while carving a grave-sign into whoever they've chosen, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Shadow Stalker Branch Descriptions
▸ Select to Expand
a. Wraith (light armor and dagger, ethereal mobility) (Penalties and Bonuses TBA)
b. Abyssal (unlocks a cursed blade infused with shadow) (Penalties and Bonuses TBA)
c. Specter (no armor; dagger only, favors ambush) (Penalties and Bonuses TBA)
Shadow Stalker Sub-Class - Wraith
(light armor and dagger, ethereal mobility)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Wraith Branch continues this Path's progression exclusively through Level 30. |
Shadow Stalker Sub-Class - Abyssal
(unlocks a cursed blade infused with shadow)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Abyssal Branch continues this Path's progression exclusively through Level 30. |
Shadow Stalker Sub-Class - Specter
(no armor; dagger only, favors ambush)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Specter Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Strategist Sub-Class - Spellblade
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Piercing, 1h, Melee, arcane-enchanted)
▸ Expand Ability Tree Paths
LVL 4 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Enchanted Edge
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 2 Stamina Uses: UnlimitedA blade folded and tempered in a smith-legend's technique, that bites twice, once with steel and once with arcane fire, weapon strike that also deals minor arcane damage... (see Card). - (Slot B) Parrying Ward
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 2 Stamina Uses: UnlimitedA Damascus-fold blade's Defense bonus after a successful Parry... (see Card). - (Slot C) Chant-Weaver's Edge
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 2 Stamina Uses: UnlimitedA wielded weapon's chant grants advantage on the next Knowledge or Performance check... (see Card).
| - (Slot A) Blade Séance
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA bound spirit stirred into a wielded weapon that glows, granting +1 Hit for a turn... (see Card). - (Slot B) Praise-Song Edge
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA wielded weapon's glow, sung alive the way a court storyteller's praise-song lifts a name, grants a brief Willpower and Resistance bonus to the wielder... (see Card). - (Slot C) Starlit Steel
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA wielded weapon glows with a star-forged legend's light, revealing hidden markings on nearby objects... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Damascened Strike
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA weapon strike carrying a Damascus-fold blade's mark, dealing minor arcane damage, briefly marking the target for advantage on the next hit... (see Card). - (Slot B) Steel-Song Ward
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA singing-steel smith-legend's Defense bonus after a successful Parry, plus a brief Hit bonus on the riposte... (see Card). - (Slot C) Chant-Weaver's Ward
AttackRange: Touch†| Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundAdvantage on the next Deceit or Performance check, shared briefly with the nearest ally... (see Card). † Tactical Spells, in this case Buffs, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a focus with the target.
| - (Slot A) Phase Cut
AttackRange: Touch or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundA melee attack cutting the seam between one moment and the next, partially ignores PROTS... (see Card). - (Slot B) Archivist's Edge
AttackRange: Touch or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundChannels a market-quarter scholar's technique into a warding sigil, granting +1 Defense and a brief Knowledge check bonus... (see Card). - (Slot C) Observatory Cut
AttackRange: Touch or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundA strike aimed with an old star-charting scholar's precision, briefly reveals the target's Defense score and weaknesses to all allies... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Catching Rune
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA rune let catch fire along the edge of a blade before the strike ever lands... (see Card). - (Slot B) Catching Cut
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA cut struck as a rune catches fire along the blade's edge... (see Card). - (Slot C) Catching Guard
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA guard held before a rune's fire ever lands... (see Card).
| - (Slot A) Catching Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 3 Mana Uses: 3/RoundA rune let catch fire along a blade's edge, warded into self before the strike ever lands... (see Card). - (Slot B) Catching Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed as a rune catches fire along the blade's edge... (see Card). - (Slot C) Catching Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn before a rune's fire ever lands, self or an ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Etched Mark
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundA mark etched mid-strike, priming a target for the blade that hasn't fallen yet... (see Card). - (Slot B) Etched Cut
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundA cut thrown at a target already primed by an etched mark... (see Card). - (Slot C) Etched Guard
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundA guard held while etching a mark mid-strike... (see Card).
| - (Slot A) Etched Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundA mark etched mid-strike, warded into self, priming for the blade that hasn't fallen yet... (see Card). - (Slot B) Etched Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundA bolt loosed at a target already primed by an etched mark... (see Card). - (Slot C) Etched Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn while etching a mark mid-strike, self or an ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Primed Rune
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundSpellblades etch a rune mid-strike, priming a marked target for the blade that follows it... (see Card). - (Slot B) Primed Cut
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundSpellblades strike whoever's already primed by a rune etched mid-strike... (see Card). - (Slot C) Primed Guard
AttackRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundSpellblades guard while etching a rune mid-strike... (see Card).
| - (Slot A) Primed Ward
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundSpellblades ward self while etching a rune mid-strike, priming a marked target for the blade that follows... (see Card). - (Slot B) Primed Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundSpellblades loose a bolt at whoever's already primed by a rune etched mid-strike... (see Card). - (Slot C) Primed Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundSpellblades mend while etching a rune mid-strike, self or an ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Spellblade Branch Descriptions
▸ Select to Expand
a. Shadowblade (unlocks a shadow-infused enchanted blade) (Penalties and Bonuses TBA)
b. Phantom Blade (dagger or short blade, illusion-focused) (Penalties and Bonuses TBA)
c. Sprightly (light armor and dagger, favors speed and agility) (Penalties and Bonuses TBA)
Spellblade Sub-Class - Shadowblade
(unlocks a shadow-infused enchanted blade)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shadowblade Branch continues this Path's progression exclusively through Level 30. |
Spellblade Sub-Class - Phantom Blade
(dagger or short blade, illusion-focused)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Phantom Blade Branch continues this Path's progression exclusively through Level 30. |
Spellblade Sub-Class - Sprightly
(light armor and dagger, favors speed and agility)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Sprightly Branch continues this Path's progression exclusively through Level 30. |
Skip to next playable starter set Class, Witch.
Tyrant (Not Playable in Starter Set)
Agents of pure destruction who revel in combat for its own sake, Tyrants channel rage, dominance, and shock-and-awe into relentless offensive pressure, whether through twin weapons blurring faster than defense can respond, a two-handed weapon that turns armor into scrap, or a voice alone that breaks enemy formations before a single blade is drawn.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Evil
Favored Races:
Troll (Common) +5, Gnoll +5, Human† +5, Orcus +5, Omnè +5
†Human Playable with Starter Set.
Averse Races: Firbolg -5, Elf (High) -5, Helf -5, Brownling -5, Gnome -5, Drevane -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Warlord's Dominance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Reign of Ruin, Once Per Day the Tyrant unleashes overwhelming force, dealing physical damage equal to twice their Strength Score to one target and knocking them prone.
Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Tyrants can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.
Tyrants get +5 feet their base movement speed, once per encounter.
Tyrants get +4 plus their STRENGTH Score on Intimidation checks.
Favorite Talent and Profession Trees
Talent Trees: Bounty Hunter
Professions: Hunter, Blacksmith, Body Artist
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Tyrant Path and Branch Descriptions
▸ Select to Expand
A rage-fueled Tyrant who abandons caution entirely for overwhelming, relentless offense. (LVL 4-20)
Berserker Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any Style, 2h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium (Bloodplate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Berserker Branches
◆ Blitzer (LVL 21-30)
A Berserker who closes distance in a single, unstoppable burst.
Blitzer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blitzer Branch chosen at Level 21 - see Blitzer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Blitzer Branch chosen at Level 21 - see Blitzer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shredder (LVL 21-30)
A Berserker whose rapid, relentless strikes tear through any defense.
Shredder Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shredder Branch chosen at Level 21 - see Shredder above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shredder Branch chosen at Level 21 - see Shredder above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Fury (LVL 21-30)
A Berserker who abandons all restraint the longer a fight goes on.
Fury Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Fury Branch chosen at Level 21 - see Fury above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Fury Branch chosen at Level 21 - see Fury above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A Tyrant who levels anything in their path with sheer, brutal force. (LVL 4-20)
Demolisher Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any Style, 2h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium (Warforged Chain).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Demolisher Branches
◆ Brute (LVL 21-30)
A Demolisher who relies on raw physical force above all else.
Brute Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Brute Branch chosen at Level 21 - see Brute above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Brute Branch chosen at Level 21 - see Brute above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rampager (LVL 21-30)
A Demolisher who tears through everything in a straight, unstoppable line.
Rampager Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rampager Branch chosen at Level 21 - see Rampager above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Rampager Branch chosen at Level 21 - see Rampager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Bone Crusher (LVL 21-30)
A Demolisher whose blows are built to shatter, not just wound.
Bone Crusher Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bone Crusher Branch chosen at Level 21 - see Bone Crusher above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Bone Crusher Branch chosen at Level 21 - see Bone Crusher above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A Tyrant whose voice alone can break enemy morale, rallying allies and terrifying foes in the same breath. (LVL 4-20)
War Cryer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h (Main) Slashing, Blunt, or Piercing, symbol (Off), or 2h Blunt or 2h Chop. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Medium (Warhorn Mail).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
War Cryer Branches
◆ Celestial (LVL 21-30)
A War Cryer whose voice carries a weight that feels almost otherworldly.
Celestial Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Celestial Branch chosen at Level 21 - see Celestial above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Celestial Branch chosen at Level 21 - see Celestial above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Paincaster (LVL 21-30)
A War Cryer who turns suffering itself into a weapon against enemy morale.
Paincaster Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Paincaster Branch chosen at Level 21 - see Paincaster above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Paincaster Branch chosen at Level 21 - see Paincaster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Dagger Dancer (LVL 21-30)
A War Cryer who weaves blade-work into every cry, striking between words.
Dagger Dancer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Dagger Dancer Branch chosen at Level 21 - see Dagger Dancer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Dagger Dancer Branch chosen at Level 21 - see Dagger Dancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Tyrant Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆2h, any Style (path dependent).
Weapon Types:
◆Martial, TAW, or Energy for Nature Abilities; Magic for Spell Abilities.
◆Restricted to Martial for Melee; wherever a Path or Branch may allow it.
Whenever Warlord's Dominance (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + STR.
◆2H Melee: +2 Hit, +1 Damage (Demolisher).
◆+2 and +2 to Hit and Bounty Hunter Talents if the Warbringer's Cleaver is wielded.
◆Throwing Weapons: Damage bonus (TBA).
◆Spell: +1 sonic voice abilities (War Cryer).
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Light or Medium (Studded Leather, Light Chain). Bonus: +1 Hit and +1 Damage in leather or no armor; +2 and +2 to Hit and Bounty Hunter Talents if Studded Leather is worn.
+1 Hit and +2 to Bounty Hunter Talents if wearing Light or Medium (Light Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Tyrant's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Tyrant Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Nature Drawn Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Tyrant
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Tyrant Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Vicious Strike
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA strike thrown with pure aggression, a Tyrant's earliest proof that control is worth trading for raw power... (see Card). - (Slot B) Aggressive Cut
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA cut thrown with the same pure aggression... (see Card). - (Slot C) Vicious Guard
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA guard held with control traded for raw power... (see Card).
| - (Slot A) Vicious Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedRaw power drawn into a shield over self or an ally... (see Card). - (Slot B) Vicious Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bolt thrown with pure aggression, loosed at a foe... (see Card). - (Slot C) Vicious Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from control traded for raw power, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Tyrant Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Brutal Combo
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA strike that feeds off the last, a Tyrant's earliest taste of a fight that only one side walks away from... (see Card). - (Slot B) Brutal Cut
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA cut that feeds off the last, in a fight only one side walks away from... (see Card). - (Slot C) Brutal Guard
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA guard held in a fight only one side walks away from... (see Card).
| - (Slot A) Brutal Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA fight only one side walks away from, drawn into a shield over self or an ally... (see Card). - (Slot B) Brutal Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA strike that feeds off the last, loosed at a foe... (see Card). - (Slot C) Brutal Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a fight only one side walks away from, self or ally... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Tyrant Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Marked for Slaughter
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA vicious strike that marks the target, a Tyrant's earliest reach toward becoming the fight's only outcome... (see Card). - (Slot B) Marked Cut
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA cut thrown at a target already marked for slaughter... (see Card). - (Slot C) Marked Guard
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded or 2h | Discipline: Wrath Cost: 2 Stamina Uses: UnlimitedA guard held while becoming the fight's only outcome... (see Card).
| - (Slot A) Marked Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA shield drawn while becoming the fight's only outcome, over self or an ally... (see Card). - (Slot B) Marked Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA vicious bolt that marks the target, loosed at range... (see Card). - (Slot C) Marked Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn while becoming the fight's only outcome, self or ally... (see Card).
|
Tyrant Paths
For full versions see each Ability's Card, per module.
Tyrant Sub-Class - Berserker
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Tyrant - Berserker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Claim the Slaughter
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded | Discipline: Rampage Cost: 2 Stamina Uses: UnlimitedThe vicious mark cut deeper still, a Berserker's earliest proof that a wound remembers who left it... (see Card). - (Slot B) Deeper Cut
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded | Discipline: Rampage Cost: 2 Stamina Uses: UnlimitedA cut carved deeper than the vicious mark that came before it... (see Card). - (Slot C) Remembered Guard
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded | Discipline: Rampage Cost: 2 Stamina Uses: UnlimitedA guard held with a wound that remembers who left it... (see Card).
| - (Slot A) Remembered Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA wound that remembers who left it, drawn into a shield over self or an ally... (see Card). - (Slot B) Claim Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedThe vicious mark cut deeper still, loosed at range... (see Card). - (Slot C) Remembered Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a wound that remembers who left it, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Tyrant - Berserker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rending Strikes
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded | Discipline: Rampage Cost: 3 Stamina Uses: 3/RoundTwin blades that leave more than one kind of wound, a Berserker's earliest taste of the damage twin blades leave behind... (see Card). - (Slot B) Rending Cut
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded | Discipline: Rampage Cost: 3 Stamina Uses: 3/RoundA cut thrown from twin blades that leave more than one kind of wound... (see Card). - (Slot C) Rending Guard
AttackRange: Touch | Style: Any | Hand: 1h dual-wielded | Discipline: Rampage Cost: 3 Stamina Uses: 3/RoundA guard held with the damage twin blades leave behind... (see Card).
| - (Slot A) Rending Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundTwin blades' own damage drawn into a shield over self or an ally... (see Card). - (Slot B) Rending Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundTwin blades' own wound loosed at a foe from range... (see Card). - (Slot C) Rending Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA renewal drawn from the damage twin blades leave behind, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Tyrant - Berserker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Frenzy's First
A swing let loose the instant the frenzy takes hold, before thought ever catches up... (see Card). - (Slot B) Frenzy's Cut
A cut thrown the instant the frenzy takes hold... (see Card). - (Slot C) Frenzy's Guard
A guard held before thought ever catches up... (see Card).
| - (Slot A) Frenzy's Aegis
A shield sung the instant the frenzy takes hold, self or ally... (see Card). - (Slot B) Frenzy's Bolt
A swing let loose at range, before thought ever catches up... (see Card). - (Slot C) Frenzy's Renewal
A renewal drawn before thought ever catches up, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Tyrant - Berserker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Blood Track
A kill tracked through blood alone, running down prey that's already started bleeding... (see Card). - (Slot B) Blood Track Cut
A cut thrown at prey that's already started bleeding... (see Card). - (Slot C) Blood Track Guard
A guard held while running down prey tracked through blood alone... (see Card).
| - (Slot A) Blood Track Aegis
A shield sung while running down prey tracked through blood alone, self or ally... (see Card). - (Slot B) Blood Track Bolt
A kill tracked through blood alone, loosed at prey that's already started bleeding... (see Card). - (Slot C) Blood Track Renewal
A renewal drawn while running down prey tracked through blood alone, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Tyrant - Berserker Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Scent of Prey
Berserkers dual-wield through a battle in a blood-frenzy, tracking scent and momentum alike to run their prey down... (see Card). - (Slot B) Scent Strike
Berserkers strike prey they've tracked by scent and momentum alike... (see Card). - (Slot C) Scent Guard
Berserkers guard through a battle in a blood-frenzy, tracking scent and momentum alike... (see Card).
| - (Slot A) Scent Aegis
Berserkers shield through a battle in a blood-frenzy, tracking scent and momentum alike, self or ally... (see Card). - (Slot B) Scent Bolt
Berserkers loose a blood-frenzy at range, tracking scent and momentum to run prey down... (see Card). - (Slot C) Scent Renewal
Berserkers mend through a battle in a blood-frenzy, tracking scent and momentum alike, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Berserker Branch Descriptions
▸ Select to Expand
a. Blitzer (Penalties and Bonuses TBA)
b. Shredder (Penalties and Bonuses TBA)
c. Fury (Penalties and Bonuses TBA)
Berserker Sub-Class - Blitzer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Blitzer Branch continues this Path's progression exclusively through Level 30. |
Berserker Sub-Class - Shredder
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Shredder Branch continues this Path's progression exclusively through Level 30. |
Berserker Sub-Class - Fury
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Fury Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Tyrant Sub-Class - Demolisher
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Tyrant - Demolisher Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sundering Blow
AttackRange: Touch | Style: Any | Hand: 2h | Discipline: Sunder Cost: 2 Stamina Uses: UnlimitedA blow that leaves plate no better than cloth, a Demolisher's earliest proof that nothing holds against enough force... (see Card). - (Slot B) Sundering Cut
AttackRange: Touch | Style: Any | Hand: 2h | Discipline: Sunder Cost: 2 Stamina Uses: UnlimitedA cut that leaves plate no better than cloth... (see Card). - (Slot C) Sundering Guard
AttackRange: Touch | Style: Any | Hand: 2h | Discipline: Sunder Cost: 2 Stamina Uses: UnlimitedA guard held knowing nothing holds against enough force... (see Card).
| - (Slot A) Sundering Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedEnough force drawn into a shield over self or an ally... (see Card). - (Slot B) Sundering Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bolt that leaves plate no better than cloth, loosed at range... (see Card). - (Slot C) Sundering Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from the knowledge nothing holds against enough force, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Tyrant - Demolisher Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Armor Render
AttackRange: Touch | Style: Any | Hand: 2h | Discipline: Sunder Cost: 3 Stamina Uses: 3/RoundA strike that finds the seam beneath the plate, a Demolisher's earliest taste of the weight a 2h swing can carry... (see Card). - (Slot B) Seam Render
AttackRange: Touch | Style: Any | Hand: 2h | Discipline: Sunder Cost: 3 Stamina Uses: 3/RoundA cut aimed at the seam beneath the plate... (see Card). - (Slot C) Render Guard
AttackRange: Touch | Style: Any | Hand: 2h | Discipline: Sunder Cost: 3 Stamina Uses: 3/RoundA guard held with the weight a 2h swing can carry... (see Card).
| - (Slot A) Render Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundThe weight a 2h swing can carry, drawn into a shield over self or an ally... (see Card). - (Slot B) Render Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA strike that finds the seam beneath the plate, loosed at range... (see Card). - (Slot C) Render Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA renewal drawn from the weight a 2h swing can carry, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Tyrant - Demolisher Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Owed Swing
A swing struck like the fight owes the Demolisher something, turning armor to scrap with every hit... (see Card). - (Slot B) Owed Cut
A cut struck like the fight owes the Demolisher something... (see Card). - (Slot C) Owed Guard
A guard held while turning armor to scrap with every hit... (see Card).
| - (Slot A) Owed Aegis
A shield sung while turning armor to scrap with every hit, self or ally... (see Card). - (Slot B) Owed Bolt
A swing struck like the fight owes the Demolisher something, loosed at range... (see Card). - (Slot C) Owed Renewal
A renewal drawn while turning armor to scrap with every hit, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Tyrant - Demolisher Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Piece by Piece
A line ground down piece by piece, turning armor to scrap before the line even breaks... (see Card). - (Slot B) Piece by Piece Cut
A cut thrown at a line already ground down piece by piece... (see Card). - (Slot C) Piece by Piece Guard
A guard held while a line is ground down piece by piece... (see Card).
| - (Slot A) Piece by Piece Aegis
A shield sung while a line is ground down piece by piece, self or ally... (see Card). - (Slot B) Piece by Piece Bolt
A line ground down piece by piece, loosed at range before it even breaks... (see Card). - (Slot C) Piece by Piece Renewal
A renewal drawn while a line is ground down piece by piece, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Tyrant - Demolisher Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Scrapped Line
Demolishers turn armor to scrap with every 2h swing, grinding a line down until nothing stands between them and the kill... (see Card). - (Slot B) Scrapped Cut
Demolishers strike a line ground down until nothing stands between them and the kill... (see Card). - (Slot C) Scrapped Guard
Demolishers guard while grinding a line down until nothing stands between them and the kill... (see Card).
| - (Slot A) Scrapped Aegis
Demolishers shield while grinding a line down until nothing stands between them and the kill, self or ally... (see Card). - (Slot B) Scrapped Bolt
Demolishers turn armor to scrap at range, grinding a line down until nothing stands in their way... (see Card). - (Slot C) Scrapped Renewal
Demolishers mend while grinding a line down until nothing stands between them and the kill, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Demolisher Branch Descriptions
▸ Select to Expand
a. Brute (Penalties and Bonuses TBA)
b. Rampager (Penalties and Bonuses TBA)
c. Bone Crusher (Penalties and Bonuses TBA)
Demolisher Sub-Class - Brute
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Brute Branch continues this Path's progression exclusively through Level 30. |
Demolisher Sub-Class - Rampager
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Rampager Branch continues this Path's progression exclusively through Level 30. |
Demolisher Sub-Class - Bone Crusher
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Bone Crusher Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Tyrant Sub-Class - War Cryer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Tyrant - War Cryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Shattering Cry
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Sonic Cost: 2 Mana Uses: UnlimitedA sonic cry that unmakes a guard as much as a body, a War Cryer's earliest proof that a voice can break more than silence... (see Card). - (Slot B) Shattering Cut
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Sonic Cost: 2 Mana Uses: UnlimitedA cut thrown behind a voice that breaks more than silence... (see Card). - (Slot C) Shattering Guard
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Sonic Cost: 2 Mana Uses: UnlimitedA guard held behind a voice that breaks more than silence... (see Card).
| - (Slot A) Shattering Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Sonic Cost: 2 Mana Uses: UnlimitedA voice that breaks more than silence, drawn into a shield over self or an ally... (see Card). - (Slot B) Shattering Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Sonic Cost: 2 Mana Uses: UnlimitedA sonic cry that unmakes a guard as much as a body, loosed at a foe... (see Card). - (Slot C) Shattering Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Sonic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a voice that breaks more than silence, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Tyrant - War Cryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Deafening Roar
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Sonic Cost: 3 Mana Uses: 3/RoundA roar that leaves ears ringing and worse, a War Cryer's earliest taste of the silence that follows... (see Card). - (Slot B) Deafening Cut
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Sonic Cost: 3 Mana Uses: 3/RoundA cut thrown as ears ring and worse... (see Card). - (Slot C) Deafening Guard
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Burst/Radius | School: Sonic Cost: 3 Mana Uses: 3/RoundA guard held through the silence that follows... (see Card).
| - (Slot A) Deafening Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Sonic Cost: 3 Mana Uses: 3/RoundThe silence that follows, drawn into a shield over self or an ally... (see Card). - (Slot B) Deafening Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Sonic Cost: 3 Mana Uses: 3/RoundA roar that leaves ears ringing and worse, loosed at a foe... (see Card). - (Slot C) Deafening Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Sonic Cost: 3 Mana Uses: 3/RoundA renewal drawn from the silence that follows, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Tyrant - War Cryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Deciding Shout
A shout that opens a fight already having decided who loses it... (see Card). - (Slot B) Deciding Cut
A cut thrown into a fight already having decided who loses it... (see Card). - (Slot C) Deciding Guard
A guard held over a fight already decided... (see Card).
| - (Slot A) Deciding Aegis
A shield sung over a fight already decided, self or ally... (see Card). - (Slot B) Deciding Bolt
A shout that opens a fight already decided, loosed at a foe... (see Card). - (Slot C) Deciding Renewal
A renewal drawn over a fight already decided, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Tyrant - War Cryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Broken Formation
A formation broken with voice alone, marking a battlefield before the first blow ever lands... (see Card). - (Slot B) Broken Cut
A cut thrown at a battlefield already marked before the first blow ever lands... (see Card). - (Slot C) Broken Guard
A guard held over a formation broken with voice alone... (see Card).
| - (Slot A) Broken Aegis
A formation broken with voice alone, drawn into a shield over self or an ally... (see Card). - (Slot B) Broken Bolt
A battlefield marked before the first blow ever lands, loosed at a foe... (see Card). - (Slot C) Broken Renewal
A renewal drawn over a formation broken with voice alone, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Tyrant - War Cryer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Terror Call
War Cryers break formations with their voice alone, marking and terrorizing a battlefield before a blade is ever drawn... (see Card). - (Slot B) Terror Cut
War Cryers strike a battlefield already marked and terrorized before a blade is ever drawn... (see Card). - (Slot C) Terror Guard
War Cryers guard while breaking formations with their voice alone... (see Card).
| - (Slot A) Terror Aegis
War Cryers shield while breaking formations with their voice alone, self or ally... (see Card). - (Slot B) Terror Bolt
War Cryers break formations at range, marking and terrorizing a battlefield before a blade is drawn... (see Card). - (Slot C) Terror Renewal
War Cryers mend while breaking formations with their voice alone, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
War Cryer Branch Descriptions
▸ Select to Expand
a. Celestial (Penalties and Bonuses TBA)
b. Paincaster (Penalties and Bonuses TBA)
c. Dagger Dancer (Penalties and Bonuses TBA)
War Cryer Sub-Class - Celestial
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Celestial Branch continues this Path's progression exclusively through Level 30. |
War Cryer Sub-Class - Paincaster
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Paincaster Branch continues this Path's progression exclusively through Level 30. |
War Cryer Sub-Class - Dagger Dancer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Dagger Dancer Branch continues this Path's progression exclusively through Level 30. |
Warlock (Not Playable in Starter Set)
Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Warlocks channel dark contracts into magic that warps, drains, and corrupts everything it touches, a bargain that grows more consuming the deeper they pull from it, with their patron's fingerprints increasingly visible in everything they do and say.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Evil
Favored Races:
Drow +5, Human† +5, Orcus +5, Pinkling +5
†Human Playable with Starter Set.
Averse Races: Firbolg -5, Troll (Village) -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Patron's Favor, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Pact Calling, Once Per Day the Warlock calls upon their patron, dealing dark damage equal to twice their Willpower Score to one target, with the Warlock healing for half that amount.
Extra 1d6 + lvl dark damage on Critical Hits.
Once per encounter, Warlocks can Flourish their pact weapon that lowers their target's Resistance at a number equal to their Deceit Score.
Warlocks get +5 feet their base movement speed, once per encounter.
Warlocks get +4 plus their WILLPOWER Score on Knowledge checks involving forbidden lore.
Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Witchcrafter, Enchanter, Alchemist
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Warlock Path and Branch Descriptions
▸ Select to Expand
A fiend-bound Warlock whose patron grants dark power in exchange for a bargain always waiting to be called in. (LVL 4-20)
Grimlock Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Fiendhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Grimlock Branches
◆ Fiend (LVL 21-30)
A Grimlock bound directly to a fiendish patron's raw, dark power.
Fiend Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Fiend Branch chosen at Level 21 - see Fiend above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Fiend Branch chosen at Level 21 - see Fiend above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Changeling (LVL 21-30)
A Grimlock whose patron grants the ability to wear another's face.
Changeling Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Changeling Branch chosen at Level 21 - see Changeling above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Changeling Branch chosen at Level 21 - see Changeling above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Hexblade (LVL 21-30)
A Grimlock who channels their patron's power directly through a cursed weapon.
Hexblade Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Hexblade Branch chosen at Level 21 - see Hexblade above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Hexblade Branch chosen at Level 21 - see Hexblade above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A blood-magic Warlock who trades their own vitality, and their enemies', to fuel devastating power. (LVL 4-20)
Bloodlock Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Bloodlock Branches
◆ Vampire (LVL 21-30)
A Bloodlock who drains life directly from enemies to sustain their own.
Vampire Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Vampire Branch chosen at Level 21 - see Vampire above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Vampire Branch chosen at Level 21 - see Vampire above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Blood Knight (LVL 21-30)
A Bloodlock who fights in melee, sealing every strike with their own blood-magic.
Blood Knight Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blood Knight Branch chosen at Level 21 - see Blood Knight above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Blood Knight Branch chosen at Level 21 - see Blood Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Tormentor (LVL 21-30)
A Bloodlock who specializes in prolonged, draining suffering rather than a quick kill.
Tormentor Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Tormentor Branch chosen at Level 21 - see Tormentor above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Tormentor Branch chosen at Level 21 - see Tormentor above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A death-focused Warlock who commands the dead and reaps souls to further their patron's dark cause. (LVL 4-20)
Necromancer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Spider Silk Robe).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Necromancer Branches
◆ Summoner (LVL 21-30)
A Necromancer who commands the dead directly, raising allies from fallen enemies.
Summoner Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Summoner Branch chosen at Level 21 - see Summoner above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Summoner Branch chosen at Level 21 - see Summoner above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Inquisitor (LVL 21-30)
A Necromancer who hunts and judges, turning death itself into an interrogation.
Inquisitor Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Inquisitor Branch chosen at Level 21 - see Inquisitor above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Inquisitor Branch chosen at Level 21 - see Inquisitor above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Soul Reaper (LVL 21-30)
A Necromancer who claims the souls of the fallen to further fuel their own power.
Soul Reaper Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Soul Reaper Branch chosen at Level 21 - see Soul Reaper above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Soul Reaper Branch chosen at Level 21 - see Soul Reaper above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Warlock Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h Pact Weapon or Arcane Focus (any Style, path dependent).
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
Whenever Patron's Favor (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + WILLPOWER.
◆1H Melee: +1 Hit (cursed blades).
◆+2 and +2 to Hit and Crypt Raider Talents if the Soulrend Blade is wielded.
◆Grimoire (Off) +1 spell potency, or a Cursed Trinket (Off) +1 Hit instead (cursed blade).
◆2H Melee: 0.
◆1H Shoot: 0.
◆2H Shoot: 0.
◆Spell: +2 dark pact and necrotic; +1 life drain.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Delicate or Light (Robes, Leather). Bonus: +1 spell potency in robes or leather; +2 and +2 to spell potency and Crypt Raider Talents if Robes is worn.
+1 to spell potency and +2 to Crypt Raider Talents if wearing Delicate or Light (Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Warlock's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Warlock Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Drawn Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Warlock
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Warlock Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Pact Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA pact-blade strike charged with dark energy, a Warlock's earliest taste of a bargain already being spent... (see Card). - (Slot B) Pact Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA cut charged with the same dark energy... (see Card). - (Slot C) Pact Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA guard held while a bargain is already being spent... (see Card).
| - (Slot A) Pact Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bargain already being spent, drawn into a shield over self or an ally... (see Card). - (Slot B) Pact Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bolt charged with dark energy, loosed at a foe... (see Card). - (Slot C) Pact Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a bargain already being spent, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Warlock Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Creeping Wound
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA pact-blade cut that festers longer than the blade itself, a Warlock's earliest lesson in a patron who never lets a debt go unpaid... (see Card). - (Slot B) Creeping Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA cut that festers longer than the blade itself... (see Card). - (Slot C) Creeping Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA guard held while a debt goes unpaid... (see Card).
| - (Slot A) Creeping Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA debt that never goes unpaid, drawn into a shield over self or an ally... (see Card). - (Slot B) Creeping Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA cut that festers longer than the blade itself, loosed at range... (see Card). - (Slot C) Creeping Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn while a debt goes unpaid, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Warlock Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Fiendmark Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA brand drawn from the patron itself, a Warlock's earliest reach toward a power that isn't fully theirs yet... (see Card). - (Slot B) Fiendmark Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA cut drawn from the patron itself... (see Card). - (Slot C) Fiendmark Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft Cost: 2 Stamina Uses: UnlimitedA guard held with a power that isn't fully theirs yet... (see Card).
| - (Slot A) Fiendmark Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA brand drawn into a shield over self or an ally... (see Card). - (Slot B) Fiendmark Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA brand drawn from the patron itself, loosed at a foe... (see Card). - (Slot C) Fiendmark Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a power that isn't fully theirs yet, self or ally... (see Card).
|
Warlock Paths
For full versions see each Ability's Card, per module.
Warlock Sub-Class - Grimlock
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Warlock - Grimlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Claim the Fiendmark's Edge
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind Cost: 2 Stamina Uses: UnlimitedThe patron's brand burned deeper still, a Grimlock's earliest proof that a mark is only the beginning of the bargain... (see Card). - (Slot B) Branded Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind Cost: 2 Stamina Uses: UnlimitedA cut thrown while the patron's brand burns deeper still... (see Card). - (Slot C) Branded Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind Cost: 2 Stamina Uses: UnlimitedA guard held with a mark that's only the beginning of the bargain... (see Card).
| - (Slot A) Branded Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedThe patron's brand drawn into a shield over self or an ally... (see Card). - (Slot B) Branded Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedThe patron's brand burned deeper still, loosed at range... (see Card). - (Slot C) Branded Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a mark that's only the beginning of the bargain, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warlock - Grimlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Withering Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind Cost: 3 Stamina Uses: 3/RoundA cut that festers long after the blade withdraws, a Grimlock's earliest taste of a curse that outlives the wound... (see Card). - (Slot B) Withering Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind Cost: 3 Stamina Uses: 3/RoundA cut that festers long after the blade withdraws... (see Card). - (Slot C) Withering Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind Cost: 3 Stamina Uses: 3/RoundA guard held with a curse that outlives the wound... (see Card).
| - (Slot A) Withering Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA curse that outlives the wound, drawn into a shield over self or an ally... (see Card). - (Slot B) Withering Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA cut that festers long after the blade withdraws, loosed at range... (see Card). - (Slot C) Withering Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA renewal drawn from a curse that outlives the wound, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warlock - Grimlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Patron's Eye
A patron's attention settled on a target before the curse is even spoken... (see Card). - (Slot B) Patron's Cut
A cut thrown at a target already under the patron's eye... (see Card). - (Slot C) Patron's Guard
A guard held before the curse is even spoken... (see Card).
| - (Slot A) Patron's Aegis
A patron's attention drawn into a shield over self or an ally... (see Card). - (Slot B) Patron's Bolt
A patron's attention loosed at a target before the curse is even spoken... (see Card). - (Slot C) Patron's Renewal
A renewal drawn before the curse is even spoken, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warlock - Grimlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bound Curse
A curse bound to a name, cursing a target until the doom promised comes due... (see Card). - (Slot B) Bound Cut
A cut thrown at a target cursed until the doom promised comes due... (see Card). - (Slot C) Bound Guard
A guard held while a curse is bound to a name... (see Card).
| - (Slot A) Bound Aegis
A curse bound to a name, drawn into a shield over self or an ally... (see Card). - (Slot B) Bound Bolt
A curse bound to a name, loosed at a target until the doom promised comes due... (see Card). - (Slot C) Bound Renewal
A renewal drawn while a curse is bound to a name, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warlock - Grimlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bound Doom
Grimlocks call on their fiend-patron directly, cursing and binding a target until the doom comes collecting... (see Card). - (Slot B) Bound Doom Cut
Grimlocks strike a target cursed and bound until the doom comes collecting... (see Card). - (Slot C) Bound Doom Guard
Grimlocks guard while calling on their fiend-patron directly... (see Card).
| - (Slot A) Bound Doom Aegis
Grimlocks shield while calling on their fiend-patron directly, self or ally... (see Card). - (Slot B) Bound Doom Bolt
Grimlocks call on their fiend-patron at range, cursing and binding a target until doom collects... (see Card). - (Slot C) Bound Doom Renewal
Grimlocks mend while calling on their fiend-patron directly, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Grimlock Branch Descriptions
▸ Select to Expand
a. Fiend (Penalties and Bonuses TBA)
b. Changeling (Penalties and Bonuses TBA)
c. Hexblade (Penalties and Bonuses TBA)
Grimlock Sub-Class - Fiend
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Fiend Branch continues this Path's progression exclusively through Level 30. |
Grimlock Sub-Class - Changeling
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Changeling Branch continues this Path's progression exclusively through Level 30. |
Grimlock Sub-Class - Hexblade
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Hexblade Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Warlock Sub-Class - Bloodlock
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Warlock - Bloodlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bloodletting Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft Cost: 2 Stamina Uses: UnlimitedA cut that gives back to the Warlock what it takes from the target, a Bloodlock's earliest taste of a bargain paid in blood... (see Card). - (Slot B) Bloodletting Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft Cost: 2 Stamina Uses: UnlimitedA cut that gives back what it takes from the target... (see Card). - (Slot C) Bloodletting Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft Cost: 2 Stamina Uses: UnlimitedA guard held with a bargain paid in blood... (see Card).
| - (Slot A) Bloodletting Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bargain paid in blood, drawn into a shield over self or an ally... (see Card). - (Slot B) Bloodletting Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA bolt that gives back what it takes from the target, loosed at range... (see Card). - (Slot C) Bloodletting Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn from a bargain paid in blood, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warlock - Bloodlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Hemorrhaging Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft Cost: 3 Stamina Uses: 3/RoundA wound that opens wider the closer death gets, a Bloodlock's earliest taste of the hunger that grows with every wound... (see Card). - (Slot B) Hemorrhaging Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft Cost: 3 Stamina Uses: 3/RoundA cut that opens wider the closer death gets... (see Card). - (Slot C) Hemorrhaging Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft Cost: 3 Stamina Uses: 3/RoundA guard held with a hunger that grows with every wound... (see Card).
| - (Slot A) Hemorrhaging Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA hunger that grows with every wound, drawn into a shield over self or an ally... (see Card). - (Slot B) Hemorrhaging Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA wound that opens wider the closer death gets, loosed at range... (see Card). - (Slot C) Hemorrhaging Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA renewal drawn from a hunger that grows with every wound, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warlock - Bloodlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Hungrier Cast
A spell that takes more than it gives back, growing hungrier with every cast... (see Card). - (Slot B) Hungrier Cut
A cut that takes more than it gives back, growing hungrier with every strike... (see Card). - (Slot C) Hungrier Guard
A guard held while growing hungrier with every cast... (see Card).
| - (Slot A) Hungrier Aegis
A spell that takes more than it gives back, drawn into a shield over self or an ally... (see Card). - (Slot B) Hungrier Bolt
A spell that takes more than it gives back, loosed at a foe, growing hungrier with every cast... (see Card). - (Slot C) Hungrier Renewal
A renewal that takes more than it gives back, growing hungrier with every cast, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warlock - Bloodlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Draining Cast
Life drained with every cast, growing stronger the more blood already spilled... (see Card). - (Slot B) Draining Cut
Life drained with every cut, growing stronger the more blood already spilled... (see Card). - (Slot C) Draining Guard
A guard that grows stronger the more blood already spilled... (see Card).
| - (Slot A) Draining Aegis
Life drained into a shield over self or an ally, growing stronger the more blood already spilled... (see Card). - (Slot B) Draining Bolt
Life drained with every cast, loosed at a foe... (see Card). - (Slot C) Draining Renewal
A renewal that grows stronger the more blood already spilled, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warlock - Bloodlock Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Growing Hunger
Bloodlocks drain Life with every spell cast, growing stronger the more blood is already spilled... (see Card). - (Slot B) Growing Hunger Cut
Bloodlocks drain Life with every cut, growing stronger the more blood is already spilled... (see Card). - (Slot C) Growing Hunger Guard
Bloodlocks guard while growing stronger the more blood is already spilled... (see Card).
| - (Slot A) Growing Hunger Aegis
Bloodlocks shield while growing stronger the more blood is already spilled, self or ally... (see Card). - (Slot B) Growing Hunger Bolt
Bloodlocks drain Life at range with every spell cast, growing stronger the more blood is spilled... (see Card). - (Slot C) Growing Hunger Renewal
Bloodlocks mend while growing stronger the more blood is already spilled, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Bloodlock Branch Descriptions
▸ Select to Expand
a. Vampire (Penalties and Bonuses TBA)
b. Blood Knight (Penalties and Bonuses TBA)
c. Tormentor (Penalties and Bonuses TBA)
Bloodlock Sub-Class - Vampire
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Vampire Branch continues this Path's progression exclusively through Level 30. |
Bloodlock Sub-Class - Blood Knight
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Blood Knight Branch continues this Path's progression exclusively through Level 30. |
Bloodlock Sub-Class - Tormentor
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Tormentor Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Warlock Sub-Class - Necromancer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Paths
LVL 4 Warlock - Necromancer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Grave Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap Cost: 2 Stamina Uses: UnlimitedA cut that carries a chill from beyond the grave itself, a Necromancer's earliest proof that death doesn't end a fight, it just changes sides... (see Card). - (Slot B) Grave Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap Cost: 2 Stamina Uses: UnlimitedA cut that carries a chill from beyond the grave itself... (see Card). - (Slot C) Grave Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap Cost: 2 Stamina Uses: UnlimitedA guard held knowing death doesn't end a fight, it just changes sides... (see Card).
| - (Slot A) Grave Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA chill from beyond the grave drawn into a shield over self or an ally... (see Card). - (Slot B) Grave Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA chill from beyond the grave loosed at a foe... (see Card). - (Slot C) Grave Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 2 Mana Uses: UnlimitedA renewal drawn knowing death just changes sides, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warlock - Necromancer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Withering Grasp Strike
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap Cost: 3 Stamina Uses: 3/RoundA wound that reaches beyond the one struck, a Necromancer's earliest taste of a rot that spreads past the wound... (see Card). - (Slot B) Withering Grasp Cut
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap Cost: 3 Stamina Uses: 3/RoundA cut that reaches beyond the one struck... (see Card). - (Slot C) Withering Grasp Guard
AttackRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap Cost: 3 Stamina Uses: 3/RoundA guard held with a rot that spreads past the wound... (see Card).
| - (Slot A) Withering Grasp Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA rot that spreads past the wound, drawn into a shield over self or an ally... (see Card). - (Slot B) Withering Grasp Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA wound that reaches beyond the one struck, loosed at range... (see Card). - (Slot C) Withering Grasp Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic Cost: 3 Mana Uses: 3/RoundA renewal drawn from a rot that spreads past the wound, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warlock - Necromancer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Loosening Soul
A soul let loosen before the body's even finished falling... (see Card). - (Slot B) Loosening Cut
A cut thrown before the body's even finished falling... (see Card). - (Slot C) Loosening Guard
A guard held while a soul is let loosen... (see Card).
| - (Slot A) Loosening Aegis
A soul let loosen, drawn into a shield over self or an ally... (see Card). - (Slot B) Loosening Bolt
A soul let loosen, loosed at a foe before the body's even finished falling... (see Card). - (Slot C) Loosening Renewal
A renewal drawn while a soul is let loosen, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warlock - Necromancer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bound Soul's Start
A soul bound mid-cast, harvesting Life from whoever's already halfway gone... (see Card). - (Slot B) Bound Soul's Cut
A cut thrown at whoever's already halfway gone... (see Card). - (Slot C) Bound Soul's Guard
A guard held while a soul is bound mid-cast... (see Card).
| - (Slot A) Bound Soul's Aegis
A soul bound mid-cast, drawn into a shield over self or an ally... (see Card). - (Slot B) Bound Soul's Bolt
A soul bound mid-cast, loosed at whoever's already halfway gone... (see Card). - (Slot C) Bound Soul's Renewal
A renewal drawn while a soul is bound mid-cast, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warlock - Necromancer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bound Soul
Necromancers bind a target's very soul, harvesting Life from the dying and the already dead alike... (see Card). - (Slot B) Bound Soul Cut
Necromancers strike a target whose very soul is already bound... (see Card). - (Slot C) Bound Soul Guard
Necromancers guard while binding a target's very soul... (see Card).
| - (Slot A) Bound Soul Aegis
Necromancers shield while binding a target's very soul, self or ally... (see Card). - (Slot B) Bound Soul Bolt
Necromancers bind a target's soul at range, harvesting Life from the dying and dead alike... (see Card). - (Slot C) Bound Soul Renewal
Necromancers mend while binding a target's very soul, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Necromancer Branch Descriptions
▸ Select to Expand
a. Summoner (Penalties and Bonuses TBA)
b. Inquisitor (Penalties and Bonuses TBA)
c. Soul Reaper (Penalties and Bonuses TBA)
Necromancer Sub-Class - Summoner
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Summoner Branch continues this Path's progression exclusively through Level 30. |
Necromancer Sub-Class - Inquisitor
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Inquisitor Branch continues this Path's progression exclusively through Level 30. |
Necromancer Sub-Class - Soul Reaper
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Soul Reaper Branch continues this Path's progression exclusively through Level 30. |
Warrior (Not Playable in Starter Set)
Comprehensive martial masters who have developed mastery across every armament type, from heavy armor and shield work through every blade discipline, spear, lance, and even command-level battlefield magic, Warriors are the most armor-flexible and weapon-diverse class in Essentia, capable of filling any martial role while outperforming dedicated specialists in their chosen lane at high levels.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: All
Favored Races:
Dwarf (Arctic) +5, Dwarf (Ash) +5, Human† +5, Neanderthal (Glaciera) +5, Omnè +5
†Human Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Battle Stance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Tactical Mastery, Once Per Day the Warrior adapts mid-combat, gaining a bonus to Hit and Damage equal to their Grit Score until the end of the encounter.
Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Warriors can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.
Warriors get +5 feet their base movement speed, once per encounter.
Warriors get +4 plus their VIGOR Score on Endurance checks.
Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Blacksmith, Stonesmith, Engineer, Tinker
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Warrior Path and Branch Descriptions
▸ Select to Expand
A defense-focused Warrior who turns armor and shield into an unbreakable wall. (LVL 4-20)
Armorer Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield. Weapon Type: Martial, TAW, or Energy for Nature, Magic for Spell.
Armor Thresholds
Armor Grade: caps at Heavy (Tower Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Armorer Branches
◆ Ironclad (LVL 21-30)
An Armorer who trusts nothing but the heaviest armor available.
Ironclad Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ironclad Branch chosen at Level 21 - see Ironclad above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Ironclad Branch chosen at Level 21 - see Ironclad above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Champion (LVL 21-30)
An Armorer who leads by example, standing firm at the front of every fight.
Champion Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Champion Branch chosen at Level 21 - see Champion above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Champion Branch chosen at Level 21 - see Champion above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Bulwark (LVL 21-30)
An Armorer devoted entirely to holding a line no enemy can push through.
Bulwark Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bulwark Branch chosen at Level 21 - see Bulwark above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Bulwark Branch chosen at Level 21 - see Bulwark above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A precision-focused Warrior devoted to mastering the blade above all else. (LVL 4-20)
Blade Master Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded. Weapon Type: Martial, TAW, or Energy for Nature, Magic for Spell.
Armor Thresholds
Armor Grade: caps at Medium (Duelist's Mail).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Blade Master Branches
◆ Slayer (LVL 21-30)
A Blade Master whose every strike is aimed to end the fight quickly.
Slayer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Slayer Branch chosen at Level 21 - see Slayer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Slayer Branch chosen at Level 21 - see Slayer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Gladiator (LVL 21-30)
A Blade Master trained for single combat, thriving in one-on-one duels.
Gladiator Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Gladiator Branch chosen at Level 21 - see Gladiator above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Gladiator Branch chosen at Level 21 - see Gladiator above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Duelist (LVL 21-30)
A Blade Master who favors precision and timing over raw power.
Duelist Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force. (LVL 4-20)
Warlord Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Slashing, 2h, Melee. Weapon Type: Martial, TAW, or Energy for Nature, Magic for Spell.
Armor Thresholds
Armor Grade: caps at Heavy (Warforge Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Warlord Branches
◆ Stormbringer (LVL 21-30)
A Warlord who channels raw storm-force directly into their weapon.
Stormbringer Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Runeblades (LVL 21-30)
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Runeblades Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Runeblades Branch chosen at Level 21 - see Runeblades above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Runeblades Branch chosen at Level 21 - see Runeblades above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Sun Thrower (LVL 21-30)
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Sun Thrower Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sun Thrower Branch chosen at Level 21 - see Sun Thrower above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Sun Thrower Branch chosen at Level 21 - see Sun Thrower above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Warrior Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆Any (Slashing, Blunt, Piercing, or Chop), 1h or 2h, Melee, Throw, or Shoot.
Weapon Types:
◆Martial, TAW, or Energy for Nature Abilities; Magic for Spell Abilities.
Whenever Battle Stance (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + STR (Melee) or AGI (Shoot).
◆1H Melee: +1 Hit.
◆+2 and +2 to Hit and Olympiad Talents if the Battleworn Longsword is wielded.
◆Shield (Off) +1 AS, or a second 1h Weapon (Off) +1 Hit instead (dual-wield).
◆2H Melee: +1 Hit.
◆+2 and +2 to Hit and Olympiad Talents if the Titan's Greatblade is wielded.
◆Throw (e.g. spear or javelin): +1 Hit (Armorer), 0 otherwise.
◆+2 and +2 to Hit and Olympiad Talents if the Stormtip Javelin is thrown (Armorer).
◆Shoot (e.g. longbow): 0.
◆Spell: +1 rune and storm (Warlord).
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Versatile (Heavy through Light). Bonus: +1 AS per Grade above Light when properly fitted; +2 and +2 to AS and Olympiad Talents if Half Chain is worn.
+1 AS and +2 to Olympiad Talents when wearing Medium or Light Grade otherwise.
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Warrior's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Warrior Main Class Abilities
Armaments reminder: Heavy Grade armor or lighter; Weapon Type: Martial, TAW, or Energy for Nature Drawn, Magic for Spell Drawn; Weapon Style (Martial only): Slashing, Blunt, or Piercing; 1h or 2h, Melee, Throw, or Shoot (e.g., sword, axe, mace, spear, lance, bow, TAW blade/rifle, or an elemental Energy blade). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Nature Drawn Abilities individually for details, see card examples on this page.
For full versions see each Ability's Card, per module.
Main Class - Warrior
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Warrior Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Battle-Honed Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA well-drilled strike, a Warrior's earliest proof that discipline alone can carry a fight... (see Card). - (Slot B) Honed Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA cut thrown with the same well-drilled discipline... (see Card). - (Slot C) Honed Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA guard held with discipline alone carrying a fight... (see Card).
| - (Slot A) Honed Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedWell-drilled discipline drawn into a shield over self or an ally... (see Card). - (Slot B) Honed Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA well-drilled bolt loosed at a foe... (see Card). - (Slot C) Honed Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn from discipline alone carrying a fight, self or ally... (see Card).
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Warrior Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Weapon Mastery Strike
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA strike that builds on the one before it, a Warrior's earliest taste of momentum turned into a weapon of its own... (see Card). - (Slot B) Mastery Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA cut that builds on the one before it... (see Card). - (Slot C) Mastery Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA guard held with momentum turned into a weapon of its own... (see Card).
| - (Slot A) Mastery Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedMomentum turned into a shield over self or an ally... (see Card). - (Slot B) Mastery Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA strike that builds on the one before it, loosed at range... (see Card). - (Slot C) Mastery Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn from momentum turned into a weapon of its own, self or ally... (see Card).
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Warrior Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Marked for the Blade
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA precise strike that marks the target, a Warrior's earliest reach toward mastering every weapon in reach... (see Card). - (Slot B) Marked Cut
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA cut thrown at a target already marked... (see Card). - (Slot C) Marked Guard
AttackRange: Touch | Style: Any | Hand: 1h or 2h | Discipline: Adaptation Cost: 2 Stamina Uses: UnlimitedA guard held while mastering every weapon in reach... (see Card).
| - (Slot A) Marked Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA shield drawn while mastering every weapon in reach, over self or an ally... (see Card). - (Slot B) Marked Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA precise bolt that marks the target, loosed at range... (see Card). - (Slot C) Marked Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn while mastering every weapon in reach, self or ally... (see Card).
|
Warrior Paths
For full versions see each Ability's Card, per module.
Warrior Sub-Class - Armorer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Heavy Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield, Tank style, e.g., greatsword, maul, or sword and shield)
▸ Expand Ability Tree Paths
LVL 4 Warrior - Armorer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Shield Slam
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard Cost: 2 Stamina Uses: UnlimitedA blow that puts the Armorer squarely in the way, an Armorer's earliest proof that a wall can hit back... (see Card). - (Slot B) Shield Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard Cost: 2 Stamina Uses: UnlimitedA cut thrown from squarely in the way... (see Card). - (Slot C) Shield Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard Cost: 2 Stamina Uses: UnlimitedA guard held knowing a wall can hit back... (see Card).
| - (Slot A) Shield Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA wall that hits back, drawn into a shield over self or an ally... (see Card). - (Slot B) Shield Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA blow that puts the Armorer squarely in the way, loosed at range... (see Card). - (Slot C) Shield Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn knowing a wall can hit back, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warrior - Armorer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Revenge Strike
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard Cost: 3 Stamina Uses: 3/RoundA strike that answers whoever struck first, an Armorer's earliest taste of a line that answers every hit twice... (see Card). - (Slot B) Revenge Cut
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard Cost: 3 Stamina Uses: 3/RoundA cut that answers whoever struck first... (see Card). - (Slot C) Revenge Guard
AttackRange: Touch | Style: Slashing or Blunt | Hand: 2h or 1h with Shield | Discipline: Wallguard Cost: 3 Stamina Uses: 3/RoundA guard held with a line that answers every hit twice... (see Card).
| - (Slot A) Revenge Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA line that answers every hit twice, drawn into a shield over self or an ally... (see Card). - (Slot B) Revenge Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA strike that answers whoever struck first, loosed at range... (see Card). - (Slot C) Revenge Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from a line that answers every hit twice, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warrior - Armorer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Early Plant
A stance planted behind shield and plate before the fight even asks the Armorer to move... (see Card). - (Slot B) Early Cut
A cut thrown before the fight even asks the Armorer to move... (see Card). - (Slot C) Early Guard
A guard planted behind shield and plate before the fight even asks... (see Card).
| - (Slot A) Early Aegis
A stance planted behind shield and plate, drawn into a shield over self or an ally... (see Card). - (Slot B) Early Bolt
A stance planted early, loosed at range before the fight even asks... (see Card). - (Slot C) Early Renewal
A renewal planted before the fight even asks the Armorer to move, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warrior - Armorer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Taunted Swing
A line taunted into swinging where the Armorer wants it to, absorbing a blow that was never meant for them... (see Card). - (Slot B) Taunted Cut
A cut thrown where the Armorer wants the line to swing... (see Card). - (Slot C) Taunted Guard
A guard held that absorbs a blow that was never meant for them... (see Card).
| - (Slot A) Taunted Aegis
A shield sung that absorbs a blow that was never meant for them, self or ally... (see Card). - (Slot B) Taunted Bolt
A line taunted into swinging where the Armorer wants it, loosed at range... (see Card). - (Slot C) Taunted Renewal
A renewal drawn while absorbing a blow that was never meant for them, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warrior - Armorer Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Taunted Line
Armorers plant behind shield and plate, taunting and absorbing until nothing else can reach the line behind them... (see Card). - (Slot B) Taunted Line Cut
Armorers strike while taunting and absorbing until nothing else can reach the line behind them... (see Card). - (Slot C) Taunted Line Guard
Armorers guard the line, absorbing until nothing else can reach it... (see Card).
| - (Slot A) Taunted Line Aegis
Armorers shield the line, absorbing until nothing else can reach it, self or ally... (see Card). - (Slot B) Taunted Line Bolt
Armorers taunt at range, absorbing until nothing else can reach the line behind them... (see Card). - (Slot C) Taunted Line Renewal
Armorers mend the line, absorbing until nothing else can reach it, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Armorer Branch Descriptions
▸ Select to Expand
a. Ironclad (Penalties and Bonuses TBA)
b. Champion (Penalties and Bonuses TBA)
c. Bulwark (Penalties and Bonuses TBA)
Armorer Sub-Class - Ironclad
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Ironclad Branch continues this Path's progression exclusively through Level 30. |
Armorer Sub-Class - Champion
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Champion Branch continues this Path's progression exclusively through Level 30. |
Armorer Sub-Class - Bulwark
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Bulwark Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Warrior Sub-Class - Blade Master
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Medium Grade armor or lighter; Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded, Fury style, e.g., twin swords, twin axes, or sword and axe)
▸ Expand Ability Tree Paths
LVL 4 Warrior - Blade Master Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Claim the Blade
AttackRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft Cost: 2 Stamina Uses: UnlimitedThe precise mark cut deeper still, a Blade Master's earliest proof that mastery is more than one blade deep... (see Card). - (Slot B) Deeper Blade Cut
AttackRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft Cost: 2 Stamina Uses: UnlimitedA cut carved deeper than the precise mark that came before it... (see Card). - (Slot C) Blade Guard
AttackRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft Cost: 2 Stamina Uses: UnlimitedA guard held with mastery more than one blade deep... (see Card).
| - (Slot A) Blade Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedMastery more than one blade deep, drawn into a shield over self or an ally... (see Card). - (Slot B) Blade Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedThe precise mark cut deeper still, loosed at range... (see Card). - (Slot C) Blade Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn from mastery more than one blade deep, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warrior - Blade Master Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rending Blades
AttackRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft Cost: 3 Stamina Uses: 3/RoundTwin edges that leave more than one kind of wound, a Blade Master's earliest taste of the damage twin edges leave behind... (see Card). - (Slot B) Rending Blade Cut
AttackRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft Cost: 3 Stamina Uses: 3/RoundA cut thrown from twin edges that leave more than one kind of wound... (see Card). - (Slot C) Rending Guard
AttackRange: Touch | Style: Slashing | Hand: 1h dual-wielded | Discipline: Swordcraft Cost: 3 Stamina Uses: 3/RoundA guard held with the damage twin edges leave behind... (see Card).
| - (Slot A) Rending Blade Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundTwin edges' own damage drawn into a shield over self or an ally... (see Card). - (Slot B) Rending Blade Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundTwin edges' own wound loosed at a foe from range... (see Card). - (Slot C) Rending Blade Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from the damage twin edges leave behind, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warrior - Blade Master Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Opening Flurry
A flurry opened with more cuts than a single blade could keep up with... (see Card). - (Slot B) Opening Cut
A cut thrown with more force than a single blade could keep up with... (see Card). - (Slot C) Opening Guard
A guard held through a flurry more than a single blade could keep up with... (see Card).
| - (Slot A) Opening Aegis
A flurry drawn into a shield over self or an ally... (see Card). - (Slot B) Opening Bolt
A flurry opened at range, more than a single blade could keep up with... (see Card). - (Slot C) Opening Renewal
A renewal drawn through a flurry more than a single blade could keep up with, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warrior - Blade Master Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Storm's Mark
A target marked mid-storm of cuts, finishing whoever's already caught in it... (see Card). - (Slot B) Storm's Cut
A cut thrown at whoever's already caught in a storm of cuts... (see Card). - (Slot C) Storm's Guard
A guard held mid-storm of cuts... (see Card).
| - (Slot A) Storm's Aegis
A storm of cuts drawn into a shield over self or an ally... (see Card). - (Slot B) Storm's Bolt
A target marked mid-storm, finished at range instead... (see Card). - (Slot C) Storm's Renewal
A renewal drawn mid-storm of cuts, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warrior - Blade Master Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Storm of Cuts
Blade Masters dual-wield a storm of cuts, marking and finishing a target in the same relentless motion... (see Card). - (Slot B) Storm of Cuts Finisher
Blade Masters strike a target already marked in the same relentless motion... (see Card). - (Slot C) Storm of Cuts Guard
Blade Masters guard through a relentless storm of cuts... (see Card).
| - (Slot A) Storm of Cuts Aegis
Blade Masters shield through a relentless storm of cuts, self or ally... (see Card). - (Slot B) Storm of Cuts Bolt
Blade Masters dual-wield a storm of cuts at range, marking and finishing in the same motion... (see Card). - (Slot C) Storm of Cuts Renewal
Blade Masters mend through a relentless storm of cuts, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Blade Master Branch Descriptions
▸ Select to Expand
a. Slayer (Penalties and Bonuses TBA)
b. Gladiator (Penalties and Bonuses TBA)
c. Duelist (Penalties and Bonuses TBA)
Blade Master Sub-Class - Slayer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Slayer Branch continues this Path's progression exclusively through Level 30. |
Blade Master Sub-Class - Gladiator
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Gladiator Branch continues this Path's progression exclusively through Level 30. |
Blade Master Sub-Class - Duelist
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Duelist Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Warrior Sub-Class - Warlord
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Heavy Grade armor or lighter; Weapon Style: Blunt or Slashing, 2h, Melee, Clobber style, e.g., greathammer, greatsword, or warblade)
▸ Expand Ability Tree Paths
LVL 4 Warrior - Warlord Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rune-Etched Blow
AttackRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce Cost: 2 Stamina Uses: UnlimitedA blow that leaves a rune behind as much as a bruise, a Warlord's earliest proof that command cuts as deep as steel... (see Card). - (Slot B) Rune-Etched Cut
AttackRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce Cost: 2 Stamina Uses: UnlimitedA cut that leaves a rune behind as much as a bruise... (see Card). - (Slot C) Rune-Etched Guard
AttackRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce Cost: 2 Stamina Uses: UnlimitedA guard held knowing command cuts as deep as steel... (see Card).
| - (Slot A) Rune-Etched Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedCommand cut into a shield over self or an ally... (see Card). - (Slot B) Rune-Etched Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA blow that leaves a rune behind, loosed at range... (see Card). - (Slot C) Rune-Etched Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 2 Mana Uses: UnlimitedA renewal drawn knowing command cuts as deep as steel, self or ally... (see Card).
|
†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warrior - Warlord Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Colossal Strike
AttackRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce Cost: 3 Stamina Uses: 3/RoundA strike that finds the seam beneath the plate, a Warlord's earliest taste of the storm they command... (see Card). - (Slot B) Colossal Cut
AttackRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce Cost: 3 Stamina Uses: 3/RoundA cut that finds the seam beneath the plate... (see Card). - (Slot C) Colossal Guard
AttackRange: Touch | Style: Blunt or Slashing | Hand: 2h | Discipline: Runeforce Cost: 3 Stamina Uses: 3/RoundA guard held with the storm they command... (see Card).
| - (Slot A) Colossal Aegis
AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundThe storm they command, drawn into a shield over self or an ally... (see Card). - (Slot B) Colossal Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA strike that finds the seam beneath the plate, loosed at range... (see Card). - (Slot C) Colossal Renewal
AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn from the storm they command, self or ally... (see Card).
|
†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warrior - Warlord Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) First Rune
The first rune etched into a blade before the line's even finished forming... (see Card). - (Slot B) First Rune Cut
A cut thrown before the line's even finished forming... (see Card). - (Slot C) First Rune Guard
A guard etched with the first rune, before the line's even finished forming... (see Card).
| - (Slot A) First Rune Aegis
The first rune drawn into a shield over self or an ally... (see Card). - (Slot B) First Rune Bolt
The first rune etched into a bolt, loosed before the line's even finished forming... (see Card). - (Slot C) First Rune Renewal
A renewal etched before the line's even finished forming, self or ally... (see Card).
|
†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warrior - Warlord Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Commanding Strike
A line commanded mid-strike, rune and storm etched into every blow struck... (see Card). - (Slot B) Commanding Cut
A cut thrown with rune and storm etched into it... (see Card). - (Slot C) Commanding Guard
A guard held while a line is commanded mid-strike... (see Card).
| - (Slot A) Commanding Aegis
A line commanded mid-cast, drawn into a shield over self or an ally... (see Card). - (Slot B) Commanding Bolt
Rune and storm etched into a bolt, loosed at a foe... (see Card). - (Slot C) Commanding Renewal
A renewal drawn while a line is commanded mid-strike, self or ally... (see Card).
|
†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warrior - Warlord Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Commanding Rune
Warlords etch their strikes with rune and storm, commanding the whole line while they fight... (see Card). - (Slot B) Commanding Rune Cut
Warlords strike with rune and storm etched in, commanding the whole line while they fight... (see Card). - (Slot C) Commanding Rune Guard
Warlords guard the whole line while they fight, rune and storm etched in... (see Card).
| - (Slot A) Commanding Rune Aegis
Warlords shield the whole line while they fight, self or ally... (see Card). - (Slot B) Commanding Rune Bolt
Warlords etch their strikes with rune and storm at range, commanding the whole line... (see Card). - (Slot C) Commanding Rune Renewal
Warlords mend the whole line while they fight, rune and storm etched in, self or ally... (see Card).
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Warlord Branch Descriptions
▸ Select to Expand
a. Stormbringer (Penalties and Bonuses TBA)
b. Runeblades (Penalties and Bonuses TBA)
c. Sun Thrower (Penalties and Bonuses TBA)
Warlord Sub-Class - Stormbringer
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Stormbringer Branch continues this Path's progression exclusively through Level 30. |
Warlord Sub-Class - Runeblades
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Runeblades Branch continues this Path's progression exclusively through Level 30. |
Warlord Sub-Class - Sun Thrower
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | TBA. The Sun Thrower Branch continues this Path's progression exclusively through Level 30. |
Witch (Playable in Starter Set)
Ancient practitioners of earth, moon, and brew magic who draw power from the natural world's oldest cycles, the pull of the moon, the chill of the north wind, and the bubbling of a well-crafted cauldron, Witches apply curses, potions, and elemental forces with an unpredictable mastery that feels less like a learned skill and more like a conversation with something that has always been listening.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
Alignment: Evil
Favored Races:
Drow +5, Elf (Sylvan) +5, Dwarf (Snow) +5, Goblorc +5, Ratkin +5
None Playable with Starter Set.
Averse Races: Hawkbear -5, Neanderthal (Glaciera) -5, Omnè -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Hexweave, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Coven's Curse, Once Per Day the Witch lays a hex upon one target, dealing nature damage equal to twice their Willpower Score and reducing their Resistance until the end of the encounter.
Extra 1d6 + lvl nature damage on Critical Hits.
Once per encounter, Witches can Flourish their focus that lowers their target's Resistance at a number equal to their Intuition Score.
Witches get +5 feet their base movement speed, once per encounter.
Witches get +4 plus their KNOWLEDGE Score on Knowledge checks involving curse and brew lore.
Favorite Talent and Profession Trees
Talent Trees: Mole
Professions: Witchcrafter, Apothecary, Alchemist
No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Witch Path and Branch Descriptions
▸ Select to Expand
A frost-touched Witch who reads fate in wyrd-signs and channels the cold itself. (LVL 4-20)
Norwitch Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Nature Drawn is struck with a dagger or ritual blade; Spell Drawn is channeled through a wand instead. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Wool Robe and Fur Cloak).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Norwitch Branches
◆ Wyrdreader (dagger or ritual blade, light armor) (LVL 21-30)
A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
Wyrdreader Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wyrdreader Branch chosen at Level 21 - see Wyrdreader above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Wyrdreader Branch chosen at Level 21 - see Wyrdreader above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Spiritbound (dagger or ritual blade, favors spirit communion) (LVL 21-30)
A Norwitch bound to a guiding spirit that lends its own power in battle.
Spiritbound Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Spiritbound Branch chosen at Level 21 - see Spiritbound above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Spiritbound Branch chosen at Level 21 - see Spiritbound above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Arctic Witch (dagger or ritual blade, unlocks cold-resistant garb) (LVL 21-30)
A Norwitch who channels the deep cold itself into every curse and blessing.
Arctic Witch Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Arctic Witch Branch chosen at Level 21 - see Arctic Witch above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Arctic Witch Branch chosen at Level 21 - see Arctic Witch above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A moon-bound Witch whose power waxes and wanes with the night sky. (LVL 4-20)
Lunar Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Walking Stick), 2h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Moonweave Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Lunar Branches
◆ Zodiac (Walking Stick, favors celestial timing) (LVL 21-30)
A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
Zodiac Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Zodiac Branch chosen at Level 21 - see Zodiac above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Zodiac Branch chosen at Level 21 - see Zodiac above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Moonfire (Walking Stick, unlocks bonus fire and lunar damage) (LVL 21-30)
A Lunar Witch who channels the moon's pale light into searing, silver fire.
Moonfire Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Moonfire Branch chosen at Level 21 - see Moonfire above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Moonfire Branch chosen at Level 21 - see Moonfire above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Starborn (Walking Stick for Nature Drawn, Wand for Spell Drawn, favors ranged celestial magic) (LVL 21-30)
A Lunar Witch whose power was never fully of this world to begin with.
Starborn Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Walking Stick for Nature Drawn, Wand for Spell Drawn), 2h or 1h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Set by the Starborn Branch chosen at Level 21 - see Starborn above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
A potion-focused Witch who brews curses and cures alike from whatever's close at hand. (LVL 4-20)
BrewMaster Path
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Cauldron focus), 1h. The cauldron itself isn't carried into a fight, it stays wherever the BrewMaster set it brewing; what's actually drawn and wielded is the Stirring Stave used to work it. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Armor Grade: caps at Light or Delicate (Cauldron Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
BrewMaster Branches
◆ Haggard (cauldron focus, unlocks stronger curses) (LVL 21-30)
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
Haggard Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Haggard Branch chosen at Level 21 - see Haggard above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Haggard Branch chosen at Level 21 - see Haggard above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Green (cauldron focus, favors healing and poison brews) (LVL 21-30)
A BrewMaster who works entirely from herb, root, and growing things.
Green Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Green Branch chosen at Level 21 - see Green above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Green Branch chosen at Level 21 - see Green above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shrew (cauldron focus, favors quick potion-tossing) (LVL 21-30)
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
Shrew Branch
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shrew Branch chosen at Level 21 - see Shrew above for its specific Weapon Style and Type.
Armor Thresholds
Set by the Shrew Branch chosen at Level 21 - see Shrew above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.
Witch Tier Armaments
▸ Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Styles and Hand:
◆1h Piercing (dagger, Norwitch) or 1h/2h Magic Focus (stave or cauldron, Lunar/BrewMaster), path dependent. Lunar's Walking Stick and BrewMaster's Stirring Stave may bear a Stave Crown restricted to Wood, Ivory, Bone, or certain other reagents (see Stave Crowns, Basic Rules pg. 4); a Norwitch's dagger doubles as its Spell Drawn focus and may bear the same restricted Crown, but channels it at reduced strength (+1 and +1) next to a full Stave or wand's Crown (+2 and +2).
Weapon Types:
◆Martial (Norwitch) or Magic (Lunar, BrewMaster) for Spell Abilities. TAW and Energy Forbidden.
Whenever Hexweave (see Main Class Abilities above) is Active:
◆Weapon Bonus†: Crit add 1d6 + WILLPOWER.
◆1H Melee: 0 (daggers, staves).
◆+2 and +2 to Hit and Mole Talents if the Hexthorn Dagger is wielded (Norwitch).
◆a second Dagger (Off) +1 Hit instead (dual-wield, Norwitch), or a Reagent Pouch (Off) +1 spell potency instead (hex prep).
◆2H Melee: +1 Hit (staves).
◆+2 and +2 to spell potency and Mole Talents if the Cauldronbrew Stave is wielded (Lunar, BrewMaster).
◆Spell: +2 nature, moon, brew magic; +1 curse and hex.
†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.
Armor Thresholds
Grade: Half Heavy through Delicate (Half Leather, Bat Wing, Wool, Spider Silk). Bonus: +1 to all Witch spell potency in robes or ritual garments; +2 and +2 to spell potency and Mole Talents if Half Leather is worn.
+1 to spell potency and +2 to Mole Talents if wearing Medium (Bat Wing), Light (Wool), or Delicate (Spider Silk).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.
Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Witch's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
▾ Collapse Armament
Witch Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Spell Drawn Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Light Grade armor or lighter (robes, light leather, ritual garments); Weapon Style: Piercing (Norwitch, 1h dagger), none (Lunar, 2h Walking Stick; BrewMaster, 1h Stirring Stave), path dependent. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn (Nature Drawn is curses and hexes struck through the blade, Walking Stick, or Stirring Stave, not plain weapon technique). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Main Class - Witch
Tier Abilities LVL 1-3 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree
LVL 1 Witch Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Blade Toss
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA cursed dagger flicked to cut a retreat, +1 Defense (Evade) and the Witch may shift 5ft this turn... (see Card). - (Slot B) Witheye Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA piercing cursed strike that marks the attacker, +1 Defense (Parry) against that target's next attack... (see Card). - (Slot C) Hex Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA minor curse driven in on the blade's edge that unbalances the target, the Witch may reposition 5ft as a free reaction... (see Card).
| - (Slot A) Brew Toss
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA thrown potion brewed the way old frost-country hearths kept their draughts, that eats through skin and cloth alike, minor nature damage... (see Card). - (Slot B) Witheye Bind
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA piercing cursed gaze taught by a bound spirit of the deep cold, conjures a ward granting +1 Defense against the cursed target's next attack... (see Card). - (Slot C) Hex
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA minor curse read the way old star-callers charted a name's fate, lowering one target's Resistance... (see Card).
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Witch Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Ash and Blade
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA cursed strike that kicks up blinding ash, +1 Defense (Evade) for one turn and the Witch may shift 5ft... (see Card). - (Slot B) Star-Read Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA starlit ward struck as active parry, +1 Defense (Parry) while under a clear night sky... (see Card). - (Slot C) Ill Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA whispered curse driven in as the Witch steps clear, the Witch may reposition 5ft after the strike without provoking... (see Card).
| - (Slot A) Ash and Ember
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA thrown mixture cured the way frost-country hearths cure their brews, that scorches on contact and blinds with smoke, minor fire damage... (see Card). - (Slot B) Star-Read Step
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA starlit ward grants +1 Defense while under a clear night sky, reading danger in the stars the way old calendar-keepers once did... (see Card). - (Slot C) Ill Omen
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA whispered curse carried on a bound spirit's breath, lowering the target's next roll... (see Card).
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Witch Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Poultice Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA cursed dagger-blow that clears space as it lands, +1 Defense (Evade) for one turn and the Witch may shift 5ft... (see Card). ↳ Unlocks Frostbite Strike (Lvl 4) - (Slot B) Held Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA stillness struck as parry, +1 Defense (Parry) against the next attack... (see Card). - (Slot C) Moonlit Strike
AttackRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft Cost: 2 Stamina Uses: UnlimitedA moonlit feint, the Witch may blink 10ft to a shadowed, unoccupied space within sight... (see Card).
| - (Slot A) Poultice Bomb
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA thrown herbal poultice preserved the way frost-country stores are kept through the long dark, that festers into a slow-eating rot, minor poison damage over time... (see Card). ↳ Unlocks Frostbite Curse (Lvl 4) - (Slot B) Held Stillness
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA stillness ritual grants +1 Defense by holding perfectly still the way a bound spirit teaches patience... (see Card). - (Slot C) Moonlit Step
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA brief Stealth or Agility bonus timed to a calendar-keeper's reading of the moon... (see Card).
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Witch Paths
For full versions see each Ability's Card, per module.
Witch Sub-Class - Norwitch
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Style: Piercing, 1h, Melee)
▸ Expand Ability Tree Paths
LVL 4 Witch - Norwitch Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Frostbite Strike
AttackRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 2 Stamina Uses: UnlimitedFollowing through Poultice Strike, it adds a round of duration, then hones the cursed dagger-blow colder, +2 Defense (Evade) for one turn and the Witch may shift 10ft, now also leaving her footing sure on ice, immune to cold-terrain penalties. ↰ Requires Poultice Strike (Lvl 3) - (Slot B) Winter's Guard
AttackRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 2 Stamina Uses: UnlimitedA warding stance struck as parry against the next cold-based attack, +1 Defense (Parry) and cold-damage Resistance for the Witch... (see Card). - (Slot C) Ill-Eye Strike
AttackRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 2 Stamina Uses: UnlimitedA fixed curse struck in passing, the Witch may reposition 5ft as part of the same action without provoking... (see Card).
| - (Slot A) Frostbite Curse
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedFollowing through Poultice Bomb, it adds a round of duration, then turns the festering poultice to frost, greater poison damage over time, and the curse now also blackens skin at the edges with a brief movement-speed penalty. ↰ Requires Poultice Bomb (Lvl 3) - (Slot B) Winter's Ward
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA warding taught by a bound spirit of the deep cold, temporary cold-damage Resistance for self or ally... (see Card). - (Slot C) Ill-Eye Curse
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex Cost: 2 Mana Uses: UnlimitedA fixed curse read the way old star-callers marked an ill fate, lowers the target's next Hit roll... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Witch - Norwitch Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Bramble Strike
AttackRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 3 Stamina Uses: 3/RoundNature Damage snagging the target in thorny growth taught by a bound spirit of harsh, open ground, tearing at skin with every struggle, halving their next movement... (see Card). - (Slot B) Oakheart Guard
AttackRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 3 Stamina Uses: 3/RoundA warding stance struck as parry against the next poison or nature-based attack, +1 Defense (Parry) and Resistance to that effect for the Witch... (see Card). - (Slot C) Elder-Kin's Strike
AttackRange: Touch†| Hand: 1h Dagger | Discipline: Frostrite Cost: 3 Stamina Uses: 3/RoundA blessing struck in on the blade's edge the way old star-callers honored their ancestors, removes one curse or hex effect currently affecting self or ally, and the Witch may shift 5ft afterward... (see Card). † Tactical Spells, in this case Cleanses, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a hex-charm with the target.
| - (Slot A) Bramble Curse
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 3 Mana Uses: 3/RoundA curse read into thorny growth taught by a bound spirit of harsh, open ground, marking the target so the next ally to strike them halves their movement instead... (see Card). - (Slot B) Oakheart Ward
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 3 Mana Uses: 3/RoundA warding drawn from a frost-country tree held sacred, temporary Resistance to poison or nature-based effects for self or ally... (see Card). - (Slot C) Elder-Kin's Blessing
AttackRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 3 Mana Uses: 3/RoundA blessing called on the way old star-callers honored their ancestors, removes one curse or hex effect currently affecting self or ally... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Witch - Norwitch Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) First Thread
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 3 Stamina Uses: 3/RoundThe first thread of rot laid into a wound before the fight's even over... (see Card). - (Slot B) Thread Strike
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 3 Stamina Uses: 3/RoundA strike thrown as a first thread of rot is laid into a wound... (see Card). - (Slot C) Thread Guard
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 3 Stamina Uses: 3/RoundA guard held while a thread of rot is laid before the fight's even over... (see Card).
| - (Slot A) First Thread Curse
AttackRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Curse/Hex Cost: 3 Mana Uses: 3/RoundThe first thread of rot cast into a wound before the fight's even over... (see Card). - (Slot B) Thread Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Curse/Hex Cost: 3 Mana Uses: 3/RoundA bolt loosed as a first thread of rot is laid into a wound... (see Card). - (Slot C) Thread Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 3 Mana Uses: 3/RoundA renewal drawn while a thread of rot is laid before the fight's even over, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Witch - Norwitch Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Rooted Curse
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 4 Stamina Uses: 3/RoundA curse let take root mid-fight, wasting a wound long after the blade withdraws... (see Card). - (Slot B) Rooted Cut
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 4 Stamina Uses: 3/RoundA cut thrown as a curse takes root mid-fight... (see Card). - (Slot C) Rooted Guard
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 4 Stamina Uses: 3/RoundA guard held while a curse wastes a wound long after the blade withdraws... (see Card).
| - (Slot A) Rooted Hex
AttackRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Curse/Hex Cost: 4 Mana Uses: 3/RoundA curse cast to take root mid-fight, wasting a wound long after the blade withdraws... (see Card). - (Slot B) Rooted Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Curse/Hex Cost: 4 Mana Uses: 3/RoundA bolt loosed as a curse takes root mid-fight... (see Card). - (Slot C) Rooted Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 4 Mana Uses: 3/RoundA renewal drawn while a curse wastes a wound long after the blade withdraws, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Witch - Norwitch Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Wasting Rot
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 4 Stamina Uses: 3/RoundNorwitches lay a wasting curse into the wound, letting the rot finish what the dagger started... (see Card). - (Slot B) Wasting Cut
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 4 Stamina Uses: 3/RoundNorwitches strike a wound already wasting with rot... (see Card). - (Slot C) Wasting Guard
AttackRange: Touch | Hand: 1h Dagger | Discipline: Frostrite Cost: 4 Stamina Uses: 3/RoundNorwitches guard while laying a wasting curse into the wound... (see Card).
| - (Slot A) Wasting Hex
AttackRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Curse/Hex Cost: 4 Mana Uses: 3/RoundNorwitches lay a wasting curse into the wound, letting the rot finish what the dagger started... (see Card). - (Slot B) Wasting Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Curse/Hex Cost: 4 Mana Uses: 3/RoundNorwitches loose a bolt at a wound already wasting with rot... (see Card). - (Slot C) Wasting Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex Cost: 4 Mana Uses: 3/RoundNorwitches mend while laying a wasting curse into the wound, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Norwitch Branch Descriptions
▸ Select to Expand
a. Wyrdreader (dagger or ritual blade, light armor) (Penalties and Bonuses TBA)
b. Spiritbound (dagger or ritual blade, favors spirit communion) (Penalties and Bonuses TBA)
c. Arctic Witch (dagger or ritual blade, unlocks cold-resistant garb) (Penalties and Bonuses TBA)
Norwitch Sub-Class - Wyrdreader
(dagger or ritual blade, light armor)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Wyrdreader Branch continues this Path's progression exclusively through Level 30. |
Norwitch Sub-Class - Spiritbound
(dagger or ritual blade, favors spirit communion)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Spiritbound Branch continues this Path's progression exclusively through Level 30. |
Norwitch Sub-Class - Arctic Witch
(dagger or ritual blade, unlocks cold-resistant garb)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Arctic Witch Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Witch Sub-Class - Lunar
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, 2h)
▸ Expand Ability Tree Paths
LVL 4 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Moonstrike
AttackRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 2 Stamina Uses: UnlimitedA walking-stick blow called down the way the deep-cold nights teach it, +1 Defense (Evade) tied to the current moon phase, growing stronger at night, and the Witch may shift 5ft... (see Card). - (Slot B) Starlit Guard
AttackRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 2 Stamina Uses: UnlimitedA minor Defense bonus struck as active parry the way old star-callers charted the night, +1 Defense (Parry), grows stronger at night... (see Card). - (Slot C) Lantern Strike
AttackRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 2 Stamina Uses: UnlimitedA ritual walking-stick blow lit like a lantern, the Witch may blink 10ft toward the light to an unoccupied space within sight... (see Card).
| - (Slot A) Moonbeam
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA light called down the way the deep-cold nights teach it, minor holy/nature damage tied to the current moon phase... (see Card). - (Slot B) Starlit Ward
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA minor Defense bonus read the way old star-callers charted the night, grows stronger at night... (see Card). - (Slot C) Lantern Rite
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA ritual lantern lit the way frost-country hearths mark the turning year, grants advantage on the next Knowledge check involving local festivals or omens... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sunstone Strike
AttackRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 3 Stamina Uses: 3/RoundA sun-priest's stone struck through the walking stick, +1 Defense (Evade), stronger during a solar event... (see Card). - (Slot B) Calendar Stone Guard
AttackRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 3 Stamina Uses: 3/RoundA Defense bonus struck as active parry, tied to days marked on a frost-country carved-wood calendar, +1 Defense (Parry), strongest at the turn of a cycle... (see Card). - (Slot C) Bonded Thread Strike
AttackRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 3 Stamina Uses: 3/RoundA warding struck the way deep-cold kinship binds one life to another with sinew and thread, briefly shares the Witch's next status effect (buff or debuff) with one bonded ally, and the Witch may shift 5ft as part of the same action... (see Card).
| - (Slot A) Sunstone Flare
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundMinor holy/nature damage carried on a sun-priest's stone, that grows stronger during a solar event... (see Card). - (Slot B) Calendar Stone Ward
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA Defense bonus tied to days marked on a frost-country carved-wood calendar, strongest at the turn of a cycle... (see Card). - (Slot C) Bonded Thread Ward
AttackRange: Shoot or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA warding sewn the way deep-cold kinship binds one life to another with sinew and thread, briefly shares the Witch's next status effect (buff or debuff) with one bonded ally... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Sky Reading
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 3 Stamina Uses: 3/RoundThe sky read before the first cut ever lands... (see Card). - (Slot B) Sky-Read Strike
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 3 Stamina Uses: 3/RoundA walking-stick blow struck the instant the sky is read... (see Card). - (Slot C) Sky-Read Guard
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 3 Stamina Uses: 3/RoundA guard held while the sky is read before the first cut ever lands... (see Card).
| - (Slot A) Sky Reading Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundThe sky read into a ward before the first cut ever lands, self or an ally... (see Card). - (Slot B) Sky-Read Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed the instant the sky is read... (see Card). - (Slot C) Sky-Read Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while the sky is read before the first cut ever lands, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Waning Brand
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 4 Stamina Uses: 3/RoundA target branded beneath a waning moon, waiting for the right phase to strike... (see Card). - (Slot B) Waning Strike
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 4 Stamina Uses: 3/RoundA walking-stick blow struck once the right phase arrives... (see Card). - (Slot C) Waning Guard
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 4 Stamina Uses: 3/RoundA guard held while waiting for the right phase to strike... (see Card).
| - (Slot A) Waning Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundA target branded beneath a waning moon, warded away before the right phase to strike arrives... (see Card). - (Slot B) Waning Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed once the right phase arrives... (see Card). - (Slot C) Waning Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn while waiting for the right phase to strike, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Waning Mark
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 4 Stamina Uses: 3/RoundLunar Witches brand a target with a waning-moon mark, waiting for the eclipse to collect it... (see Card). - (Slot B) Waning Mark Strike
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 4 Stamina Uses: 3/RoundLunar Witches strike whoever's already branded, waiting for the eclipse to collect it... (see Card). - (Slot C) Waning Mark Guard
AttackRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride Cost: 4 Stamina Uses: 3/RoundLunar Witches guard while branding a target with a waning-moon mark... (see Card).
| - (Slot A) Waning Mark Ward
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundLunar Witches brand a target at range, waiting for the eclipse to collect it... (see Card). - (Slot B) Waning Mark Bolt
AttackRange: Shoot or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundLunar Witches loose a bolt at whoever's already branded, waiting for the eclipse... (see Card). - (Slot C) Waning Mark Renewal
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundLunar Witches mend while branding a target with a waning-moon mark, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
Lunar Branch Descriptions
▸ Select to Expand
a. Zodiac (Walking Stick, favors celestial timing) (Penalties and Bonuses TBA)
b. Moonfire (Walking Stick, unlocks bonus fire and lunar damage) (Penalties and Bonuses TBA)
c. Starborn (Walking Stick for Nature Drawn, Wand for Spell Drawn, favors ranged celestial magic) (Penalties and Bonuses TBA)
Lunar Sub-Class - Zodiac
(Walking Stick, favors celestial timing)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Zodiac Branch continues this Path's progression exclusively through Level 30. |
Lunar Sub-Class - Moonfire
(Walking Stick, unlocks bonus fire and lunar damage)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Moonfire Branch continues this Path's progression exclusively through Level 30. |
Lunar Sub-Class - Starborn
(Walking Stick for Nature Drawn, Wand for Spell Drawn, favors ranged celestial magic)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Starborn Branch continues this Path's progression exclusively through Level 30. |
For full versions see each Ability's Card, per module.
Witch Sub-Class - BrewMaster
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities
- see Ability Card). (Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn, 1h)
▸ Expand Ability Tree Paths
LVL 4 Witch - BrewMaster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Cauldron Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 2 Stamina Uses: UnlimitedA cauldron struck like a shield, +1 Defense (Parry) against the next attack, mid-encounter... (see Card). - (Slot B) Elder's Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 2 Stamina Uses: UnlimitedA cauldron-blow struck as active parry the way old star-callers honored an elder's remedy, +1 Defense (Parry) and temporary Resistance to poison and disease... (see Card). - (Slot C) Noxious Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 2 Stamina Uses: UnlimitedA rancid cauldron-blow cured the way frost-country poison-lore teaches it, +1 Defense (Evade), and the target inhales a curdling vapor, weakening their next Toughness roll... (see Card).
| - (Slot A) Bubbling Cauldron
AttackRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedBrews a minor Life-restoring potion the way deep-cold stores are kept through the long dark, mid-encounter... (see Card). - (Slot B) Elder's Kettle
AttackRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedBrews a minor potion the way old star-callers honored an elder's remedy, granting temporary Resistance to poison and disease... (see Card). - (Slot C) Noxious Vapor
AttackRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature Cost: 2 Mana Uses: UnlimitedA rancid brew cured the way frost-country poison-lore teaches it, that curdles the lungs, minor poison damage over time to one target... (see Card).
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Witch - BrewMaster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Root and Vine Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 3 Stamina Uses: 3/RoundA cauldron-blow brewed from ingredients foraged the way frost-country witches have always foraged them, roots drawn up to brace the Witch's footing, +1 Defense (Evade) over several turns... (see Card). - (Slot B) Marsh Rot Guard
AttackRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 3 Stamina Uses: 3/RoundA defensive poultice struck as active parry the way deep-cold bog-lore preserves what it must, +1 PROTS (Parry) against the next poison-based attack for the encounter... (see Card). - (Slot C) Bitter Strike
AttackRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 3 Stamina Uses: 3/RoundA bitter ritual poison struck the way old star-callers prepared their sacred rites, +1 Defense (Evade), and weakens the target's next Attack roll if they close distance to retaliate... (see Card).
| - (Slot A) Root and Vine Draft
AttackRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundBrews a minor potion from ingredients foraged the way frost-country witches have always foraged them, restoring Life over several turns... (see Card). - (Slot B) Marsh Rot
AttackRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundBrews a defensive poultice the way deep-cold bog-lore preserves what it must, granting +1 PROTS against poison-based attacks for the encounter... (see Card). - (Slot C) Bitter Draft
AttackRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA bitter ritual poison brewed the way old star-callers prepared their sacred rites, that eats from the inside out, briefly weakens the target's next Attack roll, and restores a small amount of Life to the Witch if it lands... (see Card).
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Witch - BrewMaster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) First Drop
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 3 Stamina Uses: 3/RoundThe first drop of a slow poison slipped in before the wound's even noticed... (see Card). - (Slot B) First Drop Strike
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 3 Stamina Uses: 3/RoundA cauldron-blow struck as the first drop slips in unnoticed... (see Card). - (Slot C) First Drop Guard
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 3 Stamina Uses: 3/RoundA guard held while the first drop of a slow poison slips in unnoticed... (see Card).
| - (Slot A) First Drop Draft
AttackRange: Touch | Cast: Ritual | Mechanic: DoT | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundThe first drop of a slow poison brewed in before the wound's even noticed... (see Card). - (Slot B) First Drop Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 3 Mana Uses: 3/RoundA bolt loosed as the first drop slips in unnoticed... (see Card). - (Slot C) First Drop Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target or Self | School: Nature Cost: 3 Mana Uses: 3/RoundA renewal drawn while the first drop of a slow poison slips in unnoticed, self or an ally... (see Card).
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Witch - BrewMaster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Deeper Steep
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 4 Stamina Uses: 3/RoundA poison steeped deeper with every strike, waiting for the brew to finish... (see Card). - (Slot B) Steeping Strike
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 4 Stamina Uses: 3/RoundA cauldron-blow struck as a poison steeps deeper with every hit... (see Card). - (Slot C) Steeping Guard
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 4 Stamina Uses: 3/RoundA guard held while a poison steeps deeper, waiting for the brew to finish... (see Card).
| - (Slot A) Deeper Steep Draft
AttackRange: Touch | Cast: Ritual | Mechanic: DoT | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA poison steeped deeper with every cast, waiting for the brew to finish... (see Card). - (Slot B) Steeping Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundA bolt loosed as a poison steeps deeper with every hit... (see Card). - (Slot C) Steeping Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundA renewal drawn while a poison steeps deeper, waiting for the brew to finish, self or an ally... (see Card).
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Witch - BrewMaster Path Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
- (Slot A) Steeping Brew
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 4 Stamina Uses: 3/RoundBrewMasters steep a slow poison into every wound, waiting for the brew to finish what the wound started... (see Card). - (Slot B) Steeping Brew Strike
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 4 Stamina Uses: 3/RoundBrewMasters strike a wound already steeped in slow poison... (see Card). - (Slot C) Steeping Brew Guard
AttackRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft Cost: 4 Stamina Uses: 3/RoundBrewMasters guard while steeping a slow poison into every wound... (see Card).
| - (Slot A) Steeping Brew Draft
AttackRange: Touch | Cast: Ritual | Mechanic: DoT | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBrewMasters steep a slow poison into every wound at range, waiting for the brew to finish what the wound started... (see Card). - (Slot B) Steeping Brew Bolt
AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature Cost: 4 Mana Uses: 3/RoundBrewMasters loose a bolt at a wound already steeped in slow poison... (see Card). - (Slot C) Steeping Brew Renewal
AttackRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target or Self | School: Nature Cost: 4 Mana Uses: 3/RoundBrewMasters mend while steeping a slow poison into every wound, self or an ally... (see Card).
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†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
BrewMaster Branch Descriptions
▸ Select to Expand
a. Haggard (cauldron focus, unlocks stronger curses) (Penalties and Bonuses TBA)
b. Green (cauldron focus, favors healing and poison brews) (Penalties and Bonuses TBA)
c. Shrew (cauldron focus, favors quick potion-tossing) (Penalties and Bonuses TBA)
BrewMaster Sub-Class - Haggard
(cauldron focus, unlocks stronger curses)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Haggard Branch continues this Path's progression exclusively through Level 30. |
BrewMaster Sub-Class - Green
(cauldron focus, favors healing and poison brews)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Green Branch continues this Path's progression exclusively through Level 30. |
BrewMaster Sub-Class - Shrew
(cauldron focus, favors quick potion-tossing)
Branch Abilities LVL 21-30 (including midpoint abilities
- see Ability Card).
▸ Expand Ability Tree Branches
| Lvl | Nature Drawn Abilities | Spell Drawn Abilities |
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shrew Branch continues this Path's progression exclusively through Level 30. |
Science Fiction Classes pending.
Playable Class Details or back to Playable Classes (above).