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 ideal 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.)
CD, 3 Charges
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 along a five-point spectrum, Lawful | Moral | Ambivalent | Amoral | Evil (see Alignment, Basic Rules pg. 2). A Main Class Tier (Levels 1-3) is open to your alignment as long as it sits within one step of at least one of that Tree's three Paths, alignment doesn't fully come into play until a Class Tree splits into its three Paths at Level 4. Whichever alignment you currently hold governs which Paths you may keep drawing new picks from, across every Class Tree you've invested in: you may take up any Path sitting within one step of your own alignment on the spectrum, your own category plus whichever neighbor sits on either side of it. If your actions drift far enough to trigger Fallen or Risen mechanics on a Lawful, Moral, Amoral, or Evil Path, you keep every Ability already learned from it, but lose that Path's Higher Power bonuses and stop earning new Abilities from it until your alignment drifts back into range (see Fallen and Risen, GM Codex).
Characters may take on Nature and Spell Abilities from a Path only once their current alignment reaches it, Tier Abilities are unrestricted. Each Path lists its own place on the five-point spectrum next to its Higher Power (see each class's Path entries, above), a single Class Tree's three Paths do not need to share the same category.
Armaments:
No weapon is required to use a class's Abilities, and being outside its armor Grade threshold only costs an Armament Penalty, never a block; each Path or Branch states its own ideal Weapon and Armor profile, wielding or wearing it grants that tree's Weapon/Hand Proficiency bonus (see Weapon/Hand Proficiency, 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 bonus you're earning, and carry any additional gear your Strength allows, though only what's readied that day grants its bonus, 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).
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).
Some Paths further restrict weapons based on style, material and even lore: Monks can't use weapons made of material outside of wood, Clerics can't use edged weapons, Warlocks can't use holy weapons. Conversely, some Branches exceed base class restrictions, for instance, the Salii Branch unlocks Magic daggers and Medium Grade armor that the base Priest Path doesn't allow. Prerequisites can further gate specific weapons or armor beyond the class's own requirements, for instance Zealbrand requires a minimum Piety and Charisma score before it can be drawn.
At each Character Level, you gain one Ability (Nature/Spell) pick to spend from any 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 targets the same number a basic weapon attack does, the target's Protection Score (PROTS), d100 + all applicable modifiers vs. PROTS to hit, Nature and Spell Abilities alike. Defense Trait score always adds directly to PROTS, whether the incoming action is a basic attack or an Ability, there's no separate target number to track for either. Every Ability roll is modified by your race's Favored or Averse standing (Playable Races, pg. 2), your Traits, and any Armament bonuses.
Each 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.
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 end up Ambivalent Paths, Warrior's Blade Master and Barbarian's Cimmerian, 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. Her three Paths land as Moral (Sorcerer's Wizard), Ambivalent (Marksman's Bowman), and Amoral (Bard's Strumalong), all within one step of each other on the spectrum, so an Ambivalent-background character reaches all three with 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. A Lawful Path and an Evil Path can never be combined by the same character, so the widest possible spread belongs to an Amoral-background character, reaching Ambivalent, Amoral, and Evil Paths, drawing 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. She keeps every Path she commits to within one step of a single Ambivalent background, 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) casts that tree's Spell Drawn Abilities with any weapon, an Enchanted, Magic-Type version of its normal weapon earns the tree's full Weapon/Hand Proficiency bonus while doing so, 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 own weapon or implement like any other Nature Drawn Ability, earning the same Weapon/Hand Proficiency bonus for doing so. 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. Tier Abilities carry no Higher Power of their own, but they're not open to every alignment either, a character can only learn a Class Tree's Tier Abilities if their current alignment sits within one step of at least one of that Tree's three Paths, the same reach used for Path access itself (see Alignment, pg. 2). Some Class Trees span wide enough across the spectrum that every alignment qualifies, others cluster tightly enough that only a narrower band does. At Level 4, a Path opens, freely chosen among that Main Class's Paths the character's current alignment can actually reach, 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 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 Class 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 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.
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.
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 unwavering judgment showcasing an array of protection, healing, martial combative skills, hand to hand combat and mythical chants guided through their chosen deity or spiritual force, whether that devotion is righteous and public or quieter and more self-interested. Where others seek to end a fight quickly, an Avenger is built to outlast it, wearing down whoever stands against them 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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Avenger's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Dwarf (Common)† +5, Human† +5, Halfling† +5, Firbolg +5, Hawkbear +5
†Dwarf, Human, and Halfling 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.
Avenger Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Cleric - The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies.
a. Holy - The Cleric's default and most balanced expression, a steady shield-and-mace defender.
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.
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.
ii. Monk - A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel.
a. Chanter - A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
b. Qirateka - A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
c. Shapeflow - The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
iii. Priest - A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat.
a. Discipline - A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
b. Salii - The Priest branch that finally unlocks true enchanted daggers and heavier armor.
c. Shadow Weaver - A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Light (thick Wool, Leather, Padded).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
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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 |
|---|---|
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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 |
|---|---|
|
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Example Nature Card - Crushing Blow. (Temporary layout, pending final card design.)
Example Spell Card - Smite. (Temporary layout, pending final card design.)
Alignment: Lawful
Higher Power: TBA (Lawful)
The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (LVL 4-20)
(see Cleric Path and Branch Abilities Below)
Cleric Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Blunt, 1h Blunt (Main), shield or holy symbol (Off), or 2h Blunt. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Half Medium (Chain).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Holy Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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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 |
|---|---|
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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 |
|---|---|
|
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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 |
|---|---|
|
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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 |
|---|---|
|
|
†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.)
CD, 3 Charges
Example Spell Card - Ward of Cleansing. (Temporary layout, pending final card design.)
CD, 3 Charges
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
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.)
RECHRG, 2 Charges
Example Spell Card - Rite of Rejoined Breath (LVL 30, Slot C, hypothetical). Uses: 1/Day, a designer override, since Breather/Short Rest regeneration always leaves room for a second use before a Long Rest. (Temporary layout, pending final card design.)
RECHRG, 1 Charge
A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
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. | |
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.
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. | |
Alignment: Moral
Higher Power: TBA (Moral)
A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (LVL 4-20)
(see Monk Path and Branch Abilities Below)
Monk Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: Light or lighter (Padded Wraps).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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.)
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
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. | |
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
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. | |
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (LVL 4-20)
(see Priest Path and Branch Abilities Below)
Priest Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: Light or lighter (Shroud Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Salii Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Shadow Weaver Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
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. | |
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
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.)
RECHRG, 3 Charges
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Barbarian's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Bugbear +5, Hawkbear +5, Ogre† +5, Dwarf (Common)† +5, Human† +5, Halfling† +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, Dwarf, Human, and Halfling 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.
Barbarian Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Cimmerian - A versatile Barbarian who adapts weapon and stance to the fight at hand, as comfortable dual-wielding as bearing a single blade.
a. Ghost - A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
b. Nomad - A mounted raider who strikes fast and rides on.
c. Woodwose - A wild-born survivalist who needs neither shelter nor armor to endure.
ii. Destroyer - A brute-force Barbarian who commits fully to a single devastating two-handed weapon, trading defense for maximum damage.
a. Bloodrager - A dual-wielding berserker who trades caution for reckless momentum.
b. Frenzied - An armor-shedding berserker who trades protection entirely for speed and fury.
c. Mauler - A heavy-weapon specialist who crushes armor and bone alike.
iii. Mountaineer - A ranged-focused Barbarian who fights from a distance with spear or bow, mastering trap-craft and rugged terrain.
a. Amazon - A spear-and-bow specialist skilled in trap-craft and wilderness survival.
b. Beast Master - A Barbarian bonded to a Companion, fighting as one with a beast ally.
c. Predator - A pursuit specialist who runs prey to ground before it knows it's being hunted.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Light (Fur, Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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 Barbarian's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).
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 |
|---|---|
|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Barbarian Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Barbarian Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
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Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
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)
(see Cimmerian Path and Branch Abilities Below)
Cimmerian Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Rawhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
Ghost Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A mounted raider who strikes fast and rides on.
Nomad Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A wild-born survivalist who needs neither shelter nor armor to endure.
Woodwose Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
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†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
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. | |
A mounted raider who strikes fast and rides on.
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. | |
A wild-born survivalist who needs neither shelter nor armor to endure.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A brute-force Barbarian who commits fully to a single devastating two-handed weapon, trading defense for maximum damage. (LVL 4-20)
(see Destroyer Path and Branch Abilities Below)
Destroyer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Boiled Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A dual-wielding berserker who trades caution for reckless momentum.
Bloodrager Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An armor-shedding berserker who trades protection entirely for speed and fury.
Frenzied Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A heavy-weapon specialist who crushes armor and bone alike.
Mauler Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A dual-wielding berserker who trades caution for reckless momentum.
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. | |
An armor-shedding berserker who trades protection entirely for speed and fury.
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. | |
A heavy-weapon specialist who crushes armor and bone alike.
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. | |
Alignment: Moral
Higher Power: TBA (Moral)
A ranged-focused Barbarian who fights from a distance with spear or bow, mastering trap-craft and rugged terrain. (LVL 4-20)
(see Mountaineer Path and Branch Abilities Below)
Mountaineer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Furhide Mantle).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
Amazon Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Barbarian bonded to a Companion, fighting as one with a beast ally.
Beast Master Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A pursuit specialist who runs prey to ground before it knows it's being hunted.
Predator Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
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) |
| |
A Barbarian bonded to a Companion, fighting as one with a beast ally.
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. | |
A pursuit specialist who runs prey to ground before it knows it's being hunted.
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Bard's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Centyr +5, Elf (High) +5, Brownling +5, Gnome +5, Halfling† +5, Dwarf (Common)† +5, Human† +5
†Halfling, Dwarf, and Human 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.
Bard Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Percussionist - A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody.
a. Distorter - A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
b. Pounder - A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
c. Rattler - A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
ii. Serenade - A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song.
a. Charmer - A Serenade who bends enemy will with a voice too beguiling to resist.
b. Songbird - A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
c. Sprite - A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
iii. Strumalong - A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape.
a. Melodist - A Strumalong devoted to pure melody, weaving spellsong into every note.
b. Plucker - A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
c. Stroller - A wandering Strumalong who plays best on the move, never settling in one place.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Delicate or Light (Cloth, Light Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Bard Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
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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 |
|---|---|
|
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Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody. (LVL 4-20)
(see Percussionist Path and Branch Abilities Below)
Percussionist Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate or Light (Drumhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Distorter Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Pounder Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Rattler Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
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. | |
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
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. | |
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song. (LVL 4-20)
(see Serenade Path and Branch Abilities Below)
Serenade Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate or Light (Chorus Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Serenade who bends enemy will with a voice too beguiling to resist.
Charmer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Songbird Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Sprite Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Serenade who bends enemy will with a voice too beguiling to resist.
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. | |
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
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. | |
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape. (LVL 4-20)
(see Strumalong Path and Branch Abilities Below)
Strumalong Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Strum (1h string Instrument; electric guitar for TAW/Omnè Bards). Weapon Type: Martial or TAW for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate or Light (Lutewrap Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Strumalong devoted to pure melody, weaving spellsong into every note.
Melodist Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Plucker Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A wandering Strumalong who plays best on the move, never settling in one place.
Stroller Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Strumalong devoted to pure melody, weaving spellsong into every note.
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. | |
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
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. | |
A wandering Strumalong who plays best on the move, never settling in one place.
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. | |
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 every fallen enemy as fuel for their own continued existence, in service of forces mortals were not meant to understand, some out of genuine malice, others out of cold necessity.
‡ 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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Doom Knight's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Troll (Village) +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Orcus +5
†Human, Dwarf, and Halfling 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.
Doom Knight Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Death Bringer - The Executioner among Doom Knights, binding a target in place before delivering one final, decisive blow rather than a drawn-out fight.
a. Death Knight - A Death Bringer devoted purely to the blade, delivering death in a single stroke.
b. Death Lord - A Death Bringer who commands death itself, striking with a sovereign's cold authority.
c. Decaymancer - A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
ii. Death Guard - A frontline Doom Knight who anchors the battle line, drawing on death's own weight to protect allies.
a. Dread Knight - A Death Guard whose mere presence instills fear that breaks enemy resolve.
b. Scourge - A Death Guard who spreads rot and plague to weaken every enemy nearby.
c. Umbral Lord - A Death Guard cloaked in shadow, commanding darkness to shield and blind.
iii. Lordsman - A commanding Doom Knight who leads from the front, tempering death's power with a lord's discipline.
a. Paragon Knight - A Lordsman held up as the ideal of disciplined, honorable death-craft.
b. Radiant Knight - A Lordsman who tempers death's power with a flicker of stolen light.
c. Sentinel - A Lordsman who holds the line, standing watch so allies never fall unguarded.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Styles and Hand:
◆2h Slashing or 2h Chop.
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Heavy or Medium (Plate, Full Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
Alignment: Evil
Higher Power: TBA (Evil)
The Executioner among Doom Knights, binding a target in place before delivering one final, decisive blow rather than a drawn-out fight. (LVL 4-20)
(see Death Bringer Path and Branch Abilities Below)
Death Bringer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Flexible (whip or rope), Grab, or Chain. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Grave Iron).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Bringer devoted purely to the blade, delivering death in a single stroke.
Death Knight Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Bringer who commands death itself, striking with a sovereign's cold authority.
Death Lord Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
Decaymancer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Death Bringer devoted purely to the blade, delivering death in a single stroke.
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. | |
A Death Bringer who commands death itself, striking with a sovereign's cold authority.
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. | |
A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A frontline Doom Knight who anchors the battle line, drawing on death's own weight to protect allies. (LVL 4-20)
(see Death Guard Path and Branch Abilities Below)
Death Guard Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Slashing or Chop. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Bonewrought Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Guard whose mere presence instills fear that breaks enemy resolve.
Dread Knight Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Guard who spreads rot and plague to weaken every enemy nearby.
Scourge Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Guard cloaked in shadow, commanding darkness to shield and blind.
Umbral Lord Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Death Guard whose mere presence instills fear that breaks enemy resolve.
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. | |
A Death Guard who spreads rot and plague to weaken every enemy nearby.
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. | |
A Death Guard cloaked in shadow, commanding darkness to shield and blind.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A commanding Doom Knight who leads from the front, tempering death's power with a lord's discipline. (LVL 4-20)
(see Lordsman Path and Branch Abilities Below)
Lordsman Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Slashing or Chop. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Sable Steel).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lordsman held up as the ideal of disciplined, honorable death-craft.
Paragon Knight Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lordsman who tempers death's power with a flicker of stolen light.
Radiant Knight Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lordsman who holds the line, standing watch so allies never fall unguarded.
Sentinel Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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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.
A Lordsman held up as the ideal of disciplined, honorable death-craft.
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. | |
A Lordsman who tempers death's power with a flicker of stolen light.
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. | |
A Lordsman who holds the line, standing watch so allies never fall unguarded.
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Druid's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Firbolg +5, Elf (Common)† +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Elf (Sylvan) +5, Yawnie +5, Drevane +5, Leshy +5
†Elf (Common), Dwarf, Human, and Halfling 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.
Druid Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Celestial - A sky-focused Druid who channels the sun, moon, and stars into their magic.
a. Lunar - A Celestial Druid whose power swells and fades with the moon's own phases.
b. Solar - A Celestial Druid who channels the sun's raw, burning light directly into battle.
c. Starduster - A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
ii. Dreamcryer - A Druid who walks the dream-realm, drawing power and secrets from sleep and nightmare alike.
a. Dreamcaster - A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
b. Lorekeeper - A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
c. Nightmare - A Dreamcryer who drags enemies into waking nightmares of their own fear.
iii. Hyborian - A primal Druid who draws on beast-spirits and shapeshifting to fight alongside nature's fiercest forms.
a. Ravager - A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
b. Shifter - A Hyborian Druid who freely reshapes their own body to match the fight at hand.
c. Ursidae - A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Light or Delicate (Hide, Robe).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Druid Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Druid Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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Alignment: Moral
Higher Power: TBA (Moral)
A sky-focused Druid who channels the sun, moon, and stars into their magic. (LVL 4-20)
(see Celestial Path and Branch Abilities Below)
Celestial Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Starlight Weave).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Celestial Druid whose power swells and fades with the moon's own phases.
Lunar Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Solar Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Starduster Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
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†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 |
|---|---|
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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.
A Celestial Druid whose power swells and fades with the moon's own phases.
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. | |
A Celestial Druid who channels the sun's raw, burning light directly into battle.
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. | |
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A Druid who walks the dream-realm, drawing power and secrets from sleep and nightmare alike. (LVL 4-20)
(see Dreamcryer Path and Branch Abilities Below)
Dreamcryer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Dreamsilk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Dreamcaster Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Lorekeeper Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Nightmare Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
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. | |
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
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. | |
A Dreamcryer who drags enemies into waking nightmares of their own fear.
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. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A primal Druid who draws on beast-spirits and shapeshifting to fight alongside nature's fiercest forms. (LVL 4-20)
(see Hyborian Path and Branch Abilities Below)
Hyborian Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Blunt or Chop (stave, club, or sickle). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bearskin Hide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Ravager Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
Shifter Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
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. | |
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
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. | |
A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Fighter's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Troll (Village) +5, Troll (Common) +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Hobbling +5
†Human, Dwarf, and Halfling 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.
Fighter Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Brawler - An unarmed Fighter who relies on fists and raw grit over steel.
a. Bruiser - A Brawler who wears down enemies through sheer, relentless punishment.
b. Enforcer - A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
c. Rager - A Brawler who fights harder the more damage they take.
ii. Hero - A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands.
a. Combatant - A Hero who masters the fundamentals of every fighting style equally well.
b. Merc - A Hero who fights for coin and contract, adapting to whatever the job demands.
c. Vigilante - A Hero who takes justice into their own hands, striking wherever it's needed most.
iii. Juggernaut - A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure.
a. Reaver - A Juggernaut who tears through enemy lines with unstoppable forward momentum.
b. Rumbler - A Juggernaut whose ground-shaking strikes stagger everything nearby.
c. Vanguard - A Juggernaut who leads the charge, absorbing the first and heaviest blows.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Versatile (varies by 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/Hand Proficiency profile includes 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).
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 |
|---|---|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Fighter Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Fighter Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
An unarmed Fighter who relies on fists and raw grit over steel. (LVL 4-20)
(see Brawler Path and Branch Abilities Below)
Brawler Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Knuckle Wraps).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Brawler who wears down enemies through sheer, relentless punishment.
Bruiser Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Enforcer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Brawler who fights harder the more damage they take.
Rager Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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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.
A Brawler who wears down enemies through sheer, relentless punishment.
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. | |
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
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. | |
A Brawler who fights harder the more damage they take.
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. | |
Alignment: Moral
Higher Power: TBA (Moral)
A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands. (LVL 4-20)
(see Hero Path and Branch Abilities Below)
Hero Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Battleworn Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hero who masters the fundamentals of every fighting style equally well.
Combatant Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hero who fights for coin and contract, adapting to whatever the job demands.
Merc Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Hero who takes justice into their own hands, striking wherever it's needed most.
Vigilante Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Hero who masters the fundamentals of every fighting style equally well.
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. | |
A Hero who fights for coin and contract, adapting to whatever the job demands.
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. | |
A Hero who takes justice into their own hands, striking wherever it's needed most.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure. (LVL 4-20)
(see Juggernaut Path and Branch Abilities Below)
Juggernaut Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Ironhide Padding).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Reaver Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Rumbler Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Vanguard Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
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. | |
A Juggernaut whose ground-shaking strikes stagger everything nearby.
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. | |
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Magic User's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Imperials +5, Gnome +5, Miceling +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling 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.
Magic User Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Illusionist - A Magic User who reshapes reality and self alike, mastering illusion and transformation.
a. Astral Weaver - An Illusionist who weaves astral threads into illusions few can see through.
b. Metamorphiser - An Illusionist who reshapes their own form to fit any need.
c. Shapeshifter - An Illusionist who takes on another's shape entirely, not just its likeness.
ii. Mage - A destructive Magic User who channels raw arcane power into devastating, direct spellcraft.
a. Blood Mage - A Mage who fuels devastating spells with their own vitality.
b. Chronomancer - A Mage who bends time itself, slowing enemies or hastening allies.
c. RuinMaster - A Mage who specializes in outright destruction, leveling anything in their path.
iii. Trickster - 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.
a. Arcana - A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
b. Jester - A Trickster who fights through misdirection, turning laughter into a weapon.
c. Shadow Dancer - A Trickster who slips between light and shadow, never quite where they seem.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Delicate (Silk Robe).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A Magic User who reshapes reality and self alike, mastering illusion and transformation. (LVL 4-20)
(see Illusionist Path and Branch Abilities Below)
Illusionist Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: none (Arcane Focus). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate (Mirrorweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Illusionist who weaves astral threads into illusions few can see through.
Astral Weaver Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Illusionist who reshapes their own form to fit any need.
Metamorphiser Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Illusionist who takes on another's shape entirely, not just its likeness.
Shapeshifter Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
An Illusionist who weaves astral threads into illusions few can see through.
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. | |
An Illusionist who reshapes their own form to fit any need.
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. | |
An Illusionist who takes on another's shape entirely, not just its likeness.
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. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A destructive Magic User who channels raw arcane power into devastating, direct spellcraft. (LVL 4-20)
(see Mage Path and Branch Abilities Below)
Mage Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: none (Arcane Focus). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate (Runewoven Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Mage who fuels devastating spells with their own vitality.
Blood Mage Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Mage who bends time itself, slowing enemies or hastening allies.
Chronomancer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Mage who specializes in outright destruction, leveling anything in their path.
RuinMaster Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Mage who fuels devastating spells with their own vitality.
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. | |
A Mage who bends time itself, slowing enemies or hastening allies.
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. | |
A Mage who specializes in outright destruction, leveling anything in their path.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
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)
(see Trickster Path and Branch Abilities Below)
Trickster Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: none (Arcane Focus). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate (Shifting Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Arcana Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Trickster who fights through misdirection, turning laughter into a weapon.
Jester Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Trickster who slips between light and shadow, never quite where they seem.
Shadow Dancer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
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. | |
A Trickster who fights through misdirection, turning laughter into a weapon.
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. | |
A Trickster who slips between light and shadow, never quite where they seem.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Marksman's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Elf (Common)† +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Wood Elf +5, Brownling +5, Ratkin +5, Yawnie +5, Omnè +5
†Elf (Common), Dwarf, Human, and Halfling 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.
Marksman Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Bowman - A bow-focused Marksman who favors precision and range over raw firepower.
a. Archer - A Bowman devoted to the bow above all, mastering range and power with practiced patience.
b. Bandit - A Bowman who strikes fast from ambush before melting back into cover.
c. Outrider - A Bowman who fights from horseback, striking and repositioning in the same motion.
ii. Gunner - A black-powder Marksman who trades a bow's patience for a gun's immediate stopping power.
a. Duelist - A Gunner who favors precise, close-range engagements over a firefight.
b. Gun Slinger - A Gunner who trades a rifle's power for a pair of pistols' speed.
c. Wrangler - A Gunner who pairs a gun with a lasso or whip to control the fight itself.
iii. Ranger - A frontier Marksman who holds ground and defends territory as readily as they strike from range.
a. Forest Guardian - A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
b. Keeper - A Ranger who holds their ground, defending territory rather than chasing it.
c. Wood Warden - A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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 Melee; wherever a Path or Branch may allow it.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Medium or Light (Chain, Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Marksman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Marksman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A bow-focused Marksman who favors precision and range over raw firepower. (LVL 4-20)
(see Bowman Path and Branch Abilities Below)
Bowman Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: none. Range: Shoot, 2h (e.g., longbow, recurve bow, or composite bow). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium or Light (Bowyer's Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Bowman devoted to the bow above all, mastering range and power with practiced patience.
Archer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Bowman who strikes fast from ambush before melting back into cover.
Bandit Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Bowman who fights from horseback, striking and repositioning in the same motion.
Outrider Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Bowman devoted to the bow above all, mastering range and power with practiced patience.
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. | |
A Bowman who strikes fast from ambush before melting back into cover.
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. | |
A Bowman who fights from horseback, striking and repositioning in the same motion.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A black-powder Marksman who trades a bow's patience for a gun's immediate stopping power. (LVL 4-20)
(see Gunner Path and Branch Abilities Below)
Gunner Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium or Light (Powderhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Gunner who favors precise, close-range engagements over a firefight.
Duelist Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Gunner who trades a rifle's power for a pair of pistols' speed.
Gun Slinger Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Wrangler Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Black powder weapon (see Gunner Path above) plus a 1h Flexible (Off) lasso or whip. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn.
Armor Thresholds
Set by the Wrangler Branch chosen at Level 21 - see Wrangler above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Gunner who favors precise, close-range engagements over a firefight.
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. | |
A Gunner who trades a rifle's power for a pair of pistols' speed.
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. | |
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Gunner Sub-Class - Wrangler
(black powder weapon plus a Flexible-Style 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. | |
Alignment: Moral
Higher Power: TBA (Moral)
A frontier Marksman who holds ground and defends territory as readily as they strike from range. (LVL 4-20)
(see Ranger Path and Branch Abilities Below)
Ranger Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
Forest Guardian Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ranger who holds their ground, defending territory rather than chasing it.
Keeper Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Wood Warden Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
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. | |
A Ranger who holds their ground, defending territory rather than chasing it.
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. | |
A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Ranger Sub-Class - Wood Warden
(1h Slashing melee, dual-wielded, can also be thrown, +4 to Hit (Main Hand) and +1 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency, smaller than the Path's own ranged bonus above), 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)
Devoted martial commanders who lead from the front in blessed or discipline-forged plate, Overseers combine exceptional armor mastery with auras, command abilities, and unshakable 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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Overseer's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling 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.
Overseer Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Archon - A disciplined Overseer who commands the battlefield like a seasoned legion officer.
a. Battleguard - An Archon who commands the frontline like a seasoned field officer.
b. Defender - An Archon devoted to holding ground and protecting allies over dealing damage.
c. Legionnaire - An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
ii. Crusader - A zealous Overseer who leads the charge, carrying faith into battle like a weapon.
a. Blessed Knight - A Crusader anointed for battle, carrying a blessing into every fight.
b. Devout - A Crusader whose unwavering faith fuels every strike.
c. Trojan - A Crusader who breaks through enemy lines by sheer, disciplined force.
iii. Paladin - A protective Overseer who shields allies with radiant conviction and steadfast defense.
a. Guardian - A Paladin devoted entirely to shielding allies from harm.
b. Radiant - A Paladin who channels holy light directly into devastating, purifying strikes.
c. Templar - A Paladin sworn to disciplined defense, holding the line above all else.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Heavy or Medium (Plate, Full Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Overseer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Overseer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
Alignment: Moral
Higher Power: TBA (Moral)
A disciplined Overseer who commands the battlefield like a seasoned legion officer. (LVL 4-20)
(see Archon Path and Branch Abilities Below)
Archon Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Archon Chain).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Archon who commands the frontline like a seasoned field officer.
Battleguard Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Archon devoted to holding ground and protecting allies over dealing damage.
Defender Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
Legionnaire Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
An Archon who commands the frontline like a seasoned field officer.
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. | |
An Archon devoted to holding ground and protecting allies over dealing damage.
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. | |
An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
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. | |
Alignment: Lawful
Higher Power: TBA (Lawful)
A zealous Overseer who leads the charge, carrying faith into battle like a weapon. (LVL 4-20)
(see Crusader Path and Branch Abilities Below)
Crusader Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Crusader Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Crusader anointed for battle, carrying a blessing into every fight.
Blessed Knight Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Crusader whose unwavering faith fuels every strike.
Devout Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Crusader who breaks through enemy lines by sheer, disciplined force.
Trojan Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Crusader anointed for battle, carrying a blessing into every fight.
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. | |
A Crusader whose unwavering faith fuels every strike.
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. | |
A Crusader who breaks through enemy lines by sheer, disciplined force.
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. | |
Alignment: Lawful
Higher Power: TBA (Lawful)
A protective Overseer who shields allies with radiant conviction and steadfast defense. (LVL 4-20)
(see Paladin Path and Branch Abilities Below)
Paladin Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Radiant Mail).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Paladin devoted entirely to shielding allies from harm.
Guardian Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Paladin who channels holy light directly into devastating, purifying strikes.
Radiant Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Paladin sworn to disciplined defense, holding the line above all else.
Templar Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Paladin devoted entirely to shielding allies from harm.
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. | |
A Paladin who channels holy light directly into devastating, purifying strikes.
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. | |
A Paladin sworn to disciplined defense, holding the line above all else.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Shaman's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Troll (Sand) +5, Drevane +5, Leshy +5, Skrath +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling 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.
Shaman Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Medicine Man - A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe.
a. Ancestral - A Medicine Man who calls on ancestor spirits for guidance and protection.
b. Bone Collector - A Medicine Man who draws power from the bones and remains of the fallen.
c. Earthbound - A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
ii. Primordial - A Shaman who channels the raw forces of sky and storm into devastating elemental power.
a. Astromancer - A Primordial Shaman who reads and channels power from the stars themselves.
b. Stormbringer - A Primordial Shaman who calls down storms to scour the battlefield.
c. Whisperer - A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
iii. Ritualist - A ritual-focused Shaman who binds curses and blessings alike through careful ceremony.
a. Ceremonial - A Ritualist who channels power through careful, formal rite rather than raw instinct.
b. Hexbinder - A Ritualist who specializes in binding lasting curses onto their enemies.
c. Runecrafter - A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Light or Delicate (Hide, Ritual Garments).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Shaman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Shaman Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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Alignment: Moral
Higher Power: TBA (Moral)
A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe. (LVL 4-20)
(see Medicine Man Path and Branch Abilities Below)
Medicine Man Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ancestral Hide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Medicine Man who calls on ancestor spirits for guidance and protection.
Ancestral Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Medicine Man who draws power from the bones and remains of the fallen.
Bone Collector Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Earthbound Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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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.
A Medicine Man who calls on ancestor spirits for guidance and protection.
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. | |
A Medicine Man who draws power from the bones and remains of the fallen.
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. | |
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
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. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A Shaman who channels the raw forces of sky and storm into devastating elemental power. (LVL 4-20)
(see Primordial Path and Branch Abilities Below)
Primordial Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Stormhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Primordial Shaman who reads and channels power from the stars themselves.
Astromancer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Primordial Shaman who calls down storms to scour the battlefield.
Stormbringer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Whisperer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Primordial Shaman who reads and channels power from the stars themselves.
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. | |
A Primordial Shaman who calls down storms to scour the battlefield.
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. | |
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A ritual-focused Shaman who binds curses and blessings alike through careful ceremony. (LVL 4-20)
(see Ritualist Path and Branch Abilities Below)
Ritualist Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ritual Bindings).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ritualist who channels power through careful, formal rite rather than raw instinct.
Ceremonial Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ritualist who specializes in binding lasting curses onto their enemies.
Hexbinder Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Runecrafter Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Ritualist who channels power through careful, formal rite rather than raw instinct.
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. | |
A Ritualist who specializes in binding lasting curses onto their enemies.
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. | |
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Sorcerer's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling 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.
Sorcerer Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Conjurer - A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side.
a. Magus - A Conjurer who fuses stave and blade into a single hybrid weapon.
b. Planes Walker - A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
c. Psionic - A Conjurer who channels raw mind-power instead of any physical focus.
ii. Seer - A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power.
a. Clairvoyant - A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
b. Mystic - A Seer who channels raw, intuitive insight into their spellcasting.
c. Prophet - A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
iii. Wizard - An elemental Sorcerer who wields fire and force with the discipline of formal study.
a. Battlecryer - A Wizard who channels magic through voice and command as much as spellcraft.
b. Fire Breather - A Wizard devoted to raw, elemental fire above all other schools.
c. Transmuter - A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Styles and Hand:
◆1h or 2h Stave.
Weapon Types:
◆Martial for Nature Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Delicate (Cloth Robe and Cloak, all paths).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Sorcerer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Sorcerer Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side. (LVL 4-20)
(see Conjurer Path and Branch Abilities Below)
Conjurer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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). +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate (Riftweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Conjurer who fuses stave and blade into a single hybrid weapon.
Magus Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Planes Walker Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Conjurer who channels raw mind-power instead of any physical focus.
Psionic Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Conjurer who fuses stave and blade into a single hybrid weapon.
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. | |
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
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. | |
A Conjurer who channels raw mind-power instead of any physical focus.
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. | |
Alignment: Moral
Higher Power: TBA (Moral)
A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power. (LVL 4-20)
(see Seer Path and Branch Abilities Below)
Seer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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). +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate (Farsight Veil).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Clairvoyant Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Seer who channels raw, intuitive insight into their spellcasting.
Mystic Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Prophet Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
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. | |
A Seer who channels raw, intuitive insight into their spellcasting.
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. | |
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
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. | |
Alignment: Moral
Higher Power: TBA (Moral)
An elemental Sorcerer who wields fire and force with the discipline of formal study. (LVL 4-20)
(see Wizard Path and Branch Abilities Below)
Wizard Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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). +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Delicate (Cinderweave Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Wizard who channels magic through voice and command as much as spellcraft.
Battlecryer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Wizard devoted to raw, elemental fire above all other schools.
Fire Breather Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Transmuter Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Wizard who channels magic through voice and command as much as spellcraft.
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. | |
A Wizard devoted to raw, elemental fire above all other schools.
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. | |
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Strategist's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Bast +5, Drow +5, Dwarf (Glimmerstone) +5, Helf +5, Goblorc +5, Halfling† +5, Dwarf (Common)† +5, Human† +5, Miceling +5
†Halfling, Dwarf, and Human 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.
Strategist Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Rogue - A stealth-focused Strategist who strikes from the shadows before the fight ever truly starts.
a. Assassin - A Rogue who ends fights before they begin, striking once from perfect position.
b. Recon - A Rogue focused on scouting and information, staying unseen until the moment it matters.
c. Shroud - A Rogue who fights from concealment, wrapped in shadow and silence.
ii. Shadow Stalker - A Strategist who fights from between shadows themselves, unnerving enemies as much as outmaneuvering them.
a. Abyssal - A Shadow Stalker who draws on something darker than shadow alone.
b. Specter - A Shadow Stalker who lingers just out of sight, striking before ever being seen.
c. Wraith - A Shadow Stalker who moves like smoke, barely touching the world they haunt.
iii. Spellblade - A blade-and-spell hybrid Strategist who weaves magic directly into every strike.
a. Phantom Blade - A Spellblade whose weapon strikes as much through illusion as through steel.
b. Shadowblade - A Spellblade who weaves shadow magic directly into every strike.
c. Sprightly - A Spellblade who fights with quick, light footwork, always a step ahead.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Light (Leather, Studded Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
|
†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Strategist Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Strategist Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
Alignment: Amoral
Higher Power: TBA (Amoral)
A stealth-focused Strategist who strikes from the shadows before the fight ever truly starts. (LVL 4-20)
(see Rogue Path and Branch Abilities Below)
Rogue Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light (Guildleather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Rogue who ends fights before they begin, striking once from perfect position.
Assassin Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Rogue focused on scouting and information, staying unseen until the moment it matters.
Recon Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Rogue who fights from concealment, wrapped in shadow and silence.
Shroud Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Rogue who ends fights before they begin, striking once from perfect position.
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. |
A Rogue focused on scouting and information, staying unseen until the moment it matters.
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. |
A Rogue who fights from concealment, wrapped in shadow and silence.
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. |
Alignment: Evil
Higher Power: TBA (Evil)
A Strategist who fights from between shadows themselves, unnerving enemies as much as outmaneuvering them. (LVL 4-20)
(see Shadow Stalker Path and Branch Abilities Below)
Shadow Stalker Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light (Shadowsilk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Shadow Stalker who draws on something darker than shadow alone.
Abyssal Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Shadow Stalker who lingers just out of sight, striking before ever being seen.
Specter Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Shadow Stalker who moves like smoke, barely touching the world they haunt.
Wraith Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Shadow Stalker who draws on something darker than shadow alone.
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. | |
A Shadow Stalker who lingers just out of sight, striking before ever being seen.
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. | |
A Shadow Stalker who moves like smoke, barely touching the world they haunt.
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. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A blade-and-spell hybrid Strategist who weaves magic directly into every strike. (LVL 4-20)
(see Spellblade Path and Branch Abilities Below)
Spellblade Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light (Runeleather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Spellblade whose weapon strikes as much through illusion as through steel.
Phantom Blade Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Spellblade who weaves shadow magic directly into every strike.
Shadowblade Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Spellblade who fights with quick, light footwork, always a step ahead.
Sprightly Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Spellblade whose weapon strikes as much through illusion as through steel.
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. | |
A Spellblade who weaves shadow magic directly into every strike.
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. | |
A Spellblade who fights with quick, light footwork, always a step ahead.
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Tyrant's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Troll (Common) +5, Gnoll +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Orcus +5, Omnè +5
†Human, Dwarf, and Halfling 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.
Tyrant Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Berserker - A rage-fueled Tyrant who abandons caution entirely for overwhelming, relentless offense.
a. Blitzer - A Berserker who closes distance in a single, unstoppable burst.
b. Fury - A Berserker who abandons all restraint the longer a fight goes on.
c. Shredder - A Berserker whose rapid, relentless strikes tear through any defense.
ii. Demolisher - A Tyrant who levels anything in their path with sheer, brutal force.
a. Bone Crusher - A Demolisher whose blows are built to shatter, not just wound.
b. Brute - A Demolisher who relies on raw physical force above all else.
c. Rampager - A Demolisher who tears through everything in a straight, unstoppable line.
iii. War Cryer - A Tyrant whose voice alone can break enemy morale, rallying allies and terrifying foes in the same breath.
a. Celestial - A War Cryer whose voice carries a weight that feels almost otherworldly.
b. Dagger Dancer - A War Cryer who weaves blade-work into every cry, striking between words.
c. Paincaster - A War Cryer who turns suffering itself into a weapon against enemy morale.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Light or Medium (Studded Leather, Light Chain).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Tyrant Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
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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 |
|---|---|
|
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Alignment: Evil
Higher Power: TBA (Evil)
A rage-fueled Tyrant who abandons caution entirely for overwhelming, relentless offense. (LVL 4-20)
(see Berserker Path and Branch Abilities Below)
Berserker Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: any Style, 2h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Bloodplate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Berserker who closes distance in a single, unstoppable burst.
Blitzer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Berserker who abandons all restraint the longer a fight goes on.
Fury Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Berserker whose rapid, relentless strikes tear through any defense.
Shredder Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Berserker who closes distance in a single, unstoppable burst.
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. | |
A Berserker who abandons all restraint the longer a fight goes on.
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. | |
A Berserker whose rapid, relentless strikes tear through any defense.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A Tyrant who levels anything in their path with sheer, brutal force. (LVL 4-20)
(see Demolisher Path and Branch Abilities Below)
Demolisher Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: any Style, 2h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Warforged Chain).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Demolisher whose blows are built to shatter, not just wound.
Bone Crusher Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Demolisher who relies on raw physical force above all else.
Brute Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Demolisher who tears through everything in a straight, unstoppable line.
Rampager Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Demolisher whose blows are built to shatter, not just wound.
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. | |
A Demolisher who relies on raw physical force above all else.
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. | |
A Demolisher who tears through everything in a straight, unstoppable line.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A Tyrant whose voice alone can break enemy morale, rallying allies and terrifying foes in the same breath. (LVL 4-20)
(see War Cryer Path and Branch Abilities Below)
War Cryer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Warhorn Mail).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A War Cryer whose voice carries a weight that feels almost otherworldly.
Celestial Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A War Cryer who weaves blade-work into every cry, striking between words.
Dagger Dancer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A War Cryer who turns suffering itself into a weapon against enemy morale.
Paincaster Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A War Cryer whose voice carries a weight that feels almost otherworldly.
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. | |
A War Cryer who weaves blade-work into every cry, striking between words.
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. | |
A War Cryer who turns suffering itself into a weapon against enemy morale.
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. | |
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 reshapes 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, whether that patron demands cruelty or simply payment.
‡ 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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Warlock's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Drow +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Orcus +5, Pinkling +5
†Human, Dwarf, and Halfling 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.
Warlock Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Bloodlock - A blood-magic Warlock who trades their own vitality, and their enemies', to fuel devastating power.
a. Blood Knight - A Bloodlock who fights in melee, sealing every strike with their own blood-magic.
b. Tormentor - A Bloodlock who specializes in prolonged, draining suffering rather than a quick kill.
c. Vampire - A Bloodlock who drains life directly from enemies to sustain their own.
ii. Grimlock - A fiend-bound Warlock whose patron grants dark power in exchange for a bargain always waiting to be called in.
a. Changeling - A Grimlock whose patron grants the ability to wear another's face.
b. Fiend - A Grimlock bound directly to a fiendish patron's raw, dark power.
c. Hexblade - A Grimlock who channels their patron's power directly through a cursed weapon.
iii. Necromancer - A death-focused Warlock who commands the dead and reaps souls to further their patron's dark cause.
a. Inquisitor - A Necromancer who hunts and judges, turning death itself into an interrogation.
b. Soul Reaper - A Necromancer who claims the souls of the fallen to further fuel their own power.
c. Summoner - A Necromancer who commands the dead directly, raising allies from fallen enemies.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Delicate or Light (Robes, Leather).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Warlock Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Warlock Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
|
|
Alignment: Amoral
Higher Power: TBA (Amoral)
A blood-magic Warlock who trades their own vitality, and their enemies', to fuel devastating power. (LVL 4-20)
(see Bloodlock Path and Branch Abilities Below)
Bloodlock Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Bloodlock who fights in melee, sealing every strike with their own blood-magic.
Blood Knight Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Bloodlock who specializes in prolonged, draining suffering rather than a quick kill.
Tormentor Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h Pact Weapon, Grab (claws, hooks) or Flexible (rope, chain, whip). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk), same as the Bloodlock Path.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Bloodlock who drains life directly from enemies to sustain their own.
Vampire Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Bloodlock who fights in melee, sealing every strike with their own blood-magic.
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. | |
A Bloodlock who specializes in prolonged, draining suffering rather than a quick kill.
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. | |
A Bloodlock who drains life directly from enemies to sustain their own.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A fiend-bound Warlock whose patron grants dark power in exchange for a bargain always waiting to be called in. (LVL 4-20)
(see Grimlock Path and Branch Abilities Below)
Grimlock Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Fiendhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Grimlock whose patron grants the ability to wear another's face.
Changeling Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Grimlock bound directly to a fiendish patron's raw, dark power.
Fiend Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Grimlock who channels their patron's power directly through a cursed weapon.
Hexblade Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Grimlock whose patron grants the ability to wear another's face.
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. | |
A Grimlock bound directly to a fiendish patron's raw, dark power.
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. | |
A Grimlock who channels their patron's power directly through a cursed weapon.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A death-focused Warlock who commands the dead and reaps souls to further their patron's dark cause. (LVL 4-20)
(see Necromancer Path and Branch Abilities Below)
Necromancer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Spider Silk Robe).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Necromancer who hunts and judges, turning death itself into an interrogation.
Inquisitor Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Necromancer who claims the souls of the fallen to further fuel their own power.
Soul Reaper Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Necromancer who commands the dead directly, raising allies from fallen enemies.
Summoner Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Necromancer who hunts and judges, turning death itself into an interrogation.
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. | |
A Necromancer who claims the souls of the fallen to further fuel their own power.
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. | |
A Necromancer who commands the dead directly, raising allies from fallen enemies.
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. | |
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Warrior's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Dwarf (Arctic) +5, Dwarf (Ash) +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Neanderthal (Glaciera) +5, Omnè +5
†Dwarf, Human, and Halfling 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.
Warrior Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Armorer - A defense-focused Warrior who turns armor and shield into an unbreakable wall.
a. Bulwark - An Armorer devoted entirely to holding a line no enemy can push through.
b. Champion - An Armorer who leads by example, standing firm at the front of every fight.
c. Ironclad - An Armorer who trusts nothing but the heaviest armor available.
ii. Blade Master - A precision-focused Warrior devoted to mastering the blade above all else.
a. Duelist - A Blade Master who favors precision and timing over raw power.
b. Gladiator - A Blade Master trained for single combat, thriving in one-on-one duels.
c. Slayer - A Blade Master whose every strike is aimed to end the fight quickly.
iii. Warlord - A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force.
a. Runeblades - A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
b. Stormbringer - A Warlord who channels raw storm-force directly into their weapon.
c. Sun Thrower - A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Versatile (Heavy through Light).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Warrior Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Warrior Tier Ability
▸ Select to Expand Abilities
| Nature Drawn Abilities | Spell Drawn Abilities |
|---|---|
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Alignment: Lawful
Higher Power: TBA (Lawful)
A defense-focused Warrior who turns armor and shield into an unbreakable wall. (LVL 4-20)
(see Armorer Path and Branch Abilities Below)
Armorer Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield. Weapon Type: Martial, TAW, or Energy for Nature, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy (Tower Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Armorer devoted entirely to holding a line no enemy can push through.
Bulwark Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Armorer who leads by example, standing firm at the front of every fight.
Champion Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Armorer who trusts nothing but the heaviest armor available.
Ironclad Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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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.
An Armorer devoted entirely to holding a line no enemy can push through.
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. | |
An Armorer who leads by example, standing firm at the front of every fight.
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. | |
An Armorer who trusts nothing but the heaviest armor available.
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. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A precision-focused Warrior devoted to mastering the blade above all else. (LVL 4-20)
(see Blade Master Path and Branch Abilities Below)
Blade Master Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded. Weapon Type: Martial, TAW, or Energy for Nature, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Medium (Duelist's Mail).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Blade Master who favors precision and timing over raw power.
Duelist Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Blade Master trained for single combat, thriving in one-on-one duels.
Gladiator Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Blade Master whose every strike is aimed to end the fight quickly.
Slayer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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†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 |
|---|---|
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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.
A Blade Master who favors precision and timing over raw power.
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. | |
A Blade Master trained for single combat, thriving in one-on-one duels.
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. | |
A Blade Master whose every strike is aimed to end the fight quickly.
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. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force. (LVL 4-20)
(see Warlord Path and Branch Abilities Below)
Warlord Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: Blunt or Slashing, 2h, Melee. Weapon Type: Martial, TAW, or Energy for Nature, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Heavy (Warforge Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Runeblades Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlord who channels raw storm-force directly into their weapon.
Stormbringer Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Sun Thrower Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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†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 |
|---|---|
|
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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.
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
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. | |
A Warlord who channels raw storm-force directly into their weapon.
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. | |
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
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.
Alignment: Path and Branch Dependent
Higher Power: Path Dependent (see Path below)
Witch's Paths individually restrict by alignment beyond Level 4, see each Path above for its specific Alignment.
Favored Races:
Drow +5, Elf (Sylvan) +5, Dwarf (Snow) +5, Goblorc +5, Ratkin +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling 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.
Witch Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. BrewMaster - A potion-focused Witch who brews curses and cures alike from whatever's close at hand.
a. Green - A BrewMaster who works entirely from herb, root, and growing things.
b. Haggard - A BrewMaster whose rough, battle-worn brews hit harder than they taste.
c. Shrew - A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
ii. Lunar - A moon-bound Witch whose power waxes and wanes with the night sky.
a. Moonfire - A Lunar Witch who channels the moon's pale light into searing, silver fire.
b. Starborn - A Lunar Witch whose power was never fully of this world to begin with.
c. Zodiac - A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
iii. Norwitch - A frost-touched Witch who reads fate in wyrd-signs and channels the cold itself.
a. Arctic Witch - A Norwitch who channels the deep cold itself into every curse and blessing.
b. Spiritbound - A Norwitch bound to a guiding spirit that lends its own power in battle.
c. Wyrdreader - A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
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 Tier Armaments
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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.
◆Weapon/Hand Proficiency Bonus: +8 to Hit when the weapon above is wielded (Main Hand).
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: No weapon is required to perform Abilities from any class's Tier, Path, or Branch. Wielding the weapon above grants the stated Weapon/Hand Proficiency bonus; any other weapon, or none, still performs the Ability normally, just without it.
Armor Thresholds
Grade: Half Heavy through Delicate (Half Leather, Bat Wing, Wool, Spider Silk).
Paths and Branches unlock various Armaments not available for Class Tier Abilities.
A Path or Branch's Weapon/Hand Proficiency profile includes 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).
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 |
|---|---|
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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 |
|---|---|
|
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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 |
|---|---|
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Alignment: Evil
Higher Power: TBA (Evil)
A potion-focused Witch who brews curses and cures alike from whatever's close at hand. (LVL 4-20)
(see BrewMaster Path and Branch Abilities Below)
BrewMaster Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Cauldron Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A BrewMaster who works entirely from herb, root, and growing things.
Green Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
Haggard Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
Shrew Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
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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 |
|---|---|
|
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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 |
|---|---|
|
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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 |
|---|---|
|
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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 |
|---|---|
|
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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.
A BrewMaster who works entirely from herb, root, and growing things.
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. | |
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
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. | |
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
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. | |
Alignment: Evil
Higher Power: TBA (Evil)
A moon-bound Witch whose power waxes and wanes with the night sky. (LVL 4-20)
(see Lunar Path and Branch Abilities Below)
Lunar Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)Weapon Style: none (Walking Stick), 2h. Weapon Type: Martial for Nature Drawn, Magic for Spell Drawn. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Moonweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lunar Witch who channels the moon's pale light into searing, silver fire.
Moonfire Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lunar Witch whose power was never fully of this world to begin with.
Starborn Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Set by the Starborn Branch chosen at Level 21 - see Starborn above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
Zodiac Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Lunar Witch who channels the moon's pale light into searing, silver fire.
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. | |
A Lunar Witch whose power was never fully of this world to begin with.
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. | |
A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
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. | |
Alignment: Lawful
Higher Power: TBA (Lawful)
A frost-touched Witch who reads fate in wyrd-signs and channels the cold itself. (LVL 4-20)
(see Norwitch Path and Branch Abilities Below)
Norwitch Path
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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. +8 to Hit when wielded (Weapon/Hand Proficiency).
Armor Thresholds
Armor Grade: caps at Light or Delicate (Wool Robe and Fur Cloak).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Norwitch who channels the deep cold itself into every curse and blessing.
Arctic Witch Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Norwitch bound to a guiding spirit that lends its own power in battle.
Spiritbound Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
Wyrdreader Branch
▸ Select to Expand Armaments
Weapon/Hand Proficiency (No weapon is required; wielding the weapon below grants the listed bonus)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/Hand Proficiency, Armor Thresholds, and Special Armaments above.
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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†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 |
|---|---|
|
|
†See Ability Cards for LVL 8.5 midpoint Abilities. Full detail continues in the GM's full class reference for LVL 9-20.
A Norwitch who channels the deep cold itself into every curse and blessing.
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. | |
A Norwitch bound to a guiding spirit that lends its own power in battle.
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. | |
A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
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. | |
Playable Class Details or back to Playable Classes (above).
Fallen and Risen Classes
Only Paths bound to a Higher Power are capable of falling or rising, not Classes as a whole. These are Paths whose Abilities are granted by an external force, their alignment, oaths, and relationship with that power are the foundation of everything they can do. Since alignment now lives at the Path level, a single Class Tree can hold a mix, some Paths eligible to Fall, others to Rise, others neither, depending on each Path's own Higher Power.
Which Paths Can Fall or Rise
Lawful and Moral Paths (Avenger's Cleric and Monk, for instance), bound to a divine or otherwise virtuous Higher Power, may Fall.
Evil and Amoral Paths (Warlock's Grimlock and Bloodlock, for instance), bound to a corrupting or self-interested Higher Power, may Rise.
Ambivalent Paths, bound to no Higher Power at all, or at most a demigod or legendary mortal patron rather than a divine or evil one, can do neither.
Current Penalty
A Lawful or Moral Path's Higher Power considers the bond broken the instant a character's current alignment drifts below Moral, into Ambivalent, Amoral, or Evil (Falling). An Evil or Amoral Path's Higher Power considers the bond broken the instant current alignment rises above Amoral, into Ambivalent, Moral, or Lawful, for the same reason in reverse (Rising). A Falling or Rising character keeps every Ability already learned from that Path, fully usable, no Ability is ever stripped, but loses that Path's Higher Power bonuses and can no longer learn new Abilities from it until alignment drifts back into range, taking penalties and tests from that Path's former Higher Power in the meantime. Ambivalent Paths carry no such condition, having no Higher Power to answer to in the first place, their bonuses and Ability access stay intact no matter how far a character's current alignment drifts.
