S O R CSORCSORC

Full Class Reference (Private Draft)

Not linked from any public navigation. This picks up where Basic Rules pg. 3 leaves off, real content for the Levels still marked TBA there, one Class/Path at a time. Starter Set Levels already written on pg. 3 aren't repeated here, just named and linked back.

Avenger

Tier (Levels 1-3) and each Path's opening (Levels 4-5) are already written, see Avenger, pg. 3. Below picks up from there.

Cleric Path, Levels 6-20
Avenger Sub-Class - Cleric
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Bulwark Charge - a shield-first charge that bowls through the front line, forces one target back and grants +1 PROTS this turn.
  • (Slot B) Judgment's Weight - a two-handed downward strike, bonus Damage against a target that's already below half Life.
  • (Slot C) Steadfast Vow - removes one Fatigue or minor debuff from self, plus a small heal.
  • (Slot A) Radiant Bulwark - a wall of light that forces one target back, granting an adjacent ally +1 PROTS this turn instead of the Avenger.
  • (Slot B) Judgment's Light - a lance of holy light that marks a target already below half Life, granting an ally advantage on their next Attack roll against it.
  • (Slot C) Vow of Ash and Water - removes one Fatigue or minor debuff from an ally, plus a small heal to them.
LVL 7
  • (Slot A) Line Anchor - plants the shield, +1 PROTS and immune to forced movement for one turn.
  • (Slot B) Zealous Cleave - a wide blunt swing catching two adjacent foes, bonus Damage against evil-aligned targets.
  • (Slot C) Mercy Strike - a touch of the mace grants a small heal to an ally within reach instead of Damage.
  • (Slot A) Anchor of Faith - a radiant anchor of light planted at an adjacent ally's feet, +1 PROTS and immune to forced movement for one turn, for them instead of the Avenger.
  • (Slot B) Zealous Flame - a wide arc of holy fire that marks two adjacent evil-aligned foes, granting allies advantage on their next Attack roll against either.
  • (Slot C) Mercy's Touch - a beam of soft light grants a small heal over time to an ally at range instead of Damage.
LVL 8
  • (Slot A) Retaliation Guard - the next successful Block triggers a free counterattack.
  • (Slot B) Righteous Crush - bonus Damage, plus lowers the target's PROTS for one turn.
  • (Slot C) Steady Hands - clears one Fear or Charm effect from self or an adjacent ally.
  • (Slot A) Retaliation Ward - the next successful Block by an adjacent ally triggers a free radiant counterattack instead.
  • (Slot B) Righteous Flare - marks the target with holy fire, granting an ally bonus Damage against it on their next attack this turn.
  • (Slot C) Steadying Light - clears one Fear or Charm effect from any ally within sight, not just an adjacent one.
LVL 9
  • (Slot A) Formation Stand - +1 PROTS to self and adjacent allies for one turn.
  • (Slot B) Smiting Blow - bonus Damage against undead or evil-aligned targets, plus a brief Blind.
  • (Slot C) Blessed Recovery - a heal over time to self, doubled if below half Life.
  • (Slot A) Formation Blessing - +1 PROTS to every ally within sight for one turn, not just adjacent ones.
  • (Slot B) Smiting Light - marks an undead or evil-aligned target, granting an ally advantage on their next Attack roll against it instead of a direct strike.
  • (Slot C) Blessed Renewal - a heal over time to an ally instead of self, doubled if that ally is below half Life.
LVL 10
  • (Slot A) Unbreakable Line - immune to knockback and forced movement against the encounter's next attack on self.
  • (Slot B) Hammer of Judgment - a heavy strike that ignores a portion of the target's PROTS.
  • (Slot C) Ally's Ward - grants an ally +1 Defense and resist their next Fear effect.
  • (Slot A) Unbreakable Faith - grants an adjacent ally immunity to knockback and forced movement against the encounter's next attack on them, instead of the Avenger.
  • (Slot B) Judgment's Beam - a beam of light that marks the target, letting an ally's next attack against it also ignore a portion of PROTS.
  • (Slot C) Ally's Blessing - grants an ally a small heal and resist their next Charm effect.
LVL 11
  • (Slot A) Halo Motes (Orbital) - a ring of radiant light-motes spun into orbit around the Avenger, each turn healing a small amount of Life to a nearby ally, or curing one Curse, Disease, or Hex effect from whoever it touches, and the Avenger is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Radiant Cleave - bonus Damage to two adjacent evil-aligned or undead targets, plus briefly Blinds them.
  • (Slot C) Blessed Focus - the Avenger treats their next Lockpicking, Disarm Trap, or Knowledge check as though blessed with a steady hand, advantage on that check.
  • (Slot A) Halo Motes (Shared, Orbital) - grants an ally the same ring of radiant motes, healing or curing whoever they touch, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Radiant Judgment - grants an ally the same bonus Damage plus Blind against two adjacent evil-aligned or undead targets.
  • (Slot C) Blessed Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 12-20TBA, continues this same pattern.
Monk Path, Levels 6-20
Avenger Sub-Class - Monk
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Turning Palm (2h wooden weapon, dual-wielded wooden weapons, or bare hands; Light Grade bracers extend this against blunt attacks only, Medium Grade bracers extend it against any attack type) - a redirection drilled like a wrestler's hold turned against its own momentum, negating the attack entirely on a success.
  • (Slot B) Splitting Bough Strike (2h wooden weapon or bare hands) - a strike thrown with the weapon's full reach, bonus Damage that also lowers the target's Defense until their next turn.
  • (Slot C) Reed in the Wind - bends instead of breaking, +5ft movement and resist being knocked prone while unarmored or in Light Grade armor or lighter.
  • (Slot A) Focused Breath - a measured breath drawn between strikes, the Monk's next unarmed strike is guaranteed to land, but deals reduced Damage.
  • (Slot B) Inner Flame - a warming discipline held in the chest through long fasts and cold vigils, brief Resistance to fire and cold.
  • (Slot C) Settling Root - a grounding meditation that steadies the blood, removes one Slow or Root effect from self.
LVL 7
  • (Slot A) Counting Palm (same Parry requirements as Turning Palm) - a measured parry that counts each strike absorbed, +1 Defense (Parry) that grows stronger the more attacks the Monk has Parried this encounter.
  • (Slot B) Marking Palm - a precise strike to a nerve cluster, marks the target so the Monk's own next strike against it lands with bonus Damage.
    ↪ Unlocks Claim the Marked Palm (Lvl 8)
  • (Slot C) Falling Leaf Step (bare hands or unarmored) - a weightless step, the Monk may shift 10ft without provoking, ignoring difficult terrain.
  • (Slot A) Counted Breath - a measured breath that counts each strike endured, +1 Focus/Willpower that grows stronger the more attacks the Monk has Parried this encounter.
  • (Slot B) Shared Focus Mark - the Monk marks the target through focused breath, priming it so an ally's next strike against it lands with bonus Damage instead of the Monk's own.
    ↪ Unlocks Claim the Shared Focus Mark (Lvl 8)
  • (Slot C) Falling Leaf Breath - grants an ally the same 10ft weightless shift without provoking, ignoring difficult terrain, instead of the Monk.
LVL 8
  • (Slot A) Whirling Palm (bare hands or dual-wielded wooden weapons) - a spinning flurry, bonus Damage to up to two adjacent targets.
  • (Slot B) Claim the Marked Palm - following through Marking Palm, it adds a round of duration, then strikes the nerve mark harder, guaranteeing even greater bonus Damage on the Monk's next strike against it, and the same strike briefly staggers the target, weakening their next Attack roll.
    ↬ Requires Marking Palm (Lvl 7)
  • (Slot C) Iron Body Stance - the Monk's body hardens through pure discipline, +1 PROTS and Resistance to Bleed for one turn.
  • (Slot A) Whirling Breath - grants an ally the same bonus Damage to up to two adjacent targets on their next strike, instead of the Monk.
  • (Slot B) Claim the Shared Focus Mark - following through Shared Focus Mark, it adds a round of duration, then guarantees even greater bonus Damage on an ally's next strike against the marked target, and that strike also briefly staggers the target, weakening their next Attack roll.
    ↬ Requires Shared Focus Mark (Lvl 7)
  • (Slot C) Iron Body Breath - grants an ally the same +1 PROTS and Bleed Resistance for one turn, instead of the Monk.
LVL 9
  • (Slot A) Ki Motes (Orbital) - a ring of focused chi spun into orbit around the Monk, each striking an enemy that closes to melee range for minor Damage as it passes, and the Monk is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Sweeping Palm - bonus Damage to two adjacent targets in a spinning strike.
  • (Slot C) Disciplined Focus - the Monk treats their next Lockpicking, Disarm Trap, or Perception check as though guided by pure stillness, advantage on that check.
  • (Slot A) Ki Motes (Shared, Orbital) - grants an ally the same ring of chi motes, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Sweeping Breath - grants an ally the same bonus Damage to two adjacent targets on their next strike.
  • (Slot C) Disciplined Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Priest Path, Levels 6-20
Avenger Sub-Class - Priest
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Grave Cut - a dagger drawn like a shroud pulled back, bonus Damage against a target that hasn't acted yet this encounter.
  • (Slot B) Hollow Guard - a ward that turns the next blow to hollow air, +1 Defense (Evade) for one turn.
  • (Slot C) Wraith Step - the Priest may blink 10ft through the veil between worlds, ignoring obstacles, once per encounter.
  • (Slot A) Grave Ward - grants an ally the same bonus Damage against a target that hasn't acted yet this encounter, on their next hit.
  • (Slot B) Hollow Ward - grants an ally +1 Defense (Evade) for one turn instead of the Priest.
  • (Slot C) Wraith Path - grants an ally the same 10ft veil-blink, ignoring obstacles, once per encounter.
LVL 7
  • (Slot A) Unseen Cut - a dagger drawn while still unseen, advantage on the Priest's first Attack roll this encounter if it's made before being noticed.
  • (Slot B) Marked for the Grave - a whispered rite that marks the target for the journey beyond, priming them so the Priest's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Grave (Lvl 8)
  • (Slot C) Fading Step - the Priest may become briefly unseen after a kill or a Defense success, granting advantage on their next Attack roll.
  • (Slot A) Unseen Ward - grants an ally the same advantage on their first Attack roll this encounter if made before being noticed.
  • (Slot B) Bound for the Grave - shares the death-rite mark with an ally, priming the target so the ally's own next hit against it lands with bonus Damage instead of the Priest's.
    ↪ Unlocks Claim the Bound Grave (Lvl 8)
  • (Slot C) Fading Ward - grants an ally the same brief unseen effect after a kill or Defense success, advantage on their next Attack roll.
LVL 8
  • (Slot A) Reaper's Cut - a dagger drawn like the final rite, bonus Damage against a target already below half Life.
  • (Slot B) Claim the Grave - following through Marked for the Grave, it adds a round of duration, then seals the death-rite deeper, guaranteeing even greater bonus Damage on the Priest's next hit against the marked target, and the rite also weakens the target's next Defense roll as their guard falters toward the grave.
    ↬ Requires Marked for the Grave (Lvl 7)
  • (Slot C) Last Rites Step - the Priest may reposition 10ft immediately after reducing a target to half Life or below, once per encounter.
  • (Slot A) Reaper's Ward - grants an ally the same bonus Damage against a target already below half Life.
  • (Slot B) Claim the Bound Grave - following through Bound for the Grave, it adds a round of duration, then shares the death-rite deeper with the ally, guaranteeing even greater bonus Damage on their next hit against the marked target, and the rite also weakens the target's next Defense roll as their guard falters toward the grave.
    ↬ Requires Bound for the Grave (Lvl 7)
  • (Slot C) Last Rites Ward - grants an ally the same 10ft reposition immediately after reducing a target to half Life or below, once per encounter.
LVL 9
  • (Slot A) Wraithlight Motes (Orbital) - a ring of spectral grave-motes spun into orbit around the Priest, each striking an enemy that closes to melee range for minor Damage as it passes, and the Priest is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Reaper's Cleave - bonus Damage against a target already below half Life.
  • (Slot C) Shadow Focus - the Priest treats their next Lockpicking, Disarm Trap, or Stealth check as though the shadows themselves lend a hand, advantage on that check.
  • (Slot A) Wraithlight Motes (Shared, Orbital) - grants an ally the same ring of spectral grave-motes, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Reaper's Rite - grants an ally the same bonus Damage against a target already below half Life.
  • (Slot C) Shadow Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Stealth check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Barbarian

Tier (Levels 1-3) and each Path's opening (Levels 4-5) are already written, see Barbarian, pg. 3. Below picks up from there.

Destroyer Path, Levels 6-20
Barbarian Sub-Class - Destroyer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Spinning Ethereal Breath of the Dying Blade (1h hammer, axe, or sword) - a whirling saber-flourish that hits all adjacent enemies with bonus Damage. Requires at least one 1h weapon; if not dual wielding, a matching offhand weapon is conjured for the Tactic's duration, as with other Tactics that conjure a required Armament (see Spear Rush, Tier Tactics above).
  • (Slot B) Warbreaker Slam (2h hammer, blade, or axe) - a crushing two-handed strike swung with a desert-tempered weight, that lowers the target's PROTS for one turn.
  • (Slot C) Ironclad Reprisal (1h hammer, axe, or sword, with shield) - after blocking or being struck, the Barbarian answers with a bonus-Damage counterstrike.
  • (Slot A) Howling Blade-Spirits - conjures whirling spectral blades that mark all adjacent enemies, granting the Barbarian and allies bonus Damage against them until their next turn.
  • (Slot B) Warbreaker's Curse - a crushing rite chanted over a wounded ally, grants that ally a small Life heal.
  • (Slot C) Ironclad Spirit Ward - after an adjacent ally is struck, a bound spirit answers on their behalf with a bonus-Damage counterstrike.
LVL 7
  • (Slot A) Whirling Assault - a spinning whirlwind of blows, minor Damage to all adjacent enemies.
  • (Slot B) Marked for the Kill - a battle-cry that marks the target, weakening their next Defense roll.
    ↪ Unlocks Claim the Kill (Lvl 8)
  • (Slot C) Iron Skin Rite - toughens the skin like tempered iron, +1 PROTS for the rest of the encounter.
  • (Slot A) Whirling Spirits - conjures whirling spectral blades, minor Damage to all adjacent enemies.
  • (Slot B) Bound for the Kill - a spirit-bound mark on the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound (Lvl 8)
  • (Slot C) Ironclad Rite - a spirit rite that toughens an ally's skin, +1 PROTS for the rest of the encounter.
LVL 8
  • (Slot A) Execution Blow - a finishing blow saved for the kill, bonus Damage against a target below half Life.
  • (Slot B) Claim the Kill - following through Marked for the Kill, it adds a round of duration, then cries the battle-cry mark louder, weakening the target's next Defense roll even further, and the marked target also takes bonus Damage from the Barbarian's next hit against it.
    ↬ Requires Marked for the Kill (Lvl 7)
  • (Slot C) Unbreakable Will - immune to Fear and Charm effects for the rest of the encounter.
  • (Slot A) Execution Rite - a finishing rite saved for the kill, bonus Damage to an ally's next attack against a target below half Life.
  • (Slot B) Claim the Bound - following through Bound for the Kill, it adds a round of duration, then tightens the spirit-bound mark, weakening the target's next Defense roll even further until struck, and the bound target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound for the Kill (Lvl 7)
  • (Slot C) Unbreakable Spirit - grants an ally immunity to Fear and Charm effects for the rest of the encounter.
LVL 9
  • (Slot A) Spectral Axes (Orbital) - a ring of spectral axes spun into orbit around the Barbarian, each striking an enemy that closes to melee range for minor Damage as it passes, and the Barbarian is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Rending Root Blow - an axe-blow that lodges deep, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Executioner's Focus - the Barbarian treats their next Lockpicking, Disarm Trap, or Intimidation check as though the killing instinct itself steadies their hand, advantage on that check.
  • (Slot A) Spectral Axes (Shared, Orbital) - grants an ally the same ring of spectral axes, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, for 2 rounds, once per encounter.
  • (Slot B) Rending Root Blow (Shared) - grants an ally's strike the same rooting effect, though it deals reduced Damage.
  • (Slot C) Executioner's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Intimidation check.
Cimmerian Path, Levels 6-20
Barbarian Sub-Class - Cimmerian
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Shadowed Stalk (dagger or similar light 1h blade) - bonus Damage on an attack made while unseen or against an unaware target, and a bonus to tracking a fleeing or hidden target afterward, the patience of one raised to move unseen across open ground.
  • (Slot B) Hunter's Volley (bow) - a rapid ranged shot loosed with a mounted archer's practiced draw, that also lowers the target's Defense (Evade) against the Cimmerian's next attack.
  • (Slot C) Bare-Handed Fury (unarmed, furs or hides only, no weapon or shield readied) - unarmed strikes deal bonus Damage against armored targets, and grant a brief Toughness bonus after landing a hit.
  • (Slot A) Shadow-Spirit Stalk - a stalking spirit chant that marks an unaware target, granting the Cimmerian and allies bonus Damage against it plus a bonus to tracking it afterward.
  • (Slot B) Hunter-Spirit's Volley - a spectral volley that marks the target, lowering its Defense (Evade) against the whole party's next attacks, not just the Cimmerian's.
  • (Slot C) Bare Spirit Fury - channels bare-handed spirit force into an ally's unarmed strikes, granting that ally bonus Damage against armored targets and a brief Toughness bonus after landing a hit.
LVL 7
  • (Slot A) Ambush Strike - a strike from concealment, bonus Damage if the target hasn't acted yet this encounter.
  • (Slot B) Marked Blood - a cut that marks the target's blood-trail, weakening their next Defense roll.
    ↪ Unlocks Claim the Trail (Lvl 8)
  • (Slot C) Fade Step - vanishes into the terrain for a moment, becoming untargetable until the Cimmerian acts again.
  • (Slot A) Ambush Spirit - a stalking spirit strikes from concealment, bonus Damage if the target hasn't acted yet this encounter.
  • (Slot B) Bound Blood - a spirit-bound mark on the target's blood-trail, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Trail (Lvl 8)
  • (Slot C) Fading Spirit - a spirit veil that hides an ally, becoming untargetable until they act again.
LVL 8
  • (Slot A) Predator's Finish - a finishing strike delivered like a predator closing on wounded prey, bonus Damage against a target below half Life.
  • (Slot B) Claim the Trail - following through Marked Blood, it adds a round of duration, then cuts the blood-trail mark deeper, weakening the target's next Defense roll even further, and the Cimmerian also gains advantage on their next Attack roll while following it.
    ↬ Requires Marked Blood (Lvl 7)
  • (Slot C) Ghost Step - the Cimmerian may reposition 15ft as a free action once per encounter without provoking.
  • (Slot A) Predator Spirit's Finish - nature's fury channeled into a finishing strike, bonus Damage to an ally's next attack against a target below half Life.
  • (Slot B) Claim the Bound Trail - following through Bound Blood, it adds a round of duration, then cuts the spirit-bound blood-trail deeper, weakening the target's next Defense roll even further until struck, and the ally following it gains advantage on their next Attack roll.
    ↬ Requires Bound Blood (Lvl 7)
  • (Slot C) Ghost Spirit Step - grants an ally a free 15ft reposition once per encounter without provoking.
LVL 9
  • (Slot A) Shadow Daggers (Orbital) - a ring of shadow-forged daggers spun into orbit around the Cimmerian, each striking an enemy that closes to melee range for minor Damage as it passes, and the Cimmerian is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Severing Root Cut - a dagger-cut that hamstrings, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Predator's Focus - the Cimmerian treats their next Lockpicking, Disarm Trap, or Stealth check as though the shadows themselves guide their hand, advantage on that check.
  • (Slot A) Shadow Daggers (Shared, Orbital) - grants an ally the same ring of shadow-forged daggers, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, for 2 rounds, once per encounter.
  • (Slot B) Severing Root Cut (Shared) - grants an ally's strike the same hamstringing root, though it deals reduced Damage.
  • (Slot C) Predator's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Stealth check.
Mountaineer Path, Levels 6-20
Barbarian Sub-Class - Mountaineer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Reaching Thrust (2h spear) - a spear strike carried the way old tribes carried their war-spear into every fight, usable in melee or thrown at a target within short range.
  • (Slot B) Javelin Storm (1h throwing weapons, such as javelins or handaxes) - a rapid volley thrown with a mounted skirmisher's precision at up to two targets within short range, each struck target taking bonus Damage.
  • (Slot C) Longshot Draw (2h giant-sized bow) - a heavy draw pulled with a horse-archer's discipline, that pierces through armor, ignoring a portion of the target's PROTS on this attack.
  • (Slot A) Spirit Spear Cast - a conjured spear lent to an ally's hand for one throw, usable in melee or thrown at a target within short range for bonus Damage.
  • (Slot B) Storm of Spirits - a rapid conjured volley that marks up to two targets within short range, granting the Barbarian and allies advantage on their next Attack roll against either until their next turn.
  • (Slot C) Longshot Spirit Draw - a conjured draw lent to an ally's bow, their next shot ignores a portion of the target's PROTS.
LVL 7
  • (Slot A) Dual Spear Mastery (2h spear, wielded two at once, one in each hand) - a warrior's dual-spear technique, attacks twice in one action, each strike dealing minor Damage.
  • (Slot B) Hunter's Brand - a brand seared onto the target mid-throw, weakening their next Defense roll.
    ↪ Unlocks Claim the Brand (Lvl 8)
  • (Slot C) Sure-Footed Charge - closes distance across any terrain without penalty, ending in a bonus-Damage strike.
  • (Slot A) Spirit Dual Cast - conjures a spectral second spear-throw, attacking twice in one action, each strike dealing minor Damage.
  • (Slot B) Spirit's Brand - a spirit-bound brand seared onto the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Spirit Brand (Lvl 8)
  • (Slot C) Sure-Footed Spirit Charge - grants an ally the ability to close distance across any terrain without penalty, ending in a bonus-Damage strike.
LVL 8
  • (Slot A) Peak Assault - a downhill charge with the mountain's own momentum, bonus Damage plus knocks the target back.
  • (Slot B) Claim the Brand - following through Hunter's Brand, it adds a round of duration, then sears the brand deeper, weakening the target's next Defense roll even further, and the branded target also takes bonus Damage from the Mountaineer's next hit against it.
    ↬ Requires Hunter's Brand (Lvl 7)
  • (Slot C) Unyielding Stance - immune to knockback and forced movement for the rest of the encounter.
  • (Slot A) Peak Spirit Assault - a spirit-charged downhill charge, bonus Damage plus knocks the target back, granted to an ally.
  • (Slot B) Claim the Spirit Brand - following through Spirit's Brand, it adds a round of duration, then sears the spirit-bound brand deeper, weakening the target's next Defense roll even further until struck, and the branded target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Spirit's Brand (Lvl 7)
  • (Slot C) Unyielding Spirit - grants an ally immunity to knockback and forced movement for the rest of the encounter.
LVL 9
  • (Slot A) Sling Stones (Orbital) - a ring of river-worn stones spun into hovering orbit around the Mountaineer, each hurling itself at any enemy that enters range as though cast from a sling, striking for minor Damage, and the Mountaineer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Crushing Root Stone - a stone hurled with crushing weight, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Mountain's Focus - the Mountaineer treats their next Lockpicking, Disarm Trap, or Perception check as though steadied by the mountain's own patience, advantage on that check.
  • (Slot A) Sling Stones (Shared, Orbital) - grants an ally the same ring of hovering stones, each hurling itself at any enemy that enters range of that ally, striking for minor Damage, and that ally is immune to interruption while performing a skill check, for 2 rounds, once per encounter.
  • (Slot B) Crushing Root Stone (Shared) - grants an ally's throw the same crushing root, though it deals reduced Damage.
  • (Slot C) Mountain's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.

Marksman

Tier (Levels 1-3) and each Path's opening (Levels 4-5) are already written, see Marksman, pg. 3. Below picks up from there.

Bowman Path, Levels 6-20
Marksman Sub-Class - Bowman
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Barrage - a rapid volley loosed in a spread, minor Damage to all enemies in a small forward cone.
  • (Slot B) Disengage - a sudden backward leap, +10ft movement away from the nearest enemy without provoking.
  • (Slot C) Camouflage - holds dead still in cover, advantage on the Marksman's next Stealth check if they haven't moved since their last turn.
  • (Slot A) Scatter Mark - marks a cluster of enemies, granting allies bonus Damage against any of them until their next turn.
  • (Slot B) Smoke Veil - conjures a veil of smoke, the Marksman and adjacent allies gain concealment and may reposition 10ft without provoking.
  • (Slot C) Aspect of the Ghost - a stance of unnatural stillness, advantage on the Marksman's next Stealth check if they haven't moved since their last turn.
LVL 7
  • (Slot A) Point-Blank Nock - a shot loosed from point-blank range with brutal force, bonus Damage if within melee range of the target.
  • (Slot B) Marked for the Hunt - a called shot placed with a hunter's certainty, minor Damage that weakens the target's next Defense roll.
    ↪ Unlocks Hunter's Reckoning (Lvl 8)
  • (Slot C) Quickstep Nock - a shot loosed while already moving, no accuracy penalty for firing while repositioning this turn.
  • (Slot A) Point-Blank Ward-Shot - a warded shot loosed from point-blank range, bonus Damage if within melee range of the target.
  • (Slot B) Bonded Mark - a ward-mark bonded to the target, weakens their next Defense roll until struck.
    ↪ Unlocks Coven's Reckoning (Lvl 8)
  • (Slot C) Quickstep Ward - a shot loosed mid-step through warded quickness, no accuracy penalty while repositioning this turn.
LVL 8
  • (Slot A) Deadeye Draw - a masterwork of aim built over years, the Marksman's next shot this encounter cannot miss.
  • (Slot B) Hunter's Reckoning - following through Marked for the Hunt, it adds a round of duration, then weakens the target's next Defense roll even further with minor Damage added, and marks them so the Marksman's next Attack roll against it also gains advantage.
    ↬ Requires Marked for the Hunt (Lvl 7)
  • (Slot C) Focused Volley - fires with total focus, the next shot ignores a portion of the target's PROTS.
  • (Slot A) Deadeye Ward-Shot - a masterwork ward drawn over years, an ally's next shot against the marked target cannot miss.
  • (Slot B) Coven's Reckoning - following through Bonded Mark, it adds a round of duration, then weakens the target's next Defense roll more severely until struck, and grants the ally who strikes it advantage on that Attack roll.
    ↬ Requires Bonded Mark (Lvl 7)
  • (Slot C) Focused Ward-Volley - warded focus lets an ally's next shot ignore a portion of the target's PROTS.
LVL 9
  • (Slot A) Vigil Arrows (Orbital) - a ring of ward-etched arrowheads spun into hovering orbit around the Marksman, each loosing itself at any enemy that enters range, striking for minor Damage, and the Marksman is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Piercing Root Shaft - a shaft that punches clean through, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Hunter's Focus - the Marksman treats their next Lockpicking, Disarm Trap, or Perception check as though aided by another set of eyes, advantage on that check.
  • (Slot A) Vigil Volley (Orbital) - grants an ally the same ring of hovering, ward-etched arrowheads, each loosing itself at any enemy that enters range of that ally, striking for minor Damage, and that ally is immune to interruption while performing a skill check, for 2 rounds, once per encounter.
  • (Slot B) Piercing Root Volley - grants an ally's shot the same punch-through effect, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Hunter's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Gunner Path, Levels 6-20
Marksman Sub-Class - Gunner
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Blast Radius - a wide powder-shot that catches everyone nearby, minor Damage to all enemies in a small blast radius.
  • (Slot B) Powder Burn - a scorching backdraft that catches on the Gunner's own coat, briefly ignites nearby enemies for minor fire damage over time.
  • (Slot C) Smoke and Mirrors - vents a cloud of gunsmoke, the Gunner may reposition 10ft under its cover without provoking.
  • (Slot A) Blast Mark - marks a cluster with hex-charged shot, allies gain bonus Damage against any of them until their next turn.
  • (Slot B) Corrosive Burn - a warded scorch that clings to armor, marked targets take minor fire damage over time as their PROTS corrode.
  • (Slot C) Vanishing Smoke - conjures a smoke veil, the Gunner and adjacent allies gain concealment and may reposition 10ft without provoking.
LVL 7
  • (Slot A) Overcharged Shot - a dangerously overloaded charge, bonus Damage but the Gunner takes minor self-Damage from the kick.
  • (Slot B) Marked for Detonation - a charge that marks the target with unstable powder, weakening their next Defense roll.
    ↪ Unlocks Detonation (Lvl 8)
  • (Slot C) Rapid Reload - reloads twice as fast this turn, once per encounter.
  • (Slot A) Overcharged Ward-Shot - a warded overload, bonus Damage to an ally's next shot, but they take minor recoil.
  • (Slot B) Bonded Charge - a ward-bond that marks the target with unstable magic, weakening their next Defense roll until struck.
    ↪ Unlocks Charge Ignition (Lvl 8)
  • (Slot C) Rapid Ward-Reload - grants an ally a double-speed reload once per encounter.
LVL 8
  • (Slot A) Finishing Blow - a shot saved for the killing stroke, bonus Damage against a target below half Life.
  • (Slot B) Detonation - following through Marked for Detonation, it adds a round of duration, then packs the powder charge deeper, weakening the target's next Defense roll even further, and the resulting blast also knocks them back and staggers their footing.
    ↬ Requires Marked for Detonation (Lvl 7)
  • (Slot C) Iron Grip - +1 Hit while braced (Brace) this turn.
  • (Slot A) Finishing Ward-Shot - an ally's shot against a target below half Life gains bonus Damage.
  • (Slot B) Charge Ignition - following through Bonded Charge, it adds a round of duration, then primes the bonded charge to a hotter burn, weakening the target's next Defense roll even further until struck, and the ignition also briefly Blinds them.
    ↬ Requires Bonded Charge (Lvl 7)
  • (Slot C) Iron Ward - grants an ally +1 Hit while braced this turn.
LVL 9
  • (Slot A) Sentry Motes (Orbital) - a ring of alchemical charge-motes spun into orbit around the Gunner, detonating for minor Damage against any enemy that closes to melee range, and the Gunner is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Binding Charge - a charge that bursts into hardening resin, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Steady Hands - the Gunner treats their next Lockpicking, Disarm Trap, or Artificer-type check as though both hands were free of any distraction, advantage on that check.
  • (Slot A) Sentry Charge (Orbital) - grants an ally the same ring of alchemical motes, detonating against any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Binding Charge (Shared) - grants an ally's shot the same hardening-resin root, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Steady Hands (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Artificer-type check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Ranger Path, Levels 6-20
Marksman Sub-Class - Ranger
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Predator's Pounce - a leaping strike that closes distance like a beast on the hunt, bonus Damage if the Ranger moved before attacking.
  • (Slot B) Thicket Ward - weaves briars into cover, +1 Defense (Evade) while in natural terrain.
  • (Slot C) Beastspeaker's Call - calls a wild beast ally to briefly aid in combat, granting the Ranger's Companion a bonus attack this turn.
  • (Slot A) Wild Growth - nature surges through roots underfoot, a heal over time to the Ranger and one nearby ally.
  • (Slot B) Grasping Roots - roots burst up around the target, briefly rooting them in place.
  • (Slot C) Spirit of the Pack - calls on the pack-bond, grants an ally within sight a bonus attack this turn.
LVL 7
  • (Slot A) Feral Strike - channels a beast's fury into the blow, bonus Damage against a bleeding or marked target.
  • (Slot B) Marked Prey - marks the target as prey, weakening their next Defense roll.
    ↪ Unlocks Claim the Prey (Lvl 8)
  • (Slot C) Sure Stride - moves through difficult terrain at full speed for the rest of the encounter.
  • (Slot A) Feral Growth - nature's fury channeled into the blow, bonus Damage against a bleeding or marked target.
  • (Slot B) Bound Prey - a ward-mark on the target as prey, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound (Lvl 8)
  • (Slot C) Wild Stride - grants an ally full speed through difficult terrain for the rest of the encounter.
LVL 8
  • (Slot A) Pack Leader's Strike - a strike delivered with the authority of a pack leader, bonus Damage, plus the Ranger's Companion gets a free attack alongside it.
  • (Slot B) Claim the Prey - following through Marked Prey, it adds a round of duration, then deepens into a hunting bond, weakening the target's next Defense roll even further, and the Ranger gains advantage on their next Attack roll against the same prey.
    ↬ Requires Marked Prey (Lvl 7)
  • (Slot C) Unbroken Trail - advantage on all Perception and tracking checks for the rest of the encounter.
  • (Slot A) Pack Leader's Growth - nature's authority channeled into the strike, bonus Damage, plus grants an ally a free attack alongside it.
  • (Slot B) Claim the Bound - following through Bound Prey, it adds a round of duration, then deepens into a shared hunting bond, weakening the target's next Defense roll even further until struck, and grants the ally who strikes it advantage on that Attack roll.
    ↬ Requires Bound Prey (Lvl 7)
  • (Slot C) Unbroken Ward - grants an ally advantage on all Perception and tracking checks for the rest of the encounter.
LVL 9
  • (Slot A) Circling Talons (Orbital) - a ring of spectral hawk-spirits called to wheel around the Ranger, striking any enemy that closes to melee range for minor Damage each turn, and the Ranger is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Snaring Roots - grasping roots called up from the same deep earth as Grasping Roots, rooting the target in place for two turns, though they deal reduced Damage.
  • (Slot C) Steady Trail - the Ranger treats their next Lockpicking, Disarm Trap, or Tracking check as though the whole pack were watching their back, advantage on that check.
  • (Slot A) Circling Talons (Shared, Orbital) - grants an ally the same wheeling spirit-hawks, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Snaring Roots (Shared) - grants an ally's shot the same rooting effect, rooting the target in place for two turns, though it deals reduced Damage.
  • (Slot C) Steady Trail (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Tracking check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Doom Knight

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Doom Knight, pg. 3.

Tier, Levels 1-3
Main Class - Doom Knight
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Deathblow - a 2h strike drawn from the same well as the Grave Pact, bonus Damage against a target already below half Life.
  • (Slot B) Bone Ward - a defensive stance hardened by necrotic amplification, +1 PROTS for one turn.
  • (Slot C) Reaper's Stride - a heavy stride through grave-touched ground, the Doom Knight may shift 5ft as part of the same swing.
  • (Slot A) Rotting Wound - a necrotic curse laid into the wound, minor Damage over time.
  • (Slot B) Curse of Frailty - a curse that saps a target's next Toughness-based roll.
  • (Slot C) Bloodletting Rite - restores a small amount of Life to the Doom Knight equal to a portion of Damage just dealt.
LVL 2
  • (Slot A) Cleaving Blow - a wide 2h swing catching two adjacent foes, minor Damage to both.
  • (Slot B) Ashen Guard - hardens the Doom Knight's own frame, +1 PROTS and Resistance to Bleed for one turn.
  • (Slot C) Dread Step - the Doom Knight may reposition 5ft immediately after landing a Critical Hit.
  • (Slot A) Withering Curse - a slow curse that saps the target's Strength for one turn.
  • (Slot B) Siphon Vigor - drains a small amount of Life from a target, restoring it to the Doom Knight.
  • (Slot C) Grave Chill - briefly lowers the target's movement speed.
LVL 3
  • (Slot A) Executioner's Advance - a grinding 2h advance struck like the closing of an execution, bonus Damage against a target already marked by one of the Doom Knight's curses.
    ↪ Unlocks Executioner's Reckoning (Lvl 4)
  • (Slot B) Grave Shroud - a shroud of amplified decay, +1 Defense (Parry) for one turn.
  • (Slot C) Bone Drummer's March - a marching cadence carried on cracked bone, nearby allies gain +5ft movement for one turn.
  • (Slot A) Marked for the Grave Pact - a curse tied to the Grave Pact itself, marks the target so the Doom Knight's own next hit against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Grave Pact (Lvl 4)
  • (Slot B) Plague Bearer's Touch - a touch that spreads necrotic rot, minor Damage over time that also spreads to an adjacent enemy if the target dies while affected.
  • (Slot C) Bloodpact Ward - shares the Bloodletting Rite's healing with an ally instead of self, restoring a small amount of Life to them equal to a portion of the Doom Knight's Damage dealt this turn.
Death Guard Path, Levels 6-20
Doom Knight Sub-Class - Death Guard
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Bulwark Strike - a 2h strike thrown from behind a raised guard, bonus Damage against a target that attacked an ally last turn.
  • (Slot B) Grave Bulwark - +1 PROTS for one turn plus taunts the struck target into targeting the Doom Knight next.
  • (Slot C) Iron Resolve - resist the next Fear or Intimidation effect against the Doom Knight.
  • (Slot A) Bulwark Rite - grants an ally the same bonus Damage against a target that attacked another ally last turn.
  • (Slot B) Grave Ward - grants an ally +1 PROTS for one turn instead of the Doom Knight, without the taunt.
  • (Slot C) Iron Vow - grants an ally resist to the next Fear or Intimidation effect against them.
LVL 5
  • (Slot A) Wall of Bone Strike - a 2h strike that plants like a wall, +1 PROTS for the Doom Knight and any adjacent ally for one turn.
  • (Slot B) Unbroken Guard - resist being knocked prone or forced back for one turn.
  • (Slot C) Grim Advance - the Doom Knight may shift 5ft to place themselves between an ally and their attacker, once per encounter.
  • (Slot A) Wall of Bone Rite - grants the same +1 PROTS to an ally and anyone adjacent to that ally, instead of the Doom Knight.
  • (Slot B) Unbroken Ward - grants an ally the same resist to knockback or forced movement for one turn.
  • (Slot C) Grim Advance Rite - calls the Doom Knight to interpose between an ally and their attacker, once per encounter.
LVL 6
  • (Slot A) Crushing Guard Strike - a 2h strike thrown from a locked stance, bonus Damage against a target that's already engaged with the Doom Knight.
  • (Slot B) Deathless Bulwark - +1 PROTS that lasts until the Doom Knight is struck three times.
  • (Slot C) Grave Anchor - the Doom Knight becomes immune to forced movement for one turn.
  • (Slot A) Crushing Rite - grants an ally the same bonus Damage against a target already engaged with the Doom Knight.
  • (Slot B) Deathless Ward - grants an ally the same +1 PROTS lasting until struck three times.
  • (Slot C) Grave Anchor Rite - grants an ally the same immunity to forced movement for one turn.
LVL 7
  • (Slot A) Grave Taunt Strike - a 2h strike that calls every nearby foe's eye, advantage on the Doom Knight's next Defense roll against any target struck this turn.
  • (Slot B) Marked for the Wall - a curse laid to bind the target's attention, marking them so the Doom Knight's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Wall (Lvl 8)
  • (Slot C) Immovable Step - the Doom Knight may shift 5ft without provoking, then becomes immune to knockback for one turn.
  • (Slot A) Grave Taunt Rite - grants an ally the same advantage on their next Defense roll against any target struck this turn.
  • (Slot B) Bound for the Wall - shares the binding curse with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Doom Knight's.
    ↪ Unlocks Claim the Bound Wall (Lvl 8)
  • (Slot C) Immovable Rite - grants an ally the same provoke-free shift and knockback immunity for one turn.
LVL 8
  • (Slot A) Last Stand Strike - a 2h strike thrown with everything left, bonus Damage that grows stronger the lower the Doom Knight's own Life is.
  • (Slot B) Claim the Wall - following through Marked for the Wall, it adds a round of duration, then pulls the binding curse taut, marking the target so the Doom Knight's own next hit against it lands with even greater bonus Damage, and the binding also roots the target in place for one turn.
    ↬ Requires Marked for the Wall (Lvl 7)
  • (Slot C) Unbreakable Line - the Doom Knight and any adjacent ally gain +1 PROTS for the rest of the encounter's next attack against either.
  • (Slot A) Last Stand Rite - grants an ally the same scaling bonus Damage, stronger the lower the Doom Knight's own Life is.
  • (Slot B) Claim the Bound Wall - following through Bound for the Wall, it adds a round of duration, then pulls the shared binding curse taut, marking the target so an ally's next hit against it lands with even greater bonus Damage, and the binding also roots the target in place for one turn.
    ↬ Requires Bound for the Wall (Lvl 7)
  • (Slot C) Unbreakable Vow - grants an ally and anyone adjacent to them the same +1 PROTS for the rest of the encounter's next attack against either.
LVL 9
  • (Slot A) Bulwark Bones (Orbital) - a ring of carved bone shields spun into orbit around the Doom Knight, each intercepting a portion of Damage from an enemy that closes to melee range, and the Doom Knight is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Bulwark Cascade - +1 PROTS to the Doom Knight and every adjacent ally, plus taunts any enemy who moved to reach the Doom Knight this turn.
  • (Slot C) Death Guard's Focus - the Doom Knight treats their next Lockpicking, Disarm Trap, or Knowledge check as though the bone shields themselves stood watch, advantage on that check.
  • (Slot A) Bulwark Bones (Shared, Orbital) - grants an ally the same ring of bone shields, intercepting a portion of Damage from any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Bulwark Cascade (Shared) - grants an ally and anyone adjacent to them the same +1 PROTS, plus the same taunt effect on any enemy who moved to reach that ally this turn.
  • (Slot C) Death Guard's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Death Bringer Path, Levels 6-20
Doom Knight Sub-Class - Death Bringer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Executioner's Reckoning - following through Executioner's Advance, it adds a round of duration, then closes the grinding advance even harder, even greater bonus Damage against a target already marked by one of the Doom Knight's curses, and the finishing blow also briefly weakens that target's Resistance.
    ↬ Requires Executioner's Advance (Lvl 3)
  • (Slot B) Blighted Cleave - a 2h swing wreathed in blight, minor Damage to two adjacent foes plus a lingering weakness to their next Toughness-based roll.
  • (Slot C) Grim Harvest - a strike that reaps Life from a dying foe, restores a small amount of Life to the Doom Knight if the target is reduced to 0 Life by this hit.
  • (Slot A) Claim the Grave Pact - following through Marked for the Grave Pact, it adds a round of duration, then seals the curse tied to the Grave Pact deeper, the mark consumed for even greater bonus Damage against it from the Doom Knight's next hit, and the Doom Knight also restores a small amount of Life equal to a portion of that Damage dealt.
    ↬ Requires Marked for the Grave Pact (Lvl 3)
  • (Slot B) Blighted Curse - a curse that spreads blight, minor damage over time plus a lingering weakness to the target's next Toughness-based roll.
  • (Slot C) Grim Harvest Rite - shares Grim Harvest's Life-drain with an ally instead of self.
LVL 5
  • (Slot A) Soulrend Strike - a 2h strike that tears at more than flesh, bonus Damage against a target below half Life.
  • (Slot B) Decay Ward - +1 PROTS and Resistance to poison and disease for one turn.
  • (Slot C) Grave Step - the Doom Knight may shift 10ft through a patch of blighted ground, ignoring difficult terrain.
  • (Slot A) Soulrend Curse - grants an ally the same bonus Damage against a target below half Life, on their next hit.
  • (Slot B) Decay Vow - grants an ally +1 PROTS and Resistance to poison and disease for one turn.
  • (Slot C) Grave Path - grants an ally the same 10ft blight-shift, ignoring difficult terrain.
LVL 6
  • (Slot A) Harrowing Blow - a 2h strike that harrows the wound, bonus Damage plus briefly lowers the target's Resistance.
  • (Slot B) Ashbound Guard - +1 PROTS that grows stronger the lower the Doom Knight's own Life is.
  • (Slot C) Bloodscent Strike - a strike that draws blood the Doom Knight can track, reveals the target's location for the rest of the encounter even if they flee or hide.
  • (Slot A) Harrowing Curse - grants an ally the same bonus Damage plus lowered target Resistance on their next hit.
  • (Slot B) Ashbound Ward - grants an ally the same scaling +1 PROTS, stronger the lower that ally's own Life is.
  • (Slot C) Bloodscent Curse - grants an ally the same tracking reveal against a target for the rest of the encounter.
LVL 7
  • (Slot A) Reaper's Advance - a heavy 2h advance, advantage on the Doom Knight's next Attack roll against a target that's already below half Life.
  • (Slot B) Doom Mark - a curse struck deep into the wound, marks the target so the Doom Knight's own next hit against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Doom (Lvl 8)
  • (Slot C) Grave Lunge - the Doom Knight may close 10ft toward a target below half Life without provoking, once per encounter.
  • (Slot A) Reaper's Chant - grants an ally the same advantage against a target already below half Life.
  • (Slot B) Bound Doom Mark - shares the doom-curse with an ally, marking the target so the ally's own next hit against it consumes the mark for bonus Damage instead of the Doom Knight's own.
    ↪ Unlocks Claim the Bound Doom (Lvl 8)
  • (Slot C) Grave Lunge Rite - grants an ally the same 10ft closing lunge without provoking, once per encounter.
LVL 8
  • (Slot A) Executioner's Flourish - a 2h flourish struck like a closing verdict, bonus Damage against a target already afflicted by two or more of the Doom Knight's curses or marks.
  • (Slot B) Claim the Doom - following through Doom Mark, it adds a round of duration, then strikes the curse deeper still, the mark now consumed for even greater bonus Damage against the marked target from the Doom Knight's next hit, and the curse also weakens that target's next Resistance-based roll.
    ↬ Requires Doom Mark (Lvl 7)
  • (Slot C) Deathless Advance - the Doom Knight ignores the first forced-movement or knockback effect against them this encounter.
  • (Slot A) Executioner's Rite - grants an ally the same bonus Damage against a target already afflicted by two or more curses or marks.
  • (Slot B) Claim the Bound Doom - following through Bound Doom Mark, it adds a round of duration, then strikes the shared curse deeper still, the mark now consumed for even greater bonus Damage against the marked target from an ally's next hit, and the curse also weakens that target's next Resistance-based roll.
    ↬ Requires Bound Doom Mark (Lvl 7)
  • (Slot C) Deathless Ward - grants an ally the same ignore-first-forced-movement effect this encounter.
LVL 9
  • (Slot A) Bloody Skulls (Orbital) - a ring of blood-slicked skulls spun into orbit around the Doom Knight, each cracking its jaw against an enemy that closes to melee range for minor necrotic Damage as it passes, and the Doom Knight is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Executioner's Cascade - bonus Damage in a small radius, bonus Damage against any target already afflicted by one of the Doom Knight's curses or marks.
  • (Slot C) Death Bringer's Focus - the Doom Knight treats their next Lockpicking, Disarm Trap, or Knowledge check as though the skulls themselves whispered the answer, advantage on that check.
  • (Slot A) Bloody Skulls (Shared, Orbital) - grants an ally the same ring of blood-slicked skulls, cracking against any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Executioner's Rite (Cascade) - grants an ally the same small-radius bonus Damage against any target already afflicted by one of the Doom Knight's curses or marks.
  • (Slot C) Death Bringer's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Lordsman Path, Levels 6-20
Doom Knight Sub-Class - Lordsman
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Vowbound Strike - a 2h strike sworn like an oath, bonus Damage against a target that has harmed an ally this encounter.
  • (Slot B) Paragon's Guard - +1 PROTS plus a small heal to self.
  • (Slot C) Steady Oath - resist the next Charm or Fear effect against the Doom Knight.
  • (Slot A) Vowbound Rite - grants an ally the same bonus Damage against a target that has harmed another ally this encounter.
  • (Slot B) Paragon's Ward - grants an ally +1 PROTS plus a small heal instead of the Doom Knight.
  • (Slot C) Steady Vow - grants an ally resist to the next Charm or Fear effect against them.
LVL 5
  • (Slot A) Radiant Edge Strike - a 2h strike lit with a pale, cold radiance, bonus Damage against undead or fiend-aligned targets.
  • (Slot B) Sentinel's Stance - +1 Defense (Parry) for one turn while standing beside an ally.
  • (Slot C) Oathkeeper's Advance - the Doom Knight may shift 5ft to stand beside a wounded ally, once per encounter.
  • (Slot A) Radiant Edge Rite - grants an ally the same bonus Damage against undead or fiend-aligned targets on their next hit.
  • (Slot B) Sentinel's Ward - grants an ally +1 Defense (Parry) for one turn while standing beside the Doom Knight.
  • (Slot C) Oathkeeper's Rite - grants an ally a small heal when the Doom Knight shifts to stand beside them, once per encounter.
LVL 6
  • (Slot A) Judgment Strike - a 2h strike swung like a sentence passed, bonus Damage against a target below half Life.
  • (Slot B) Unbroken Vow Guard - clears one Fear or Charm effect from self, plus a small heal.
  • (Slot C) Paragon's Stride - +5ft movement and resist being knocked prone for one turn.
  • (Slot A) Judgment Rite - grants an ally the same bonus Damage against a target below half Life.
  • (Slot B) Unbroken Vow Ward - clears one Fear or Charm effect from an ally, plus a small heal to them.
  • (Slot C) Paragon's Blessing - grants an ally the same +5ft movement and resist to being knocked prone for one turn.
LVL 7
  • (Slot A) Sworn Reckoning Strike - a 2h strike thrown in judgment, advantage on the Doom Knight's next Attack roll against a target that harmed an ally this turn.
  • (Slot B) Marked for Judgment - an oath-curse laid on the guilty, marking the target so the Doom Knight's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Judgment (Lvl 8)
  • (Slot C) Guardian's Lunge - the Doom Knight may close 10ft to place themselves between an ally and their attacker, without provoking, once per encounter.
  • (Slot A) Sworn Reckoning Rite - grants an ally the same advantage against a target that harmed another ally this turn.
  • (Slot B) Bound for Judgment - shares the oath-curse with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Doom Knight's.
    ↪ Unlocks Claim the Bound Judgment (Lvl 8)
  • (Slot C) Guardian's Rite - grants an ally the same 10ft interposing lunge without provoking, once per encounter.
LVL 8
  • (Slot A) Final Verdict Strike - a 2h strike thrown like a closing sentence, bonus Damage against a target already marked by one of the Doom Knight's curses.
  • (Slot B) Claim the Judgment - following through Marked for Judgment, it adds a round of duration, then swears the oath-curse deeper, marking the target so the Doom Knight's own next hit against it lands with even greater bonus Damage, and the oath also clears one Fear or Charm effect from the Doom Knight when it lands.
    ↬ Requires Marked for Judgment (Lvl 7)
  • (Slot C) Undying Oath - once per encounter, the Doom Knight may ignore being reduced below half Life from a single hit, capping the loss at half.
  • (Slot A) Final Verdict Rite - grants an ally the same bonus Damage against a target already marked by one of the Doom Knight's curses.
  • (Slot B) Claim the Bound Judgment - following through Bound for Judgment, it adds a round of duration, then swears the shared oath-curse deeper, marking the target so an ally's next hit against it lands with even greater bonus Damage, and the oath also clears one Fear or Charm effect from that ally when it lands.
    ↬ Requires Bound for Judgment (Lvl 7)
  • (Slot C) Undying Vow - grants an ally the same once-per-encounter damage-cap protection against a single hit.
LVL 9
  • (Slot A) Oathfire Motes (Orbital) - a ring of pale oath-fire motes spun into orbit around the Doom Knight, each striking an evil-aligned, undead, or fiend enemy that closes to melee range for minor radiant Damage as it passes, and the Doom Knight is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Verdict Cascade - bonus Damage in a small radius, bonus Damage against any target already marked by one of the Doom Knight's curses.
  • (Slot C) Lordsman's Focus - the Doom Knight treats their next Lockpicking, Disarm Trap, or Knowledge check as though sworn true by the same oath that guides their blade, advantage on that check.
  • (Slot A) Oathfire Motes (Shared, Orbital) - grants an ally the same ring of pale oath-fire motes, striking any evil-aligned, undead, or fiend enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Verdict Cascade (Shared) - grants an ally the same small-radius bonus Damage against any target already marked by one of the Doom Knight's curses.
  • (Slot C) Lordsman's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Druid

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Druid, pg. 3.

Tier, Levels 1-3
Main Class - Druid
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Bramblewood Guard - a warding stance drawn from tangled root and bark, +1 Defense (Parry) for one turn.
  • (Slot B) Sapling's Step - the Druid may shift 5ft through undergrowth that parts for them, ignoring difficult terrain.
  • (Slot C) Thicket Ward - +1 PROTS while standing on natural terrain.
  • (Slot A) Verdant Bolt - a bolt of living green energy, minor nature Damage.
  • (Slot B) Mending Bloom - a small heal to self or an ally within reach.
  • (Slot C) Grasping Vine - a vine that snares the target, briefly halves their movement.
LVL 2
  • (Slot A) Stonebark Guard - +1 PROTS that grows stronger while standing still.
  • (Slot B) Fleetfoot Step - the Druid may shift 10ft, ignoring difficult terrain, once per encounter.
  • (Slot C) Thornskin Ward - Resistance to Bleed for one turn.
  • (Slot A) Wildfire Spark - minor nature damage that lingers, a brief burn-over-time effect.
  • (Slot B) Rejuvenating Bloom - a heal over time to self or an ally.
  • (Slot C) Choking Roots - roots that briefly Root a target in place.
LVL 3
  • (Slot A) Starlit Guard - a ward drawn down from starlight overhead, +1 Defense (Parry) that grows stronger at night.
    ↪ Unlocks Starbound Guard (Lvl 4)
  • (Slot B) Wild Growth Step - the Druid may shift 5ft as bramble unfurls beneath their feet, without provoking.
  • (Slot C) Verdant Bulwark - +1 PROTS plus a small heal to self.
  • (Slot A) Starcall Mark - a mote of starlight bound to the target, priming them so the Druid's own next Spell against it lands with bonus Damage.
    ↪ Unlocks Claim the Starcall (Lvl 4)
  • (Slot B) Bloomburst - nature Damage to up to two adjacent targets.
  • (Slot C) Deep Roots - removes one Slow or Root effect from self or an ally.
Celestial Path, Levels 6-20
Druid Sub-Class - Celestial
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Starbound Guard - following through Starlit Guard, it adds a round of duration, then reaches full brightness, +2 Defense (Parry) that grows stronger at night, and now also protects against the rest of the encounter's first hit taken.
    ↬ Requires Starlit Guard (Lvl 3)
  • (Slot B) Comet's Step - the Druid may blink 10ft along a falling star's path, ignoring obstacles, once per encounter.
  • (Slot C) Halo Ward - +1 PROTS, stronger when the moon is full.
  • (Slot A) Claim the Starcall - following through Starcall Mark, it adds a round of duration, then burns the starlight mote brighter, priming the target so the Druid's own next Spell against it lands with even greater bonus Damage, and the mark also weakens that target's next Defense roll.
    ↬ Requires Starcall Mark (Lvl 3)
  • (Slot B) Solar Flare - nature/holy damage in a small radius.
  • (Slot C) Lunar Mend - a heal over time to an ally, stronger at night.
LVL 5
  • (Slot A) Eclipse Guard - +1 Defense (Evade) plus briefly Blinds an attacker who moved to reach the Druid.
  • (Slot B) Wandering Star Step - the Druid may shift 10ft to an unoccupied space they can see, once per encounter.
  • (Slot C) Tidal Ward - resist being pushed or pulled for one turn.
  • (Slot A) Eclipse Bolt - void/nature damage that briefly Blinds the target.
  • (Slot B) Wandering Star Bolt - nature damage to a target, advantage on the roll if cast at night.
  • (Slot C) Tidal Bloom - grants an ally the same resist to being pushed or pulled, plus a small heal.
LVL 6
  • (Slot A) Zodiac Guard - +1 Defense (Parry), advantage chosen at the start of the encounter instead of in the moment.
  • (Slot B) Starfall Step - the Druid may blink 15ft to a spot marked by a falling star earlier this encounter, once per encounter.
  • (Slot C) Astral Bulwark - +1 PROTS plus removes one Fear or Charm effect from self.
  • (Slot A) Zodiac Bolt - nature damage, advantage chosen the same way.
  • (Slot B) Starfall - nature damage in a small radius around a spot the Druid marked earlier this turn.
  • (Slot C) Astral Bloom - removes one Fear or Charm effect from an ally, plus a small heal.
LVL 7
  • (Slot A) Celestial Guard - +1 Defense (Parry) plus reflects a portion of the next melee hit back at the attacker.
  • (Slot B) Foretold Bloom - a ward that reads the coming blow, marking the attacker so the Druid's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Foretelling (Lvl 8)
  • (Slot C) Planar Root Step - the Druid may teleport 15ft through a root-tangle between worlds, ignoring obstacles, once per encounter.
  • (Slot A) Celestial Bolt - grants an ally the same reflect-a-portion-of-next-melee-hit effect instead of the Druid.
  • (Slot B) Bound Foretold Bloom - shares the foretelling ward with an ally, marking the attacker so the ally's own next hit against it lands with bonus Damage instead of the Druid's.
    ↪ Unlocks Claim the Bound Foretelling (Lvl 8)
  • (Slot C) Planar Root Bloom - grants an ally the same 15ft root-tangle teleport, ignoring obstacles, once per encounter.
LVL 8
  • (Slot A) Supernova Guard - +1 PROTS plus bonus Damage on the Druid's next Attack if struck this turn.
  • (Slot B) Claim the Foretelling - following through Foretold Bloom, it adds a round of duration, then reads the foreseen blow even further ahead, the Druid's own next hit against the marked attacker landing with even greater bonus Damage, and the foretelling also grants the Druid advantage on their next Defense roll against that same attacker.
    ↬ Requires Foretold Bloom (Lvl 7)
  • (Slot C) Starborn Step - the Druid may blink 20ft, ignoring obstacles and difficult terrain, once per encounter.
  • (Slot A) Supernova Bolt - nature/holy damage in a small radius, bonus Damage if the Druid was struck this turn.
  • (Slot B) Claim the Bound Foretelling - following through Bound Foretold Bloom, it adds a round of duration, then reads the shared foreseeing ward even further ahead, an ally's next hit against the marked attacker landing with even greater bonus Damage, and the foretelling also grants that ally advantage on their next Defense roll against it.
    ↬ Requires Bound Foretold Bloom (Lvl 7)
  • (Slot C) Starborn Bloom - grants an ally the same 20ft blink, ignoring obstacles and difficult terrain, once per encounter.
LVL 9
  • (Slot A) Starfall Motes (Orbital) - a ring of drifting starlight motes spun into orbit around the Druid, each striking an enemy that closes to melee range for minor nature/holy Damage as it passes, and the Druid is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Supernova Cascade - nature/holy damage in a small radius, bonus Damage if the Druid was struck this turn.
  • (Slot C) Celestial's Focus - the Druid treats their next Lockpicking, Disarm Trap, or Knowledge check as though the stars themselves lit the way, advantage on that check.
  • (Slot A) Starfall Motes (Shared, Orbital) - grants an ally the same ring of drifting starlight motes, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Supernova Cascade (Shared) - grants an ally the same small-radius nature/holy damage, bonus Damage if that ally was struck this turn.
  • (Slot C) Celestial's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Hyborian Path, Levels 6-20
Druid Sub-Class - Hyborian
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Claw Rake - a shapeshifted claw-rake, bonus Damage plus a brief Bleed effect.
  • (Slot B) Bear's Hide - +1 PROTS while shapeshifted.
  • (Slot C) Pouncing Stride - the Druid may close 10ft toward a target as part of a shapeshifted leap, once per encounter.
  • (Slot A) Feral Ward - grants an ally the same brief Bleed effect on their next hit instead of the Druid's claw.
  • (Slot B) Hide Blessing - grants an ally +1 PROTS instead of the Druid.
  • (Slot C) Pouncing Bloom - grants an ally the same 10ft closing leap toward a target, once per encounter.
LVL 5
  • (Slot A) Rending Bite - a shapeshifted bite, bonus Damage against a target already Bleeding.
  • (Slot B) Thickhide Stance - resist being knocked prone or pushed back while shapeshifted.
  • (Slot C) Loping Stride - +10ft movement while shapeshifted, for one turn.
  • (Slot A) Rending Ward - grants an ally the same bonus Damage against a target already Bleeding.
  • (Slot B) Thickhide Blessing - grants an ally the same resist to knockback or push for one turn.
  • (Slot C) Loping Bloom - grants an ally the same +10ft movement for one turn.
LVL 6
  • (Slot A) Savage Rake - a shapeshifted double-claw rake, bonus Damage to up to two adjacent targets.
  • (Slot B) Wild Resilience - +1 PROTS that grows stronger the lower the Druid's own Life is.
  • (Slot C) Predator's Circle - the Druid may shift 5ft around a target without provoking, while shapeshifted.
  • (Slot A) Savage Ward - grants an ally the same bonus Damage to up to two adjacent targets on their next hit.
  • (Slot B) Wild Blessing - grants an ally the same scaling +1 PROTS, stronger the lower that ally's own Life is.
  • (Slot C) Predator's Bloom - grants an ally the same provoke-free 5ft circling shift around a target.
LVL 7
  • (Slot A) Alpha's Roar - a shapeshifted roar, advantage on the Druid's next Attack roll against a target that hasn't acted yet this encounter.
  • (Slot B) Blood Scent - a shapeshifted bite that draws blood the Druid can track, marks the target so the Druid's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Scent (Lvl 8)
  • (Slot C) Prowling Step - the Druid may become briefly hidden while shapeshifted, granting advantage on their next Attack roll.
  • (Slot A) Alpha's Bloom - grants an ally the same advantage against a target that hasn't acted yet this encounter.
  • (Slot B) Bound Blood Scent - shares the blood-scent mark with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Druid's.
    ↪ Unlocks Claim the Bound Scent (Lvl 8)
  • (Slot C) Prowling Bloom - grants an ally the same brief hidden effect, advantage on their next Attack roll.
LVL 8
  • (Slot A) Rampage - a flurry of shapeshifted strikes, bonus Damage that grows stronger for each of the Druid's own debuffs currently on the target.
  • (Slot B) Claim the Scent - following through Blood Scent, it adds a round of duration, then tracks the blood-scent even further, the Druid's own next hit against the marked target landing with even greater bonus Damage, and the scent also reveals that target's location for the rest of the encounter even if it flees or hides.
    ↬ Requires Blood Scent (Lvl 7)
  • (Slot C) Feral Surge - the Druid may shift 15ft immediately after landing a Critical Hit while shapeshifted, once per encounter.
  • (Slot A) Rampage Bloom - grants an ally the same scaling bonus Damage for each of the Druid's own debuffs on the target.
  • (Slot B) Claim the Bound Scent - following through Bound Blood Scent, it adds a round of duration, then tracks the shared blood-scent even further, an ally's next hit against the marked target landing with even greater bonus Damage, and the scent also reveals that target's location for the rest of the encounter even if it flees or hides.
    ↬ Requires Bound Blood Scent (Lvl 7)
  • (Slot C) Feral Bloom - grants an ally the same 15ft shift immediately after their own Critical Hit, once per encounter.
LVL 9
  • (Slot A) Spectral Fangs (Orbital) - a ring of spectral beast-fangs spun into orbit around the Druid, each biting an enemy that closes to melee range for minor Damage plus a brief Bleed effect, and the Druid is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Rampage Cascade - bonus Damage in a small radius that grows stronger for each of the Druid's own debuffs currently on the target.
  • (Slot C) Hyborian's Focus - the Druid treats their next Lockpicking, Disarm Trap, or Perception check as though sharpened by primal instinct, advantage on that check.
  • (Slot A) Spectral Fangs (Shared, Orbital) - grants an ally the same ring of spectral fangs, biting any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Rampage Cascade (Shared) - grants an ally the same scaling small-radius bonus Damage for each of the Druid's own debuffs on the target.
  • (Slot C) Hyborian's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Ursidae Branch, Levels 21-30
Hyborian Sub-Class - Ursidae
Branch Abilities LVL 21-30
Expand Ability Tree Branches
LvlTacticsSpells
LVL 21
  • (Slot A) Bear Form - the Druid shapeshifts into a full bear, gaining bonus Life and +2 PROTS independent of any worn armor for as long as the form is held; the Druid may enter and exit Bear Form freely, at will, and sustain it for extended stretches outside of combat, not just a single encounter.
  • (Slot B) Growl - while in Bear Form, the Druid taunts nearby enemies, forcing the next Attack from each toward the Druid instead of an ally.
  • (Slot C) Thick Hide - while in Bear Form, reduce incoming Damage by a flat amount, once per turn.
  • (Slot A) Bear's Blessing - grants an ally the same bonus Life and +2 PROTS for the encounter's duration instead of the Druid.
  • (Slot B) Rallying Growl - the Druid's taunt draws attention away from an ally instead, granting that ally advantage on their next Defense roll.
  • (Slot C) Thick Hide Blessing - grants an ally the same flat Damage reduction once per turn.
LVL 22-3022-30 branch choices, 1 of 3 per level, content TBA. The Ursidae Branch continues this Path's progression exclusively through Level 30, built around sustained Bear Form tanking.
Dreamcryer Path, Levels 6-20
Druid Sub-Class - Dreamcryer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Waking Guard - +1 Defense (Evade), the Druid rousing from a half-dream state to react just in time.
  • (Slot B) Dream Step - the Druid may shift 5ft through a dream-thin patch of ground, without provoking.
  • (Slot C) Lucid Ward - +1 PROTS plus resist the next Fear effect.
  • (Slot A) Waking Bloom - grants an ally the same +1 Defense (Evade) instead of the Druid.
  • (Slot B) Dream Bloom - grants an ally the same 5ft provoke-free shift.
  • (Slot C) Lucid Bloom - grants an ally +1 PROTS plus resist the next Fear effect.
LVL 5
  • (Slot A) Nightmare Guard - +1 Defense (Parry), briefly frightens an attacker who misses.
  • (Slot B) Drifting Step - the Druid may shift 10ft, ignoring difficult terrain, once per encounter.
  • (Slot C) Somnolent Ward - removes one Charm or Fear effect from self.
  • (Slot A) Nightmare Bolt - psychic/nature damage plus briefly Frightens the target.
  • (Slot B) Drifting Bloom - grants an ally the same 10ft shift, ignoring difficult terrain, once per encounter.
  • (Slot C) Somnolent Bloom - removes one Charm or Fear effect from an ally.
LVL 6
  • (Slot A) Mindveil Guard - +1 Defense (Evade) that grows stronger against the second attack targeting the Druid this encounter.
  • (Slot B) Slumbering Step - the Druid may become briefly unseen after a successful Defense roll, granting advantage on their next Attack roll.
  • (Slot C) Dreamer's Bulwark - +1 PROTS plus a small heal over time to self.
  • (Slot A) Mindveil Bloom - grants an ally the same scaling +1 Defense (Evade) against a second attack targeting them this encounter.
  • (Slot B) Slumbering Bloom - grants an ally the same brief unseen effect after their own successful Defense roll.
  • (Slot C) Dreamer's Bloom - grants an ally +1 PROTS plus a small heal over time.
LVL 7
  • (Slot A) Waking Nightmare Guard - +1 Defense (Parry) plus briefly lowers the potency of the next Spell cast against the Druid.
  • (Slot B) Dreammark - a dream-thin thread laid into the target's mind, marking them so the Druid's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Dreammark (Lvl 8)
  • (Slot C) Between Sleep Step - the Druid may teleport 15ft through the space between waking and dream, ignoring obstacles, once per encounter.
  • (Slot A) Waking Nightmare Bloom - grants an ally the same +1 Defense (Parry) plus lowered next-Spell potency against them.
  • (Slot B) Bound Dreammark - shares the dream-thread with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Druid's.
    ↪ Unlocks Claim the Bound Dreammark (Lvl 8)
  • (Slot C) Between Sleep Bloom - grants an ally the same 15ft between-worlds teleport, ignoring obstacles, once per encounter.
LVL 8
  • (Slot A) Waking Terror Guard - +1 PROTS plus briefly Frightens any attacker who misses the Druid this turn.
  • (Slot B) Claim the Dreammark - following through Dreammark, it adds a round of duration, then lays the dream-thin thread deeper into the mind, the Druid's own next hit against the marked target landing with even greater bonus Damage, and the thread also briefly Frightens that target as the dream turns to nightmare.
    ↬ Requires Dreammark (Lvl 7)
  • (Slot C) Dreamwalker's Step - the Druid may blink 20ft, ignoring obstacles and difficult terrain, once per encounter.
  • (Slot A) Waking Terror Bloom - grants an ally the same +1 PROTS plus Frighten-on-miss effect for one turn.
  • (Slot B) Claim the Bound Dreammark - following through Bound Dreammark, it adds a round of duration, then lays the shared dream-thread deeper into the mind, an ally's next hit against the marked target landing with even greater bonus Damage, and the thread also briefly Frightens that target as the dream turns to nightmare.
    ↬ Requires Bound Dreammark (Lvl 7)
  • (Slot C) Dreamwalker's Bloom - grants an ally the same 20ft blink, ignoring obstacles and difficult terrain, once per encounter.
LVL 9
  • (Slot A) Nightmare Wisps (Orbital) - a ring of drifting dream-wisps spun into orbit around the Druid, each briefly Frightening an enemy that closes to melee range as it passes, and the Druid is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Waking Terror Cascade - psychic/nature damage in a small radius, bonus Damage against any target already Frightened or disoriented.
  • (Slot C) Dreamcryer's Focus - the Druid treats their next Lockpicking, Disarm Trap, or Deceit-based check as though the dream itself whispered the answer, advantage on that check.
  • (Slot A) Nightmare Wisps (Shared, Orbital) - grants an ally the same ring of drifting dream-wisps, briefly Frightening any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Waking Terror Cascade (Shared) - grants an ally the same small-radius bonus Damage against any target already Frightened or disoriented.
  • (Slot C) Dreamcryer's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Deceit-based check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Fighter

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Fighter, pg. 3.

Tier, Levels 1-3
Main Class - Fighter
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Measured Strike - a disciplined strike honed through repetition, minor bonus Damage.
  • (Slot B) Guard Stance - a basic defensive stance, +1 Defense (Parry) for one turn.
  • (Slot C) Battle Step - the Fighter may shift 5ft as part of a strike, without provoking.
  • (Slot A) Instinctive Strike - a flash of honed battle-instinct guides the blow home, minor bonus Damage.
  • (Slot B) Danger Sense - a flicker of premonition warns of the coming blow, +1 Defense for one turn.
  • (Slot C) Reflexive Step - instinct pulls the Fighter a half-step aside before they're even aware of moving, shift 5ft without provoking.
LVL 2
  • (Slot A) Weapon Flow - a flowing combo of strikes, bonus Damage if the Fighter's last action was also an Attack.
  • (Slot B) Braced Stance - +1 PROTS while standing still.
  • (Slot C) Feint Strike - a feint that opens the guard, advantage on the Fighter's next Attack roll against the same target.
  • (Slot A) Flowing Instinct - instinct carries momentum from the last strike into the next, bonus Damage if the Fighter's last action was also an Attack.
  • (Slot B) Braced Premonition - a blow felt before it's seen, braced against, +1 PROTS while standing still.
  • (Slot C) Read the Opening - a flash of insight into the enemy's guard, advantage on the Fighter's next Attack roll against the same target.
LVL 3
  • (Slot A) Adaptive Guard - a stance that reads the fight and adjusts, +1 Defense (Parry or Evade, the Fighter's choice) for one turn.
    ↪ Unlocks Adaptive Reckoning (Lvl 4)
  • (Slot B) Riposte Stance - the next successful Parry triggers a free counterattack.
  • (Slot C) Second Wind - a small heal to self, once per encounter.
  • (Slot A) Adaptive Premonition - a foresight that reads the fight and adjusts on instinct alone, +1 Defense (Parry or Evade, the Fighter's choice) for one turn.
    ↪ Unlocks Adaptive Certainty (Lvl 4)
  • (Slot B) Countering Instinct - the next successful Defense triggers a free counterattack.
  • (Slot C) Second Breath - a small heal to self drawn from sheer battle-will, once per encounter.
Brawler Path, Levels 6-20
Fighter Sub-Class - Brawler
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Flurry of Fists - a rapid combo of unarmed strikes, minor Damage twice in the same action.
  • (Slot B) Iron Knuckle Guard - +1 Defense (Parry) while fighting unarmed or with knuckle wraps.
  • (Slot C) Close Quarters Step - the Fighter may shift 5ft to close distance without provoking.
  • (Slot A) Flurrying Instinct - a surge of honed reflex drives twin strikes home, minor Damage twice in the same action.
  • (Slot B) Iron Resolve - a felt warning hardens the guard, +1 Defense (Parry) while fighting unarmed or with knuckle wraps.
  • (Slot C) Closing Instinct - instinct closes the gap before the mind catches up, shift 5ft to close distance without provoking.
LVL 5
  • (Slot A) Body Blow - bonus Damage plus briefly weakens the target's next Toughness-based roll.
  • (Slot B) Roll With It - resist being knocked prone, plus a small heal if the triggering hit would have knocked the Fighter down.
  • (Slot C) Haymaker Step - the Fighter may reposition 5ft immediately after landing a Critical Hit unarmed.
  • (Slot A) Weakening Instinct - a strike guided to a felt weak point, bonus Damage plus briefly weakens the target's next Toughness-based roll.
  • (Slot B) Rolling Premonition - a flicker of warning lets the body roll with the blow, resist being knocked prone, plus a small heal if the triggering hit would have knocked the Fighter down.
  • (Slot C) Finishing Instinct - instinct repositions the Fighter the instant a critical landing is felt, reposition 5ft immediately after landing a Critical Hit unarmed.
LVL 6
  • (Slot A) Rolling Combo - bonus Damage to up to two adjacent targets with a sweeping unarmed flurry.
  • (Slot B) Granite Chin - resist the next Stun effect.
  • (Slot C) Brawler's Instinct - advantage on the Fighter's next Attack roll if they were struck last turn.
LVL 7
  • (Slot A) Knockout Blow - bonus Damage plus a brief Stun chance against a target already below half Life.
  • (Slot B) Marked for the Pit - a taunting blow that marks the target, priming them so the Fighter's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Pit (Lvl 8)
  • (Slot C) Ducking Weave - the Fighter may avoid the next Attack entirely by ducking and closing 5ft, once per encounter.
LVL 8
  • (Slot A) Finishing Combo - a flurry of unarmed strikes, bonus Damage that grows stronger for each hit the Fighter has landed this encounter.
  • (Slot B) Claim the Pit - following through Marked for the Pit, it adds a round of duration, then calls the taunt louder, the marked target taking even greater bonus Damage from the Fighter's next hit, and the taunt also forces that target to target the Fighter on their next turn.
    ↬ Requires Marked for the Pit (Lvl 7)
  • (Slot C) Unbreakable Guard - +1 PROTS for the rest of the encounter's first Critical Hit taken.
LVL 9
  • (Slot A) Iron Knuckle Wisps (Orbital) - a ring of spectral knuckle-wraps spun into orbit around the Fighter, each striking an enemy that closes to melee range for minor Damage as it passes, and the Fighter is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Finishing Cascade - bonus Damage in a small radius that grows stronger for each hit the Fighter has landed this encounter.
  • (Slot C) Brawler's Focus - the Fighter treats their next Lockpicking, Disarm Trap, or Athletics-based check as though guided by pit-honed instinct, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Juggernaut Path, Levels 6-20
Fighter Sub-Class - Juggernaut
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Crushing Blow - a heavy strike, bonus Damage that also lowers the target's PROTS for one turn.
  • (Slot B) Bulwark Stance - +1 PROTS while standing still.
  • (Slot C) Grinding Advance - the Fighter may shift 5ft while pushing through a target's space, without provoking.
  • (Slot A) Crushing Premonition - a felt weak point guides a heavier blow, bonus Damage that also lowers the target's PROTS for one turn.
  • (Slot B) Bulwark Instinct - a warning hardens the stance, +1 PROTS while standing still.
  • (Slot C) Grinding Instinct - instinct pushes the Fighter through a closing gap, shift 5ft while pushing through a target's space, without provoking.
LVL 5
  • (Slot A) Sundering Strike - bonus Damage plus ignores a portion of the target's PROTS.
  • (Slot B) Unmovable Stance - resist being pushed or knocked back for one turn.
  • (Slot C) Second Skin - +1 PROTS plus Resistance to Bleed for one turn.
  • (Slot A) Sundering Instinct - a felt seam in the target's guard, bonus Damage plus ignores a portion of the target's PROTS.
  • (Slot B) Unmovable Premonition - a warning roots the stance, resist being pushed or knocked back for one turn.
  • (Slot C) Hardened Instinct - a felt warning toughens the skin, +1 PROTS plus Resistance to Bleed for one turn.
LVL 6
  • (Slot A) Trample - bonus Damage plus knocks the target back if they're already engaged with the Fighter.
  • (Slot B) Deep Reserves - +1 PROTS that grows stronger the lower the Fighter's own Life is.
  • (Slot C) Anchor Stance - the Fighter becomes immune to forced movement for one turn.
LVL 7
  • (Slot A) Overpowering Blow - advantage on the Fighter's next Attack roll against a target that's already engaged with the Fighter.
  • (Slot B) Marked for the Grind - a heavy blow that marks the target, priming them so the Fighter's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Grind (Lvl 8)
  • (Slot C) Immovable Advance - the Fighter may shift 5ft without provoking, then becomes immune to knockback for one turn.
LVL 8
  • (Slot A) Crushing Finale - bonus Damage that grows stronger the more PROTS the target has remaining.
  • (Slot B) Claim the Grind - following through Marked for the Grind, it adds a round of duration, then strikes the heavy blow deeper, the marked target taking even greater bonus Damage from the Fighter's next hit, and the grind also lowers that target's PROTS for one turn.
    ↬ Requires Marked for the Grind (Lvl 7)
  • (Slot C) Unstoppable Force - the Fighter ignores the first forced-movement or knockback effect against them this encounter.
LVL 9
  • (Slot A) Shrapnel Ring (Orbital) - a ring of jagged iron shrapnel spun into orbit around the Fighter, each striking an enemy that closes to melee range for minor Damage as it passes, and the Fighter is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Crushing Cascade - bonus Damage in a small radius that grows stronger the more PROTS each target has remaining.
  • (Slot C) Juggernaut's Focus - the Fighter treats their next Lockpicking, Disarm Trap, or Athletics-based check as though brute force alone could solve it, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Hero Path, Levels 6-20
Fighter Sub-Class - Hero
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Adaptive Reckoning - following through Adaptive Guard, it adds a round of duration, then sharpens into instinct, +2 Defense (Parry or Evade, the Fighter's choice) for one turn, and now also grants bonus Damage on the Fighter's next Attack immediately after a successful Defense roll.
    ↬ Requires Adaptive Guard (Lvl 3)
  • (Slot B) Rallying Strike - a strike that steadies nearby allies, grants an adjacent ally +1 Defense for one turn.
  • (Slot C) Opportunist's Step - the Fighter may close 10ft toward a target that just missed an ally, without provoking.
  • (Slot A) Adaptive Certainty - following through Adaptive Premonition, it adds a round of duration, then sharpens into certainty, +2 Defense (Parry or Evade, the Fighter's choice) for one turn, and now also grants bonus Damage on the Fighter's next Attack immediately after a successful Defense roll.
    ↬ Requires Adaptive Premonition (Lvl 3)
  • (Slot B) Rallying Instinct - a felt warning passed wordlessly to an ally, grants an adjacent ally +1 Defense for one turn.
  • (Slot C) Opportunist's Instinct - instinct closes the gap toward whoever just missed an ally, close 10ft toward a target that just missed an ally, without provoking.
LVL 5
  • (Slot A) Weapon Swap Flow - the Fighter may switch equipped weapons mid-turn without losing their action, bonus Damage on the first strike with the new weapon.
  • (Slot B) Steadfast Guard - resist the next Fear or Intimidation effect.
  • (Slot C) Rescuer's Stride - the Fighter may shift 10ft to place themselves between an ally and their attacker, once per encounter.
  • (Slot A) Flowing Certainty - instinct guides a seamless transition between weapons, the Fighter may switch equipped weapons mid-turn without losing their action, bonus Damage on the first strike with the new weapon.
  • (Slot B) Steadfast Instinct - a felt certainty steadies the nerve, resist the next Fear or Intimidation effect.
  • (Slot C) Guardian's Instinct - instinct places the Fighter exactly where an ally needs them, shift 10ft to place themselves between an ally and their attacker, once per encounter.
LVL 6
  • (Slot A) Overwhelming Strike - bonus Damage against a target already engaged with an ally.
  • (Slot B) Unbroken Resolve - +1 PROTS that grows stronger the lower the Fighter's own Life is.
  • (Slot C) Tactical Advance - +5ft movement and resist being knocked prone for one turn.
LVL 7
  • (Slot A) Champion's Advance - advantage on the Fighter's next Attack roll against a target that's already below half Life.
  • (Slot B) Marked Rival - a called-out challenge that marks the target, priming them so the Fighter's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Rival (Lvl 8)
  • (Slot C) Guardian's Lunge - the Fighter may close 10ft to interpose between an ally and their attacker, without provoking, once per encounter.
LVL 8
  • (Slot A) Hero's Flourish - a decisive strike, bonus Damage that grows stronger for each ally within reach.
  • (Slot B) Claim the Rival - following through Marked Rival, it adds a round of duration, then calls the challenge out louder, the marked target taking even greater bonus Damage from the Fighter's next hit, and the rivalry also grants the Fighter advantage on their next Attack roll against that same target.
    ↬ Requires Marked Rival (Lvl 7)
  • (Slot C) Last Stand - once per encounter, the Fighter may ignore being reduced below half Life from a single hit, capping the loss at half.
LVL 9
  • (Slot A) Rally Motes (Orbital) - a ring of banner-bright motes spun into orbit around the Fighter, each striking an enemy that closes to melee range for minor Damage as it passes, and the Fighter is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Rival's Cascade - bonus Damage in a small radius that grows stronger for each ally within reach.
  • (Slot C) Hero's Focus - the Fighter treats their next Lockpicking, Disarm Trap, or Athletics-based check as though the whole line was watching, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Magic User

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Magic User, pg. 3.

Tier, Levels 1-3
Main Class - Magic User
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Arcane Strike - a focus-strike charged with raw force, basic melee arcane damage Tactic.
  • (Slot B) Warding Parry - a focus-parry inscribed with a hasty ward, +1 Defense (Parry) for one turn.
  • (Slot C) Focus Step - a focus-guided step, the Magic User may teleport 10ft to an unoccupied space within sight, once per encounter.
  • (Slot A) Arcane Bolt - a bolt of raw force, minor arcane Damage.
  • (Slot B) Warding Sigil - a hastily-drawn sigil, +1 Defense (Parry) for one turn.
  • (Slot C) Blink Step - the Magic User may teleport 10ft to an unoccupied space within sight, once per encounter.
LVL 2
  • (Slot A) Fraying Strike - a focus-strike that frays the target's guard, minor arcane damage that briefly weakens the target's next Toughness-based roll.
  • (Slot B) Mirror Parry - a focus-parry that bends light, +1 Defense (Evade) for one turn.
  • (Slot C) Featherfall Strike - a focus-strike that lightens the body, ignores fall damage and forced-movement knockback for one turn.
  • (Slot A) Fraying Bolt - minor arcane damage that briefly weakens the target's next Toughness-based roll.
  • (Slot B) Mirror Ward - +1 Defense (Evade) for one turn.
  • (Slot C) Featherfall Step - the Magic User ignores fall damage and forced-movement knockback for one turn.
LVL 3
  • (Slot A) Fracturing Strike - a focus-strike that fractures light around the target on contact, marks them so the Magic User's own next Attack against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Fracture's Edge (Lvl 4)
  • (Slot B) Displacement Parry - +1 Defense (Evade) that grows stronger if the Magic User moved this turn.
  • (Slot C) Phase Strike - the Magic User may become briefly incorporeal after a focus-strike, ignoring the next single Attack entirely.
  • (Slot A) Fracturing Bolt - a bolt that fractures light around the target as it lands, marks them so the Magic User's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Fracture (Lvl 4)
  • (Slot B) Displacement Ward - +1 Defense (Evade) that grows stronger if the Magic User moved this turn.
  • (Slot C) Phase Step - the Magic User may become briefly incorporeal, ignoring the next single Attack entirely.
Trickster Path, Levels 6-20
Magic User Sub-Class - Trickster
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Baffling Strike - a focus-strike that baffles the mind on contact, arcane damage plus a brief chance to make the target attack the nearest creature instead of their intended target.
  • (Slot B) Trickster's Parry - +1 Defense (Evade) plus resist the next Charm effect.
  • (Slot C) Vanishing Strike - the Magic User may become briefly unseen after a focus-strike, once per encounter.
  • (Slot A) Baffling Bolt - arcane damage plus a brief chance to make the target attack the nearest creature instead of their intended target.
  • (Slot B) Trickster's Ward - +1 Defense (Evade) plus resist the next Charm effect.
  • (Slot C) Vanishing Step - the Magic User may become briefly unseen, once per encounter.
LVL 5
  • (Slot A) Hexing Strike - a focus-strike laced with a minor hex, arcane damage plus briefly lowers the target's Luck.
  • (Slot B) Fool's Guard - the next Attack that would hit the Magic User has a chance to instead strike a random adjacent creature.
  • (Slot C) Sleight Strike - the Magic User may shift 5ft unnoticed, without provoking, after a successful Deceit-based effect.
  • (Slot A) Hexing Bolt - arcane damage plus briefly lowers the target's Luck.
  • (Slot B) Fool's Mirror - the next Attack that would hit the Magic User has a chance to instead strike a random adjacent creature.
  • (Slot C) Sleight Step - the Magic User may shift 5ft unnoticed, without provoking, after a successful Deceit-based effect.
LVL 6
  • (Slot A) Shrinking Bolt - arcane damage plus briefly reduces the target's Strength.
  • (Slot B) Trickster's Veil - removes one Fear or Charm effect from self.
  • (Slot C) Fool's Escape - the Magic User may teleport 10ft away from an attacker immediately after being missed, once per encounter.
LVL 7
  • (Slot A) Maddening Bolt - advantage on the Magic User's next Spell roll against a target that's already confused or disoriented.
  • (Slot B) Hexmark - a mocking curse that marks the target, priming them so the Magic User's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Hex (Lvl 8)
  • (Slot C) Trickster's Blink - the Magic User may teleport 10ft to swap places with a summoned illusory decoy, once per encounter.
LVL 8
  • (Slot A) Toadskin Bolt - arcane damage plus briefly transforms the target's weapon into something harmless, disabling its bonus effects for one turn.
  • (Slot B) Claim the Hex - following through Hexmark, it adds a round of duration, then cuts the mocking curse deeper, the mark now fulfilled for even greater bonus Damage against it from the Magic User's next Spell, and the hex also lowers that target's next Attack roll.
    ↬ Requires Hexmark (Lvl 7)
  • (Slot C) Fool's Gambit - once per encounter, the Magic User may force a missed Attack against them to instead strike the nearest enemy.
LVL 9
  • (Slot A) Hex Motes (Orbital) - a ring of mocking hex-motes spun into orbit around the Magic User, each briefly Dazing an enemy that closes to melee range, weakening their next Attack roll, and the Magic User is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Baffling Cascade - arcane damage plus a brief chance to make up to two targets attack the nearest creature instead of their intended target.
  • (Slot C) Trickster's Insight - the Magic User treats their next Lockpicking, Disarm Trap, or Deceit-based check as though the lock itself wanted to be fooled, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Mage Path, Levels 6-20
Magic User Sub-Class - Mage
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Searing Strike - a focus-strike wreathed in arcane fire, arcane damage with a lingering burn-over-time effect.
  • (Slot B) Runic Guard - +1 PROTS for one turn.
  • (Slot C) Haste Strike - the Magic User gains +10ft movement for one turn after a focus-strike.
  • (Slot A) Searing Bolt - arcane damage with a lingering burn-over-time effect.
  • (Slot B) Runic Ward - +1 PROTS for one turn.
  • (Slot C) Haste Step - the Magic User gains +10ft movement for one turn.
LVL 5
  • (Slot A) Overcharged Strike - bonus Damage, costs extra Mana, a focus-strike pushed past what's safe.
  • (Slot B) Temporal Guard - the Magic User may act as though they'd already taken their turn's movement, gaining an extra 5ft shift after their action.
  • (Slot C) Bloodprice Strike - arcane damage that also restores a small amount of Life to the Magic User equal to a portion of the damage dealt.
  • (Slot A) Overcharged Bolt - bonus Damage, costs extra Mana.
  • (Slot B) Temporal Ward - the Magic User may act as though they'd already taken their turn's movement, gaining an extra 5ft shift after their action.
  • (Slot C) Bloodprice Bolt - arcane damage that also restores a small amount of Life to the Magic User equal to a portion of the damage dealt.
LVL 6
  • (Slot A) Rending Bolt - arcane damage that ignores a portion of the target's PROTS.
  • (Slot B) Chronoward - the Magic User may reroll one failed Defense roll this encounter.
  • (Slot C) Siphoning Bolt - arcane damage that drains a small amount of the target's next Attack roll bonus.
LVL 7
  • (Slot A) Cataclysmic Bolt - advantage on the Magic User's next Spell roll against a target below half Life.
  • (Slot B) Runemark - a burning rune bound to the target, priming them so the Magic User's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Rune (Lvl 8)
  • (Slot C) Timeskip Step - the Magic User may act again briefly, gaining a second 5ft shift immediately after their Spell resolves, once per encounter.
LVL 8
  • (Slot A) Ruinous Bolt - arcane damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot B) Claim the Rune - following through Runemark, it adds a round of duration, then ignites the burning rune hotter, dealing even greater bonus Damage against the marked target from the Magic User's next Spell, and the blast also briefly weakens that target's Resistance to arcane damage.
    ↬ Requires Runemark (Lvl 7)
  • (Slot C) Bloodforged Step - once per encounter, the Magic User may spend a portion of their own Life instead of Mana to cast their next Spell for free.
LVL 9
  • (Slot A) Elemental Motes (Orbital) - a ring of cycling fire, frost, and arcane motes spun into orbit around the Magic User, each striking an enemy that closes to melee range for minor elemental Damage as it passes, and the Magic User is immune to interruption while performing a skill check for 2 rounds, once per encounter.
  • (Slot B) Cataclysmic Cascade - arcane damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot C) Arcane Focus - the Magic User treats their next Lockpicking, Disarm Trap, or Knowledge check as though sharpened by raw arcane insight, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Illusionist Path, Levels 6-20
Magic User Sub-Class - Illusionist
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Claim the Fracture's Edge - following through Fracturing Strike, it adds a round of duration, then splinters the fracture wider, the mark now consumed for even greater bonus Damage against it from the Magic User's next Attack, and the shattered light also briefly Blinds that target.
    ↬ Requires Fracturing Strike (Lvl 3)
  • (Slot B) Mirror Guard - conjures an illusory double that absorbs the next Attack against the Magic User.
  • (Slot C) Sidestep Strike - the Magic User may teleport 10ft immediately after being targeted by an Attack, before it resolves, once per encounter.
  • (Slot A) Claim the Fracture - following through Fracturing Bolt, it adds a round of duration, then splinters the fracture wider, the mark now consumed for even greater bonus Damage against it from the Magic User's next Spell, and the shattered light also briefly Blinds that target.
    ↬ Requires Fracturing Bolt (Lvl 3)
  • (Slot B) Mirror Split - conjures an illusory double that absorbs the next Attack against the Magic User.
  • (Slot C) Sidestep Blink - the Magic User may teleport 10ft immediately after being targeted by an Attack, before it resolves, once per encounter.
LVL 5
  • (Slot A) Warping Strike - arcane damage that briefly disorients the target, weakening their next Attack roll.
  • (Slot B) Veil of Two Guard - a second illusory double, absorbing up to two Attacks total this encounter.
  • (Slot C) Silent Strike - the Magic User may become briefly unseen after a focus-strike, granting advantage on their next Defense roll.
  • (Slot A) Warping Bolt - arcane damage that briefly disorients the target, weakening their next Attack roll.
  • (Slot B) Veil of Two - a second illusory double, absorbing up to two Attacks total this encounter.
  • (Slot C) Silent Step - the Magic User may become briefly unseen after casting a Spell, granting advantage on their next Defense roll.
LVL 6
  • (Slot A) Refracting Bolt - arcane damage that splits to strike a second adjacent target at reduced potency.
  • (Slot B) Shattermirror Ward - the next Attack against the Magic User is redirected to an illusory double instead, once per encounter.
  • (Slot C) Farstep Blink - the Magic User may teleport 15ft to an unoccupied space they can see, ignoring obstacles, once per encounter.
LVL 7
  • (Slot A) Distorting Bolt - advantage on the Magic User's next Spell roll against a target already disoriented.
  • (Slot B) Warped Mark - an illusion woven into the target's own shadow, marking them so the Magic User's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Warp (Lvl 8)
  • (Slot C) Doublestep Blink - the Magic User may teleport 10ft twice in the same turn, once per encounter.
LVL 8
  • (Slot A) Shatterlight Bolt - arcane damage in a small radius, bonus Damage against any target already disoriented.
  • (Slot B) Claim the Warp - following through Warped Mark, it adds a round of duration, then twists the woven illusion deeper into the target's shadow, the mark shattering for even greater bonus Damage against it from the Magic User's next Spell, and the warp also briefly disorients that target, weakening their next Attack roll.
    ↬ Requires Warped Mark (Lvl 7)
  • (Slot C) Planar Blink - the Magic User may teleport 20ft, ignoring obstacles and difficult terrain, once per encounter.
LVL 9
  • (Slot A) Shardlight Ring (Orbital) - a ring of shattered mirror-light spun into orbit around the Magic User, redirecting a portion of the next incoming Attack back at its attacker for each shard that remains, and the Magic User is immune to interruption while performing a skill check for 2 rounds, once per encounter.
  • (Slot B) Shattering Cascade - arcane damage in a small radius, bonus Damage against any target already disoriented.
  • (Slot C) Illusory Focus - the Magic User treats their next Lockpicking, Disarm Trap, or Deceit-based check as though a second, illusory set of hands were also working the problem, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Overseer

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Overseer, pg. 3.

Tier, Levels 1-3
Main Class - Overseer
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Sanctified Strike - a blessed strike, minor bonus Damage against evil-aligned targets.
  • (Slot B) Bulwark Stance - +1 PROTS for one turn.
  • (Slot C) Rallying Step - the Overseer may shift 5ft to stand beside an ally, without provoking.
  • (Slot A) Aura of Resolve - grants nearby allies +1 Defense for one turn.
  • (Slot B) Blessing of Vigor - a small heal to an ally within reach.
  • (Slot C) Word of Binding - briefly Roots an evil-aligned target.
LVL 2
  • (Slot A) Smiting Blow - bonus Damage plus a brief Blind against evil-aligned or undead targets.
  • (Slot B) Unshaken Guard - resist the next Fear effect.
  • (Slot C) Vanguard's Stride - +5ft movement while standing beside an ally.
  • (Slot A) Aura of Fortitude - grants nearby allies +1 PROTS for one turn.
  • (Slot B) Blessing of Mending - a heal over time to an ally.
  • (Slot C) Word of Silence - briefly disables an enemy caster's next Spell.
LVL 3
  • (Slot A) Commander's Strike - a strike thrown to rally the line, marks the target so the Overseer's own next hit against it lands with bonus Damage.
    ↪ Unlocks Commander's Reckoning (Lvl 4)
  • (Slot B) Steadfast Bulwark - +1 PROTS plus resist being knocked prone for one turn.
  • (Slot C) Formation Step - the Overseer may shift 5ft to place themselves between an ally and their attacker, once per encounter.
  • (Slot A) Aura of Command - a rallying aura that marks a target for every nearby ally to focus, priming it so an ally's next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Command (Lvl 4)
  • (Slot B) Blessing of the Line - grants nearby allies resist to the next Fear effect.
  • (Slot C) Word of Mending - a heal over time to all nearby allies, weaker than a single-target version.
Crusader Path, Levels 6-20
Overseer Sub-Class - Crusader
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Zealous Strike - bonus Damage against evil-aligned or undead targets.
  • (Slot B) Consecrated Guard - +1 PROTS while standing on ground the Overseer has blessed this encounter.
  • (Slot C) Charging Step - the Overseer may close 10ft toward a target, gaining bonus Damage if they moved before striking.
  • (Slot A) Zealous Judgment - grants an ally the same bonus Damage against evil-aligned or undead targets on their next hit.
  • (Slot B) Consecrated Ground - blesses the ground beneath the Overseer, granting +1 PROTS to any ally standing on it for one turn.
  • (Slot C) Charging Hymn - grants an ally the same 10ft closing charge with bonus Damage.
LVL 5
  • (Slot A) Wrathful Strike - bonus Damage that grows stronger against a target below half Life.
  • (Slot B) Purifying Guard - removes one curse or hex effect from self.
  • (Slot C) Crusader's Advance - +5ft movement and resist being knocked prone for one turn.
  • (Slot A) Wrathful Judgment - grants an ally the same scaling bonus Damage against a target below half Life.
  • (Slot B) Purifying Light - removes one curse or hex effect from an ally.
  • (Slot C) Crusader's Hymn - grants an ally the same +5ft movement and resist to being knocked prone.
LVL 6
  • (Slot A) Righteous Cleave - bonus Damage to two adjacent evil-aligned or undead targets.
  • (Slot B) Sanctuary Guard - +1 PROTS plus a small heal to self.
  • (Slot C) Retribution Step - the Overseer may shift 5ft immediately after landing a Critical Hit.
  • (Slot A) Righteous Judgment - grants an ally the same bonus Damage to two adjacent evil-aligned or undead targets on their next hit.
  • (Slot B) Sanctuary Blessing - grants an ally +1 PROTS plus a small heal instead of the Overseer.
  • (Slot C) Retribution Hymn - grants an ally the same 5ft shift immediately after their own Critical Hit.
LVL 7
  • (Slot A) Crusader's Reckoning - advantage on the Overseer's next Attack roll against a target that harmed an ally this turn.
  • (Slot B) Marked for Judgment - a holy curse laid on the guilty, marking the target so the Overseer's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Judgment (Lvl 8)
  • (Slot C) Zealot's Lunge - the Overseer may close 10ft toward a target below half Life without provoking, once per encounter.
  • (Slot A) Crusader's Blessing - grants an ally the same advantage against a target that harmed another ally this turn.
  • (Slot B) Bound for Judgment - shares the holy curse with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Overseer's.
    ↪ Unlocks Claim the Bound Judgment (Lvl 8)
  • (Slot C) Zealot's Hymn - grants an ally the same 10ft closing lunge without provoking, once per encounter.
LVL 8
  • (Slot A) Final Reckoning - bonus Damage against a target already afflicted by two or more of the Overseer's marks or curses.
  • (Slot B) Claim the Judgment - following through Marked for Judgment, it adds a round of duration, then burns the holy curse brighter, the Overseer's own next hit against the marked target landing with even greater bonus Damage, and the judgment also briefly Blinds that target.
    ↬ Requires Marked for Judgment (Lvl 7)
  • (Slot C) Undying Zeal - once per encounter, the Overseer may ignore being reduced below half Life from a single hit, capping the loss at half.
  • (Slot A) Final Blessing - grants an ally the same bonus Damage against a target already afflicted by two or more marks or curses.
  • (Slot B) Claim the Bound Judgment - following through Bound for Judgment, it adds a round of duration, then burns the shared holy curse brighter, an ally's next hit against the marked target landing with even greater bonus Damage, and the judgment also briefly Blinds that target.
    ↬ Requires Bound for Judgment (Lvl 7)
  • (Slot C) Undying Hymn - grants an ally the same once-per-encounter damage-cap protection against a single hit.
LVL 9
  • (Slot A) Zealot Motes (Orbital) - a ring of burning zeal-motes spun into orbit around the Overseer, each striking an evil-aligned or undead enemy that closes to melee range for minor holy Damage as it passes, and the Overseer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Judgment Cascade - holy damage in a small radius, bonus Damage against any target already afflicted by two or more marks or curses.
  • (Slot C) Crusader's Focus - the Overseer treats their next Lockpicking, Disarm Trap, or Knowledge check as though burning zeal steadied their hand, advantage on that check.
  • (Slot A) Zealot Motes (Shared, Orbital) - grants an ally the same ring of burning zeal-motes, striking any evil-aligned or undead enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Judgment Cascade (Shared) - grants an ally the same small-radius holy damage, bonus Damage against any target already afflicted by two or more marks or curses.
  • (Slot C) Crusader's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Paladin Path, Levels 6-20
Overseer Sub-Class - Paladin
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Judgment Strike - bonus Damage against a target below half Life.
  • (Slot B) Unbroken Vow Guard - clears one Fear or Charm effect from self, plus a small heal.
  • (Slot C) Paladin's Stride - +5ft movement and resist being knocked prone for one turn.
  • (Slot A) Judgment Blessing - grants an ally the same bonus Damage against a target below half Life.
  • (Slot B) Unbroken Vow Ward - clears one Fear or Charm effect from an ally, plus a small heal to them.
  • (Slot C) Paladin's Hymn - grants an ally the same +5ft movement and resist to being knocked prone.
LVL 7
  • (Slot A) Vigilant Strike - bonus Damage against a target that's already below half Life, plus a small heal to self if it lands.
  • (Slot B) Anointed Wound - a blessed strike that anoints the wound, marking the target so the Overseer's own next hit against it lands with bonus Damage and a small heal to the Overseer.
    ↪ Unlocks Claim the Anointing (Lvl 8)
  • (Slot C) Sanctuary Lunge - the Overseer may close 10ft to place themselves between an ally and their attacker, healing that ally slightly on arrival, once per encounter.
  • (Slot A) Vigilant Blessing - grants an ally the same bonus Damage against a target below half Life, plus a small heal to that ally if it lands.
  • (Slot B) Bound Anointing - shares the anointed mark with an ally, marking the target so the ally's own next hit against it lands with bonus Damage and a small heal to them.
    ↪ Unlocks Claim the Bound Anointing (Lvl 8)
  • (Slot C) Sanctuary Hymn - grants an ally the same 10ft interposing lunge, healing an ally slightly on arrival, once per encounter.
LVL 8
  • (Slot A) Healer's Reprisal - bonus Damage that grows stronger the more Life the Overseer has healed this encounter.
  • (Slot B) Claim the Anointing - following through Anointed Wound, it adds a round of duration, then anoints the blessed strike deeper, the Overseer's own next hit against the marked target landing with even greater bonus Damage and a larger heal to the Overseer, and the anointing also clears one Fear or Charm effect from the Overseer.
    ↬ Requires Anointed Wound (Lvl 7)
  • (Slot C) Sanctified Ground - the Overseer blesses the ground beneath them, healing any ally who ends their turn there over time, for the rest of the encounter.
  • (Slot A) Healer's Blessing - grants an ally the same scaling bonus Damage, stronger the more Life the Overseer has healed this encounter.
  • (Slot B) Claim the Bound Anointing - following through Bound Anointing, it adds a round of duration, then anoints the shared mark deeper, an ally's next hit against the marked target landing with even greater bonus Damage and a larger heal to them, and the anointing also clears one Fear or Charm effect from that ally.
    ↬ Requires Bound Anointing (Lvl 7)
  • (Slot C) Sanctified Hymn - grants an ally the same blessed ground effect, healing anyone who ends their turn there for the rest of the encounter.
LVL 9
  • (Slot A) Blessing Motes (Orbital) - a ring of soft radiant motes spun into orbit around the Overseer, each turn one mote flares to heal a small amount of Life to a nearby ally, and the Overseer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Sanctified Cascade - grants a small heal to all nearby allies, plus bonus Damage against any evil-aligned or undead enemy in the same radius.
  • (Slot C) Paladin's Focus - the Overseer treats their next Lockpicking, Disarm Trap, or Knowledge check as though blessed with a steady hand, advantage on that check.
  • (Slot A) Blessing Motes (Shared, Orbital) - grants an ally the same ring of soft radiant motes, healing whoever they favor each turn, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Sanctified Cascade (Shared) - grants an ally the same small heal to nearby allies, plus the same bonus Damage against evil-aligned or undead enemies in that radius.
  • (Slot C) Paladin's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Archon Path, Levels 6-20
Overseer Sub-Class - Archon
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Commander's Reckoning - following through Commander's Strike, it adds a round of duration, then calls the mark out louder to the whole line, the Overseer's own next hit against it landing with even greater bonus Damage, and the reckoning also grants nearby allies advantage on their next Attack roll against that same target.
    ↬ Requires Commander's Strike (Lvl 3)
  • (Slot B) Bannerman's Guard - +1 PROTS to self and any adjacent ally for one turn.
  • (Slot C) Marching Step - +5ft movement to self and adjacent allies for one turn.
  • (Slot A) Claim the Command - following through Aura of Command, it adds a round of duration, then spreads the rallying aura wider, an ally's next hit against the marked target landing with even greater bonus Damage, and the command also grants that ally +1 Attack roll bonus for one turn.
    ↬ Requires Aura of Command (Lvl 3)
  • (Slot B) Bannerman's Blessing - grants nearby allies +1 PROTS instead of the Overseer.
  • (Slot C) Marching Hymn - grants nearby allies the same +5ft movement for one turn.
LVL 5
  • (Slot A) Unbroken Line Strike - bonus Damage against a target that attacked an ally last turn.
  • (Slot B) Iron Standard - the Overseer becomes immune to forced movement for one turn.
  • (Slot C) Rally Point Step - the Overseer may shift 10ft to place themselves at the center of the formation, once per encounter.
  • (Slot A) Unbroken Line Blessing - grants an ally the same bonus Damage against a target that attacked another ally last turn.
  • (Slot B) Iron Standard Ward - grants nearby allies resist to the next forced-movement effect.
  • (Slot C) Rally Point Hymn - grants an ally a small heal when the Overseer shifts to the formation's center, once per encounter.
LVL 6
  • (Slot A) Vanguard's Wrath - bonus Damage against a target already engaged with an ally.
  • (Slot B) Standardbearer's Resolve - +1 PROTS that grows stronger the more allies are adjacent to the Overseer.
  • (Slot C) Hold the Line Step - the Overseer and any adjacent ally resist being pushed back for one turn.
  • (Slot A) Vanguard's Judgment - grants an ally the same bonus Damage against a target already engaged with the Overseer.
  • (Slot B) Standardbearer's Blessing - grants nearby allies the same scaling +1 PROTS, stronger the more allies are adjacent to the Overseer.
  • (Slot C) Hold the Line Hymn - grants nearby allies the same resist to being pushed back for one turn.
LVL 7
  • (Slot A) Champion's Advance - advantage on the Overseer's next Attack roll against a target that's already below half Life.
  • (Slot B) Marked for the Legion - a command laid on the guilty, marking the target so the Overseer's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Legion (Lvl 8)
  • (Slot C) Guardian's Lunge - the Overseer may close 10ft to interpose between an ally and their attacker, without provoking, once per encounter.
  • (Slot A) Champion's Blessing - grants an ally the same advantage against a target that's already below half Life.
  • (Slot B) Bound for the Legion - shares the command mark with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Overseer's.
    ↪ Unlocks Claim the Bound Legion (Lvl 8)
  • (Slot C) Guardian's Hymn - grants an ally the same 10ft interposing lunge without provoking, once per encounter.
LVL 8
  • (Slot A) Archon's Verdict - bonus Damage against a target already marked by one of the Overseer's commands.
  • (Slot B) Claim the Legion - following through Marked for the Legion, it adds a round of duration, then calls the command out to the whole legion, the Overseer's own next hit against the marked target landing with even greater bonus Damage, and the legion's focus also grants nearby allies advantage on their next Attack roll against that same target.
    ↬ Requires Marked for the Legion (Lvl 7)
  • (Slot C) Unbreakable Standard - the Overseer and any adjacent ally gain +1 PROTS for the rest of the encounter's next attack against either.
  • (Slot A) Archon's Blessing - grants an ally the same bonus Damage against a target already marked by one of the Overseer's commands.
  • (Slot B) Claim the Bound Legion - following through Bound for the Legion, it adds a round of duration, then calls the shared command out to the whole legion, an ally's next hit against the marked target landing with even greater bonus Damage, and the legion's focus also grants nearby allies advantage on their next Attack roll against that same target.
    ↬ Requires Bound for the Legion (Lvl 7)
  • (Slot C) Unbreakable Hymn - grants nearby allies the same +1 PROTS for the rest of the encounter's next attack against any of them.
LVL 9
  • (Slot A) Standard Wisps (Orbital) - a ring of banner-bright wisps spun into orbit around the Overseer, each striking an enemy that closes to melee range for minor holy Damage as it passes, and the Overseer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Legion's Cascade - bonus Damage in a small radius against any target already marked by one of the Overseer's commands.
  • (Slot C) Archon's Focus - the Overseer treats their next Lockpicking, Disarm Trap, or Knowledge check as though the whole legion stood watch, advantage on that check.
  • (Slot A) Standard Wisps (Shared, Orbital) - grants an ally the same ring of banner-bright wisps, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Legion's Cascade (Shared) - grants an ally the same small-radius bonus Damage against any target already marked by one of the Overseer's commands.
  • (Slot C) Archon's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Tyrant

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Tyrant, pg. 3.

Tier, Levels 1-3
Main Class - Tyrant
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Vicious Strike - a strike thrown with pure aggression, bonus Damage, reduced Defense for one turn.
  • (Slot B) Intimidating Stance - a menacing stance, briefly lowers a nearby enemy's next Attack roll.
  • (Slot C) Reckless Advance - the Tyrant may close 10ft toward a target, ignoring provoke.
  • (Slot A) Savage Cry - a roar thrown with pure aggression, bonus Damage, reduced Defense for one turn.
  • (Slot B) Menacing Bellow - a menacing bellow, briefly lowers a nearby enemy's next Attack roll.
  • (Slot C) Reckless Warcry - a cry that drives the Tyrant forward, close 10ft toward a target, ignoring provoke.
LVL 2
  • (Slot A) Brutal Combo - bonus Damage if the Tyrant's last action was also an Attack.
  • (Slot B) Dominating Roar - a roar that briefly Frightens a nearby enemy.
  • (Slot C) Bloodlust Step - +5ft movement immediately after landing a Critical Hit.
  • (Slot A) Brutal Roar - a roar amplifying the last blow into the next, bonus Damage if the Tyrant's last action was also an Attack.
  • (Slot B) Terrifying Bellow - a roar that briefly Frightens a nearby enemy.
  • (Slot C) Bloodlust Cry - a cry that surges with the kill, +5ft movement immediately after landing a Critical Hit.
LVL 3
  • (Slot A) Marked for Slaughter - a vicious strike that marks the target, priming them so the Tyrant's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Slaughter (Lvl 4)
  • (Slot B) Unbroken Rage - resist the next Fear or Intimidation effect.
  • (Slot C) Savage Step - the Tyrant may shift 5ft immediately after landing a Critical Hit, without provoking.
  • (Slot A) Marked by the Roar - a roar that marks the target, priming them so the Tyrant's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Roar's Mark (Lvl 4)
  • (Slot B) Unbroken Voice - resist the next Fear or Intimidation effect.
  • (Slot C) Savage Cry Step - the Tyrant may shift 5ft immediately after landing a Critical Hit, without provoking.
Berserker Path, Levels 6-20
Tyrant Sub-Class - Berserker
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Claim the Slaughter - following through Marked for Slaughter, it adds a round of duration, then cuts the vicious mark deeper, the Tyrant's own next hit against it landing with even greater bonus Damage, and the slaughter also briefly Frightens any nearby enemy who witnesses it.
    ↬ Requires Marked for Slaughter (Lvl 3)
  • (Slot B) Twin Fang Flurry - a rapid dual-wield combo, minor Damage twice in the same action.
  • (Slot C) Frenzied Step - the Tyrant gains +10ft movement for one turn after taking Damage.
  • (Slot A) Claim the Roar's Mark - following through Marked by the Roar, it adds a round of duration, then cuts the mark deeper with a louder roar, the Tyrant's own next hit against it landing with even greater bonus Damage, and the roar also briefly Frightens any nearby enemy who hears it.
    ↬ Requires Marked by the Roar (Lvl 3)
  • (Slot B) Twin Howl - a rapid dual-voiced howl, minor Damage twice in the same action.
  • (Slot C) Frenzied Cry - a cry that surges the Tyrant forward, +10ft movement for one turn after taking Damage.
LVL 5
  • (Slot A) Rending Strikes - bonus Damage plus a brief Bleed effect from dual-wielded weapons.
  • (Slot B) Berserk Guard - +1 Defense (Evade) that grows stronger the lower the Tyrant's own Life is.
  • (Slot C) Bloodfrenzy Advance - the Tyrant may close 10ft toward a Bleeding target without provoking.
  • (Slot A) Rending Cry - a cry that opens old wounds, bonus Damage plus a brief Bleed effect.
  • (Slot B) Berserk Voice - +1 Defense (Evade) that grows stronger the lower the Tyrant's own Life is.
  • (Slot C) Bloodfrenzy Cry - a cry that pulls the Tyrant toward a Bleeding target, close 10ft toward a Bleeding target without provoking.
LVL 6
  • (Slot A) Whirling Fangs - bonus Damage to up to two adjacent targets with a dual-wield sweep.
  • (Slot B) Unrelenting Rage - resist the next Stun or Fear effect.
  • (Slot C) Savage Instinct - advantage on the Tyrant's next Attack roll if they were struck last turn.
LVL 7
  • (Slot A) Executioner's Fangs - advantage on the Tyrant's next Attack roll against a target already Bleeding.
  • (Slot B) Blood Scent Mark - a dual-wield rake that draws blood the Tyrant can track, marking the target so the Tyrant's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Scent (Lvl 8)
  • (Slot C) Rampaging Step - the Tyrant may close 10ft toward a target below half Life, once per encounter.
LVL 8
  • (Slot A) Frenzied Finale - a flurry of dual-wield strikes, bonus Damage that grows stronger for each hit the Tyrant has landed this encounter.
  • (Slot B) Claim the Scent - following through Blood Scent Mark, it adds a round of duration, then tracks the blood-scent even further, the Tyrant's own next hit against the marked target landing with even greater bonus Damage, and the scent also reveals that target's location for the rest of the encounter even if it flees or hides.
    ↬ Requires Blood Scent Mark (Lvl 7)
  • (Slot C) Unstoppable Rage - once per encounter, the Tyrant ignores the next effect that would Stun or Root them.
LVL 9
  • (Slot A) Frenzied Blades (Orbital) - a ring of spectral blades spun into orbit around the Tyrant, each cutting an enemy that closes to melee range for minor Damage plus a brief Bleed effect, and the Tyrant is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Frenzy Cascade - bonus Damage in a small radius that grows stronger for each hit the Tyrant has landed this encounter.
  • (Slot C) Berserker's Focus - the Tyrant treats their next Lockpicking, Disarm Trap, or Intimidation-based check as though the frenzy sharpened every sense, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Demolisher Path, Levels 6-20
Tyrant Sub-Class - Demolisher
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Sundering Blow - bonus Damage that also lowers the target's PROTS for one turn.
  • (Slot B) Bonebreaker Guard - +1 PROTS while wielding a 2h weapon.
  • (Slot C) Crushing Advance - the Tyrant may shift 5ft while pushing through a target's space, without provoking.
  • (Slot A) Sundering Roar - a roar that shatters resolve, bonus Damage that also lowers the target's PROTS for one turn.
  • (Slot B) Bonebreaker Voice - +1 PROTS while wielding a 2h weapon.
  • (Slot C) Crushing Cry - a cry that drives the Tyrant forward, shift 5ft while pushing through a target's space, without provoking.
LVL 5
  • (Slot A) Armor Render - bonus Damage plus ignores a portion of the target's PROTS.
  • (Slot B) Juggernaut Stance - resist being knocked prone or pushed back for one turn.
  • (Slot C) Ground Slam Step - the Tyrant's next movement knocks back any adjacent enemy it passes.
  • (Slot A) Armor Rending Cry - a cry that finds the seam, bonus Damage plus ignores a portion of the target's PROTS.
  • (Slot B) Juggernaut Voice - resist being knocked prone or pushed back for one turn.
  • (Slot C) Ground Slam Cry - a cry that shakes the ground, the Tyrant's next movement knocks back any adjacent enemy it passes.
LVL 6
  • (Slot A) Cleaving Ruin - bonus Damage to two adjacent targets with a heavy 2h sweep.
  • (Slot B) Unbreaking Hide - +1 PROTS that grows stronger the lower the Tyrant's own Life is.
  • (Slot C) Anchor Stance - the Tyrant becomes immune to forced movement for one turn.
LVL 7
  • (Slot A) Overpowering Ruin - advantage on the Tyrant's next Attack roll against a target that's already engaged with the Tyrant.
  • (Slot B) Marked for Ruin - a heavy blow that marks the target, priming them so the Tyrant's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Ruin (Lvl 8)
  • (Slot C) Unstoppable Advance - the Tyrant may shift 5ft without provoking, then becomes immune to knockback for one turn.
LVL 8
  • (Slot A) Ruinous Finale - bonus Damage that grows stronger the more PROTS the target has remaining.
  • (Slot B) Claim the Ruin - following through Marked for Ruin, it adds a round of duration, then strikes the heavy blow deeper, the Tyrant's own next hit against the marked target landing with even greater bonus Damage, and the ruin also lowers that target's PROTS for one turn.
    ↬ Requires Marked for Ruin (Lvl 7)
  • (Slot C) Unyielding Force - the Tyrant ignores the first forced-movement or knockback effect against them this encounter.
LVL 9
  • (Slot A) Ruin Motes (Orbital) - a ring of jagged, ruin-scarred motes spun into orbit around the Tyrant, each striking an enemy that closes to melee range for minor Damage as it passes, and the Tyrant is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Ruinous Cascade - bonus Damage in a small radius that grows stronger the more PROTS each target has remaining.
  • (Slot C) Demolisher's Focus - the Tyrant treats their next Lockpicking, Disarm Trap, or Intimidation-based check as though sheer force alone could break it, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
War Cryer Path, Levels 6-20
Tyrant Sub-Class - War Cryer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Shattering Cry - a sonic cry, bonus Damage plus briefly lowers the target's Defense.
  • (Slot B) Dominating Presence - a menacing presence, +1 Attack roll bonus to the Tyrant for one turn.
  • (Slot C) Bellowing Advance - the Tyrant may close 10ft toward a target that just Feared or Intimidated an ally.
  • (Slot A) Shattering Warcry - a warcry laced with dark magic, bonus Damage plus briefly lowers the target's Defense.
  • (Slot B) Dominating Warcry - a magically amplified presence, +1 Attack roll bonus to the Tyrant for one turn.
  • (Slot C) Bellowing Warcry - the cry itself pulls the Tyrant toward a target that just Feared or Intimidated an ally, close 10ft toward that target.
LVL 5
  • (Slot A) Deafening Roar - bonus Damage plus a brief chance to Stun the target.
  • (Slot B) Unshaken Voice - resist the next Charm or Fear effect.
  • (Slot C) Warhorn Step - +5ft movement for the Tyrant and briefly rattles any enemy that hears it.
  • (Slot A) Deafening Warcry - bonus Damage plus a brief chance to Stun the target, dark magic riding the sound.
  • (Slot B) Unshaken Resolve - resist the next Charm or Fear effect.
  • (Slot C) Warhorn Cry - +5ft movement for the Tyrant and briefly rattles any enemy that hears it, magic given voice.
LVL 6
  • (Slot A) Rallying Shatter - bonus Damage against a target that's already Feared or Intimidated.
  • (Slot B) Iron Lungs - +1 PROTS that grows stronger the lower the Tyrant's own Life is.
  • (Slot C) Battlecry Advance - +5ft movement and resist being knocked prone for one turn.
LVL 7
  • (Slot A) Warlord's Bellow - advantage on the Tyrant's next Attack roll against a target that hasn't acted yet this encounter.
  • (Slot B) Marked by the Cry - a resounding cry that marks the target, priming them so the Tyrant's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Cry (Lvl 8)
  • (Slot C) Terrorizing Lunge - the Tyrant may close 10ft toward a Feared or Intimidated target without provoking, once per encounter.
LVL 8
  • (Slot A) Warlord's Finale - bonus Damage that grows stronger for each nearby enemy currently Feared or Intimidated.
  • (Slot B) Claim the Cry - following through Marked by the Cry, it adds a round of duration, then echoes the resounding cry louder, the Tyrant's own next hit against the marked target landing with even greater bonus Damage, and the cry also briefly Stuns any nearby enemy who hears it.
    ↬ Requires Marked by the Cry (Lvl 7)
  • (Slot C) Unbroken Warlord - once per encounter, the Tyrant ignores the next effect that would Fear or Charm them.
LVL 9
  • (Slot A) Warhorn Wisps (Orbital) - a ring of resonant, sound-wreathed wisps spun into orbit around the Tyrant, each briefly rattling an enemy that closes to melee range as it passes, and the Tyrant is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Warlord's Cascade - bonus Damage in a small radius against any nearby enemy already Feared or Intimidated.
  • (Slot C) War Cryer's Focus - the Tyrant treats their next Lockpicking, Disarm Trap, or Intimidation-based check as though the horn itself still echoed, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Warlock

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Warlock, pg. 3.

Tier, Levels 1-3
Main Class - Warlock
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Pact Strike - a pact-blade strike charged with dark energy, minor dark Damage.
  • (Slot B) Warding Parry - a pact-blade parry inked with a sigil, +1 Defense (Parry) for one turn.
  • (Slot C) Blood Tap - the Warlock trades a small amount of their own Life for a burst of Mana, drawn through the pact-blade.
  • (Slot A) Pact Bolt - a bolt of dark pact-energy, minor dark Damage.
  • (Slot B) Warding Sigil - a sigil drawn in pact-ink, +1 Defense (Parry) for one turn.
  • (Slot C) Life Tap - the Warlock trades a small amount of their own Life for a burst of Mana.
LVL 2
  • (Slot A) Creeping Wound - a pact-blade cut that festers, minor dark damage over time.
  • (Slot B) Shadow Parry - +1 Defense (Evade) for one turn.
  • (Slot C) Vigor Drain Strike - a pact-blade strike drains a small amount of Life from a target, restoring it to the Warlock.
  • (Slot A) Creeping Blight - minor dark damage over time.
  • (Slot B) Shadow Veil - +1 Defense (Evade) for one turn.
  • (Slot C) Drain Vigor - drains a small amount of Life from a target, restoring it to the Warlock.
LVL 3
  • (Slot A) Fiendmark Strike - a pact-blade brand drawn from the patron itself, marks the target so the Warlock's own next Attack against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Fiendmark's Edge (Lvl 4)
  • (Slot B) Cowering Strike - a pact-blade strike that briefly Frightens the target.
  • (Slot C) Soul Guard - removes one Fear or Charm effect from self, drawn through the pact-blade.
  • (Slot A) Fiendmark - a brand drawn from the patron itself, marks the target so the Warlock's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Fiendmark (Lvl 4)
  • (Slot B) Cowering Curse - briefly Frightens the target.
  • (Slot C) Soul Ward - removes one Fear or Charm effect from self.
Grimlock Path, Levels 6-20
Warlock Sub-Class - Grimlock
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Claim the Fiendmark's Edge - following through Fiendmark Strike, it adds a round of duration, then burns the patron's brand deeper, the mark now consumed for even greater bonus Damage against it from the Warlock's next Attack, and the brand also briefly Frightens that target.
    ↬ Requires Fiendmark Strike (Lvl 3)
  • (Slot B) Fiendish Strike - a pact-blade strike dealing dark damage plus a brief chance to Frighten the target.
  • (Slot C) Binding Strike - a pact-blade cut that lashes out with dark chains, briefly Roots the target.
  • (Slot A) Claim the Fiendmark - following through Fiendmark, it adds a round of duration, then burns the patron's brand deeper, the mark now consumed for even greater bonus Damage against it from the Warlock's next Spell, and the brand also briefly Frightens that target.
    ↬ Requires Fiendmark (Lvl 3)
  • (Slot B) Fiendish Bolt - dark damage plus a brief chance to Frighten the target.
  • (Slot C) Binding Chain - a chain of dark energy that briefly Roots the target.
LVL 5
  • (Slot A) Withering Strike - a pact-blade cut that festers, dark damage over time that also weakens the target's next Toughness-based roll.
  • (Slot B) Fiendfire Guard - +1 PROTS and Resistance to fire for one turn.
  • (Slot C) Shadow Strike Step - the Warlock may teleport 10ft through a fiendish rift immediately after a pact-blade strike, ignoring obstacles, once per encounter.
  • (Slot A) Withering Curse - dark damage over time that also weakens the target's next Toughness-based roll.
  • (Slot B) Fiendfire Ward - +1 PROTS and Resistance to fire for one turn.
  • (Slot C) Shadow Step - the Warlock may teleport 10ft through a fiendish rift, ignoring obstacles, once per encounter.
LVL 6
  • (Slot A) Doombolt - dark damage that grows stronger against a target already afflicted by a curse.
  • (Slot B) Patron's Aegis - +1 Defense (Parry) that grows stronger the lower the Warlock's own Life is.
  • (Slot C) Cursed Vision - reveals one hidden enemy or trap.
LVL 7
  • (Slot A) Malefic Bolt - advantage on the Warlock's next Spell roll against a target that's already Feared.
  • (Slot B) Doommark - a fiendish curse laid deep, marking the target so the Warlock's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Doom (Lvl 8)
  • (Slot C) Fiendstep - the Warlock may teleport 15ft, ignoring obstacles and difficult terrain, once per encounter.
LVL 8
  • (Slot A) Chaos Bolt - dark damage in a small radius, bonus Damage against any target already Feared or cursed.
  • (Slot B) Claim the Doom - following through Doommark, it adds a round of duration, then lays the fiendish curse deeper, the mark now consumed for even greater bonus Damage against it from the Warlock's next Spell, and the doom also weakens that target's next Resistance-based roll.
    ↬ Requires Doommark (Lvl 7)
  • (Slot C) Patron's Bargain - once per encounter, the Warlock may spend a portion of their own Life instead of Mana to cast their next Spell for free.
LVL 9
  • (Slot A) Fiendember Wisps (Orbital) - a ring of smoldering fiend-embers spun into orbit around the Warlock, each striking an enemy that closes to melee range for minor dark Damage as it passes, and the Warlock is immune to interruption while performing a skill check (such as a Deceit or Willpower check) for 2 rounds, once per encounter.
  • (Slot B) Doombolt Cascade - dark damage in a small radius, bonus Damage against any target already Feared or cursed.
  • (Slot C) Grimlock's Focus - the Warlock treats their next Deceit, Willpower, or Knowledge check as though the patron itself lent a steady hand, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Bloodlock Path, Levels 6-20
Warlock Sub-Class - Bloodlock
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Bloodletting Strike - a pact-blade cut, dark damage that also restores a small amount of Life to the Warlock.
  • (Slot B) Blood Guard - +1 PROTS for one turn.
  • (Slot C) Sanguine Strike Step - the Warlock gains +10ft movement for one turn after draining Life with a pact-blade strike.
  • (Slot A) Bloodletting Bolt - dark damage that also restores a small amount of Life to the Warlock.
  • (Slot B) Blood Ward - +1 PROTS for one turn.
  • (Slot C) Sanguine Step - the Warlock gains +10ft movement for one turn after draining Life from a target.
LVL 5
  • (Slot A) Hemorrhaging Strike - a pact-blade cut, dark damage over time that grows stronger the lower the target's remaining Life is.
  • (Slot B) Crimson Parry - +1 Defense (Evade) plus a small heal if the triggering Attack misses.
  • (Slot C) Blood Bond Guard - removes one Bleed or poison effect from self, drawn through the pact-blade.
  • (Slot A) Hemorrhage - dark damage over time that grows stronger the lower the target's remaining Life is.
  • (Slot B) Crimson Veil - +1 Defense (Evade) plus a small heal if the triggering Attack misses.
  • (Slot C) Blood Bond Ward - removes one Bleed or poison effect from self.
LVL 6
  • (Slot A) Exsanguinating Bolt - dark damage that drains a portion of the target's next Attack roll bonus.
  • (Slot B) Vital Siphon - +1 PROTS that grows stronger the more Life the Warlock has drained this encounter.
  • (Slot C) Bloodscent Vision - reveals the location of a Bleeding target for the rest of the encounter.
LVL 7
  • (Slot A) Ravenous Bolt - advantage on the Warlock's next Spell roll against a target below half Life.
  • (Slot B) Bloodmark - a sanguine brand bound to the target, marking it so the Warlock's own next Spell against it consumes the mark for bonus Damage and restores Life to the Warlock.
    ↪ Unlocks Claim the Blood (Lvl 8)
  • (Slot C) Crimson Step - the Warlock may teleport 10ft toward a Bleeding target, once per encounter.
LVL 8
  • (Slot A) Crimson Ruin - dark damage that grows stronger for each of the Warlock's own curses or marks on the target.
  • (Slot B) Claim the Blood - following through Bloodmark, it adds a round of duration, then binds the sanguine brand tighter, the mark now consumed for even greater bonus Damage plus a larger Life-restore to the Warlock from the next Spell against the marked target, and the brand also weakens that target's next Toughness-based roll.
    ↬ Requires Bloodmark (Lvl 7)
  • (Slot C) Unyielding Vitality - once per encounter, the Warlock may ignore being reduced below half Life from a single hit, capping the loss at half.
LVL 9
  • (Slot A) Crimson Motes (Orbital) - a ring of crimson blood-motes spun into orbit around the Warlock, each striking an enemy that closes to melee range for minor dark Damage, restoring a small amount of Life to the Warlock with every strike that lands, and the Warlock is immune to interruption while performing a skill check for 2 rounds, once per encounter. (Cast: Orbital, Mechanic: Instant, Style: Aura, Range: Touch, School: Necrotic)
  • (Slot B) Ravenous Cascade - a burst of ravenous dark energy erupts outward from a chosen point in a small radius, the Warlock's own hunger sensing weakness before the strike lands, dark damage that grows stronger the lower each target's remaining Life already is. (Cast: Verbal, Mechanic: Instant, Style: Burst/Radius, Range: Area, School: Necrotic)
  • (Slot C) Bloodlock's Focus - the Warlock's eyes well and weep with blood, fixing on a target and Blinding them for 1d4 turns. (Cast: Mind, Mechanic: Instant, Style: Single Target, Range: Shoot, School: Necrotic)
LVL 10
  • (Slot A) Raining Blood (Orbital) - a fine rain of blood trickles down and hovers in a ring around the Warlock, healing them a small amount of Life each round it's active; the ground beneath and adjacent to the Warlock turns slick with blood, and any enemy that touches it takes a 1/2 movement penalty for 2 turns, refreshed for as long as they remain adjacent. (Cast: Orbital, Style: Aura, Range: Touch, School: Necrotic)
  • (Slot B) Blood Lance - the Warlock hurls a spear of condensed blood magic at a single target, dark damage that also opens a Bleed wound, ticking extra damage each turn until healed or cleansed. (Cast: Verbal, Mechanic: DoT, Style: Single Target, Range: Shoot, School: Necrotic)
  • (Slot C) Deadly Grip - 1d4 Ghoul hands reach up from the ground, rooting any character within a 5ft radius of the chosen point for as many turns as the number of hands that rose. A rooted character may attempt a Courage check or an Escape check each turn to break free early. (Cast: Conjure, Mechanic: Instant, Style: Burst/Radius, Range: Area, School: Necrotic)
LVL 11-2011-20 path choices, 1 of 3 per level, content TBA.
Necromancer Path, Levels 6-20
Warlock Sub-Class - Necromancer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Grave Strike - a pact-blade cut, dark damage plus briefly weakens the target's Resistance.
  • (Slot B) Bone Guard - +1 PROTS and Resistance to poison and disease for one turn.
  • (Slot C) Wraith Strike Step - the Warlock may become briefly incorporeal after a pact-blade strike, ignoring the next single Attack entirely.
  • (Slot A) Grave Bolt - dark damage plus briefly weakens the target's Resistance.
  • (Slot B) Bone Ward - +1 PROTS and Resistance to poison and disease for one turn.
  • (Slot C) Wraith Step - the Warlock may become briefly incorporeal, ignoring the next single Attack entirely.
LVL 5
  • (Slot A) Withering Grasp Strike - a pact-blade cut, dark damage over time that spreads to an adjacent enemy if the target dies while affected.
  • (Slot B) Grave Guard - removes one Fear or Charm effect from self.
  • (Slot C) Soul Harvest Strike - restores a small amount of Life to the Warlock if the target is reduced to 0 Life by the Warlock's pact-blade strike.
  • (Slot A) Withering Grasp - dark damage over time that spreads to an adjacent enemy if the target dies while affected.
  • (Slot B) Grave Veil - removes one Fear or Charm effect from self.
  • (Slot C) Soul Harvest - restores a small amount of Life to the Warlock if the target is reduced to 0 Life by the Warlock's Spell.
LVL 6
  • (Slot A) Reaper's Bolt - dark damage that grows stronger against a target below half Life.
  • (Slot B) Deathless Ward - +1 PROTS that lasts until the Warlock is struck three times.
  • (Slot C) Spirit Sight - reveals one hidden enemy or trap, plus its remaining Life if visible.
LVL 7
  • (Slot A) Harrowing Bolt - advantage on the Warlock's next Spell roll against a target already below half Life.
  • (Slot B) Soulmark - a curse that binds the target's soul, marking it so the Warlock's own next Spell against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Soul (Lvl 8)
  • (Slot C) Grave Step - the Warlock may teleport 15ft through a patch of grave-touched ground, ignoring obstacles, once per encounter.
LVL 8
  • (Slot A) Soul Ruin - dark damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot B) Claim the Soul - following through Soulmark, it adds a round of duration, then binds the soul tighter, the bound soul now claimed for even greater bonus Damage against the marked target from the Warlock's next Spell, and the claiming also briefly Frightens that target.
    ↬ Requires Soulmark (Lvl 7)
  • (Slot C) Deathless Step - the Warlock ignores the first forced-movement or knockback effect against them this encounter.
LVL 9
  • (Slot A) Contaminated Blood-Drops (Orbital) - a ring of floating, contaminated blood-drops spun into orbit around the Warlock, each bursting into acidic ichor against an enemy that closes to melee range, dealing minor Damage and briefly weakening their Resistance, and the Warlock is immune to interruption while performing a skill check (such as a Deceit or Willpower check) for 2 rounds, once per encounter.
  • (Slot B) Soul Ruin Cascade - dark damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot C) Necromancer's Focus - the Warlock treats their next Deceit, Willpower, or Knowledge check as though the dead themselves whispered the answer, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Warrior

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Warrior, pg. 3.

Tier, Levels 1-3
Main Class - Warrior
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Battle-Honed Strike - a well-drilled strike, minor bonus Damage.
  • (Slot B) Defensive Stance - +1 Defense (Parry) for one turn.
  • (Slot C) Charging Step - the Warrior may close 10ft toward a target, ignoring provoke.
  • (Slot A) Rune-Honed Strike - a strike backed by a battle-rune, minor bonus Damage.
  • (Slot B) Warding Rune - a defensive rune flares to life, +1 Defense for one turn.
  • (Slot C) Commanding Charge - a battle-rune drives the Warrior forward, close 10ft toward a target, ignoring provoke.
LVL 2
  • (Slot A) Weapon Mastery Strike - bonus Damage if the Warrior's last action was also an Attack.
  • (Slot B) Braced Guard - +1 PROTS while standing still.
  • (Slot C) Second Wind - a small heal to self, once per encounter.
  • (Slot A) Mastery Rune - a rune that carries momentum from strike to strike, bonus Damage if the Warrior's last action was also an Attack.
  • (Slot B) Braced Rune - a rune hardens the stance, +1 PROTS while standing still.
  • (Slot C) Second Breath - a rune-drawn breath restores a small amount of Life to self, once per encounter.
LVL 3
  • (Slot A) Marked for the Blade - a precise strike that marks the target, priming them so the Warrior's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Blade (Lvl 4)
  • (Slot B) Riposte Stance - the next successful Parry triggers a free counterattack.
  • (Slot C) Tactical Reposition - the Warrior may shift 5ft without provoking.
  • (Slot A) Rune-Marked - a rune marks the target, priming them so the Warrior's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Rune (Lvl 4)
  • (Slot B) Countering Rune - the next successful Defense triggers a free counterattack.
  • (Slot C) Commanding Reposition - a rune shifts the Warrior 5ft without provoking.
Armorer Path, Levels 6-20
Warrior Sub-Class - Armorer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Shield Slam - bonus Damage plus taunts the target into targeting the Warrior next.
  • (Slot B) Bulwark Stance - +1 PROTS while standing still.
  • (Slot C) Rescuer's Step - the Warrior may shift 5ft to place themselves between an ally and their attacker, once per encounter.
  • (Slot A) Warding Slam - a rune-charged shield-blow, bonus Damage plus taunts the target into targeting the Warrior next.
  • (Slot B) Bulwark Rune - +1 PROTS while standing still.
  • (Slot C) Rescuer's Rune - a rune shifts the Warrior 5ft to place themselves between an ally and their attacker, once per encounter.
LVL 5
  • (Slot A) Revenge Strike - bonus Damage against a target that struck the Warrior last turn.
  • (Slot B) Unmovable Stance - resist being pushed or knocked back for one turn.
  • (Slot C) Second Skin - +1 PROTS plus Resistance to Bleed for one turn.
  • (Slot A) Revenge Rune - a rune ignites against whoever struck the Warrior last turn, bonus Damage against that target.
  • (Slot B) Unmovable Rune - resist being pushed or knocked back for one turn.
  • (Slot C) Runic Skin - +1 PROTS plus Resistance to Bleed for one turn.
LVL 6
  • (Slot A) Shield Bash - bonus Damage plus a brief Stun chance while wielding a shield.
  • (Slot B) Deep Reserves - +1 PROTS that grows stronger the lower the Warrior's own Life is.
  • (Slot C) Anchor Stance - the Warrior becomes immune to forced movement for one turn.
LVL 7
  • (Slot A) Vanguard's Wrath - advantage on the Warrior's next Attack roll against a target already engaged with the Warrior.
  • (Slot B) Marked for the Wall - a shield-strike that marks the target, priming them so the Warrior's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Wall (Lvl 8)
  • (Slot C) Immovable Advance - the Warrior may shift 5ft without provoking, then becomes immune to knockback for one turn.
LVL 8
  • (Slot A) Bulwark's Finale - bonus Damage that grows stronger the more PROTS the target has remaining.
  • (Slot B) Claim the Wall - following through Marked for the Wall, it adds a round of duration, then pins the shield-strike deeper, the Warrior's own next hit against the marked target landing with even greater bonus Damage, and the wall also taunts that target into targeting the Warrior on their next turn.
    ↬ Requires Marked for the Wall (Lvl 7)
  • (Slot C) Unbreakable Line - the Warrior and any adjacent ally gain +1 PROTS for the rest of the encounter's next attack against either.
LVL 9
  • (Slot A) Bastion Motes (Orbital) - a ring of shield-bright motes spun into orbit around the Warrior, each intercepting a portion of Damage from an enemy that closes to melee range, and the Warrior is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Bulwark Cascade - +1 PROTS to the Warrior and every adjacent ally, plus taunts any enemy who moved to reach the Warrior this turn.
  • (Slot C) Armorer's Focus - the Warrior treats their next Lockpicking, Disarm Trap, or Athletics-based check as though the wall itself held steady, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Blade Master Path, Levels 6-20
Warrior Sub-Class - Blade Master
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Claim the Blade - following through Marked for the Blade, it adds a round of duration, then cuts the precise mark deeper, the Warrior's own next hit against it landing with even greater bonus Damage, and the mark also grants the Warrior advantage on their next Attack roll against that same target.
    ↬ Requires Marked for the Blade (Lvl 3)
  • (Slot B) Twin Blade Flurry - a rapid dual-wield combo, minor Damage twice in the same action.
  • (Slot C) Duelist's Step - the Warrior may shift 5ft to close distance without provoking.
  • (Slot A) Claim the Rune - following through Rune-Marked, it adds a round of duration, then cuts the rune-mark deeper, the Warrior's own next hit against it landing with even greater bonus Damage, and the mark also grants the Warrior advantage on their next Attack roll against that same target.
    ↬ Requires Rune-Marked (Lvl 3)
  • (Slot B) Twin Rune Flurry - a rapid dual-rune combo, minor Damage twice in the same action.
  • (Slot C) Duelist's Rune - a rune shifts the Warrior 5ft to close distance without provoking.
LVL 5
  • (Slot A) Rending Blades - bonus Damage plus a brief Bleed effect from dual-wielded weapons.
  • (Slot B) Blademaster's Guard - +1 Defense (Evade) for one turn.
  • (Slot C) Whirlwind Step - the Warrior may reposition 5ft immediately after landing a Critical Hit.
  • (Slot A) Rending Runes - bonus Damage plus a brief Bleed effect, rune-etched blades cutting deeper.
  • (Slot B) Blademaster's Ward - +1 Defense (Evade) for one turn.
  • (Slot C) Whirlwind Rune - a rune repositions the Warrior 5ft immediately after landing a Critical Hit.
LVL 6
  • (Slot A) Blade Dance - bonus Damage to up to two adjacent targets with a dual-wield sweep.
  • (Slot B) Adaptive Footwork - resist being knocked prone for one turn.
  • (Slot C) Duelist's Instinct - advantage on the Warrior's next Attack roll if they were struck last turn.
LVL 7
  • (Slot A) Executioner's Edge - advantage on the Warrior's next Attack roll against a target already Bleeding.
  • (Slot B) Deathmark - a precise dual-wield strike that marks the target, priming them so the Warrior's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Death (Lvl 8)
  • (Slot C) Bladestorm Step - the Warrior may close 10ft toward a target below half Life without provoking, once per encounter.
LVL 8
  • (Slot A) Finishing Storm - a flurry of dual-wield strikes, bonus Damage that grows stronger for each hit the Warrior has landed this encounter.
  • (Slot B) Claim the Death - following through Deathmark, it adds a round of duration, then cuts the precise dual-wield mark deeper, the Warrior's own next hit against the marked target landing with even greater bonus Damage, and the mark also applies a brief Bleed effect.
    ↬ Requires Deathmark (Lvl 7)
  • (Slot C) Unbroken Blademaster - once per encounter, the Warrior ignores the next effect that would Stun or Root them.
LVL 9
  • (Slot A) Twin Edge Wisps (Orbital) - a ring of spectral twin blades spun into orbit around the Warrior, each cutting an enemy that closes to melee range for minor Damage plus a brief Bleed effect, and the Warrior is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Storm Cascade - bonus Damage in a small radius that grows stronger for each hit the Warrior has landed this encounter.
  • (Slot C) Blade Master's Focus - the Warrior treats their next Lockpicking, Disarm Trap, or Athletics-based check as though guided by a duelist's precision, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Warlord Path, Levels 6-20
Warrior Sub-Class - Warlord
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Rune-Etched Blow - bonus Damage that also lowers the target's PROTS for one turn.
  • (Slot B) Stormcaller's Guard - +1 PROTS for one turn.
  • (Slot C) Commanding Step - +5ft movement to self and adjacent allies for one turn.
  • (Slot A) Storm-Rune Bolt - a bolt of rune-charged storm force, bonus Damage that also lowers the target's PROTS for one turn.
  • (Slot B) Stormcaller's Ward - +1 PROTS for one turn.
  • (Slot C) Commanding Rune Step - +5ft movement to self and adjacent allies for one turn.
LVL 5
  • (Slot A) Colossal Strike - bonus Damage plus ignores a portion of the target's PROTS.
  • (Slot B) Storm Ward - +1 Defense (Evade) plus Resistance to lightning for one turn.
  • (Slot C) Warlord's Advance - the Warrior may shift 5ft while pushing through a target's space, without provoking.
  • (Slot A) Colossal Rune - a rune-charged blast, bonus Damage plus ignores a portion of the target's PROTS.
  • (Slot B) Storm Rune Ward - +1 Defense (Evade) plus Resistance to lightning for one turn.
  • (Slot C) Warlord's Rune Advance - a rune shifts the Warrior 5ft while pushing through a target's space, without provoking.
LVL 6
  • (Slot A) Thunderous Cleave - bonus Damage to two adjacent targets with a heavy 2h sweep.
  • (Slot B) Unbroken Resolve - +1 PROTS that grows stronger the lower the Warrior's own Life is.
  • (Slot C) Rallying Stance - grants an adjacent ally +1 Defense for one turn.
LVL 7
  • (Slot A) Warlord's Reckoning - advantage on the Warrior's next Attack roll against a target below half Life.
  • (Slot B) Runemark - a rune-etched strike that marks the target, priming them so the Warrior's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Rune (Lvl 8)
  • (Slot C) Stormstep Advance - the Warrior may close 10ft toward a target below half Life, once per encounter.
LVL 8
  • (Slot A) Cataclysmic Strike - bonus Damage that grows stronger the more PROTS the target has remaining.
  • (Slot B) Claim the Rune - following through Runemark, it adds a round of duration, then etches the rune deeper, the Warrior's own next hit against the marked target landing with even greater bonus Damage, and the rune also lowers that target's PROTS for one turn.
    ↬ Requires Runemark (Lvl 7)
  • (Slot C) Unbroken Warlord's Stand - once per encounter, the Warrior may ignore being reduced below half Life from a single hit, capping the loss at half.
LVL 9
  • (Slot A) Runic Wisps (Orbital) - a ring of rune-etched wisps spun into orbit around the Warrior, each striking an enemy that closes to melee range for minor Damage as it passes, and the Warrior is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Cataclysmic Cascade - bonus Damage in a small radius that grows stronger the more PROTS each target has remaining.
  • (Slot C) Warlord's Focus - the Warrior treats their next Lockpicking, Disarm Trap, or Athletics-based check as though runes themselves lit the way, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Bard

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Bard, pg. 3.

Tier, Levels 1-3
Main Class - Bard
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Discordant Strike - a jarring off-key note struck through the instrument at close range, minor psychic Damage that also lowers the target's next Hit roll.
  • (Slot B) Quickstring Jab - a sharp flick of string or beat struck like a blow, basic Damage attack, Charisma-based accuracy.
  • (Slot C) Steady Beat - a grounding rhythm kept underfoot, resist being knocked prone for one turn while playing.
  • (Slot A) Inspire - a stirring verse that lifts an ally's resolve, temporary Hit bonus to one ally.
  • (Slot B) Dissonant Chord - a jarring chord flung at a foe, minor psychic Damage at range.
  • (Slot C) Soothing Verse - a calming melody, removes one Fear or Panic Engine effect from an ally.
LVL 2
  • (Slot A) Battle Hymn Strike - a close blow timed to a battle-hymn's beat, bonus Damage against a target already engaged in melee with an ally.
  • (Slot B) Mocking Riff - a taunting riff struck almost like a slap, forces the target to focus attacks on the Bard for one turn.
  • (Slot C) Rally Beat - a beat pounded out that steadies nearby allies, clears one Fatigue from self or an adjacent ally.
  • (Slot A) Battle Hymn - a rousing hymn sung to an ally engaged in melee, bonus Damage buff to that ally's next attack.
  • (Slot B) Mocking Verse - a taunting verse sung at range, forces the target to focus attacks on the Bard for one turn.
  • (Slot C) Rallying Song - a rallying song, clears one Fatigue from self or an ally within earshot.
LVL 3
  • (Slot A) Sharp Refrain - a biting phrase struck right behind the blow, bonus Damage against a target that's already taken Damage this round.
  • (Slot B) Wardsong Riff - a defensive riff struck like a parry, +1 Defense (Parry) for one turn.
  • (Slot C) Second Wind Beat - a driving beat that renews the body, small heal to self.
  • (Slot A) Cutting Verse - a biting verse of ridicule sung at range, grants an ally advantage on their next Attack roll against a target that's already taken Damage this round.
  • (Slot B) Wardsong - a defensive verse woven around an ally, +1 Defense for one turn to one ally.
  • (Slot C) Second Wind Verse - a healing verse, small heal to one ally.
Strumalong Path, Levels 6-20
Bard Sub-Class - Strumalong
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Lute Strike - a sharp string-snap struck like a whip-crack, minor Damage plus a brief Slow effect.
  • (Slot B) Harmonic Guard - a resonant chord struck defensively, +1 Defense (Parry) for one turn.
  • (Slot C) String of Fortune - a lucky riff struck just so, advantage on the Bard's next Luck-based check.
  • (Slot A) Entangling Melody - a winding melody that binds the feet, minor Damage plus a brief Slow effect, at range.
  • (Slot B) Harmonic Ward - a resonant ward woven around an ally, +1 Defense for one turn to one ally.
  • (Slot C) Fortune's Verse - a lucky verse sung to an ally, advantage on that ally's next Luck-based check.
LVL 5
  • (Slot A) Cascading Strike - a rippling run of notes struck in quick succession, minor Damage to up to two adjacent targets.
  • (Slot B) Steadying Riff - a grounding riff struck underfoot, clears one Fear or Charm effect from self.
  • (Slot C) Encore Beat - a repeated beat struck to keep momentum, small heal over time to self.
  • (Slot A) Cascading Chord - a rippling chord flung outward, minor Damage to up to two adjacent targets.
  • (Slot B) Steadying Song - a grounding song, clears one Fear or Charm effect from an ally.
  • (Slot C) Encore Verse - a repeated verse sung to renew, small heal over time to one ally.
LVL 6
  • (Slot A) Discordant Strike - a jarring off-key strike, minor Damage plus a brief chance to disrupt the target's next action.
  • (Slot B) Virtuoso's Riff - a rapid finger-run struck like a flourish, bonus Damage on the Bard's next Attack this turn.
  • (Slot C) Lucky Break - a well-timed strum, rerolls one failed Luck-based check this encounter.
  • (Slot A) Discordant Verse - a jarring off-key verse at range, minor Damage plus a brief chance to disrupt the target's next action.
  • (Slot B) Virtuoso's Ballad - a rapid ballad sung for an ally, grants them bonus Damage on their next Attack this turn instead of the Bard.
  • (Slot C) Lucky Verse - grants an ally a reroll on one failed Luck-based check this encounter.
LVL 7
  • (Slot A) Rousing Strike - a rousing strike struck to steel resolve, advantage on the Bard's next saving-type roll against Fear or Charm.
  • (Slot B) Ballad of the Fool's Bet - a taunting riff struck to mark the target as an easy mark, priming them so the Bard's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Fool's Bet (Lvl 8)
  • (Slot C) Quickstep Strike - a nimble strike, the Bard may shift 10ft while playing, without provoking.
  • (Slot A) Rousing Verse - grants an ally the same advantage on their next saving-type roll against Fear or Charm.
  • (Slot B) Bound Fool's Bet - the taunting riff shared with an ally, marking the target as an easy mark so the ally's own next hit against it lands with bonus Damage instead of the Bard's.
    ↪ Unlocks Claim the Bound Fool's Bet (Lvl 8)
  • (Slot C) Quickstep Verse - grants an ally the same 10ft shift without provoking.
LVL 8
  • (Slot A) Encore Strike - repeats the effect of the Bard's own last-used Slot A Tactic this encounter at half effect, once per encounter.
  • (Slot B) Claim the Fool's Bet - following through Ballad of the Fool's Bet, it adds a round of duration, then plays the taunting riff louder, marking the target as an even easier mark, and the mark is called in for bonus Damage against it from the Bard's next hit.
    ↬ Requires Ballad of the Fool's Bet (Lvl 7)
  • (Slot C) Showstopper Strike - a dramatic final chord, advantage on the Bard's next Attack roll against a target who has already acted this turn.
  • (Slot A) Encore Verse - grants an ally the effect of the Bard's own last-used Slot A Spell this encounter at half effect, once per encounter.
  • (Slot B) Claim the Bound Fool's Bet - following through Bound Fool's Bet, it adds a round of duration, then plays the shared taunting riff louder, marking the target as an even easier mark, and the mark is called in for bonus Damage against it from an ally's next hit.
    ↬ Requires Bound Fool's Bet (Lvl 7)
  • (Slot C) Showstopper Verse - grants an ally the same advantage against a target who's already acted this turn.
LVL 9
  • (Slot A) Songnote Motes (Orbital) - a ring of shimmering songnotes spun into orbit around the Bard, each striking an enemy that closes to melee range for minor Damage as it passes, and the Bard is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Showstopper Cascade - bonus Damage in a small radius against any target who's already acted this turn.
  • (Slot C) Strumalong's Focus - the Bard treats their next Lockpicking, Disarm Trap, or Deceit-based check as though the crowd itself played along, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Percussionist Path, Levels 6-20
Bard Sub-Class - Percussionist
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Drumline Slam - a heavy drum-strike delivered like a blow, bonus Damage against a target already engaged with an ally.
  • (Slot B) Thunderous Beat - a booming strike that staggers, brief Stun chance on hit.
  • (Slot C) Marching Beat - a driving marching rhythm, +5ft movement to self for one turn.
  • (Slot A) War Drum's Call - a booming drumbeat that calls allies to arms, bonus Damage buff to an ally's next attack.
  • (Slot B) Thunderous Verse - a booming verse that staggers, brief Stun chance on a ranged hit.
  • (Slot C) Marching Song - a driving marching song, +5ft movement to allies within earshot for one turn.
LVL 5
  • (Slot A) Rolling Thunder - a rolling drum-strike, minor Damage plus a brief Fear effect.
  • (Slot B) Unbroken Rhythm - a steady beat kept through pain, resist being Stunned for one turn.
  • (Slot C) Renewing Beat - a beat that renews, small heal to self.
  • (Slot A) Rolling Thunder Verse - a rolling drumbeat sung into being at range, minor Damage plus a brief Fear effect.
  • (Slot B) Unbroken Chorus - a steady chorus sung to an ally, resist being Stunned for one turn.
  • (Slot C) Renewing Chorus - a chorus that renews, small heal to one ally.
LVL 6
  • (Slot A) Crushing Beat - a crushing drum-strike, bonus Damage against a target that's already Stunned or Slowed.
  • (Slot B) Battle Cadence - a driving cadence struck into the ground, +1 Attack roll bonus to the Bard for one turn.
  • (Slot C) Steady Beat - a grounding beat, resist the next forced-movement effect against the Bard.
  • (Slot A) Crushing Verse - a crushing drumbeat at range, bonus Damage against a target that's already Stunned or Slowed.
  • (Slot B) Battle Chant - a driving chant, grants an ally +1 Attack roll bonus for one turn instead of the Bard.
  • (Slot C) Steady Chant - grants an ally resist to the next forced-movement effect against them.
LVL 7
  • (Slot A) War-Beat Strike - a war-beat struck to rally the blood, advantage on the Bard's next Toughness-based roll.
  • (Slot B) Drumline Challenge - a booming challenge-beat that marks the target as the Bard's chosen foe, priming them so the Bard's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Challenge (Lvl 8)
  • (Slot C) Rolling Advance Strike - a rolling march-beat, the Bard may shift 10ft toward the target without provoking.
  • (Slot A) War-Beat Verse - grants an ally the same advantage on their next Toughness-based roll.
  • (Slot B) Bound Drumline Challenge - the challenge-beat shared with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Bard's.
    ↪ Unlocks Claim the Bound Challenge (Lvl 8)
  • (Slot C) Rolling Advance Verse - grants an ally the same 10ft shift toward the target without provoking.
LVL 8
  • (Slot A) Thunderhead Strike - a booming overhead strike, bonus Damage plus a brief Stun chance against a target already engaged with an ally.
  • (Slot B) Claim the Challenge - following through Drumline Challenge, it adds a round of duration, then pounds the challenge-beat harder, marking the target as an even more irresistible foe, and the challenge is answered for bonus Damage against it from the Bard's next hit.
    ↬ Requires Drumline Challenge (Lvl 7)
  • (Slot C) Unbroken March Strike - resist being Stunned or Slowed for the rest of the encounter, once triggered.
  • (Slot A) Thunderhead Verse - grants an ally the same bonus Damage plus Stun chance against a target already engaged with an ally.
  • (Slot B) Claim the Bound Challenge - following through Bound Drumline Challenge, it adds a round of duration, then pounds the shared challenge-beat harder, marking the target as an even more irresistible foe, and the challenge is answered for bonus Damage against it from an ally's next hit.
    ↬ Requires Bound Drumline Challenge (Lvl 7)
  • (Slot C) Unbroken March Verse - grants an ally resist to being Stunned or Slowed for the rest of the encounter, once triggered.
LVL 9
  • (Slot A) Drumbeat Wisps (Orbital) - a ring of resonant drumbeat wisps spun into orbit around the Bard, each briefly disorienting an enemy that closes to melee range as it passes, and the Bard is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Drumline Cascade - bonus Damage plus a Stun chance in a small radius against any target already engaged with an ally.
  • (Slot C) Percussionist's Focus - the Bard treats their next Lockpicking, Disarm Trap, or Athletics-based check as though the march itself carried them through, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Serenade Path, Levels 6-20
Bard Sub-Class - Serenade
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Charming Strike - a flirtatious flourish struck at close range, brief Charm effect on hit.
  • (Slot B) Sweet Nothing - a whispered aside struck almost like sleight of hand, advantage on the Bard's next Deceit check.
  • (Slot C) Lover's Touch - a gentle touch timed to a melody, small heal to an ally within reach.
  • (Slot A) Charming Verse - a flirtatious verse sung at range, brief Charm effect.
  • (Slot B) Sweet Serenade - a sung serenade, advantage on the Bard's next Deceit check against the target.
  • (Slot C) Lover's Song - a gentle song, small heal to one ally at range.
LVL 5
  • (Slot A) Heartstring Pull - a plucked note that tugs at will, forced movement pull on a target within reach.
  • (Slot B) Hushed Guard - a hushed aside struck like a ward, +1 Defense (Parry) for one turn.
  • (Slot C) Curtain Call - a closing flourish, removes one minor debuff from self.
  • (Slot A) Heartstring Verse - a sung pull on the heartstrings, forced movement pull on a target at range.
  • (Slot B) Hushed Ward - a hushed verse, +1 Defense for one turn to an ally.
  • (Slot C) Curtain Call Song - a closing song, removes one minor debuff from an ally.
LVL 6
  • (Slot A) Wistful Strike - a wistful touch timed to a melody, minor Damage plus a brief chance to lower the target's next Attack roll.
  • (Slot B) Beguiling Guard - a beguiling aside struck like a feint, +1 Defense (Evade) for one turn.
  • (Slot C) Parting Glance - a sorrowful flourish, removes one Charm or Fear effect from self.
  • (Slot A) Wistful Verse - a wistful verse at range, minor Damage plus a brief chance to lower the target's next Attack roll.
  • (Slot B) Beguiling Ward - grants an ally +1 Defense (Evade) for one turn instead of the Bard.
  • (Slot C) Parting Verse - removes one Charm or Fear effect from an ally.
LVL 7
  • (Slot A) Longing Strike - a longing note struck at close range, advantage on the Bard's next Deceit or Persuasion check against the target.
  • (Slot B) Devoted Admirer - a smitten flourish that marks the target as utterly infatuated, priming them so the Bard's own next hit against it lands with bonus Damage.
    ↪ Unlocks Claim the Admirer (Lvl 8)
  • (Slot C) Fleeting Step - a light-footed flourish, the Bard may shift 10ft, ignoring difficult terrain.
  • (Slot A) Longing Verse - grants an ally the same advantage on their next Deceit or Persuasion check against the target.
  • (Slot B) Bound Devoted Admirer - the infatuation shared with an ally, marking the target so the ally's own next hit against it lands with bonus Damage instead of the Bard's.
    ↪ Unlocks Claim the Bound Admirer (Lvl 8)
  • (Slot C) Fleeting Verse - grants an ally the same 10ft shift, ignoring difficult terrain.
LVL 8
  • (Slot A) Heartbreak Strike - a cruel final note, bonus Damage against a target currently Charmed or afraid.
  • (Slot B) Claim the Admirer - following through Devoted Admirer, it adds a round of duration, then deepens the infatuation past reason, marking the target even more utterly smitten, and the devotion turns to a cruel edge, dealing bonus Damage against it from the Bard's next hit.
    ↬ Requires Devoted Admirer (Lvl 7)
  • (Slot C) Vanishing Bow Strike - a theatrical bow, the Bard may become briefly unseen, granting advantage on their next Defense roll.
  • (Slot A) Heartbreak Verse - grants an ally the same bonus Damage against a target currently Charmed or afraid.
  • (Slot B) Claim the Bound Admirer - following through Bound Devoted Admirer, it adds a round of duration, then deepens the shared infatuation past reason, marking the target even more utterly smitten, and the devotion turns to a cruel edge, dealing bonus Damage against it from an ally's next hit.
    ↬ Requires Bound Devoted Admirer (Lvl 7)
  • (Slot C) Vanishing Bow Verse - grants an ally the same brief unseen effect, advantage on their next Defense roll.
LVL 9
  • (Slot A) Serenade Motes (Orbital) - a ring of softly glowing serenade-motes spun into orbit around the Bard, each briefly Charming an enemy that closes to melee range as it passes, and the Bard is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Heartbreak Cascade - bonus Damage in a small radius against any target currently Charmed or afraid.
  • (Slot C) Serenade's Focus - the Bard treats their next Lockpicking, Disarm Trap, or Deceit-based check as though the melody itself smoothed the way, advantage on that check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Shaman

Full Level 1-30 detail below. A brief teaser through Level 8 also appears on Shaman, pg. 3.

Tier, Levels 1-3
Main Class - Shaman
Tier Abilities LVL 1-3
Expand Ability Tree
LvlTacticsSpells
LVL 1
  • (Slot A) Ash-Bound Strike - a quick shuffle through kicked-up ash timed with the totem's swing, +1 Defense (Evade) for one turn.
  • (Slot B) Bone Guard - the totem braced like a bone-carved shield, +1 Defense (Parry) against the next melee attack.
  • (Slot C) Track Read - a short blink through the spirit-world read from sign and track, teleport 10ft to an unoccupied space within sight.
  • (Slot A) Ash-Marked Strike - a strike blessed with ash-rite before the blow lands, minor nature damage.
  • (Slot B) Bone Ward - a ward woven from carved bone, +1 Defense.
  • (Slot C) Omen Read - advantage on the next Perception or Knowledge check reading a sign or track.
LVL 2
  • (Slot A) Drum-Call Strike - a totem-beat timed step that throws off an adjacent enemy's aim, disadvantage on their next attack against the Shaman.
  • (Slot B) Ancestor's Stand - a stance invoking a watching ancestor's shield, +1 Defense and resist the next Fear effect, plus the Shaman may shift 5ft without provoking.
  • (Slot C) Hand-Sign Rite - a hand-sign flashed mid-motion, the Shaman may reposition 10ft as part of this Tactic without provoking attacks of opportunity.
  • (Slot A) Drum-Call Bolt - a strike sent out on the beat of a spirit-drum, minor damage that briefly disorients.
  • (Slot B) Ancestor's Guard - a ward invoking a watching ancestor, +1 Defense, resists one fear effect.
  • (Slot C) Whispered Rite - a message carried on breath and ash-smoke, short-range silent message to one ally.
LVL 3
  • (Slot A) Ember-Bound Strike - a burst of ember-ash kicked up mid-step, the Shaman blinks 10ft through the flash to an unoccupied space within sight.
    ↪ Unlocks Ancestor's Touch (Lvl 4)
  • (Slot B) Ash-Veil Guard - ash smeared across skin and totem alike, +1 Defense for one turn, and the Shaman may shift 5ft without provoking.
  • (Slot C) Sign-Read Strike - a totem-read premonition, the Shaman may immediately move up to 10ft as a reaction, reading the omen before the enemy acts.
  • (Slot A) Breath of Embers - fire whispered through the caster's own breath, minor fire damage.
    ↪ Unlocks Ancestor's Mend (Lvl 4)
  • (Slot B) Ash-Sealed Ward - ash smeared across skin blurs the caster's outline, +1 Defense for one turn.
  • (Slot C) Bone-Read Omen - advantage on the next check to predict an enemy's next move.
Medicine Man Path, Levels 6-20
Shaman Sub-Class - Medicine Man
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Ancestor's Touch - following through Ember-Bound Strike, it adds a round of duration, then kicks up the ember-ash burst further, carrying the Shaman's blink to 15ft instead of 10, and the ancestor's guard also shields the Shaman with +1 Defense for one turn upon arrival.
    ↬ Requires Ember-Bound Strike (Lvl 3)
  • (Slot B) Earthbound Stance - the totem sinks roots that let the Shaman sink half into the earth and reappear 5ft away, a short earthen blink, once per turn while standing on natural earth.
  • (Slot C) Bone Strike - a totem-parry carved from ancestral bone, +1 Defense (Parry) against the next attack.
  • (Slot A) Ancestor's Mend - following through Breath of Embers, it adds a round of duration, then whispers the fire hotter for even greater minor fire damage, and the ancestral rite channeled through a carved bone totem also grants a small Life heal to the Shaman.
    ↬ Requires Breath of Embers (Lvl 3)
  • (Slot B) Earthbound Ward - a ward drawn up from the ground itself, +1 PROTS while standing on natural earth.
  • (Slot C) Bone Rite - conjures ancestral bones that lash out for minor damage.
LVL 5
  • (Slot A) Elder's Touch - a totem-blessing from elders past, +1 Defense for the rest of the encounter so long as the Shaman holds ground and doesn't move.
  • (Slot B) Rootbound Stance - roots drawn up through the totem into the ground, immune to knockback, +1 PROTS, and the Shaman may release the roots to blink 10ft as a free action once per encounter.
  • (Slot C) Marrow Strike - a totem-parry carved from ancestral bone, +1 Defense (Parry), doubled against undead attackers.
  • (Slot A) Elder's Breath - a heal-over-time rite passed down through generations, restores Life over several turns.
  • (Slot B) Rootbound Ward - a defensive rite that roots the caster to the earth, immune to knockback, +1 PROTS.
  • (Slot C) Marrow Rite - conjures ancestral bones dealing minor damage, doubled against undead.
LVL 6
  • (Slot A) Spirit Ward Strike - a totem-parry blessed by ancestral spirits, +1 Defense (Parry), plus removes one Fatigue on a successful block.
  • (Slot B) Grounding Rite - roots the Shaman to steady ground, +1 PROTS while standing on natural earth for the rest of the encounter.
  • (Slot C) Cleansing Strike - a totem-touch that clears the mind, removes one curse or hex effect from self.
  • (Slot A) Spirit Ward Rite - a spirit-blessed ward, grants an ally +1 Defense (Parry), plus removes one Fatigue from them on a successful block.
  • (Slot B) Grounding Blessing - grants an ally +1 PROTS while standing on natural earth for the rest of the encounter.
  • (Slot C) Cleansing Rite - removes one curse or hex effect from an ally instead of self.
LVL 7
  • (Slot A) Twin Totem Strike - strikes with both ends of the totem in one motion, each dealing minor Damage.
  • (Slot B) Ancestor's Judgment - a totem-blow that marks the target for ancestral wrath, weakening their next Defense roll.
    ↪ Unlocks Claim the Judgment (Lvl 8)
  • (Slot C) Spirit Walk - the Shaman may blink 15ft through the spirit world once per encounter.
  • (Slot A) Twin Spirit Strike - two spectral totem-strikes in one motion, each dealing minor Damage.
  • (Slot B) Bound Judgment - a spirit-bound mark for ancestral wrath, weakening the target's next Defense roll until struck.
    ↪ Unlocks Claim the Bound Judgment (Lvl 8)
  • (Slot C) Spirit Bridge - grants an ally a 15ft blink through the spirit world once per encounter.
LVL 8
  • (Slot A) Ancestral Fury - channels the fury of the ancestors into the blow, bonus Damage against a target below half Life.
  • (Slot B) Claim the Judgment - following through Ancestor's Judgment, it adds a round of duration, then weighs the ancestral mark heavier, weakening the target's next Defense roll even further, and the judged target also takes bonus Damage from the Shaman's next hit against it.
    ↬ Requires Ancestor's Judgment (Lvl 7)
  • (Slot C) Unbroken Spirit - immune to Fear and Charm effects for the rest of the encounter.
  • (Slot A) Ancestral Blessing - channels the fury of the ancestors into an ally's strike, bonus Damage to their next attack against a target below half Life.
  • (Slot B) Claim the Bound Judgment - following through Bound Judgment, it adds a round of duration, then weighs the spirit-bound mark heavier, weakening the target's next Defense roll even further until struck, and the judged target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound Judgment (Lvl 7)
  • (Slot C) Unbroken Ward - grants an ally immunity to Fear and Charm effects for the rest of the encounter.
LVL 9
  • (Slot A) Ancestor Totems (Orbital) - the Shaman plants a trio of small ancestral totems that hover just above the ground around them, each turn one totem flares to heal a small amount of Life to a nearby ally, cleanse a Curse or Disease, or ward against the next Fear effect (Shaman's choice each time), and the Shaman is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Ancestor's Wrath - bonus Damage against a target already below half Life.
  • (Slot C) Ancestor's Sight - the Medicine Man treats their next Lockpicking, Disarm Trap, or Knowledge check as though guided by ancestral memory, advantage on that check.
  • (Slot A) Ancestor Totems (Shared, Orbital) - grants an ally the same trio of hovering totems, healing, cleansing, or warding whoever they favor each turn, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Ancestor's Blessing - grants an ally the same bonus Damage against a target already below half Life.
  • (Slot C) Ancestor's Sight (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Primordial Path, Levels 6-20
Shaman Sub-Class - Primordial
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Storm-Drum Strike - a crack of thunder called down through the totem that scatters the Shaman's own footing, blinks them 10ft along the storm's path to an unoccupied space within sight.
  • (Slot B) Wind-Read Stance - reads the wind before the blow lands, +1 Defense (Evade), and the Shaman may shift 5ft with the gust without provoking.
  • (Slot C) Star-Read Strike - a totem-parry timed to a celestial omen, +1 Defense (Parry) against the next attack.
  • (Slot A) Storm-Drum Bolt - lightning called down through the beat of a tribal drum, minor lightning damage.
  • (Slot B) Wind-Read Ward - reads the wind before the blow lands, +1 Defense.
  • (Slot C) Star-Bound Whisper - advantage on the next Knowledge check reading celestial omens.
LVL 5
  • (Slot A) Thunderclap Strike - a called-down crack of thunder channeled through the totem, briefly disorients an adjacent enemy, disadvantage on their next attack against the Shaman.
  • (Slot B) Gale Stance - a gale wound around the totem, +1 Defense, resist being knocked back, and the Shaman may ride the gust 10ft as a free action once per encounter.
  • (Slot C) Storm-Sense Strike - a totem-parry timed to a sensed danger on the wind, +1 Defense (Parry) against the next attack.
  • (Slot A) Thunderclap Rite - a called-down crack of thunder that leaves the target's ears ringing, lightning damage that briefly disorients.
  • (Slot B) Gale Ward - +1 Defense, resist being knocked back.
  • (Slot C) Storm-Caller's Omen - advantage on the next Perception check, sensing a coming storm or danger on the wind.
LVL 6
  • (Slot A) Storm Ward Strike - a totem-parry crackling with static, +1 Defense (Parry), plus reflects minor lightning damage back on a successful block.
  • (Slot B) Gale Rite - a gust conjured through the totem, +1 Defense (Evade) and resist being knocked back for the rest of the encounter.
  • (Slot C) Static Step - the Shaman may blink 10ft on a crackle of static once per turn.
  • (Slot A) Storm Ward Rite - a storm-blessed ward, grants an ally +1 Defense (Parry), plus reflects minor lightning damage on a successful block.
  • (Slot B) Gale Blessing - grants an ally +1 Defense (Evade) and resistance to knockback for the rest of the encounter.
  • (Slot C) Static Bridge - grants an ally a 10ft blink on a crackle of static once per turn.
LVL 7
  • (Slot A) Twin Thunder Strike - a double totem-strike timed to twin thunderclaps, each dealing minor Damage.
  • (Slot B) Storm's Mark - a totem-blow that marks the target with a gathering storm, weakening their next Defense roll.
    ↪ Unlocks Claim the Storm (Lvl 8)
  • (Slot C) Eye of the Storm - immune to being knocked back or forcibly moved for the rest of the encounter.
  • (Slot A) Twin Thunder Rite - two spectral thunderclaps in one motion, each dealing minor Damage.
  • (Slot B) Bound Storm's Mark - a spirit-bound gathering-storm mark on the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Storm (Lvl 8)
  • (Slot C) Eye of the Spirit Storm - grants an ally immunity to being knocked back or forcibly moved for the rest of the encounter.
LVL 8
  • (Slot A) Thunderstrike Fury - channels a full storm into the blow, bonus Damage against a target below half Life.
  • (Slot B) Claim the Storm - following through Storm's Mark, it adds a round of duration, then breaks the gathering storm overhead, weakening the target's next Defense roll even further, and the storm-marked target also takes bonus Damage from the Shaman's next hit against it.
    ↬ Requires Storm's Mark (Lvl 7)
  • (Slot C) Stormcaller's Resolve - immune to Fear and being Stunned for the rest of the encounter.
  • (Slot A) Thunderstrike Blessing - channels a full storm into an ally's strike, bonus Damage to their next attack against a target below half Life.
  • (Slot B) Claim the Bound Storm - following through Bound Storm's Mark, it adds a round of duration, then breaks the spirit-bound storm overhead, weakening the target's next Defense roll even further until struck, and the storm-marked target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound Storm's Mark (Lvl 7)
  • (Slot C) Stormcaller's Ward - grants an ally immunity to Fear and being Stunned for the rest of the encounter.
LVL 9
  • (Slot A) Storm Wisps (Orbital) - a ring of crackling static wisps spun into orbit around the Shaman, each striking an enemy that closes to melee range for minor lightning Damage as it passes, and the Shaman is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Tempest Cleave - lightning damage to two adjacent targets.
  • (Slot C) Storm's Focus - the Primordial treats their next Lockpicking, Disarm Trap, or Perception check as though the storm itself sharpened their senses, advantage on that check.
  • (Slot A) Storm Wisps (Shared, Orbital) - grants an ally the same ring of static wisps, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Tempest Judgment - grants an ally the same lightning damage to two adjacent targets.
  • (Slot C) Storm's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Ritualist Path, Levels 6-20
Shaman Sub-Class - Ritualist
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 4
  • (Slot A) Rune-Bound Strike - a totem-blow marked with a carved rune, the rune flares and blinks the Shaman 10ft to an unoccupied space within sight.
  • (Slot B) Hex-Guard Stance - a warding stance against ill intent, +1 Defense against the next curse or hex-based attack, and the Shaman may shift 5ft without provoking.
  • (Slot C) Binding Strike - grave-ash and a bound name channeled through the totem, +1 Defense (Parry) against the next attack from the bound target.
  • (Slot A) Rune-Marked Strike - a strike marked with a carved rune, minor damage that marks the target for bonus Damage on the next hit.
  • (Slot B) Hex Ward - a warding rite against ill intent, +1 Defense against the next curse or hex-based attack.
  • (Slot C) Rite of Binding - grave-ash and a bound name briefly reduce a target's movement speed.
LVL 5
  • (Slot A) Runescored Strike - a rune carved into the totem itself flares and blinks the Shaman 10ft along its etched line, to an unoccupied space within sight.
  • (Slot B) Ceremonial Stance - +1 Defense, resist being charmed or dominated, and the Shaman may shift 5ft as part of the rite without provoking.
  • (Slot C) Deepbound Strike - a curse-bound totem-parry, +1 Defense (Parry) against the next attack from the cursed target.
  • (Slot A) Runescored Curse - a rune carved into the air itself, minor damage that marks the target so the next ally's attack lands with bonus Damage.
  • (Slot B) Ceremonial Ward - +1 Defense, resist being charmed or dominated.
  • (Slot C) Deepbound Hex - a curse that settles in and lingers, minor damage over time.
LVL 6
  • (Slot A) Rune Ward Strike - a totem-parry etched with warding runes, +1 Defense (Parry), plus weakens the attacker's next roll on a successful block.
  • (Slot B) Binding Rite - the totem's rune binds the Shaman's own footing, +1 PROTS while standing still.
  • (Slot C) Hex Ward - removes one curse or hex effect from self.
  • (Slot A) Rune Ward Rite - a rune-blessed ward, grants an ally +1 Defense (Parry), plus weakens their attacker's next roll on a successful block.
  • (Slot B) Binding Blessing - grants an ally +1 PROTS while standing still.
  • (Slot C) Hex Cleanse - removes one curse or hex effect from an ally instead of self.
LVL 7
  • (Slot A) Twin Rune Strike - strikes with two runes carved into the totem at once, each dealing minor Damage.
  • (Slot B) Doom Rune - carves a doom-rune onto the target, weakening their next Defense roll.
    ↪ Unlocks Claim the Doom (Lvl 8)
  • (Slot C) Warded Stillness - immune to being Charmed or Dominated for the rest of the encounter.
  • (Slot A) Twin Rune Rite - two spectral rune-strikes in one motion, each dealing minor Damage.
  • (Slot B) Bound Doom Rune - a spirit-bound doom-rune on the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Doom (Lvl 8)
  • (Slot C) Warded Spirit Stillness - grants an ally immunity to being Charmed or Dominated for the rest of the encounter.
LVL 8
  • (Slot A) Doombringer Strike - channels the doom-rune's full weight into the blow, bonus Damage against a target below half Life.
  • (Slot B) Claim the Doom - following through Doom Rune, it adds a round of duration, then carves the doom-rune deeper, weakening the target's next Defense roll even further, and the runed target also takes bonus Damage from the Shaman's next hit against it.
    ↬ Requires Doom Rune (Lvl 7)
  • (Slot C) Runic Ward - +1 PROTS for the rest of the encounter.
  • (Slot A) Doombringer Rite - channels the doom-rune's full weight into an ally's strike, bonus Damage to their next attack against a target below half Life.
  • (Slot B) Claim the Bound Doom - following through Bound Doom Rune, it adds a round of duration, then carves the spirit-bound doom-rune deeper, weakening the target's next Defense roll even further until struck, and the runed target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound Doom Rune (Lvl 7)
  • (Slot C) Runic Blessing - grants an ally +1 PROTS for the rest of the encounter.
LVL 9
  • (Slot A) Hovering Heads (Orbital) - a ring of shrunken heads bound by old rites, hovering around the Shaman and vexing any enemy that closes to melee range with a whispered curse, dealing minor Damage and weakening their next Attack roll as it passes, and the Shaman is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Doom Cleave - bonus Damage plus briefly weakens the target's Resistance.
  • (Slot C) Ritualist's Focus - the Ritualist treats their next Lockpicking, Disarm Trap, or Knowledge check as though the hovering heads themselves whispered the answer, advantage on that check.
  • (Slot A) Hovering Heads (Shared, Orbital) - grants an ally the same ring of shrunken heads, vexing any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Doom Judgment - grants an ally the same bonus Damage plus Resistance-weakening effect.
  • (Slot C) Ritualist's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Sorcerer

Tier (Levels 1-3) and each Path's opening (Levels 4-5) are already written, see Sorcerer, pg. 3. Below picks up from there.

Conjurer Path, Levels 6-20
Sorcerer Sub-Class - Conjurer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Rending Strike - a staff-blow that tears a small rift in reality, void Damage that also weakens the target's next Defense roll.
  • (Slot B) Fractured Strike - a staff-blow that conjures a whispering echo, psychic Damage that briefly lowers the target's Willpower.
  • (Slot C) Beacon Strike - a staff-blow guided by a bound star-spirit, a longer teleport extending Rift Strike's range (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot A) Rending Maw - conjures a small tear in reality that gnaws at whatever it touches like a hungry spirit denied its offering, void damage that also weakens the target's next Defense roll.
  • (Slot B) Fractured Mind - conjures a whispering echo born of the same price a wanderer paid for wisdom, psychic damage that briefly lowers the target's Willpower.
  • (Slot C) Beacon Step - a bound star-spirit guides an ally through a longer teleport, extending Rift Step's range for them instead (advantage - see Card if the caster's Companion is already a spirit or elemental).
LVL 7
  • (Slot A) Twin Rift Strike - opens two rifts at once with the staff, each dealing minor Damage.
  • (Slot B) Bind the Rift - a staff-blow that marks a rift on the target, weakening their next Defense roll.
    ↪ Unlocks Claim the Rift (Lvl 8)
  • (Slot C) Mirrorstep - conjures a decoy image, the Sorcerer becomes untargetable until they act again.
  • (Slot A) Twin Rift Bolt - opens two rifts at range, each dealing minor Damage.
  • (Slot B) Bound Rift - a spirit-bound rift-mark on the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Rift (Lvl 8)
  • (Slot C) Mirror Ward - conjures a decoy for an ally, they become untargetable until they act again.
LVL 8
  • (Slot A) Star-Spirit's Wrath - a staff-blow empowered by the bound star-spirit's full wrath, bonus Damage against a target below half Life.
  • (Slot B) Claim the Rift - following through Bind the Rift, it adds a round of duration, then tears the rift-mark wider, weakening the target's next Defense roll even further, and the widened rift also deals bonus Damage against the marked target from the Sorcerer's next hit.
    ↬ Requires Bind the Rift (Lvl 7)
  • (Slot C) Planar Step - the Sorcerer may teleport 20ft through the rift, ignoring obstacles, once per encounter.
  • (Slot A) Star-Spirit's Judgment - the bound star-spirit's full wrath channeled into an ally's strike, bonus Damage to their next attack against a target below half Life.
  • (Slot B) Claim the Bound Rift - following through Bound Rift, it adds a round of duration, then tears the spirit-bound rift-mark wider, weakening the target's next Defense roll even further until struck, and the widened rift also deals bonus Damage against it from an ally's next hit.
    ↬ Requires Bound Rift (Lvl 7)
  • (Slot C) Planar Bridge - grants an ally a 20ft teleport through the rift, ignoring obstacles, once per encounter.
LVL 9
  • (Slot A) Bound Star-Spirits (Orbital) - a full ring of bound star-spirits spun into orbit around the Sorcerer, each striking an enemy that closes to melee range for minor arcane Damage as it passes, and the Sorcerer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Rift Cascade - arcane damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot C) Conjurer's Focus - the Sorcerer treats their next Lockpicking, Disarm Trap, or Knowledge check as though a bound spirit were lending its own sight, advantage on that check.
  • (Slot A) Bound Star-Spirits (Shared, Orbital) - grants an ally the same ring of bound star-spirits, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Rift Cascade (Shared) - grants an ally's next Spell the same small-radius arcane damage, bonus Damage against any target already below half Life.
  • (Slot C) Conjurer's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Seer Path, Levels 6-20
Sorcerer Sub-Class - Seer
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Piercing Strike - a staff-blow foreseen before it's thrown the way old priests once read the turning of the stars, landing exactly where the target will be, minor arcane Damage with advantage on the roll.
  • (Slot B) Ashen Guard - a staff-parry hardened from balance between the five forces, that turns skin briefly to stone, +1 PROTS and immune to bleed for one turn.
  • (Slot C) Farsight Strike - a staff-blow that opens a bond carried like a raven's news between two distant minds, advantage on a Knowledge check shared with one ally at range.
  • (Slot A) Piercing Omen - an omen read the way old priests once read the turning of the stars, foretells where up to two targets will be, minor arcane damage to both with advantage on the roll.
  • (Slot B) Ashen Ward - a hardened ward drawn from balance between the five forces, turns an ally's skin briefly to stone, +1 PROTS and immune to bleed for one turn.
  • (Slot C) Farsight Bond - a bond carried like a raven's news between two distant minds, warns an ally of a specific danger, granting them advantage on their next Defense roll instead.
LVL 7
  • (Slot A) Starfall Guard - a staff-parry read from a falling star's path, +1 PROTS and reflects a portion of the next melee hit back at the attacker.
  • (Slot B) Foreseen Wound - a staff-blow struck at a wound not yet dealt, marks the target so the Sorcerer's own next hit against it is guaranteed bonus Damage.
    ↪ Unlocks Claim the Foreseen (Lvl 8)
  • (Slot C) Warded Step - the Sorcerer reads the safest path a heartbeat before moving it, may shift 10ft without provoking any reactive Attacks.
  • (Slot A) Starfall Ward - a ward read from a falling star's path, grants an ally +1 PROTS and reflects a portion of their next melee hit taken back at the attacker.
  • (Slot B) Bound Foretelling - a foretelling shared with an ally marks the target, so the ally's next hit against it is guaranteed bonus Damage instead of the caster's own.
    ↪ Unlocks Claim the Bound Foretelling (Lvl 8)
  • (Slot C) Warded Path - grants an ally the same 10ft foreseen shift without provoking reactive Attacks.
LVL 8
  • (Slot A) Astral Riposte - a staff-parry that turns a failed enemy Attack into an immediate free counter-strike.
  • (Slot B) Claim the Foreseen - following through Foreseen Wound, it adds a round of duration, then opens the foreseen wound wider, guaranteeing even greater bonus Damage against the marked target from the Sorcerer's next hit, and the opened wound also weakens that target's next Defense roll.
    ↬ Requires Foreseen Wound (Lvl 7)
  • (Slot C) Farsight Step - the Sorcerer may teleport 15ft to a spot they've already foreseen, once per encounter, ignoring difficult terrain.
  • (Slot A) Astral Bulwark - grants an ally the same failed-Attack-into-counter riposte instead of the caster.
  • (Slot B) Claim the Bound Foretelling - following through Bound Foretelling, it adds a round of duration, then opens the foretold wound wider, guaranteeing even greater bonus Damage against the marked target from an ally's next hit, and the opened wound also weakens that target's next Defense roll.
    ↬ Requires Bound Foretelling (Lvl 7)
  • (Slot C) Farsight Bridge - grants an ally the same 15ft foreseen teleport, once per encounter, ignoring difficult terrain.
LVL 9
  • (Slot A) Omen Motes (Orbital) - a ring of foretelling motes spun into orbit around the Sorcerer, each flaring to reveal a hidden enemy or trap that draws near, and the Sorcerer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Piercing Omen Cascade - an omen read for up to three targets, minor arcane damage to each with advantage on the roll.
  • (Slot C) Seer's Focus - the Sorcerer treats their next Lockpicking, Disarm Trap, or Perception check as though already foreseen, advantage on that check.
  • (Slot A) Omen Motes (Shared, Orbital) - grants an ally the same ring of foretelling motes, revealing hidden enemies or traps that draw near that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Piercing Omen Cascade (Shared) - grants an ally's next Spell the same three-target omen, minor arcane damage to each with advantage on the roll.
  • (Slot C) Seer's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Wizard Path, Levels 6-20
Sorcerer Sub-Class - Wizard
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Vitriol Strike - a staff-blow that hisses with acid brewed like a sun-priest's sacred draught turned venomous, that eats through metal as readily as flesh, acid Damage that also lowers the target's PROTS for one turn as their armor corrodes.
  • (Slot B) Stormcall Strike - a staff-blow crackling with lightning called down the way a wanderer once called the sky itself to answer, arcs from one body to the next, lightning Damage that chains to a second adjacent target.
  • (Slot C) Concussive Strike - a staff-blow raised like a thunderous shockwave the way old grove-keepers once shook the very trees with a word, knocks the target back and rattles their focus, force Damage that also briefly weakens the potency of the target's next Spell.
  • (Slot A) Vitriol Breath - a hissing cone of acid brewed like a sun-priest's sacred draught turned venomous, that eats through metal as readily as flesh, acid damage to all targets caught in the cone, weakening each one's next Defense roll as their armor corrodes.
  • (Slot B) Stormcall Bolt - a crackling bolt called down the way a wanderer once called the sky itself to answer, arcs from one body to the next, lightning damage that chains to a second adjacent target and grants allies advantage on their next Attack roll against either.
  • (Slot C) Concussive Roar - a thunderous shockwave raised the way old grove-keepers once shook the very trees with a word, knocks back every enemy in a small radius, briefly weakening the potency of each one's next Spell.
LVL 7
  • (Slot A) Cinderstep Strike - a staff-blow wreathed in embers that scatter and cling, minor fire Damage plus a lingering ember cloud that lightly obscures the target's footing.
  • (Slot B) Brand of Embers - a staff-blow that brands the target with a smoldering ember-mark, priming them so the Sorcerer's next hit against it detonates for bonus fire Damage.
    ↪ Unlocks Claim the Ember Brand (Lvl 8)
  • (Slot C) Quickstep Flare - a burst of flame at the Sorcerer's own feet that propels them 10ft back from melee range, once per encounter.
  • (Slot A) Cinderstep Bolt - embers that scatter and cling, minor fire damage to the target plus a lingering ember cloud that lightly obscures its footing.
  • (Slot B) Bound Ember Brand - brands the target with a smoldering ember-mark shared with an ally, priming it so the ally's next hit against it detonates for bonus fire Damage instead of the caster's own.
    ↪ Unlocks Claim the Bound Ember Brand (Lvl 8)
  • (Slot C) Quickstep Cinders - grants an ally the same 10ft flame-propelled retreat from melee range, once per encounter.
LVL 8
  • (Slot A) Overburn Strike - a staff-blow drawn from the same reckless hunger as the Overcharge, deals bonus fire Damage but costs extra Mana.
  • (Slot B) Claim the Ember Brand - following through Brand of Embers, it adds a round of duration, then packs the smoldering brand with more powder, detonating for even greater bonus fire Damage against the marked target from the Sorcerer's next hit, and the blast also briefly weakens that target's Resistance to fire.
    ↬ Requires Brand of Embers (Lvl 7)
  • (Slot C) Cauterizing Strike - a staff-blow that sears a wound shut, grants self a small heal over time that fades if struck again this encounter.
  • (Slot A) Overburn Bolt - the same reckless-hunger surge shared with an ally's Spell, bonus fire damage but costs the caster extra Mana.
  • (Slot B) Claim the Bound Ember Brand - following through Bound Ember Brand, it adds a round of duration, then packs the smoldering brand with more powder, detonating for even greater bonus fire Damage against the marked target from an ally's next hit, and the blast also briefly weakens that target's Resistance to fire.
    ↬ Requires Bound Ember Brand (Lvl 7)
  • (Slot C) Cauterizing Ward - grants an ally the same seared-wound heal over time instead of self, fades if that ally is struck again this encounter.
LVL 9
  • (Slot A) Elemental Wisps (Orbital) - a ring of cycling fire, acid, and lightning wisps spun into orbit around the Sorcerer, each striking an enemy that closes to melee range for minor elemental Damage as it passes, and the Sorcerer is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Ruinous Cascade - elemental damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot C) Wizard's Focus - the Sorcerer treats their next Lockpicking, Disarm Trap, or Knowledge check as though sharpened by raw elemental insight, advantage on that check.
  • (Slot A) Elemental Wisps (Shared, Orbital) - grants an ally the same ring of cycling elemental wisps, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Ruinous Cascade (Shared) - grants an ally's next Spell the same small-radius elemental damage, bonus Damage against any target already below half Life.
  • (Slot C) Wizard's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Strategist

Tier (Levels 1-3) and each Path's opening (Levels 4-5) are already written, see Strategist, pg. 3. Below picks up from there.

Rogue Path, Levels 6-20
Strategist Sub-Class - Rogue
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Poisoned Blade - coats the blade in a debilitating poison, minor Damage over time on the next hit.
  • (Slot B) Evasive Roll - a practiced roll that turns a blow aside, +1 Defense (Evade) for one turn.
  • (Slot C) Distraction - tosses a coin or bauble to draw a guard's eye, advantage on the Rogue's next Stealth check.
  • (Slot A) Shade Poison - a shadow-woven toxin, minor Damage over time on an ally's next hit instead of the Rogue's.
  • (Slot B) Evasive Ward - a shadow-woven step, grants an ally +1 Defense (Evade) for one turn.
  • (Slot C) Shade Distraction - a whispering shade draws a guard's eye, grants an ally advantage on their next Stealth check.
LVL 7
  • (Slot A) Twin Fangs - two quick strikes in one motion, each dealing minor Damage.
  • (Slot B) Marked for Murder - a cut that marks the target for a killing blow, weakening their next Defense roll.
    ↪ Unlocks Claim the Mark (Lvl 8)
  • (Slot C) Slip Away - the Rogue may reposition 10ft as a free action after a successful attack, without provoking.
  • (Slot A) Twin Shades - two spectral strikes in one motion, each dealing minor Damage.
  • (Slot B) Bound for Murder - a shadow-bound mark on the target for a killing blow, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Mark (Lvl 8)
  • (Slot C) Shade Slip - grants an ally a free 10ft reposition after a successful attack, without provoking.
LVL 8
  • (Slot A) Killing Stroke - a precise finishing strike, bonus Damage against a target below half Life.
  • (Slot B) Claim the Mark - following through Marked for Murder, it adds a round of duration, then cuts the killing-blow mark deeper, weakening the target's next Defense roll even further, and the marked target also takes bonus Damage from the Rogue's next hit against it.
    ↬ Requires Marked for Murder (Lvl 7)
  • (Slot C) Ghost in the Crowd - the Rogue becomes untargetable by ranged attacks for one turn.
  • (Slot A) Shade's Killing Stroke - a shadow-woven finishing strike, bonus Damage to an ally's next attack against a target below half Life.
  • (Slot B) Claim the Bound Mark - following through Bound for Murder, it adds a round of duration, then cuts the shadow-bound killing mark deeper, weakening the target's next Defense roll even further until struck, and the bound target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound for Murder (Lvl 7)
  • (Slot C) Ghost Veil - grants an ally immunity to ranged attacks for one turn.
LVL 9
  • (Slot A) Shiv Wisps (Orbital) - a ring of throwing shivs spun into orbit around the Rogue, each striking an enemy that closes to melee range for minor Damage as it passes, and the Rogue is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Killing Cascade - bonus Damage in a small radius against any target already below half Life.
  • (Slot C) Rogue's Focus - the Rogue treats their next Lockpicking, Disarm Trap, or Deceit-based check as though the crowd itself looked away, advantage on that check.
  • (Slot A) Shiv Wisps (Shared, Orbital) - grants an ally the same ring of throwing shivs, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Killing Cascade (Shared) - grants an ally the same small-radius bonus Damage against any target already below half Life.
  • (Slot C) Rogue's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Deceit-based check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Shadow Stalker Path, Levels 6-20
Strategist Sub-Class - Shadow Stalker
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Silent Mark - a mark placed unseen on the target, bonus Damage on the Shadow Stalker's next sneak attack against them.
  • (Slot B) Shadow Meld - blends into shadow for one turn, +1 Defense (Evade) while in dim light or darkness.
  • (Slot C) Whisper Step - moves silently between shadows, +10ft movement while unseen.
  • (Slot A) Silent Curse - a curse placed unseen on the target, bonus Damage to an ally's next sneak attack against them.
  • (Slot B) Shade Meld - a shadow-woven veil, grants an ally +1 Defense (Evade) while in dim light or darkness.
  • (Slot C) Whisper Bridge - a spirit-path between shadows, grants an ally +10ft movement while unseen.
LVL 7
  • (Slot A) Twin Shadows - strikes twice from two different shadows in one motion, each dealing minor Damage.
  • (Slot B) Grave Mark - marks the target with a grave-sign, weakening their next Defense roll.
    ↪ Unlocks Claim the Grave (Lvl 8)
  • (Slot C) Vanish Step - becomes untargetable for one turn after a successful Stealth check.
  • (Slot A) Twin Spirits - two spectral strikes from two shadows in one motion, each dealing minor Damage.
  • (Slot B) Bound Grave Mark - a spirit-bound grave-sign on the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Grave (Lvl 8)
  • (Slot C) Vanishing Spirit - grants an ally the ability to become untargetable for one turn after a successful Stealth check.
LVL 8
  • (Slot A) Death's Door - a strike aimed at the space between life and death, bonus Damage against a target below half Life.
  • (Slot B) Claim the Grave - following through Grave Mark, it adds a round of duration, then carves the grave-sign deeper, weakening the target's next Defense roll even further, and the grave-marked target also takes bonus Damage from the Shadow Stalker's next hit against it.
    ↬ Requires Grave Mark (Lvl 7)
  • (Slot C) One with Shadow - immune to being detected while in dim light or darkness for the rest of the encounter.
  • (Slot A) Spirit's Door - a spirit-guided strike at the space between life and death, bonus Damage to an ally's next attack against a target below half Life.
  • (Slot B) Claim the Bound Grave - following through Bound Grave Mark, it adds a round of duration, then carves the spirit-bound grave-sign deeper, weakening the target's next Defense roll even further until struck, and the grave-marked target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound Grave Mark (Lvl 7)
  • (Slot C) One with the Veil - grants an ally immunity to being detected while in dim light or darkness for the rest of the encounter.
LVL 9
  • (Slot A) Grave Motes (Orbital) - a ring of dim, grave-touched motes spun into orbit around the Strategist, each briefly weakening an enemy's Resistance that closes to melee range as it passes, and the Strategist is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Grave Cascade - bonus Damage in a small radius against any target already below half Life.
  • (Slot C) Shadow Stalker's Focus - the Strategist treats their next Lockpicking, Disarm Trap, or Stealth check as though the dark itself favored them, advantage on that check.
  • (Slot A) Grave Motes (Shared, Orbital) - grants an ally the same ring of dim, grave-touched motes, weakening any enemy's Resistance that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Grave Cascade (Shared) - grants an ally the same small-radius bonus Damage against any target already below half Life.
  • (Slot C) Shadow Stalker's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Stealth check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Spellblade Path, Levels 6-20
Strategist Sub-Class - Spellblade
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Riposte Cut - a parried counter-strike, bonus Damage after a successful Parry.
  • (Slot B) Arcane Ward Strike - a warded blade-strike, +1 Defense (Parry) plus reflects minor arcane damage back at the attacker on a successful block.
  • (Slot C) Runic Insight - a rune read from the blade's own etching, advantage on the Spellblade's next Knowledge check.
  • (Slot A) Riposte Rune - a warded counter-rune, bonus Damage to an ally's next attack after the Spellblade successfully Parries.
  • (Slot B) Arcane Ward - a warded barrier, grants an ally +1 Defense (Parry) plus reflects minor arcane damage back at their attacker on a successful block.
  • (Slot C) Runic Vision - a rune shared with an ally, grants them advantage on their next Knowledge check.
LVL 7
  • (Slot A) Twinned Blade - a blade blurred by arcane doubling, strikes twice in one motion, each dealing minor Damage.
  • (Slot B) Runemark - etches a rune onto the target mid-strike, weakening their next Defense roll.
    ↪ Unlocks Claim the Rune (Lvl 8)
  • (Slot C) Blink Cut - a short teleport taken mid-swing, closing distance instantly within line of sight.
  • (Slot A) Twinned Rune - conjures a spectral doubled blade, strikes twice in one motion, each dealing minor Damage.
  • (Slot B) Bound Runemark - a spirit-bound rune on the target, weakening their next Defense roll until struck.
    ↪ Unlocks Claim the Bound Rune (Lvl 8)
  • (Slot C) Blink Ward - grants an ally a short teleport, closing distance instantly within line of sight.
LVL 8
  • (Slot A) Starforged Strike - a blade struck with a star-forged legend's full weight, bonus Damage against a target below half Life.
  • (Slot B) Claim the Rune - following through Runemark, it adds a round of duration, then etches the rune deeper, weakening the target's next Defense roll even further, and the runemarked target also takes bonus Damage from the Spellblade's next hit against it.
    ↬ Requires Runemark (Lvl 7)
  • (Slot C) Arcane Reflexes - advantage on the Spellblade's next Defense roll against a Spell for the rest of the encounter.
  • (Slot A) Starforged Rune - a rune struck with a star-forged legend's full weight, bonus Damage to an ally's next attack against a target below half Life.
  • (Slot B) Claim the Bound Rune - following through Bound Runemark, it adds a round of duration, then etches the spirit-bound rune deeper, weakening the target's next Defense roll even further until struck, and the runemarked target also takes bonus Damage from an ally's next hit against it.
    ↬ Requires Bound Runemark (Lvl 7)
  • (Slot C) Arcane Aegis - grants an ally advantage on their next Defense roll against a Spell for the rest of the encounter.
LVL 9
  • (Slot A) Rune Motes (Orbital) - a ring of etched rune-motes spun into orbit around the Strategist, each striking an enemy that closes to melee range for minor arcane Damage as it passes, and the Strategist is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Starforged Cascade - arcane damage in a small radius, bonus Damage against any target already below half Life.
  • (Slot C) Spellblade's Focus - the Strategist treats their next Lockpicking, Disarm Trap, or Knowledge check as though the runes themselves lit the way, advantage on that check.
  • (Slot A) Rune Motes (Shared, Orbital) - grants an ally the same ring of etched rune-motes, striking any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Starforged Cascade (Shared) - grants an ally the same small-radius arcane damage, bonus Damage against any target already below half Life.
  • (Slot C) Spellblade's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Knowledge check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.

Witch

Tier (Levels 1-3) and each Path's opening (Levels 4-5) are already written, see Witch, pg. 3. Below picks up from there.

Norwitch Path, Levels 6-20
Witch Sub-Class - Norwitch
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Bonerot Strike - a dagger-blow learned from a bound spirit that keeps its dead close, +1 Defense (Evade) and weakens the target's next Toughness-based roll if they close to retaliate.
  • (Slot B) Glasscrystal Strike - a dagger-blow that crystallizes at the joints of whoever it parries, +1 Defense (Parry) and briefly reduces that target's Agility.
  • (Slot C) Stormcaller's Strike - a hex struck down that arcs through the ground, the Witch may blink 10ft along the arc's path to an unoccupied space within sight.
  • (Slot A) Bonerot Curse - a curse learned from a bound spirit that keeps its dead close through the long dark, withers flesh from within, necrotic damage over time that also weakens the target's next Toughness-based roll.
  • (Slot B) Glasscrystal Curse - a curse that crystallizes at the joints the way frost-country ice claims a body, cold damage that briefly reduces the target's Agility.
  • (Slot C) Stormcaller's Hex - a hex called down the way old star-readers summoned their storm-god's crack of static, arcs to a second nearby target, lightning damage.
LVL 7
  • (Slot A) Hoarfrost Strike - a dagger-blow drawn from ice that never truly melts, +1 Defense (Evade) and briefly slows an attacker who closes to retaliate.
  • (Slot B) Wasting Curse Strike - a dagger-blow that lays a wasting curse into the wound, marking the target so the Witch's own next hit against it consumes the curse for bonus Damage.
    ↪ Unlocks Claim the Wasting Rot (Lvl 8)
  • (Slot C) Grave-Chill Strike - a dagger-blow struck with a grave-chill grip, the Witch may shift 5ft through the cold left behind, without provoking.
  • (Slot A) Hoarfrost Ward - the same ice that never truly melts, bound instead to an ally, grants them +1 Defense (Evade) and briefly slows an attacker who closes to strike them.
  • (Slot B) Bound Wasting Curse - shares the wasting curse mark with an ally, so the ally's next hit against the marked target consumes it for bonus Damage instead of the Witch's own.
    ↪ Unlocks Claim the Bound Wasting Rot (Lvl 8)
  • (Slot C) Grave-Chill Ward - grants an ally the same 5ft cold-shift without provoking, instead of the Witch.
LVL 8
  • (Slot A) Deep Rime Strike - a dagger-blow drawn from the coldest hour of night, bonus Damage against a target already slowed or rooted.
  • (Slot B) Claim the Wasting Rot - following through Wasting Curse Strike, it adds a round of duration, then lays the wasting curse deeper, guaranteeing even greater bonus Damage against the marked target from the Witch's next hit, and the rot also weakens that target's next Toughness-based roll.
    ↬ Requires Wasting Curse Strike (Lvl 7)
  • (Slot C) Winterflight Strike - the Witch may blink 10ft across ice that isn't there, ignoring difficult terrain, once per encounter.
  • (Slot A) Deep Rime Curse - grants an ally the same bonus Damage against a target already slowed or rooted, on their next hit.
  • (Slot B) Claim the Bound Wasting Rot - following through Bound Wasting Curse, it adds a round of duration, then lays the shared wasting curse deeper, guaranteeing even greater bonus Damage against the marked target from an ally's next hit, and the rot also weakens that target's next Toughness-based roll.
    ↬ Requires Bound Wasting Curse (Lvl 7)
  • (Slot C) Winterflight Ward - grants an ally the same 10ft ice-blink, ignoring difficult terrain, once per encounter.
LVL 9
  • (Slot A) Frostbat Swarm (Orbital) - a swarm of spectral frost-bats spun into orbit around the Witch, each biting an enemy that closes to melee range for minor cold Damage and briefly slowing them, and the Witch is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Rimefang Cleave - bonus Damage plus a brief Bleed effect.
  • (Slot C) Norwitch's Focus - the Witch treats their next Lockpicking, Disarm Trap, or Perception check as though guided by keen frost-sense, advantage on that check.
  • (Slot A) Frostbat Swarm (Shared, Orbital) - grants an ally the same swarm of frost-bats, biting any enemy that closes to melee range on that ally, and that ally is immune to interruption while performing a skill check, once per encounter.
  • (Slot B) Rimefang Ward - grants an ally the same bonus Damage plus Bleed effect on their next hit.
  • (Slot C) Norwitch's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
Lunar Path, Levels 6-20
Witch Sub-Class - Lunar
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Eclipse Strike - a shadow crosses the moon the way old sun-priests once read it as omen, +1 Defense (Evade), and briefly blinds an attacker who moved this turn to reach the Witch.
  • (Slot B) Tidal Strike - a lunar tide struck the way deep-cold coastal life has always read it, +1 Defense (Evade), and the Witch may pull herself one square toward an ally instead of pulling the target.
  • (Slot C) Wandering Star Guard - a Defense bonus struck as active parry, tied to a specific star's rising the way frost-country skywatchers once charted it, +1 Defense (Parry), strongest at its peak.
  • (Slot A) Eclipse Bind - a shadow crosses the moon the way old sun-priests once read it as omen, void damage that briefly blinds the target.
  • (Slot B) Tidal Pull - a lunar tide read the way deep-cold coastal life has always read it, that drags the target off balance, force damage that pulls them one square toward the Witch.
  • (Slot C) Wandering Star Ward - a Defense bonus tied to a specific star's rising the way frost-country skywatchers once charted it, strongest at its peak.
LVL 7
  • (Slot A) Halo Strike - a staff-blow ringed in a lunar halo, +1 Defense (Evade), stronger when the moon is full.
  • (Slot B) Waning Mark Strike - a staff-blow that brands the target with a waning-moon mark, primed so the Witch's own next hit against it consumes the mark for bonus Damage.
    ↪ Unlocks Claim the Full Eclipse (Lvl 8)
  • (Slot C) Umbral Step Strike - a staff-blow struck in the moon's shadow, the Witch may blink 10ft through darkness to an unoccupied space within sight.
  • (Slot A) Halo Ward - grants an ally the same lunar-halo Defense bonus, stronger when the moon is full.
  • (Slot B) Bound Waning Mark - brands the target with a waning-moon mark shared with an ally, primed so the ally's next hit against it consumes the mark for bonus Damage instead of the Witch's own.
    ↪ Unlocks Claim the Bound Eclipse (Lvl 8)
  • (Slot C) Umbral Step Ward - grants an ally the same 10ft shadow-blink, once per encounter.
LVL 8
  • (Slot A) New Moon Strike - a staff-blow struck under a new moon's cover, advantage on the next Attack roll against a target who hasn't acted yet this encounter.
  • (Slot B) Claim the Full Eclipse - following through Waning Mark Strike, it adds a round of duration, then swells the waning mark to totality, guaranteeing even greater bonus Damage against the marked target from the Witch's next hit, and the eclipse also briefly Blinds that target.
    ↬ Requires Waning Mark Strike (Lvl 7)
  • (Slot C) Tidebound Strike - the Witch may pull herself one square toward any ally within sight, ignoring difficult terrain.
  • (Slot A) New Moon Ward - grants an ally the same advantage against a target who hasn't acted yet this encounter.
  • (Slot B) Claim the Bound Eclipse - following through Bound Waning Mark, it adds a round of duration, then swells the shared waning mark to totality, guaranteeing even greater bonus Damage against the marked target from an ally's next hit, and the eclipse also briefly Blinds that target.
    ↬ Requires Bound Waning Mark (Lvl 7)
  • (Slot C) Tidebound Ward - grants an ally the same one-square pull toward the Witch, ignoring difficult terrain.
LVL 9
  • (Slot A) Moonbats (Orbital) - a swarm of pale moon-bats spun into orbit around the Witch, each biting an enemy that closes to melee range for minor Damage, restoring a small amount of Life to the Witch with every bite that lands, and the Witch is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Eclipse Cleave - void damage plus briefly Blinds the target.
  • (Slot C) Lunar Focus - the Witch treats their next Lockpicking, Disarm Trap, or Perception check as though lit by clear moonlight, advantage on that check.
  • (Slot A) Moonbats (Shared, Orbital) - grants an ally the same swarm of moon-bats, biting any enemy that closes to melee range on that ally, restoring a small amount of Life to that ally with every bite that lands, once per encounter.
  • (Slot B) Eclipse Ward - grants an ally the same void damage plus Blind effect on their next hit.
  • (Slot C) Lunar Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Perception check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.
BrewMaster Path, Levels 6-20
Witch Sub-Class - BrewMaster
Path Abilities LVL 6-20
Select to Expand
LvlTacticsSpells
LVL 6
  • (Slot A) Vitriol Strike - a thrown cauldron-blow brewed the way frost-country alchemy teaches it, +1 Defense (Evade), and corrodes the PROTS of an attacker who misses.
  • (Slot B) Numbing Strike - a brewed paralytic struck through the cauldron drawn from deep-cold hunting-lore, +1 Defense (Parry), and saps the Agility of whoever the Witch parries.
  • (Slot C) Volatile Strike - an unstable cauldron-blow mixed the way old star-callers prepared their most volatile rites, that detonates underfoot, blowing the Witch 10ft to an unoccupied space within sight, unharmed.
  • (Slot A) Vitriol Flask - a thrown flask brewed the way frost-country alchemy teaches it, that hisses and eats through whatever it lands on, acid damage that also corrodes the target's PROTS for one turn.
  • (Slot B) Numbing Venom - a brewed paralytic drawn from deep-cold hunting-lore, that dulls muscle and nerve alike, briefly saps the target's Agility.
  • (Slot C) Volatile Draught - an unstable brew mixed the way old star-callers prepared their most volatile rites, that detonates on impact, force damage in a small area.
LVL 7
  • (Slot A) Simmering Strike - a cauldron-blow left simmering in the wound, +1 Defense (Parry), and weakens the potency of the next attack against the Witch.
  • (Slot B) Steeping Poison Strike - a cauldron-blow that steeps a slow poison into the wound, marking the target so the Witch's own next hit against it detonates the brew for bonus Damage.
    ↪ Unlocks Claim the Full Brew (Lvl 8)
  • (Slot C) Billowing Strike - a cauldron-blow that bursts into billowing smoke, the Witch may shift 10ft through the cloud, unseen, once per encounter.
  • (Slot A) Simmering Draft - grants an ally the same simmering Defense bonus and weakened-next-attack effect.
  • (Slot B) Bound Steeping Poison - steeps the same slow poison into the target, shared with an ally, marking it so the ally's next hit against it detonates the brew for bonus Damage instead of the Witch's own.
    ↪ Unlocks Claim the Bound Brew (Lvl 8)
  • (Slot C) Billowing Draft - grants an ally the same 10ft smoke-shift, unseen, once per encounter.
LVL 8
  • (Slot A) Overboiled Strike - a cauldron-blow brewed past its limit, bonus Damage but leaves the Witch's next Defense roll weakened.
  • (Slot B) Claim the Full Brew - following through Steeping Poison Strike, it adds a round of duration, then brews the steeped poison longer, detonating for even greater bonus Damage against the marked target from the Witch's next hit, and the blast also briefly weakens that target's next Toughness-based roll.
    ↬ Requires Steeping Poison Strike (Lvl 7)
  • (Slot C) Cleansing Strike - a cauldron-blow that clears the Witch's own lungs, removes one poison or disease effect from self.
  • (Slot A) Overboiled Draft - grants an ally the same bonus Damage at the cost of their next weakened Defense roll.
  • (Slot B) Claim the Bound Brew - following through Bound Steeping Poison, it adds a round of duration, then brews the shared steeped poison longer, detonating for even greater bonus Damage against the marked target from an ally's next hit, and the blast also briefly weakens that target's next Toughness-based roll.
    ↬ Requires Bound Steeping Poison (Lvl 7)
  • (Slot C) Cleansing Draft - removes one poison or disease effect from an ally instead of self.
LVL 9
  • (Slot A) Venombats (Orbital) - a swarm of brewed venom-bats spun into orbit around the Witch, each biting an enemy that closes to melee range for minor poison Damage over time, and the Witch is immune to interruption while performing a skill check (such as a Lockpicking or Disarm Trap check) for 2 rounds, once per encounter.
  • (Slot B) Caustic Cleave - acid damage that also corrodes the target's PROTS for one turn.
  • (Slot C) BrewMaster's Focus - the Witch treats their next Lockpicking, Disarm Trap, or Artificer-type check as though brewed with steady patience, advantage on that check.
  • (Slot A) Venombats (Shared, Orbital) - grants an ally the same swarm of venom-bats, biting any enemy that closes to melee range on that ally for minor poison Damage over time, once per encounter.
  • (Slot B) Caustic Ward - grants an ally the same acid damage plus PROTS-corroding effect on their next hit.
  • (Slot C) BrewMaster's Focus (Shared) - grants an ally advantage on their next Lockpicking, Disarm Trap, or Artificer-type check.
LVL 10-2010-20 path choices, 1 of 3 per level, content TBA.