Avenger

Avenger (Playable in Starter Set)

Place Holder awaiting Image.

View in Basic Rules (pg. 3)

Faith-driven warriors bound to a higher power, at first restricted to blunt weapons and a light armor default threshold. As with all Paths and Branches, later Avengers unlock some 1h bladed weapons and Medium or Half Medium Armor.

Avengers practice unwavering judgment showcasing an array of protection, healing, martial combative skills, hand to hand combat and mythical chants guided through their chosen deity or spiritual force, whether that devotion is righteous and public or quieter and more self-interested. Where others seek to end a fight quickly, an Avenger is built to outlast it, wearing down whoever stands against them through unshakable faith and sheer endurance until judgment finally comes due.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Avenger Path Alignments and Higher Powers

Cleric: Aelthora the Righteous - Goddess (Lawful)
Oath: Uphold justice and order | Virtue: Discipline | Values: Truth, duty, hierarchy | Dominion: Law
Note: As with all Paths, the alignment must be within the 2 of the Path's base, in this case Lawful (so Moral); however, devotion to its higher powers requires the Character to be AT the Path's base Alignment (see Alignment pg. 2). All three Branches under Cleric (Holy, Oracle, Warpriest) share this Lawful base alignment.

Aelthora embodies divine judgment tempered with mercy, watching over those who stand against darkness with righteous conviction. Her followers learn that true strength lies not in cruelty, but in the unwavering pursuit of justice and the protection of the innocent.

Monk: Kendur the Stillborn - Deity (Moral)
Note: The GM determines the Oath, Virtue, Values, and Dominion for Moral Paths. All three Branches under Monk (Chanter, Qirateka, Shapeflow) share this Moral base alignment.

Kendur walks the path of inner mastery and transcendent discipline, teaching that the sharpest blade is one forged in silence and tempered in stillness. Through meditation and relentless self-refinement, his devotees discover that the greatest battles are won before they begin.

Priest: The Luminae Circle - Pantheon/Celestials (Ambivalent)
Note: Ambivalent Paths answer to no patron and carry no oath or pact. All three Branches under Priest (Discipline, Salii, Shadow Weaver) share this Ambivalent base alignment.

A harmonious collective of celestial beings who guide those caught between worlds, the Luminae Circle teaches balance through adaptation and wisdom through experience. These entities work in concert to illuminate hidden paths and reveal truths concealed from lesser sight. Refer to The Trinity of Powers.

Favored Races:
Dwarf (Common)† +5, Human† +5, Halfling† +5, Firbolg +5, Hawkbear +5

†Playable with Starter Set.

Averse Races: Bast -5, Bugbear -5, Troll (Bridge) -5, Troll (Mountain) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Emberscale -5, Imperials -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Avenger Blessing, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Zealous Reckoning, Once Per Day the Avenger calls down judgment, dealing holy damage equal to twice their Piety Score to one target and healing themselves for half that amount.

Extra 1d6 + lvl radiant damage on Critical Hits.
Once per encounter, Avengers can Flourish their blunt weapon to grant an ally a free Defense roll.

Avengers get +5 feet their base movement speed, once per encounter.

Avengers get +4 plus their PIETY Score on Knowledge checks involving religious lore.


Avenger Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Cleric - The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies.
  a. Holy - The Cleric's default and most balanced expression, a steady shield-and-mace defender.
  b. Oracle - A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
  c. Warpriest - A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
ii. Monk - A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel.
  a. Chanter - A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
  b. Qirateka - A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
  c. Shapeflow - The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
iii. Priest - A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat.
  a. Discipline - A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
  b. Salii - The Priest branch that finally unlocks true enchanted daggers and heavier armor.
  c. Shadow Weaver - A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.

Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Apothecary, Enchanter, Witchcrafter

No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).

Weapon Proficiency (Tier): Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 2h, 1h (Main), or 1h (Off) with Shield or Holy Symbol. Distance: Melee. Style: Blunt. Forbidden: Any Armament associated with evil or cursed. All Variants outside Telluric. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

Avenger Main Class Slot Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers four Slots, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Avenger)
Expand Ability Tree
LVL 1 Avenger Tier Abilities
Select to Expand Abilities
For Paths see LVL 3 Tier Abilities Below
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic), or 2h Blunt (magic)Fortify
    AttackRange: Touch | Cast: Somatic | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A radiant, hardening ward, granting a temporary PROTS bonus to self or an ally... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Divine Light
    AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A lance of searing white light, dealing minor holy damage to one target... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic)Minor Mend
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    Warmth spreads through torn flesh and closes it, a small Life heal to self or ally... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) and Reagent: Elderwood AshVerdict Warded
    AttackRange: Touch | Cast: Somatic | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana + Elderwood Ash
    Uses: Unlimited
    A ward that strikes as judgment takes hold, granting temporary ward and bonus Damage on next attack to self or ally... refer to Ability Card.

See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Avenger Tier Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic), or 2h Blunt (magic)Blessed Deflection
    AttackRange: Touch | Cast: Somatic | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A shimmering ward that turns aside the next blow, granting a temporary Defense bonus to self or ally... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Radiant Lance
    AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A spear of holy light punched clean through, striking with Wit-based accuracy... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic)Tender Touch
    AttackRange: Touch | Cast: Touch | Mechanic: HoT | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A soft, steady light that mends over time, ticking each round... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) and Reagent: Beast BloodJudgment's Shield
    AttackRange: Touch | Cast: Somatic | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana + Beast Blood
    Uses: Unlimited
    A ward of judgment that radiates outward, granting ward and healing minor wounds to self and nearby allies... refer to Ability Card.

See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Avenger Tier Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic), or 2h Blunt (magic)Guiding Word
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A steadying word that braces the mind, a temporary Resistance bonus against the next incoming Attack... refer to Ability Card.
    ↳ Unlocks Anointed Sanctuary (Lvl 4)
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Smite
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    Holy fire that boils through flesh and bone alike, bonus damage vs undead or evil-aligned targets... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic)Vital Spark
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A jolt of pure radiance that snaps a body back from the brink, instant heal that also clears one Fatigue... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) and Reagent: Star CrystalRadiant Sanctuary
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana + Star Crystal
    Uses: Unlimited
    A protective ward that strikes enemies who attempt to breach it, granting ward and retaliatory damage when struck... refer to Ability Card.

Example Spell Card - Smite. (Temporary layout, pending final card design.)

Ability Card | Spell
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Smite "Light detonates from the Avenger's outstretched hand like a verdict already passed, scorching flesh and searing the air with the reek of judgment made real. Against the undead and the evil-aligned the light does not merely burn, it unmakes, peeling shadow from bone and leaving nothing behind that wants to keep standing." Action Cost: 1 Action Cost: 2 Mana Uses: Unlimited (Vitality-gated) Range: 30 ft Weapon/Hand Proficiency Bonus: Blunt weapon equipped. Avoids Armament Penalty: Light Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Shoot holy damage, 2d6 + PIETY. Damage becomes 3d6 + PIETY against undead or evil-aligned targets. The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x

▾ Collapse Avenger Tier

Avenger Paths
For Branches, refer to LVL 20 of each Path
i. Cleric (Penalties and Bonuses TBA)
Alignment: Lawful
Spectrum, may learn: Lawful or Moral. Devotion to Aelthora the Righteous requires Lawful.
Higher Power: TBA (Lawful)
The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (LVL 4-20)
(see Cleric Path and Branch Abilities Below)
Cleric Path
Select to Expand Armaments
Weapon Proficiency (Culture, Cleric) (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 1h (Main), shield or holy symbol (Off), or 2h. Distance: Melee. Style: Blunt. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Cleric):
◆TAW
◆Oxidize
◆Malign
◆Chthonic
◆Evil Symbols
Materials Forbidden (Culture, Cleric):
◆None. The Cleric Culture judges a weapon by its shape and its making, not its substance.
Armor Forbidden (Culture, Cleric):
◆None by Culture; the Armor Grade threshold below still applies. Cleric orders have always sent their own into the shield-line, and armor of any make is thought no barrier between a Cleric and their Higher Power.
Cleric doctrine forbids the shedding of blood by an edge. Its Abilities are performed with weapons that break rather than cut, which is why the mace, hammer and shield-boss carry the tradition and the sword never has. Bladed and Chopping weapons perform no Cleric Ability, though a Cleric may of course still swing one as a Basic Attack.

Branch Exceptions (Culture, Cleric):
This Culture carries through to every Cleric Branch. Each Branch below states only where its own practice departs from it; anything unlisted stays as set above.
Holy - Permits: a Piercing weapon, the blessed spear, and Heavy Grade (Sanctified Plate). A spear consecrated at the altar is held to strike as a rod rather than a blade, the one edge-adjacent arm the doctrine has ever admitted.
Oracle - Refuses: all metal, in weapon and armor alike. Oracles read what is to come through untouched substance, and hold worked metal to cloud it. Wood and glass only, Light Grade (Ivory-threaded Cloth) or lighter.
Warpriest - Permits: a 1h (Main) Slashing weapon where it is Magic, and Medium Grade (Battle Chain). An enchanted edge is reckoned an instrument of the power that blessed it rather than a blade of war, and so falls outside the prohibition.

Armor Thresholds
Armor Grade: caps at Half Medium (Chain).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Cleric Branches
◆ Holy (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear) (LVL 21-30)
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Holy Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Holy Branch chosen at LVL 21 - see Holy above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Holy Branch chosen at LVL 21 - see Holy above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Oracle (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter) (LVL 21-30)
A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
Oracle Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Oracle Branch chosen at LVL 21 - see Oracle above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Oracle Branch chosen at LVL 21 - see Oracle above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Warpriest (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic) (LVL 21-30)
A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
Warpriest Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Warpriest Branch chosen at LVL 21 - see Warpriest above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Warpriest Branch chosen at LVL 21 - see Warpriest above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Cleric Abilities (Avenger Tier)
- The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies.

Expand Ability Tree Paths
LVL 4 Avenger - Cleric Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic) with shield or holy symbol, or 2h Blunt (magic)Anointed Sanctuary
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    Hallowed ground rises, granting a greater Resistance bonus and punishing any evil-aligned attacker with a Defense penalty while it holds... refer to Ability Card.
    β†° Requires Guiding Word (Lvl 3)
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Anointing Touch
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A hand pressed to flesh sears a mark of judgment through it, holy damage vs an evil-aligned target... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic) with holy symbol, or 2h Blunt (magic)Charitable Blessing
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A rite of fire and water together that calls the wound back toward wholeness, a heal that also clears one minor Condition... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) with shield or holy symbol and Reagent: Elderwood Ash, or 2h Blunt (magic) and Reagent: Elderwood AshBlessed Ward
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana + Elderwood Ash
    Uses: Unlimited
    A protective ward infused with curative power, granting both defense and minor healing to ward off incoming harm... refer to Ability Card.

See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Avenger - Cleric Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic) with shield or holy symbol, or 2h Blunt (magic)Charitable Grace
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A steadying hand held firm as a shield-line, granting Resistance to the next Fear or Panic Engine effect... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Ward of Cleansing
    AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    Holy fire invoked with a war-priest's chant, burning a curse or disease out by the root... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic) with holy symbol, or 2h Blunt (magic)Ward of Kinship
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Burst/Radius | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A consecrated draught shared between two open wounds, a small heal split between two allies at once... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) with shield or holy symbol and Reagent: Beast Blood, or 2h Blunt (magic) and Reagent: Beast BloodMending Ward
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana + Beast Blood
    Uses: 3/Round
    A ward wreathed in curative light, shielding allies from harm while steadily mending their wounds... refer to Ability Card.

See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Avenger - Cleric Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic) with shield or holy symbol, or 2h Blunt (magic)Guarded Light Ward
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A line of holy light held between self or an ally and whatever's coming for them, brief bonus Resistance... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Judgment Ray
    AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A ray of holy light loosed at an evil-aligned target, bonus damage plus a brief Defense penalty against them... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic) with holy symbol, or 2h Blunt (magic)Ward of Guarding
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A ward of holy light sealed over a wound, a small heal plus one turn of bonus Resistance... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) with shield or holy symbol and Reagent: Star Crystal, or 2h Blunt (magic) and Reagent: Star CrystalSanctuary Light
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana + Star Crystal
    Uses: 3/Round
    A shining ward that shields and mends, granting Resistance while steadily healing nearby allies... refer to Ability Card.

See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Avenger - Cleric Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic) with shield or holy symbol, or 2h Blunt (magic)Rooted Ward
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    A ward rooted against a curse mid-battle, resisting the next Condition applied to self or an ally while it holds... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Rooted Ray
    AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    Holy light rooted into a ray, bonus damage vs a cursed or diseased target... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic) with holy symbol, or 2h Blunt (magic)Rooted Cleanse
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    A curse burned out by the root mid-battle, clears one Condition and grants a small heal... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) with shield or holy symbol and Reagent: Luckstone, or 2h Blunt (magic) and Reagent: LuckstoneRooted Blessing
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana + Luckstone
    Uses: 3/Round
    A protective blessing rooted deep, shielding and mending while resisting curses and disease... refer to Ability Card.

See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Avenger - Cleric Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (magic) with shield or holy symbol, or 2h Blunt (magic)Anointed Aegis
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    An anointing ward drawn over self or an ally, granting Resistance and a small heal while it holds... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (magic) and shield, or 2h Blunt (magic)Anointed Ray
    AttackRange: Shoot | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    Holy light anointed the instant it lands, bonus damage vs evil-aligned and cursed targets alike... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (magic) with holy symbol, or 2h Blunt (magic)Anointed Cure
    AttackRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    Every wound anointed with light the same breath it's cleansed, a heal that also clears one Condition... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (magic) with shield or holy symbol and Reagent: Blessed Alloy, or 2h Blunt (magic) and Reagent: Blessed AlloyAnointed Sanctuary
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana + Blessed Alloy
    Uses: 3/Round
    A sanctuary anointed for protection and healing, warding allies against harm while restoring their wounds... refer to Ability Card.

See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Avenger - Cleric Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.

Example Spell Card - Shield-Wall Bash. (Temporary layout, pending final card design.)

CD, 3 Charges

Ability Card | Martial
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Path: Cleric Shield-Wall Bash "The Avenger drives their shield forward like the front rank of a wall closing a gap, splintering wood against jaw and driving the enemy back a full stride. For one heartbeat the line holds unbroken, boots planted, shield-arm locked, daring the next blow to come and find nothing waiting behind the rim but bone." Action Cost: 1 Action Cost: 3 Stamina Uses: 3/Round Range: Touch (5 ft) Weapon/Hand Proficiency Bonus: Blunt weapon equipped. Avoids Armament Penalty: Medium Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +1d4 bonus Damage, and gain +2 Defense until your next turn (Block, shield braced formation-style; +1 additional PROTS if a real shield is already in hand). The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
Weapon Types (Weapon/Hand Proficiency bonus if wielded) - Magic: 1h Blunt (Main), shield or holy symbol (Off). 2h Blunt (e.g., warhammer, morning star, or two-handed maul).

Example Spell Card - Ward of Cleansing. (Temporary layout, pending final card design.)

CD, 3 Charges

Ability Card | Spell
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Path: Cleric Ward of Cleansing "Holy fire crawls up through cursed flesh or festering rot, called forth with a war-priest's chant, blistering the affliction to ash even as it scours the wound clean. What's left behind steams and stinks of burnt corruption, but it no longer spreads, no longer speaks, no longer belongs to whatever put it there." Action Cost: 1 Action Cost: 3 Mana Uses: 3/Round Range: 30 ft Weapon/Hand Proficiency Bonus: Blunt weapon equipped. Avoids Armament Penalty: Medium Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Shoot holy damage, 3d6 + PIETY, to a target currently suffering a curse, disease, or poison effect. That affliction ends immediately if the target takes damage from this Spell. The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x
◆ Holy (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear) (LVL 21-30)
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Branch: Holy Abilities (Cleric Path)
- the Cleric's default and most balanced expression, a steady shield-and-mace defender. (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Holy Branch continues this Path's progression exclusively through LVL 30.

Example Spell Card - Sanctified Reckoning (LVL 30, 🗡️ DPS, hypothetical, Goliath race). Uses: 2/Day, the Tier a LVL 30 capstone reaches on a Goliath's lower 24-point Mana pool; Holy's real LVL 21-30 content is still content TBA. (Temporary layout, pending final card design.)

RECHRG, 2 Charges

Ability Card | Spell
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Path: Cleric Branch: Holy Sanctified Reckoning "Judgment made manifest in a single blinding column of light, the blessed spear's own oath given voice, and any who stand against it are unmade to the last shadow they cast." Action Cost: 1 Action Cost: 15 Mana Uses: 2/Day Range: 30 ft Weapon/Hand Proficiency Bonus: Blessed spear equipped. Avoids Armament Penalty: Heavy Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Shoot holy damage, 10d6 + PIETY, to all evil-aligned targets in a 15 ft burst. The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x

Example Spell Card - Rite of Rejoined Breath (LVL 30, 🌑 Hybrid, hypothetical). Uses: 1/Day, a designer override, since Breather/Short Rest regeneration always leaves room for a second use before a Long Rest. (Temporary layout, pending final card design.)

RECHRG, 1 Charge

Ability Card | Spell
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Path: Cleric Branch: Holy Rite of Rejoined Breath "The rite does not merely mend, it calls, reaching past the closing dark to press breath back into lungs that had already stopped reaching for it. What answers is never quite untouched by the crossing, but it answers." Action Cost: 3 Actions Cost: 15 Mana Uses: 1/Day (designer override) Range: Touch Weapon/Hand Proficiency Bonus: Blessed spear or holy symbol equipped. Avoids Armament Penalty: Heavy Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Restores a slain ally to life with half Life remaining, provided the body has been dead no longer than 1 hour and is present for the rite. The below reference code points to a directory where detailed information of this Ability's School is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Spell*** | pg. 00x
◆ Oracle (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter) (LVL 21-30)
A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
Branch: Oracle Abilities (Cleric Path)
- a farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure. (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Oracle Branch continues this Path's progression exclusively through LVL 30.
◆ Warpriest (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic) (LVL 21-30)
A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
Branch: Warpriest Abilities (Cleric Path)
- a dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand. (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Warpriest Branch continues this Path's progression exclusively through LVL 30.
ii. Monk (Penalties and Bonuses TBA)
Alignment: Moral
Spectrum, may learn: Lawful, Moral or Ambivalent. Devotion to Kendur the Stillborn requires Moral.
Higher Power: TBA (Moral)
A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (LVL 4-20)
(see Monk Path and Branch Abilities Below)
Monk Path
Select to Expand Armaments
Weapon Proficiency (Culture, Monk) (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 1h, 2h, or bare hands. Distance: Melee. Style: Blunt. Material: Wood only. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Monk):
◆TAW
◆Chthonic
Materials Forbidden (Culture, Monk):
◆Any material not of wood, in weapon and in hand-covering alike.
◆Worked metal of every kind.
◆Hide, leather, bone, sinew, and every other part of a living creature.
Armor Forbidden (Culture, Monk):
◆Metal armor of any Grade, however light.
◆Hide and leather armor of any Grade.
The Monk Culture holds that what is carried shapes what is practiced. Metal is worked for war and carries that purpose into the hand; the parts of a beast are taken by harm and carry that. A Monk trains with what grew and was cut without violence, or with nothing at all, which is why the staff and the open hand carry this tradition. The restriction is on Monk Abilities only, never on what a Monk may pick up and swing.

Branch Exceptions (Culture, Monk):
This Culture carries through to every Monk Branch. Each Branch below states only where its own practice departs from it; anything unlisted stays as set above.
Chanter - Permits: a chant instrument of any grown material, gourd, cane, reed or string, and Light Grade (Songweave Cloth). The voice is the instrument proper; what carries it is held to be furniture rather than arm.
Qirateka - Permits: worked metal in light bladed hand weapons such as tonfa or sai, Medium Grade (Banded Chain), and Medium Grade bracers for Parry. Qirateka answered the question of who stands in front by deciding a body between the enemy and the weak is worth the compromise the rest of the tradition will not make.
Shapeflow - Refuses: all bracers and every rigid piece, beyond even the Path's own bar. Delicate Grade (Featherwrap Silk) and hand wraps only, since anything stiffer is held to interrupt the motion the whole practice is built on.

Armor Thresholds
Armor Grade: Light or lighter (Padded Wraps).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Monk Branches
◆ Chanter (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument) (LVL 21-30)
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
Chanter Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Chanter Branch chosen at LVL 21 - see Chanter above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Chanter Branch chosen at LVL 21 - see Chanter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Qirateka (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves) (LVL 21-30)
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
Qirateka Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Qirateka Branch chosen at LVL 21 - see Qirateka above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Qirateka Branch chosen at LVL 21 - see Qirateka above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Shapeflow (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes; hand wraps and Delicate Grade bracers may be worn for style and limited protection, usable for Parry, +1 Armor Score (Armor Scr.)) (LVL 21-30)
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
Shapeflow Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Shapeflow Branch chosen at LVL 21 - see Shapeflow above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shapeflow Branch chosen at LVL 21 - see Shapeflow above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Monk Abilities (Avenger Tier)
- A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel.

Expand Ability Tree Paths
LVL 4 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsBreath of Clarity
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A single exhale timed to the rhythm of the body's own flow, the next strike lands with bonus Damage... refer to Ability Card.
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsUnshaken Mind
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    A mind disciplined through deliberate hardship until nothing left can shake it, brief Charm immunity... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsRestorative Stillness
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana
    Uses: Unlimited
    Stillness and discipline turn inward, mending wounds and steadying the spirit with minor healing and Condition relief... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare hands and Reagent: Elderwood AshStrike-Ward Flow
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 2 Mana + Elderwood Ash
    Uses: Unlimited
    A flowing strike that guards and defends at once, bonus Damage on next attack and temporary Resistance granted... refer to Ability Card.

See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsWar-Dance Vigor
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Burst/Radius | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A whirling rhythm of strikes that opens every foe within reach, minor Damage to all adjacent foes... refer to Ability Card.
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsWar-Dance Renewal
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    The same rhythm turned inward, flesh hardened by a renewing rite, granting Resistance and defensive bonuses... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsClarity's Calm
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A single exhale that empties the mind of terror, removes one Fear or Panic Engine effect and steadies the spirit... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare hands and Reagent: Beast BloodDancing Guard
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana + Beast Blood
    Uses: 3/Round
    A rhythmic guard stance that strikes and defends, granting Resistance while striking nearby foes with bonus Damage... refer to Ability Card.

See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsOpening Mind
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A counter read mid-parry, bonus Damage the instant the enemy can't recover... refer to Ability Card.
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsParry's Clarity
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A parried blow turned into an opening read mid-cast, granting Resistance and defensive bonus on the next strike... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsRecovering Mind
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana
    Uses: 3/Round
    A breath drawn mid-cast between blows, restoring stamina and clearing one Fatigue stack... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare hands and Reagent: Star CrystalFocused Counter
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 3 Mana + Star Crystal
    Uses: 3/Round
    A counter-strike infused with clarity, granting Resistance while striking with bonus Damage... refer to Ability Card.

See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsCounting Mind
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A strike read from every blow absorbed this fight, landing harder the longer the Monk has endured... refer to Ability Card.
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsCounted Ward
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A ward that counts every blow absorbed, growing steadier the longer it holds... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsCounted Renewal
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A renewal counted between blows absorbed, mending the longer the Monk has endured... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare hands and Reagent: LuckstoneEndurance Strike
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana + Luckstone
    Uses: 3/Round
    A strike that hardens the spirit against blows, granting Resistance while striking with accumulated force... refer to Ability Card.

See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsNerve Aegis
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    Discipline drawn into a ward over self or an ally, granting Resistance and marking targets... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsNerve Bolt
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A finishing bolt loosed at a marked nerve, dealing bonus Damage... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsDisciplined Renewal
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn from discipline, restoring health and Condition relief to self or ally... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare hands and Reagent: Blessed AlloyDisciplined Counterstrike
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana + Blessed Alloy
    Uses: 3/Round
    A counterattack infused with discipline, warding against harm while striking with precision... refer to Ability Card.

See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsGuiding Step
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A step read for an ally rather than taken, granting them the opening a Monk saw first... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsRoundhouse
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    The whole body turned through the hip and out the heel, the widest strike a Monk throws... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsSettled Stance
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A stance held until the breath settles, restoring health to self or ally... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsTurning Guard
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 4 Mana
    Uses: 3/Round
    A guard carried through the turn of a kick, striking and covering in the same motion... refer to Ability Card.

See Ability Cards for LVL 9.5 midpoint Abilities.

LVL 10 Avenger - Monk Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsCalled Opening
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 5 Mana
    Uses: 2/Round
    An opening called aloud a beat before it appears, lowering the target's next Defense roll... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsAxe Kick
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 5 Mana
    Uses: 2/Round
    The heel raised past the shoulder and driven straight down, a Monk's answer to a guard held high... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsBreath Between
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 5 Mana
    Uses: 2/Round
    A breath taken in the space between two strikes, restoring health and Condition relief... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Wood only), 2h Blunt (Wood only), or bare handsSweep and Rise
    AttackRange: Touch | Cast: Mind | Mechanic: Instant | Style: Single Target | School: Arcane
    Cost: 5 Mana
    Uses: 2/Round
    A low sweep taken into a rising knee, dropping a target and closing before they stand... refer to Ability Card.

See Ability Cards for LVL 10.5 midpoint Abilities.

LVL 9-20 Avenger - Monk Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.

Example Spell Card - Iron Palm Strike (LVL 4, 🛡️ Tank). Uses: Unlimited, the Tier every currently published Ability falls into on a Standard character. (Temporary layout, pending final card design.)

Ability Card | Martial
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Path: Monk Iron Palm Strike "A palm strike landing with far more weight than it should carry, ignores a portion of PROTS." Action Cost: 1 Action Cost: 2 Stamina Uses: Unlimited Range: Touch Weapon/Hand Proficiency Bonus: Bare hands. Avoids Armament Penalty: Delicate Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Melee attack roll at normal Hit. On a hit, ignore a portion of the target's PROTS. The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
◆ Chanter (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument) (LVL 21-30)
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
Branch: Chanter Abilities (Monk Path)
- a Monk who channels devotion through music, using a light instrument as a magical focus for their chants. (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Chanter Branch continues this Path's progression exclusively through LVL 30.
◆ Qirateka (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves) (LVL 21-30)
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
Branch: Qirateka Abilities (Monk Path)
- a tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts. (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Qirateka Branch continues this Path's progression exclusively through LVL 30.
◆ Shapeflow (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes; hand wraps and Delicate Grade bracers may be worn for style and limited protection, usable for Parry, +1 Armor Scr.) (LVL 21-30)
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
Branch: Shapeflow Abilities (Monk Path)
- the most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows. (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shapeflow Branch continues this Path's progression exclusively through LVL 30.
iii. Priest (Penalties and Bonuses TBA)
Alignment: Amoral
Spectrum, may learn: Ambivalent, Moral or Lawful. Devotion to The Luminae Circle requires Ambivalent.
Higher Power: TBA (Amoral)
A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (LVL 4-20)
(see Priest Path and Branch Abilities Below)
Priest Path
Select to Expand Armaments
Weapon Proficiency (Culture, Priest) (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 1h. Distance: Melee. Style: Blunt (conjures spectral strikes until Salii unlocks a real Piercing weapon). +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Priest):
◆TAW
◆Chthonic
Materials Forbidden (Culture, Priest):
◆None by substance, though see the weapon profile above; the Priest Culture cares far more for how a thing was consecrated than for what it was made from.
Armor Forbidden (Culture, Priest):
◆Rigid armor of any Grade while a rite is being performed. Priest practice is conducted in cloth, and the tradition holds that plates and scales interrupt what is being asked for.
The Priest Culture deals in rite, shadow and blood-price rather than the open shield-line. Its Abilities are performed with a consecrated hand weapon or with nothing visible at all, a spectral strike called up in place of steel, until a Branch grants the tradition a real blade to carry.

Branch Exceptions (Culture, Priest):
This Culture carries through to every Priest Branch. Each Branch below states only where its own practice departs from it; anything unlisted stays as set above.
Discipline - Refuses: the free offhand. Discipline is practiced with a shield or a second blunt weapon always in the off hand, and its Abilities are not performed without one.
Salii - Permits: 1h Slashing weapons, enchanted daggers of Piercing or Slashing make, a shield in the off hand, and Medium Grade (Mithril) armor. The Salii are the armed dancers of the priesthood, and theirs is the oldest reading of the rite: that it was always performed under arms, in armor and behind a shield, and that the cloth-only practice of the other Branches is the later softening. A Salii performs the rite in step, blade drawn and shield on the arm, and their Abilities are not performed without them. This is the widest exception any Avenger Branch states.
Shadow Weaver - Permits: concealed Piercing blades, while refusing every Grade above Light (Shadowweave Cloth). What cannot be hidden cannot be carried, so the blade is permitted and the armor narrows further.

Armor Thresholds
Armor Grade: Light or lighter (Shroud Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Priest Branches
◆ Discipline (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance) (LVL 21-30)
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
Discipline Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Discipline Branch chosen at LVL 21 - see Discipline above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Discipline Branch chosen at LVL 21 - see Discipline above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Salii (unlocks enchanted daggers and Mithril, Medium Grade armor) (LVL 21-30)
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Salii Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Salii Branch chosen at LVL 21 - see Salii above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Salii Branch chosen at LVL 21 - see Salii above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Shadow Weaver (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers) (LVL 21-30)
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Shadow Weaver Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)
Set by the Shadow Weaver Branch chosen at LVL 21 - see Shadow Weaver above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shadow Weaver Branch chosen at LVL 21 - see Shadow Weaver above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Priest Abilities (Avenger Tier)
- A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat.

Expand Ability Tree Paths
LVL 4 Avenger - Priest Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Melee)Whispered Ward
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 2 Mana
    Uses: Unlimited
    A boundary drawn in murmured words the wicked cannot cross, a minor Resistance buff... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Melee)Whispered Curse
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    The same rite spoken backward, weakening a target through dark words and ill-will... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Melee)Blood Tithe
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A blood price paid to mend wounds, draining an enemy's vitality to heal self or ally... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Melee) and Reagent: Bone DustDeath's Mercy
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana + Bone Dust
    Uses: Unlimited
    A rite that harms and heals at once, striking a foe while restoring an ally through dark power... refer to Ability Card.

See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Avenger - Priest Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Melee)Silent Vigil
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A ward kept like a vigil through the night, granting Resistance to self or ally... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Melee)Grave Chant
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A funeral rite spoken over the living, holy damage to an undead or evil-aligned target... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Melee)Binding Mercy
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    Dark words woven to restore, mending wounds and binding flesh through forbidden rites... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Melee) and Reagent: Bone DustGrave Vigil
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana + Bone Dust
    Uses: 3/Round
    A vigil that draws life from foes and channels it to allies, harming and mending at once... refer to Ability Card.

See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Avenger - Priest Path Abilities
Select to Expand Abilities
Spell Abilities
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Melee)Grave Whisper Rite
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A whisper drawn from the space between light and shadow, holy damage loosed at a foe... refer to Ability Card.
  • 🀝 Support - Requires 1h Blunt (Melee)Twilight Curse
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A curse cast where light and shadow meet, weakening the target and granting Resistance to allies... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Melee)Twilight Renewal
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from twilight's balance, mending wounds while granting concealment to self or an ally... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Melee) and Reagent: Star CrystalTwilight Rite
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana + Star Crystal
    Uses: 3/Round
    A rite cast between light and darkness, harming one while healing another through stolen life-force... refer to Ability Card.

See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Avenger - Priest Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Melee)Dying Scripture
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    A dying breath read like scripture, marking a target and granting Resistance to allies... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Melee)Scripture Bolt
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    A line read from scripture loosed at a marked target, dealing bonus damage... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Melee)Scripture's Mercy
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    A passage from scripture that channels mercy through dark rites, mending wounds to self or an ally... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Melee) and Reagent: Alicorn DustScripture's Vigil
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana + Alicorn Dust
    Uses: 3/Round
    A vigil kept over a target already marked, protecting allies while channeling harm to enemies... refer to Ability Card.

See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Avenger - Priest Path Abilities
Select to Expand Abilities
Spell Abilities
  • 🀝 Support - Requires 1h Blunt (Melee)Final Rite
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 4 Mana
    Uses: 3/Round
    Priests cut from the shadows they were trained in, marking the dying and granting Resistance against the end... refer to Ability Card.
  • πŸ—‘οΈ DPS - Requires 1h Blunt (Melee)Final Bolt
    AttackRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 4 Mana
    Uses: 3/Round
    Priests loose a final bolt at whoever's already marked, dealing devastating damage... refer to Ability Card.
  • 🩸 Heals - Requires 1h Blunt (Melee)Final Mercy
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Holy
    Cost: 4 Mana
    Uses: 3/Round
    Priests keep mercy over the dying, healing self or an ally while channeling dark power to sustain them... refer to Ability Card.
  • πŸŒ– Hybrid - Requires 1h Blunt (Melee) and Reagent: Alicorn DustFinal Vigil
    AttackRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 4 Mana + Alicorn Dust
    Uses: 3/Round
    A final vigil held over the dying, warding allies while channeling dark rites to heal and harm in equal measure... refer to Ability Card.

See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Avenger - Priest Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Discipline (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance) (LVL 21-30)
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
Branch: Discipline Abilities (Priest Path)
- a defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance. (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Discipline Branch continues this Path's progression exclusively through LVL 30.
◆ Salii (unlocks enchanted daggers and Mithril, Medium Grade armor) (LVL 21-30)
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Branch: Salii Abilities (Priest Path)
- the Priest branch that finally unlocks true enchanted daggers and heavier armor. (unlocks enchanted daggers and Mithril, Medium Grade armor)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Salii Branch continues this Path's progression exclusively through LVL 30.

Example Spell Card - Consecrated Dagger Strike (LVL 21, 🗡️ DPS, hypothetical). Uses: 3/Day, the Tier a LVL 21 Branch pick reaches on a Standard character; Salii's real LVL 21-30 content is still content TBA. (Temporary layout, pending final card design.)

RECHRG, 3 Charges

Ability Card | Martial
Place Holder awaiting Image and/or Statistic Details.
Main Class: Avenger Path: Priest Branch: Salii Consecrated Dagger Strike "The enchanted dagger finds its mark with a precision no unblessed blade could match, the wound it leaves already closing against corruption before it's finished bleeding." Action Cost: 1 Action Cost: 11 Stamina Uses: 3/Day Range: Touch Weapon/Hand Proficiency Bonus: Enchanted dagger equipped. Avoids Armament Penalty: Medium Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +3d6 bonus Damage vs cursed, diseased, or evil-aligned targets. The below reference code points to a directory where detailed information of this Ability's Discipline is logged via; libraries, lore, diaries and other recorded sources. Module: Hypothetical, Branch content not yet published | Ref #Nature*** | pg. 00x
◆ Shadow Weaver (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers) (LVL 21-30)
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Branch: Shadow Weaver Abilities (Priest Path)
- a stealth-focused Priest who favors concealed blades and shadow over open ritual combat. (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers)

Expand Ability Tree Branches
LvlSpell Abilities
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shadow Weaver Branch continues this Path's progression exclusively through LVL 30.
Class Tree Navigation