Doom Knight - Class Tree
Doom Knight (Not Playable in Starter Set)
Corrupted warriors who channel death, decay, and necrotic energy into devastating martial combat, Doom Knights serve dark powers with equal parts blade and curse, treating entropy itself as a weapon and every fallen enemy as fuel for their own continued existence, in service of forces mortals were not meant to understand, some out of genuine malice, others out of cold necessity.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Doom Knight's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Troll (Village) +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Orcus +5
†Human, Dwarf, and Halfling Playable with Starter Set.
Averse Races: Centyr -5, Elf (Common) -5, Sylvan -5, Brownling -5, Halfling -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Grave Pact, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Deathless March, Once Per Day the Doom Knight refuses to fall, surviving at 1 Life when reduced to 0 and draining Life from the nearest enemy equal to their Resistance SCR.
Extra 1d6 + LVL necrotic damage on Critical Hits.
Once per encounter, Doom Knights can Flourish a 2h weapon that lowers their target's Resistance at a number equal to their Toughness SCR.
Doom Knights get +5 feet their base movement speed, once per encounter.
Doom Knights get +4 plus their RES SCR on Intimidation checks.
Doom Knight Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Death Bringer - The Executioner among Doom Knights, binding a target in place before delivering one final, decisive blow rather than a drawn-out fight.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Death Knight - A Death Bringer devoted purely to the blade, delivering death in a single stroke.
b. Death Lord - A Death Bringer who commands death itself, striking with a sovereign's cold authority.
c. Decaymancer - A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
ii. Death Guard - A frontline Doom Knight who anchors the battle line, drawing on death's own weight to protect allies.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Dread Knight - A Death Guard whose mere presence instills fear that breaks enemy resolve.
b. Scourge - A Death Guard who spreads rot and plague to weaken every enemy nearby.
c. Umbral Lord - A Death Guard cloaked in shadow, commanding darkness to shield and blind.
iii. Lordsman - A commanding Doom Knight who leads from the front, tempering death's power with a lord's discipline.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Paragon Knight - A Lordsman held up as the ideal of disciplined, honorable death-craft.
b. Radiant Knight - A Lordsman who tempers death's power with a flicker of stolen light.
c. Sentinel - A Lordsman who holds the line, standing watch so allies never fall unguarded.
Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Blacksmith, Stonesmith
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Doom Knight Tier Armaments
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Armor Threshold (Tier): Heavy Grade. Armor heavier than Heavy 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. Hand: 2h. Distance: Melee. Style: Slashing or Chop. Forbidden: All Variants outside Telluric. Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Doom Knight Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Doom Knight)
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LVL 1 Doom Knight Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Doom Knight Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Doom Knight Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Evil
Higher Power: TBA (Evil)
The Executioner among Doom Knights, binding a target in place before delivering one final, decisive blow rather than a drawn-out fight. (LVL 4-20)
(see Death Bringer Path and Branch Abilities Below)
Death Bringer Path
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Weapon Proficiency (Culture, Death Bringer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Flexible (whip or rope), Grab, or Chain. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Death Bringer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Grave Iron).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Bringer devoted purely to the blade, delivering death in a single stroke.
Death Knight Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Death Knight Branch chosen at LVL 21 - see Death Knight 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 Death Knight Branch chosen at LVL 21 - see Death Knight above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Bringer who commands death itself, striking with a sovereign's cold authority.
Death Lord Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Death Lord Branch chosen at LVL 21 - see Death Lord 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 Death Lord Branch chosen at LVL 21 - see Death Lord above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
Decaymancer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Decaymancer Branch chosen at LVL 21 - see Decaymancer 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 Decaymancer Branch chosen at LVL 21 - see Decaymancer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Death Bringer Abilities (Doom Knight Tier)
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LVL 4 Doom Knight - Death Bringer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Doom Knight - Death Bringer Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Doom Knight - Death Bringer Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Doom Knight - Death Bringer Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Doom Knight - Death Bringer Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Doom Knight - Death Bringer Path Abilities
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| 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. |
A Death Bringer devoted purely to the blade, delivering death in a single stroke.
Branch: Death Knight Abilities (Death Bringer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Death Knight Branch continues this Path's progression exclusively through LVL 30. | |
A Death Bringer who commands death itself, striking with a sovereign's cold authority.
Branch: Death Lord Abilities (Death Bringer Path)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Death Lord Branch continues this Path's progression exclusively through LVL 30. | |
A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
Branch: Decaymancer Abilities (Death Bringer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Decaymancer Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Evil
Higher Power: TBA (Evil)
A frontline Doom Knight who anchors the battle line, drawing on death's own weight to protect allies. (LVL 4-20)
(see Death Guard Path and Branch Abilities Below)
Death Guard Path
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Weapon Proficiency (Culture, Death Guard) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing or Chop. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Death Guard):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Bonewrought Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Guard whose mere presence instills fear that breaks enemy resolve.
Dread Knight Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Dread Knight Branch chosen at LVL 21 - see Dread Knight 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 Dread Knight Branch chosen at LVL 21 - see Dread Knight above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Guard who spreads rot and plague to weaken every enemy nearby.
Scourge Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Scourge Branch chosen at LVL 21 - see Scourge 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 Scourge Branch chosen at LVL 21 - see Scourge above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Death Guard cloaked in shadow, commanding darkness to shield and blind.
Umbral Lord Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Umbral Lord Branch chosen at LVL 21 - see Umbral Lord 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 Umbral Lord Branch chosen at LVL 21 - see Umbral Lord above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Death Guard Abilities (Doom Knight Tier)
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LVL 4 Doom Knight - Death Guard Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Doom Knight - Death Guard Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Doom Knight - Death Guard Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Doom Knight - Death Guard Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Doom Knight - Death Guard Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Doom Knight - Death Guard Path Abilities
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| 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. |
A Death Guard whose mere presence instills fear that breaks enemy resolve.
Branch: Dread Knight Abilities (Death Guard Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Dread Knight Branch continues this Path's progression exclusively through LVL 30. | |
A Death Guard who spreads rot and plague to weaken every enemy nearby.
Branch: Scourge Abilities (Death Guard Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Scourge Branch continues this Path's progression exclusively through LVL 30. | |
A Death Guard cloaked in shadow, commanding darkness to shield and blind.
Branch: Umbral Lord Abilities (Death Guard Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Umbral Lord Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A commanding Doom Knight who leads from the front, tempering death's power with a lord's discipline. (LVL 4-20)
(see Lordsman Path and Branch Abilities Below)
Lordsman Path
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Weapon Proficiency (Culture, Lordsman) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing or Chop. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Lordsman):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Sable Steel).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lordsman held up as the ideal of disciplined, honorable death-craft.
Paragon Knight Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Paragon Knight Branch chosen at LVL 21 - see Paragon Knight 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 Paragon Knight Branch chosen at LVL 21 - see Paragon Knight above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lordsman who tempers death's power with a flicker of stolen light.
Radiant Knight Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Radiant Knight Branch chosen at LVL 21 - see Radiant Knight 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 Radiant Knight Branch chosen at LVL 21 - see Radiant Knight above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lordsman who holds the line, standing watch so allies never fall unguarded.
Sentinel Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Sentinel Branch chosen at LVL 21 - see Sentinel 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 Sentinel Branch chosen at LVL 21 - see Sentinel above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Lordsman Abilities (Doom Knight Tier)
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LVL 4 Doom Knight - Lordsman Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Doom Knight - Lordsman Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Doom Knight - Lordsman Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Doom Knight - Lordsman Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Doom Knight - Lordsman Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Doom Knight - Lordsman Path Abilities
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| 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. |
A Lordsman held up as the ideal of disciplined, honorable death-craft.
Branch: Paragon Knight Abilities (Lordsman Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Paragon Knight Branch continues this Path's progression exclusively through LVL 30. | |
A Lordsman who tempers death's power with a flicker of stolen light.
Branch: Radiant Knight Abilities (Lordsman Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Radiant Knight Branch continues this Path's progression exclusively through LVL 30. | |
A Lordsman who holds the line, standing watch so allies never fall unguarded.
Branch: Sentinel Abilities (Lordsman Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Sentinel Branch continues this Path's progression exclusively through LVL 30. | |