Shaman - Class Tree
Shaman (Not Playable in Starter Set)
Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals, mantras, and voodoo-adjacent mysticism, as comfortable calling lightning through a tribal drum as they are raising the bones of the fallen to serve their cause or whispering fire through their own breath.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral, 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)
Shaman'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 (Sand) +5, Drevane +5, Leshy +5, Skrath +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: Omnè -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Totem Rite, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Ancestor's Call, Once Per Day the Shaman summons the spirits of their lineage, healing all allies within earshot for an amount equal to their Willpower SCR.
Extra 1d6 + LVL spirit damage on Critical Hits.
Once per encounter, Shamans can Flourish their totem that lowers their target's Resistance at a number equal to their Intuition SCR.
Shamans get +5 feet their base movement speed, once per encounter.
Shamans get +4 plus their KNOWLEDGE SCR on Knowledge checks involving spirit lore.
Shaman Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Medicine Man - A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Ancestral - A Medicine Man who calls on ancestor spirits for guidance and protection.
b. Bone Collector - A Medicine Man who draws power from the bones and remains of the fallen.
c. Earthbound - A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
ii. Primordial - A Shaman who channels the raw forces of sky and storm into devastating elemental power.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Astromancer - A Primordial Shaman who reads and channels power from the stars themselves.
b. Stormbringer - A Primordial Shaman who calls down storms to scour the battlefield.
c. Whisperer - A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
iii. Ritualist - A ritual-focused Shaman who binds curses and blessings alike through careful ceremony.
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. Ceremonial - A Ritualist who channels power through careful, formal rite rather than raw instinct.
b. Hexbinder - A Ritualist who specializes in binding lasting curses onto their enemies.
c. Runecrafter - A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Alchemist, Apothecary, Witchcrafter
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Shaman Tier Armaments
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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: Magic. Hand: 2h, 1h (Main), or 1h (Off) with Bone Rattle or Buckler. Distance: Melee. Style: Blunt (Totem or Stave). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Shaman Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Tactical for Martial, Magic for Spell (Martial is totem-blows and spirit-guided strikes, not weapon technique alone).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Shaman)
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LVL 1 Shaman 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 Shaman Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Shaman Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Moral
Higher Power: TBA (Moral)
A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe. (LVL 4-20)
(see Medicine Man Path and Branch Abilities Below)
Medicine Man Path
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Weapon Proficiency (Culture, Medicine Man) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Medicine Man):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ancestral Hide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Medicine Man who calls on ancestor spirits for guidance and protection.
Ancestral Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Ancestral Branch chosen at LVL 21 - see Ancestral 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 Ancestral Branch chosen at LVL 21 - see Ancestral above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Medicine Man who draws power from the bones and remains of the fallen.
Bone Collector Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Bone Collector Branch chosen at LVL 21 - see Bone Collector 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 Bone Collector Branch chosen at LVL 21 - see Bone Collector above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Earthbound Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Earthbound Branch chosen at LVL 21 - see Earthbound 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 Earthbound Branch chosen at LVL 21 - see Earthbound above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Medicine Man Abilities (Shaman Tier)
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LVL 4 Shaman - Medicine Man Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Shaman - Medicine Man Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Shaman - Medicine Man Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Shaman - Medicine Man Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Shaman - Medicine Man Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Shaman - Medicine Man 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 Medicine Man who calls on ancestor spirits for guidance and protection.
Branch: Ancestral Abilities (Medicine Man 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 Ancestral Branch continues this Path's progression exclusively through LVL 30. | |
A Medicine Man who draws power from the bones and remains of the fallen.
Branch: Bone Collector Abilities (Medicine Man 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 Bone Collector Branch continues this Path's progression exclusively through LVL 30. | |
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Branch: Earthbound Abilities (Medicine Man 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 Earthbound Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A Shaman who channels the raw forces of sky and storm into devastating elemental power. (LVL 4-20)
(see Primordial Path and Branch Abilities Below)
Primordial Path
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Weapon Proficiency (Culture, Primordial) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Primordial):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Stormhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Primordial Shaman who reads and channels power from the stars themselves.
Astromancer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Astromancer Branch chosen at LVL 21 - see Astromancer 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 Astromancer Branch chosen at LVL 21 - see Astromancer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Primordial Shaman who calls down storms to scour the battlefield.
Stormbringer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Stormbringer Branch chosen at LVL 21 - see Stormbringer 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 Stormbringer Branch chosen at LVL 21 - see Stormbringer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Whisperer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Whisperer Branch chosen at LVL 21 - see Whisperer 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 Whisperer Branch chosen at LVL 21 - see Whisperer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Primordial Abilities (Shaman Tier)
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LVL 4 Shaman - Primordial Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Shaman - Primordial Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Shaman - Primordial Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Shaman - Primordial Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Shaman - Primordial Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Shaman - Primordial 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 Primordial Shaman who reads and channels power from the stars themselves.
Branch: Astromancer Abilities (Primordial 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 Astromancer Branch continues this Path's progression exclusively through LVL 30. | |
A Primordial Shaman who calls down storms to scour the battlefield.
Branch: Stormbringer Abilities (Primordial 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 Stormbringer Branch continues this Path's progression exclusively through LVL 30. | |
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Branch: Whisperer Abilities (Primordial 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 Whisperer Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Evil
Higher Power: TBA (Evil)
A ritual-focused Shaman who binds curses and blessings alike through careful ceremony. (LVL 4-20)
(see Ritualist Path and Branch Abilities Below)
Ritualist Path
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Weapon Proficiency (Culture, Ritualist) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: 1h or 2h Totem or Stave. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Ritualist):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Ritual Bindings).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ritualist who channels power through careful, formal rite rather than raw instinct.
Ceremonial Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Ceremonial Branch chosen at LVL 21 - see Ceremonial 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 Ceremonial Branch chosen at LVL 21 - see Ceremonial above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ritualist who specializes in binding lasting curses onto their enemies.
Hexbinder Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Hexbinder Branch chosen at LVL 21 - see Hexbinder 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 Hexbinder Branch chosen at LVL 21 - see Hexbinder above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Runecrafter Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Runecrafter Branch chosen at LVL 21 - see Runecrafter 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 Runecrafter Branch chosen at LVL 21 - see Runecrafter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Ritualist Abilities (Shaman Tier)
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LVL 4 Shaman - Ritualist Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Shaman - Ritualist Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Shaman - Ritualist Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Shaman - Ritualist Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Shaman - Ritualist Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Shaman - Ritualist 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 Ritualist who channels power through careful, formal rite rather than raw instinct.
Branch: Ceremonial Abilities (Ritualist 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 Ceremonial Branch continues this Path's progression exclusively through LVL 30. | |
A Ritualist who specializes in binding lasting curses onto their enemies.
Branch: Hexbinder Abilities (Ritualist 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 Hexbinder Branch continues this Path's progression exclusively through LVL 30. | |
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Branch: Runecrafter Abilities (Ritualist 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 Runecrafter Branch continues this Path's progression exclusively through LVL 30. | |