Warrior - Class Tree
Warrior (Not Playable in Starter Set)
Comprehensive martial masters who have developed mastery across every armament type, from heavy armor and shield work through every blade discipline, spear, lance, and even command-LVL battlefield magic, Warriors are the most armor-flexible and weapon-diverse class in Essentia, capable of filling any martial role while outperforming dedicated specialists in their chosen lane at high LVLs.
‡ 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)
Warrior'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:
Dwarf (Arctic) +5, Dwarf (Ash) +5, Dwarf (Common)† +5, Human† +5, Halfling† +5, Neanderthal (Glaciera) +5, Omnè +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Battle Stance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Tactical Mastery, Once Per Day the Warrior adapts mid-combat, gaining a bonus to Hit and Damage equal to their Grit SCR until the end of the encounter.
Extra 1d6 + LVL physical damage on Critical Hits.
Once per encounter, Warriors can Flourish their weapon that lowers their target's Defense at a number equal to their Strength SCR.
Warriors get +5 feet their base movement speed, once per encounter.
Warriors get +4 plus their VIGOR SCR on Endurance checks.
Warrior Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Armorer - A defense-focused Warrior who turns armor and shield into an unbreakable wall.
Alignment: Lawful
Observance: Oath, record and public rite. Devotion is witnessed and written down.
Will not share a Character with: Evil, and any Path that takes by force what it has not earned.
The Higher Power bonus requires holding Lawful exactly, and that same base carries through all three of its Branches below.
a. Bulwark - An Armorer devoted entirely to holding a line no enemy can push through.
b. Champion - An Armorer who leads by example, standing firm at the front of every fight.
c. Ironclad - An Armorer who trusts nothing but the heaviest armor available.
ii. Blade Master - A precision-focused Warrior devoted to mastering the blade above all else.
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. Duelist - A Blade Master who favors precision and timing over raw power.
b. Gladiator - A Blade Master trained for single combat, thriving in one-on-one duels.
c. Slayer - A Blade Master whose every strike is aimed to end the fight quickly.
iii. Warlord - A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force.
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. Runeblades - A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
b. Stormbringer - A Warlord who channels raw storm-force directly into their weapon.
c. Sun Thrower - A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Blacksmith, Stonesmith, Tinker
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Warrior Tier Armaments
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Armor Threshold (Tier): Medium Grade. Armor heavier than Medium 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, TAW, or Chthonic. Type: Tactical. Hand: 2h, 1h (Main), or 1h (Off) with Shield or a second Weapon. Distance: Melee, Throw, or Ranged. Style: Slashing, Blunt, Piercing, or Chop. Forbidden: Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Warrior Main Class Abilities
Armaments reminder: Heavy Grade armor or lighter; Weapon Type: Tactical, TAW, or Chthonic for Martial, Magic for Spell; Weapon Style (Martial only): Slashing, Blunt, or Piercing; 1h or 2h, Melee, Throw, or Range (e.g., sword, axe, mace, spear, lance, bow, TAW blade/rifle, or an elemental Chthonic blade). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Martial Abilities individually for details, see card examples on this page.
For full versions see each Ability's Card, per module.
Tier Abilities (Warrior)
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LVL 1 Warrior 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 Warrior Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Warrior Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Lawful
Higher Power: TBA (Lawful)
A defense-focused Warrior who turns armor and shield into an unbreakable wall. (LVL 4-20)
(see Armorer Path and Branch Abilities Below)
Armorer Path
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Weapon Proficiency (Culture, Armorer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield. Weapon Type: Martial, TAW, or Chthonic for Nature, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Armorer):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Heavy (Tower Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Armorer devoted entirely to holding a line no enemy can push through.
Bulwark Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Bulwark Branch chosen at LVL 21 - see Bulwark 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 Bulwark Branch chosen at LVL 21 - see Bulwark above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Armorer who leads by example, standing firm at the front of every fight.
Champion Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Champion Branch chosen at LVL 21 - see Champion 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 Champion Branch chosen at LVL 21 - see Champion above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Armorer who trusts nothing but the heaviest armor available.
Ironclad Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Ironclad Branch chosen at LVL 21 - see Ironclad 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 Ironclad Branch chosen at LVL 21 - see Ironclad above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Armorer Abilities (Warrior Tier)
(Heavy Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield, Tank style, e.g., greatsword, maul, or sword and shield)
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LVL 4 Warrior - Armorer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warrior - Armorer Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warrior - Armorer Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warrior - Armorer Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warrior - Armorer Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Warrior - Armorer 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. |
An Armorer devoted entirely to holding a line no enemy can push through.
Branch: Bulwark Abilities (Armorer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Bulwark Branch continues this Path's progression exclusively through LVL 30. | |
An Armorer who leads by example, standing firm at the front of every fight.
Branch: Champion Abilities (Armorer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Champion Branch continues this Path's progression exclusively through LVL 30. | |
An Armorer who trusts nothing but the heaviest armor available.
Branch: Ironclad Abilities (Armorer Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Ironclad Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A precision-focused Warrior devoted to mastering the blade above all else. (LVL 4-20)
(see Blade Master Path and Branch Abilities Below)
Blade Master Path
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Weapon Proficiency (Culture, Blade Master) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded. Weapon Type: Martial, TAW, or Chthonic for Nature, Magic for Spell. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Blade Master):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Medium (Duelist's Mail).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Blade Master who favors precision and timing over raw power.
Duelist Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Duelist Branch chosen at LVL 21 - see Duelist 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 Duelist Branch chosen at LVL 21 - see Duelist above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Blade Master trained for single combat, thriving in one-on-one duels.
Gladiator Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Gladiator Branch chosen at LVL 21 - see Gladiator 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 Gladiator Branch chosen at LVL 21 - see Gladiator above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Blade Master whose every strike is aimed to end the fight quickly.
Slayer Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Slayer Branch chosen at LVL 21 - see Slayer 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 Slayer Branch chosen at LVL 21 - see Slayer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Blade Master Abilities (Warrior Tier)
(Medium Grade armor or lighter; Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded, Fury style, e.g., twin swords, twin axes, or sword and axe)
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LVL 4 Warrior - Blade Master Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warrior - Blade Master Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warrior - Blade Master Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warrior - Blade Master Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warrior - Blade Master Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Warrior - Blade Master 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 Blade Master who favors precision and timing over raw power.
Branch: Duelist Abilities (Blade Master Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Duelist Branch continues this Path's progression exclusively through LVL 30. | |
A Blade Master trained for single combat, thriving in one-on-one duels.
Branch: Gladiator Abilities (Blade Master Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Gladiator Branch continues this Path's progression exclusively through LVL 30. | |
A Blade Master whose every strike is aimed to end the fight quickly.
Branch: Slayer Abilities (Blade Master Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Slayer Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force. (LVL 4-20)
(see Warlord Path and Branch Abilities Below)
Warlord Path
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Weapon Proficiency (Culture, Warlord) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Blunt or Slashing, 2h, Melee. Weapon Type: Martial, TAW, or Chthonic for Nature, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Warlord):
◆None; this Culture bars no Weapon Type outright, though the profile above still governs what performs its Abilities.
Armor Thresholds
Armor Grade: caps at Heavy (Warforge Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Runeblades Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Runeblades Branch chosen at LVL 21 - see Runeblades 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 Runeblades Branch chosen at LVL 21 - see Runeblades above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Warlord who channels raw storm-force directly into their weapon.
Stormbringer Branch
▸ Select to Expand Armaments
Weapon 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 Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Sun Thrower Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Sun Thrower Branch chosen at LVL 21 - see Sun Thrower 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 Sun Thrower Branch chosen at LVL 21 - see Sun Thrower above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Warlord Abilities (Warrior Tier)
(Heavy Grade armor or lighter; Weapon Style: Blunt or Slashing, 2h, Melee, Clobber style, e.g., greathammer, greatsword, or warblade)
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LVL 4 Warrior - Warlord Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Warrior - Warlord Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Warrior - Warlord Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Warrior - Warlord Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Warrior - Warlord Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Warrior - Warlord 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 Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Branch: Runeblades Abilities (Warlord Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Runeblades Branch continues this Path's progression exclusively through LVL 30. | |
A Warlord who channels raw storm-force directly into their weapon.
Branch: Stormbringer Abilities (Warlord Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Stormbringer Branch continues this Path's progression exclusively through LVL 30. | |
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Branch: Sun Thrower Abilities (Warlord Path)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | TBA. The Sun Thrower Branch continues this Path's progression exclusively through LVL 30. | |