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Players Guide 1

WARRIOR
Beginning stats:
Attributes:
HP-20
Strength-6
Ballistic Skill-3
Agility-2
Defense-5
Wisdom-0
Resistance-3
Charisma-1
Abilities:
Strike
Weapons Proficiencies: Swords, 2h Swords, Axes, 2h Axes, Maces, 2h Maces, Daggers,
Bows
Armor Proficiencies: Light, Medium, Heavy, Shield
Warrior Abilities:
Strike: Recharge-2 rounds
During the battle phase, you may use Strike. Strike counts as a normal melee attack that
deals an additional 1d3 damage. Using this takes up an action.
Level 2:
Shield Bash: Recharge-2 rounds
During the battle phase and while you have a shield equipped, you may use Shield Bash.
Shield Bash counts as a melee attack that deals 1d3 damage and stuns the target on their
next turn. Using this takes up an action.
Brutal Strike: Recharge-2 rounds
During the battle phase and while you have a 2h weapon equipped, you may use Brutal
Strike. Brutal Strike counts as a normal melee attack that deals an additional 1d4+1
damage. Brutal Strike replaces Strike. Using this takes up an action.
Level 4:
Charge: Recharge-n/a
Any number of times per battle phase, you may charge an enemy. When you charge an
enemy, you must move at least 2 squares to come into contact with the enemy, going the

Players Guide 2
shortest way possible, and you may not start or move through a square adjacent to an
enemy or exceed your total movement speed. On you next attack after a Charge, you get
a +2 bonus to your attack roll. You cannot Charge again, however, until the previous
enemy you Charged is dead or unconscious. Using this take up an action.
Taunt: Recharge-n/a
Any number of times during the battle phase, you may Taunt any enemy within line of
sight. Whenever you Taunt an enemy, that enemy can attack you and only you until
either you are dead or unconscious or another character deals damage to that enemy.
Using this takes up an action. You may only Taunt one enemy at a time.
Level 6:
Sweeping Strike: Recharge-3 rounds
During the battle phase, you may use Sweeping Strike. Sweeping Strike is the same as a
normal melee attack, but it instead targets all enemies in 3 adjacent squares in any
direction around you. Roll to hit each target separately, but only roll for damage once,
dealing the same amount of damage to each target you hit. Using this takes up an action.
This may not be used on a turn where you move.
Precision Strike: Recharge-once per battle phase
During the battle phase, you may use Precision Strike. Precision Strike must be used as
the first action of your turn and the second action must be a normal attack. For the
normal attack used after Precision Strike, you automatically hit and deal a critical strike.
Using this takes up an action.
Adrenaline Burst: Recharge-once per battle phase
During the battle phase, you may use Adrenaline burst, immediately granting you 1d8+1
temporary HP. Using this takes up an action.

Players Guide 3
Warrior Specializations
Berserker:
Stat Changes:
Strength +2
New Ability:
Bloodlust: Recharge-n/a
On any melee attack, you may choose to use Bloodlust. Bloodlust makes
your attack deal an additional 1d4 damage, but you also take 1d4 damage,
rolling separately for each. You must declare whether or not you are using
Bloodlust before rolling for damage. Using this does not take up an action.
Sentinel:
Stat Changes:
Defense +2
New Ability:
Shield Wall: Recharge-1 round
During the battle phase, you may use Shield Wall. Shield Wall makes all
attacks against you until your next turn deal 1d6 less damage, rolling
separately for each attack. Using this takes up an action.

Players Guide 4
ROGUE
Beginning stats:
Attributes:
HP-14
Strength-3
Ballistic Skill-3
Agility-6
Defense-4
Wisdom-0
Resistance-3
Charisma-2
Abilities:
Deft Hands
Dodge
Weapons Proficiencies: Swords, Axes, Daggers, Bows, Crossbows
Armor Proficiencies: Cloth, Leather

Rogue Abilities:
Deft Hands: Recharge-n/a
Deft Hands allows you to substitute your Agility for your both your Strength and Ballistic
Skill for any attack rolls, but not for any other rolls.
Dodge: Recharge-n/a
During the battle phase, you may use Dodge to attempt to evade an enemy attack. Dodge
allows you to substitute your Agility for your Defense on the enemys attack roll. You
must declare that you are using Dodge before the enemy makes their attack roll. You
may only use Dodge once in between each of your turns.
Level 2:
Sinister Strike: Recharge-1 round
During the battle phase, you may use Sinister Strike. Sinister Strike counts as a normal
melee attack that deals an additional 1d4 damage. Using this takes up an action.
Gut Punch: Recharge-2 rounds
During the battle phase, you may use Gut Punch. Gut Punch counts as a normal melee
attack that deals 1 damage and stuns the target on their next turn. If you attempt to Gut

Players Guide 5
Punch a target that you have already made a successful attack roll against on the same
turn, then Gut Punch automatically hits. Using this takes up an action.
Level 4:
Backstab: Recharge-2 rounds
During the battle phase, while you have a dagger equipped, and while you are behind
your target enemy, you may use Backstab. Backstab counts as a normal melee attack
that deals an additional 1d8 damage. Using this takes up an action.
Throat Slit: Recharge-once per battle phase
During the battle phase, against an enemy who you are directly behind, you may use
Throat Slit. You must have a dagger equipped. Throat Slit automatically hits and counts
as an automatic critical hit. Using this takes up an action.
Level 6:
Vanish: Recharge-once per battle phase
During the battle phase, you may use Vanish. Vanish makes it impossible for any enemy
to directly target you for an attack until you perform any other actions. It is still possible
to take damage from ongoing damage effects and from area of affect attacks that do not
directly target you. Using this takes up an action.
Sleight of Hand: Recharge-4 rounds
During the battle phase, you may use Sleight of Hand. Sleight of Hand targets one
friendly character. Until your next turn, all enemies in line of sight must attack (if
possible) or move towards the targeted character. Using this takes up an action.

Players Guide 6
Rogue Specializations
Assassin:
Stat Changes:
Agility +2
New Ability:
Shadowstep: Recharge-3 rounds
During the battle phase, you may use Shadowstep. Shadowstep allows
you to immediately move to any space adjacent to an enemy within 8
squares and then perform two attack actions against that same target. One
of the two attack actions may be an Ability. Using this takes up two
actions.
Duelist:
Stat Changes:
Agility +1
Defense +1
New Ability:
Opening Strike: Recharge-2 rounds
During the battle phase, you may use Opening Strike. Opening Strike acts
as a normal melee attack that deals an additional 1d4 damage and if
Opening Strike is successful, you may perform an additional normal attack
action afterwards. Using this takes up an action.

Players Guide 7

WIZARD
Beginning stats:
Attributes:
HP-12
Strength-2
Ballistic Skill-2
Agility-1
Defense-3
Wisdom-6
Resistance-5
Charisma-0
Abilities:
Arcane Missile
Weapons Proficiencies: Swords, Daggers, Staffs
Armor Proficiencies: Cloth

Wizard Spells:
Arcane Missile: Recharge-1 round Type-Arcane
During the battle phase, you may cast Arcane Missile. Arcane Missile is a magic attack
that targets any enemy in line of sight and deals 1d4+2 damage. Using this takes up an
action.
Level 2:
Ice Bolt: Recharge-1 round Type-Frost
During the battle phase, you may cast Ice Bolt. Ice Bolt is a magic attack that may target
any enemy within line of sight. Ice Bolt deals 1d4+1 Frost damage and reduces the
targets speed by 2 for the targets next turn.
Fireball: Recharge-1 round Type-Fire
During the battle phase, you may cast Fireball. Fireball is a magic attack that targets any
enemy in line of sight and deals 1d6+1 damage.
Level 4:
Lightning Bolt: Recharge-3 rounds

Players Guide 8
During the battle phase, you may cast Lightning Bolt. Lightning Bolt is a magic attack
that may target any enemy within line of sight. Lightning Bolt deals 1d6+1 damage to
the target as well as 1d4+1 damage to any enemies adjacent to the target. Roll damage
for each adjacent enemy separately. Using this takes up an action.
Arcane Projectiles: Recharge-3 rounds Type-Arcane
During the battle phase, you may cast Arcane Projectiles. Arcane Projectiles is a magic
attack that targets any 3 enemies in line of sight and deals 1d4+1 Arcane damage to each,
rolling to hit and damage each separately.
Level 6:
Blinding Light: Recharge-4 rounds
During the battle phase, you may cast Blinding Light. Blinding Light is a magic attack
that targets all enemies in line of sight and stuns each target that is successfully cast upon.
Make a separate magic attack roll for each targeted enemy. Using this takes up an action.
Teleport: Recharge-4 rounds
During the battle phase, you may cast Teleport. Teleport automatically moves the caster
to any space in line of sight and within twice the casters movement speed, ignoring rules
for disengaging. Using this takes up an action.
Level 8:
Fire Wall: Recharge-4 rounds Type-Fire
During the battle phase, you may cast Fire Wall. Fire Wall targets any 4 squares in a
straight line anywhere in line of sight. Fire Wall is a magic attack that inflicts 1d8 Fire
damage to everyone in the targeted squares, rolling to hit and damage each separately.
Fire Wall blocks line of sight until the casters next turn. Anyone that is in the Fire Wall
suffers 1d4 Fire damage for every action they take while within the Fire Wall. Using this
takes up an action.
Icicles: Recharge-2 rounds Type-Frost
During the battle phase, you may cast Icicles. Icicles is a magic attack that targets all
enemies adjacent to the caster and deals 1d4 damage to each target, rolling to hit and
damage each separately. Using this takes up an action.

Players Guide 9
Wizard Specializations
Arcanist:
Stat Changes:
Wisdom +2
New Abilities:
Arcane Specialization:
All of your Arcane type spells deal 1 additional damage.
Arcane Blast: Recharge-3 rounds Type-Arcane
During the battle phase, you may cast Arcane Blast. Arcane Blast
targets one square in line of sight and deals 1d4+1 damage to any
enemies in that square or adjacent to it. Casting Arcane Blast does
not require a magic attack roll to cast. Using this takes up an
action.
Pyromancer:
Stat Changes:
Wisdom +2
New Abilities:
Fire Specialization:
All of your Fire type spells deal 1 additional damage.
Blastwave: Recharge-3 rounds Type-Fire
During the battle phase, you may cast Blastwave. Blastwave deals
1d6+1 damage to all enemies adjacent to the caster. Casting
Blastwave does not require a magic attack roll to cast. Using this
takes up an action.
Frost Mage:
Stat Changes:
Wisdom +2
New Abilities:
Frost Specialization:
All of your Frost type spells deal 1 additional damage.
Circle of Frost: Recharge-3 rounds Type-Frost
During the battle phase, you may cast Circle of Frost. Circle of
Frost targets one square in line of sight and deals 1d3 damage to
any enemies in that square or adjacent to it and also immobilizes
those enemies on their next turn. Casting Circe of Frost does not
require a magic attack roll to cast. Using this takes up an action.

Players Guide 10
PRIEST
Beginning stats:
Attributes:
HP-10
Strength-1
Ballistic Skill-2
Agility-1
Defense-3
Wisdom-5
Resistance-5
Charisma-1
Abilities:
Smite
Heal
Weapons Proficiencies: Maces, Daggers, Staffs
Armor Proficiencies: Cloth

Priest Spells:
Smite: Recharge-1 round
During the battle phase, you may cast Smite. Smite is a magic attack that targets any
enemy in line of sight and deals 1d4 damage. Using this takes up an action.
Heal: Recharge-1 round
During the battle phase, you may cast Heal. Heal targets any friendly character in line of
sight and heals them for 1d4 HP. Using this takes up an action.
Level 2:
Holy Shield: Recharge-2 rounds
During the battle phase, you may cast Holy Shield. Holy Shield targets any friendly
character in line of sight and lasts until that character takes damage. The next attack that
deals damage to that character deals 8 less damage, to a minimum of 0. Using this takes
up an action.
Holy Fire: Recharge-4 rounds

Players Guide 11
During the battle phase, you may cast Holy Fire. Holy Fire is a magic attack that targets
any enemy in line of sight and deals 1d6 damage as well as an additional 1d4 damage on
the targets next turn. Using this takes up an action.
Level 4:
Lesser Heal: Recharge-1 round
During the battle phase, you may cast Lesser Heal. Lesser Heal targets any friendly
character in line of sight and heals them for 1d4 HP. You may use this twice for one
action.
Chastise: Recharge-3 rounds
During the battle phase, you may cast Chastise. Chastise is a magic attack that targets
any enemy in line of sight and incapacitates them on their next turn. Using this takes up
an action.

Players Guide 12

HUNTER
Beginning stats:
Attributes:
HP-16
Strength-3
Ballistic Skill-6
Agility-4
Defense-4
Wisdom-2
Resistance-4
Charisma-2
Abilities:
Fury Shot
Weapons Proficiencies: Swords, Axes, Daggers, Bows, Guns, Pistols, Crossbows
Armor Proficiencies: Cloth, Leather

Hunter Abilities:
Fury Shot: Recharge-2 rounds
During the battle phase, you may use Fury Shot. Fury Shot counts as a normal ranged
attack that deals an additional 1d6 damage. Using this takes up an action.
Level 2:
Hunters Mark: Recharge-0 rounds
During the battle phase, you may use Hunters Mark on any enemy within line of sight.
All friendly characters attacking the Marked enemy get a +1 bonus to all attack rolls
against that enemy. Only one enemy may be marked at a time. Using this takes up an
action.
Hunters Sight: Recharge-0 rounds
During the battle phase, you may use Hunters Sight on any enemy within line of sight.
Whenever you attack the enemy with Hunters Sight active on them, you get a +3 bonus
to your attack rolls. Only one enemy may have Hunters Sight active on them at a time.
Using this takes up an action.
Level 4:

Players Guide 13
Serpent Shot: Recharge-2 rounds
During the battle phase, you may use Serpent Shot. Serpent Shot counts as a regular
ranged attack that also deals 2x1d4 ongoing damage. Using this takes up an action.
Net Shot: Recharge-2 rounds
During the battle phase, you may use Net Shot. Net Shot counts as a normal ranged
attack that also immobilizes the target for their next turn. Using this takes up an action.
Level 6:
True Shot: Recharge-n/a
If you attack a target that you have already attacked in that turn with a ranged attack, then
your second attack gets a +3 bonus to the attack roll. True Shot is always active.
Concussive Shot: Recharge-2 rounds
During the battle phase, you may use Concussive Shot. Concussive Shot counts as a
regular ranged attack that also stuns the target for their next turn. Using this takes up an
action.
Level 8:
Double Shot: Recharge-2 rounds
During the battle phase, you may use Double Shot. Double Shot targets two enemies that
must be adjacent to each other and otherwise counts as a normal ranged attack. Roll to
hit and damage each one separately. Using this takes up an action.
Volley: Recharge-4 rounds
During the battle phase, you may use Volley. Volley targets a 2x2 square area in line of
sight and deals an automatic 1d6 damage to each enemy in the area. Using this takes up
an action

Players Guide 14
GUNSLINGER
Beginning stats:
Attributes:
HP-14
Strength-3
Ballistic Skill-5
Agility-5
Defense-3
Wisdom-0
Resistance-3
Charisma-3
Abilities:
Quick Draw
Weapons Proficiencies: Swords, Axes, Daggers, Pistols
Armor Proficiencies: Cloth, Leather

Gunslinger Abilities:
Quick Draw: Recharge-once per round
During the battle phase, before an enemy makes a ranged attack and as long as you have
a pistol equipped, you may declare you are using Quick Draw. Roll a d20 and add your
Agility and have the enemy do the same. If you roll higher, you may then perform a
normal ranged pistol attack against the enemy (only 1 shot, though, even if you are dual
wielding pistols) and then the enemy may not perform the ranged attack. If the enemy
rolls higher, then the enemys attack carries on as normal.
Level 2:
Distracting Shot: Recharge-2 rounds
During the battle phase, you may use Distracting Shot. Distracting Shot counts as a
normal ranged attack. If Distracting Shot hits, the targeted enemy may attack you and
only you until your next turn. Using this takes up an action.
Flare: Recharge-3 rounds
During the battle phase, you may use Flare. Flare automatically stuns all enemies
adjacent to the caster. Using this takes up an action.

Players Guide 15
Level 4:
Crippling Shot: Recharge-1 round
During the battle phase, you may use Crippling Shot. Crippling Shot counts as a normal
ranged attack that also reduces the targets speed by two for their next turn. Using this
takes up an action.
Arterial Shot: Recharge-3 rounds
During the battle phase, you may use Arterial Shot. Arterial Shot counts as a normal
ranged attack that also deals 3x1d4 ongoing damage. Using this takes up an action.
Level 6:
Dual Wield Pistols: Recharge-n/a
Dual Wield Pistols allows you to have two pistols equipped at all times, allowing you to
choose which pistol you are attacking with every time you attack. While Dual Wield
Pistols is active and you have two pistols equipped, you may also perform three normal
ranged attack actions for two actions. Dual Wield Pistols is always active.
Pistol Marksmanship: Recharge-once per battle phase
During the battle phase, and before you perform any actions on your turn, you may
declare you are using Pistol Marksmanship. All attacks that you then make with pistols
during the remainder of the turn may re-roll failed attack rolls.

Players Guide 16
WARLOCK
Beginning Stats:
Attributes:
HP-12
Strength-2
Ballistic Skill-2
Agility-1
Defense-3
Wisdom-5
Resistance-6
Charisma-0
Abilities:
Shadow Curse
Weapons Proficiencies: Swords, Daggers, Staffs
Armor Proficiencies: Cloth

Warlock Spells:
Shadow Curse: Recharge-1 round
During the battle phase, you may cast Shadow Curse. Shadow Curse is a magic attack
that targets a single enemy in line of sight and deals 2x1d4+1 ongoing Shadow damage to
the target. Using this takes up an action
Level 2:
Shadow Bolt: Recharge-1 round
During the battle phase, you may cast Shadow Bolt. Shadow Bolt is a magic attack that
targets a single enemy in line of sight and deals 1d6+1 Shadow damage. Using this takes
up an action.
Immolate: Recharge-2 rounds
During the battle phase, you may cast Immolate. Immolate is a magic attack that targets a
single enemy in line of sight and deals 1d4 Fire damage as well as 1x1d6+1 ongoing Fire
damage. Using this takes up an action

Players Guide 17
Level 4:
Animate Dead: Recharge-2 rounds
During the battle phase, you may cast Animate Dead. Animate Dead summons a Rotting
Corpse to the battlefield under the Warlocks control. To cast the spell, there must be an
enemy already killed in the battle phase. After cast, place the Rotting Corpse adjacent to
the caster. From then on the Rotting Corpse takes its turn right after the casters turn.
You may not cast animate dead if you already have a minion summoned. Using this takes
two action.
Summon Imp: Recharge-2 rounds
During the battle phase, you may cast Summon Imp. Summon Imp summons an Imp
Minion to the battlefield under the Warlocks control. Place the minion anywhere
adjacent to the caster and from then on the Minion takes its turn right after the casters
turn. You may not cast Summon Imp if you already have a minion summoned. Using this
takes two actions.
Level 6:
Drain Life: Recharge-0 rounds
During the battle phase, you may cast Drain Life. Drain Life immediately deals 1d6
damage to the Warlocks minion and gives that much HP to the Warlock. Using this takes
up an action.
Curse of Weakness: Recharge-2 rounds
During the battle phase, you may cast Curse of Weakness. Curse of Weakness is a magic
attack that targets a single enemy in line of sight and gives both their Defense and
Resistance a 2 modifier until the casters next turn. Using this takes up an action.

Players Guide 18
PALADIN
Beginning Stats:
Attributes:
HP-18
Strength-5
Ballistic Skill-2
Agility-1
Defense-4
Wisdom-4
Resistance-5
Charisma-2
Abilities:
Judge
Weapons Proficiencies: Swords, Maces, Hammers, 2h Sword, 2h Maces, 2h
Hammers
Armor Proficiencies: Cloth, Leather, Mail, Plate, Light Shield
Paladin Abilities:
Judge: Recharge-1 round
During the battle phase, you may use Judge. Judge counts as a normal melee attack that
also heals a friendly character in line of sight for 1d4 HP if successful. Using this takes
up an action.
Level 2:
Blessing of Might: Recharge-n/a
Any number of times per any phase, you may use Blessing of Might. Blessing of Might
targets a single friendly character and gives that character a +2 bonus to all melee attack
rolls for as long as the blessing is active. Only one blessing may be active at any given
time per paladin and once you cast a second blessing, the first one becomes inactive.
Using this takes up an action.
Blessing of Wisdom: Recharge-n/a
Any number of times per any phase, you may use Blessing of Wisdom. Blessing of
Wisdom targets a single friendly character and gives that character a +2 bonus to all
magic rolls for as long as the blessing is active. Only one blessing may be active at any
given time per paladin and once you cast a second blessing, the first one becomes
inactive. Using this takes up an action.

Players Guide 19
Level 4:
Holy Light: Recharge-2 rounds
During the battle phase, you may cast Holy Light. Holy Light targets a single friendly
character in line of sight and heals that character for 1d8 HP. Using this takes up an
action.
Wrath of the Heavens: Recharge-4 rounds
During the battle phase, you may cast Wrath of the Heavens. Wrath of the Heavens deals
an automatic 1d4 damage to every enemy in line of sight, rolling separately for each.
Using this takes up an action.
Level 6:
Purify: Recharge-2 rounds
During the battle phase, you may cast Purify. Purify targets a single friendly character in
line of sight and removes all ongoing damage effects from that character. Using this takes
up an action.
Challenge: Recharge-1 round
During the battle phase, you may use Challenge. Challenge targets a singly enemy in line
of sight. That enemy may attack you and only you until either you are dead, unconscious,
or a friendly character deals damage to that enemy. Using this takes up an action.
Level 8:
Exorcism: Recharge-3 rounds
During the battle phase, you may cast Exorcism. Exorcism is a magic attack that targets
a single adjacent enemy and deals 1d12 Holy damage. If you fail the attack roll,
however, Exorcism does 1d6 damage to you instead. Using this takes up an action.
Healing Touch: Recharge-2 rounds
During the battle phase, you may cast Healing Touch. Healing Touch targets a single
adjacent friendly character in line of sight and heals that character for 1d10+2 HP. Using
this takes up an action.

Players Guide 20
Paladin Specializations
Cleric:
Stat Changes:
Wisdom +2
New Ability:
Divine Favor: Recharge-2 rounds
During the battle phase, you may use Divine Favor. On your next cast of a
spell that heals a friendly character, you automatically cast a critical heal
on the spells target. Using this does not take up an action.
Inquisitor:
Stat Changes:
Strength +2
New Ability:
Final Verdict: Recharge-4 rounds
During the battle phase, you may use Final Verdict. Final Verdict counts as
a normal melee attack that automatically hits and deals a critical strike.
Final Verdict may only be used against an enemy whos remaining HP is
equal to or less than the damage that would be caused by the critical strike.
Using this takes up an action.
Guardian:
Stat Changes:
Strength +1
Defense +1
New Ability:
Bulwark of Light: Recharge-4 rounds
During the battle phase, you may use Bulwark of Light. When you use
Bulwark of Light, it is active until your next turn. While active, all
successful attacks against you also heal a friendly character of your choice
for 1d6 HP, rolling separately for each attack.

Players Guide 21
DUSKBLADE
Beginning Stats:
Attributes:
HP-16
Strength-4
Ballistic Skill-2
Agility-4
Defense-3
Wisdom-4
Resistance-5
Charisma-1
Abilities:
Shadow Strike
Dark Strength
Weapons Proficiencies: Swords, Maces, 2h Sword, 2h Maces
Armor Proficiencies: Cloth, Leather, Mail, Light Shield

Duskblade Abilities:
Shadow Strike: Recharge-1 round
The Duskblade strikes at their enemy while imbued with dark magic. Shadow Strike acts
as a normal melee attack that deals an additional 1d4 damage to the target if it hits. Using
this takes up an action.
Dark Strength: Recharge-n/a
The Duskblade augments their physical capabilities with their magical prowess. Half of
your Wisdom (rounding down) is added to your Strength and Agility for all in-game
purposes.
Level 2:
Shadowy Tendrils: Recharge-2 rounds
During the battle phase, you may use Shadowy Tendrils. Shadowy Tendrils is a magic
attack that targets a single enemy in line of sight and makes that enemy immobilized for
their next turn. Using this takes up an action.

Players Guide 22

Shadow Pull: Recharge-2 rounds


During the battle phase, you may cast Shadow Pull. Shadow Pull is a magic attack that
targets a single enemy and moves that enemy up to 3 spaces towards you, going the
shortest route possible. Using this takes up an action.
Level 4:
Veil of Shadow: Recharge-2 rounds
During the battle phase, you may use Veil of Shadow. When you use Veil of Shadow, all
enemies that attack you until your next turn take 1d4 Shadow damage every time they hit
you with an attack. Roll for damage each time you are hit. Using this takes up an action.
Weakening Blow: Recharge-1 round
During the battle phase, you may use Weakening Blow. Weakening Blow acts as a normal
melee attack that also gives the target a -2 modifier for all of their attack rolls next turn.
Using this takes up an action.
Level 6:
Panic: Recharge-3 rounds
During the battle phase, you may use Panic. Panic targets a single enemy in line of sight
and makes that enemy flee for their next turn. Using this takes up an action.
Shroud of Night: Recharge-4 rounds
During the battle phase, you may use Shroud of Night. When you use Shroud of Night,
all enemies may only attack characters that they are adjacent to until your next turn.
Using this takes up an action.
Level 8:
Suffocating Grasp: Recharge-2 rounds
During the battle phase, you may use Suffocating Grasp. Suffocating Grasp is a melee
attack that targets a single adjacent enemy and deals 1d8+2 damage. Using this takes up
an action.
Siphon Life: Recharge-3 rounds
During the battle phase, you may use Siphon Life. Siphon Life is a magic attack that
targets a single enemy and a single friendly character. Until your next turn, the friendly
character targeted is healed for half of the damage dealt to the targeted enemy, rounding
down. Using this takes up an action.

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