Skyrunner Tribe Dicemaster Guide:

Classes


Foreword

The second part of creating your character will be to choose your Base Class. Base Classes are reflective of the general World of Warcraft Playable Classes which serve as the building blocks for the Prestige Classes. Base Classes do not have to be the same class that you play in-game but it is recommended that you select a Base Class that is close so that you can utilize the visual effects of the class in-game. You will find that Base Classes come with a number of tools and additions to your character that you can use to create something unique to your character and their progression. To apply these perks to your character using DiceMaster click here for a link to fill out and submit the application.

Special Cases

Hybrid Classes: You can combine two classes in order to create a hybrid class with permission from the GM - Kanatu in order to better realize your character. Just speak to Kanatu beforehand and plan out what classes you wish to combine. Hybrid classes take one Base Ability from both classes, and one Toolkit ability from both classes, so you will have one from each.


Changing Your Toolkit Abilities: If you wish to change your Toolkit abilities, you must undergo an RP quest in order to do so. Speak to Kanatu or a member of the Creative Team to help with this.


Changing Your Class: If you wish to change your Base Class, you must undergo an RP quest in order to do so. Speak to Kanatu or a member of the Creative Team to help with this. This will reset your level to 0!

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The Druid

Savage Shapeshifters

Druids harness the vast powers of nature to preserve balance and protect life. With experience, druids can unleash nature’s raw energy against their enemies, raining celestial fury on them from a great distance, binding them with enchanted vines, or ensnaring them in unrelenting cyclones. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Intimidation, Stealth, Survival, Insight, Disguise

Base Class Abilities

Gift of the Dreamer

Being a druid means you need more sleep than just about anyone else. The good part is that you wake more refreshed, focused, and able from your dreams.

Once per encounter, enter a Dream-state. Your next two actions are made with Advantage (roll twice and select the higher outcome).

Natural Selection

Choose one of the following forms to apply to your character no matter what form they are currently in.

Feral- Gain a +1 to Reflex Save, +1 to Stealth

Guardian- Gain a +1 to Fortitude Save, +1 to Max HP

Treant- Gain a +2 to Healing

Avian- Gain a +2 to Perception

Astral- Gain a +1 to Will Save, +1 to Spellcraft


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Druid
Toolkit Ability Rank 1
Rank 2
Starfall During night time encounters gain a +1 to Intelligence. Passive.
During night time encounters gain a +1 to Intelligence and Spellcraft. Passive.
Solar Wrath During day time encounters gain a +1 to Intelligence. Passive
During day time encounters gain a +1 to Intelligence and Spellcraft. Passive.
Living Seed When you Critical Heal (with modifiers) a party member you give them a Living Seed which continues to heal them for 2 HP for one turn. Passive.
When you Critical Heal (with modifiers) a party member you give them a Living Seed which continues to heal them for 2 HP for 2 turns. Passive.
Revitalize Once per encounter return an unconscious party member back to active play with 3 HP. Active.
Once per encounter return an unconscious party member back to active play with 4 HP. Active.
Ironfur Increase your Defense by a +1 modifier for 3 turns. Active.
Increase your Defense and Fortitude Saves by a +2 modifier for 3 turns. Active.
Incapacitating Roar Let lose a roar filled with the power of Ursoc that can frighten enemies of a lower level than yourself and gives you a +1 strength modifier for the next action. Useable only in Bear form. Frightened: A spell effect that will force anyone affected by it to roll a Will save. The higher the level discrepancy the higher the Will Save needs to be to withstand the effect.
Let lose a roar filled with the power of Ursoc that can frighten enemies at a close level or lower level than yourself and gives you a +2 strength modifier for the next action. Useable only in Bear form. Frightened: A spell effect that will force anyone affected by it to roll a Will save. The higher the level discrepancy the higher the Will Save needs to be to withstand the effect.
Feral Instinct Gain a +1 modifier to all Stealth Checks and lower any melee attack critical strike ceiling from 20 to 18 without modifiers. Passive.
Gain a +2 modifier to all Stealth Checks and lower any melee attack critical strike ceiling from 20 to 18 with modifiers. Passive.
Primal Fury When you Critical Strike (without modifiers) against an enemy while in Cat Form Increase the damage from 4 to 5. Passive.
When you Critical Strike (without modifiers) against an enemy while in Cat, or Bird Form Increase the damage from 4 to 5. Passive.
Innervate Empower a fellow party member so that their next action cannot miss. Active.
Empower a fellow party member so that their next action cannot miss and the Critical Strike Ceiling is lowered to 18 without modifiers. Active.
Spore Spread Plant a spore of fungus within an enemy target that will explode after 3 turns, dealing a crippling blow of 3 damage. Active.
Plant a spore of fungus within an enemy target that will explode after 2 turns, dealing a crippling blow of 3 damage and reducing their turn cycle from one action every turn to one action every other turn. Upon exploding Spores have a small chance of infecting someone close by. Roll a Spell Attack Critical without modifiers. Active.

Druid and Crest Credit: Blizzard Entertainment

The Hunter

Inescapable Stalkers

From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Survival, Perception, Escape, Athletics, Disable Device

Base Class Abilities

Exhilaration

The thrill of the chase fills you with vigor.

When you fall to or below 3 HP get an adrenaline rush that heals your for 1 HP for 2 turns.

Companions of the Wild

As a hunter you can choose to bring up to two additional pet companions into encounters. These pets, just like Wyvern and Ground Mount Companions, act along with your turn and can have 1 special ability of their own and a max HP of 5 without modifiers.

These pet companions roll out of 10 with the following hit bracket:

1-4 Miss

5-8 1 Damage

9-10 2 Damage


If you choose to take no companion you instead can choose a +2 bonus to either Ranged or Melee Attacks. This will prevent you from having any additional companions aside from your mount or wyvern.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Hunter
Toolkit Ability Rank 1
Rank 2
Steady Shot Take one action to line up your shot and the next action deal 4 damage blow that cannot miss. This takes 2 turns, Active.
Take one action to line up your shot and the next action deal 6 damage blow that cannot miss. This takes 2 turns, Active.
Rapid Fire Activate Rapid Fire which allows you to take a secondary action that turn. Your second action must be Ranged Attack but the first does not necessarily have to be. Your Secondary action cannot Critical without modifiers. Active.
Activate Rapid Fire which allows you to take a secondary action that turn. Your second action must be Ranged Attack but the first does not necessarily have to be. Your secondary action can Critical with modifiers. Active
Sniper Training When no enemy is in Melee Range of you gain +1 Wisdom. Passive.
When no enemy is in Melee Range of you gain +2 Wisdom and use a Perception roll to target critical areas of the body of a single target allowing you to Critical strike them with modifiers. Active, useable on up to 3 targets.
Kill Command When an enemy is at 3 health or lower issue a Kill Command to your pet companions which will deal a killing blow. Active.
When an enemy is at 3 health or lower issue a Kill Command to your pet companions which will deal a killing blow. Active, per companion pet.
Harpoon Netting Hurl a harpoon at an enemy target to ensnare them in a net. Renders the target as stunned for 1 turn and deals 2 damage. Active.
Hurl a harpoon at an enemy target to ensnare them in a net. Renders the target as stunned for 2 turns and deals 3 damage. Active.
Spirit Bond Make a Spirit Bond with one of your companion pets which bolsters your Constitution by +1 and allows you to communicate flawlessly granting a Combined Action. Combined Action: Take a combined action with you and your selected Companion that cannot Critical Miss or Miss and does double damage (Critical Hits exempt). Active.
Make a Spirit Bond with one of your companion pets which bolsters your Constitution by +2 and allows you to communicate flawlessly granting a Combined Action. Combined Action: Take a combined action with you and your selected Companion that cannot Critical Miss or Miss and does double damage (Critical Hits without Modifiers do count). Active.
Swift Stalking When tracking prey of any kind gain a +2 to any Rolls that assist you in gaining knowledge or location information on the target. Passive.
When tracking prey of any kind gain a +3 to any Rolls that assist you in gaining knowledge or location information on the target. If you roll a Critical without modifiers instantly learn through instinct where your prey will be. Passive.
Master of the Wilds When in a wild area (not a village or city) gain +2 Survival and +3 Knowledge. Passive.
When in a wild area (not a village or city) gain +3 Survival and +4 Knowledge. Also, use your skills to gain an advantage over an encounter allowing you to Critical Strike with Modifiers two times per encounter. Active.
Bestial Wrath If you take a critical blow your pets enrage gaining a +2 modifier to Spell, Ranged, and Melee Attacks for 2 turns. Passive- Cannot Stack.
If you or one of your animal companions takes a critical blow you all enrage gaining a +2 modifier to Spell, Ranged, and Melee Attacks for 2 turns. Passive- Cannot Stack.
Charm Beast Any beast can be charmed to following your commands for 2 turns if they are within your level range. Some actions may cause the charm to break. These individuals take on the same dice rolling as normal pets. Active.
Any beast or druid can be charmed to following your commands for 3 turns if they are within your level range. These individuals take on the same dice rolling as normal pets. If used against a druid the druid can resist with a Will Save roll of 15 or above to resist.

Hunter and Crest Credit: Blizzard Entertainment

The Mage

Masters of Time and Space

Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Spellcraft, Disguise, Knowledge, Spell Defence, Performance

Base Class Abilities

A Mage's first lesson is usually the fundamental Blink spell which allows them to focus their raw arcane abilities into a single spell that teaches the very fundamentals of arcane, space, and time.

Once per encounter, teleport yourself anywhere on the encounter map that you can see, and avoid incoming damage until your next turn. Gain +1 to Reflex Saves permanently.

Presence of Mind

You always seem to react first and ask questions later. Using the idea that an enemy cannot harm you if they are forced to take cover you duck away and fire at the source at the same time.

Once per encounter, you may roll a Reflex Save against an attack against you. If your roll beats their roll, you may immediately roll a Counter-Attack against them with Advantage (roll twice, select the higher outcome).


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Mage
Toolkit Ability Rank 1
Rank 2
Fireball Cast a fireball at the enemy dealing 1 damage upon impact and 1 additional damage for 2 turns. Active.
Cast a fireball at the enemy dealing 1 damage upon impact and 1 additional damage for 3 turns. Roll a D2 to gain a chance for splash damage which can apply the 1 damage for 2 turns to 2 more close by targets including allies.
Hot Streak Dealing two fire-based attacks with a roll of 15 or higher in a row causes the Critical ceiling for your next action lower to 18 instead of 20 and you can Critical Hit with Modifiers. Passive.
Dealing two fire-based attacks with a roll of 13 or higher in a row causes the Critical ceiling for your next action lower to 18 instead of 20 and you can Critical Hit with Modifiers and increases your Critical Damage from 4 to 5. Passive.
Ice Lance Encase your Melee weapon with ice which adds a +3 modifier to melee attacks your next attack. Active.
Encase your Melee weapon with ice which adds a +5 modifier to melee attacks your next two attacks. Active.
Shatter Striking a single target with three ice-based attacks in a row applies Shatter to the target which does 1 additional damage to the last attack and stuns the target for 1 round. Passive.
Striking a single target with three ice-based attacks in a row applies Shatter to the target which does stacking damage (+1 damage for the 2nd attack, +2 for the 3rd attack) and stuns the target for 1 round. Passive.
Arcane Barrage This three turn spell allows you to target a single enemy dealing increasing damage the longer you hold the spell. Any damage you take and any movement will cancel the spell. Active. Total damage- 9. 2 Damage, 3 Damage, 4 Damage
This three turn spell allows you to target a single enemy dealing increasing damage the longer you hold the spell. Any damage you take and any movement will cancel the spell. Active. Total damage- 12. 3 Damage, 4 Damage, 5 Damage
Slow Force a target to make a Constitution Check of 5 or above before every action to determine if it can take the action for the rest of the encounter. Active.
Force a target to make a Constitution Check of 10 or above before every action to determine if it can take the action for the rest of the encounter. Active.
Exploding Sigil Draw a sigil on the ground at your feet that will explode with arcane power the first time anyone steps on it dealing 4 damage. This will affect Anyone. Active.
Draw a sigil on the ground at your feet that will explode with arcane power the first time anyone steps on it dealing 6 damage. This will affect Anyone and up to 2 targets. Active.
Greater Illusion Become completely undetectable to any enemy or trap for your next 2 turns either as a disguise or as an invisibility spell. You are locked into this spell for the duration of the effect. Active.
Become completely undetectable to any enemy or trap for your next 3 turns either as a disguise or as an invisibility spell. Castable at the end of any turn and can be canceled. Active.
Evocation Increase your Intelligence by +1 for 2 rounds. Active.
Increase your Intelligence by +2 for 2 rounds. Active.
Time Turner When your action Critical Misses gain a chance to redo the action. Roll a D2 to determine the chance. You still take the 1 damage. Passive.
When your action Misses gain a chance to redo the action. Roll a D2 to determine the chance. You still take the 1 damage if you critically miss. Passive.

Mage and Crest Credit: Blizzard Entertainment

The Monk

Musing Brawlers

When the pandaren were subjugated by the mogu centuries ago, it was the monks that brought hope to a seemingly dim future. Restricted from using weapons by their slave masters, these pandaren instead focused on harnessing their chi and learning weaponless combat. When the opportunity for revolution struck, they were well-trained to throw off the yoke of oppression. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Grapple, Escape, Healing, Insight, Bluff

Base Class Abilities

Detox

Through the deep connection to the natural world and the power of Chi all monks have the ability to cleanse themselves of natural corrupting influences.

Cleanse yourself of all poison and disease once per encounter and gain +1 to Fortitude Saves permanently.

Paralysis

The most basic skill taught to the Monk is how to use their natural weapons, their hands, to inflict damage on their enemy, or at least jar their bodies enough to slip away and return with the better advantage.

Incapacitate any target close to your level range for 2 rounds, once per encounter. It cannot be used with the Pandaren Racial on a single target. Gain +1 to Grapple permanently.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Monk
Toolkit Ability Rank 1
Rank 2
Celestial Fortune When a Critical Hit is rolled against you roll a D2. If successful heal an ally or yourself for half the critical strike value rounding up if it is an odd number. Passive.
When a Critical Hit is rolled against you roll a D2. If successful heal an ally or yourself for equal the critical strike value. Passive.
Zen Meditation Reduce all incoming damage by half for 2 rounds. Active.
Reduce all incoming damage by half for 3 rounds. Active.
Stagger All damage you take for 3 turns is delayed. At the end of the three turns all damage you would have taken is applied to you at once. Active.
All damage you take for 3 turns is delayed. At the end of the three turns half the damage you would have taken is applied to you at once. Active.
Revival Give up your chance to return to combat when you fall unconscious and instead heal three party members for 2 HP each. Active.
Give up your chance to return to combat when you fall unconscious and instead heal three party members for 3 HP each. Active.
Soothing Mist Wrap your target in soothing mist which heals them for 1 HP for 2 turns. This can be applied to 2 Targets at once. Active.
Wrap your target in soothing mist which heals them for 2 HP for 2 turns. This can be applied to 2 Targets at once. Active.
Life Cocoon Wraps your target in a cocoon of Chi Energy for 3 turns. While in this cocoon the target cannot make physical actions but is healed to max HP. Any damage will cancel the spell and only partial damage will be healed. Active.
Wraps your target in a cocoon of Chi Energy for 2 turns. While in this cocoon the target cannot make physical actions but is healed to max HP. The Cocoon has an HP of 3 and will cancel once damaged sufficiently and only partial damage will be healed. Active.
Touch of Karma For 2 turns any damage that is applied to you gets redirected to the enemy equal to half the damage you received. Useable at the end of any turn, Active.
For 2 turns any damage that is applied to you gets redirected to the enemy equal to the damage you received. Useable at the end of any turn, Active.
Touch of Death When a target is at or below 3 HP deal a mortal wound that kills them. Active.
When a target is at or below 4 HP deal a mortal wound that kills them. Active.
Blackout Kick Kick your target dealing 3 damage and disabling them for 1 round. Active.
Kick your target dealing 3 damage and disabling them for 2 rounds. Active
Fists of Fury Unleash a flurry of quick blows for 1 round that deals 2 damage to any enemy you come in contact with, up to 4 enemies. You cannot strike the same enemy twice. Active
Unleash a flurry of quick blows for 1 round that deals 3 damage to any enemy you come in contact with, up to 4 enemies. Active.

Monk and Crest Credit: Blizzard Entertainment

The Paladin

Paragons of Justice

This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world. These holy warriors are equipped with plate armor so they can confront the toughest of foes, and the blessing of the Light allows them to heal wounds and, in some cases, even restore life to the dead. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Intimidation, Diplomacy, Perception, Fortitude Save, Athletics

Base Class Abilities

Bestow Faith

Your unwavering faith in what you believe in inspires your fellow party members. You shine as a beacon to all around you.

Select an ally to inspire on their next round which adds a +2 to any action they take. You may use this in addition to your action. 2 Charges.

Zeal

As a champion of the divine magics on Azeroth you are filled with power and zeal during combat.

When you Critical Strike an enemy your next attack roll has a lowered Critical Strike Range from a roll of 18 - 20.

When you Critical Strike a Healing roll, your next Heal has a lowered Critical Strike Range of 18 - 20.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Paladin
Toolkit Ability Rank 1
Rank 2
Divine Protection Select any target, including yourself, to apply a shield too. The shield has 2 HP and does not hinder action taken by the target. Active.
   Select any target, including yourself, to apply a shield too. The shield has 4 HP and does not hinder action taken by the target. Active.
Ardent Defender Choose a Target from among your party to defend for the encounter. Defending your target gives you the chance to absorb any incoming damage against them. Roll a D5 to determine success. Active.1- Miss- The target you are defending takes full damage; 2- You take one damage, the Target you are defending takes 1 damage or the rest of the damage dealt; 3- You take 2 damage, the Target you are defending takes the rest of the damage dealt; 4- You take all the damage dealt; 5- You take half the damage dealt and the Target you are defending takes no damage
Choose a Target from among your party to defend for the encounter. Defending your target gives you the chance to absorb any incoming damage against them. Roll a D3 to determine success. 1- Miss- The target you are defending takes full damage; 2- You take 2 damage, the Target you are defending takes the rest of the damage dealt; 3- You take half the damage dealt and the Target you are defending takes no damage
Retribution When a party member falls unconscious gain a +4 modifier to melee attacks for the duration of the Encounter. Passive.
When a party member falls unconscious gain a +4 modifier to Strength for the duration of the Encounter. Passive.
Shield of Righteousness Slam your target with your shield (you must have one equipped to use this tool) dealing 3 damage and reducing the amount of damage you take from that target by 1 for 2 turns. Active.
Slam your target with your shield (you must have one equipped to use this tool) dealing 3 damage and reducing the amount of damage you take from that target by 1 for 3 turns. Active.
Templar's Verdict Select a single target at the start of the encounter and your first 2 strikes against that target cannot Miss. Active.
Select a single target at the start of the encounter and your first 2 strikes against that target cannot Miss and anyone can Critically Hit with modifiers on that target for 2 turns after the spell is activated. Active.
Final Stand If you are one of three left standing in combat gain a +2 in Strength. Passive.
If you are one of three left standing in combat gain a +1 in all Main stats and any damage you take is reduced by 1. Passive.
Unbreakable Spirit Gain +2 constitution when fighting Undead, Void, or Fel based enemies. Passive.
Gain +2 constitution when fighting Undead, Void, or Fel based enemies and gain +2 to Will Saves and the ability to use Will Saves to fight against Environmental Effects. Passive.
Holy Light This 2 turn spell heals a target for half your max health (no damage caused to you). Afterwards, you must recover your healing energy and are unable to heal for 2 turns. Active.
This 1 turn spell heals a target for half your max health (no damage caused to you). Afterwards, you must recover your healing energy and are unable to heal for 1 turn. Active.
Infusion of Light When a healing spell criticals (without modifiers) the target will be healed for an additional 1 HP the next turn. Passive.
When a healing spell criticals (with modifiers) the target will be healed for an additional 2 HP the next turn. Passive.
Light of the Martyr Sacrifice any number of your own hit points to heal a party member for that value. Active.
Sacrifice any number of your own hit points to heal a party member for double that value. Active.

Paladin and Crest Credit: Blizzard Entertainment

The Priest

Invokers of Light and Darkness

Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands. In the midst of terrible conflict, no hero questions the value of the priestly orders. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Spellcraft, Knowledge, Healing, Insight, Perception

Base Class Abilities

Mass Dispel

Fighting magic with magic sometimes requires more defensive strategies. The teachings of the Priest often give more emphasis on removing harm from those around them than causing pain to their enemies.

Remove 1 harmful magical effect or curse from up to 4 party members. Gain +1 to Will Saves permanently.

Redemption

Bringing back those from the brink of death is a specialty of those that use divine magic and understand the thin veil between life and death.

Once per encounter, you have 10 points of healing that you can distribute to anyone in your group that you can see, divided up how you wish. You may revive someone up to full health by expending all 10 points on a single target. You may revive multiple targets by expending 1 point, which brings them back with 1 HP as though you had rolled a successful Healing check. You may also heal conscious targets with this pool, but you must announce how much healing each target receives.

Once your turn ends, any unused points are considered expended.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Priest
Toolkit Ability Rank 1
Rank 2
Pain Suppression Numb the pain of any target allowing them to fight unhindered for 3 turns. After three turns they take 7 damage. Active.
Numb the pain of any target allowing them to fight unhindered for 3 turns. After three turns they take 5 damage. Active.
Atonement Apply atonement to an enemy target and a friendly target. Any damage you deal to the enemy target will also heal the friendly target for half your damage dealt for 2 turns. Active.
Apply atonement to an enemy target and a friendly target. Any damage you deal to the enemy target will also heal the friendly target equal to your damage dealt for 2 turns. Active.
Plea When an ally is at or below 3 HP cast a shield around them that has 3 HP. Each time the shield loses 1 HP that value is transferred to the targeted ally. Active.
When an ally is at or below 3 HP cast a shield around them that has 4 HP. Each time the shield loses 1 HP double that value is transferred to the targeted ally. Active.
Psychic Scream Let out a mental scream which stuns three targets within melee range including allies for one round. Active.
Let out a mental scream which stuns three targets within melee range for one round. Active.
Mind Flay Assault your target’s mind, dealing 2 damage. If you critical hit without modifiers on a Spell Attack roll the target is rendered mad which causes them to turn on their allies as well as yours for the remainder of the fight. Active.
Assault your target’s mind, dealing 3 damage. If you roll an 18 or higher with modifiers on a Spell Attack roll the target is rendered mad which causes them to turn on their allies for the remainder of the fight. Active.
Vampiric Touch Touch a Target with void energies which leech their health to you for a rate of 1 for 3 turns. Active
Touch a Target with void energies which leech their health to you for a rate of 2 for 2 turns. Active.
From the Brink Any player that is at 1 HP can be healed for 5 HP but requires both you and your target to rest for one turn. Active.
Any player that is at 1 HP can be healed to full HP but requires you to rest for one turn. Active.
Dominate Mind Roll a Diplomacy check against an enemy. If you are successful the target will leave combat. Active, not useable on targets of a higher level than you.
Roll a Diplomacy check against an enemy. If you are successful the target will become an ally but will not actively fight against their fellows. They can however heal or give information to the party regarding their former brethren. Active, not useable on targets of a higher level than you.
Focused Will Melee damage against you grants you a +1 Intellegence for your next action. Passive, can stack.
Melee damage against you grants you a +1 Intellegence and +1 Wisdom for your next action. Passive, can stack.
Battle Songs Inspire your party with a Battle Song which gives them +1 Constitution for 2 rounds. Active.
Inspire your party with a Battle Song which gives them +1 Strength, +1 Wisdom, and +1 Intellect for 2 rounds. Active.

Priest and Crest Credit: Blizzard Entertainment

The Rogue

Prowling Cutpurses

For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Survival, Escape, Grapple, Stealth, Disable Device

Base Class Abilities

Vanish

Through a combination of shadow magic, alchemical assistance, and skill most any rogue can slip out of a situation unseen.

Gain +1 to Stealth permanently. Any attack you make from Stealth has Advantage. When you take no other action, you may Vanish from sight and re-enter stealth in combat, regardless of if enemies are attacking you or not.

Feint

Deception and revenge are perhaps two of the most common attributes associated with the rogue.

Take half damage and deal a counter-attack of equal damage that you would have received for 1 Critical Hit you take.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Rogue
Toolkit Ability Rank 1
Rank 2
Seal Their Fate When you critical hit without modifiers apply a poison that deals 2 damage the next round. Passive.
When you critical hit with modifiers apply a poison that deals 2 damage for the next 2 rounds. Passive.
Garrote Garrote an enemy target dealing 2 damage and preventing any spells from being cast for 2 rounds. Active.
Garrote an enemy target dealing 2 damage and preventing any spells from being cast for 2 rounds. Active.
Evasion Increase your dexterity by +1 for 2 rounds. Active.
Increase your dexterity by +2 for 2 rounds. Active.
Kidney Shot Target the kidney. If you critical hit with modifiers deal 1 additional damage of internal bleeding for 3 turns. Active.
Target the kidney. If you critical strike with modifiers deal 1 additional damage of internal bleeding for 3 turns. Critical Strike ceiling is reduced to 18. Active.
Backstab Deal a 4 point blow to any enemy under the following conditions: you are stealthed. Active.
Deal a 5 point blow to any enemy under the following conditions: you are stealthed, or behind the target. Also applies internal bleeding which deals an additional 1 damage for 2 rounds. Active.
Caltrops Scatter caltrops on the ground in front of you, anyone that steps on them will take 3 damage and be disabled for 1 turn. Hooved creatures take double damage. Active.
Scatter caltrops on the ground in front of you, anyone that steps on them will take 4 damage and be disabled for 1 turn. Hooved creatures take double damage. Active.
From the Hip Take a ranged shot from the hip with no time to aim (raw d20 with no modifiers) If it strikes deal 1 extra damage. Active.
Take a ranged shot from the hip with no time to aim. If it strikes deal 1 extra damage. Active, Useable twice per encounter.
Relentless Strikes If you successfully land a counter-attack (an attack on the last target that struck you) follow up with another attack on the same target. Passive.
If you successfully land a counter-attack (an attack on the last target that struck you) follow up with another attack on the same target that cannot miss. Passive.
Adrenaline Rush When you are at or below 2 HP gain +2 Constitution and +1 Dexterity for 2 turns. Passive.
When you are at or below 2 HP gain +2 Constitution and +2 Dexterity for 2 turns. Passive.
Elaborate Planning Pick 2 targets at the start of the encounter. If you are the one to damage them to or below 3 hp kill them off completely. Active..
Pick 3 targets at the start of the encounter. If you are the one to damage them to or below 4 hp kill them off completely. Active.

Rogue and Crest Credit: Blizzard Entertainment

The Shaman

Adepts of the Elements

Shamans are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Healing, Diplomacy, Survival, Spellcraft, Disable Device

Base Class Abilities

Totems of the Elements

The creation of totems is a ritualistic art among shaman. Each piece of a totem is carefully selected and crafted to bring the blessings of the Elements. Select one elemental totem to bless your character with at all times.

Fire- +1 Melee Attack

Air- +1 Reflex Save

Water- +1 Healing

Earth- +1 Max HP

Spirit- +1 Spell Attack

Elemental Balance

A shaman's primary goal is to bring balance to the elements that are naturally chaotic. Through this misson a findimental understanding is gained that opposites will always be weaker to one another.

Choose one Element to embody. When in combat with a creature of the opposite Element do +2 damage to them, but take +2 damage in return. If your chosen Element is Spirit, your opposite Element is Decay.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Shaman
Toolkit Ability Rank 1
Rank 2
Where There's Thunder Call forth a miniature storm that takes 2 rounds to form but once it does it will strike 1 target at random with lightning for 1 damage each for the rest of the encounter. Active.
Call forth a miniature storm that takes 2 rounds to form but once it does it will strike 2 enemy targets at random with lightning for 2 damage each for the rest of the encounter. Active.
Chain Lightning Strike a target for 2 initial damage and up to 2 other targets for 1 damage each at random. This cannot bounce to targets already struck. If no targets are available to bounce to the Chain will end. Active.
Strike a target for 2 initial damage and up to 3 other targets for 1 damage each. You may choose your additional targets. Active.
Earthen Shield Form a wall of stone and earth around you blocking up to incoming damage up to two points. If the damage being dealt to you is more than 2 you take any leftover damage. Active.
Form a wall of stone and earth around you blocking all incoming damage for one round. Active.
Earthquake The earth around you quakes and splits open stunning any target in melee range including allies for one round and dealing 1 damage. Active.
The earth around you quakes and splits open stunning any target in melee range for one round and dealing 3 damage. Active.
Healing Wave Totem Place a totem on the battlefield that pulses each turn healing 2 party members closest to it for 1 HP. It has only 1 HP and can be targeted. Active.
Place a totem on the battlefield that pulses each turn healing 3 party members closest to it for 2 HP. It Has only 3 HP and can be targeted. Active.
Chain Heal Heal a target for 2 initial HP and up to 2 other targets, including enemies, for 1 HP each at random. This cannot bounce to targets already struck. If no targets are available to bounce to the Chain will end. Active.
Heal a target for 2 initial HP and up to 3 other targets for 1 HP each. You may choose your additional targets. Active.
Lava Surge Your next Melee or ranged attack set the target on fire for 1 damage for 2 turns
Your next Melee, spell or ranged attack set the target on fire for 1 damage for 2 turns.
Fire Shock Totem Place a totem on the battlefield that pulses each turn attacking 2 enemy targets closest to it for 1 damage. It has only 1 HP and can be targeted. Active.
Place a totem on the battlefield that pulses each turn attacking 3 enemy targets closest to it for 1 HP. It has only 3 HP and can be targeted. Active.
Spirit Walk Fade into the spirit realm, removing all harmful effects from your character. Active.
Fade into the spirit realm, removing all harmful effects from your character and giving you +1 Wisdom and Intelligence when you return for 2 turns.
Spirit Link Totem Create a special totem that links you permanently with one member of the tribe. This Spirit Link grants you both +1 Constitution, +1 Wisdom and +1 Strength. You also share Damage. Damage is applied equally between both members except for damage values of 1 which only affect the initial receiver. You must both have this item equipped for it to work. Passive.
Create a special totem that links you permanently with one member of the tribe. This Spirit Link grants you both +1 Constitution, +1 Wisdom and +1 Strength. You also share Damage. Damage is halved between both party members (rounding up) except for damage values of 1 which only affect the initial receiver. You must both have this item equipped for it to work. Passive.

Shaman and Crest Credit: Blizzard Entertainment

The Warlock

Channelers of Forbidden Powers

In the face of demonic power, most heroes see death. Warlocks see only opportunity. Dominance is their aim, and they have found a path to it in the dark arts. These voracious spellcasters summon demonic minions to fight beside them. At first, they command only the service of imps, but as a warlock’s knowledge grows, seductive succubi, loyal voidwalkers, and horrific felhunters join the dark sorcerer’s ranks to wreak havoc on anyone who stands in their master’s way. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Intimidation, Spellcraft, Disable Device, Survival, Bluff

Base Class Abilities

Soulwell

To fuel Fel magic a warlock must consume life force energy. Be it their own, the life in the natural world, their own minions, or the souls that they have trapped within soulgems. The burning away of life essence is a cruel and dark practice but can it be outweighed by the rewards of combat victory?

At the start of each encounter create a soulgem of any party member or enemy that you can see. This spell is undetectable but allows you to siphon off their life essence to power your spells instead of your own.

You may revive a Soulstoned ally once per encounter. The ally revives with 5 HP and is afflicted with Soul Sickness. If they fall unconscious again, they are afflicted with a Crippling Negative Trait and they must be healed to 3 HP before they can gain consciousness.

You may revive yourself in this manner and suffer the same effects, but you must give your Soulstone to an ally before you go unconscious.

Minion

The manipulation of demons and their souls is one of the greatest skills of the Warlock. Their unique understanding and exploitation of demons who ever hunger for magic and power allows them to bind them and control them in battle.

You may summon 3 low level demons or 1 high level demon. Low level demons roll out of 10 for attacks with no modifiers, have no abilities, and have 2 HP. High level demons have 1 Special Ability, 5 HP, and roll out of 20 with your Intellect modifier for their attacks.


If you choose not to take a minion gain +2 to Spell Attack permanently. You are unable to summon companions other than those specified by Class Toolkit Abilities.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Warlock
Toolkit Ability Rank 1
Rank 2
Demon Seed Use 3 HP of life force to plant a seed of fel corruption in an enemy target. After 3 turns it explodes dealing 4 damage. If the target is killed before the seed can explode it will jump to the closest living host- usually the one that killed the previous host. Active.
Use 3 HP of life force to plant a seed of fel corruption in an enemy target. After 3 turns it explodes dealing 5 damage. If the target is killed before the seed can explode it will jump to the closest living host- usually the one that killed the previous host. Active.
Demon Bolt Draw life energy from your minions instead of yourself to fuel a massive 5 damage strike against a target. Takes 4 HP from your companion or your Soulgem. Active.
Draw life energy from your minions instead of yourself to fuel a massive 5 damage strike against a target. Takes 3 HP from your companion or your Soulgem. Active.
Implosion Call down a meteor full of imps at a targeted location using 3 Life Force. Upon impact the meteor does 3 damage to anyone in melee range. The 4 imps inside will remain loyal for 2 rounds and do 1 damage each to any target they get a hold of. Active.
Call down a meteor full of imps at a targeted location using 3 Life Force. Upon impact the meteor does 3 damage to anyone in melee range. The 4 imps inside will remain loyal for 3 rounds and do 1 damage each to any target specified by the Warlock. Active.
Havoc Place a rune of Havoc on a target. Any Spell damage you do to any other target will also be reflected on that target by half (rounding down) for 2 turns. Active.
Place a rune of Havoc on a target. Any Spell damage you or your allies do to any other target will also be reflected on that target by half (rounding down) for 2 turns. Active.
Rain of Fire Use 3 HP of Life Force to call down a localized firestorm which lasts for 2 turns that will strike anyone inside of it for 2 damage each turn. Felfire has the chance to cause insanity to anyone struck with can turn them against their allies. Active.
Use 2 HP of Life Force to call down a localized firestorm which lasts for 2 turns that will strike anyone inside of it for 3 damage and stun them for one round upon the initial cast. Felfire has the chance to cause insanity to anyone struck with can turn them against their allies. Active.
Agony Use 1 HP of Life Force to apply Agony to a target for 1 turn. Agony increases the damage that target takes from spell damage by 1, criticals excluded. Can be cast infinitely so long as there’s a life force available. Active, does not stack.
Use 1 HP of Life Force from any source to apply Agony to a target for 1 turn. Agony increases the damage that target takes from spell damage by 2, criticals gain 1. Can be cast infinitely so long as there’s a life force available. Active, does not stack.
Demon Skin Use 2 HP of Life Force to give yourself Demon Skin which reduces all incoming damage by half for one round. Active, cannot stack.
Use 2 HP of Life Force to give yourself Demon Skin which reduces all incoming damage to 1 for one round. Active, cannot stack.
Fires of Fel Use 3 HP of Life Force to call forth Felfire on a target. Felfire clings to a target dealing 2 damage for 2 turns and cannot be put out. Felfire has the chance to cause insanity to anyone struck with it and can turn them against their allies. Active.
Use 3 HP of Life Force to call forth Felfire on a target. Felfire clings to a target dealing 3 damage for 2 turns and cannot be put out. Felfire has the chance to cause insanity to anyone struck with it and can turn them against their allies. Active.
Chaos Bolt A volatile mix of void and fel energies that explodes on contact dealing 3 damage to the initial target and 2 to the two closest targets. Chaos bolt also makes them insane and grants these individuals +1 Strength
A volatile mix of void and fel energies that explodes on contact dealing 4 damage to the initial target and 3 to the two closest targets. Chaos bolt also makes them insane and grants these individuals +1 Strength.
Haunt When you fall unconscious your soul torments your killer, disabling them for 1 turn and dealing 1 damage for 2 turns. Passive.
When you fall unconscious your soul torments your killer, disabling them for 2 turns and dealing 1 damage for 2 turns. If they are still alive after those 2 turns the target will take one additional damage from attacks dealt it until it dies. Passive.

Gul'dan and Crest Credit: Blizzard Entertainment

The Warrior

Lords of War

For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. -Blizzard Entertainment

Skill Selection

Each Class comes with a Skill Selection of 5 Skills. You can pick one of these Skills to apply a +1 modifier to and overtime as you level that skill will gain more modifications points for a total of +3. Additionally, each Base Class comes with 2 Class Abilities that help to define your chosen class.

Skill Selection: Athletics, Grapple, Survival, Diplomacy, Escape

Base Class Abilities

Battle Partner or Lone Wolf

Some warriors know how to best take down enemies in a group or with a partner. They form inseparable bonds with these people and call them Battle Brother. Others prefer to work alone, thinking that others will only get in their way or that they must protect others from harm.

Choose a Battle Partner to stand beside in Combat which gives both of you a +2 in one skill that you share and +1 to Max HP. Additionally, you unlock access to Class Toolkits involving your Battle Partner.


Or


Choose to be a Lone Wolf gaining +4 in any skill, +1 to Attack Rolls, and unlocking access to Class Toolkits involving Lone Wolf.

Forced Recovery

Warriors are hard to put down. Their force of will and great strength give them an advantage against those that would seek to stop them.

Being attacked with any incapacitating action not of a magical nature (Fearsome Presence, traps, grapple what have you) Roll out of 2 to resist the attack. If you are successful resist the spell and gain a +1 Strength modifier for your next action. Active, useable up to 2 times.


Class Toolkit Abilities

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 3 which unlocks their most potent and versatile uses. You may pick 2 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Please see next page for the Toolkit Abilities Chart.

Note that all Toolkit Abilities are not rolled for unless otherwise stated. Additionally, all Toolkit Abilities are Useable once per Encounter unless otherwise stated.

The Warrior
Toolkit Ability Rank 1
Rank 2
Morale Inspire any member of a lower Tribe rank than you, giving them and yourself +1 Constitution that lasts 3 rounds. Active.
Inspire any member of a lower Tribe rank than you, giving them and yourself +2 Constitution and +1 Strength that lasts 3 rounds. Active.
Expert Tactics As a Lone Wolf you have learned to notice the fine details to stay alive. Learn the details of any target that you can see including abilities and combat tendencies. Active.
As a Lone Wolf you have learned to notice the fine details to stay alive. Learn the details of any enemy that you can see including abilities and combat tendencies, magic abilities and one major weakness. Active.
Cleave Hit any target for a crippling blow. This will do 3 damage and force them to make a Fortitude Save of a 5 or above to take any action. Active.
Hit any target for a crippling blow. This will do 4 damage and force them to make a Fortitude Save of a 10 or above to take any action. Active.
Coordinated Fire You and your Battle Partner can take a combined action. This combined action hits for double the usual roll values and cannot miss. Active.
You and your Battle Partner can take a combined action. This combined action hits for double the usual roll values and cannot miss with a lowered Critical Roll Ceiling of 18 with modifiers. Active.
Rampage Lone Wolf: When you drop to 3 HP gain a +1 to all Saving Throws and Defence. Passive. Battle Partner: When your battle partner drops below 3 HP gain a +1 to Melee Attacks for 2 rounds. Passive.
Lone Wolf: When you drop to 3 HP gain a +1 to all Saving Throws and gain +2 to Strength for one round. Passive. Battle Partner: When your battle partner drops below 3 HP gain a +1 to Melee Attacks for 2 rounds and gain a +1 modifier to all Saving Throws and Defence. Passive.
Execute When an enemy is below 3 HP deal a killing blow. Active.
Twice per encounter when an enemy is below 3 HP deal a killing blow. Active.
Berserking Mastery When you enter a Rampage or fall to 2 HP gain an additional +1 Strength. Passive. When you enter a Rampage or fall to 2 HP gain an additional +2 Strength. Passive.
Revenge If a Critical Hit is landed against you in combat take immediate action against the target. Active, Useable twice per encounter.
If a Critical Hit is landed against you in combat take immediate action against the target that cannot miss with a lowered Critical Hit Ceiling without modifiers from 20 to 18. Active, Useable twice per encounter.
Last Stand If you are one of three left standing during an encounter gain +3 HP and a shield around you that has 2 HP. Passive.
If you are one of three left standing during an Encounter gain +3 HP and a shield around you that has 2 HP, and bring your selected battle partner back from unconsciousness with +3 HP. Lonewolf gains 4 HP and a shield that has 4 HP. Passive.
Shield Wall Negate all incoming damage you take for one turn. Active.
Negate all Incoming damage you and one ally close to you take for two turns by half. This action takes up two action turns. Active.

Orc and Crest Credit: Blizzard Entertainment