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Warden
- Incite (Provoke the enemy making it impossible for them to attack another target.)
- Resolve (10% of courage is added to resilience in calculations)
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Setback
- Hotfeet (Target takes fire damage any turn they do not move)
- Slick (Lowers targets accuracy)
- Landslip (Causes target to slide down any adjacent cliff)
- Blowback (Knocks the target back to the nearest wall or cliff)
- Entangle (Binds the target in place)
- Leaden (Halves targets move and jump)
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Shieldbearer
- Repel (Counter enemy attacks by knocking them back forcefully.)
- Readiness (When equipped with a shield, block all standard melee attacks.)
- Shield Bash (Strike the enemy with an equipped shield dealing small damage and interrupting any ability in progress.)
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Guardian
- Intercept (Covers the target, intercepting all damage taken by the target.)
- Barricade (Block off two adjacent squares creating an impasse.)
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Reinforce
- Molten Bulwark (Bestow the target with armor of fire dealing damage to any close ranged attacker.)
- Stoneskin (Bestow the target with armor of earth absorbing a set amount of damage.)
- Aural Drape (Bestow the target with armor of wind creating a large chance for attacks to fail.)
- Barkskin (Bestow the target with armor of wood reducing damage taken and restoring health over time.)
- Electroplate (Bestow the target with armor of metal preventing physical damage.)
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Intimidator
- Grim Visage (Enemy attacks have a 10% chance to backfire)
- Intimidate (Enemy can take no offensive action)
- Vexing Swings (All strikes have a 25% chance to vex the opponent)
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Champion
- Solidarity (Adjacent allies tiles gain a 20% boost to resilience)
- Sheltering Presence (Adjacent allies gain 10% health back a turn)
- Sanctuary (50% of damage taken by nearby allies is transferred to the caster.)