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