EX-SPELLBREAKER | DAWNWARD | HERO OF AZEROTH | BLOODBORNE
40 ft. [march] | 60 ft. [forced march] | melee [range]
Crafted for war, these heavy plated soldiers are trained in a mix of new tactics while without sacrificing the old. Their purpose is to serve as shock troops to break lines quickly turning the tide of battle into a quick rout. Armored in red and black plate, they are made up of minor lords of nobility or well trained professional soldiers.
Most recently however, they have implemented many tactics borrowed from the Knights of the Ebon Blade. Although they are not undead, their ability to command frost magic have made them excellent units in tactics.
Chains of Ice : Attempt to chain a target in place with freezing magic. Roll 1d20>12 with a 12+ considered to be successful. If a target is chained they cannot move until their next turn. [30 ft.]
Reaping [Passive]: Dreadnaughts deal double damage to any enemy force under the effects of CC.
Commander Points 
Ebon Blade Training [Passive]: When a Dreadnaught strikes a target they attempt to freeze their target. Rolling 1d2, a 1 = success the Dreadnaught will cast Chains of Ice on the target. This cast does not consume a charge.
Battle Standard Carrier: Increase max damage by 10.
Icebound Resilience : For a single turn the unit of Dreadnaughts or their chosen target are impervious to damage. They cannot move for an entire turn however.
Regimental Captain: Increase mod damage by 10.
1d30+9; critical on 22-30, +6
* Does not apply to prestige class abilities.
- +3 mod damage to all attacks and class abilities*.
- Resourceful [Passive]: Grants an additional use to every class ability*.
- +10 HP in Hero Mode
- Taunt: You may now taunt targets by rolling 1d20. An 8+ is considered to be a successful taunt. Some bosses and creatures cannot be taunted. [Range: 10 ft.]
30 ft. [walk] | 50 ft. [sprint] | melee [range]
VIRTUES & VICES
Arcanic Affinity: Negated by Weakness to Arcane [I]
Beautiful: Increases your character’s charm rolls by +2.
Disciplined: Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
Stalwart: Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP.
Battleborn: While engaged in combat, your character gains +8 to physical challenge checks.
Immunity: When targeted by a Damage Over Time ability, roll 1d3 to prevent the DOT from applying to your character. A roll of 1 is considered to be successful. [RAID: Uldir]
Endurance: Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1 HP. [Only one success per event]
Expert: Your character may choose to reroll any failed non-diplomacy challenge rolls during an event. [Can only be used once per event]
Famous: Increases Diplomacy Points by +1. [RAID: Antorus, the Burning Throne]
Girth: Decreases the required threshold to pass a physical CC check by -2.
Survivor: Allows a character to reroll a wound roll. They will keep the second of the two rolls.
Blind [I]: Your character has a -30 to perception rolls and a -5 ft. to range.
Crass [I]: Your character have a -4 to etiquette challenge checks.
Old [I]: Increases wound duration by +1 week.
Stubborn [I]: When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event.
Weakness to Arcane [I]: Your character suffers a -8 to arcane challenge checks.
Weakness to Fel [I]: Your character suffers a -8 to fel challenge checks.
Wanton [I]: Opponents have a -4 threshold for successful charm and seduction attempts against your character.
Two-Handed Sword: 1d30+9; critical on 22-30, +6
Spell-Shield: Grants a single use of the Spell-Barrier ability; see Abilities section for more information.
Furious Charge : The warrior bursts in speed towards an enemy target. The warrior may charge an enemy opponent within 15 feet, dealing 1d27+9 damage to them to them. The player may also attempt to stun a non-boss enemy unit by roll 1d2, where a 1 is considered successful. May be used in addition to normal movement during their turn. [15 ft.]
Blood Frenzy : The warrior enters into a state of battle trance. For two turns, the warrior deals an additional +5 to max and +3 to mod damage on all basic attacks. The warrior also heals themselves for half the damage dealt. [Self]
Taste of Blood [Passive]: Every time a warrior kills an enemy target, their max and mod damage is increased by +3 for the remainder of the battle. Stacks up to 5 times. [Self]
Cleave : When used while attacking an enemy target, the player may also strike an additional target within 5 ft of the original enemy attacked. [5 ft.] [Minor]
Spell-Barrier : Adds a spell barrier to self that absorbs 15 HP of damage. Spell-Barrier lasts until it is broken. Can be used as an instant. [Self]
Nature's Grasp: Roll 1d3 when dealing damage with a weapon or basic offensive spell. If you roll a 1, then the enemy takes 1d7 damage and is rooted in place. [Melee]
These soldiers of old have dedicated their entire lives to war. To them there is nothing else but duty, battle, and the salvation of their people. Protected by massive steel plates and armed with fearsome two-handed weapons, these soldiers are tasked with holding the passes alone. There are few finer warriors on Azeroth.
+3 max & +2 mod damage | increases critical damage by +2 | unlocks the Dreadnaught troop option
PRESTIGE CLASS ABILITIES
Dread Slash : Deals 3d17+14 damage to a target. Damage is doubled on targets that are CC’d. [Melee]
Runic Replenishment : When leading the battle, the Dreadnaught may choose to restore their fallen soldiers. In order to determine number of soldiers reinvigorated, roll 1dx where x equals the amount of fallen soldiers within their unit. [Self]
- Act V Veteran: +5 HP in Hero Mode [earned for participating in campaign events throughout Act V: Legionfall]