Swords: D: 1d10+1: crit on 7-10+3 Range: Base Class
Shield: (May be equipped with single handed weapons and polearms.) Guardian: Instant. Target player takes half damage until their next turn. May be used on an allied player within 5ft of your character. May be used as an instant. Range: 5ft
Healing Spell: H: 1d25+5: crit on 18-25+8 Range: Base Class Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done. Range: Self
Support: +3 on all healing and healing class abilities. Battle-Mending[Passive]: Support characters may choose to have their healing abilities be split between two players healing either equally. Healers must declare the two targets selected prior to rolling to qualify. (Does not apply to Prestige Class abilities).
Combatant: +1 on all basic attacks and damaging class abilities.
Politician: +1 DP and +1 on all diplomatic rolls.
Dawning Glory: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d12+10 healing/damage. Range: Cone
Sacred Grace: The paladin attempts to internalize their healing abilities as pure holy magic. The paladin heals a target for 3d10+11 HP. Does +13 healing on targets under 10 HP. Range: 35ft
Shield Bash: The warrior strikes an enemy target hard with their shield. They deal 2d20+11 damage to an enemy target. This attack deals full damage to fortified enemies. Range: Melee
Arcane Affinity: You have a +4 to Arcane based challenge checks.
Beautiful: Increases your character’s charm rolls by +2.
Endurance: Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)
Impervious: When your character has 75% or higher HP, CC checks against you have a -2 threshold.
Armoured: Decreases your character’s wound rolls by -2.
Charming: Whenever your character attempt a social roll against another, they gain a -2 threshold if they are not a noble.
Light Kissed: Your character has a +4 to light based challenge checks.
Versatile: Your character may choose one ability from another base class, replacing one of your normal class abilities.
Protector: Your character no longer has their movement hindered when carrying another player in a battlefield.
Swift: Increases your character’s walk and sprint by +5ft.
Traumatized 1: Whenever your character is less than 50% HP, they must pass a fear CC check of 1d20>12 to prevent them from being feared for one turn.
Honorable Duelist 2: (Negates Dirty Fighter) You must always attack second in a duel.
Claustrophobic 2: Whenever in a dungeon crawl, your character has -2ft to their vision and -15 to their walk and sprint. They must also perform a challenge check of 1d2 a turn to prevent from being stunned. A 1 is considered to be successful.
Weakness to Decay 2: (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.
Weakness to Shadow 2: (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.
Honorable: (Negates Dishonorable) Your character must always take the honorable action when given the chance.
75 HP l 1d40+15 Damage l 1d35+10 Healing
45/65 feet Movement l Melee/30 feet Range
Battlemending: When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.
Venerated Cleric : +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.
Desperate Intervention[Passive] : Dawnmender Guardians may choose to heal two targets in their turn instead of one. Healing done between the targets are spread equally.