Require a melee weapon to activate.
Any melee
1 action
Elemental boon
1 turn channel
The infused weapon deals an additional wound of the corresponding type for 1 minute.
The infused weapon deals an additional wound of the corresponding type for 10 minutes.
Any melee
1 action
2 stamina
Infusion
1d4 turn cooldown
Make a ranged attack with your melee weapon for 2 wounds, except the damage type is based on the consumed infusion.
Does not consume the infusion.
Any melee
1 action
1 stamina
1d6 turn cooldown
As you succeed an armor saving throw, you gain the discipline boon for 1 minute.
Knock the aggressor prone.
Sword
1 action
2 stamina
1d6 turn cooldown
Make a melee attack. If you have the discipline boon, this attack ignores resistances.
If you have the discipline boon, this attack always hits.
Sword
Quick action
1 stamina
1d6 turn cooldown
Roll an armor saving throw an additional time; keep the best result.
Then, make a melee attack against the aggressor.
Axe
1 action
2 stamina
1d4 turn cooldown
If you have the rage boon, make two melee attacks. If both attacks hit the same target, they start bleeding.
You may step 5' before each attack.
Axe
1 action
3 stamina
1d8 turn cooldown
Make a melee attack. If you have the rage boon, you gain an additional +2 penetration.
Hits from this ability always wound.
Pole-arm
1 action
3 stamina
1d8 turn cooldown
Creates an opening. Make a melee attack against all targets in reach. If you have rage or discipline, do it a second time.
If you have both rage and discipline, do it a third time.
Pole-arm
1 action
1 stamina
1d4 turn cooldown
Make a melee attack against each target in reach in a straight line.
All targets are pinned to you until your next turn.
Precision
1 action
2 stamina
1d6 turn cooldown
Make an attack. For each status effect among prone, bleeding, burning, chilled, shocked, poisoned, and frightened; the attack deals an additional wound.
The attack also causes your choice of prone, bleeding, or frightened.
Precision
1 action
1 stamina
1d4 turn cooldown
Make an attack. If you are hidden to the target or have discipline, you deal double damage.
If you are both hidden and disciplined, you deal triple damage instead.
Shield
1 action
2 stamina
1d4 turn cooldown
Move up to your speed, then you may make a melee attack with your shield for 1d4 damage. If this attack deals damage, the target is knocked prone.
If you spend no more than half your movement, the attack is a guaranteed hit.
Shield
1 action
2 stamina
Infusion
1d4 turn cooldown
Everything else within 5' gets hit in an explosion. The damage type and saving throw is based on the element of the consumed infusion.
Does not consume the infusion.