Welcome to new Honor beta test!
The core rules for the Honor mechanic remain in play but are replaced by any rules listed here.
Codes
Each class has one Core Code that is the default for that class at character creation (or in some cases that is granted with their first Title), plus three potential Great Codes, and 9 potential Minor Codes.
Over the full course of level 1-20, Honor classes will choose up to a maximum of 4 Codes. Second and subsequent codes are typically unlocked based on titles. A fourth code can be unlocked at higher levels, however this is optional and only recommended for advanced players. Minor Codes are available after achieving Tier 2 power, while great Codes are available after achieving Tier 4 power and are limited to a maximum of one. Therefore, full four code options are either, Core + Minor x2 + Great codes OR Core + Minor x3 codes.
Code Stacks
In order to fully utilize your chosen Codes you will need to accumulate a resource called code stacks. Each code has its own unique stack to accumulate and spend. This can be tracked directly on your character sheet or by using a colored token of some kind to represent each type of code stack.
Code stacks are gained by passing an Honor test at the start of each of your turns and persist after combat. Attempting to stack a code does not cost you any portion of your turn. Whenever you stack one or more codes, you are free to place it in any Code stack you have available. After completing at least an uninterrupted half-rest, you also gain Code stacks (your choice which types) according to your current Honor:
- 0-5 = 0 stacks
- 6-10 = 1 stack
- 11-15 = 2 stacks
- 16-20 = 3 stacks
- Knights always receive +1 more than this
Filter this list by Class to see all available Codes for your class.
Code | Polarity | Type | Alignment | Class Restriction | ||
---|---|---|---|---|---|---|
wdt_ID | Code | Polarity | Type | Alignment | Class Restriction | Concept |
49 | All-for-one and One-for-all | Balance | Core | None | Musketeer | "wait what? What is the Musketeer class? Is this a thing? A new class? Maybe one day... |
50 | Bushido | Order | Core | None | Samurai | "Sincerity, frugality, mastery of the martial arts, honour until death, bravery, and loyalty to your lord (Shogun)." |
51 | Chivalry | Order | Core | None | Knight | "one must temper the warrior ethos with devout loyalty (to church/state) and strict adhereance to courtly manners." |
52 | Faithsworn | Balance | Core | None | Paladin | "Piety and devotion to our faith are paramount, and any threat to them will see the full force of our might brought to bear against it." |
53 | Guardian's Code | Balance | Core | None | Guardian | "I am my brothers keeper." |
54 | Hellsworn | Balance | Core | None | Hellsworn Paladin | "Surrendering to the infernal powers, I have sworn myself to the depths of Hell. My allegiance to demonic forces is unyielding, and I shall wield their dark might to achieve my unholy goals." |
55 | Holysworn | Balance | Core | None | Holysworn Paladin | "The holy and divine light of creation shines upon all, bringing hope but also exposing corruption, as its agent I too am sworn to these ideals." |
56 | Primalsworn | Balance | Core | None | Primalsworn Paladin | "In reverence to the primal forces of creation, I have sworn to protect the delicate balance of life and nature. I shall be the guardian of the untamed realms, and my actions will ensure the preservation of the natural order." |
57 | Scoundrel's Code | Chaos | Core | None | Swashbuckler | "Of this you can be assured, I will always act in the best interest others, so long as their best interest serves me." |
58 | Soulsworn | Balance | Core | None | Soulsworn Paladin | "Delving into the recesses of my own soul, I have sworn to harness the potent psionic forces within. I shall be the conduit between the astral and the tangible, wielding the power of the mind for the protection and enlightenment of all." |
59 | Spiritual Truths | Balance | Core | None | Wizard | "The spiritual realms touch all aspects of life, and if studied, their great truths guide us to better things." |
60 | Street Justice | Chaos | Core | None | Vigilante | "Justice is rarely seen by those who need it most, but the streets have their own way of righting this wrong." |
61 | Beyond the Law | Chaos | Great | None | Vigilante, Swashbuckler | "The law only serves those in power, upholding their system of tryanny and oppresssion. To bring the system down requires one to move beyond the law." |
62 | Conquest | Order | Great | None | Knight, Hellsworn Paladin, Samurai | "Only through conquest can we bring order to the chaos. We shape the world to our iron will, allowing no voice of dissent or defiance." |
63 | Eye for an Eye | Balance | Great | None | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | "The only true form of justice is an eye for an eye and a tooth for a tooth." |
64 | Iconoclasm | Chaos | Great | None | Hellsworn Paladin, Soulsworn Paladin, Wizard | "Shatter the idols of orthodoxy and from its ruins forge a new destiny." |
65 | Leader of Men | Order | Great | None | Knight, Holysworn Paladin, Samurai | "Only through strong leadership can civilizations and orginaztions thrive." |
66 | Sacred Quest | Balance | Great | None | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | "There is no higher calling than to fulfill a sacred quest, and nothing can stand in the way of its fullfillment." |
67 | Servant of Creation | Balance | Great | None | Wizard, Primalsworn Paladin | "Spirit, substance, and soul, I exist to serve and safeguard creation." |
68 | Sworn Vengeance | Chaos | Great | None | Swashbuckler, Vigilante, Guardian | "I have sworn venegeance, nothing will stand in my way. I am duty bound to avenge wrongs and settles grudges, even if doing so creates more." |
69 | Watcher on the Wall | Order | Great | None | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | "I stand vigilant upon the bastion of order, ever watchful for the encroaching chaos." |
70 | A Power Greater | Order | Minor | Neutral | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | "Regardless of my own power, I must acknowledge that there is always a power (or powers) greater." |
71 | A Power Older | Chaos | Minor | Neutral | Hellsworn Paladin, Primalsworn Paladin, Wizard | "There are powers older than creation itself, for once all was chaos, and to chaos it shall return." |
72 | Apocalypse | Chaos | Minor | Evil | Wizard, Vigilante, Hellsworn Paladin | "I am pledged to the powers that would see the apocolypse come, the end of all things is the natural conclusion." |
73 | Cabalist | Order | Minor | Evil | Knight, Wizard | "We must act from the shadows, an unseen hand that guiding the masses to our own designs." |
Honor Skills
Honor skills are split into three disciplines: Oaths, Virtues, and Code Skills.
At the start of each new day, and at the onset of each new encounter, a single Oath or Virtue may be selected. Once selected its effects remain in play until either a new Oath or Virtue is selected or the character acts in a manner that contradicts or invalidates the particular Oath or Virtue they are currently adhering to.
If an Oath or Virtue is cancelled due to the behavior or actions of the character they immediately lose 1 Honor. They also cannot use that Oath or Virtue again until performing some form of penance or restitution appropriate to that Oath or Virtue, whether personal enforced or as prescribed by an order or institution they belong to.
At character creation you may choose one Oath and one Virtue from your Core Code. New Oaths, Virtues, and Code Skills are awarded each level up from any Code you have selected as follows:
Level | Oath | Virtue | Code Skill* |
0 | +1 | +1 | – |
1-10 | +1 | +1 | +1 |
11-20 | +1 odd | +1 even | +1 |
Total | 16 | 16 | 20 |
*Note: The Rank of any given Code Skill can never exceed your current Tier of Power. (i.e. To gain Rank 2 must be at least Tier 2)
If your particular selection of Codes does not provide you with a unique choice of a new Oath or Virtue at level up, you can “double up” on an existing Oath or Virtue to make it an Empowered Oath or Virtue, doubling its effects. You cannot choose to empower an Oath or Virtue if there is a viable choice for a new Oath or Virtue that you do not already have.
Full Honor Skill List
Select a Code from the above list for your class and use either the drop down search menu or the search bar below to filter your selection.
Polarity | Code | Discipline | Skill Name | Full Name | Sample | Use | Duration | Range | Description | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Primalsworn, Servant of Creation, Honor Among Thieves | Virtue | Adaptability | Virtue of Adaptability | passive | persistent | self | Any time you miss or fail to damage or cast against an opponent, you may request that the GM tell you what you would have needed to roll in order to be successful. You now also gain +5 per Tier the next time you attempt to hit or cast in that manner (i.e. vs AC or applicable Resistance) | Primalsworn Paladin, Wizard, Vigilante, Swashbuckler | ||
Beyond the Law, Honor Among Thieves, Judicial Combat | Virtue | Agility | Virtue of Agility | passive | persistent | self | Gain +5% melee crit chance and +1 Advantage per Tier on Agility stat rolls | Vigilante, Swashbuckler, Knight, Samurai, Soulsworn Paladin | ||
Law Keeper, Freedom Keeper | Virtue | Alacrity | Virtue of Alacrity | passive | persistent | self | Any time you attempt to stack a code, may also stack a second code of a different type if your resulting Honor test is greater than 27. Reduce this required number by 1 per Tier beyond 2 (i.e. 26 at T3, 25 at T4, 24 at T5, 23 at T6, 22 at T7.) | Knight, Samurai, Holysworn Paladin, Guardian, Swashbuckler | ||
Conquest, Feudal Lord, Spiritual Truths | Virtue | Ambition | Virtue of Ambition | passive | persistent | self | Anytime your action deals damage to an opponent or you successfully casts a spell on them, you gain +2 temporary HP per Tier. If this effects occurs again before the temporary HP are consumed, it does not stack but rather refreshes to the maximum amount. | Knight, Hellsworn Paladin, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin, Wizard | ||
Scoundrel's Code, Iconoclasm, Conquest, Immortality | Virtue | Audacity | Virtue of Audacity | passive | persistent | self | Any time you are actively taking a risk (i.e. being the first to charge into battle, running through dragon fire to save someone, or challenging a foe), any non-physical damage or physical damage that also includes a magical component, inflicts 10% per Tier of that damage to the opponent/source that caused it. | Swashbuckler, Hellsworn Paladin, Soulsworn Paladin, Wizard, Knight, Samurai, Guardian, Primalsworn Paladin, Vigilante | ||
Hellsworn, Soulsworn, Scoundrel's Code | Virtue | Authenticity | Virtue of Authenticity | passive | persistent | self | +2 per Tier Advantage on Honor tests when rolling to stack a Code • while active any non-Honor Instant used to oppose, penalize or damage an opponent also auto-stacks a Code |
Hellsworn Paladin, Soulsworn Paladin, Swashbuckler | ||
Chivalry, Hellsworn, Krateros | Virtue | Battle | Virtue of Battle | passive | persistent | self | While the Virtue is active any 'strike', 'shot', or unarmed attack has +1 damage per Tier and also grants +1 reaction each round. • At Tier 3 increases to +2 reactions. • At Tier 6 increases to +3 reactions |
Knight, Hellsworn Paladin, Samurai, Primalsworn Paladin, Guardian | ||
Balance | Primalsworn, Life Keeper | Virtue | Beauty | Virtue of Beauty | passive | persistent | self | While in wild and/or natural settings or surrounded by a great deal of life (GM discretion), healing effects used on you, or by you, gain +2 per Tier healing. | Primalsworn Paladin, Knight, Samurai, Holysworn Paladin, Guardian | |
Divine Order, Liberator | Virtue | Benevolence | Virtue of Benevolence | passive | persistent | self | If a blow would put a friendly below 0HP, as a reaction, may move out of turn (up to 2x maximum movement on foot) to intercept and take the damage onto yourself • If this causes you to fall below 0 HP instead, all enemies within 2" per Tier are stunned for two rounds. |
Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard, Knight | ||
Guardian's Code, Sacred Quest, Krateros | Virtue | Bravery | Virtue of Bravery | passive | persistent | self | Gain +1 Advantage per Tier against any fear or fear like effect, and become immune to any fear effect that does not also include a Stat roll. Neither of these effects applies if you moved away from a threat during your last movement turn. | Guardian, Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | ||
Holysworn, Scoundrel's Code, Demonic Bargain | Virtue | Charisma | Virtue of Charisma | passive | persistent | self | Gain +2 Advantage on any persuasion roll and +1 Advantage per Tier on all other Charm stat rolls (stacks if using Charm to persuade). Also, any time you are hit by an opponent, if you pass a Charm test they cannot attack you on your next turn unless there is no other possible targets. | Holysworn Paladin, Swashbuckler, Hellsworn Paladin, Soulsworn Paladin, Guardian | ||
Guardian's Code, Holysworn | Virtue | Compassion | Virtue of Compassion | passive | persistent | self | When coming to the aid of another who is truly in need (i.e. could not properly defend themselves without your intervention), gain +1 Advantage per Tier on any stat test used to assist them and +1 per Tier damage of any kind against the source of the threat. | Guardian, Holysworn Paladin | ||
Soulsworn, Judicial Combat | Virtue | Confidence | Virtue of Confidence | passive | persistent | self | While active, gain 1.5x stat driven combat modifiers as follows Strength (melee damage), Agility (melee hit), Perception (ranged hit), Intellect (spirit cast), and Wisdom (faith cast). This does not include combat modifiers related to crit, or any combat modifiers resultign from secondary skills, enchants, craftings, etc... • At Tier 3 increases to 2x. • At Tier 6 increases to 3x |
Soulsworn Paladin, Knight, Samurai, Swashbuckler | ||
Hellsworn, Immortality, Demonic Bargain | Virtue | Control | Virtue of Control | passive | persistent | self | Any time you score a critical hit or cast on a target, you may choose any one of the following effects, as available by Tier: • Tier 1: Stunned for up to 2 rounds • Tier 2: Charmed, target cannot attack or harm you in any way until you deal damage to them again or battle ends. • Tier 3: Mesmerized, effectively immobilized until taking damage from you or battle ends. • Tier 4: Enthralled, target must use regular attacks (or move to do so) against a target of your choice. • Tier 5: Compelled: Target must immediately remove itself from the battlefield, using any means possible. • Tier 6: Enslaved, target will obey your every command (but not including self harm) until taking damage from you or you rest. • Tier 7: Deathly Enslaved, same as Tier 6 except can order them to hurt or kill themselves (if they fail a resolve test). |
Hellsworn Paladin, Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante, Soulsworn Paladin, Swashbuckler | ||
Guardian's Code, Cabalist | Virtue | Cooperation | Virtue of Cooperation | passive | persistent | self | When assisting an ally's stat roll, you grant +1 advantage per Tier. Also, when an ally within your LoS misses, critically misses, fails a casting roll, or miscasts, you can use your Reaction to allow them to re-roll using your combat modifiers instead of their own. | Guardian, Knight, Wizard | ||
Chivalry, Bushido, Iconoclasm | Virtue | Courage | Virtue of Courage | passive | persistent | self | Gain +6 per Tier temporary HP and +3 Resolve whenever the combined Threat Rating of enemies within 3" is greater than your level | Knight, Samurai, Hellsworn Paladin, Soulsworn Paladin, Wizard | ||
Bushido, Scoundrel's Code, Servant of the Crown | Virtue | Courtesy | Virtue of Courtesy | passive | persistent | self | You suffer -1 per Tier to all Initiative Scores, but gain up to 1 per Tier extra block, parry or ward-off reaction when attacked by an opponent that is higher than you on the Turn Order. | Samurai, Swashbuckler, Knight, Guardian, Holysworn Paladin | ||
Beyond the Law, Carnage | Virtue | Violence | Virtue of Violence | passive | persistent | self | Gain +2 physical damage per Tier. Also, gain +1 Advantage whenever using violence, pain, or the threat thereof to persuade or intimidate a target. | Vigilante, Swashbuckler, Hellsworn Paladin | ||
Primalsworn, Beyond the Law | Virtue | Cunning | Virtue of Cunning | passive | persistent | self | Gain +1 Advantage per Tier anytime you are involved in a Stat Roll-off where you are using Intellect, Wisdom, Charm, Avoidance, or Stealth. Also gain +5 per Tier resistance against any type of magical CC effect. | Primalsworn Paladin, Vigilante, Swashbuckler | ||
Servant of Creation, A Power Older | Virtue | Curiosity | Virtue of Curiosity | passive | persistent | self | As a Reaction, when anyone successfully casts a spell on you with a Tier equal or lesser to your own, you may cast the same spell (for free) on your own next turn. Cannot be of an opposing power. | Wizard, Primalsworn Paladin, Hellsworn Paladin | ||
Eye for an Eye, Vanquisher | Virtue | Decisiveness | Virtue of Decisiveness | passive | persistent | self | Gain +2% per Tier critical hit and cast chance | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin, Holysworn Paladin, Hellsworn Paladin, Wizard | ||
Conquest, Eye for an Eye, Neutrality | Virtue | Detachment | Virtue of Detachment | passive | persistent | self | While active, you cannot use any kind of healing skill, spell, item or effect on anyone other than yourself, however you gain 10% per Tier of your armor as bonus Resistance to any kind of magical effect or spell. This effect doubles if dealt damage to an ally within the last turn. | Knight, Hellsworn Paladin, Samurai, Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | ||
Eye for an Eye, Iconoclasm, Sworn Vengeance | Virtue | Determination | Virtue of Determination | passive | persistent | self | Any time you miss an attack or fail a casting roll, your next attack or casting roll gains +10 per Tier to hit or cast. If it was a critical miss or miscast, the next attack or casting roll cannot be a critical miss or miscast under any circumstances. | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin, Hellsworn Paladin, Wizard | ||
Guardian's Code, Holysworn, Sacred Quest | Virtue | Devotion | Virtue of Devotion | passive | persistent | self | Whenever you fail a block, parry, or faith difficulty roll you can reroll it, and add advantage up to a maximum of +1 per Tier, however doing so self-inflicts 3 damage per Tier, ignoring all shields, damage absorption, or damage negation. | Guardian, Holysworn Paladin, Knight, Samurai, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | ||
Servant of Creation, Mortal Code, Freedom Keeper | Virtue | Dignity | Virtue of Dignity | passive | persistent | self | Your healing spells, skills, and consumables gain an extra +1d4 healing. Your attacks and offensive spells against undead gain +1d4 damage. Both effects increase to +1d6 at Tier 3, +1d8 at Tier 4, +1d10 at Tier 5, +1d12 at Tier 5, and +1d20 at Tier 7. Any target slain by your hand is immune to any form of undeath, for as long as you live. | Wizard, Primalsworn Paladin, Holysworn Paladin, Hellsworn Paladin, Vigilante, Guardian, Swashbuckler | ||
Hellsworn, Sacred Quest | Virtue | Discipline | Virtue of Discipline | passive | persistent | self | May re-roll any failed stat test (not including Faith), resistance roll, or hit/cast roll if doing so would assist in completing a Sacred Quest or fulfilling the orders of a power or person you are sworn to. Cannot occur more than once per Tier each day. | Hellsworn Paladin, Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Soulsworn Paladin | ||
Divine Order, The Grand Balance | Virtue | Elegance | Virtue of Elegance | passive | persistent | self | Gain +5 to hit per Tier with melee and ranged physical attacks and any graceful weapon deals +1 damage per Tier. Also, grants +2 Dodge contribution to AC per Tier and whenever you successfully dodge a melee attack you may, as a Reaction, make a half damage main hand counter attack. | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard, Primalsworn Paladin | ||
Street Justice, Liberator | Virtue | Empathy | Virtue of Empathy | passive | persistent | self | When anyone in your party, or that you are trying to assist in some way takes damage, you may reduce that damage by 2 per Tier, but doing so inflicts 3 per Tier mental damage (can be resisted). | Vigilante, Knight, Holysworn Paladin, Soulsworn Paladin | ||
Chaos, Order, Balance | Street Justice, Watcher on the Wall, Life Keeper | Virtue | Endurance | Virtue of Endurance | passive | persistent | self | Gain 5 +1 per Tier temporary HP and +1 Advantage per Tier on Stamina stat rolls. • While active Exhaustion stacks are treated as 1 less than they currently are. |
Vigilante, Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian, Knight, Samurai | |
Apocalypse, Carnage | Virtue | Entropy | Virtue of Entropy | passive | persistent | self | All main hand attacks and spells deal an additional 1d6 (+2 per Tier) "Chaos" damage (if applicable, treat as a combination of Dark, Fire &, Air). This additional damage is doubled against targets sworn to order/law or heavily influenced by it. | Wizard, Vigilante, Hellsworn Paladin, Swashbuckler | ||
Libertas, Soul Eater, The Devil's Due | Virtue | Extravagance | Virtue of Extravagance | passive | persistent | self | Use any code skill as though you were consuming 1 additional stack. This can allow you to activate a Code Skill at 1 Tier higher than your current maximum as well (i.e. if at T3 and having a Rank 3 code skill, consuming 3 stacks would activate the skill as thoguh it was 4 stacks). But also reduces your Natural resistance to alcohol and drugs by 40, -5 per Tier. | Guardian, Vigilante, Swashbuckler, Hellsworn Paladin, Primalsworn Paladin, Samurai | ||
Holysworn, Hellsworn, Primalsworn, Soulsworn | Virtue | Faithfulness | Virtue of Faithfulness | passive | persistent | self | Gain +1 Advantage on Faith rolls. Increases to +2 at Tier 3, +3 at Tier 5, +4 at Tier 7. | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | ||
Scoundrel's Code, Street Justice, Carnage | Virtue | Fame | Virtue of Fame | passive | persistent | self | Gain +3% per Tier crit chance (all types), however any time you score a crit, any target that can reasonably attack you on its next turn will do so if failing a Resolve test (treat as a Taunt like effect) | Swashbuckler, Vigilante, Hellsworn Paladin | ||
Chivalry, Guardian's Code, Bushido, Servant of the Crown | Virtue | Fidelity | Virtue of Fidelity | passive | persistent | self | Select one friendly target in LoS. For the duration of the battle that target has +1 per Tier Initiative Score and you gain +1 movement when moving towards that target and add 50% of your Resolve as bonus resistance to all resistances. • At Tier 3 increase to +2 movement and 100% of Resolve. • At Tier 6 increase to +3 movement and 150% of Resolve. • Movement bonus doubles of the target is unconscious or slain. |
Knight, Guardian, Samurai, Holysworn Paladin | ||
Bushido, Egocentric Code | Virtue | Focus | Virtue of Focus | passive | persistent | self | Has the following effects based on your class: • Samurai: You cannot lose more than 1 Focus per turn and at Tier 3 consuming any number of code stacks grants +1 Focus. At Tier 6 this increases to +2 Focus. • Paladin: You lose 1 per Tier less Faith when you faith a Faith difficulty roll. • Swashbuckler: Gain +1 Advantage per Tier on Stealth tests |
Samurai, Soulsworn Paladin, Swashbuckler | ||
Hellsworn, Sworn Vengeance, Apocalypse | Virtue | Forcefulness | Virtue of Forcefulness | passive | persistent | self | Roll the "single digit" d10 on all your d100 hit or casting rolls twice, and select the preferred outcome. At Tier 3, switch this to the "double digit" d10. At Tier 6, roll two sets of d100 and pick the preferred set. | Hellsworn Paladin, Swashbuckler, Vigilante, Guardian, Wizard | ||
Spiritual Truths, Watcher on the Wall, Freedom Keeper | Virtue | Foresight | Virtue of Foresight | passive | persistent | self | You may make a second reaction each round if passing an Intellect test (+1 Advantage per Tier). Also, when you are the victim of a critical hit or cast, you can use a reaction to reduce the incoming damage by 10% per Tier | Wizard, Holysworn Paladin, Primalsworn Paladin, Guardian, Swashbuckler | ||
Holysworn, The Grand Balance | Virtue | Forgiveness | Virtue of Forgiveness | passive | persistent | self | Any time an opponent leaves contact, if you do not use a reaction to attack them, you may instead use that reaction to cast any non-offensive instant power. At Tier 3 you may instead use that reaction to cast any non-offensive action power. | Holysworn Paladin, Primalsworn Paladin, Soulsworn Paladin, Wizard | ||
Scoundrel's Code, Egocentric Code | Virtue | Fortune | Virtue of Fortune | passive | persistent | self | While active, once per tier each day, may re-roll a single undesirable dice roll, but must abide by second roll (this can include forcing an enemy to re-roll). Usage does not refresh with new battles, hard locked as a per day skill, even if swapping Virtues back and forth. Stacks with "Lucky" racial passive. | Swashbuckler, Samurai, Soulsworn Paladin | ||
Order, Balance | Chivalry, Life Keeper | Virtue | Generosity | Virtue of Generosity | passive | persistent | 10" | Any healing effect, skill, item or power you use on yourself, or that is used on you by an ally, heals an ally for 10% per Tier of that same amount. | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | |
Spiritual Truths, Chivalry, Bushido | Virtue | Honesty | Virtue of Honesty | passive | persistent | self | Gain +1 spell power per Tier and +3 to hit per Tier with physical attacks | Wizard, Knight, Samurai | ||
Chivalry, Bushido, Holysworn | Virtue | Honor | Virtue of Honor | passive | persistent | self | +3 per Tier Advantage on Honor tests when rolling to stack a Code • while active may also use an Instant to auto-stack a Code |
Knight, Samurai, Holysworn Paladin | ||
Servant of Creation, Liberator | Virtue | Hope | Virtue of Hope | passive | persistent | self | Anytime an ally within your LOS is a victim of a critical hit or cast, you are healed for 1d6 per Tier. If an ally is reduced to or less HP, you gain an extra turn that is completed just before that Ally's position in the turn order. | Wizard, Primalsworn Paladin, Knight, Holysworn Paladin, Soulsworn Paladin | ||
Spiritual Truths, Mortal Code | Virtue | Humility | Virtue of Humility | passive | persistent | self | When you elect to drop to the bottom of the turn order, you may immediately use an instant. This does does not count towards your turn at the end of the turn order. | Wizard, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | ||
Eye for an Eye, Libertas, Cabalist | Virtue | Idealism | Virtue of Idealism | passive | persistent | self | Each time the Virtue of Idealism is activated, you must state the ideal outcome for a given situation/roll (i.e. I will always Critically hit, or I will not fail a Resolve test). While active, anytime you do not achieve this ideal outcome you can retry once, but must accept the subsequent result. There is not hard limit to the number of times this can be done, but any time the ideal outcome is NOT achieved, you automatically suffer 1d6 per Tier mental damage (always at your max Tier). | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin, Knight, Wizard | ||
Leader of Men, Vanquisher, Soul Eater | Virtue | Initiative | Virtue of Initiative | passive | persistent | self | Gain +2 per Tier Initiative score and +1 Advantage per Tier on Initiative stat rolls | Knight, Holysworn Paladin, Samurai, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante, Primalsworn Paladin | ||
Spiritual Truths, Neutrality, Cabalist | Virtue | Insight | Virtue of Insight | passive | persistent | self | You innately see through most forms of illusions, lies or invisibility, if passing at Perception test. Gain +1 advantage per Tier when doing so and also when using active detection (Perception vs Avoidance/Stealth stat test) to detect hidden targets. | Wizard, Soulsworn Paladin, Swashbuckler, Vigilante, Knight | ||
Soul Eater, Realm Warder, Freedom Keeper, Carnage | Virtue | Instinct | Virtue of Instinct | passive | persistent | self | Gain +0.5 per Tier advantage on all Defensive Reactions and +1 per Tier Dodge. | Hellsworn Paladin, Primalsworn Paladin, Wizard, Guardian, Swashbuckler, Vigilante | ||
Leader of Men, Law Keeper | Virtue | Integrity | Virtue of Integrity | passive | persistent | self | Your highest resistance can be used instead of any other resistance, but not more than once per Tier each hour or battle. | Knight, Holysworn Paladin, Samurai, Guardian | ||
Chivalry, Bushido, Street Justice, Law Keeper | Virtue | Justice | Virtue of Justice | passive | persistent | 10" | While active, grants two mutually exclusive instant skills that can be used against any humanoid target w/in 10" that attacked someone in your party (or a non-combatant) • Justice Demanded: an instant that treats the target as Taunted if failing a Resolve test • Justice Served: an instant that grants +1 to hit/cast per Tier on your next attack/offensive power, and if hitting automatically stacks an honor code. |
Knight, Samurai, Vigilante, Holysworn Paladin, Guardian | ||
Spiritual Truths, Realm Warder, Libertas | Virtue | Knowledge | Virtue of Knowledge | passive | persistent | self | Gain +5% spirit crit chance and +1 Advantage per Tier on Intellect stat rolls | Wizard, Primalsworn Paladin, Guardian, Vigilante, Swashbuckler | ||
Leader of Men, Feudal Lord, Rebel's Code | Virtue | Leadership | Virtue of Leadership | passive | persistent | self | Whenever you successfully score a critical hit or cast, any ally within the Oath radius gains +50% crit chance on the next attack or skill from the same Primary skill mechanic or physical damage source that you scored the crit on. (i.e. a physical melee crit grants +50% crit to any physical melee attack, a physical ranged crit grants +50% crit to any physical ranged attack, a faith crit grants +50% crit to any faith power, etc...) | Knight, Holysworn Paladin, Samurai, Guardian, Soulsworn Paladin, Vigilante, Swashbuckler | ||
Demonic Bargain, The Devil's Due, Apocalypse | Virtue | Malevolence | Virtue of Malevolence | passive | persistent | self | All your attacks deal an additional 1d8 Demonic damage. This increases to +2d8 at Tier 4 and +3d8 at Tier 6. Non-damage debuff skills or powers (i.e. curse, hex, etc...) also deal this as damage before applying their effects (do not include spell power damage). | Hellsworn Paladin, Soulsworn Paladin, Guardian, Swashbuckler, Samurai, Wizard, Vigilante | ||
Soulsworn, Demonic Bargain, The Devil's Due | Virtue | Mastery | Virtue of Mastery | passive | persistent | self | Increases your Mental Resistance by 5 per Tier and reduce opponents Resistance by 5 per Tier for all Resistance EXCEPT Mental Resistance. | Soulsworn Paladin, Hellsworn Paladin, Guardian, Swashbuckler, Samurai | ||
Servant of the Crown, A Power Older, A Power Greater | Virtue | Meekness | Virtue of Meekness | passive | persistent | self | Provided you have not used some form of taunt effect, opponents will not target you unless there is no other valid target available. If this is not practical to implement, targets must pass a Wisdom test to target you (at -1 Disadvantage per Tier). | Knight, Samurai, Guardian, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | ||
Chivalry, Mortal Code, Neutrality | Virtue | Mercy | Virtue of Mercy | passive | persistent | self | If one of your attacks would reduce an opponent's HP to less than zero, it instead reduces their HP to exactly zero. You also gain +2 healing per Tier with any power, skill, or item when used on a target that is at less than 25% of max (no effect on self heals). | Knight, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante, Soulsworn Paladin, Swashbuckler | ||
Honor Among Thieves, Egocentric Code, Immortality | Virtue | Merit | Virtue of Merit | passive | persistent | self | When an opponent hits you with an attack or spell that succeeds by less than 10 (i.e. your AC is 40 and they hit for 49 or less), your next attack or spell cast against that target gains +10 to hit/cast per Tier and +1 damage per Tier. | Vigilante, Swashbuckler, Samurai, Soulsworn Paladin, Knight, Wizard, Guardian, Primalsworn Paladin | ||
Hellsworn, Primalsworn, Krateros | Virtue | Might | Virtue of Might | passive | persistent | self | Non-critical hits do +10% per Tier damage of any type (has no effect on Critical hits) | Hellsworn Paladin, Primalsworn Paladin, Knight, Samurai, Guardian | ||
Chivalry, Holysworn | Virtue | Nobility | Virtue of Nobility | passive | persistent | self | Everytime you deal damage with an attack (or succeed with a spell), your AC increases by +2, stacking up to once per Tier (i.e. max +14 AC ). This effect persists until the Virtue is cancelled or replaced. | Knight, Holysworn Paladin | ||
A Power Older, A Power Greater | Virtue | Obedience | Virtue of Obedience | passive | persistent | self | While carrying out orders or otherwise under the authority of the power(s) you serve, you gain +2 Spell Power per Tier and the duration of any power you use is increased by 1 round (if applicable). | Hellsworn Paladin, Primalsworn Paladin, Wizard, Holysworn Paladin | ||
Chaos, Balance | Scoundrel's Code, Life Keeper, Rebel's Code | Virtue | Optimism | Virtue of Optimism | passive | persistent | self | When rolling for damage, for every 1 per Tier damage away from the minimum possible damage, you may re-roll but must abide by second roll. (i.e. if rolling 1d12 damage at Tier 3, a roll of 1, 2, 3, or 4 could be rerolled). Also applies to healing and shielding powers/skills. | Swashbuckler, Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian, Vigilante | |
Judicial Combat, Divine Order, Cabalist | Virtue | Order | Virtue of Order | passive | persistent | self | All your attacks deal an additional 1d6 (+2 per Tier) "Order" damage (if applicable, treat as a combination of Light, Water, & Earth). This additional damage is doubled against targets sworn to chaos/entropy or heavily influenced by it. | Knight, Samurai, Soulsworn Paladin, Swashbuckler, Holysworn Paladin, Wizard | ||
Iconoclasm, Watcher on the Wall | Virtue | Patience | Virtue of Patience | passive | persistent | self | If no offensive instants or actions are taken for one round (including when victim to enemy CC), on the next round your first offensive instant or action has +3 damage per Tier and +5 hit/cast per Tier. | Hellsworn Paladin, Soulsworn Paladin, Wizard, Holysworn Paladin, Primalsworn Paladin, Guardian | ||
Beyond the Law, Watcher on the Wall, Mortal Code | Virtue | Perception | Virtue of Perception | passive | persistent | self | Gain +5% ranged crit chance and +1 Advantage per Tier on Perception stat rolls | Vigilante, Swashbuckler, Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian, Hellsworn Paladin | ||
Soulsworn, Iconoclasm, Feudal Lord | Virtue | Persuasion | Virtue of Persuasion | passive | persistent | self | Gain +1 Advantage per Tier with any form of Persuasion and reduce opponents Mental Resistance by 5 per Tier | Soulsworn Paladin, Hellsworn Paladin, Wizard, Knight, Samurai, Holysworn Paladin, Guardian | ||
Vanquisher, The Devil's Due, Judicial Combat | Virtue | Precision | Virtue of Precision | passive | persistent | self | You may make up to 1 per Tier Precision Attacks each day without having to roll twice. | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante, Samurai, Knight, Swashbuckler | ||
Beyond the Law, Honor Among Thieves | Virtue | Quick-wit | Virtue of Quick-wit | passive | persistent | self | If your attack or spell fails to hit your target, as a Reaction, you may choose to attempt to Taunt the target. This requires that they take a Resolve test at -1 disavantage per Tier, and failing they are Taunted and suffer -15 to hit or cast on their next turn. | Vigilante, Swashbuckler | ||
Street Justice, Sworn Vengeance | Virtue | Rage | Virtue of Rage | passive | persistent | self | Any time you use a skill that costs at least 10% of your Fury max, or when victim of a critical hit, your next attack gains +1d6 per Tier physical damage. | Vigilante, Swashbuckler, Guardian | ||
Watcher on the Wall, Realm Warder | Virtue | Resilience | Virtue of Resilience | passive | persistent | self | Choose one resistance when the Virtue is first activated and at the outset of any new battle/encounter, increase that resistance by 10 per Tier. Also reduces the duration of any CC effect by half. If the CC effect is only 1 round, then gain +1 Advantage on any stat test involved in resisting it. | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | ||
Street Justice, Sacred Quest, Realm Warder | Virtue | Resolve | Virtue of Resolve | passive | persistent | self | Force a re-roll of any fear or mind-control like effects successfully used against you and gain +1 Advantage per Tier on Resolve stat rolls | Vigilante, Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin, Wizard | ||
Street Justice, Rebel's Code | Virtue | Resourcefulness | Virtue of Resourcefulness | passive | persistent | self | When a vigor or fury skill is successful, regain up to 1 per Tier of the Vigor or Fury spend. | Vigilante, Swashbuckler | ||
Chivalry, The Grand Balance, A Power Older, Servant of the Crown | Virtue | Respect | Virtue of Respect | passive | persistent | self | For every opponent that acts before you in the turn order, gain +1 physical and +1 spell power (up to a maximum of +1 per Tier) on your turn. If an opponent fails at whatever they were attempting to do on their turn, you immediately jump 1 point ahead of them on your Initiative Score for the remained of the battle. | Knight, Primalsworn Paladin, Soulsworn Paladin, Wizard, Hellsworn Paladin, Samurai, Guardian, Holysworn Paladin | ||
Spiritual Truths, Guardian's Code, Street Justice, Primalsworn | Virtue | Responsibility | Virtue of Responsibility | passive | persistent | self | +2 per Tier Advantage on Honor tests when rolling to stack a Code • while active any non-Honor Instant used to benefit, heal or shield an ally also auto-stacks a Code |
Wizard, Guardian, Vigilante, Primalsworn Paladin | ||
Hellsworn, Conquest, Sworn Vengeance | Virtue | Ruthlessness | Virtue of Ruthlessness | passive | persistent | self | Gain +10% per tier crit chance against any target that is currently Vulnerable, or under the effects of hard CC, such as Stunned, Immobilized, Incapacitated, etc... The bonus crit chance is cut in half if target is only under the effect of soft CC, such as Slowed, Silenced, Blinded, etc... | Hellsworn Paladin, Knight, Samurai, Swashbuckler, Vigilante, Guardian | ||
Feudal Lord, Law Keeper, The Grand Balance | Virtue | Stability | Virtue of Stability | passive | persistent | self | Negates 1 per Tier of all types of physical damage. Does not stack with any other form of damage negation or absorption. | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin, Primalsworn Paladin, Wizard | ||
Conquest, Leader of Men, Apocalypse | Virtue | Strategy | Virtue of Strategy | passive | persistent | self | Whenever you willingly choose to drop to the bottom of the turn order, you immediately gain an additional reaction to use this turn. Increases by Tier: • At Tier 3 can instead gain an extra instant on your turn. • At Tier 4 can instead gain 2x movement. • At Tier 5 can instead gain an extra action on your turn. • At Tier 6 can instead gain a whole extra turn. |
Knight, Hellsworn Paladin, Samurai, Holysworn Paladin, Wizard, Vigilante | ||
Guardian's Code, Krateros, Liberator | Virtue | Strength | Virtue of Strength | passive | persistent | self | Gain +1 physical damage and +1 Advantage per Tier on Strength Stat rolls | Guardian, Knight, Samurai, Primalsworn Paladin, Holysworn Paladin, Soulsworn Paladin | ||
Scoundrel's Code, Egocentric Code, Immortality | Virtue | Survival | Virtue of Survival | passive | persistent | self | Negate 3 damage per Tier from AoE or environmental effects. Gain +1 Advantage per Tier on Avoidance and Stealth stat rolls | Swashbuckler, Samurai, Soulsworn Paladin, Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | ||
Spiritual Truths, Bushido, Soulsworn | Virtue | Temperance | Virtue of Temperance | passive | persistent | self | Gain +1 Advantage per Tier and +5 Resistance per Tier against any form of temptation or vice. While virtue is active, you cannot critically hit or cast, but instead when scoring the equivalent of a critical hit or cast you regain: • 10% per Tier of your max Spirit • +1 Focus per Tier • +1 Faith per Tier |
Wizard, Samurai, Soulsworn Paladin | ||
Guardian's Code, Sacred Quest, Soul Eater | Virtue | Tenacity | Virtue of Tenacity | passive | persistent | self | So long as your moving towards a foe or other important objective you are immune to all movement impairing effects, including difficult terrain penalties. • At Tier 3, under the same conditions, you also become immune to knock downs, snares and stuns. • At Tier 6, this increases to include immunity to knock backs or knock ups. |
Guardian, Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | ||
Servant of Creation, Neutrality | Virtue | Tolerance | Virtue of Tolerance | passive | persistent | self | You gain +2 advantage per Tier to on any stat test to resist Fear, Hatred, Taunts, or other such effects. I any of these effects are stated to be automatically or do not mention a stat roll you may use a Resolve or Charm test to resist it, with the above listed advantage. | Wizard, Primalsworn Paladin, Soulsworn Paladin, Swashbuckler, Vigilante | ||
Leader of Men, Rebel's Code, A Power Greater | Virtue | Trust | Virtue of Trust | passive | persistent | self | You can elect to have an ally within 1" per Tier make an attack roll, casting roll, or stat test on your behalf, and use their combat modifiers or stats instead of your own. | Knight, Holysworn Paladin, Samurai, Vigilante, Swashbuckler, Hellsworn Paladin, Primalsworn Paladin, Wizard | ||
Soulsworn, Eye for an Eye, Libertas | Virtue | Will | Virtue of Will | passive | persistent | self | Gain use of the Willpower Racial passive, once per day (stacks with existing High elf racial passive). • At Tier 3, increases to twice per day. • At Tier 6, increases to thrice per day. |
Soulsworn Paladin, Vigilante, Guardian, Swashbuckler | ||
Holysworn, Soulsworn, Primalsworn | Virtue | Wisdom | Virtue of Wisdom | passive | persistent | self | Gain +5% faith crit chance and gain +1 Advantage per Tier on Wisdom stat rolls | Holysworn Paladin, Soulsworn Paladin, Primalsworn Paladin | ||
Primalsworn, A Power Greater, Divine Order | Virtue | Wonder | Virtue of Wonder | passive | persistent | self | Any time someone (friend or foe) within your LOS scores a crit, you gain +10% crit chance, stacking up to once per Tier (i.e. max +70% at Tier 7). The Bonus crit persists until scoring a crit with any type of attack or spell, at which point it returns to zero and must be stacked up again. | Primalsworn Paladin, Holysworn Paladin, Hellsworn Paladin, Wizard, Samurai, Soulsworn Paladin | ||
Sworn Vengeance, Vanquisher | Virtue | Wrath | Virtue of Wrath | passive | persistent | self | When fighting any force, enemy, or institution you deem to be evil, unjust, or in direct opposition to your own values or beliefs, you gain +2d4 damage on all regular main hand attacks or strikes as well as single target action based damaging spells. • This damage matches your primary spell damage type (of is treated as Mental damage for non-spell casters). • However, you also automatically receive this much damage at the start of each of your turns. • Increases to +2d6 at Tier 3, +2d8 at Tier 4, +2d10 at Tier 5, +2d12 at Tier 5, and +2d20 at Tier 7. |
Swashbuckler, Vigilante, Guardian, Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard | ||
Bushido, Scoundrel's Code, Soulsworn, Law Keeper | Oath | Adherence | Oath of Adherence | passive | persistent | 3" +3" per code stack | Gain +1 Advantage on Focus, Stealth,and Faith tests. Increases to +2 at Tier 3, +3 at Tier 5, +4 at Tier 7. | Samurai, Swashbuckler, Soulsworn Paladin, Knight, Holysworn Paladin, Guardian | ||
Cabalist, Honor Among Thieves, Egocentric Code | Oath | Advantage | Oath of Advantage | passive | persistent | 3" +3" per code stack | Whenever someone within your oath radius passes a stat test, you gain +1 Advantage per Tier on the next stat test of the same type. | Knight, Wizard, Vigilante, Swashbuckler, Samurai, Soulsworn Paladin | ||
Bushido, Guardian's Code, Leader of Men, Holysworn | Oath | Allegiance | Oath of Allegiance | passive | persistent | 3" +3" per code stack | When fighting enemies that have clearly stated/indicated their opposition to your stated allegiance (i.e. to a city, nation, cause, order, commander, liege-lord, etc...), if passing a Resolve test at the start of each new round, you and your allies gain EITHER damage modifiers or spell power modifiers equal to +1 per Tier for that round. | Samurai, Guardian, Knight, Holysworn Paladin | ||
Apocalypse, Vanquisher, Conquest | Oath | Annihilation | Oath of Annihilation | passive | persistent | 3" +3" per code stack | When attacking a force, enemy, or institution that you have sworn to destroy, you and any ally within your Oath radius gain +1d4 damage on all damage dealing actions (not including any off hand actions). Increases to +1d6 at Tier 3, +1d8 at Tier 4, +1d10 at Tier 5, +1d12 at Tier 5, and +1d20 at Tier 7. | Wizard, Vigilante, Hellsworn Paladin, Holysworn Paladin, Soulsworn Paladin, Knight, Samurai | ||
Leader of Men, Divine Order | Oath | Authority | Oath of Authority | passive | persistent | 3" +3" per code stack | At the outset of any combat, gain +1 per Tier to Initiative Score when determining turn order | Knight, Holysworn Paladin, Samurai, Soulsworn Paladin, Wizard | ||
Libertas, Scoundrel's Code, Soulsworn | Oath | Autonomy | Oath of Autonomy | passive | persistent | 3" +3" per code stack | Become immune to the following effects by Tier. • Tier 1: Taunt and taunt-like effects • Tier 2: Effects which influence thoughts or implant suggestions • Tier 3: Fear and fear-like effects • Tier 4: stun and incapacitating effects • Tier 5: Non-physical/natural effects that reduce, limit or prevent any portion of your turn • Tier 6: Any kind of mind control or effects which force actions against your will • Tier 7: Any kind of Death spell |
Guardian, Vigilante, Swashbuckler, Soulsworn Paladin | ||
The Grand Balance, Eye for an Eye | Oath | Correction | Oath of Correction | passive | persistent | 3" +3" per code stack | If the total threat rating of all opponents within your Oath radius is greater than the total threat raing of you and your allies with the Oath Radius, each round you gain your choice of: • +5% per Tier critical hit or critical cast chance • +3 damage per Tier • +10 to hit or cast per Tier |
Primalsworn Paladin, Soulsworn Paladin, Wizard, Vigilante, Guardian, Swashbuckler | ||
Divine Order, Liberator | Oath | Righteousness | Oath of Righteousness | passive | persistent | 3" +3" per code stack | You and all allies within your Oath radius gain their choice of +0.5 per Tier Holy or Psionic spell power. This is also applied as bonus damage on any physical attack. | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard, Knight | ||
Egocentric Code, Iconoclasm | Oath | Betrayal | Oath of Betrayal | passive | persistent | 3" +3" per code stack | When you betray someone within your oath radius, you auto-crit all attacks or casting rolls against that target while they remain within your Oath radius. | Samurai, Soulsworn Paladin, Swashbuckler, Hellsworn Paladin, Wizard | ||
Guardian's Code, Freedom Keeper, Honor Among Thieves, Leader of Men | Oath | Brotherhood | Oath of Brotherhood | passive | persistent | 3" +3" per code stack | When any ally within the Oath radius suffers from a critical hit/cast, they only take regular damage. All other allies within the Oath have that same amount of damage split as evenly as possible amongst them. | Guardian, Swashbuckler, Vigilante, Knight, Holysworn Paladin, Samurai | ||
Bushido, Chivalry, Sacred Quest | Oath | Charity | Oath of Charity | passive | persistent | 3" +3" per code stack | All healing effects gain a +1 per Tier bonus amount on initial amount (treat similar to and stacks with, spell power modifiers) | Samurai, Knight, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | ||
Spiritual Truths, The Grand Balance, Neutrality | Oath | Clarity | Oath of Clarity | passive | persistent | 3" +3" per code stack | Oath giver can passively detect or sense the presence of good, evil, order, and chaos within Oath radius. If passing an Intellect or Wisdom test (with +1 Advantage per Tier) can also gain a limited understanding of any particular effects. | Wizard, Primalsworn Paladin, Soulsworn Paladin, Swashbuckler, Vigilante | ||
Judicial Combat, Krateros, Hellsworn | Oath | Combat | Oath of Combat | passive | persistent | 3" +3" per code stack | If the Oath giver can justify that the foe is worthy, gain +3 to hit per Tier for all types of physical damage | Knight, Samurai, Soulsworn Paladin, Swashbuckler, Primalsworn Paladin, Guardian, Hellsworn Paladin | ||
Leader of Men, Feudal Lord, Soulsworn | Oath | Command | Oath of Command | passive | persistent | 3" +3" per code stack | Anytime the Oath giver elects to drop to the bottom of the turn order, allies within the Oath radius gain +3 per Tier Initiative Score for that round. Any enemy target that was bumped lower in the turn order as a result of this losses either their instant or reaction that round. | Knight, Holysworn Paladin, Samurai, Guardian, Soulsworn Paladin | ||
Servant of Creation, A Power Greater | Oath | Communion | Oath of Communion | passive | persistent | 3" +3" per code stack | Can mentally communicate at will with any sentient being within your Oath radius via an exchange of thoughts. If they are not willingly participating in the exchange of thoughts targets can use mental resistance roll to block this effect, with a -3 per Tier modifier. | Wizard, Primalsworn Paladin, Holysworn Paladin, Hellsworn Paladin | ||
Apocalypse, Conquest, Hellsworn | Oath | Conquest | Oath of Conquest | passive | persistent | 3" +3" per code stack | If dealing damage against a target that is of the same size or smaller, it also knocks the target down if it fails a Stamina test (with -1 Disadvantage per Tier). • If the target is already knocked down or incapacitated in some way deal +2 damage per Tier instead • upon standing the target is Frightened of whomever knocked it down |
Wizard, Vigilante, Hellsworn Paladin, Knight, Samurai | ||
Cabalist, The Devil's Due | Oath | Corruption | Oath of Corruption | passive | persistent | 3" +3" per code stack | The first time any target that is currently under the effects of a persistent beneficial spell effect (i.e. Blessing, Aspect, Omen, Boon, Oath, Virtue, Shield etc...) enters your Oath radius, its effects become the opposite of what is intended. • Temporary HP and Shields are immediately removed and inflicted as damage. • If opposite effects are impractical or ambiguous simply negate the effect • Use resistance equal to 10x the Tier of the caster of the effect, and if the effect is higher Tier than you it is immune. |
Knight, Wizard, Samurai, Hellsworn Paladin | ||
Hellsworn, Eye for an Eye, Carnage | Oath | Cruelty | Oath of Cruelty | passive | persistent | 3" +3" per code stack | If dealing damage against a target, inflicts a 2 damage per Tier stackable bleed effect. While healing can remove this bleed effect, the value of the heal must be greater than the total bleed effect to do so, and in doing so all HP gain from that heal is negated. | Hellsworn Paladin, Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | ||
Chivalry, Scoundrel's Code, Street Justice | Oath | Daring | Oath of Daring | passive | persistent | 3" +3" per code stack | If charging an opponent that is not already engaged in combat, your weapons gain a temporary Charge attribute of +1 hit per Tier and +0.5 damage per Tier. This stacks with other charge modiers/attributes. | Knight, Swashbuckler, Vigilante | ||
Mortal Code, Sworn Vengeance | Oath | Death | Oath of Death | passive | persistent | 3" +3" per code stack | Any target that dies within the Oath radius heals the Oath giver and any allies within the oath radius for 1d6HP +2 per Tier. Alternatively, this can be taken as Vigor, Fury, or Spirit, or immediately adds +1 honor code stack, +1 Faith, +2 Stealth, or +2 Focus. | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante, Swashbuckler, Guardian | ||
Servant of Creation, Vanquisher, Sacred Quest, Sworn Vengeance | Oath | Dedication | Oath of Dedication | passive | persistent | 3" +3" per code stack | While in the service of your dedicated task, you and any ally within your Oath radius is Immovable. At Tier 4, also become Unyielding. At Tier 6 also become Uncontrollable. | Wizard, Primalsworn Paladin, Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Vigilante, Knight, Samurai, Swashbuckler, Guardian | ||
Servant of the Crown, A Power Greater | Oath | Deference | Oath of Deference | passive | persistent | 3" +3" per code stack | Anyone affected by your oath can choose to test off of your Wisdom instead of their own. You and they, gain +0.5 per Tier advantage when doing so. May also re-roll failed Wisdom tests but must abide by second roll. | Knight, Samurai, Guardian, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | ||
Rebel's Code, Street Justice, Watcher on the Wall, Iconoclasm | Oath | Defiance | Oath of Defiance | passive | persistent | 3" +3" per code stack | Anyone affected by your oath can choose to test off of your Resolve instead of their own. You and they, gain +0.5 per Tier advantage when doing so. May also re-roll failed Resolve tests but must abide by second roll. | Vigilante, Swashbuckler, Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian, Hellsworn Paladin, Soulsworn Paladin | ||
Scoundrel's Code, The Devil's Due | Oath | Depravity | Oath of Depravity | passive | persistent | 3" +3" per code stack | If at least two or more allies are within your Oath radius, your depravity is so distracting that you or one of your allies can hide even if LoS has not been broken, so long as no opponent with LoS is within the radius. | Swashbuckler, Samurai, Hellsworn Paladin | ||
Soul Eater, Apocalypse | Oath | Desolation | Oath of Desolation | passive | persistent | 3" +3" per code stack | Passively inflicts 1d4 mental damage when any opposing target first enters the Oath radius. Damage can be resisted. • Increase to 1d6 at Tier 2 • Increase to 1d8 at Tier 3 • Increase to 1d10 at Tier 4 • Increase to 1d12 at Tier 5 and add +2 for each Tier above that. |
Hellsworn Paladin, Primalsworn Paladin, Wizard, Vigilante | ||
Cabalist, Hellsworn | Oath | Discord | Oath of Discord | passive | persistent | 3" +3" per code stack | Anytime an enemy within the Oath radius attempts to cast a beneficial spell on an ally (i.e. healing, boons, blessings, etc...), that ally must choose to resist it, and gains +5 resistance per Tier of the Oath giver. | Knight, Wizard, Hellsworn Paladin | ||
Scoundrel's Code, Iconoclasm | Oath | Dissonance | Oath of Dissonance | passive | persistent | 3" +3" per code stack | Enemy casters within the Oath radius have +5% Miscast chance per Tier | Swashbuckler, Hellsworn Paladin, Soulsworn Paladin, Wizard | ||
Conquest, Demonic Bargain | Oath | Domination | Oath of Domination | passive | persistent | 3" +3" per code stack | Enemies within the Oath radius take 1d4 mental damage every time they fail to hit with a physical attack (dodged or armor saved) or fail to cast a spell. Damage can be resisted. • Increase to 1d6 at Tier 2 • Increase to 1d8 at Tier 3 • Increase to 1d10 at Tier 4 • Increase to 1d12 at Tier 5 and add +2 for each Tier above that |
Knight, Hellsworn Paladin, Samurai, Soulsworn Paladin, Guardian, Swashbuckler | ||
Chivalry, Guardian's Code, Holysworn, Leader of Men | Oath | Duty | Oath of Duty | passive | persistent | 3" +3" per code stack | If acting under orders or working to complete a specific quest or mission, one ally per Tier within the Oath radius can re-roll a single damage dice on their turn and keep whichever outcome they desire. | Knight, Guardian, Holysworn Paladin, Samurai | ||
Spiritual Truths, Soulsworn, A Power Greater, Mortal Code | Oath | Enlightenment | Oath of Enlightenment | passive | persistent | 3" +3" per code stack | Anyone affected by your oath can choose to test off of your Intellect instead of their own. You and they, gain +0.5 per Tier advantage when doing so. May also re-roll failed Intellect tests but must abide by second roll. | Wizard, Soulsworn Paladin, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | ||
Judicial Combat, Honor Among Thieves | Oath | Equity | Oath of Equity | passive | persistent | 3" +3" per code stack | All opponents within your Oath radius take 1d4 mental damage if they miss an attack. This also applies if they fail at casting a spell, however the damage matches the damage type of the spell. If they are immune or hardened to this damage type they take mental damage instead. Increases to 1d6 at Tier 3, 1d8 at Tier 4, 1d10 at Tier 5, 1d12 at Tier 5, and 1d20 at Tier 7. | Knight, Samurai, Soulsworn Paladin, Swashbuckler, Vigilante | ||
Bushido, Soulsworn, Chivalry | Oath | Excellence | Oath of Excellence | passive | persistent | 3" +3" per code stack | Once per turn may re-roll any miss (including a critical) but must abide by second roll | Samurai, Soulsworn Paladin, Knight | ||
Soul Eater, Scoundrel's Code, Carnage | Oath | Excess | Oath of Excess | passive | persistent | 3" +3" per code stack | Any time an enemy target is slain or healed for 5HP or more within the Oath radius, the Oath giver and any allies roll an Initiative stat test (Oath giver has +1 advantage per Tier on their roll). The highest scoring roll is healed for 1d10 +2 per Tier | Hellsworn Paladin, Primalsworn Paladin, Swashbuckler, Vigilante | ||
Hellsworn, Demonic Bargain, Krateros | Oath | Exploitation | Oath of Exploitation | passive | persistent | 3" +3" per code stack | Deal +2 damage per Tier anytime you attack a target with less current HP than you, or with a damage type that it it has a sensitivity or weakness to, or that is the lowest of values between all resistances and AC. | Hellsworn Paladin, Soulsworn Paladin, Guardian, Swashbuckler, Knight, Samurai, Primalsworn Paladin | ||
Freedom Keeper, Liberator, Rebel's Code | Oath | Freedom | Oath of Freedom | passive | persistent | 3" +3" per code stack | Gain +5 Resistance per Tier and +1 Advantage per Tier on stat rolls against any type of CC effects or powers. | Guardian, Swashbuckler, Knight, Holysworn Paladin, Soulsworn Paladin, Vigilante | ||
Immortality, Carnage, Soulsworn | Oath | Glory | Oath of Glory | passive | persistent | 3" +3" per code stack | If the Oath giver strikes a glorious killing blow or otherwise defeats a significant foe, up to 1 ally per Tier within the Oath radius can take an immediate additional move or action. | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante, Hellsworn Paladin, Swashbuckler, Soulsworn Paladin | ||
Watcher on the Wall, Realm Warder | Oath | Guardianship | Oath of Guardianship | passive | persistent | 3" +3" per code stack | When guarding or defending a location of strategic, mystical, spiritual, or societal importance, you and your allies within your Oath radius gain the following, per Tier: +1 advantage on Resolve test, +3 Temporary HP, +2 AC, +2 Resistance (all types) | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | ||
Spiritual Truths, Primalsworn | Oath | Harmony | Oath of Harmony | passive | persistent | 3" +3" per code stack | Any Balance based spirit or faith powers cast by the Oath giver or allies can be rolled twice, with the prefered result being used. This also applies to Order based spirit/faith powers when used directly against or in opposition to sources of Chaos, and vice versa. | Wizard, Primalsworn Paladin | ||
Carnage, Sworn Vengeance | Oath | Havoc | Oath of Havoc | passive | persistent | 3" +3" per code stack | Any time you successfully deal physical damage with an attack, you also inflict 2 per Tier demonic damage to everyone within your Oath radius | Hellsworn Paladin, Swashbuckler, Vigilante, Guardian | ||
Libertas, Scoundrel's Code | Oath | Independence | Oath of Independence | passive | persistent | 3" +3" per code stack | Gain +5 Holy, Demonic, and Mental Resistance per Tier | Guardian, Vigilante, Swashbuckler | ||
Judicial Combat, Feudal Lord, Street Justice, Eye for an Eye | Oath | Judgement | Oath of Judgement | passive | persistent | 3" +3" per code stack | Pronounce judgment on a single enemy target. Until that enemy is destroyed, incapacitated, captured or otherwise defeated, everyone within the Oath radius can choose to re-roll any hit or casting roll made against that target, selecting the desired value. | Knight, Samurai, Soulsworn Paladin, Swashbuckler, Holysworn Paladin, Guardian, Vigilante | ||
Chivalry, Street Justice, Law Keeper | Oath | Injustice | Oath of Injustice | passive | persistent | 3" +3" per code stack | If acting in the name of justice or to see an injustice set right, you Frighten all foes within your Oath radius. | Knight, Vigilante, Samurai, Holysworn Paladin, Guardian | ||
Law Keeper, Divine Order | Oath | Law | Oath of Law | passive | persistent | 3" +3" per code stack | Any action or activity that you or an ally within your Oath radius carry out in an effort to uphold and enforce the rule of law, cannot cause dishonor and physical attacks gain +1 Crushing blow per Tier (stacks with existing sources of Crushing blow). | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin, Wizard | ||
Beyond the Law, Iconoclasm, Liberator | Oath | Liberation | Oath of Liberation | passive | persistent | 3" +3" per code stack | Any targets within your Oath radius that are under the effects of a physical, mental, magical, or spiritual bondage of any kind gain +1 advantage per Tier or +5 resistance per Tier to any attempt to escape and/or resist their bondage, or for you to facilitate their escape. | Vigilante, Swashbuckler, Hellsworn Paladin, Soulsworn Paladin, Wizard, Knight, Holysworn Paladin | ||
Balance | Life Keeper, Immortality, Servant of Creation | Oath | Life | Oath of Life | passive | persistent | 3" +3" per code stack | All healing effects within your Oath radius gain +2 per Tier. Undead within your Oath radius take +2 damage per Tier any time they would take damage. | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian, Wizard, Vigilante | |
Chivalry, Guardian's Code, Servant of the Crown, Honor Among Thieves | Oath | Loyalty | Oath of Loyalty | passive | persistent | 3" +3" per code stack | If any ally within the Oath radius is hit by a critical hit/cast, is knocked unconscious, or is hit by a CC effect which causes them to lose their entire turn, up to three other allies within the oath radius gain one extra portion to their own turn. This cannot occur more than once per round. Can only choose one extra portion, with types based on Tier. • Tier1: extra reaction • Tier 2: extra instant • Tier 3: extra main hand attack (as part of existing action) • Tier 4: extra full basic attack action • Tier 5: extra Move • Tier 6: extra action (of any kind) • Tier 7: extra turn (immediately following the completion of their own) |
Knight, Guardian, Samurai, Holysworn Paladin, Vigilante, Swashbuckler | ||
The Devil's Due, Demonic Bargain | Oath | Collection | Oath of Collection | passive | persistent | 3" +3" per code stack | Select a single target within your Oath radius. You and any ally gain +0.5 damage per tier and +5 to hit/cast per tier against that target. When it is slain, you may identify a new target. If that target has a soul, when it dies it remains bound to you for as long as you maintain this oath, and can be used to make an independent 1d8 mental damage attack against any target within your Oath radius, gaining the bonuses as though it was your ally. You can store up to a maximum of 1 per Tier souls in this manner. | Samurai, Hellsworn Paladin, Soulsworn Paladin, Guardian, Swashbuckler | ||
Liberator, Mortal Code | Oath | Redemption | Oath of Redemption | passive | persistent | 3" +3" per code stack | You and any ally within your Oath radius may choose to have any non-critical hit./cast damage that would kill or injury a target isntead drop the targets HP to 0. If anyone chooses NOT to do this or if a critical hit/cast kills or injures a target the oath is imemdiately cancelled. Any fatal damage against you or an ally with your Oath radius gains a 10% per Tier chance to instead reduce your HP to the minimum amount for a Critcal Injury instead. | Knight, Holysworn Paladin, Soulsworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | ||
Servant of the Crown, Bushido | Oath | Obedience | Oath of Obedience | passive | persistent | 3" +3" per code stack | When obeying the orders of a superior, you and allies within the Oath radius gain +1 movement, ignore difficult terrain penalties, and cut any movement reduction CC in half. | Knight, Samurai, Guardian, Holysworn Paladin | ||
Hellsworn, Feudal Lord | Oath | Oppression | Oath of Oppression | passive | persistent | 3" +3" per code stack | You and all allies within the Oath radius are treated as Fearsome, with -1 per Tier disadvantage against your Fearsome effects. | Hellsworn Paladin, Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | ||
Chaos, Balance | Neutrality, Life Keeper | Oath | Pacifism | Oath of Pacifism | passive | persistent | 3" +3" per code stack | Provided that you do no harm of anykind, gain your choice of +10% crit per Tier or +10% effectiveness per Tier on any spell or skill you use on yourself or anyone within your Oath radius. This applies to CC spells and effects provided they deal no direct or in-direct damage. The Oath is cancelled the moment you cause harm of anykind. | Soulsworn Paladin, Swashbuckler, Vigilante, Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | |
Sacred Quest, Freedom Keeper, Immortality | Oath | Perseverance | Oath of Perseverance | passive | persistent | 3" +3" per code stack | +3 hit/cast per Tier for all types of damage, for you and all allies within your Oath radius | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin, Guardian, Swashbuckler, Wizard, Vigilante | ||
Balance | Spiritual Truths, Primalsworn, Realm Warder, Life Keeper | Oath | Preservation | Oath of Preservation | passive | persistent | 3" +3" per code stack | Any damage that would drop the HP of a target you select below 0, instead drops it to 1HP and grants 2 per Tier temporary HP that last until depleted or the battle ends or 1 hour passes out of combat. This effect cannot occur more than once per hour. | Wizard, Primalsworn Paladin, Knight, Samurai, Holysworn Paladin, Guardian | |
Chivalry, Guardian's Code, Holysworn, Freedom Keeper | Oath | Protection | Oath of Protection | passive | persistent | 3" +3" per code stack | Grants +3 AC per Tier to all friendlies within Oath radius but reduces the Oath givers AC by the same amount. Any un-engaged enemy inside the oath radius must attack the caster if they are the closest target unless passing a Resolve test. | Knight, Guardian, Holysworn Paladin, Swashbuckler | ||
Holysworn, Soulsworn, Divine Order | Oath | Purity | Oath of Purity | passive | persistent | 3" +3" per code stack | You and all allies within your Oath radius have all resistances increased by +3 per Tier | Holysworn Paladin, Soulsworn Paladin, Samurai, Wizard | ||
Sacred Quest, Vanquisher, The Grand Balance, Beyond the Law | Oath | Purpose | Oath of Purpose | passive | persistent | 3" +3" per code stack | Choose a single enemy target. Until that enemy is destroyed, incapacitated, or otherwise defeated you and any ally within your Oath radius gain +1 movement. When defeated, can use a reaction to select a new target. Increases to +2 at Tier 3, +3 at Tier 4, +4 at Tier 6. | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin, Wizard, Vigilante, Swashbuckler | ||
Beyond the Law, Iconoclasm, Rebel's Code | Oath | Rebellion | Oath of Rebellion | passive | persistent | 3" +3" per code stack | You and anyone in your Oath radius that are openly opposing or fighting against an oppressive or tyrannical force gain, per Tier, +3 Temporary HP, +0.5 damage (all types), +5 to hit/cast and +0.5 Advantage on Stat tests (including Stealth) for the duration of the battle or rebellious activity being undertaken. | Vigilante, Swashbuckler, Hellsworn Paladin, Soulsworn Paladin, Wizard | ||
Primalsworn, Eye for an Eye, Judicial Combat | Oath | Restitution | Oath of Restitution | passive | persistent | 3" +3" per code stack | Any victim of a critical hit or cast gains +10% per Tier crit chance on their next attack or spell | Primalsworn Paladin, Vigilante, Guardian, Swashbuckler, Soulsworn Paladin, Knight, Samurai | ||
Bushido, The Grand Balance, Neutrality | Oath | Restraint | Oath of Restraint | passive | persistent | 3" +3" per code stack | If a non-critical hit or cast made by you or any allies within the Oath radius would drop an enemy target below 0HP, they may choose instead to drop them to exactly 0HP. | Samurai, Primalsworn Paladin, Soulsworn Paladin, Wizard, Swashbuckler, Vigilante | ||
Street Justice, Holysworn, Eye for an Eye | Oath | Retribution | Oath of Retribution | passive | persistent | 3" +3" per code stack | All direct damage action based primary skills used against an enemy that dealt damage to you on their turn gain 1d4 damage. • Increase to 1d6 at Tier 3 • Increase to 1d8 at Tier 5 • Increase to 1d10 at Tier 7 |
Vigilante, Holysworn Paladin, Guardian, Swashbuckler, Soulsworn Paladin | ||
Order, Balance | A Power Greater, Life Keeper | Oath | Reverence | Oath of Reverence | passive | persistent | 3" +3" per code stack | When guarding or defending a location that has a connection to the power you serve or is physical representation of it in some way, the area inside your Oath radius becomes sacred ground. Any opponent, and even allies who don't show the proper reverence, must pass a Resolve test to remain or move into the oath radius. They must only pass this test once. However, regardless of the test, if at the start of their turn they are inside this Oath radius they take 1d8 per Tier damage, based in the appropriate damage type that you rever. If this is not practically obvious, assume mental damage. | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard, Knight, Samurai, Guardian | |
A Power Older, Apocalypse, Beyond the Law | Oath | Ruination | Oath of Ruination | passive | persistent | 3" +3" per code stack | At the start of each of your turns, may attempt to dispel any known beneficial magic effect you choose within the Oath radius (shields, boons, blessings, etc...). Use resistance equal to 20x the Tier of the caster of the effect. Has no effect on magic effects that are of a higher Tier than you. | Hellsworn Paladin, Primalsworn Paladin, Wizard, Vigilante, Swashbuckler | ||
Chivalry, Spiritual Truths, Guardian's Code, Holysworn | Oath | Sacrifice | Oath of Sacrifice | passive | persistent | 3" +3" per code stack | As a reaction, before damage is rolled, the Oath giver may move OR sprint up to their full movement stat to intercept an attack made against anyone within their Oath radius that is victim of a critical hit/cast or that would drop below 0HP. • The attack is carried out on the oath giver instead using the exact same rolls. • Cannot move on their own next turn and if required to sprint, can take no turn at all. |
Knight, Wizard, Guardian, Holysworn Paladin | ||
A Power Older, Immortality, Sacred Quest | Oath | Secrecy | Oath of Secrecy | passive | persistent | 3" +3" per code stack | Within your Oath radius, you and any ally that is hiding gain +1 per Tier advantage on rolls to avoid detection. Stealth classes also gain this advantage on Stealth tests. | Hellsworn Paladin, Primalsworn Paladin, Wizard, Knight, Guardian, Vigilante, Samurai, Holysworn Paladin, Soulsworn Paladin | ||
Egocentric Code, Libertas, Soul Eater | Oath | Self-service | Oath of Self-service | passive | persistent | 3" +3" per code stack | You and any ally within your Oath radius gain +10% per Tier crit chance on any self cast spell or skill. IF their is no roll invovled instead grants +10% per Tier effectiveness. If anyone wihtin the Oath radius uses abeneficial spell or skill on someone other than themselves the Oath is immediately cancelled. | Samurai, Soulsworn Paladin, Swashbuckler, Guardian, Vigilante, Hellsworn Paladin, Primalsworn Paladin | ||
Chivalry, Guardian's Code, Servant of Creation, Servant of the Crown | Oath | Service | Oath of Service | passive | persistent | 3" +3" per code stack | Gain 3 temporary HP per tier of the Oath giver. | Knight, Guardian, Wizard, Primalsworn Paladin, Samurai, Holysworn Paladin | ||
Hellsworn, Vanquisher, Sworn Vengeance, Law Keeper | Oath | Severity | Oath of Severity | passive | persistent | 3" +3" per code stack | If dealing damage against a target, you and any ally within your Oath radius may strike again with a regular main hand and off hand attack, as part of the same action (must adhere to 4-3-2 rule). ANY show of mercy within your Oath radius cancels this Oath immediately. | Hellsworn Paladin, Holysworn Paladin, Soulsworn Paladin, Wizard, Vigilante, Swashbuckler, Guardian, Knight, Samurai | ||
Street Justice, Beyond the Law, Cabalist | Oath | Shadows | Oath of Shadows | passive | persistent | 3" +3" per code stack | When using any action while obscured in shadow, passing an Avoidance test (with +1 advantage per Tier) will cause non-allies to believe the action was taken by another target within your Oath radius. This could act as a taunt like effect, or even cause an enemy to think it was attack by one of its allies. Must be within reason, GM discretion applies. | Vigilante, Swashbuckler, Knight, Wizard | ||
Holysworn, Primalsworn, Realm Warder | Oath | Shelter | Oath of Shelter | passive | persistent | 3" +3" per code stack | Any target within the Oath radius that currently has less HP than the Oath giver, takes up to 5 less damage per Tier with that damage instead dealt to the Oath giver. | Holysworn Paladin, Primalsworn Paladin, Wizard | ||
Mortal Code, Egocentric Code, Watcher on the Wall | Oath | Solitude | Oath of Solitude | passive | persistent | 3" +3" per code stack | If there are more enemies than allies within your Oath radius, you gain the following benefits: • +1d6 Vigor, Fury, or Spirit each round. Increasing to +2d6 at Tier 4. • +1 Focus, Faith, Stealth each round. Increasing to +2 at Tier 4 • Gain these benefits every hour outside of combat (where applicable). |
Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante, Samurai, Soulsworn Paladin, Swashbuckler, Wizard, Guardian | ||
Servant of Creation, Watcher on the Wall | Oath | Stewardship | Oath of Stewardship | passive | persistent | 3" +3" per code stack | While the Oath is active, select a single target person, item, or location (specific) that you have been given stewardship of. While within a range equal to your oath radius of it, you gain +0.5 per Tier physical damage and spell power and any time the target takes damage you take half of it instead as mental damage. | Wizard, Primalsworn Paladin, Holysworn Paladin, Guardian | ||
Feudal Lord, Demonic Bargain | Oath | Subjugation | Oath of Subjugation | passive | persistent | 3" +3" per code stack | When the Oath is first activated and at the start of each new encounter, select a single spell Archetype that cannot be cast by anyone within the Oath radius or on targets within the radius. Whenever a different archetype is successfully cast within your oath radius, as a Reaction you may change the subjugated Archetype to match once that spell has been completed. | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin, Hellsworn Paladin, Swashbuckler | ||
A Power Older, The Devil's Due | Oath | Submission | Oath of Submission | passive | persistent | 3" +3" per code stack | While doing the bidding of your master(s) or those who hold power over you, any one within your Oath radius (including yourself) that uses a rank or tier based power or skill, does so as if it was 1 rank or Tier higher than it should be. | Hellsworn Paladin, Primalsworn Paladin, Wizard, Samurai | ||
Conquest, A Power Older, Krateros, Soulsworn | Oath | Supremacy | Oath of Supremacy | passive | persistent | 3" +3" per code stack | Any ally within the Oath radius may use the Oath givers critical hit or cast chance for a matching damage type if it is higher than their own. If it is not, they instead gain +2% crit per Tier. | Knight, Hellsworn Paladin, Samurai, Primalsworn Paladin, Wizard, Guardian, Soulsworn Paladin | ||
Bushido, Spiritual Truths, Rebel's Code, Neutrality | Oath | Truth | Oath of Truth | passive | persistent | 3" +3" per code stack | The resistances of all friends, foes and spell effects within the Oath radius are reduced by 5 per Tier | Samurai, Wizard, Vigilante, Swashbuckler, Soulsworn Paladin | ||
Chivalry, Bushido, Holysworn, Conquest | Oath | Valor | Oath of Valor | passive | persistent | 3" +3" per code stack | Gain +1 damage/healing per Tier (all types) and +1 advantage per Tier on Resolve rolls when facing an enemy group or single opponent that has a higher Threat Rating than the party (where the parties Threat rating is equal to the combined level of all PCs +Threat Rating of any pets/minions) • recalculate the Threat Rating of both groups each time someone is knocked unconscious or killed |
Knight, Samurai, Holysworn Paladin, Hellsworn Paladin | ||
Sworn Vengeance, Street Justice, Hellsworn | Oath | Vengeance | Oath of Vengeance | passive | persistent | 3" +3" per code stack | When an enemy deals damage to an ally within your Oath radius you may, as a Reaction, attack that target with a regular ranged, thrown or melee main hand attack. May move up to 0.5"/Tier if required to bring you into melee range. | Swashbuckler, Vigilante, Guardian, Hellsworn Paladin | ||
Guardian's Code, Street Justice, Primalsworn, Watcher on the Wall | Oath | Vigilance | Oath of Vigilance | passive | persistent | 3" +3" per code stack | As a reaction, when an enemy within your Oath radius attempts to cast a spell you may attempt to interrupt them if passing a Perception test. Suffer -1 Disadvantage per Tier of enemy caster but +1 Advantage per Tier of the Oath giver. | Guardian, Vigilante, Primalsworn Paladin, Holysworn Paladin, Wizard | ||
Spiritual Truths, Primalsworn, Krateros, Libertas | Oath | Vitality | Oath of Vitality | passive | persistent | 3" +3" per code stack | Gain +1 Vigor OR Spirit OR Fury at the start of each turn. Increases to +2 at Tier 3, +3 at Tier 5, +4 at Tier 7. | Wizard, Primalsworn Paladin, Knight, Samurai, Guardian, Vigilante, Swashbuckler | ||
Scoundrel's Code, Primalsworn, Soul Eater | Oath | Voracity | Oath of Voracity | passive | persistent | 3" +3" per code stack | Gain +1 melee damage. Increases to +2 at Tier 3, +3 at Tier 5, +4 at Tier 7. | Swashbuckler, Primalsworn Paladin, Hellsworn Paladin | ||
Spiritual Truths, Primalsworn, Realm Warder | Oath | Warding | Oath of Warding | passive | persistent | 3" +3" per code stack | Oath giver selects one spirit or faith damage type. Allies within Oath radius gains +10 per Tier resistance to that damage type. | Wizard, Primalsworn Paladin | ||
Order | Bushido | Code Skills (Core) | Honor in Death | Code Skill: Honor in Death | instant | immediate | 10" | taunts up to one enemy per stack (within Range = to their perception) that fails a Resolve test • if the taunted target dies (or is critically injured) while in base contact, gain a free Bushido code stack • if the Samurai dies (or is critically injured) any taunted target (regardless of base contact) takes max damage for the remainder of the battle |
Samurai | |
Order | Bushido | Code Skills (Core) | Sworn Blade | Code Skill: Sworn Blade | instant | battle | 10" | mark up to one target per stack that has dealt damage to an ally during the last turn. The mark remains in play until you attack that target at which point you consume the mark to gain one free regular main hand or offhand attack attack as part of the same action (Must adhere to 4-3-2 rule).Cannot be sued again until all marks have been consumed. | Samurai | |
Order | Bushido | Code Skills (Core) | Breath of Tranquility | Code Skill: Breath of Tranquility | instant | immediate | self | Gain 1d2/1d4/1d6 Focus or 1d6+2/1d8+4/1d10+6 HP (scaling by # of stacks consumed). | Samurai | |
Order | Bushido | Code Skills (Core) | Unwavering Focus | Code Skill: Unwavering Focus | reaction | immediate | self | May consume code stacks as a reaction to prevent Focus loss, where the damage is no greater than 15 per stack. | Samurai | |
Order | Bushido | Code Skills (Core) | Kamikaze | Code Skill: Kamikaze | instant | next strike or unarmed attack | self | If facing more than one opponent with no conscious friendlies within 6" the next strike or unarmed attack does +100% damage per stack (before bonuses or multipliers) and hits all enemies within melee range | Samurai | |
Order | Bushido | Code Skills (Core) | Precision Strike | Code Skill: Precision Strike | action | immediate | self | Single target strike that rolls one extra damage dice per stack, may choose which roll to keep | Samurai | |
Order | Chivalry | Code Skills (Core) | Merciful Strike | Code Skill: Merciful Strike | action | 1 rnd per stack | melee | A melee strike that cannot reduce target below 0 HP or cause a loss of Honor in any way, also prevents healing of any kind for one round per stack | Knight | |
Order | Chivalry | Code Skills (Core) | Honor Strike | Code Skill: Honor Strike | action | immediate | melee | A melee strike that adds 1/2 of your current Honor as bonus damage applied AFTER any other multipliers (i.e. Critical Hits, Blessing of Might, Omen of Destruction, etc...) • at 2 stacks increase bonus damage to 1x current Honor • at 3 stacks increase bonus damage to 2x current Honor |
Knight | |
Order | Chivalry | Code Skills (Core) | Champion Strike | Code Skill: Champion Strike | action | immediate | melee | A melee strike that has +5 hit and +3 damage, per stack | Knight | |
Order | Chivalry | Code Skills (Core) | Justice Strike | Code Skill: Justice Strike | action | 1 rnd | melee | A melee strike that causes the target to be Taunted if failing a Resolve test • apply -3 Disadvantage at 2 Stacks and -6 Disadvantage at 3 Stacks |
Knight | |
Order | Chivalry | Code Skills (Core) | Ardent Strike | Code Skill: Ardent Strike | action | 1 rnd | melee | A melee strike that even if missing forces the target up to 2" back. This does not count as disengaging from combat and cannot cause collision damage. On the target's next turn they must pass a resolve test if they wish to move back into base contact. At 2 stacks they suffer -3 disadvantage and at 3 stacks -6 disadvantage. | Knight | |
Order | Chivalry | Code Skills (Core) | Honorable Defense | Code Skill: Honorable Defense | reaction | 1 round | self | When hit by physical damage, for one full round negate incoming physical damage based on your current amount of honor at a rate of Honor/4 damage per stack or Honor/2 damage per stack if victim of a critical hit. | Knight | |
Order | Chivalry | Code Skills (Core) | Forbearance | Code Skill: Forbearance | instant | next attack | self | If failing to deal damage or if no offensive actions were taken on the previous round, for one round per stack, the next strike or regular melee attack has additional modifiers, based on its weapon attributes: • Parry: Multiply parry value by number of stacks as bonus damage. • Cleaving: +10% crit per stack • Stun: Multiply stun chance by 1+ the number of stacks. • Armor Piercing: Multiply Armor Piercing value by 1+ the number of stacks,: Charge: Multiply charge bonus by 1+ the number of stacks. |
Knight | |
Order | Chivalry | Code Skills (Core) | Prudence | Code Skill: Prudence | action | immediate | melee | Make two regular attacks with your main hand as part of the same action, where each attack suffers -20 to hit. • At 2 stacks, reduces to -10 to hit. • At 3 stacks, no penalty to hit. |
Knight | |
Order | Chivalry | Code Skills (Core) | Bolster Mount | Code Skill: Bolster Mount | instant | next action | self | If you are riding your mount or it is within LoS, EITHER: grant it +5 to hit and +2 damage, per stack, on all attacks as part of its next attack action OR heal it for 1d8+2 HP per stack | Knight | |
Order | Chivalry | Code Skills (Core) | Conviction | Code Skill: Conviction | instant | 1 attack per stack | self | If acting under orders or working to complete a specific quest or mission, the next (one per stack) melee attack of any kind doubles the number of dice rolled for damage | Knight | |
Balance | Guardian's Code | Code Skills (Core) | Defensive Rush | Code Skill: Defensive Rush | reaction | immediate | 3" per stack | Move out of turn, up to 3" per stack, to intercept an attack that would otherwise be made on a friendly. | Guardian | |
Balance | Guardian's Code | Code Skills (Core) | Call to Arms | Code Skill: Call to Arms | action | immediate | 10" | All friendlies in a 10" radius (not including self), receive one Action Point (AP)/stack to redeem at any time during their own turn, where: • 1AP = free instant, 1AP = free move, 2AP = free action (max one each) |
Guardian | |
Balance | Guardian's Code | Code Skills (Core) | Strength of the Guardian | Code Skill: Strength of the Guardian | instant | 1 attack per stack | self | The next one melee attack per stack does max damage • for melee skills/attacks with AoE, assume one attack means one target hit |
Guardian | |
Balance | Guardian's Code | Code Skills (Core) | Guardian's Roar | Code Skill: Guardian's Roar | instant | immediate | 10" | All enemies in range must immediately pass a Resolve test or: • 1 stack: must attack guardian next turn (taunt) • 2 stacks: are stunned 1 round • 3 stacks: must use their next available reaction to flee at full movement distance • |
Guardian | |
Balance | Guardian's Code | Code Skills (Core) | Triumph Strike/Shot | Code Skill: Triumph Strike/Shot | action | immediate | melee | A melee strike or ranged shot that gains +2 damage per stack and if scoring a killing blow or knocking the target unconscious, restores 5 Vigor per Stack. | Guardian | |
Balance | Guardian's Code | Code Skills (Core) | Shield Brother (Sister) | Code Skill: Shield Brother (Sister) | reaction | immediate | 8" | May throw an equipped shield with range = STR during the enemy's turn to attempt to block (with +3/stack) an attack made on a friendly (but must retrieve shield before activating again) • this skill may be used on an ally without throwing your shield if you are in base contact with both them and their opponent |
Guardian | |
Balance | Hellsworn | Code Skills (Core) | Unholy Strike | Code Skill: Unholy Strike | action | immediate | melee | Single target melee strike that has +3 demonic damage per stack against living targets and +6 demonic damage per stack against holy targets | Hellsworn Paladin | |
Balance | Hellsworn | Code Skills (Core) | Infernal Shield | Code Skill: Infernal Shield | instant | 1 rnd per stack | 10" | Places a shield on a single target that negates all demonic or holy damage for one round per stack. A critical hit destroys the shield but the damage is still negated | Hellsworn Paladin | |
Balance | Hellsworn | Code Skills (Core) | Deathknell | Code Skill: Deathknell | action | immediate & 1 rnd per stack | 10" | All living targets within 10" take 1d6 Demonic damage per stack and are immune to healing for 1 round per stack • if targets are unconscious they take 2d6 damage per stack instead |
Hellsworn Paladin | |
Balance | Hellsworn | Code Skills (Core) | Dark Piety | Code Skill: Dark Piety | instant | immediate | self | Gain one Faith and +2AC (for 1 hour/battle), per stack | Hellsworn Paladin | |
Balance | Hellsworn | Code Skills (Core) | Infernal Retribution | Code Skill: Infernal Retribution | reaction | immediate | self | After failing a Faith difficulty roll, consume stacks to inflict 1d8+2 demonic damage per stack to a target within 10". If the failed power was already targeting an enemy, they must be the target of Infernal Retribution. Treat as Burst type power that can be resisted and uses your typical modifiers. | Hellsworn Paladin | |
Balance | Hellsworn | Code Skills (Core) | Blackfire | Code Skill: Blackfire | instant | 1 +1 round per Tier | self | Treat as a DOT style power, that deals 1d6 demonic damage each round on up to 1 target per Stack | Hellsworn Paladin | |
Balance | Holysworn | Code Skills (Core) | Righteous Strike | Code Skill: Righteous Strike | action | immediate | melee | Single target melee strike that has does +2 Holy damage per stack for every enemy currently in base contact | Holysworn Paladin | |
Balance | Holysworn | Code Skills (Core) | Divine Shield | Code Skill: Divine Shield | instant | 1 rnd/use per stack | 10" | Places a divine shield on a single target that mitigates all damage from a successful hit or half the damage of a critical hit against the shielded target • shield lasts for one round per stack or until mitigating damage once per stack. |
Holysworn Paladin | |
Balance | Holysworn | Code Skills (Core) | Rest for the Dead | Code Skill: Rest for the Dead | action | immediate & 1 day per stack | 10" | All undead targets within 10" take 1d6 Holy damage per stack • treat similar to an Invocation power • also renders any recently slain target immunity to undeath for 1 day per stack |
Holysworn Paladin | |
Balance | Holysworn | Code Skills (Core) | Piety | Code Skill: Piety | instant | immediate | self | Gain one Faith and 2 temporary HP, per stack | Holysworn Paladin | |
Balance | Holysworn | Code Skills (Core) | Redemptive Power | Code Skill: Redemptive Power | reaction | immediate | self | After failing a Faith difficulty roll, consume stacks to inflict 1d8+2 demonic damage per stack to a target within 10". If the failed power was already targeting an enemy, they must be the target of Infernal Retribution. Treat as Burst type power that can be resisted and uses your typical modifiers. | Holysworn Paladin | |
Balance | Holysworn | Code Skills (Core) | Whitefire | Code Skill: Whitefire | instant | 1 +1 round per Tier | self | Treat as a DOT style power, that deals 1d6 holy damage each round on up to 1 target per Stack | Holysworn Paladin | |
Balance | Primalsworn | Code Skills (Core) | Savage Strike | Code Skill: Savage Strike | action | immediate | melee | Single target melee strike that adds +3 physical damage per stack and -4 Overpowering per stack | Primalsworn Paladin | |
Balance | Primalsworn | Code Skills (Core) | Primal Shield | Code Skill: Primal Shield | instant | 1 rnd per stack | 10" | Places a shield on a single target that negates all magic damage for one round per stack. A critical hit destroys the shield but the damage is still negated. | Primalsworn Paladin | |
Balance | Primalsworn | Code Skills (Core) | Tame the Wild | Code Skill: Tame the Wild | action | immediate | 10" | Any wild beast within 10" and possessing a Threat Rating no higher than 3 per stack immediately becomes docile or unaggressive and will remain so unless attacked or threatened, typically moving to leave battlefield as quickly as possible | Primalsworn Paladin | |
Balance | Primalsworn | Code Skills (Core) | Wild Reverence | Code Skill: Wild Reverence | instant | 1 rnd per stack | self | Gain one Faith and +2 melee damage (for 1 round), per stack | Primalsworn Paladin | |
Balance | Primalsworn | Code Skills (Core) | Primal Enrage | Code Skill: Primal Enrage | reaction | immediate | self | After failing a Faith difficulty roll, consume code stacks to enter a primal rage that makes you immune to all CC, grants +1d8 damage to all melee attacks (+2d8 if 2-handed), but prevents you from casting for the duration. Lasts for 1 round per stack. | Primalsworn Paladin | |
Balance | Primalsworn | Code Skills (Core) | Wildfire | Code Skill: Wildfire | instant | 1 +1 round per Tier | self | Treat as a DOT style power, that deals 1d6 natural damage each round on up to 1 target per Stack | Primalsworn Paladin | |
Chaos | Scoundrel's Code | Code Skills (Core) | Keep to the Shadows | Code Skill: Keep to the Shadows | instant | immediate | self | Immediately gain 2 stealth per stack (must already be hidden and either undetected or in shadows) | Swashbuckler | |
Chaos | Scoundrel's Code | Code Skills (Core) | Cower | Code Skill: Cower | action | immediate | self | One enemy per stack that is currently attacking you will lose interest on their next turn and attack or move to attack the next closest enemy target. If this results in no opponents having LoS you can become undetected. When opponents leave base contact due to this skill you may make an Attacks of Opportunity against every one of them as a single Reaction. | Swashbuckler | |
Chaos | Scoundrel's Code | Code Skills (Core) | Witty Rebuke | Code Skill: Witty Rebuke | reaction | immediate | LoS | As a reaction to an enemy target dealing damage or otherwise succeeding with a power or skill against you or one of your allies, passing a Charm vs Resolve stat roll-off causes your witty rebuke to Taunt the target for 1 round per stack. If you are hidden and undetected, they are still taunted and will spend their entire turn searching for you. For the duration they also suffer -5 per Tier to hit or cast, applied to the natural roll for the sake of critical misses or miscasts. | Swashbuckler | |
Chaos | Scoundrel's Code | Code Skills (Core) | Disarming Strike | Code Skill: Disarming Strike | action | immediate | melee | Single target melee strike that disarms the opponent if winning an Agility vs Strength stat roll-off (+2 advantage per stack). | Swashbuckler | |
Chaos | Scoundrel's Code | Code Skills (Core) | Distracting Shot | Code Skill: Distracting Shot | action | immediate | ranged | Single target ranged shot that increases your stealth by 2 per stack and briefly breaks their LoS on you, even if missing. If this results in no opponents having LoS on you, you may immediately become undetected. If other opponents still have LoS, you may still pass a Stealth test to become undetected. In either case, must be deemed reasonable to become undetected (i.e. some cover, or low light available). | Swashbuckler | |
Chaos | Scoundrel's Code | Code Skills (Core) | Silver Tongue | Code Skill: Silver Tongue | instant | 1 rnd per stack | 10" | If passing a Charm vs. Resolve stat roll-off, a single target is charmed. They will generally comply with anything you ask of them and cannot take any action against you (incl. instants, reactions, or moves) for one round per stack (or 1 hour epr stack out of combat). If you deal damage to the charmed target or ask them to harm themselves or one of their allies, the effect is immediately broken. | Swashbuckler | |
Balance | Soulsworn | Code Skills (Core) | Astral Strike | Code Skill: Astral Strike | action | immediate | melee | Single target melee strike that adds +2 mental damage per stack and ignores 25% of the targets armor per stack. | Soulsworn Paladin | |
Balance | Soulsworn | Code Skills (Core) | Soul Shield | Code Skill: Soul Shield | instant | battle | 10" | Places a psionic shield on a single target that reduces all physical damage taken by half for one round per stack, but also inflicts 1d12 mental damage to the caster each time it does so | Soulsworn Paladin | |
Balance | Soulsworn | Code Skills (Core) | Restoration of Soul | Code Skill: Restoration of Soul | action | immediate | 10" | All targets within 10" that belong to the Third Creation (i.e. possess a soul) are healed for 1d4+2 HP per Stack. No casting/hit roll required, but cannot crit. | Soulsworn Paladin | |
Balance | Soulsworn | Code Skills (Core) | Mindfulness | Code Skill: Mindfulness | instant | 1 rnd per stack | self | Gain one Faith per stack and +5 Mental Resist (for 1 hour/battle), per stack | Soulsworn Paladin | |
Balance | Soulsworn | Code Skills (Core) | Willful Exchange | Code Skill: Willful Exchange | reaction | immediate | self | After failing a Faith difficulty roll, you consume code stacks as a reaction to ignore the failure entirely and instead do the following: • One Stack: attempt to re-roll the power and abide by the second roll. • Two Stacks: make a regular attack action (if it was a failed action) or use a non-offensive instant (if it was a failed instant). • Three stacks: Use an entirely different action or instant (respectively). |
Soulsworn Paladin | |
Balance | Soulsworn | Code Skills (Core) | Soulfire | Code Skill: Soulfire | instant | 1 +1 round per Tier | self | Treat as a DOT style power, that deals 1d6 mental damage each round on up to 1 target per Stack | Soulsworn Paladin | |
Balance | Spiritual Truths | Code Skills (Core) | Origination | Code Skill: Origination | action | immediate | melee | Treat as a melee "Strike" or ranged "Shot" spirit power that costs 3 spirit per stack • Channels spiritual power through your main hand weapon, as either Origin Strike or Origin Shot, dealing weapon damage plus +1d6 per stack, where damage is based in the type of spirit power target is most susceptible to • if using a melee weapon for Origin shot, no physical damage is dealt, instead convert weapon damage into the appropraite damage type. • if target is a Spirit-based beings/creatures (i.e. Elementals, Dragons, Realm Dweller, etc…) add an additional +1 damage per stack |
Wizard | |
Balance | Spiritual Truths | Code Skills (Core) | Reaping and Sowing | Code Skill: Reaping and Sowing | reaction | immediate | self | When the Wizard takes damage, 1/3 (per stack) is also reflected back on whomever dealt it (use same hit roll against their own resistance or AC) | Wizard | |
Balance | Spiritual Truths | Code Skills (Core) | Shield of Truth | Code Skill: Shield of Truth | instant | until destroyed or resting | self | Creates a damage shield around the wizard that works against all damage types, 1d12 per stack | Wizard | |
Balance | Spiritual Truths | Code Skills (Core) | Threads of Creation | Code Skill: Threads of Creation | instant | immediate | 10" | Restores 10 HP per stack to a single target of the 1st, 2nd, or 3rd Creation • cannot critically hit or miss |
Wizard | |
Balance | Spiritual Truths | Code Skills (Core) | Spiritual Rejuvenation | Code Skill: Spiritual Rejuvenation | instant | immediate | 10" | Restores 10 Spirit per stack to a single target of the 1st, 2nd, or 3rd Creation • cannot critically hit or miss |
Wizard | |
Balance | Spiritual Truths | Code Skills (Core) | True Power | Code Skill: True Power | instant | next cast | self | Gain +4 Spell Power per per stack on your next cast • cannot critically cast or miscast |
Wizard | |
Chaos | Street Justice | Code Skills (Core) | Watch Your Back | Code Skill: Watch Your Back | action | immediate | melee | Single target, if attacking from behind the target gain +10 to hit and +1d8 damage, per stack, and cause no dishonor | Vigilante | |
Chaos | Street Justice | Code Skills (Core) | Outrage | Code Skill: Outrage | instant | immediate | self | Gain 3 Fury per stack. At Tier 3 gain 6 per stack. At Tier 6 gain 10 per Stack. | Vigilante | |
Chaos | Street Justice | Code Skills (Core) | Escalation | Code Skill: Escalation | instant | next attack | varies | The next regular attack or strike you make gains bonus damage equal to 50%/stack of the total damage done to you since your last turn. | Vigilante | |
Chaos | Street Justice | Code Skills (Core) | Even the Odds | Code Skill: Even the Odds | instant | 2 rnds per stack | melee | Incapacitate a humanoid target for two rounds/stack or until taking damage, only consumable if the enemy outnumbers you | Vigilante | |
Chaos | Street Justice | Code Skills (Core) | Revenge | Code Skill: Revenge | reaction | immediate | self | If an opponent deals damage against you, as a reaction, consume code stacks to gain Revenge, where Revenge causes the next one per stack regular attack or strike to deal max damage. If a skill has AoE treat each target hit as using up one of the stacks. | Vigilante | |
Chaos | Street Justice | Code Skills (Core) | Death Sentence | Code Skill: Death Sentence | action | immediate | melee | If the Vigilante deems the target is guilty of a crime, consume a code stack to make two regular main hand attacks against the target as part of the same action. • If consuming 2 stacks, you may make two regular main-hand and off-hand attacks against the target, where the second set of attacks are considered a separate action (therefore avoid breaking the 4-3-2 rule). • If consuming 3 stacks, make a third set of attacks, also treating each set as a separate action. • If the target is critically injured or killed by this skill, immediately regain 1 stack of Street Justice |
Vigilante | |
Order | Leader of Men | Code Skills (Great) | Commanding Presence | Code Skill: Commanding Presence | reaction | up to 1 hour | 3" per stack | Any time you pass a Resolve test or a mental resistance, as a reaction consume stacks to grant immunity to the effect which required the resolve test or mental resistance for up to one hour | Knight, Holysworn Paladin, Samurai | |
Order | Leader of Men | Code Skills (Great) | Inspire | Code Skill: Inspire | instant | up to 1 hour | 10" | One target per stack is granted +5 per Tier temporary HP that last until depleted, or 1 hour passes. If recast on the same target, does not stack, just refreshes back to the full amount. Cannot be self cast. | Knight, Holysworn Paladin, Samurai | |
Order | Leader of Men | Code Skills (Great) | Rally the Troops | Code Skill: Rally the Troops | instant | immediate | 2" radius per stack | Within a 2" radius per stack, all CC effects (i.e. fear, stun, immobilize, blind, etc...) or other related effects which cause targets to lose some portion of their turn are cancelled. | Knight, Holysworn Paladin, Samurai | |
Order | Leader of Men | Code Skills (Great) | Issue Command | Code Skill: Issue Command | action | 1 round | 10" | Grant one ally per stack an additional reaction, move, instant, or action on their next turn | Knight, Holysworn Paladin, Samurai | |
Order | Conquest | Code Skills (Great) | Conqueror's Rebuke | Code Skill: Conqueror's Rebuke | reaction | immediate | melee | If you inflicted damage with a melee weapon as opart of an attack action of any kind, as reaction you may consume code stacks to increase that damage by +5 per stack. | Knight, Hellsworn Paladin, Samurai | |
Order | Conquest | Code Skills (Great) | Final Conquest | Code Skill: Final Conquest | instant | 1 round per stack | melee | For the next 1 round per stack, anytime you strike a killing blow against an opponent (including knocking targets unconscious), you may make a regular main hand attack as a free action. | Knight, Hellsworn Paladin, Samurai | |
Order | Conquest | Code Skills (Great) | Hope's End | Code Skill: Hope's End | action | immediate | 3" per stack | All opponents within range must pass an immediate Resolve test or become Frightened. Those that pass with a score grater than 25 are instead Taunted for 1 round. | Knight, Hellsworn Paladin, Samurai | |
Order | Conquest | Code Skills (Great) | Steel Surge | Code Skill: Steel Surge | move | immediate | cone template | Instead of your normal movement, move yourself to the end of the cone template. Anything that was touched by the template takes trample damage equal to 1d6 +1 for every 10 Armor you have, per stack consumed. | Knight, Hellsworn Paladin, Samurai | |
Order | Watcher on the Wall | Code Skills (Great) | Mystical Defence | Code Skill: Mystical Defence | reaction | immediate | self | A +3 per Tier Block or Parry, that can also be used against any spell that requires LoS. | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | |
Order | Watcher on the Wall | Code Skills (Great) | Prismatic Shield | Code Skill: Prismatic Shield | instant | 1 round per stack | 3" | Creates a 1d12+10 damage shield against all types of non-physical damage that covers a 90 degree arc at a radius of 3" from the caster. Treat this as a Shield type power, with a Faith difficulty of 20 or a 5 spirit or vigor cost. | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | |
Order | Watcher on the Wall | Code Skills (Great) | Preemptive Strike/Shot | Code Skill: Preemptive Strike/Shot | action | immediate | melee | If a target has not attacked, use a physical strike/shot or wand attack against them that does not allow for dodge and if hitting, inflicts a damage over time (DOT) effect at the start of each of the targets turns. • Holysworn Paladin or Wizard: 1d6 damage per stack, based in their primary damage type, lasts for 1 round per Tier. • Primalsworn Paladin or Guardian: 1d4 per stack Bleed effect (roll once only). |
Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | |
Order | Watcher on the Wall | Code Skills (Great) | Thwart Chaos | Code Skill: Thwart Chaos | reaction | immediate | 15" | When a target that is influenced by chaos, demonic forces, or wields chaos/demonic based powers attempts to move towards you or use a ranged spell against you, as a reaction, you mave consume code stacks to force the following effects if the target fails a Stamina test (at -1 disadvantage per Tier): • One stack: target's movement is cut in half and suffers an additional 25% miscast chance. • Two stacks: target cannot move at all and suffers an additional 50% miscast chance • Three stacks: target is Immobilized for 1 round, or otherwise suffers an additional 75% miscast chance. |
Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | |
Balance | Eye for an Eye | Code Skills (Great) | Payback | Code Skill: Payback | instant | 1 rnd per stack | self | All attacks you make for one round per stack cannot do less damage than the last attack made on you, up their maximum damage (before crits) | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | |
Balance | Eye for an Eye | Code Skills (Great) | Reciprocal Justice | Code Skill: Reciprocal Justice | reaction | immediate | 10" | When up to one per stack allies (including yourself) are effected by some form of CC, this CC effect is also inflicted back on the one who caused it | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | |
Balance | Eye for an Eye | Code Skills (Great) | Make them Pay | Code Skill: Make them Pay | action | immediate | 10" | Up to one per stack friendlies' are granted a bonus action that can be used to make a regular attack, strike, shot, unarmed attack, or offensive spell | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | |
Balance | Eye for an Eye | Code Skills (Great) | Avengers Burden | Code Skill: Avengers Burden | reaction | immediate | self | If a wound would reduce you to zero or less HP, as Reaction, consume code stacks to delay being knocked unconscious and/or any associated injuries for 1 round per stack. Can even delay death. Once the effect ends apply injuries or death as per the lowest negative HP value that was reached during the duration, even if healed. | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | |
Balance | Honor Among Thieves | Code Skills (Minor) | Thieves Boon | Code Skill: Thieves Boon | instant | immediate | 10" | Grant yourself or another known target +3 stealth per Stack if it is hidden an undetected | Vigilante, Swashbuckler | |
Balance | Honor Among Thieves | Code Skills (Minor) | Ambushing Strike | Code Skill: Ambushing Strike | action | immediate | melee | If currently in an area of shadow or otherwise undetected, make a melee strike that does not allow for dodge contribution to AC and inflicts +1d8 damage per stack with a 10% chance to stun per stack that adds to any other sources of stun on your attack. Both of these effects double if the attack was part of an ambush round. You are detected immediately following the attack regardless if it hits or misses, as you annouce your presence and thereby do not lose any honor. | Vigilante, Swashbuckler | |
Balance | Honor Among Thieves | Code Skills (Minor) | Deception | Code Skill: Deception | reaction | immediate | 10" | When an opponent attempts active or passive detection of you or any hidden ally within range, as a Reaction you may apply -2 disadvantage per stack consumed. | Vigilante, Swashbuckler | |
Balance | Servant of Creation | Code Skills (Great) | Servitude | Code Skill: Servitude | instant | immediate | 10" | Immediately cast a buff, blessing, or other beneficial power where one additional target can be selected per stack (does not include healing or shielding powers) | Wizard, Primalsworn Paladin | |
Balance | Servant of Creation | Code Skills (Great) | Power Bestowed | Code Skill: Power Bestowed | instant | next crit | self | +10% crit per stack with faith or spirit powers, lasts until the next time you crit | Wizard, Primalsworn Paladin | |
Balance | Servant of Creation | Code Skills (Great) | Translocation | Code Skill: Translocation | action | 1 day | 40" | Place one Translocation marker per code stack anywhere within 200 feet that you either have LOS to or can picture the location in your mind. The marker is invisible to conventional senses, though can be detected as celestial magic. Anyone that crosses the marker will appear at one of the other markers. If they have knowledge of the Translocation markers they can choose which one to appear at. If not it is random, and they will usually complete whatever move they were making when they crossed it. • As an Instant, the caster can choose to move to any of these markers at will from their current location, but doing so consumes the marker. |
Wizard, Primalsworn Paladin | |
Balance | Servant of Creation | Code Skills (Great) | Power Dampening | Code Skill: Power Dampening | reaction | immediate | self | Whenever you are hit by a source of magical or non-physical damage, as a Reaction, you may reduce that damage by 10 per Stack | Wizard, Primalsworn Paladin | |
Chaos | Beyond the Law | Code Skills (Great) | Come and Get Me | Code Skill: Come and Get Me | reaction | immediate | self | When an enemy target moves into base contact on their turn, make one attack per stack (out of turn). Must still adhere to 4-3-2 rule (i.e. if activating with 3 stacks would need to be dual wielding) | Vigilante, Swashbuckler | |
Chaos | Beyond the Law | Code Skills (Great) | Evade Capture | Code Skill: Evade Capture | instant | immediate | self | Make an appropriate stat test (at +3 advantage per Stack) to immediately break any form of immobilizing, snaring, grappling, or taunting effects, whether a result of a skill/spell or physically occurring (i.e. being tied up). Can be used even if an instant would normally be prevented. | Vigilante, Swashbuckler | |
Chaos | Beyond the Law | Code Skills (Great) | Lawless Strike | Code Skill: Lawless Strike | action | immediate | melee | Make a regular mainhand attack that if dealing damage of any kind (includign crushing blow) allows you to strike again with you main ahnd for up to one additonal time per stack. Allows you to completely IGNORE the 4-3-2 rule for these main hand attacks. | Vigilante, Swashbuckler | |
Chaos | Beyond the Law | Code Skills (Great) | Mockery of Justice | Code Skill: Mockery of Justice | instant | next strike/shot | self | next strike or shot type attack against targets representing 'the Law', (i.e. guards, bounty hunters, etc…) gains +5 damage per stack | Vigilante, Swashbuckler | |
Balance | Sacred Quest | Code Skills (Great) | Brazen Strike | Code Skill: Brazen Strike | action | immediate | melee | A main hand melee strike that hits one target per stack (must be in base contact) and adds +1 damage per inch of charge movement | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | |
Balance | Sacred Quest | Code Skills (Great) | Ignore Pain | Code Skill: Ignore Pain | reaction | immediate | self | When taking damage, as a Reaction, consume stacks to reduce that damage by 25% per stack | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | |
Balance | Sacred Quest | Code Skills (Great) | Relentless Advance | Code Skill: Relentless Advance | instant | next movement | self | Increases your next movement by up to +3 (+4 if mounted or flying). For each stack beyond 1 that is consumed, can be used to increase an ally's movement. Can never be used to retreat. | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | |
Balance | Sacred Quest | Code Skills (Great) | Stand Aside | Code Skill: Stand Aside | instant | immediate | 10" | Forces a single enemy target to take a Resolve test (-3 Disadvantage for every stack beyond one). If failing they must use their Reaction to immediately flee thier maximum movement distance and cannot move towards you on their own next turn. If they have already used thier reaction, they lose their Reaction on their next turn. | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | |
Balance | Life Keeper | Code Skills (Minor) | Lifeboon | Code Skill: Lifeboon | action | 1 round per stack | 10" | Heals (1d10+1 per Tier) HP. For each stack beyond one, this occurs again at the start of each of the targets subsequent turns. Treat this as your choiuce of a Holy or Primal heal. | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | |
Balance | Life Keeper | Code Skills (Minor) | Sanctity of Life | Code Skill: Sanctity of Life | reaction | immediate | 10" | When a single target takes damage of any kind, as a reaction, you may consume code stacks to prevent up to 1d10 per stack. No casting roll required, cannot benefit from modifiers. Can prevent injuries and/or death. | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | |
Balance | Life Keeper | Code Skills (Minor) | Verdant Outburst | Code Skill: Verdant Outburst | instant | immediate | self | While in a wild and/or natural setting or surrounded by an abundance of life/living organisms (GM discretion), heal yourself for 2d6 per stack. | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | |
Chaos | Sworn Vengeance | Code Skills (Great) | Vendetta | Code Skill: Vendetta | instant | until target is defeated | 10" | Marks a single target for revenge for a deed they commited more than 1 day previous. While marked they suffer -2 disadvantage per Stack on all stat tests, and all attacks or spells used against them gain +10 to hit per stack. This lasts until the target is defeated or is dispelled as a mental effect. Can be use don more than one target at a time. | Swashbuckler, Vigilante, Guardian | |
Chaos | Sworn Vengeance | Code Skills (Great) | Fallen Comrade | Code Skill: Fallen Comrade | reaction | 1 turn per stack | self | When an opponent kills or knocks a member of your party unconscious (HP<0) as a Reaction, consume code stacks to deal max damage against that a opponent for 1 turn per stack | Swashbuckler, Vigilante, Guardian | |
Chaos | Sworn Vengeance | Code Skills (Great) | Sated Vengeance | Code Skill: Sated Vengeance | reaction | immediate | self | If you land the killing blow or otherwise defeat a target than you have sworn vengeance against, as a Reaction, consume code stacks to heal yourself for (1d8+2) HP per stack. Also: • Swashbuckler gains +1 Stealth per stack and can (within reason) use this as a distraction to break LoS and attempt to hide if passing a Stealth test. • Guardian & Vigilante gain 1d6 per stack Vigor or Fury |
Swashbuckler, Vigilante, Guardian | |
Chaos | Sworn Vengeance | Code Skills (Great) | Vengeful Strike | Code Skill: Vengeful Strike | move & action | immediate | cone template | Consuming counts as a move and action. Move to the end of the cone template and inflict a mainhand strike using a single hit roll vs all targets touched by template where damage is equal to regular weapon damage with modifiers multiplied by the number of stacks consumed. | Swashbuckler, Vigilante, Guardian | |
Chaos | A Power Older | Code Skills (Minor) | Ancient Power | Code Skill: Ancient Power | action | immediate | 10" | Counts as a Nova (if self cast) or Blast type power, with a radius equal to 1" per stack. Inflicts 2d6 "chaos" damage (treat as Shadow, Fire, and Storm). | Hellsworn Paladin, Primalsworn Paladin, Wizard | |
Chaos | A Power Older | Code Skills (Minor) | Demolish Magic | Code Skill: Demolish Magic | reaction | immediate | When an enemy caster has successfully cast a spell, as a reaction, attempt to demolish the spell and cause damage back to them. Use resistance equal to 10x the Tier of the caster of the effect/spell being demolished. Where damage is equal 1d6 + the Tier of the spell being demolished, for each stack consumed (i.e. 2 Stacks vs a T3 spell = 2d6+6 damage). The damage type matches that of the spell demolished. | Hellsworn Paladin, Primalsworn Paladin, Wizard | ||
Chaos | A Power Older | Code Skills (Minor) | Champion of Chaos | Code Skill: Champion of Chaos | instant | 1 round per stack | self | Become a Champion of Chaos for one round per stack, gaining +10 to cast, +2 spell power, +10 Resistance to any order based power or attack for the duration | Hellsworn Paladin, Primalsworn Paladin, Wizard | |
Chaos | Demonic Bargain | Code Skills (Minor) | Hell Powers | Code Skill: Hell Powers | instant or action | immediate | as spell | Allows you to use a Hell Power spell found in the Codex of Demons (see CoC:Demons). The rank of the spell is based on the number stacks consumed and if using an action based hell Power this requires 1 addtional stack. (i.e. An Imp ranked instant spell would rcost 1 stack, while a Lesser ranked action spell would cost 2 stacks) | Samurai, Hellsworn Paladin | |
Chaos | Demonic Bargain | Code Skills (Minor) | Soul Stealer | Code Skill: Soul Stealer | action | 1 rnd per stack | 10" | Temporarily steals the soul out of a single target's body (allow demonic resist) for 1 round per stack (or 1 hour per stack out of combat). Without its soul the body becomes effectively mindless and will move to attack the nearest target. If the body is destroyed while its soul has been removed and the soul is not otherwise trapped or devoured, the disembodied soul becomes a ghost. Has no effect if the targets current HP are greater than 50 per Tier of the caster. | Samurai, Hellsworn Paladin | |
Chaos | Demonic Bargain | Code Skills (Minor) | Dark Purpose | Code Skill: Dark Purpose | reaction | immediate | 10" | Any time a demonic based spell or skill is used within 10" of you, as a Reaction, if you consume one stack per Tier of teh power, you take over the spell and use it however you see fit. | Samurai, Hellsworn Paladin | |
Balance | The Grand Balance | Code Skills (Minor) | True Force | Code Skill: True Force | action | immediate | Counts as a Shock or Shot type power. Inflicts 2d6+2 "balance" damage per Stack (treat as Twilight, Wild and High) | Primalsworn Paladin, Soulsworn Paladin, Wizard | ||
Balance | The Grand Balance | Code Skills (Minor) | Power Shift | Code Skill: Power Shift | reaction | immediate | self | If a target is found to be Immune or Hardened to the type of spirit or faith power you just used, as Reaction, you can spend code stacks to negate these traits from being applied to that power, thereby altering the outcome. • One stack will remove hardened opr shift Immune to Hardened. • Two stacks will remove Immune or shift Hardened to Sensitive • Three stacks will shift Immune to Sensitive. |
Primalsworn Paladin, Soulsworn Paladin, Wizard | |
Balance | The Grand Balance | Code Skills (Minor) | Champion of Balance | Code Skill: Champion of Balance | instant | 1 round per stack | self | Become a Champion of Balance for one round per stack, gaining +10 to cast, +2 spell power, +5 Resistance to any order or chaos based power or attack for the duration | Primalsworn Paladin, Soulsworn Paladin, Wizard | |
Chaos | Rebel's Code | Code Skills (Minor) | Unpredictable Response | Code Skill: Unpredictable Response | reaction | 1 per stack | self | When attacked, as a reaction, gain +10 Dodge per Stack against a single attack OR +2 Block/Parry per Stack against a single attack | Vigilante, Swashbuckler | |
Chaos | Rebel's Code | Code Skills (Minor) | Insurgent Strike | Code Skill: Insurgent Strike | action | immediate | melee | A mainhand melee strike that inflicts an extra 1d8 damage and then allows you to move 1" (+1" per stack) out of combat without counting as disengaging from combat. Swashbucklers treat this as a Stealth skill with -2 disadvantage on Stealth rolls. Vigilante's gain +1 Fury per stack if they deal damage with the strike. | Vigilante, Swashbuckler | |
Chaos | Rebel's Code | Code Skills (Minor) | Defiance | Code Skill: Defiance | instant | end of turn | 10" | In the face of any kind of strong or heavy handed opposition, up to one per stack friendly targets within 10" (can self cast) gain a bonus mainhand attack immediately following whatever action they take this turn. | Vigilante, Swashbuckler | |
Chaos | Vanquisher | Code Skills (Minor) | Vanquisher Strike | Code Skill: Vanquisher Strike | action | immediate | melee | A main hand strike that deals maximum damage against targets you deem to be evil. At 2 stacks increased to 1.5x maximum damage x1.5. At 3 stacks increases to 2x maximum damage. | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante | |
Chaos | Vanquisher | Code Skills (Minor) | Marked for Death | Code Skill: Marked for Death | instant | 1 round per stack | 10" | A single target is called out and marked for death. Any non-critical hits or casts against that target have the number of base damage dice doubled (before any modifiers or additional dice) | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante | |
Chaos | Vanquisher | Code Skills (Minor) | Counter Charge | Code Skill: Counter Charge | reaction | immediate | equal to movement | Upon an opponent attempting to Charge you (making a straight line move into base contact), as a Reaction, you may counter charge them and make a minimum damage main hand attack against them. At 2 stacks this becomes a half damage attack. At 3 stacks this becomes a regular damage attack. | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante | |
Chaos | Iconoclasm | Code Skills (Great) | Anathema | Code Skill: Anathema | instant | 1 spell per stack | self | Your next (one per stack) spells can be cause damage and/or use a resistance that does not match your primary spell damage type. This cannot be of an opposing power (i.e. Hellsworn Paladin cannot cause Holy damage, Blue [water] Wizard cannot cause Fire damage). | Hellsworn Paladin, Soulsworn Paladin, Wizard | |
Chaos | Iconoclasm | Code Skills (Great) | Unravel Spellwork | Code Skill: Unravel Spellwork | reaction | immediate | 15" | When an opponent attempts to cast a spirit or faith power, as a reaction you may consume stacks to roll to oppose and unravel their spell. If your d100 casting roll (with modifiers) is greater than theirs, you succeed with results based on the number of stacks: • At 1 stack their spell is cancelled, any cost refunded and they may cast a different spell or use a non-casting instant or action (respectively). • At 2 stacks their spell is cancelled, any cost refunded and cannot cast another spell that turn, but may use a non-casting instant or action (respectively). • At 3 stacks their spells is treated as a miscast. |
Hellsworn Paladin, Soulsworn Paladin, Wizard | |
Chaos | Iconoclasm | Code Skills (Great) | Heretical Strike | Code Skill: Heretical Strike | action | immediate | melee | A melee strike that inflicts +1d8 damage per stack. Treat this as a Tier 4 Strike type power, with a Faith difficulty of 18 or a Spirit cost of 6. The damage type matches the primary damage type of the caster. Inflict +6 bonus daamage if the target belongs to a College, Order, Instituation, Caste system, or other hierarchical organization | Hellsworn Paladin, Soulsworn Paladin, Wizard | |
Chaos | Iconoclasm | Code Skills (Great) | Shatter Icon | Code Skill: Shatter Icon | action | immediate | 15" | Instantly destroys a single icon, idol, totem, badge, heraldic emblem, banner or other such symbolic item. This causes 3d6+8 damage of the primary damage type of the caster in a 1" per stack radius. Use the appropriate resistance of the one who carries, wields, or conjured the symbolic item. Treat this as a Blast type power, with a Faith difficulty of 22 or a Spirit cost of 12. If the targeted item is enchanted or rune crafted, it gains +10 resistance for each Tier of Enchant and Rune Crafting above 1 (i.e. Tier 3 Rune crafting with Tier 2 Enchant, would gain +30 resist). | Hellsworn Paladin, Soulsworn Paladin, Wizard | |
Order | A Power Greater | Code Skills (Minor) | Apex Power | Code Skill: Apex Power | action | immediate | 10" | Counts as a Strike or Burst type power. Inflicts 2d6 "order" damage per stack (treat as Light, Water and Earth) | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | |
Order | A Power Greater | Code Skills (Minor) | Champion of Order | Code Skill: Champion of Order | instant | 1 round per stack | self | Become a Champion of Order for one round per stack, gaining +10 to cast, +2 spell power, +10 Resistance to any chaos based power or attack for the duration | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | |
Order | A Power Greater | Code Skills (Minor) | Immunity | Code Skill: Immunity | instant | 1 per stack | 10" | Target is immune to the next one per stack Faith or Spirit power of any type (including beneficial and self cast powers). Single target for 1 round per stack OR One target per stack for 1 round. If used on target already under the effects of a persistent spell of a equal or lesser Tier, can use one of the stacks to automatically dispel it. | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | |
Order | Feudal Lord | Code Skills (Minor) | Feudal Strike | Code Skill: Feudal Strike | action | immediate | melee | A melee strike that converts 10% per stack of your armor into bonus physical damage and 2% per stack of your armor into Overpowering modifier, this effect is doubled if using any two-handed weapon (Strongman Rank 3 negates the multiplier) • if the Feudal Strike misses convert 2% per stack of your armor into Crushing Blow damage (which can stack with weapon based crushing blow damage) |
Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | |
Order | Feudal Lord | Code Skills (Minor) | Tyrant's Grip | Code Skill: Tyrant's Grip | instant | immediate | melee | As a mental effect, grapple up to one per stack targets that are currently in base contact with you. | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | |
Order | Feudal Lord | Code Skills (Minor) | Press into Service | Code Skill: Press into Service | reaction | 1 round per stack | 10" | After inflicting damage of any kind on a target, if they fail a Mental Resistance, they must do your bidding for 1 round per stack (or 1 hour out of combat per stack). Has no effect on targets with a higher Threat rating than your current level. | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | |
Order | Judicial Combat | Code Skills (Minor) | Final Strike | Code Skill: Final Strike | action | immediate | melee | A melee strike that deals an extra 1d12 damage per stack, if the extra damage dice would result in the target being knocked unconscious, killed, or otherwise giving up on the fight. You many choose how much fo this extra damage you wish to apply. | Knight, Samurai, Soulsworn Paladin, Swashbuckler | |
Order | Judicial Combat | Code Skills (Minor) | Grievance Aired | Code Skill: Grievance Aired | instant | next attack | melee | The next melee attack gains +2 Overpowering per stack and -5 Armor Piercing per stack, these bonuses are doubled if it is a Strike. | Knight, Samurai, Soulsworn Paladin, Swashbuckler | |
Order | Judicial Combat | Code Skills (Minor) | Clever Retort | Code Skill: Clever Retort | reaction | 1 round | melee | If you successfully dodge, parry, block or ward-off an opponent while in melee range, as Reaction (a bonus reaction if resulting froma defensive reaction), you delivery a clever retort that causes them to suffer -10 per stack to hit or cast for 1 round and are considered Taunted if failing a Resolve test. | Knight, Samurai, Soulsworn Paladin, Swashbuckler | |
Order | Law Keeper | Code Skills (Minor) | Sanctity of Law | Code Skill: Sanctity of Law | reaction | immediate | 10" | When an persistent spell or CC effect you are aware of is dispelled or ends due to running its full duration, as Reaction, you may force it to last another 1 round per stack. | Knight, Samurai, Holysworn Paladin, Guardian | |
Order | Law Keeper | Code Skills (Minor) | Warrant | Code Skill: Warrant | instant | until fulfilled | 10" | Marks a single target for capture and remains in effect until the warrant is fulfilled. The target has its movement reduced by 1 per stack and any damage dealt to it has a +10% per stack stun chance (combines with other sources of stun). While active, this target cannot be killed outright by regular damage (except crits). | Knight, Samurai, Holysworn Paladin, Guardian | |
Order | Law Keeper | Code Skills (Minor) | Bound by Law | Code Skill: Bound by Law | action | 1 round per stack | 10" | Renders a single target immobile and effectively incapacitated for 1 round (or 1 minute out of combat) per stack. Any damage breaks the effect. For every size larger than you, this requires one additional stack which does not extend the duration. | Knight, Samurai, Holysworn Paladin, Guardian | |
Order | Liberator | Code Skills (Minor) | Light of Hope | Code Skill: Light of Hope | instant | immediate | 10" | Grants a bonus instant or reaction to one target per stack this round. If the target has already had its turn, the bonus instant can be used immediately. If the target is currently knocked down, it may instead ignore the penalty for standing up. | Knight, Holysworn Paladin, Soulsworn Paladin | |
Order | Liberator | Code Skills (Minor) | Freedom Strike/Shot | Code Skill: Freedom Strike/Shot | action | immediate | 10" | A mainhand strike or shot, used to break a CC effect off of an ally. Where 50% per stack of the damage that would be done to the ally is instead dealt against the target that caused the CC effect (if within 10"). Use an appropriate resistance to this damage based on the source of the CC. If consumed with more than 2 stacks damage is increased accordingly (i.e. 3 stacks would be +50% damage) | Knight, Holysworn Paladin, Soulsworn Paladin | |
Order | Liberator | Code Skills (Minor) | Rebuke Corruption | Code Skill: Rebuke Corruption | reaction | immediate | 10" | Whenever a target within 10" uses a skill or casts a spell that causes persistent negative effects of any kind, as a Reaction, inflict 1d8 per stack mental or holy damage against them. | Knight, Holysworn Paladin, Soulsworn Paladin | |
Order | Divine Order | Code Skills (Minor) | Divinity Strike | Code Skill: Divinity Strike | action | immediate | melee | A melee strike that deals +1d6 Holy damage per stack | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard | |
Order | Divine Order | Code Skills (Minor) | Repudiate Evil | Code Skill: Repudiate Evil | instant | immediate | 10" | Removes up to one per stack persistent faith or spirit effect that you would deem to be evil, using resistance equal to 15x the Tier of the caster of the effect. Beyond conventional definitions of evil, a follower of the Code of Divine Order would see ANY source of chaos as evil. | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard | |
Order | Divine Order | Code Skills (Minor) | Predestination | Code Skill: Predestination | reaction | immediate | 10" | As a reaction to someone else's reaction, if you succeed at a Wisdom test that reaction can either be an automatic success or an automatic failure. At two stacks, gain +4 advantage. At three stacks, gain +8 advantage. | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard | |
Order | Servant of the Crown | Code Skills (Minor) | Sovereign Strike | Code Skill: Sovereign Strike | action | immediate | melee | If the target is in defiance of the laws of the land or the authority of a soverieng power, deals +1d6 per Tier mental (or holy) damage with Resistance reduced by 10 per Stack. If bonus damage hits, also Knocks the Target down. Treat as a Strike type power. | Knight, Samurai, Guardian, Holysworn Paladin | |
Order | Servant of the Crown | Code Skills (Minor) | Compel to Service | Code Skill: Compel to Service | instant | 1 battle/hour | within hearing distance | You invoke the name of king or country to compel any NPC that can hear you and to fight alongside you for one battle (or hour out of combat). For each NPC you must win a Charm vs Resolve stat roll-off (make a single Charm roll at +2 advantage per stack vs each NPCs own Resolve roll). The NPC must be reasonably aligned with teh same power or command structure as you. GM can apply advanatge or disadvanatge as they see fit for teh situation. | Knight, Samurai, Guardian, Holysworn Paladin | |
Order | Servant of the Crown | Code Skills (Minor) | Staunch Defense | Code Skill: Staunch Defense | reaction | immediate | self | Use any Defensive Reaction, with +2 Advantage per Stack | Knight, Samurai, Guardian, Holysworn Paladin | |
Order | Cabalist | Code Skills (Minor) | Unseen Hand | Code Skill: Unseen Hand | instant | 1 per stack | self | The next (1 per stack) attack or spell you use is undertaken in a manner that is so subtle as to be overlooked or undetected by your opponent(s). Because they are unaware of the action you are taking they cannot actively oppose it in any way, meaning they cannot dodge (or gain dodge contribution to AC or resistence) or use any defensive reactions (i.e. block, parry, ward-off, counter spell, etc...) | Knight, Wizard | |
Order | Cabalist | Code Skills (Minor) | Sinister Persuasion | Code Skill: Sinister Persuasion | instant | immediate | within hearing | When attempting to persuade targets of a lie or half-truth, gain +3 advantage per Stack with whatever persuasion method you are using (see Glossary: Persuasion). | Knight, Wizard | |
Order | Cabalist | Code Skills (Minor) | Ardor Strike | Code Skill: Ardor Strike | action | immediate | melee | A melee strike that is empowered by your passionate belief that your cause, however misunderstood or unknowable to others it might be, is correct. The strike gains +10 to hit per stack and after inflicting damage, the weapon damage portion is inflicted again as mental damage (this damage is resistible). | Knight, Wizard | |
Order | The Devil's Due | Code Skills (Minor) | Devilish Charm | Code Skill: Devilish Charm | instant | 1 round per stack | 10" | For each stack consumed, one target for x rounds or x targets for 1 round, take damage equal to your Charm if they decide to attack you. | Samurai, Hellsworn Paladin | |
Order | The Devil's Due | Code Skills (Minor) | Infernal Smite | Code Skill: Infernal Smite | action | immediate | as weapon | Channels the power of a patron devil or other evil-order based overlord into a melee strike or ranged shot that inflicts weapon damage (if applicable) plus 1d12 (+2 per Tier) Demonic damage. | Samurai, Hellsworn Paladin | |
Order | The Devil's Due | Code Skills (Minor) | Corrupting Feedback | Code Skill: Corrupting Feedback | reaction | immediate | self | When taking damage from an opponent's spell, as a Reaction, may inflict 20% per stack back to the caster as demonic or mental damage. | Samurai, Hellsworn Paladin | |
Chaos | Freedom Keeper | Code Skills (Minor) | Sanctity of Freedom | Code Skill: Sanctity of Freedom | action | immediate | 10" | Automatically breaks one CC effect per stack. This could be any combination of CC effects on multuple targets, or multiple effects on individual targets. Can be self cast even if a CC effect would normally prevent you from using an action. | Guardian, Swashbuckler | |
Chaos | Freedom Keeper | Code Skills (Minor) | Freedom Surge | Code Skill: Freedom Surge | reaction | immediate | 2" per stack | When an opponent uses a CC effect, as a reaction, you may consume code stacks to move up 2" per stack and make a regaular main hand attack. If the attack hits and deals damage, the CC effect is treated as having failed. | Guardian, Swashbuckler | |
Chaos | Freedom Keeper | Code Skills (Minor) | Tyranny's End | Code Skill: Tyranny's End | instant | 1 weapon attack per stack | self | The next one weapon attack per stack gains +1d8 damage if it is made against a target that is larger than you or has a threat rating higher than your current level. If dual wielding can use 2 stacks to gain +1d8 with each weapon. IF scoring the killing the blow, this bonus damage becomes permanent for the remainder of that battle. | Guardian, Swashbuckler | |
Chaos | Neutrality | Code Skills (Minor) | Diametric Ward | Code Skill: Diametric Ward | instant | 1 day | 10" | Places a Ward on a single target that grants +10 per stack Holy and Demonic resistance for up to one day. • The Ward can be consumed as an instant or reaction to remove a single holy or demonic based effect on the target. |
Soulsworn Paladin, Swashbuckler, Vigilante | |
Chaos | Neutrality | Code Skills (Minor) | Soul Healing | Code Skill: Soul Healing | action | immediate | 10" | Restores 1d8 per stack HP (+ 0.5 per level of target) to a single target that beloings t the 3rd Creation (i.e. has a Soul). If required, use Mental resistance. | Soulsworn Paladin, Swashbuckler, Vigilante | |
Chaos | Neutrality | Code Skills (Minor) | Dichotomous Rebuke | Code Skill: Dichotomous Rebuke | reaction | immediate | 10" | Whenever a target within 10" suffers damage of any kind, as a Reaction, inflict 1d8 per stack mental damage against the damage dealer. | Soulsworn Paladin, Swashbuckler, Vigilante | |
Chaos | Libertas | Code Skills (Minor) | Requisition | Code Skill: Requisition | instant | 1 rnd per stack | self | For 1 round per stack (or 10 minutes per stack outside of combat) you may blatantly steal something without losing any Honor whatsoever. | Guardian, Vigilante, Swashbuckler | |
Chaos | Libertas | Code Skills (Minor) | Debauchery | Code Skill: Debauchery | action | 1 rnd per stack | 10" | If passing a Charm vs Resolve stat roll off (@ +2 advantage per stack), convince a single sentient target to spend one turn per stack in pursuit of an excessive indulgence some form of pleasures (effectively treated as Immobilized). Any damage breaks this effect. Lasts for 30 minutes per stack outside of combat. | Guardian, Vigilante, Swashbuckler | |
Chaos | Libertas | Code Skills (Minor) | Order Be Damned | Code Skill: Order Be Damned | reaction | At the start of each new round, as a Reaction, you may temporarily add +5 per stack to your Initiative Score. If you are already at the top of the Turn Order, each additonal stack grants you 1 extra Instant or Reaction this turn, taken whenever you'd like. | Guardian, Vigilante, Swashbuckler | |||
Chaos | Carnage | Code Skills (Minor) | Explosion of Violence | Code Skill: Explosion of Violence | action | immediate | 1" per stack | Roll a single hit roll that deals your combined main hand and off hand weapon damage as demonic damage to all targets within range, includign yourself. Treat this similar to a blast type power, centered on yourself. | Hellsworn Paladin, Swashbuckler, Vigilante | |
Chaos | Carnage | Code Skills (Minor) | Slaughter | Code Skill: Slaughter | reaction | immediate | self | At the end of each turn, as Reaction, if you can see six or more slain targets (friend or foe) you can take a bonus move and action if will alllow you to cause mroe damage. For each stack beyond 1 consumed, reduce this number by 1. | Hellsworn Paladin, Swashbuckler, Vigilante | |
Chaos | Carnage | Code Skills (Minor) | Bloodthirst | Code Skill: Bloodthirst | instant | next attack | 2" per stack | Your next melee attack or strike gains +1 damage for every wounded target (friend, foe, or self) within a 2" per stack radius. Treat targets with a bleed effect on them as +2 each. | Hellsworn Paladin, Swashbuckler, Vigilante | |
Chaos | Apocalypse | Code Skills (Minor) | Bloodshed | Code Skill: Bloodshed | reaction | immediate | self | Any time you deal damage that would cause open wounds against a target that has blood, you may as a Reaction, spend code stacks to activate Bloodshed. This allows you to make an extra main hand attack against the target (as part of the same action), that deals +1d6 damage per stack. This bonus damage is doubled if the target has a bleed effect currently on them. | Wizard, Vigilante, Hellsworn Paladin | |
Chaos | Apocalypse | Code Skills (Minor) | Insatiable Hunger | Code Skill: Insatiable Hunger | instant | immediate | 10" | A single target is afflicted with an intense and insatiable hunger. Treat as a Curse type power. For each code stack apply 1 stack of Exhaustion. These Exhaustion stacks cannot be removed through conventional means while the curse is active. In addition to this, the target must make a Resolve test anytime they are within 3" of a potential food source (including raw meat from a creature, opponent, or even companion that has been freshly slain or knocked unconscious). If failing, they spend their turn in an irrational state as they gorge themselves on the food source. | Wizard, Vigilante, Hellsworn Paladin | |
Chaos | Apocalypse | Code Skills (Minor) | Death Strike | Code Skill: Death Strike | action | immediate | melee | A main hand strike attack that deals +2 damage per stack and carries 5% per stack chance to instantly kill the target if it has 100 HP or less. | Wizard, Vigilante, Hellsworn Paladin | |
Balance | Realm Warder | Code Skills (Minor) | Restore Substance | Code Skill: Restore Substance | action | immediate | must touch | Repairs or mends together inorganic matter (such as metal, stone, or wood), plant fibres and living tissue. This immediately reverses the last one per stack sources of damage received, restoring it to the state it was previously in. Can be used to repair damaged weapons or armor. Cannot restore life to someone who has died, can only repair their flesh .However, thus can be used to heal undead. Treat as a Healing type power. | Wizard, Primalsworn Paladin | |
Balance | Realm Warder | Code Skills (Minor) | Realm Touched | Code Skill: Realm Touched | instant | next power | self | The next Beast Calling or Conjuration: Minion or Familiar power used grants the summoned creature up 1 per stack "Realm" Touched titles (see https://realmofstrife.com/codex-of-creation/creature-titles/). | Wizard, Primalsworn Paladin | |
Balance | Realm Warder | Code Skills (Minor) | Planar Barrier | Code Skill: Planar Barrier | instant | up to 1 day | 10" | Creates an impenetrable barrier capable of separating or holding back physical substances (i.e. can hold back sand or water). The barrier occupies up to a 2" per stack cube or 1.5" per stack radius sphere, centered on the target point. Once the size is determined it cannot be altered. If the target point moves the barriers moves as well. The barrier can be dispelled or is destroyed after receiving 1d10 +4/Tier physical damage. | Wizard, Primalsworn Paladin | |
Balance | Mortal Code | Code Skills (Minor) | Roll the Bones | Code Skill: Roll the Bones | instant | persistent | 10" | Select a target an roll the bones to determine if they are worthy of death. Roll 1d6 per stack. The number of 1's roll is how worthy they are of death, granting you +10% critical hit hit/cast chance against them until they are killed. If no 1's are rolled, you cannot attack that target without losing 1 honor for each attack. Canot be use don non-living targets or on teh same target more than once per day. | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | |
Balance | Mortal Code | Code Skills (Minor) | Mortal Coil | Code Skill: Mortal Coil | action | immediate. | 10" | Deals 1d10 natural damage per stack to a single target, and restores that much HP to the caster. If the caster is at full HP, this can instead be tansfered to another target within 10" . If any "0's" are scored on the d10 rolls the target is also stunned for 1 round. | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | |
Balance | Mortal Code | Code Skills (Minor) | Visage of Death | Code Skill: Visage of Death | reaction | Any time you are subjected to fear or fear like effects, as a Reaction, you may spend stacks to ignore the effect and reflect itinstead to any number of targets you choose within a 2" radius per stacks | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | |||
Balance | Krateros | Code Skills (Minor) | Brutal Strike/Shot | Code Skill: Brutal Strike/Shot | action | immediate | as weapon | A melee strike or ranged shot that deals regular damage plus additional damage equal to your max weapon damage x1 per stack. If failing to deal damage you become vulnerable until the start of your next turn. | Knight, Samurai, Primalsworn Paladin, Guardian | |
Balance | Krateros | Code Skills (Minor) | Crushing Grasp | Code Skill: Crushing Grasp | instant | until broken | melee | Use your off hand to grapple a target in base contact, inflicting 2 Crushing Blow damage per stack during the opponents turn for every round that it is maintained. All incoming attacks against the target also gain +2 Crushing Blow damage per stack. Must have either a free hand, a shield, or a two handed weapon equipped. You can attack the opponent as normal while it is grappled, if using a two handed weapon it only deals half damage. | Knight, Samurai, Primalsworn Paladin, Guardian | |
Balance | Krateros | Code Skills (Minor) | Overwhelming Blow | Code Skill: Overwhelming Blow | reaction | immediate | melee | If an opponent succeeds at a block, parry, or ward-off, as Reaction, you ignore the sucess and your attack deals +1d4 damage per stack instead. | Knight, Samurai, Primalsworn Paladin, Guardian | |
Balance | Immortality | Code Skills (Minor) | Last Breath | Code Skill: Last Breath | action | up to 1 day | 10" | Up to 1 living target per stack target that is at least one size smaller than you and has been freshly slain (up to 1 hour), can be controlled after death as a Minion. Lasts for up to one day, after which it returns to death. This is treated as a form of Necromancy and the creature gains the Undead trait and 2 Toughness, with HP set at 20% of max and retaining most of its skills or abilities. At Tier 3, can be used on targets that are the same size as you. For every Tier beyond that, can increase size by one. | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | |
Balance | Immortality | Code Skills (Minor) | Prolong Life | Code Skill: Prolong Life | reaction | immediate | 10" | After a single target takes damage, you can grant them 1d8 Temporary HP +4 per stack | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | |
Balance | Immortality | Code Skills (Minor) | Death Ward | Code Skill: Death Ward | instant | up to 1 day | 10" | While active Death Ward prevents a single living target from dying by any means. Caster may only have one death ward per stack active at any time. If the targets HP drop below 0 or suffers from any form of "instant death", they instead consume the ward and set HP to zero. If a target is prevented from dying in this manner, before 1 day passes they must be within 3" of creature at the moment of its death to absorb its lifeforce, otherwise they will themselves die at the end of that day. This creature must be of the same Creation (typically 3rd Creation for PCs) and not more than 1 size smaller. | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | |
Balance | Egocentric Code | Code Skills (Minor) | Me First | Code Skill: Me First | instant | battle | self | Permanently add +3 per stack to your Initiative score for your current battle or encounter. No limits on how many times this can be used. | Samurai, Soulsworn Paladin, Swashbuckler | |
Balance | Egocentric Code | Code Skills (Minor) | False Pity | Code Skill: False Pity | reaction | immediate | 10" | When an ally suffers damage of any kind, as a Reaction, you may consume stacks to heal yourself for (1d10+4) HP per stack (no roll required). Th total effect of this heal cannot be more than the damage the ally received. | Samurai, Soulsworn Paladin, Swashbuckler | |
Balance | Egocentric Code | Code Skills (Minor) | Stolen Boon | Code Skill: Stolen Boon | reaction | immediate | 10" | When anyone attempts to use a beneficial spell or skill on a target that is not you, as a Reaction, you can attempt to pass a Charm test (at +2 advantage per stack) to direct it onto yourself instead. | Samurai, Soulsworn Paladin, Swashbuckler | |
Balance | Soul Eater | Code Skills (Minor) | Summon Fiends | Code Skill: Summon Fiends | action (uninterrupted) or 1 minute | 1 hour | 10" | Summons up to 3 threat rating per stack worth of Hell Fiends. Can summon multiple hell fiends if combined threat rating is not exceeded. Treat as a Summon Minion type power. | Hellsworn Paladin, Primalsworn Paladin | |
Balance | Soul Eater | Code Skills (Minor) | Soul Feast | Code Skill: Soul Feast | instant | 1 hour | 10" | Conjures a feast of damned souls in an empty space within range. Any one that partakes gains +10 HP and Spirit per stack used to conjure the feast. This can increase HP and Spirit above maximum values. However, anyone that did partake in the feast will gain 1 Stack of Exhaustion for each stack of Soul Feast that was consumed if not partaking in another feast or otherwise devouring a soul within 1 day. Can conjure in combat, but requires an action to partake of the feast. | Hellsworn Paladin, Primalsworn Paladin | |
Balance | Soul Eater | Code Skills (Minor) | Consume Soul | Code Skill: Consume Soul | reaction | immediate | 10" | When a creature of the 3rd creation dies, as a Reaction, you may consume its soul to regain (1d6+4 HP) per stack and gain +1 Advantage per Stack on your next faith roll. Must use a demonic or natural casting roll. | Hellsworn Paladin, Primalsworn Paladin |