| turtle | 0 | 10sp | take half damage on all attacks for two rounds. |
| channel stamina | 0 | toggled | give any available amount of stamina to target, causes exhaustion prohibiting skills for 4 rounds |
| leading shout | 0 | 15wp | gives party members a +5 on their initiative rolls |
| basic armor expertise | 0 | passive | +25% ac +5% missile deflect |
| reaching strike | 0 | 5sp | reaches 15 yards away, 1d8+10 |
| shield bash | 0 | 10sp | 1d20+1d4 chance to stun for 1 rnd |
| protection | 10 | 50sp | protect target ally taking damage instead of them against all physical non-ranged attacks until released. |
| channel health | 10 | toggled | give any available amount of health to target, cuases exhaustion prhibiting skills for 4 rounds |
| sweeping strike | 10 | 20sp | regular strike to 4 closest enemies with dc10 chance to trip them. |
| interrupt | 10 | 20sp | interrupt casting and cause 1d12 damage, usable once per round |
| advanced protection | 20 | 80sp | take half of all non-magical damage |
| channel willpower | 20 | toggled | give any available amount of willpower to target, causes exhaustion prhibiting skills for 4 rounds |
| blood rage | 20 | toggled | player enters blood rage, giving 5 hp on dealt blow, and 20 hp on killing blows and lose 10 sp per round |
| light armor expertise | 20 | passive | +25% ac +10% missile deflect |
| stripping strike | 20 | 10sp | dc10 to render targets armor useless + 1d10+10 regular strike |
| wall | 20 | 15sp | become immune to next 2 attacks or until round is over |
| expert protection | 30 | 100wp | take half of all magical damage |
| infuse | 30 | 50wp | infuse target with 100hp, 50wp, and 50sp an dcauses exhaustion prhibiting skills for 4 rounds |
| pushing strike | 30 | 15sp | regular damage + str mod dc5 to knockdown up to large creatures, dc10 for large , dc15 for colossal creatures |
| reflection | 30 | 5sp | reflect light into the eyes of the two closest enemies blinding them for 3 rounds |
| reflect | 40 | passive | dc15 chance to reflect magical attacks |
| layhands | 40 | 75wp | fully heal target cuasing exhaustion prohibiting skills for 4 rounds and prohibiting movement for 3 |
| attack shout | 40 | 25wp | gives party members a +5 on their hit rolls |
| medium armor expertise | 40 | passive | +25% ac +15% missile deflect |
| slashing strike | 40 | 15sp | regular strike + dc5 to open wound causing 1d4 for 4 rounds, stacks 4 times |
| rolling counter | 40 | 15sp | instant counter attacks for the next three rounds |
| polearm mastery | 50 | passive | allows usage of polearms in combat situations including while mounted |
| adaptation | 50 | passive | take half damage from poisons, no smaller than 1 damage possible |
| resurrection | 50 | 100wp | resurrect target to 1 hp |
| piercing strike | 50 | 20sp | regular strike + 1d20 damage, ignores all armor |
| bombardment | 50 | 30sp | Regular attack plus armor piercing 2nd attack, plus dc10 chance of attacking again |
| advanced adaptation | 60 | passive | take half damage from diseases, no smaller than 1 damage possible |
| defend shout | 60 | 15wp | gives party members a +10 on all ac types |
| heavy armor expertise | 60 | passive | +25% ac +20% missile deflect |
| expert adaptation | 70 | passive | gain 5 sp when hit by physical attack, and 5 wp when hit by magical attack |
| purification | 80 | 40wp | rid target of disease and poison, and prevent both for 5 rounds |
| intimidating shout | 80 | 30wp | 25% chance to cause enemies in vocal range to flee |
| exotic armor expertise | 80 | passive | +25% ac +25% missile deflect |
| endurance | 90 | 15wp | gain 15 sp every round for 3 rounds unless tripped or knocked down |
| stone skin | 100 | 30wp | imbue target with stone skin. This absorbs 20 damage before fading. The skin prohibits the ability to hide or sneak for 3 rounds. |
| leadership | 100 | passive | increases strength of all shouts by 5 |
| shield expertise | 100 | passive | +25% ac +30% missile deflect |