Technique Machine

by Demidusk

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Pokemon Class Machines & Training

So I know my players like min maxing and being able to customize there build to help sell the role play of the characters/pokemon they have. This homebrew is merely a way to introduce class elements as rewards or items for you players to find or buy.

Class Training Machines (CM)

Trainers can purchase these Technique Machines to enhance their pokemons ability through training.

Pokemon can remember 1 Offensive Bundle & 1 Utility Bundle at any one time but can learn other techniques if you find the individual machines or a class technique trainer. (What you can find out in there world should be a discussion with your GM)

While the above rule is my recommendation feel free to give out reward as you see fit.

Recomended CM's per pokemon level
Lvl T1 T2 T3 T4
1 1 0 0 0
5 1 1 0 0
10 1 1 1 0
15 2 2 1 1
20 3 2 2 1

Learning CM Bundles

Each tier takes a certain amount of training time to learn.

  • Tier 1: 2 hrs
  • Tier 2: 4 hrs
  • Tier 3: 8 hrs
  • Tier 4: 16 hrs

30 hours of training total and these Techniques can be trained before the pokemon has the appropriate level it just cannot use the technique or gain its benefits.

Memorized CM Bundles

A pokemon can always relearn a technique from a bundle it has memorized. See

Unlearning CM Bundles

-1 Loyalty and 16 hours of training

Single CM Cost

Course Cost
T1 Novice ₽ 5,000
T2 Adept ₽ 10,000
T3 Advance ₽ 20,000
T4 Master Unavailable (₽ 30,000)

Custom CM's Utility Bundles

Up to 4 UM's can be stored in a bundle and the maximum Tier can be 3. The cost is half the single CM's plus 1/2 the cost of the highest CM in the bundle.

Example (T1, T2, T3, T3) = ₽ 37,500

Custom CM's Offense Bundles

Select a Offensive Technique Bundle and trade out any Tier 2 Technique or another tier 1 or 2 Technique. Add ₽ 5000 to the cost of the selected bundle.

Training Halls

Training halls are a place where trainers can take there pokemon to learn Moves, Techniques, and bring out the natural potential of there pokemon.

Ability Training

After completing a course your pokemon gain 1 Ability Score improvement. Note this cannot boost your pokemon past 20 in a Stat.

Course Lvl Hours Cost
Novice 5 4 ₽ 20,000
Adept 10 8 ₽ 40,000
Advance 15 16 ₽ 80,000
Master 20 32 ₽ 120,000

Move Masters

Trainers that have a list of Moves they can teach. Look at TM\HM block

CM Trainers

Specialize Trainer that Team the Training Technique

Trainer Challenges

This is more up to the GM you can either build an obstacle course, have a series of quests or tough trainer battles for your trainers to engage with.

Rest Days

After a Long journy or touch fight It might be nice to have a Rest Day. 1 per a week you can decalre a rest day, when you have a nice pickanick or stay at a good hotel to rest and unwind and have fun with your pokemon.

Suggested Benefits

  • Increase loyalty value (as DM sees fit)
  • Gain Rested Temp hp 1 Hit Dice + Con Mod
  • Gain +1 bonus to saving throws
  • 1d6 inspiration dice per trainer

Class Utility Machines

Utility technique machines are built to support your pokemon primarily off of the battle field but that doesn't mean an adpet trainer cannot find uses for the techniques in battle.

Tier 1: Novice Technique Utility

Tier 1 skills can be learned at level 1 and only take 2 hours of training to learn or be swapped out.

UM 001 Strength Stance

+1 to Strength score for 3 round on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Strength. Lvl 15: buff last 5 rounds.

UM 002 Constitution Stance

+2 to Constitution for 3 rounds on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Constitution. Lvl 15: buff last 5 rounds.

UM 003 Dexterity Stance

+2 to Dexterity for 3 rounds on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Dexterity. Lvl 15: buff last 5 rounds.

UM 004 Charisma Stance

+2 to Charisma for 3 rounds. on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Charisma. Lvl 15: buff last 5 rounds.

UM 005 Intelligence Stance

+2 to Intelligence for 3 rounds. on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Intelligence. Lvl 15: buff last 5 rounds.

UM 006 Wisdom Stance

+2 to Wisdom for 3 rounds. on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Wisdom. Lvl 15: buff last 5 rounds.

UM 007 Defense Stance

Adds +1 to AC for 3 rounds. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to AC. Lvl 15: buff last 5 rounds.

UM 008 Speed Stance

Increases a speed type by 10 feet for 3 rounds. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Strength. Lvl 15: buff last 5 rounds.

UM 009 Struggle Training

Struggle add 1/2 poke'mon level to damage.

Move Time: Passive

UM 010 Movement Training

Pokemon gains a +10 walk speed.

Move Time: Passive

UM 011 Jump Training

Pokemon gains a +10 feet running long jump & +5 feet in vertical jump.

Move Time: Passive

UM 012 Flying Training

Pokemon gains a +10 fly speed. (poke'mon must already have fly speed or if they can learn fly or have levitate skill)

Move Time: Passive

UM 013 Swimmer Training

Pokemon gains a +10 swim speed.

Move Time: Passive

UM 014 Burrow Training

Pokemon gains a +10 burrow speed. (poke'mon must already have burrow speed or if they can learn dig)

Move Time: Passive

UM 015 Climbing Training

Pokemon gains a +10 climb speed.

Move Time: Passive

UM 016 Survivalist Training

+2 Survival & Nature checks and poke'mon can make check as if it had proficiency

Move Time: Passive

UM 017 Physical Training

+2 Athletics & Acrobatics checks and poke'mon can make check as if it had proficiency

Move Time: Passive

UM 018 Awareness Training

+2 Perception & Stealth checks and poke'mon can make check as if it had proficiency

Move Time: Passive

UM 019 Performance Training

+2 Performance & Intimidation checks and poke'mon can make check as if it had proficiency

Move Time: Passive

UM 020 Thief's Training

+2 Slight of Hand & Bluff checks and poke'mon can make check as if it had proficiency

Move Time: Passive

Tier 2 Adept Technique Utility

Tier 2 skills can be learned at level 5, and take 4 hours to train.

UM 101 Tuck & Roll

Pokemon does not take fall damage unless height is higher than 30 feet. Falling damaged should subtract 30 feet from fall damaged calculations.

Move Time: Reaction

UM 102 Strong Leap

+10 to skill rolls involving jumping

Move Time: Passive

UM 103 Terrain adept

The Pokemon can use your bonus to ignore difficult terrain 1 min. This power can be used 3 times per short rest.

Move Time: Bonus

UM 104 Mount

The Pokemon must have at least 13 Strength & Constitution. Trainer weight is not calculated into carrying capacity his backpack is. Sprint duration can last for 1hr + Con Mod before endurance checks.

Move Time: Passive

UM 105 Encourage

1d4 added to D20 roll, this power can be used once per long rest.

Move Time: Bonus

Higher Level: Lvl 10: twice per long rest. Lvl 15: 3 times per long rest.

UM 106 Mockery

charisma save from (Chr mod + 8) 1d4 subtract to an enemy D20 roll, this power can be used once per long rest.

Move Time: Reaction

Higher Level: Lvl 10:(Chr mod + Prof + 8) twice per long rest. Lvl 15: 3 times per long rest.

Tier 3: Advance Technique Utility

Tier 3 skills can be learned at level 10, and take 8 hours to train.

UM 201 Sprinting Action

A poke'mon can use a standard action for anything but dashing since it can only use this while traveling at top speed. Top speed is achieved after at least 1 round of sprinting in a strait line.

Move Time: Full Round

UM 202 Reliable Talent

Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Move Time: Passive

UM 203 Greater Leap

Leap distance doubled.

Move Time: Passive

UM 204 Sprinter

As a full round action a poke'mon can move 3X movement

Move Time: Passive

Tier 4: Master Technique Utility

Tier 4 skills can be learned at level 15, and take 16 hours to train.

UM 301 Master Leap

leap distance 3X

Utility Technique Machine Bundles
Bundle Name Technique 01 Technique 02 Technique 03 Technique 04 Cost
01 Adventure Climbing Training Swimmer Training Survivalist Training ₽ 7,500
02 Adventure Movement Training Swimmer Training Climbing Training Jump Training ₽ 10,000
03 Adventure Movement Training Survivalist Training Physical Training ₽ 7,500
04 Performer Strength Stance Dexterity Stance Performance Training Reliable Talent ₽ 17,500
05 Performer Precision Stance Charisma Stance Performance Training Reliable Talent ₽ 17,500
06 Performer Precision Stance Special Stance Power Stance Reliable Talent ₽ 17,500
07 Runner Movement Training Mount Sprinter Sprinting Action ₽ 25,000
08 Swim Racer Swimmer Training Mount Sprinter Sprinting Action ₽ 25,000
09 Climb Racer Climbing Training Mount Sprinter Sprinting Action ₽ 25,000
10 Fly Racer Flying Training Mount Sprinter Sprinting Action ₽ 25,000
11 Endurance Constitution Stance Special Defense Stance Defense Stance Persistent ₽ 12,500
12 Skill Master Survivalist Training Physical Training Awareness Training Reliable Talent ₽ 17,500
13 Jumper Jump Training Strong Leap ₽ 7,500
14 Jumper Jump Training Strong Leap Greater Leap Tuck & Roll ₽ 25,000
15 Jump Master Jump Training Strong Leap Tuck & Roll Master Leap ₽ 35,000
16 General Power Stance Strength Stance Constitution Stance Defense Stance ₽ 10,000
17 General Precision Stance Dexterity Stance Speed Stance Critical Stance ₽ 10,000
18 General Charisma Stance Wisdom Stance Intelligence Stance ₽ 7,500
19 General Special Stance Special Defense Stance Resistance Stance ₽ 7,500
20 Struggler Struggle Stance CQS Training Precision Stance Struggle Training ₽ 10,000
21 Struggler Struggle Stance CQS Training Defense Stance Struggle Training ₽ 10,000

Class Offense Machines

Tier 1: Novice Technique Offense

Tier 1 skills can be learned at level 1 and only take 2 hours of training to learn or be swapped out.

OM 001 Power Stance

+1 to damage for 3 round on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to damage. Lvl 15: buff last 5 rounds.

OM 002 Precision Stance

+1 to AB for 3 round on activation. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to AB. Lvl 15: buff last 5 rounds.

OM 003 Special Stance

Increases your Move DC by +1 for 3 rounds. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: Move DC by +2. Lvl 15: buff last 5 rounds.

OM 004 Special Defense Stance

Increases saving throws by +2 for 3 rounds. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: +2 to Strength. Lvl 15: buff last 5 rounds.

OM 005 Resistance Stance

Prevents Volatile Statuses effects for 3 rounds. This can be used once per short rest.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: Non-Volatile Statuses are resisted. Lvl 15: buff last 5 rounds.

OM 006 Critical Stance

Critical hits on attacks rolls of 19 and 20 for 3 rounds.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: buff last 5 rounds.

OM 007 Struggle Stance

Struggle base damage is equal to 4 for 3 rounds.

Move Time: Movement

Higher Level: Lvl 5: buff last 4 rounds. Lvl 10: base damage is equal 8. Lvl 15: buff last 5 rounds.

OM 008 CQS Training

If an enemy moved more than 1 square in melee you can use your reaction to make a Struggle attack of opportunity at 1/2 AB.

Move Time: Passive

OM 009 Quick Training

Pokemon gains a +2 on initiative.

Move Time: Passive

Tier 2 Adept Technique Offense

Tier 2 skills can be learned at level 5, and take 4 hours to train.

OM 101 Second Wind

Pokemon heals self for 1d4 + level, this move cannot be used until a short or long rest is taken.

Move Time: Bonus

Higher Level: Lvl 10: heals self for 1d6 + level. Lvl 15: heals self for 1d8 + level. Lvl 20: heals self for 1d10 + level.

OM 102 Close Quarters

If an enemy moved more than 1 square in melee you can use your reaction to make an attack of opportunity. this move can be used 3 times per long rest.

Move Time: Reaction

OM 103 Evasion

You can nimbly dodge out of the way of certain area Effects. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This power can be used 3 times per short rest.

Move Time: Reaction

OM 104 Resilience

You are resilient to certain area Effects. When you are subjected to an Effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. This power can be used 3 times per short rest.

Move Time: Reaction

OM 105 Uncanny Dodge

When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you. This power can be used once before long rest. This power can be used 3 times per short rest.

Move Time: Reaction

OM 106 Struggle Surge

The Pokemon can make a struggle attack as your bonus action, this power can be used 3 times per long rest.

Move Time: Bonus

OM 107 Feral Instinct

The Pokemon has advantage on Initiative rolls. This power can be used 3 times per short rest.

Move Time: Instantaneous

OM 108 Retaliate

Pokemon can use there reaction to to make an attack of opportunity with a struggle if they are hit by a melee attack.

Move Time: Reaction

OM 109 Fury

Your pokemon unleashes it fury on its opponents. While you are furious, you gain +1 on all damage rolls (once per move), and have advantage on all Strength checks. you gain +5 +1/4 lvl in temp hp for the duration. This state last for 2 + Con Mod rounds, and cannot be used again until next long rest.

Move Time: Bonus

Higher Level: Lvl 10: buff last 3 + Con Mod rounds. Lvl 15: +2 on all damage rolls (once per move) buff last 5 + Con Mod rounds.

OM 110 Multi Stance

Through rigorous training you pokemon can maintain two stances active at once.

Move Time: Reaction

Higher Level: Lvl 10: maximum of 3 stances active . Lvl 15: maximum of 4 stances active.

OM 111 Marked Prey

1 per long rest you can mark a target to +2 Damage against the marked target until either the pokemon faints or are returned to pokeballs

Move Time: Bonus

Higher Level: Lvl 10: twice per long rest. Lvl 15: 3 times per long rest.

OM 112 Targeted Prey

1 per long rest you can mark a single target to gain +2 AB until either the pokemon faints or are returned to pokeballs.

Move Time: Bonus

Higher Level: Lvl 10: twice per long rest. Lvl 15: 3 times per long rest.

OM 113 Damage Surge

Roll damage twice use whatever damage roll you want, this power can be used once per long rest.

Move Time: Bonus

Higher Level: Lvl 10: twice per long rest. Lvl 15: 3 times per long rest.

OM 114 Reckless Attack

When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee Attack rolls during this turn, but Attack rolls against you have advantage until your next turn.

Move Time: Passive

OM 115 Persistent

+5 temp hp + Con Mod, this can be used 3 times per long rest but does not stack with itself.

Move Time: Standard

Tier 3: Advance Technique Offense

Tier 3 skills can be learned at level 10, and take 8 hours to train.

OM 205 Attack Surge

can make 2 attack at 1/2 AB, once per long rest.

Higher Level: Lvl 15: can be used twice per long rest. Lvl 20: can be used 3 times per long rest.

OM 206 Power Surge

-2 AB and add 1d6 to damage using your bonus action, this power can be used 3 times per long rest.

Higher Level: Lvl 15: add 1d8 to damage. Lvl 20: 1d10 to damage.

Move Time: Bonus

OM 207 Struggle Flurry

As a bonus action Make two additinal struggle attacks this turn. at 1/2 AB. This power can be used 3 times per long rest.

Move Time: Bonus

OM 208 Targeted Strike

+2 AB and subtract 1d10 to damage using your bonus action, this power can be used 3 times per long rest.

Higher Level: Lvl 15: add 1d8 to damage. Lvl 20: 1d6 to damage.

Move Time: Bonus

OM 209 Dodge It!

Add pokemons dexterity or wisdom mod to AC

Move Time: Reaction

Higher Level: Lvl 15: can be used twice per long rest. Lvl 20: can be used 3 times per long rest.

OM 210 Long shot

Range single attacks are +10 feet

Move Time: Passive

Higher Level: Lvl 15 + 15 feet. Lvl 20 +20 feet

OM 211 Long cast

Range AOE effects are +10 feet

Move Time: Passive

Higher Level: level 15 + 15 feet. Lvl 20 +20 feet

OM 212 Multi Defense

When a creature hits you with an Attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. This power can be used 3 times per long rest.

Move Time: Reaction

OM 213 Long stance

Stance duration are doubled.

Move Time: Passive

OM 214 Enfeebling strike

Before an attack roll you declare you are making an enfeebling strike if you hit your opponent suffers a -2 AB. This last while your pokemon maintains concentration. This power can be used once per long rest.

Move Time: Instantaneous

Higher Level: Lvl 15: can be used twice per long rest. Lvl 20: can be used 3 times per long rest.

OM 215 Special Surge

Before an attack roll you declare you are Special Surge and increases your Move DC by +2. This can be used once per long rest.

Move Time: Instantaneous

Higher Level: Lvl 15: can be used twice per long rest. Lvl 20: can be used 3 times per long rest.

OM 216 Special Aura

When attacked as a rection your pokemon can increases their saving throws by +2. This can be used once per long rest.

Move Time: Reaction

Higher Level: Lvl 15: can be used twice per long rest. Lvl 20: can be used 3 times per long rest.

OM 217 Tough Charge

Gain +2 to AC when provoking on Attack of Opportunity while performing a charge maneuver.

Move Time: Passive

Higher Level: Lvl 15: +3 to AC. Lvl 20: +4 to AC.

####OM 218 Brutal Critical Your Pokemon can roll one additional damage die when determining the extra damage for a critical hit with an Attack.

Move Time: Passive

Higher Level: Lvl 15: two additional damage die. Lvl 20: three additional damage die.

OM 219 Defensive Training

+1 to AC

Move Time: Passive

Tier 4: Master Technique Offense

Tier 4 skills can be learned at level 15, and take 16 hours to train.

OM 301 Intimidating Presence

The pokemon can use their Movement Action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your (Charisma or Strength modifier) or be Frightened of you until the end of your next turn. This power can be used 3 times per long rest.

Move Time: Movement

OM 302 Frenzy

The poke'mon can make a single struggle Attack as a Bonus Action for 1 minute + Con Mod, you suffer one level of Exhaustion (as described in Conditions) when the effect ends.

Move Time: Movement

OM 303 Trampling Charge

Before the maneuver you declare this power if the pokemon runs more than 10 feet vertically and loands adjacent to an opponent that pokemon must make a Strength saving throw against (8 + Str or Con Mod + Proficiency) or be knocked prone. If the target is prone, the pokemon can make struggle attack against it as a bonus action. This power can bes used 3 time per long rest.

OM 304 Plundging Strike

Before the maneuver you declare this power if the pokemon jumps more than 10 feet vertically and lands adjacent to an opponent that pokemon must make a Strength saving throw against (8 + Str or Dex Mod + Proficiency) or be knocked prone. If the target is prone, the pokemon can make struggle attack against it as a bonus action. This power can bes used 3 time per long rest.

OM 305 Power Shot

Before the attack roll if opponent is more than 10 feet away and hit with a ranged attack that pokemon must make a Strength saving throw against (8 + Attack Mod + Proficiency) or be knocked back 15 feet. If a thrown target strikes an object, such as a wall or floor, the target takes (1d6) bludgeoning damage for every 10 feet it was thrown. This power can bes used 3 time per long rest.

OM 306 Cunning Action

Your pokemons training allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Move Time: Passive

OM 307 Mighty Blow

Before the attack roll if opponent is more than 10 feet away and hit with a ranged attack that pokemon must make a Strength saving throw against (8 + Attack Mod + Proficiency) on failure the opponent is either knocked prone or can be knocked back 15 feet. If a thrown target strikes an object, such as a wall or floor, the target takes (1d6) bludgeoning damage for every 10 feet it was thrown. This power can bes used 3 time per long rest.

OM 308 Onslaught

For 3 round starting the next turn the pokemon can make an additional struggle attack as part of a standard attack per activation. This power can bes used once per short rest.

Move Time: Standard

OM 309 Violent Strike

critical chance is between 15 - 20 on the first attack of each move. This can be used three times before long rest.

Move Time: Bonus

OM 310 Stance Master

As a standard action the pokemon can activate up to 4 stances at once

Move Time: Standard

OM 311 Aura Surge

Add 1d20 to damage on 1 attack. This power 3 times per long rest.

Move Time: Instantaneous

OM 312 Challenge

+2 AB & +4 to damage rolls against a single target for the 1 min. This power can be used twice per long rest.

Move Time: Movement

Higher Level: Lvl 20: this move can be used 3 times before long rest

OM 313 Unyielding

When a pokemon drops to 0 or less HP as a reaction the Pokemon heals self for 1d10 + level, this move cannot be used until a short or long rest is taken.

Move Time: Reaction

OM 314 Tough Hide

5 damage resistance from all final damage against your pokemon. Your pokemon must take a minimum of 1 damage is all is resisted.

Move Time: Passive

OM 315 Lingering effect

+2 turns Confusion, Sleep, Flinch are inclicted

Feature Powers notes

1/2 AB

Attack bonus is halved rounded down after buff and status effects are applied

Offensive Technique Bundles

Offensive technique machines are built to support your

pokemon primarily on of the battle field but that doesn't mean an adept trainers cannot find uses for the techniques in battle. You can select 1 Tier 1 OM with each bundle purchase.

Offensive Technique Machine Bundles
Bundle Name Technique 01 Technique 02 Technique 03 Cost
01 Striker Second Wind Attack Surge Onslaught ₽ 30,000
02 Surger Struggle Surge Power Surge Aura Surge ₽ 30,000
03 Utility Multi Stance Reliable Talent Intimidating Presence ₽ 30,000
04 Reckless Fury Reckless Attack Frenzy ₽ 25,000
05 Rash Fury Reckless Attack Feral Instinct ₽ 15,000
06 Critical Retaliate Brutal Critical Violent Strike ₽ 30,000
07 Struggle Struggle Surge Struggle Flurry Frenzy ₽ 30,000
08 Skirmisher Close Quarters Attack Surge Damage Surge ₽ 25,000
09 Duelist Targeted Prey Targeted strike Challenge ₽ 30,000
10 Marksman Marked Prey Long Shot Challenge ₽ 30,000
11 Sniper Marked Prey Long Shot Challenge ₽ 30,000
12 Hunter Targeted Prey Targeted Prey Feral Instinct ₽ 15,000
13 Stalker Marked Prey Enfeebling strike Cunning Action ₽ 30,000
14 Cunning Evasion Reliable Talent Cunning Action ₽ 30,000
15 Dodge Uncanny Dodge Evasion Dodge It! ₽ 20,000
16 Defender Second Wind Multi Defense Unyielding ₽ 30,000
17 Tank Resilience Defense Training Tough Hide ₽ 30,000
18 Endurer Persistent Second Wind Defense Training ₽ 15,000
19 Dreadnought Retaliate Reckless Attack Intimidating Presence ₽ 30,000
20 Juggernaut Second Wind Multi Defense Unyielding ₽ 30,000
21 Spell Attack War caster Damage Surge Aura Surge ₽ 30,000
22 spell Sustain War caster Special Surge Lingering effect ₽ 30,000
23 Nuker Marked Prey Special Surge Aura Surge ₽ 30,000
24 Self buff Encourage Special Aura Unyielding ₽ 30,000
25 Stance Multi Stance Long Stance Stance Master ₽ 30,000
26 Charger Feral Instincts Tough Charge Trampling Charge ₽ 30,000
27 Reactionary Retaliate Uncanny Dodge Close Quarter ₽ 15,000
28 Enfeebler Mockery Enfeebling strike Lingering effect ₽ 30,000
29 Leaper Strong Leap Reliable Talent Plundging Strike ₽ 30,000
 

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