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 |