STAT CAP TRAITS
HARDINESS OF THE IGNAEUNS
Base - Cap Constitution at 4 instead of 3.
Empowered - Cap Constitution at 5 instead of 4.
FORTITUDE OF THE MOUNTAINS
Base - Cap Strength at 4 instead of 3.
Empowered - Cap Strength at 5 instead of 4.
NIMBLENESS OF THE WINDS
Base - Cap Dexterity at 4 instead of 3.
Empowered - Cap Dexterity at 5 instead of 4.
INTELLECT OF THE ANCESTORS
Base - Cap Intelligence at 4 instead of 3.
Empowered - Cap Intelligence at 5 instead of 4.
FORESIGHT OF THE EAGLE
Base - Cap Wisdom at 4 instead of 3.
Empowered - Cap Wisdom at 5 instead of 4.
CHARM OF THE FOLK
Base - Cap Charisma at 4 instead of 3.
Empowered - Cap Charisma at 5 instead of 4.
NEW TRAITS!
GAMBLER
Base - On any roll above 3, you may re-roll any roll at the cost of 2 health.
Empowered - On any roll above 3, you may re-roll any roll at the cost of 1 health.
BLIND FURY
Base - On any roll of 16 or below. Deal 2x damage/healing for 1 Eagle Phase. You take all damage and healing dealt from your action.
Empowered - On any roll of 16 or below. Deal 2x damage/healing for 1 Eagle Phase. You take damage equal to the damage/healing you would have dealt without Blind Fury.
MARTYR
Base - Declare a protected ally in the Eagle Phase. You take their damage in the enemy phase. Your next roll is reduced by the amount of damage taken.
Empowered - Declare a protected ally in the Eagle Phase. You take their damage in the enemy phase. Your next roll is reduced by the amount of damage taken. The protected allies is increased by the amount of damage you took.
TRAITS
PEAK PERFORMANCE
Base - When at full health roll with advantage
Empowered - When at full health roll with advantage. A critical roll allows a chosen ally to roll advantage next eagle phase.
SWEEPING STRIKES
Base - Deal the full amount of damage to your primary target, and half rounded down to another target if there is another.
Empowered - Deal the full amount of damage to your primary target, and half rounded up to two other targets if there is another.
BULWARK
Base - Add half of your constitution in additional health. Deal half your regular damage.
Empowered - Double your constitution. Deal half your regular damage.
BERSERKING
Base - Every 2 points of health lost reduce your critical threshold by 1.
Empowered - Every 2 points of health lost reduce your critical threshold by 1. Add +3 to your next roll following a successful critical hit.
RETALIATION
Base - Deal 1 damage for every 3 points of damage taken the previous round.
Empowered - Deal 1 damage for every 2 points of damage taken the previous round.
RALLY
Base - Take the amount of baseline damage or healing you did this turn and give that number as a roll bonus to another player for their next eagle phase. Excludes Criticals.
Empowered - Take the amount of damage or healing you did this turn and give that number as a roll bonus to another player for their next eagle phase.
TACTICIAN
Base - Skip your turn and analyze the situation. Next turn, gain +3 to your roll or do +2 additional damage or healing. Cannot stack with itself.
Empowered - Skip your turn and analyze the situation. Next turn, gain +3 to your roll and do +2 additional damage or healing. Cannot stack with itself.
APPLIED PAIN
Base - Deal one damage to yourself, do +1 damage or heal. Cannot kill self. Ignores Barrier.
Empowered - Deal one damage to yourself, add +1 to your roll, do +1 damage or heal. Cannot kill or heal self. Ignores Barrier.
BURST
Base - Upon the death of the selected enemy it deals 2 damage to surrounding enemies. Can only be active on 1 enemy at a time.
Empowered - Upon the death of the selected enemy it deals 3 damage to surrounding enemies. Can only be active on 1 enemy at a time.
STAGGER
Base - Shrug off 1d3 damage from the Enemy Phase. Take that damage in the next Eagle Phase.
Empowered - Shrug off 1d4+1 from the Enemy Phase. Take that damage in the next Eagle Phase.
HEALING TRAITS
SPIRIT HEALER
Base - Your successful Resurrection rolls revive the target with an additional +1 hp.
Empowered - Your Resurrection roll threshold is reduced by 1. In addition, your successful Resurrection rolls heal for an additional +2 hp.
MERCY
Base - Roll 1d3 and add the result to your healing roll attempt.
Empowered - Roll 1d5 and add the result to your healing roll attempt.
BARRIER
Base - Instead of a heal the amount of healing done +1 is applied as a shield to your target. Shields do not stack, and can only be active on one target at a time.
Empowered - Instead of a heal the amount of healing done +2 is applied as a shield to your target. Shields do not stack, and can only be active on one target at a time.
EMERGENCY RESPONDER
Base - If the target you are healing is under half their health pool, add +3 to your healing roll.
Empowered - If the target you are healing is under half their health pool, add +5 to your healing roll.
UNDER PRESSURE
Base- When your HP is at half or lower, you gain +1 to all your healing totals.
Empowered - When your HP is at half or lower, you gain +2 to all your healing totals.
DIVINE INTERVENTION
Base - During the Enemy Phase if an ally hits 0hp you intercept the damage taking it yourself. The intended target remains alive at 1hp.
Empowered - During the Enemy Phase if an ally hits 0hp you intercept the damage taking it yourself. The intended target remains alive at 3hp or their original HP if lower.
LONGEVITY
Base - An Eagle is healed for a minimum of 2HP total on a successful healing roll. Add +1 to the heal. The heal is split evenly over the current and next turn. Target(s) must be the same both turns.
Empowered - An Eagle is healed for a minimum of 2HP total on a successful healing roll. Add +2 to the heal. The heal is split evenly over the current and next turn. Target(s) must be the same both turns.