If you wish, you can select a Core Ability to gain a mechanical specialization.
- A character can have at most one.
- Core abilities cost 7 hero points (unless specified otherwise).
Core Ability List
- Artificer — A master artisan who enhances magic through crafted items, imbuing spells with greater potency.
- Alchemist — They unlock the hidden potential of the mundane, creating fleeting brilliance with bubbling brews.
- Battlemaster — A swift and precise combatant, master of melee-fights.
- Brutal Fighter — A battle-hardened warrior who strikes with overwhelming force and relentless power.
- Druid — A skilled survivalist who thrives in the wild, adapting to nature and transforming at will..
- Detective — An intuitive mastermind who uncovers hidden truths and aids allies with precise foresight.
- Go Unnoticed — A stealthy trickster who easily vanishes into shadows.
- Hero — A skilled spellcaster who imbues magic with enduring power, making effects last longer with ease.
- Lucky — A being of uncanny fortune, whose luck always seems to tip the scales in critical moments.
- Master of the Forge — A versatile craftsman who imbues gear with adaptable enhancements.
- Paragon of Faith — A devout spellcaster whose faith grows stronger with every cast, purging weak undead with divine might.
- Runic Caster — A spellweaver who crafts tailored magic through inscribed runes, adapting their power to fit every need.
- Spellsinger — A charismatic spellcaster who weaves magic through words and presence, captivating those who listen.
- Uncanny Shot — A sharp-eyed marksman with quick reflexes, striking with deadly accuracy even in the most precise shots.
- Wizard Savant — A vessel of raw magical energy, channeling power with the potential for overwhelming force.