Brute PathThe Bonded Fury

Tribal Warrior

Channels fury through ancestral spirits, becoming a vessel for ancient power while keeping a clarity no Berserker can match.

Pick Tree

11 picks along the Tribal Warrior path. Pair them with the general Brute class picks.

Level 2

Choosing this locks Tribal Warrior as your Specialization. You can turn your Berserk into Ancestral Rage, channeling the powers of your elders to aid you in combat. You receive extra damage dice but can not split Action costs. You Ignore Movement penalties from Conditions while active. While active, kills you participate in restore WP equal to your character level (max 1 per round).

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Level 3

Requires: Pick: Ancestral Rage

You may cast spells while Ancestral Rage is active. Spells cast cost 5 extra WP. If the spell was part of an attack and it hits, you recover WP equal to INT bonus.

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Level 4

Requires: Pick: Ancestral Rage

Your Alteration Spells WP Costs are reduced equal to your Magicka level.

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Blackout

1 Action·18 WP12 SP

Requires: Pick: Ancestral Rage

Use 1 Action to force a target creature adjacent to you to roll a FCS Save against your INT Check or become Paralyzed for 5 turns. They may attempt to recover at the start of their turn with a re-roll, losing the condition. After effect ends, they gain Dazed(5).

  • Melee
  • Single Target
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Level 5

Ancestral Echo

1 Action·50 WP50 SP

Requires: Pick: Ancestral Rage · Attribute: FCS 10

For 5 rounds, ancestral spirits fight alongside you. Each Basic Attack you make on your turn, a spirit makes the same attack on a different valid target within range. Spirits use your attack roll but roll their own damage dice. If no other valid target exists, the spirit attack strikes the same target for half damage. Ancestral spirits attack from your space, with a reach of 3 meters, using your Primary Damage die and bonus for damage.

  • Melee
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Level 6

Requires: Pick: Ancestral Rage

Choose one spell school. Gain one level in that school and one Magicka, provided these do not exceed your current level caps. Once per Rest, you may cast one level 1 spell from that school that you have not learned, paying the normal cast cost.

  • Utility
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Requires: Pick: Ancestral Rage

Choose one spell school. While Ancestral Rage is active, spells you cast from that school cost their normal WP amount rather than double.

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Level 7

Requires: Pick: Ancestral Rage, Ancestral Echo

Ancestral Echo now triggers on harmful spells that use an attack roll, in addition to Basic Attacks. When you cast such a spell, a spirit echoes the attack on a different valid target within range as a melee strike, using your spell attack roll and your Primary Damage die for damage. Ranged spell attacks are converted to melee versions with 3 meter reach. This echo only applies to single target spells. No additional WP cost is incurred for the spirit echo.

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Level 8

Requires: Pick: Ancestral Rage

Once per combat when rolling Initiative, choose one spell school and declare either Offense or Defense. While Offense is active, spells cast from that school add your school level to hit rolls. While Defense is active, you gain resistance equal to your school level against that school's damage type. This choice cannot be changed until the next combat.

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Level 10

Shattered Origin

Free Action50 SP

Requires: Pick: Ancestral Rage

Once per Rest, the next damaging spell you cast this turn and the first damaging spell you cast on each of your next two turns ignore all resistances. This does not penetrate full immunities.

  • Spell
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Brute · Tribal WarriorØMEN: After Dragons