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Shadow Abilities

You specialize in dealing damage, then getting out of harm's way before the inevitable counterattack. You know a number of unique martial abilities that define your presence on the battlefield.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Teamwork Has Its Place.)

Gasping in Pain

Your precise strikes let your allies take advantage of a target's agony.

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Agility:

  • ≤11: 3 + A damage
  • 12-16: 5 + A damage
  • 17+: 8 + A damage; I < STRONG, prone

Effect: One ally within 5 squares of the target gains 1 surge.

I Work Better Alone

"It's better, just you and me. Isn't it?"

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≤11: 3 + A damage
  • 12-16: 6 + A damage
  • 17+: 9 + A damage

Effect: If the target has none of your allies adjacent to them, you gain 1 surge before making the power roll.

Teamwork Has Its Place

You attack an enemy as an ally exposes their weakness.

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object

Power Roll + Agility:

  • ≤11: 3 + A damage
  • 12-16: 6 + A damage
  • 17+: 9 + A damage

Effect: If any ally is adjacent to the target, you gain 1 surge before making the power roll.

You Were Watching the Wrong One

They can't watch both of you at once.

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Agility:

  • ≤11: 3 + A damage
  • 12-16: 5 + A damage
  • 17+: 8 + A damage

Effect: As long as you have one or more allies within 5 squares of the target, you gain 1 surge. If you are flanking the target when you use this ability, choose one ally who is flanking with you. That ally also gains 1 surge.

Heroic Abilities

A range of heroic abilities define your combat prowess, all of which make use of your insight.

3-Insight Ability

Choose one heroic ability from the following options, each of which costs 3 insight to use. (Quick Build: Get In Get Out.)

Disorienting Strike (3 Insight)

Your attack leaves them reeling, allowing you to follow up.

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Agility:

  • ≤11: 4 + A damage; slide 2
  • 12-16: 6 + A damage; slide 3
  • 17+: 10 + A damage; slide 5

Effect: You can shift into any square the target leaves when you slide them.

Eviscerate (3 Insight)

You leave your foe bleeding out after a devastating attack.

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≤11: 4 + A damage; A < WEAK, bleeding (save ends)
  • 12-16: 6 + A damage; A < AVERAGE, bleeding (save ends)
  • 17+: 10 + A damage; A < STRONG, bleeding (save ends)
Get In Get Out (3 Insight)

Move unexpectedly, strike fast, and be gone!

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Agility:

  • ≤11: 5 + A damage
  • 12-16: 8 + A damage
  • 17+: 11 + A damage

Effect: You can shift up to your speed, dividing that movement before or after your strike as desired.

Two Throats at Once (3 Insight)

A bargain.

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 Two creatures or objects

Power Roll + Agility:

  • ≤11: 4 damage
  • 12-16: 6 damage
  • 17+: 10 damage
5-Insight Ability

Choose one heroic ability from the following options, each of which costs 5 insight to use. (Quick Build: Coup de Grace.)

Coup de Grace (5 Insight)

Your blade might be the last thing they see.

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature

Power Roll + Agility:

  • ≤11: 2d6 + 7 + A damage
  • 12-16: 2d6 + 11 + A damage
  • 17+: 2d6 + 16 + A damage
One Hundred Throats (5 Insight)

As you move across the battlefield, every foe within reach feels your wrath.

Melee, Weapon Main action
📏 Self; see below 🎯 Self

Effect: You shift up to your speed and make one power roll that targets up to three enemies who came adjacent to you during the move.

Power Roll + Agility:

  • ≤11: 3 damage
  • 12-16: 6 damage
  • 17+: 9 damage
Setup (5 Insight)

Your friends will thank you.

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature

Power Roll + Agility:

  • ≤11: 6 + A damage; R < WEAK, the target has damage weakness 5 (save ends)
  • 12-16: 9 + A damage; R < AVERAGE, the target has damage weakness 5 (save ends)
  • 17+: 13 + A damage; R < STRONG, the target has damage weakness 5 (save ends)
Shadowstrike (5 Insight)

They have no idea what the college taught you.

Magic, Melee, Ranged Main action
📏 Self; see below 🎯 Self

Effect: You use a strike signature ability twice.