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Shadow Abilities


*
Shadow Feature

Shadow Abilities

Level 1

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.)

l
Main Action

Gasping in Pain

Signature

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

Distance
Targets
One creature
Power Roll +Agility
!3 + A damage
@5 + A damage
#8 + A damage; I < STRONG, prone
Effect

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

l
Main Action

I Work Better Alone

Signature

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

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!3 + A damage
@6 + A damage
#9 + A damage
Effect

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

l
Main Action

Teamwork Has Its Place

Signature

You attack an enemy as an ally exposes their weakness.

Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Agility
!3 + A damage
@6 + A damage
#9 + A damage
Effect

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

l
Main Action

You Were Watching the Wrong One

Signature

They can't watch both of you at once.

Distance
Targets
One creature
Power Roll +Agility
!3 + A damage
@5 + A damage
#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.)

l
Main Action

Disorienting Strike

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

Distance
Targets
One creature
Power Roll +Agility
!4 + A damage; slide 2
@6 + A damage; slide 3
#10 + A damage; slide 5
Effect

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

l
Main Action

Eviscerate

You leave your foe bleeding out after a devastating attack.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!4 + A damage; A < WEAK, bleeding (save ends)
@6 + A damage; A < AVERAGE, bleeding (save ends)
#10 + A damage; A < STRONG, bleeding (save ends)
l
Main Action

Get In Get Out

Move unexpectedly, strike fast, and be gone!

Distance
Targets
One creature
Power Roll +Agility
!5 + A damage
@8 + A damage
#11 + A damage
Effect

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

l
Main Action

Two Throats at Once

A bargain.

Distance
Melee 1 or ranged 5
Targets
Two creatures or objects
Power Roll +Agility
!4 damage
@6 damage
#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.)

l
Main Action

Coup de Grace

Your blade might be the last thing they see.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!2d6 + 7 + A damage
@2d6 + 11 + A damage
#2d6 + 16 + A damage
l
Main Action

One Hundred Throats

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

MeleeWeapon
Distance
Self; see below
Targets
Self
Power Roll +Agility
!3 damage
@6 damage
#9 damage
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.

l
Main Action

Shadowstrike

They have no idea what the college taught you.

Distance
Self; see below
Targets
Self
Effect

You use a strike signature ability twice.

Source: Draw Steel: Heroes · printing 1.01b