🏛️ Hub City Training Hall Fees & Progression
When your character reaches an XP milestone, you must return to the Hub City Training Hall and pay a master trainer to finalize your level advancement.
+1 Raw Attribute Point Fee:
10 GP × Character Level
(e.g. Level 2 = 20 GP | Level 5 = 50 GP)
1 New Skill / Arcana School Fee:
25 GP × Character Level
(e.g. Level 2 = 50 GP | Level 5 = 125 GP)
Might 2 / Agi 2Guarded StanceAction. +1 DR or +2 Defense until next turn; move without triggering Attacks of Opportunity.
Might 2Trip / KnockdownReplace attack damage to attempt knocking a target Prone.
Agi 2 / Might 2DisarmOn hit, deal 0 damage but force target to drop held weapon.
Might 2Pushing StrikeDeal reduced damage to shove an enemy back 5 feet.
Might 3Second WindOnce per expedition, recover 1d6 + Might Mod HP during combat.
Agi 3Sneak AttackLight Weapon. Deal double total damage when target is distracted, flanked, or crowd-controlled.
Agi 3Expeditious RetreatEnter and leave enemy threatened spaces without provoking Attacks of Opportunity.
Might 3 / Agi 3Active ParryReaction. Give up attack action to parry incoming strike (1d20 + Mod vs. 10 + Incoming Damage).
Might 2Force Open / BreakKick open wooden doors or snap iron chains without tools.
Might 3Feats of AthleticsAdvantage on physical checks (scaling cliffs, swimming, leaping chasms).
Agility 2Shadow Step / StealthMove silently using light cover or shadows to avoid detection.
Agility 3Lockpicking & TrapsThieves' Tools. Pick standard locks and disarm mundane physical traps.
Mind 2First AidHealer's Kit. Out of combat (10 min). Restores 3 HP + Mind Mod (1/expedition per target).
Mind 2Arcane / LoreIdentify runes, potion effects, monster weaknesses, and forage herbs.
Mind 3Search / DetectAdvantage on checks to spot hidden doors, pressure plates, or secret caches.
Mind 3ConcentrationMandatory check (1d20 + Mind Mod vs 10 + Damage) to keep charging spells when hit.
Mind 3 GatekeeperSpellcraftEstablishes Expedition Spell Pool (Mind Stat x 2) and Arcane Focus attunement.
Mind 3Novice Arcane SchoolsUnlocks Tier 1 Novice spells for Fire, Water/Ice, Earth, Wind, Illusion, or Psychic.
Agility 4Piercing MasteryRapier/Dagger. Precision thrusts ignore up to 2 points of target DR.
Agility 4Light Ranged MasteryLight Ranged. Targeted shots at weak points ignore up to 2 points of target DR.
Agi 4 / Might 3Dual WieldingMedium/Light Armor. Extra off-hand attack action with a second 1-handed weapon.
Might 4Shield InterceptShield. Reaction. Step within 5 ft of an ally to absorb a hit with your shield.
Might 4Threatening PresenceTaunt enemies within 10 ft into targeting you instead of backline allies.
Might 5Heavy CleaveMedium/Heavy Weapon. Dropping an enemy to 0 HP grants an immediate second strike.
Might 4IntimidationLeverage physical size or posture to force NPCs to cooperate or surrender.
Might 4Heavy HaulerDoubles inventory capacity; move full speed while carrying allies or heavy loot.
Agility 4Sleight of HandLift small items, keys, or coin pouches directly from unsuspecting targets.
Agility 4Acrobatics & Cat FallNegate fall damage up to 20 ft; advantage on balancing narrow ledges.
Mind 4Persuasion & BluffInfluence NPCs for better merchant prices, extra info, or lying past guards.
Mind 4Decipher InscriptionsTranslate dead languages, coded messages, and ancient arcane scrolls.
Mind 5Practitioner ArcanaUnlocks Tier 2 Practitioner capabilities for a chosen discipline.
Might 6Armor Sunder / ShatterHeavy Weapon. On hit, cross off 2 Armor Slots on target armor instead of 1.
Might 6 / Agi 6Weapon SpecializationSelect ONE weapon type; grants a second attack action during your turn.
Might 7Iron FortressHeavy Armor. Immunity to knockback/prone; absorb 1 hit per expedition with 0 slot loss.
Might 7Devastating StrikeHeavy Weapon. 1/combat: Declare full-power swing; auto-deals max damage & destroys 1 slot.
Might 6Demolition SpecialistCollapse stone arches, breach reinforced masonry, or force open steel vaults.
Agility 6Infiltration SpecialistPick masterwork/magical locks and disarm high-tier elemental traps.
Mind 6Master InvestigatorInstantly deduce complex mechanisms; auto-spot illusions and invisible wards.
Mind 6Field Meditation1/expedition on overnight rest: recover up to half max Spell Points in the field.
Mind 7Mastery ArcanaUnlocks Tier 3 Mastery capabilities for a chosen discipline.