DAWNBREAKER TRIALS
CH. 1 - RESURGENCE

JP

Ability

Class

Attribute

Reach

Range

Cost

Speed

Effect

10 Guard Any N/A 0 0 100 AP Instant Reduce HP Damage Taken by 20% until start of next turn
30 MV +1 Any N/A 0 0 - - Increase Max MV by 1 (max)
30 Weapon Prof +1 Any N/A 0 0 - -

Increase Weapon Type Proficiency by 1 (up to 3)

30 Field Dressings Any           Unlock Chemist Class
30 Fire Grimoire Any           Unlock and Increase Fire Affinity by 10% 
30 Water Tome Any           Unlock and Increase Water Affinity by 10% 
30 Air Scroll Any           Unlock and Increase Air Affinity by 10% 
30 Earth Rune Any           Unlock and Increase Earth Affinity by 10%
10 Focus Blast Acolyte INT 6 1 100 AP Instant INT HP Attack Roll, target cannot be within 3 spaces of you, damage reduced by half
10 Ki Blast Acolyte INT 4 1 100 AP, 1x KI Instant Add INT Modifier to Attack Roll, costs one 1 KI for every bonus point gained
10 Ki Shield Acolyte         Reaction Convert HP Damage taken to Ki Damage until Start of Next Turn
10 Camaraderie Any         Passive Enable Assist Bonuses on Friendly Targets
20 Disarm Infantry P. Active 1 1 100 AP Instant Target cannot make a physical attack roll on their next turn
20 Doubleteam Infantry Passive 1 1 - Instant All damage taken by allies adajcent to you is split between you
40 Heavy Kick Infantry P. Active 1 1 100 AP Instant Deal 1d2 Armor Damage - Move target up to 1 + STR MOD spaces away (Max 3)(stop if another unit is in the way)
60 Menace Infantry Movement - - - - Enemy units cannot pass through spaces in weapon range in front of you
60 Shield Slam Infantry P. Active 1 1 120 AP Instant Shield Required - Attack Roll :: Increase Crit Chance by 7+CON MOD ( ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead reduce Target's AP to 0
60 Stoic Stance Infantry Buff 0 1 120 AP Instant User cannot be forced from current panel until next turn. Reduce all HP/AR damage taken by 50% until next turn. On your next turn, you may expel the amount of damage taken to either HP or AR as a bonus on your HP/AR attack that turn.
60 Threaten Infantry Debuff 4 1 150 AP Instant Target may not attack another target (other then your self) of your choice until your next turn
60 Breaking Strike Infantry P. Active Weapon 1 120 AP Instant Attack Roll :: Increase Crit Chance by 7+STR MOD (ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead reduce Target's HP Attack total by 2
60 Excessive Force Infantry P. Active Weapon 1 150 AP Instant Remove Glancing Blow chances and increase your Crit Roll by your STR Modifier.
60 Focus Infantry Buff 0 0 100 AP Instant Increase your HP Attack base by 1
60 Heavy Smash Infantry P. Active Weapon 1 130 AP Instant Add 1d4 to BRK total for AR Attack
40 Intimidate Infantry Debuff 4 1 100 AP Instant Reduces target's MV on their next turn by 2
10 Scan Infantry Active 5 1 100 AP Instant Reveal Vitals on Target
60 Severing Strike Infantry P. Active Weapon 1 120 AP Instant Attack Roll :: Increase Crit Chance by 7+DEX MOD (ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead reduce Target's AP Gain by 1
40 Shove Infantry P. Reaction 1 1 20 AP Instant If target is adajcent, roll 1d2 for HP damage on target and move target up to 1 + STR MOD spaces away (Max 3)(stop if another unit is in the way)
30 Blink Acolyte Movement 0 0 80 AP, 1 Ki Instant Move Character up to MVx2 spaces away, may pass through enemies and obstacles
60 Coerce Acolyte Debuff 0 0 130 AP, 4 Ki Instant AR Attack Roll - Increase Glancing Blow Rate +4, If attack is not a Glancing Blow, on targets next turn you may either control its MV or its ACT
60 Deluge Acolyte M. Active 0 4 100 AP, 3 Ki Instant All enemy units in range lose 20 AP
60 Shroud Acolyte Debuff 2 2 100 AP, 3 Ki Instant Target is unable to make a physical attack on their next turn
30 Shudder Acolyte M. Active 4 2 100 AP, 3 Ki Instant Roll 1d5 3 times to target panels in range, unit on panel takes 3 AR Damage for each roll targeting that panel
60 Stifle Acolyte Debuff 4 1 100 AP, 3 Ki Instant Target cannot use magical/spiritual abilities on their next turn
270 Rot and Ruin Warlock Active 1 1 100 AP, 15 Ki Instant Deal HP or AR damage based on 20% of Remaining HP/AR
30 Arching Shot Scout P. Active R. Weapon + 4 1 100 AP 3 Reduces CRIT Roll by 5 - Can be shot over units and obstacles
50 Avoid Scout Reaction - - 0 AP Instant Reduces HP damage received by 0+AGI MOD
30 Cheap Shot Scout P. Active Weapon 1 110 AP Instant Increases CRIT Chance by 5+DEX MOD. Bonus Crit Damage reduced by half, Glancing Blows don't do damage. - Must be done from Back
30 Crippling Shot Scout P. Active Weapon 1 120 AP Instant Attack Roll :: Increase Crit Chance by 7+DEX MOD (ie 13-20 counts as crit) . - On Crit, do not deal bonus damage, instead Target is unable to MV for 3 turns
10 Lay Trap Scout P. Active 1 - 100 AP 2 Set Trap on adajent panel - Triggered when unit crosses range
5 Air Support Chemist Passive - - - - Allows use of Medical Equipment from 5 panels away
5 Antibody Dose Chemist Active 1 1 100 AP Instant Requires Antibody - Cure target of one minor status ailment
5 First Aid Chemist Active 1 1 100 AP Instant Requires Bandages - Restore target's HP by 5
5 Healing Beacon Chemist Active 1 1 100 AP Instant Requires Beacon - All Allies within 5 panels of the dropped beacon recover 2 HP or 1 AR at the start of their turn. Expires after 3 channels
5 Revive Chemist Active 1 1 100 AP Instant Requires Defib - Revive fading target with 5 HP
0 Medic Chemist Passive 0 0 0 0 Allows Chemist to Refresh 5 of each Chemist Consumables at a Academy Beacon (5 Antibody, 5 Bandages, 5 Beacons, 5 Defibs)
40 Blinding Light Sage M. Active 2 1 100 AP Instant Reduce Targets AP by 30
30 Cure Sage M. Active 4 1 100 AP, 1 Ki 3 Restore targets HP by 1d4+SPR MOD
10 Lifeline Sage M. Active 3 1 100 AP, 3 Ki 5 Revive fading target with 5 HP + SPR MOD
20 Light Aura Sage Buff 4 2 100 AP, 3 KI 5 Once cast, the panels targeted increase allied Units standing in them PR/MR 5+SPR MOD and restores 1 HP or AR at the start of their turn. Caster taking damage cancels this effect, costs Caster 1 Ki every turn at start to keep up
30 Mend Sage M. Active 3 1 100 AP, 3 Ki Instant Restore Targets AR by 1d4 + SPR MOD
30 Prayer Sage M. Active 3 2 100 AP, 3 Ki 5 Restore HP of all targets by 5 per skill level + SPR MOD
10 Siphon Sage M. Active 1 1 100 AP Instant 1d4 HP damage, restore HP by said amount
40 Soul Thread Sage M. Active 3 1 100 AP Instant Any HP/AR damage target receives until you make another action is converted to your KI damage, Thread breaks if your KI would be reduced to zero
50 Enchant Sage Buff 4 1 100 AP, 3 Ki Instant Target's next Attack Roll gains +3 to their damage total
60 Cheer Sage Buff 4 1 100 AP, 5 Ki Instant Force target to take their turn next
170 Inspiration Orator Buff 3 1 100 AP, 9 Ki Instant Embolden Target with words of Encouragement. They gain 3 AP for 2 Turns.
20 Rock Fist Earth 10 M. Active 1 1 100 AP, 2 Ki Instant add SPR MOD to your attack roll if making an AR attack - Interrupt - can decide to hit PR or MR
20 Ignite Fire 10 M. Active 4 1 100 AP, 2 Ki Instant Ignite Target. Target takes 1 HP damage at start of turn for each stack for 3 turns. Re-use of skill resets to 3.
20 Bubble Shield Water 10 M. Active 4 2 100 AP, 2 Ki Instant Blocks 3 + SPR MOD of HP damage target takes from next attack
20 Tailwind Air 10 M. Active 1 1 100 AP, 3 Ki Instant Increase targets AP Gain by 1
60 Soulbound Gale Air 20 Passive 0 0 x Ki Passive Summon gusts of wind to deflect incoming attacks. Reduce incoming HP damage by 2 per 1 Ki Spent
50 Soothing Touch Spirit 10 Activer 1 1 150 AP, x Ki Instant Convert any amount of Ki to HP for your target. 
150 Moon Guardian Spirit 20 Active 0 4 100 AP, 20 Ki Instant Allow the Moons light to shield you and your surrounding party until 45 cumulative Damage is taken. Must be used in sight of the Moon. Effect Canceled if You move.
10 Tether Spirit 10 Buff 4 2 120 AP, 3 Ki Instant Targeted Ally Gains your respective modifer bonus in addition to theirs until you make another action
 0 Ironhide Fury Personal - 0 0 0 0 When Armor is Depleted, the fury of your ancestors break free, causing your attacks to do +3 HP Damage
 0 Shimmering Scales Personal Passive 0 0 0 0 Increase Physical Resistance and Magical Resistance by 5 when HP or Armor is Under 50%
 0 Eruption Water 80 Dragon 0 7 ??? Instant Deal SPR/AGI/DEX/STR Damage to All Surrounding Enemies