Left for the Vultures

Masteries

Masteries are the specialised abilities within each Discipline. This is the complete list of all 186 Masteries in Left for the Vultures.

A Mastery costs 30 Ashes, or is free when it is the one Mastery included with a newly learned Discipline. Keywords: Stackable Masteries can combine in a single action; Incantation X continues while uttered; Linger X persists for X rounds; Bolster X uses the Bolster action; Passive is always on; No-action requires no action to use.

General Disciplines

General 17 masteries

General Masteries in Left for the Vultures
MasteryEffectKeywords
ArcheryUse bows and add Ferocity and Nimbleness to bow attacks.passive
Baptism+2 max MH. Cannot be possessed. Take 1 less PH from attacks/abilities of non-humanoid creatures.passive
Blessing of Battle10-minute rite grants chosen creatures +5 temporary Grit (can exceed maximum until next moon). Once per moon.once-per-moon
CrucifiedImmune to Mad. +4 MH, +2 Grit, -2 max PH.passive
Dual WieldFight with a light + one-handed weapon (or two light), combining damage with single Ferocity+Nimbleness.passive
Favored of God+3 Grit. Once per moon reroll any die or force attacker reroll (no action).once-per-moon
Heavy ArmorWear heavy armor without Ferocity/Nimbleness/Resilience penalties.passive
Heavy WeaponsUse heavy weapons and add Ferocity to attacks.passive
Merciful+5 MH. Regain 1 Grit and take 2 MH when you kill a hostile creature.passive
Protective RunesRunes carved into flesh: +4 PH, +4 MH, +2 Grit, but -2 Composure (cannot reduce below 0).passive
Quickfooted+5 Movement when taking the Move action.passive
Selfless SacrificeWhen attacked, Guard and spend 1 Grit + 2 PH to distribute 4 MH to allies within 60 ft.stackable
Steadfast+6 max Grit permanently.passive
Swimmer+4 max PH. Swim 20 ft (10 ft in medium armor).passive
True GritWhen initiative resolves as 1, regain 2 Grit. Doesn't trigger if initiative is replaced.passive
Unarmed CombatUnarmed attacks deal 1d4*+Ferocity (brass knuckles/claws add their damage). 1 Grit once per turn (no action): +1d4* damage.stackable
Vengeful+1 max Vengeance permanently. Can be taken multiple times.passive

Alchemy Disciplines

Apothecary 6 masteries

Apothecary Masteries in Left for the Vultures
MasteryEffectKeywords
Calming Serum10 min + 4 Grit: cure insanity in ally within 5 ft. Counts toward lifetime limit.alchemy
Liquid Bliss2 Grit: target immune to Mad condition.alchemylinger-10
Painkiller2 Grit: target takes 2 less PH from each damage instance.alchemylinger-8
Patch Wound1 min + 5+ Grit: heal ally 4 PH (+1 per extra Grit).alchemy
Surgical Aid10 min + 4 Grit: resuscitate dying ally. Counts toward lifetime limit.alchemy
Tonic1 Grit: target immune to Dazed and Nauseated.alchemylinger-10

Pyromancy 9 masteries

Pyromancy Masteries in Left for the Vultures
MasteryEffectKeywords
Blinding Radiance3 Grit: all creatures within 20 ft (except you) become Blind.alchemy
BoilThrow boiling mixture: 3 PH + Burning 1 within 10 ft.alchemy
Cloud of Ashes2 Grit: vial bursts into flames — Obscurement in a 20 ft radius up to 50 ft away.alchemylinger-1d4
Douse Flame1 Grit: end Burning on self and a creature within 50 ft, immunity while lingering.alchemylinger-5
Explosive Mixture5+ Grit: explosion in 15 ft radius within 30 ft — 1d6* PH per 5 Grit, targets Knocked Down.alchemy
Flame Barrier4 Grit: barrier of fire up to 30 ft line (or 15 ft radius ring) up to 30 ft away. Crossing = Burning 4.alchemylinger-3
Flame Weapon3 Grit: coat a weapon within 5 ft — its attacks inflict Burning 3. +3 more Grit: extra Attack turn at initiative 1.alchemylinger-6
Immolation5 Grit: creature or object within 15 ft is Burning 6.alchemy
Feed the Flame2 Grit: move up to 20 ft and add 3 to the Burning value of a creature within 25 ft.alchemy

Rimecraft 7 masteries

Rimecraft Masteries in Left for the Vultures
MasteryEffectKeywords
A Bitter Chill4 Grit: vial thrown up to 50 ft — creatures in 20 ft radius take 2 PH and lose 15 ft movement.alchemylinger-1
Air Blast4 Grit: 30 ft air blast — a Huge or smaller creature is moved 15 ft and Knocked Down.alchemy
Freeze4 Grit: freeze a Big or smaller creature/object within 20 ft — movement reduced by 20, ends Burning. Frozen objects stop moving.alchemylinger-2
Hail5 Grit: ice blocks fall in 15 ft radius up to 30 ft away — 2d4* PH and all flames extinguished.alchemy
Ice Weapon3 Grit: coat a weapon within 5 ft — its attacks reduce target movement by 10 ft. Also take an extra Attack turn at initiative 1.alchemylinger-8
Misty Obscurement2 Grit: move up to 20 ft — a creature within 30 ft adds 5 to rolls made while Hidden.alchemylinger-10
Protection of Rime3 Grit: move up to 20 ft — coat self or ally within 5 ft in hard ice, reducing each PH damage instance by 3. Ends Burning + immunity.alchemylinger-6

Rotmancy 7 masteries

Rotmancy Masteries in Left for the Vultures
MasteryEffectKeywords
Black Death4 Grit: vial of disease at target within 15 ft — 1d4* PH + Dazed; while lingering, Dazed + 2 PH per round.alchemylinger-1d4
Bloat2 Grit: bloating vapor on a creature within 20 ft — -5 ft movement and Dazed.alchemylinger-1
Infected Syringe5 Grit: inject a target within 5 ft — Bleeding 1 and Nauseated.alchemy
Itchpepper2 Grit: burning, itching eyes — a creature within 20 ft is Blind.alchemylinger-1d4
Potion of Nightstalkers4 Grit: creatures within 5 ft (incl. you) can see in darkness up to 50 ft.alchemylinger-10
Rot3+ Grit: skin rot on a creature within 15 ft — 2 PH, then Bleeding 2. Each Grit above 3 adds 2 to the initial damage.alchemy
Stoprot4+ Grit: move up to 20 ft, treat ally within 5 ft — heals 2 PH (+1 per extra Grit) now and while lingering. Ends Bleeding + immunity.alchemylinger-1d4

Surge and Coil 7 masteries

Surge and Coil Masteries in Left for the Vultures
MasteryEffectKeywords
Chain Electrocution9 Grit: target within 30 ft takes 5d4* PH; electricity chains to the nearest creature (friend or foe) each round for 4d4*, 3d4*, 2d4*, 1d4*.alchemylinger-4
Crackstone1 Grit: a 10 ft area of stone/metal becomes cracked and brittle (not armor or weapons).alchemylinger-2
Electrical Discharge3 Grit: target within 30 ft takes 1d4* PH + Dazed. 1d12* instead if it is wearing metal or is made of metal.alchemy
Magnetic Attraction4 Grit: magnetic field, 20 ft radius up to 50 ft away — creatures that are metallic or wearing metal armor/weapons gain +15 ft toward it, -15 ft away from it.alchemylinger-3
Orb of Electricity4 Grit: electric field around a creature within 30 ft — anything coming within 15 ft takes 1d4* PH + Dazed.alchemylinger-1d6
Return to Dust2 Grit: shock a creature within 30 ft — 1d4* PH (Living Dead: Defense becomes 0 and 1d6* PH instead).alchemylinger-1d4
Static Field4 Grit: electric barrier around a creature within 5 ft (incl. you) — melee attackers take 3 PH and are Knocked Down (Huge or smaller).alchemylinger-3

Toxicology 8 masteries

Toxicology Masteries in Left for the Vultures
MasteryEffectKeywords
Antivenom2 Grit: move up to 20 ft, cure poison on a target within 5 ft (incl. you), immunity while lingering.alchemylinger-10
Dehydrate4 Grit: vapor dehydrates a creature within 5 ft — 1d4* PH while lingering unless it uses an action to drink.alchemylinger-5
Poison4-6 Grit: Poisoned 2 (ingested, 15 ft) / Poisoned 3 (inhaled, 30 ft) / Poisoned 2d4* (injected, 5 ft).alchemy
Make Rabid4 Grit: creature within 20 ft becomes Mad with +3 Ferocity and Defense and +8 PH.alchemylinger-1d4
Narcotica3 Grit: move up to 20 ft, inject a target within 5 ft. Choose Dazed or Mad.alchemylinger-1d6
Old Man's Drink1 min + 3+ Grit: a non-Elite creature within 5 ft (incl. you) loses all memory for 5 minutes (+5 min per extra Grit).alchemy
Toxic Fumes4 Grit: gas fills a 15 ft radius up to 50 ft away — Poisoned 2 to creatures moving into or through it, or starting their turn in it.alchemylinger-1d10
Plague Haze4 Grit: move up to 20 ft, throw vial at a target up to 30 ft — Nauseated.alchemy

Forbidden Knowledge Disciplines

Blood Magick 9 masteries

Blood Magick Masteries in Left for the Vultures
MasteryEffectKeywords
Ecstasy in Blood1+ Grit + 1 MH: when a creature within 50 ft deals damage, it regains 2 MH per Grit spent (can target yourself).no-actionmagick
Blood Bond3 Grit + 2 MH: bond an enemy and ally within 30 ft — next time the enemy damages that ally, the enemy is Bleeding 3.no-actionmagick
Cleanse the Blood3 Grit: remove Bleeding/Nauseated/Poisoned from an ally (incl. you) and heal 2 PH.magickincantation-1
Coagulate4 or 10 Grit: blood clot in a creature within 30 ft — Limbs (-20 ft move), Heart (1d8* PH), Lungs (Nauseated), or Brain (Dazed + possible insanity). 10 Grit: all four.no-actionmagick
Explode into Blood2 Grit + 1 MH: when damaged, teleport in a burst of blood to a space within 30 ft. The damager is Nauseated.no-actionmagick
Healing Blood3+ Grit: transfuse blood to a creature within 30 ft — heals 1 PH per 3 Grit; each 2 PH you sacrifice heals 3 more.magick
Reign in Blood6+ Grit + 3 MH: all hostiles within 50 ft are Bleeding 3, allies heal 2 PH. Each 2 extra Grit: +1 Bleeding, +1 healing.magick
Sign in Blood10-min rite + 2 Grit: blood pact with a named creature — whoever breaks their agreed course of action takes 10d4* PH. Each participant may agree to a different action.magick
Vein Puppet4 Grit + 2 MH: a Huge or smaller creature within 30 ft is moved up to 15 ft by its own veins, then Bleeding 2 and Knocked Down.magick

Delirium 8 masteries

Delirium Masteries in Left for the Vultures
MasteryEffectKeywords
Clouded Mind3 Grit + 2 MH: once per round before initiative, set a creature within 30 ft's initiative (incl. you) to any value.no-actionmagick
Distort Time1 Grit + 1 MH: set your initiative to any value, then Dazed.no-actionmagick
Faces of Death8 Grit: enemies within 30 ft see everyone as horrifying Living Dead — Terrified, then Mad. No effect on Living Dead.magick
Gripped by Terror7 Grit + 4 MH: a non-Elite Big-or-smaller creature within 30 ft dies instantly (Composure 4+: insane for 1 min instead). Creations immune.magick
Haunting Drone1 Grit: creature within 50 ft hears only a low drone and can't hear any other sounds while you utter the incantation.magickincantation-1
Illusory Grasp3 Grit + 2 MH: creature within 30 ft is bound by illusory restraints and can't Move.magickincantation-2
Veil of False Faces4 Grit: creature within 50 ft looks exactly like another creature (all senses). 10-min ritual instead: lasts 1 hour with no incantation and no other costs.magickincantation-1
Warp Perception3 Grit: creature within 30 ft moves/attacks in the opposite direction of its intent.no-actionmagick

Hexes 11 masteries

Hexes Masteries in Left for the Vultures
MasteryEffectKeywords
Burning Eyes4 Grit: enemy within 30 ft takes 1d4* PH + Blind. Each incantation: repeat on same or new target.magickincantation-2
Can't Swallow3 Grit: creature begins choking — cannot drink, speak, or use Incantation Magicks. It may spend 2d6* PH to end it.magickincantation-1
Curse of Odd Fortunes4 Grit: creature within 50 ft must reroll even numbers, only odd results allowed.magickincantation-2
Evergrowing Teeth5 Grit: creature within 30 ft takes 5 PH, +2 more each round the incantation is uttered (7, 9, 11...).magickincantation-3
Everlasting Agony2 Grit: when a creature within 50 ft takes PH damage, add 1d4* PH + Dazed.magickincantation-2
Evil Eye4 Grit: curse a creature within 50 ft — its next roll is treated as all 1s. Can be used after a roll is made.no-actionmagick
Feeble Creature5 Grit: creature within 30 ft — Ferocity becomes 0 and its Attack results are always 1. Each incantation may end the effect and move it to a new creature.no-actionmagickincantation-2
Ire3 Grit: vile insults force a creature within 25 ft to move toward you and Attack you.magickincantation-2
PainCreature within 20 ft takes PH damage equal to your Composure and is Dazed.magick
Pounding Head6 Grit + 2 MH: creatures within 30 ft take 1d8* PH + Dazed. Each incantation: repeat or retarget.magickincantation-3
ShiverOnce per round, 2 Grit + 1 MH: reduce a creature within 30 ft's Defense by 1d4* until end of round (cannot go below 0).no-actionmagick

Necromancy 9 masteries

Necromancy Masteries in Left for the Vultures
MasteryEffectKeywords
Animate Corpse5 Grit + 2 PH: a dead humanoid rises as a Puppet Dead serving you for 8 hours (one simple command per round). While you control it, you may assign any amount of PH damage you take to it instead (up to its remaining PH).magick
Bone Armor-5 PH permanently. +1 Defense, +2 Grit. Melee attackers take 2 PH.passivemagick
Carcass4 Grit: summon rotting calf for 1 hour, 20 ft Nauseated aura. Attacking it = 2d4* PH.magick
Corpse5 Grit + 2 PH: non-Elite humanoid is Knocked Down and temporarily dies (immune to damage, no actions). Ends as Bleeding X = your Composure.magickincantation-3
DecomposeA limb of a creature within 30 ft decomposes: 1d4* PH + Bleeding 1.magick
Desiccated Flesh4 Grit: creature's flesh dries and stiffens — Composure becomes 0, movement becomes 5.magickincantation-1
Dying Breath1 Grit: capture the final breath of a recently dead creature — later release a 15-second message in its voice, sounding from anywhere within 100 ft of where the container is opened.magick
Exscind2 Grit + 2 MH: command spirits to leave a possessed creature within 100 ft — 3 MH damage, possession ends, immune 24 hours.no-actionmagick
Zombie2 Grit + 1 PH: creature within 30 ft (incl. you) becomes a living zombie — Mad, immune to MH damage/morale/insanity, +4 Def and Ferocity. 1 PH per incantation, which you may still utter when targeting yourself.magickincantation-1

Wraithcraft 8 masteries

Wraithcraft Masteries in Left for the Vultures
MasteryEffectKeywords
Chilled to the Bone3 Grit: creature within 30 ft takes 1d6* PH and movement becomes 5.magick
From the Grave4 or 9 Grit: creature within 50 ft suffers Chill (-15 ft move, 3 PH), Strike (2d6* PH), or Whisper (4 PH + Mad). 9 Grit: all three.magick
Ghostly NatureDrift movement = Walk + 5 (no vertical flight). 1 Grit: cancel Knocked Down or forced movement.passivemagick
Ghostly Vision2 Grit: see through solid objects; cannot be Blind while it lasts.magickincantation-1
Possess Limbs4 or 6 Grit + 2 MH: control the arms (forced attack) or legs (forced move) of a non-Elite Huge-or-smaller creature within 30 ft. 6 Grit: both.magick
Harbinger of Finality6 Grit + 2 MH: creature within 30 ft — Defense becomes 0 and it must attempt a morale check (non-Elite).no-actionmagick
Hatred4 Grit: hostiles within 50 ft take 1d4* PH. Living Dead and Magick users take an extra 1d8*.magickincantation-2
Wail of the Banshee4 Grit + 1 MH: when damaged, the attacker takes 1d12* PH. Non-Elite goes insane for 1 minute.no-actionmagick

Tactics Disciplines

Ars Proelii 10 masteries

Ars Proelii Masteries in Left for the Vultures
MasteryEffectKeywords
A Drink For the FallenOnce per moon before adventuring: all who drink gain 5 MH (can exceed maximum until next moon).once-per-moon
Battle CryOnce per moon, 4 Grit: Bolster — chosen creatures within 50 ft gain +5 ft movement and +1 to each die rolled. Instances don't stack and can't turn a normal result into a critical.once-per-moonbolster-5
Inspire Courage1 Grit: Bolster — you and allies within 50 ft are immune to Terrified and Nauseated.bolster-6
Inspire DisciplineOnce per moon, 6 Grit: Bolster — allies within 50 ft regain 2 Grit each round while Bolstered.once-per-moonbolster-3
Inspire Defense4 Grit: Bolster — allies within 50 ft gain +2 Defense.bolster-4
Inspire Vengeance4 Grit: Bolster — allies within 50 ft use 1d6* instead of 1d4* for Vengeance dice.bolster-10
Lead by Example3 Grit when you take an action: each ally within 50 ft taking the same action type this round regains 2 Grit.stackable
Master Tactician2 Grit before initiative: a target enemy within 30 ft's initiative becomes 1. Repeatable.no-action
Scarred by Battle+7 max Grit permanently, -2 max PH.passive
Tactical Coordination3 Grit: on your Move action, switch places with an ally within 30 ft (no action needed from them).stackable

Deadeye 8 masteries

Deadeye Masteries in Left for the Vultures
MasteryEffectKeywords
Always Ready2 Grit: after choosing initiative, replace your initiative with a 20.no-action
Analyze Foe2 Grit: the Fatebinder reveals the stat block of a creature within 50 ft.no-action
Called Shot3 Grit: bow/crossbow Attack at the target's weakest point — +1d4* PH and Bleeding 2.
Perfect Aim1 Grit: on a ranged Attack, roll an extra set of dice and take the best result.stackable
Persecute1 Grit: on your Move action, move up to an additional 15 ft.stackable
Poisoned Tip2 Grit: coat ammunition and make a ranged Attack — +1d4* PH and Poisoned 2.
Surprise Attack6 Grit: when your initiative is 20, take another Attack-only turn at initiative 19.
Unabated2 Grit: reroll any 1s on attack or Vengeance dice until the end of the initiative cycle.no-action

Defensive Domination 7 masteries

Defensive Domination Masteries in Left for the Vultures
MasteryEffectKeywords
Barbaric Endurance+9 max PH, -2 max MH.passive
Block and Counter4 Grit: when attacked while Guarding, make a melee attack against the attacker after damage resolves.no-action
Disarming Block3 Grit: when attacked while Guarding, disarm the attacker (an action to recover their weapon).
Evasive Maneuver2 Grit per attack: while Guarding, move up to 10 ft after damage resolves.stackable
ParryOnce per round, 2 Grit: when attacked in melee, roll your weapon damage die (no Ferocity) and add it to Defense. Usable before or after the roll.no-action
Swing Behind1 Grit: while Guarding with 2+ hostiles within 5 ft, auto-deal 1d4* PH to one. Up to twice per round.stackable
Tactical Block2+ Grit: allies move 10 ft (1 ally per 2 Grit) when you Guard.stackable

Ironclad 11 masteries

Ironclad Masteries in Left for the Vultures
MasteryEffectKeywords
Armored Charge4 Grit: move 10-20 ft + Attack. Add Ferocity to Defense for one attack against you this round.
Fortress StanceOnce per round, 3 Grit: +1d4* Defense against every attack as long as you don't move.no-action
Guard FormationIf you and an ally within 15 ft both Guard, all allies within 15 ft get +3 Defense.passive
Gilded WarriorIn medium/heavy armor, add 2 additional points to your Defense when Guarding.passive
In the MomentWhile armored, reduce the first MH damage in each initiative cycle by 1.passive
One Against ManyWhen Guarding, creatures don't get flanking bonuses against you.passive
Sentinel3 Grit: when an ally within 20 ft is attacked, move 20 ft toward them and Guard — use your Defense for that attack.stackable
Shielded PhalanxIf you and an ally within 10 ft both have shields, +1 Defense each (stacks if the ally also has this Mastery).passive
Shield Shove3 Grit: push a Big-or-smaller attacker 10 ft + Knocked Down while Guarding with a shield.stackable
Stunning Block3 Grit: Daze an attacker when Guarding with a shield.stackable
Unstoppable DefensesOnce per moon: when you take the Guard action, regain 8 Grit.once-per-moonpassive

Skulking 10 masteries

Skulking Masteries in Left for the Vultures
MasteryEffectKeywords
Adapted to the DarkImmune to Blind effects (still can't see). Hunt by other senses.passive
Assassin's PatienceOn initiative 1, auto-deal 2d4* PH to attack target.passive
Scale Wall1 Grit: climb a flat surface up to 20 ft (30 ft with grooves, 50 ft between parallel surfaces).
StalkerNo 15 ft movement reduction while Hidden.passive
Shrouded Retreat1 Grit: attempt to become Hidden when moving away, +3 Nimbleness.stackable
Stealthy Dodge1 Grit: after Guarding a ranged attack, attempt to Hide with +5 Nimbleness.
Subtle MovementWhile Hidden, use Grit-cost Masteries (Alchemy/Attack/Guard/Magick) by paying Grit cost +3. Stay Hidden.
Thief1 Grit: open a lock without breaking it.
Tracking1 Grit: find tracks and signs — learn size, number, and approximate timing of creatures that passed through.
Veiled StrikeUp to 8 Grit: while Hidden, auto-deal 1 PH per Grit spent (separate from the attack's own damage).

Vulture's Dance 10 masteries

Vulture's Dance Masteries in Left for the Vultures
MasteryEffectKeywords
Blinding Maneuver1 Grit: when Guarding, blind a creature within 15 ft with dust, sand, or reflected light.stackable
Chase1 Grit: when an enemy moves, move up to 10 ft in their direction (no action). Once per enemy move.no-action
Circling for Prey6 Grit: Bolster — move up to 30 ft. Bolstered allies within 15 ft deal +1d4* when Flanking.bolster-5
Feint2 Grit: with 2+ enemies in melee range, Daze one and attack another with +1d4*.
Jump to Your Feet1 Grit: when Knocked Down, stand immediately and move up to 10 ft (no action).no-action
Pack HunterMelee attacks vs enemies within 5 ft of an ally count you as one extra flanking attacker.passive
Run Through4 Grit: on Move, automatically deal 6 damage to a creature within 5 ft during the move.stackable
Strength in NumbersYour flanking bonus dice are d6*s instead of d4*s.passive
Swoop and Peck2 Grit: once per turn when an enemy is Knocked Down, move 15 ft toward them and deal 1d6* PH if in reach.no-action
Wake of VulturesEnemies you gain a flanking bonus against are Bleeding 1.passive

Violence Disciplines

Butchery 7 masteries

Butchery Masteries in Left for the Vultures
MasteryEffectKeywords
Reckless Bloodlust3 Grit: non-bow/crossbow Attack — +1d4* and target Bleeding 2, but -5 Defense until end of round.
Brutal Strike2 Grit: on critical (non-bow/crossbow), roll an extra die of the same type. Once per Attack.no-action
DestructiveAttacks against walls, objects, or creatures with a Damage Threshold deal an extra 2d6*.passive
Furious Assault3 Grit: non-bow/crossbow Attack — after damage, target is Knocked Down.
Knock the Wind Out2 Grit: non-bow/crossbow Attack — after damage, target is Dazed.
"Let Death Come - I'll Kill Him Too"6 Grit: when reduced to 0 PH, survive at 1 PH instead.no-action
My Blood Gives Me Strength1 Grit in combat: each PH damage instance you take adds +1 Ferocity until combat ends (stacks, exceeds 10).no-action

Tyranny 9 masteries

Tyranny Masteries in Left for the Vultures
MasteryEffectKeywords
Blood of My EnemiesOnce per moon: when you kill a creature, regain 8 MH.once-per-moonno-action
Dominate4 Grit: Attack — after resolving, the creature is Terrified.
Only God ForgivesVengeance dice are 1d8* instead of 1d4*.passive
Relentless1 Grit when damaged: move 5 ft immediately. Once per initiative cycle: regain 2 Grit on a killing blow.passive
Respond in Kind2 Grit: when damaged by a creature within your attack range, auto-deal 1d4* PH to it.no-action
Salt on the Wound2 Grit: when you or an ally damages a non-Elite creature within 30 ft, force a morale check.no-action
Unbridled Outrage6 Grit while missing PH: become Bleeding 3 but take two actions this round (Attack and/or Move).
"You Will Know Pain!"1 Grit: while Guarding, force a morale check on a non-Elite creature within 30 ft.stackable
Vulgar Display of Power3 Grit: on kill, execute horrifically — regain 4 MH, non-Elite enemies within 30 ft make a morale check.no-action

Unyielding 8 masteries

Unyielding Masteries in Left for the Vultures
MasteryEffectKeywords
A Shot of Whiskey3 Grit: move 20 ft, target within 5 ft (incl. you) regains 2 PH and is immune to Terrified for 1 hour.alchemy
Blind Rage2 Grit: fixate on a creature — harsh terrain, Blind, Terrified, Mad, and Nauseated don't apply to you while acting against it, until it is defeated.no-action
Burning ResilienceWhile Burning, your Attacks get +1d8* and you regain 1 PH + 1 Grit.passive
CallousWhen Attacking, take 1 less MH per damage instance until your next turn.passive
Face Your Fate+8 MH permanently.passive
"Is That All You've Got?"Once per moon: below half PH, regain up to 2 Vengeance dice.once-per-moonno-action
UnbrokenOnce per moon: when you take PH damage, regain up to 7 Grit.once-per-moonno-action
Unstoppable1 Grit: on your Move action, ignore harsh terrain and gain 10 extra feet of movement.stackable

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