Additional specializations

This is an attempt to incorporate the specializations from Dragon age: origins and Dragon age: Awakening which are not yet present in the tabletop RPG.

Warrior specializations:

Reaver:
Requirements: STR 3 CON 3
Novice:
Devour, whenever an enemy dies within 10 yards of you, you regain HP equal to you constitution.

Journeyman:
You can take an activate action to activate your aura of pain. While this aura is active, you take penetrating damage equal to your constitution and deal the same amount of penetrating damage to all enemies within 10 yards of you. You can end this aura as a minor action.

Master:
While your HP is below half its maximum value, you deal 2 extra damage with melee attacks. While your HP is below a quarter of its maximum value, you deal 4 extra damage with melee attacks.

Guardian:
Requirements: STR 3 CON 3
Novice:
You can use an activate action to enable your aura of the stalwart defender. While this aura is active, enemies within 8 yards of you take a -2 penalty to attack rolls against your allies.

Journeyman:

Spirit warrior:
Requirements: STR 3 MGC 3
Novice:
You gain MP equal to your level*magic and 2 spells, you can pick mage talents and you take no spell strain from armor for which you have armor training.

Journeyman:
You can use an activate action to spend 4 MP and activate soul brand. While soul brand is active, your attacks deal penetrating damage. you must spend 3 MP per turn to sustain this mode. Also, you gain another spell.

Master:
Before making an attack, you can spend up to 6 MP to augment the attack, if the attack hits, you automatically generate stunt points equal to the MP spent. Also, you gain another spell.

Rogue specializations:

Ranger:

Legionnaire scout:
DEX 3 CON 3
Novice:
You can take an active action to use strength of stone, until the end of your next turn, you gain 2 armor and cannot be pushed, skirmished or knocked prone. However, you cannot move.

Journeyman:
Endure hardship, you permanently gain a +1 bonus to constitution checks and take -1 damage (even from penetrating attacks).

Master:
Blessing of the ancestors, you gain a +1 bonus to tests to resist the effects of spells. Also, while you are using strength of stone, you are completely immune to spells, hostile or friendly.

Shadow:

Mage specializations:

Shapeshifter:

Battlemage:
Requirements: MGC 3 WIL 3
Novice:
You can take an active action to spend 5MP and enable your draining aura. So long as the aura is active, you spend 3 MP at the start of your turns to deal 1d6 penetrating damage to each enemy within 10 yards of you and regain HP equal to the damage dealt. You can end this aura with another activate action.

Journeyman:
You gain the stoic passive ability, this means that whenever you take damage, you regain MP equal to one quarter of the damage taken (round down).

Master:
You can take an active action to spend 6 MP and enable elemental chaos. So long as the aura is active, you spend 4 MP at the start of your turns to deal 2d6 penetrating damage to each enemy within 10 yards of you, this damage changes in type each round and has additional effects based on its type.
Fire: the target takes a -2 to attack rolls until the start of your next turn.
Cold: the target takes a -4 penalty to speed until the start of your next turn.
Shock: the target loses a minor action on its next turn.
One the first round, you chose the type dealt, after that, it cycles fire>cold>shock>fire>etc…
You can end this aura with another activate action.

Keeper:

Multiple-class specializations:
These are specializations which can be picked by more than one class.

Sharpshooter:
Requirements: rogue or warrior, DEX 3 PER 3
Novice:
While you are wielding a ranged weapon, you can take an activate action to enter accuracy mode. While in this mode, you can make 2 attack rolls for every ranged attack you make and pick one. However, you take a -2 penalty to defense against melee attacks. You can end this effect with another activate action. Otherwise, it lasts until the end of the encounter or until you are no longer wielding a ranged weapon.

Journeyman:
Multi-shot, when you use the “dual strike” stunt with a ranged weapon, the attack affects 2 additional targets rather than 1. Both new targets must be within 6 yards of the primary target.

Master:
While in accuracy mode, you ignore half armor when attacking a target you used the aim action against during this turn, if you also use the “pierce armor” stunt, the damage becomes penetrating.

Slayer
Requirements: rogue or warrior,
Novice:
Choose a category from the following list: Beasts, darkspawn/tainted, demons, humanoids. The category you chose becomes your favored enemy. You gain a +1 bonus to all tests relating to your favored enemy (knowledge tests, attack rolls, perception tests etc.)

Journeyman:
Your attacks against favored enemies generate stunt points when you roll consecutives (123, 345 etc.).

Master:
Whenever you kill a favored enemy, you regain HP equal to your level.

Additional specializations

The Severed Reality Zenmah rolfsoldaat