Dig Deep: Once per Downtime you can take 4 actions on a turn during an action scene.
Matter over Mind: Once per Rest before making a roll, replace one of the dice with either your Reflex or Body.
Flexible Fighting: Once per Scene you can activate (Tier) modifiers on a weapon without spending a strain.
Practical Magic: Once per Rest you can add your magic die to a weapon attack without spending a strain. Take the higher.
Weapon Master: Once per Downtime add a weapon dice (equal to ½ normal weapon dice) to all fight checks without spending a strain until the end of the scene. If you spend a strain, you add your normal weapon dice instead.
Adaptive Defense: Once per Scene after failing a defense check, make a different type of defensive check against the initial attack check.
Adaptive Offense: Once per Scene after failing an attack check, make a different type of attack check against the initial defense check.
Challenge: Once per Rest make an Intimidate vs MD. On a success, the target has disadvantage on any targets other than you until the end of the scene or if you move out of medium range.
Protective Attack: When you bind an enemy, it triggers if they attack someone other than you.
Subclass Ability: