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==Essentials Splat Material== These books introduced the [[Elementalist]], [[Protector]], [[Skald]], [[Witch]], [[Berserker]], [[Sha'ir]], [[Executioner|Assassin]], [[Binder]], [[Blackguard]] and [[Bladesinger]]. Elementalist: * Variant Sorcerer that gains access to a bunch of At Will powers, [[Powergamer|they also get the strongest RBA in the game]], Elemental Bolt, that they jack up with their Elemental Escalation ability, which they gain more uses of as they go up in levels, they have the rather interesting ability to select adjacent targets to hit with their bolts, letting them set up odd carpets of damage Protector: * Variant Druid who focuses on spells and a Daily power "Summon Nature's Ally", they later gained a feat that gave them Druid Dailies instead of more uses of SNA Skald: * Variant Bard that focuses more on melee. Instead of Majestic Word, they have the Skald's Aura power, which allows any allies within to use a Healing Surge as a minor action and heal themselves or those next to them. Witch: * Variant Wizard. They lose an At-Will power, but gain a free Familiar and allows them to spend retrain a Daily or Utility power for one of the same level (or lower) each extended rest. All Witches gain the Augury Utility power, but their first Encounter power is determined via selecting a Witch Coven. Berserker: * Variant Barbarian. They have two modes to them, the first being to utilize the Defender's Aura power to penalize anyone not attacking them in a way similar to but not the same as marking and then striking down anyone who dares attack anyway. The moment they use a Barbarian Primal power, they enter a berserker fury, losing access to Defender's Aura but dealing extra damage to their MBAs and adding certain other perks to their Martial At-Wills. Sha'ir: * Variant Wizard. They gain a free familiar that allows them to retrain a Daily or Utility power for another of the same level (but not lower) each extended rest and grants allies resistance to a single type of elemental damage when it is in active mode. Executioner: * Variant Assassin. Trades out Encounter powers for multiple uses of "Assassin's Strike", with At-Will powers being determined by your choice of Assassin's Guild. Daily powers are practically nonexistent, but instead replaced by having the ability to craft special poisons with the dosage increasing as they level up. Binder: * Variant Warlock. Encounter and At-Will powers (well, one of them. The other is Shadow Claws, which...isn't Eldritch Blast at all) are now entirely determined by the Warlock Pact. Blackguard: * Variant Paladin. Encounter powers are traded away for Dread Smite, which gains multiple uses as they level up. At-Will powers are fixed (one is always Vengeance Strike, the other is determined by Spirit of Vice). Bladesinger: * Variant Wizard that can cast spells through a one-handed melee weapon of the Light or Heavy Blade type. They can use Intelligence to make MBAs and special At-Will powers called Bladespells ride off of these attacks.
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