Dual Wielding
Level 1: Gain Stab as a bonus skill. Two one-handed weapons can be carried Readied without costing Encumbrance. While dual wielding, your AC increases by +1. Once per scene, you can use the Dual Feint action.
Level 2: Ignore the hit penalty to dual wielding. By pushing yourself, you can use Dual Feint more than once per scene; each use after the first adds one System Strain.
Dual Feint: Confuse your enemy with multiple feints before striking. As an Instant action, when you miss, make another attack roll with either weapon at +2 to hit.
War Caster
[Adapted from SWN deluxe edition] Your hero is accustomed to casting in combat and can keep focus when less hardened minds would be hopelessly distracted by pain.
Level 1: When attacked while casting a spell, you may make a Physical saving throw at a penalty equal to any damage taken to avoid losing it. Even if your spell is interrupted, you do not lose the spell slot; only your action is wasted though you cannot cast another spell the next round.
Level 2: Whenever you would lose a spell to an interruption, accept damage equal to twice the spell’s level to continue casting it. If this damage would reduce you to zero hit points, you complete the casting before passing out, stable but at zero HP.
Arcane Inquest
[Adapted from SWN deluxe edition] This arcane focus is special in that it can be taken by anyone even those without a mage class but not at the same time as Nullifier. It reflects a limited or partial study of the arcane arts, just enough to master the casting of a handful of spells. A spellcasting mage may also take it, to reflect an outside research topic, but they cannot cast these learned spells with their usual spell slots.
Level 1: You may learn a single spell of a level no greater than half your own, rounded up. You can change this spell once per level if you can find a tutor for the spell you want to study. You do not need to prepare this spell, and can cast it once per day. Your familiarity with it is such that you can even cast it while wearing armour, without needing Armoured Magic. The spell is cast using your full character level for any level-dependent effects.
Level 2: Your limited study has expanded. You may learn a second spell of a level no greater than half your character level, rounded down. You may cast this spell once per day with the same limits as above.
Cavalier
Gain ride as a bonus skill. On a charge while mounted, both rider and mount roll damage twice, taking the better result. Due to your expertise in the equine arts, you may dismount and mount as an on-turn action instead of a move action. However, if the mount has taken a move action with you on it, you cannot use your move action to move.
A cavalier may elect to train up a warhorse from a riding horse, which will take 1 month-their ride skill*weeks(minimum 1 week). The cavalier may have at most 2 warhorses trained in such a manner at a given time, and may not sell them, as they are too personalized to the cavalier's preferences. This DT goes by the server's rulings for DT during missions if applicable.