Astorea: +2 for every Rank on the Equipment applied to rolls related to helping Astorea directly.
Dissonant: Once per Challenge, you can apply +5 for every Rank on the Equipment applied to a roll, embuing Dissonance to your action. This may come with consequences.
Duty: +2 for every Rank on the Equipment applied to rolls related to succeeding on your Duty. (The 'Duty' must be specified before the Challenge, and it remains until you decide to change it in another Challenge. The 'Duty' can't be too vague like "I want to always accomplish my mission")
Ember: Your Pyromancy Mastery Checks are done with advantage. If you don't have Pyromancy, you can use one Offensive Action as if it was Pyromancy, Once per Combat, using your highest Offense Mastery's values.
Excel: You can use Exceed Once per Combat, even if you don't have it in your actions. If you have it in your actions, you can double the stakes.
Fallen: Once per Cycle, +2 for every Rank on the Equipment applied to rolls when things are against your odds. (DC is higher than what you can manage if you rolled 50 + modifiers).
Fated: Once per Challenge, you can reroll one die and take the highest value.
Fiend: +2 for every Rank on the Equipment applied to Presence Rolls against the enemy.
First: +5 to your first roll of the Challenge for every Rank on the Equipment applied. (Haste excluded)
Gaze: +2 Awareness for every Rank on the Equipment applied.
Last: +5 to your last roll of the last mechanic-driven cycle of the Challenge for every Rank on the Equipment applied. (Haste excluded) - DM may add the bonus in secret if they want to hide the nature of the last cycle.
Loyalist: +2 for every Rank on the Equipment applied to rolls related to directly helping someone you are Loyal to. (Must specify one person during the Challenge, and they remain until the end of it)
Molten: You have advantage on Fortitude Saves against Burn condition (on Armors). You may attempt to apply Scorched condition on a target you hit (on Weapons)
Night: +2 Presence for every Rank on the Equipment applied when bathed by the night.
Noble: +2 for every Rank on the Equipment applied to rolls related to helping a Nobility directly.
Queen: Receives -1 damage coming from non-Boss Monsters for every Rank on the Equipment applied.
Reckless: Once per Challenge, you can use Reckless Attack or Exceed despite not having it on your Action slots. Both make you Vulnerable.
Serene: +2 for every Rank on the Equipment applied to Will Save Throws.
Slime: +10 on the Mastery Check when attempting to Restrain a target.
Stratos: -10 damage from falls.
Sun: +2 Fitness for ever Rank on the Equipment applied when under the Sun.
Torch: +2 for every Rank on the Equipment applied to rolls related to Exploration.
Usurper: +2 Knack for every Rank on the Equipment applied.
Venom: Your Nature Magic Mastery Checks are done with advantage. If you don't have Nature Magic, you can use one Support Action as if it was Nature Magic, Once per Combat, using your highest Support Mastery's values.
Yladia: +2 for every Rank on the Equipment applied to rolls related to helping Yladia directly.