One-handed 3:"Swift" On each attack you have 50% chance to steal a random consumable out of the target's pocket.
Dual-wielding 5: "Surprise Attack" Whenever you jump into direct proximity of an enemy you gain an extra attack.
Two-handed 8:"Executioner" Whenever you attack you gain an additional swing for 30% damage if it would kill the target. (Check and damage explicitly after the attack)
Ranger 3:"Awareness" You gain a "large amount of" Initiative.
Physical armor 5:"Bulwark" Whenever combat starts or you equip a shield you raise your shield, which reduces incoming damage by 90% until your next turn.
Pyromancy 8:"Bonfire" You gain additional range as well as truesight over burning areas
Geomancy 8:"Bombardement" Your spells have a rate of 30% to reduce their targets' AP by 1.
Hydrosophist 5:"Minor Immortality" Whenever your vitality receives damage you heal yourself by 30% of said damage.
Necromancy 5:"Devourer" Whenever you gain a relevant amount of health (excluding passive effects) your attributes increase by 2 until the end of the fight.