The Fighter
It’s a thankless job—living day to day by your armor and the skill of your arm. To dive heedlessly into danger. They won’t be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No flock of angels to sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no.
Forget them.
You do this for the guts and the glory. The scream of battle and the hot, hot blood of it. You are a beast of iron. Your friends may carry blades of forged steel but, fighter, you are steel. While your traveling companions might moan about their wounds over a campfire in the wilderness, you bear your scars with pride.
You are the wall—let every danger smash itself to nothing on you. In the end, you’ll be the last one standing.
Building a Fighter
Pick your Race
Dwarf
When you are attacked by an enemy, deal +1 damage to them the next time you attack themElf
When you are faced off against a single opponent, gain Advantage to Hack and SlashHalfling
When you Defy Danger by using your small size, gain AdvantageHuman
Once per combat, you may re-roll a single damage roll, either yours or someone else'sChoose why you learned to fight
Glory
You want fame and fortune. When you come across a dangerous opponent, tell the GM what part of it you intend to keep, and gain Advantage to get itProtect
You want to protect others. Who have you saved? Who have you failed? When you use Defend to protect someone else, a 6- counts as a 7-9Survival
You were put in a situation—stranded in the wilderness, conscripted into an army, enslaved in a gladiatorial arena, or something else—where you had no choice but to either fight or die. When you take your Last Breath, you may roll +CONStarting Moves
Your fighter starts with 25-COIN. Your Damage Die is d10. You start with all these moves:Battle-Ready
You can spend a piece of Adventuring Gear to choose one:- A weapon with the Close tag
- A weapon with the Hand, Thrown, and Near tags
Combat Awareness
When you spend a few moments observing a creature’s weaponry, whether natural or manufactured, the GM will tell you how much damage they deal, as well as any associated tags. Gain Advantage when you Discern Realities during a fight.Armored
You ignore the Clumsy tag on armor you wear.Weapon Specialization
Though you know how to use any weapon, choose a category you’re most specialized with:- Dual-Wielding: When you attack with two melee weapons, roll twice and choose the higher result
- Missile Weapons: Your ranged attacks gain Piercing-2
- Sword & Board: When you use Defend while carrying a shield, on a 7+ hold +1
- Two-Handers: When you wield a weapon with the Two-Handed tag, deal +1-Damage
Advanced Moves
Levels 2-5
When you gain a level from 2-5, and you choose to take an Advanced Move, you may choose from these moves:Exploit the Opening
When you Defy Danger, ✴on a 10+ gain Advantage to Hack and Slash your attacker.Iron-Clad
When you wear armor with the Clumsy tag, gain +1-Armor.Keen-Eyed
Requires: Missile Weapon SpecializationWhen you Discern Realities against a creature in combat, ✴on a 7-9 you also take +1-Damage to your next attack against it, and ✴on a 10+ you instead take +1d4 damage to your next attack against it.
Know Your Enemy
When you Spout Lore about a creature, ✴on a 7+ you also gain Advantage to defeat it.Makeshift Armory
When you have a short period of time (a half hour or so) and the necessary materials, you can create a makeshift weapon, suit of armor, or shield. Choose an option from Battle-Ready or one of the following:- A weapon with the Two-Handed and Reach tags
- Crude armor (1-Armor) or shield (+1-Armor)
Piercing Shots
Requires: Missile Weapon SpecializationWhen you Volley against a target at Near range, deal +1d4 damage and the attack ignores the target’s armor.
Press the Attack
Requires: Dual-Wielding SpecializationWhen you Hack and Slash with two melee weapons, gain Advantage to Hack and Slash the same target again.
Rampart
Requires: Sword & Board SpecializationWhen you have hold from Defend and are carrying a shield, take +1-Armor ongoing.
Second Specialization
Choose a Weapon Specialization that you don’t have and gain the corresponding move.Shattered Shield
Requires: Sword & Board SpecializationWhen you are struck by a physical attack, you can instead use your shield to absorb the brunt of it: the shield is destroyed, but you take no damage.
Slayer
Requires: Two-Hander SpecializationAttacks you make with Two-Handed weapons deal +1d4 damage and gain the Messy tag.
Sundering Blows
Requires: Two-Hander SpecializationAttacks you make with a Two-Handed weapon gain Piercing-1. When you Hack and Slash with a Two-Handed weapon, ✴on a 12+ the target’s armor is reduced by 1 until they have time to heal or repair the damage.
The Best Defense...
Requires: Sword & Board Specialization or Dual-Wielding SpecializationWhen you spend hold from Defend to reduce damage while wielding two weapons or carrying a shield, reduce it by an additional 1d4 points.
Levels 6 Onwards
When you gain a level from 6 onwards, and you choose to take an Advanced Move, you may choose from these moves, or the Levels 2-5 Moves....is a Good Offense
Requires: The Best Defense...When you spend hold from Defend to deal damage to your attacker, deal +1d4 damage.
Cleave
When you slay an enemy with a melee attack, gain Advantage to Hack and Slash another enemy.Devastating Strike
Requires: Two-Hander SpecializationWhen you Hack and Slash with a Two-Handed weapon, ✴on a 12+ you act as if your class damage die rolled a 10. Any other bonus dice are still rolled.
Distracting Shots
Requires: Missile Weapon SpecializationWhen you use ranged attacks to Aid or Hinder an ally, either take the 7-9 result or roll +DEX with Advantage. Either way, lose a LOAD worth of Ammo if your weapon uses Ammo.
Field Smith
Requires: Makeshift ArmoryAdd this to the list of choices you can make with Makeshift Armory:
- A weapon with the Close and +1-Damage tags
- A weapon with the Two-Handed, Reach, and +1-Damage tags
- Serviceable armor (2-Armor), or crude armor (1-Armor) and a shield (+1-Armor)
How I Got These Scars
You are immune to the effects of CON debilities (but are still forcibly retired if you reach the fourth rank of CON debility). When you tell someone about your scars, gain Advantage to convince them to do what you want.Mighty Slayer
Replaces: SlayerMelee attacks you make with a Two-Handed weapon deal +1d8 damage, and gain the Messy and Forceful tags.
Precise Aim
Replaces: Piercing ShotsWhen you Volley against a target that is at Near range, ✴on a 10+ deal your damage and you can choose one:
- Your shot strikes true—deal +1d6 damage
- Your shot disorients or stuns the target—you or an ally gains Advantage against them
- Your shot strikes one of the target’s limbs—it does not function normally until they have time to heal it
Protector
Requires: RampartWhen you have hold from Defend and are carrying a shield, allies within arms reach of you gain +1-Armor.
Rapid Shot
Requires: Missile Weapon SpecializationWhen you Volley, ✴on a 10+ you can throw another weapon or spend a LOAD of Ammo to roll your damage twice and use the highest result, or deal your damage to another target.
Shield Mastery
Requires: Sword & Board SpecializationWhen you use Defend while carrying a shield, hold +1. ✴On a 6-, you still Hold-1, and ✴on a 12+ you Hold-5.
Well-Rounded Warrior
Requires: Second SpecializationChoose a Weapon Specialization that you don’t have and gain the corresponding move.
Twin Strike
Requires: Press the AttackWhen you Hack and Slash with two melee weapons, ✴on a 7+ you can deal +1d6 damage to your target, or 1d8 damage to another enemy you can reach.
Whirlwind Attack
Requires: Two-Hander SpecializationWhen you Hack and Slash while wielding a Two-Handed weapon, ✴on a 12+ you deal your damage to every enemy you can reach.
Death Move: Shatter Bars, Cleave Gates
When you finally fall, you make sure someone’s coming with you. With every last bit of strength you have in your weary bones, you make a final, ultimate strike. When you die, choose any enemy you can see and deal double your maximum damage to them. This attack does not stop at your target - everything between you and your target, as well as everything directly behind your target out to Far range, is also hit. If you were using a bladed weapon, you create a rending scar, tearing through everything in its path. If you were using a bashing weapon, you create a crushing quake, shattering everything in its path. If you were using a stabbing weapon, you create a gouging hole, piercing through everything in its path. With this final blow completed, you collapse, very much dead.Credits
Fighter playbook by Awful Good Games. The text of The Druid is released under a [https://creativecommons.org/licenses/by/4.0/]Creative Commons Attribution 4.0 International license. The Death Move is from Boldly Games' Grim World.Remove these ads. Join the Worldbuilders Guild
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