Fighters
Experts in weapons, tactics, and battle, fighters are the gladiators, champions, and generals who shape the tides of history.
Fighter Heroes
Prerequisite: 12 StrengthStarting Hit Points: 10 + your Constitution modifier
Hit Die: d10
Proficiencies: You are Trained in Parry, Martial Maneuvers, Weapons, Armor, Shields, and Initiative.
Skills: You can select three Skills.
Fighter Features
If you interrupt an enemy's movement with a successful attack, they lose the rest of that movement.
Boon Option: You can also make Opportunity Attacks against creatures that move into reach of your melee weapon.
The Fighter
Level | Benefit | Hero’s Surges | Telling Attacks Damage | Title |
---|---|---|---|---|
1 | Fighter Features, Action Surge, Combat Expertise, Opportunity Attack, Second Wind, Telling Attacks | 4 | 1d4 | Squire |
2 | Combat Agility, War Craft | 5 | 1d4 | Soldier |
3 | Boon, Sentinel, Veteran | 5 | 1d6 | |
4 | War Craft Feature | 6 | 1d6 | Knight |
5 | Valor | 6 | 1d6 | |
6 | War Craft Feature | 7 | 1d6 | Myrmidon |
7 | Boon | 7 | 1d8 | |
8 | War Craft Feature | 8 | 1d8 | Dragoon |
9 | Boon | 8 | 1d10 | |
10 | Heroism | 9 | 1d10 |
Fighter Combat Feats
Name | Attack Action (Once per Turn) | Benefit |
---|---|---|
Charge | Move at least 10' in a straight line then make a push attack with advantage or a melee attack. | If you move your full speed in a straight line before making an attack, you gain a +1 rank bonus to the attack. |
Cleave | Make a melee weapon attack against two creatures in adjacent squares within range. These attacks do not benefit from bonus damage. If you use a different weapon for each attack, your targets do not have to be adjacent. | Once per round when your melee weapon attack or Telling Attacks feature reduces an enemy to 0 or fewer hit points, you can make a melee weapon attack against another adjacent enemy. |
Deadly Maneuvers | Make two or more Martial Maneuver attacks at a -1 rank penalty per attack attempted. | When you make a Martial Maneuver attack with critical success, you can use the Devastating effect to make a weapon attack against the target. |
Hamstring | Make a weapon attack with a -1 rank penalty. Until the end of the target's next turn, the distance it moves is reduced by 5' on a normal success, 10' on a major, and 15' on a critical. If the target regains hit points or spends an attack to end this effect, this effect ends. | Your attacks with major or better success against creatures who are unable to move at their normal speed deal your Telling Attacks damage. |
Power Attack | Make a non-finesse weapon attack with a -2 rank penalty. This attack deals an additional 5 damage. | When you make an attack with disadvantage and hit with both rolls, deal your Telling Attacks damage. |
Shield Wall | Make a shield bash attempt against the target and, until the end of the next turn, treat the target as if you took the defend action against it. | When you use a shield to successfully parry an attack, you suffer no ill effect from the attack. |
Shield Expertise | Make a shield bash attempt. If this attack hits, make a weapon attack. This secondary attack deals no bonus to damage. | You can use a shield to parry attacks that target Dexterity. |
Trample | Move up to your speed and deal your Telling Attacks damage to creatures you choose whose spaces you move though. | You can move through spaces of foes one size smaller than you with hindered movement. |
Two-Weapon Defense | While wielding two weapons, take the defend action and use one weapon to make Parry attempts. At the start of your next turn, make a melee weapon attack with your other weapon. If you did not successfully defend against an attack since you took this action, this attack gains advantage. | Ignore the one-handed restriction when wielding two weapons. In addition, when you parry multiple attacks while wielding a weapon in each hand, you block an additional attack on a limited or better success. |
Two-Weapon Fighting | Make an attack with disadvantage with two weapons you wield. If a 20 is rolled, the disadvantage for that attack is cancelled. | Ignore the 1-pound weight restriction when wielding two weapons. In addition, when you have advantage or reliability with an attack, you can forgo it to make an attack with each weapon you wield. |
LEVEL 2 Fighters
Arcane Archers
Combining training in ranged combat with study of the arcane, you are capable of unleashing explosive magical attacks.
Prerequisite: 12 Intelligence
Banishing Shot
Until the end of its next turn, the target is banished to another realm in a state of stasis, unable to be harmed or take any action except to attempt to end this effect. A creature with more hit points than your maximum can spend an attack to end this effect.Action Surge: Apply the same effect to yourself.
Beguiling Shot
Deal additional radiant damage equal to your Telling Attacks die and until the end of its next turn, the target considers a creature of your choice within your weapon’s range to be its ally. This effect ends if the ally attacks the target.Action Surge: Become invisible until the start of your next turn.
Bloodthirsting Shot
Deal additional necrotic damage equal to your Telling Attacks die. If this attack kills a target, you can repeat the attack against a new target within your weapon’s range until the attack doesn’t kill a target.Action Surge: Attack in concert with one of these attacks.
Combustive Shot
Deal additional fire damage equal to your Telling Attacks die to the target and all creatures and flammable objects within 5’ of it. Affected creatures and objects then catch fire, suffering this damage again at the start of their turns until an attack action is taken or an effect occurs to extinguish the flames.Action Surge: Double this shot’s fire damage dice.
Grappling Shot
Your attack deals additional piercing damage equal to your Telling Attacks die and the target is grappled by a rope as if by you, the end of which appears in your hand.Action Surge: Pull the target 20'.
Quake Shot
The target and all creatures within 10’ of it are knocked prone and take bludgeoning damage equal to your Telling Attacks die.Action Surge: Double this shot’s bludgeoning damage dice.
Piercing Shot
Deal additional lighting damage equal to your Telling Attacks die and repeat the attack against all targets in a 15’ line behind the target.Action Surge: Increase the attack area to a 60’ line.
Sapping Shot
Deal additional cold damage equal to triple your Telling Attacks die and the target is weakened until the end of its next turn. A creature with more hit points than your maximum can spend an attack to end this effect.Action Surge: Make the effect permanent until the target spends a turn to end it.
Shadow Shot
Deal additional psychic damage equal to your Telling Attacks die and the target cannot see anything that is not adjacent to it until the end of its next turn. A creature with more hit points than your maximum can spend an attack to end this effect.Action Surge: Make the effect permanent until the target spends a turn to end it.
Staggering Shot
Deal additional force damage equal to your Telling Attacks die and push the target 15’, plus 5’ as a hampering effect.Action Surge: Repeat this attack.
Thunder Shot
Deal additional sonic damage equal to your Telling Attacks die and push yourself up to 15’ from the target, plus 5’ as a hampering effect.Action Surge: Repeat this attack.
Tracer Shot
Your next ranged attack against the target within the next minute has unlimited range, does not require line of sight, ignores cover, concealment, and all forms of damage reduction, and gains advantage and reliability.Action Surge: Gain this effect twice in the next minute.
Cleave: Your Cleave benefit can trigger on a ranged weapon attack, though the additional attack must be the same ranged attack and target an enemy directly behind the target.
Power Attack: You can Power Attack with ranged finesse weapons.
- Learn the Arcane language
- Become Trained in Arcane Magic and its Detect Magic feature.
LEVEL 4 Arcane Archer
LEVEL 6 Arcane Archer
LEVEL 8 Arcane Archer
Cavaliers
An expert in mounted combat, you are a fearless leader known for breaking lines and trampling down foes.
Prerequisite: 12 Charisma
LEVEL 4 Cavalier
LEVEL 6 Cavalier
LEVEL 8 Cavalier
Masters-at-Arms
You are a cunning combatant skilled with all manner of weapons and capable of sending foes flying and falling before you, their armaments disarmed or sundered.
LEVEL 4 Master-at-Arms
LEVEL 6 Master-at-Arms
LEVEL 8 Master-at-Arms
Master-at-Arms Weapon Focuses & Maneuvers
Weapon Group | Weapon Focus | Weapon Maneuver |
---|---|---|
Axes & Heavy Blades | On a major success with an attack, you can deal your Telling Attacks damage to a different adjacent enemy | Headsman's Chop: Deal additional damage equal to ¼ of your maximum hit points to a prone target you hit with a melee attack |
Flails | Consider your weapon to have the Pull feature and gain an extra 5’ of reach when using it | Reaping Drag: Drag a creature you pulled or tripped with you until the end of your turn |
Hammers & Maces | Consider your weapon to have the Push feature and force an extra 5’ of movement when using it | Deadly Shrapnel: After sundering a creature's weapon, deal your attack damage to a different creature within 15' |
Light Blades | On a major success with a Parry, you can deal your Telling Attacks damage to your attacker | Scything Blades: Deal your weapon’s damage to creatures that are or become adjacent to you before the end of your next turn |
Picks | On a major success with an attack, the target bleeds for your Telling Attacks damage at the end of its next turn. The target can spend an attack to prevent this. | Vengeful Hook: Deal your attack damage to a creature you grapple and repeat this damage at the end of each of the creature's turns while it remains grappled |
Spears & Staffs | Block an additional attack when wielding two-handed | Whirling Flourish: Make an attack against all adjacent enemies |
Swordmages
Master of both spell and blade, you combine arcane learning and martial might to overcome that which stands in your way.
Prerequisite: 12 Intelligence
- Increase the number of weapons you can bond to by one.
- Summon a bonded weapon as part of your turn.
- Choose an additional Arcane school and learn its spells, up to a level equal to your number of odd levels.
- Increase your total spell points by one.
LEVEL 4 Swordmage
LEVEL 6 Swordmage
LEVEL 8 Swordmage
Boon Option: Gain the ability to drink spells and spell-like effects you successfully parry with your bonded weapon.
Warlord
A conductor of battle, you inspire your allies to action, interpose steel between foe and friend, and rouse the injured to rejoin the fight.
Prerequisite: 12 Intelligence
LEVEL 4 Warlord
LEVEL 6 Warlord
LEVEL 8 Warlord
Warriors
The pinnacle of fighting skill, you are unparalleled with your chosen weapons.
LEVEL 4 Warrior
LEVEL 6 Warrior
LEVEL 8 Warrior
LEVEL 3 Fighters
Mercenary: Double your Reknown with mercenaries
Officer: Double your Reknown with military officers
Revolutionary: Double your Reknown with revolutionaries
Soldier: Double your Reknown with soldiers
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