Fighter
Warrior trained in weapons and fighting styles
You are a fighter, a veteran warrior expertly trained in weapons and armour. Perhaps you are a mail clad knight, an agile spearman, or a sharp eyed bowman. Fighters are versatile masters of all weapons, switching between armaments and combat styles to best meet the foe at hand.
The fighter is the most heavily armed and armoured adventurer in the game. You are comfortable in the thick of battle, relying on brawn, steel, and superior skill to win the day.
Class at a glance
| Weapons | All |
|---|---|
| Armour | All |
| Starting gear | Longsword (1d8) or Spear (1d6+1), Chain shirt (+3 AC), Shield (+1 AC). |
Class skills
Starting skills: Leadership, Athletics
Class progression
Level 1
Adaptable
Your combat expertise allows you to switch weapons and fighting styles/stances at a moment’s notice. At 1st level, you know a number of styles equal to your Strength modifier; roll 1d12 on the below list to determine which. With each new level, learn one additional style of your choosing.
You begin an adventure with one use of this ability per level. Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one stance to apply. You may regain expended uses by taking Short or Long Rests.
At 1st level, choose one of your styles to be your default style. You gain the benefits of your default style at all times, except when you switch to another using Adaptable. You may change your default style when you level up, if you wish.
When you expend a use of Adaptable, choose one of your styles and apply its benefits until the end of that combat. Stance benefits do not stack with each other, only the current stance applies. If swapping armaments, you stow any readied gear as part of your action. You may revert to your default style at any time during your turn (no action, and this does not expend a use of Adaptable).
Charger
When you take the charge action, enemies do not gain the usual +2 attack bonus against you, and if you hit, the target must make a Luck (Str) save or be knocked prone and/or pushed a short distance.
Dual Weapons
When Two Weapon Fighting, every time you miss with your Extra attack, you gain +1 to hit (cumulative) on subsequent Extra attacks until it hits.
Long Reach
When using a Second Rank weapon, you may make a free melee attack when you first engage a foe. Once per battle only (ie not per foe).
Opportunist
When you reduce a foe to zero hit points with a melee or thrown attack, immediately make another melee or thrown attack. You may activate this style when you reduce a target to zero hit points (no action, but must be during your turn). You may not use this ability more than once per round.
Protector
You automatically succeed on Initiative checks to trigger Rescue Exploits, and shields grant +2 AC instead of +1.
Ranged
When you make a ranged or thrown attack, targets lose any AC bonus due to cover. Additionally if you miss your target you never reroll the attack against an ally in the same melee.
Single Weapon
When armed with a one handed weapon and your other hand empty (exception: holding a light), gain +2 Init, defensive Luck (Dex) rolls, & Party Retreats.
Two Hander
When using a melee weapon two handed, gain adv when rolling damage.
Unarmed
Your unarmed attacks cause 1d6 damage instead of 1d2. On a Nat 19, you may grab or disarm your foe.
Brutal
When you inflict a Nat 19 effect with a melee weapon, add +2 to Trauma rolls (does not stack with similar modifiers).
Rearguard
You may activate this style at the start of a round, prior to your turn. You adopt defensive manoeuvres, directing a tactical retreat as you guide your allies to safety. All party members gain advantage on all Party Retreat related tests.
Expert Guard
Your fumbled weapon attacks become ordinary misses instead. You may activate this style when you roll a fumble.
Deadly Strikes
Your battle training helps you land crippling blows. When using a weapon, your crit range expands to 19-20, and Nat 19 effects also occur on a crit.
Level 2
New Skill
Gain a new skill. See Class skills.
Supplies
By 2nd level, you naturally anticipate and prepare for dangers and obstacles that lie ahead. At any time during an adventure, you may automatically add 1d4 mundane items to your equipment list (the items must have a common theme). For example, you might gain additional coils of rope, a grappling hook and climbing boots, a cache of fire pots, and so on. Particularly expensive or bulky items may not be permitted at the GM’s discretion. After using this ability, you may not use it again until you resupply at a village, town or city (the GM might impose additional limits).
Level 3
Unique Feature
Unique Feature. No further rule text is supplied in this export.
Level 4
+1 AC
+1 AC.
Level 5
New Skill
Gain a new skill. See Class skills.
Second Attack
Variant 3
At 5th level, when you use an action to attack, you make two attacks instead of one. If Two Weapon Fighting, you do not gain a second Extra attack.
Level 6
Unique Feature
Unique Feature. No further rule text is supplied in this export.
Level 7
Master of Arms
At 7th level, when using a weapon, your crit range expands to 18-20. Additionally, when you are hit by a melee attack, you may spend a Reroll to gain a 50% chance of parrying the attack, negating it. GM discretion applies; attacks while surprised or from very large monsters may not be subject to parrying.
Level 8
+1 AC
+1 AC.
New Skill
Gain a new skill. See Class skills.
Level 9
Unique Feature
Unique Feature. No further rule text is supplied in this export.