Class: Fighter
The Fighter is in their element in any conflict, whether it be a full-scale war or a tavern brawl. They may be motivated by a noble sense of duty or an instinctive bloodlust.
You start with 3 abilities from the following.
(See Advancement table down below)
(See Advancement table down below)


Bold value indicates the number has increased from the previous Lvl.
Class overview

Typicaly : Courageous knights, hardened mercenaries, arrogant monster hunters or weary old soldiers.
Abilities : Primarily focus on improving combat performance and mastering various weapon techniques. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic.
Advancement : They may broaden their abilities to become inspirational leaders and strategists, as well as honing their destructive capabilities.
Aptitudes : High strength and constitution, but low insight.
Weapons and Armour : The Fighter has no restrictions on Combat Gear. No weapon is too great, no armor too bulky.
Abilities : Primarily focus on improving combat performance and mastering various weapon techniques. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic.
Advancement : They may broaden their abilities to become inspirational leaders and strategists, as well as honing their destructive capabilities.
Aptitudes : High strength and constitution, but low insight.
Weapons and Armour : The Fighter has no restrictions on Combat Gear. No weapon is too great, no armor too bulky.
Speed & Abilities
Speed : Average Starting abilities (Pick 3) :You start with 3 abilities from the following.
- Combat Momentum
You are a master of cutting a destructive path through a swarm of enemies.
- Lvl 1 : You have one Chain Attack per turn.
- Lvl 6 : You gain a second Chain Attack per turn, if the previous one also finishes its opponent.
If you land a finishing blow against an opponent in Melee, you gain a Chain Attack against another foe in range. Chain Attack :- Has a Minor Bonus (+2) on the Attack roll.
- Does an extra Heart of Damage if you land a successful strike.
- Favored Weapon
You are intimate with all weapons, and tend to them like a good parent would their children. But, like all parents, you harbor a secret favorite.
- Lvl 1 : Select a Weapon type to favor.
- Lvl 6 : Select a second Weapon type to favor.
You gain +1 to your Attack Bonus when using your favored weapon.- This bonus is applied to Combination weapons (Custom Weapon Abilities (Combination)) that include one of your favored types.
- If a weapon combines both favored types, the bonus increases to +2.
- Combat Stance
You are able to vary your fighting style to suit the battle, applying caution, flair or precision when and where it is required.
- Lvl 6 : All Combat Stance bonus become +2 instead of +1.
Each turn during a Fight, you can choose between the following stance :- Offensive stance : You gain +1 to your Attack Bonus.
- Defensive stance : You gain +1 to your Defense Rating.
- Focus stance : You gain +1 to your Aptitudes Check and Contest.
- Shield Mastery
You are able to wields your shield with such precision that you can deflect a barrage of attack, parrying far more attacks than anyone else.Lvl 6 :
- You can parry up to 3 attacks per turn instead of 2.
- You have 50% instead of 25% chance to negate 1 Shield Resistance reduction when you parry.
You can parry up to 2 attacks per turn with a Shield. You have 25% chance to negate 1 Shield Resistance reduction when you parry.- Roll a d4 : On a 4, you negate 1 Shield Resistance reduction on the used shield.
(See Advancement table down below)
- Valiant
While all Fighter possess great courage, you can laugh in the face of incomprehensible terror.You are immune to Ailment (Terrified). You can help allies defend against Ailment (Terrified) by shouting encouraging words. Those within earshot gain an Advantage on their roll to resist or remove the Ailment.
- Opportunistic Butcher
Monster slaying is often such a wasteful business, but you see your next kill as your next meal. As you always say, every beast is a potential feast.You can attempt to create Rations from slain creatures or extract one of it's usefull body part to serve as ingredient for an Arcane Meal (Crafting discipline (Cooking)) or for another Crafting disciplines. Requires a Constitution Check :(Option 1) Extracting Rations :
- Small or Medium sized creature will yield 3 Rations.
- Large sized creature will yield 6 Rations.
- Can not be used on inedible creatures.
- Usefull body part could include part like a poison gland, fat, hide or scales.
- Vagrant blade
Much wandering in search of your next battle has provided you with a natural sense of direction and an affinity with the townsfolk you meet on your travels.
- You can act as a Guide when on a Journey.
- When you ask for Services, you get 50% discount, up to a maximum of 25 golds.
- During a Downtime (Market bargaining) or Downtime (Reputation Management), you get a Minor Bonus (+2) on the Check.
- Master Tactician
A working knowledge of combined warfare, and the ability to organize the troops, is all you need to turn the tide of a battle.During a Fight, if you have a Social bond with an ally, you can give them an instruction. They can then use an additional Action on their turn to fulfill that instruction.
- This Ability can be used as a Bonus Action.
- This can be used once per Fight.
- Brute
The quickest path between two places is often right through whatever is in the way.You can target you opponent Armor, Shield and Weapon. The Damage is inflicted to the gear instead of the wearer itself.
- Armor : Suffer 1 Defense Rating penalty for each Damage.
- Shield : Loose 1 Resistance for each Damage (doubled if Parry).
- Weapon : The Attack roll must be a Critical Success. The Weapon become Broken.
- 14 (made of wood).
- 18 (made of metal).
- Brawler
Sometimes you just need to punch someone, really hard.
- You strike as if wielding a Weapon type (Standard) when fighting Unarmed.
- If using both hands, treat it has an Attack (Dual Wielding).
- You get a +1 bonus on the Attack roll for each point in Strength above 10.
- Action Surge
You can push yourself beyond your normal limits for a moment to overwhelm an opponent.You can take one additional Action (Attack) in your turn.
- After the Attack, you suffer Ailment (Fatigued).
- Limited to once per turn.
- Battering Ram
You have learned to wield your shield not just as a defense, but as a weapon of unstoppable force.You can use Shields has a Weapon type (Standard).
- If you take an Action (Extra Move) to charge in a straight line, you can also Attack with your shield as a Bonus Action. The target must also succeed a Strength or Dexterity Check or suffer Ailment (Prone).
(See Advancement table down below)
- Berserker
When the heat of the battle is upon you, your rage takes control. This is very bad news for your foes... but your allies should be careful too.You can enter Berserk Mode while fighting with a Meele Weapon. While in Berserk Mode, the following applies:
- +2 on Attack rolls.
- +2 Strength and Constitution.
- -2 to Defense Rating.
- You are unable to communicate or participate in any coordinated actions or team efforts.
- At the end of your turn, you Attack as a Bonus Action the closest individual in range of your Meele Weapon, moving by 5 feet if this allow you to reach one.
- Can't exit it the same turn it as been entered.
Success :
You regain control.Failure :
You must wait until the end of your next turn before you can make another attempt to exit Berserk Mode.
- Sentinel
Being the toughest among your companions means you’re happy to soak up hits for them when you can.You can redirect any successful physical Attack on an ally, in a 5 feet radius of you, onto yourself.
- The original Attack roll must beat your Defense Rating to do you harm.
- Galvanizer
Bravery, or recklessness, can be contagious. Your battle scarred body lends credibility to your bellowing voice.
- You gain an Advantage on all Aura rolls when attempting to inspire or negotiate with a crowd.
- Loyalty Checks about your Companions are in Advantage.
- Overbearing Antagonist
Your mere presence is overwhelming. A shout, smirk, or simple glare can unsettle even a worthy opponent.You can use your Action to attempt to intimidate for a few seconds an opponent up to 30 feet away.
- This ability will only work once on the same target every 24 hours.
- Creatures that are incapable of fear are immune to such intimidation.
Success :
Your target is rendered temporarily inactive, missing their next turn.
- Second Wind
Even as your body aches and exhaustion threatens to drag you down, your spirit burns with a defiant will. With a guttural roar, you draw upon an inner reserve, shrugging off pain and fatigue to surge back into the fight with renewed ferocity.When you roll on the Injury Table, you can attempt to find some extra vitality. Requires a Constitution Check :Success :
You recover half your maximum Hearts Total (rounded up).
- Master Strategist
Tacticians live in the moment, while strategists live two steps ahead. Your foes will learn the difference once it’s too late!Action (React) can now be used as Bonus Action.
- Giant Killer
The bigger they are, the harder you hit.Against Massive or Colossal Creatures :
- You do an additional Heart of Damage on a successful Attack.
- You get an Advantage on any rolls needed to move on it.
- Enchanted Blade
You know how to imbue your weapon with elemental force. Choose to empower it with fire or lightning, causing your strikes to inflict a burning scorch or a shocking jolt.You can choose one of the following Spell to obtain :
- (Rank 0) Burning Blade (Magic School: Enchantment).
- (Rank 0) Lightning Blade (Magic School: Enchantment).
Combat gear allowance



* Small Species restriction still applies. ** Large Species restriction still applies.
Advancement table

* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.