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.
- Action Surge
You can push yourself beyond your normal limits for a moment to overwhelm an opponent.
- Lvl 1 : You can use it once per Fight without becoming Fatigued (Ailment).
- Lvl 6 : You can use it twice per Fight without becoming Fatigued (Ailment).
You may take one additional attack in your turn.- You could become Fatigued (Ailment) (see Number of Uses).
- Limited to once per turn.
- Depend of your Lvl (see above).
- You regain all expended uses between Fight.
- 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.
- Deals +1 Damage if you land a successful strike.
- 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 may choose between the following stance :- Offensive stance : You gain +1 Attack Bonus.
- Defensive stance : You gain +1 Defense Rating.
- Focus stance : You gain +1 in your Aptitude rolls.
- 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 Attack Bonus with your favored Weapon type.- This also applies to Combination (Custom Weapon Abilities) including one favored type.
- If a weapon includes both favored types, the bonus becomes +2.
(See Advancement table down below)
- Battering Ram
You have learned to wield your shield not just as a defense, but as a weapon of unstoppable force.A Shield can be used as a Standard (Weapon type).
- If you take an Extra Move (Action) to charge in a straight line, you may also make a shield attack as a Bonus Action. The target must also succeed on a Strength or Dexterity Check or become Prone (Ailment).
- Brawler
Sometimes you just need to punch someone, really hard.When fighting Unarmed (Weapon type), you strike as if wielding a Standard (Weapon type).
- Gain +1 Attack Bonus for each point of Strength above 10.
- You may use both hands to perform an Attack – Dual Wielding (Action).
- Brute
The quickest path between two places is often right through whatever is in the way.As an Action, you may attack you opponent Armor, Shield or 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 with it).
- Weapon : The Attack roll must be a Critical Success. The Weapon become Broken.
- 14 (made of wood).
- 18 (made of metal).
- 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.As an Action, you may extract Rations (Consumable) or useful body parts from slain creatures to use as ingredients for Crafting disciplines. Requires a Constitution Check :(Option 1) Extract Rations :
- Small or Medium creatures yield 3 Rations (Consumable).
- Large creatures yield 6 Rations (Consumable).
- Cannot be used on inedible creatures.
- Examples include poison glands, fat, hide, scale, etc.
- 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.As a Bonus Action, if you share a Social bond with an ally, you may give them an instruction. That ally can use one additional Action on their next turn to carry out that instruction. Number of Uses :
- Once per Fight.
- 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.You may Parry up to 2 attacks per turn with a Shield. You have 50% chance to negate 1 Shield Resistance reduction when you Parry.
- Roll a d4 : On a 3+, negate 1 Shield Resistance reduction on your shield.
- 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 may act as a Guide during a Journey.
- When requesting Services, you get 50% discount, up to 25 Gp.
- You have Advantage during Market bargaining (Downtime) and Reputation management (Downtime), and on a failure, you suffer no consequences.
- Valiant
While all Fighter possess great courage, you can laugh in the face of incomprehensible terror.You are immune to being Terrified (Ailment). You may also help allies with encouraging shouts — those within earshot gain Advantage on their rolls to resist being Terrified (Ailment).
(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.As a Free Action (no roll required), you may enter Berserk Mode while fighting with a Melee Weapon. While in Berserk Mode, the following applies:
- +2 Attack Bonus.
- +2 Strength and Constitution.
- -4 Defense Rating.
- You are unable to flee, communicate or participate in any coordinated actions or team efforts.
- At the end of your turn, you perform an Attack (Action) on the closest individual in range of your Melee 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.
- 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 learn the following spells :
- Burning Blade (Enchantment - Rank 0).
- Lightning Blade (Enchantment - Rank 0).
- Galvanizer
Bravery, or recklessness, can be contagious. Your battle scarred body lends credibility to your bellowing voice.You have Advantage on :
- Aura rolls made to inspire or negotiate with a crowd.
- Loyalty Checks concerning a Follower (Companion).
- Giant Killer
- Master Strategist
Tacticians live in the moment, while strategists live two steps ahead. Your foes will learn the difference once it’s too late!This ability allows you to prepare a reaction without losing your Action if the trigger doesn't occurs. You may now use a React (Action) as a Free Action.
- If the triggering event occurs, you may react but lose your next Action.
- Overbearing Antagonist
Your mere presence is overwhelming. A shout, smirk, or simple glare can unsettle even a worthy opponent.As a Bonus Action, you may intimidate an opponent up to 30 feet away.
- Will only work once on the same target every 24 hours.
- Will not work on creatures that are immune to being Terrified (Ailment).
Success :
The target misses its 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 may find some extra vitality. Requires a Constitution Check :
- Sentinel
Being the toughest among your companions means you’re happy to soak up hits for them when you can.As a Free React (no roll required), you may redirect any weapon attack targeting an ally within 5 feet of you onto yourself.
- The Attack roll must beat your Defense Rating to hit you.
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.



