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.

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.

Speed & Abilities

Speed : Average   Starting abilities (Pick 3) :
You start with 3 abilities from the following.
  1. Action Surge
    You can push yourself beyond your normal limits for a moment to overwhelm an opponent.  
    You may take one additional attack in your turn.   Number of Uses (without becoming Fatigued (Ailment)) :
    • Depend of your Lvl (see above).
    • You regain all expended uses between Fight.

     
  2. 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 :

     
  3. 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 :   All bonuses last until the start of your next turn.

     
  4. 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.  
    You gain +1 Attack Bonus with your favored Weapon type.

     
  Standard abilities :
(See Advancement table down below)
  1. 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).

     
  2. Brawler
    Sometimes you just need to punch someone, really hard.  
    When fighting Unarmed (Weapon type), you strike as if wielding a Standard (Weapon type).

     
  3. 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.   The Defense Rating is defined by the targetted gear instead.
    • 14 (made of wood).
    • 18 (made of metal).
     

     
  4. 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 :   (Option 2) Extract one useful body part :
    • Examples include poison glands, fat, hide, scale, etc.

     
  5. 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.

     
  6. 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.

     
  7. 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.  

     
  8. 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).

     
  Advanced abilities :
(See Advancement table down below)
  1. 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.
      You may attempt to exit Berserk Mode at the end of your turn.
    • Can't exit it the same turn it as been entered.
      Ending Berserk Mode requires a Constitution Check :
    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.

     
  2. 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 :

     
  3. Galvanizer
    Bravery, or recklessness, can be contagious. Your battle scarred body lends credibility to your bellowing voice.  
    You have Advantage on :

     
  4. Giant Killer
    The bigger they are, the harder you hit.  
    Against Massive or Colossal creatures :
    • You always deal +1 Damage with weapon attacks.
    • You have Advantage on rolls made to move on or climb them.

     
  5. 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.

     
  6. 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).
      Requires a Contest : (your Aura VS the target Constitution)
    Success :
    The target misses its next turn.

     
  7. 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 :
    Success :
    You recover half your maximum Hearts Total (rounded up).
    • Once per Fight.

     
  8. 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.

     

Combat gear allowance


FIGHTER - Armors and shields

FIGHTER - Melee weapons

FIGHTER - Missile weapons


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

Advancement table


Class FIGHTER - Advancement table
Bold value indicates the number has increased from the previous Lvl.  
* 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.
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