Rules
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Knights in gleaming plate armor, gladiators in bloodstained rings, crack-shot archers, daring duelists, and drunken brawlers with ham-sized fists. No matter their variety, all fighters are dedicated to combat, honing their skills to win battles decisively.

Weapons. All weapons.

Armor. All Armor and shields.

Stat Boost. +1 to your BODY stat.

Favored Weapon. Choose a weapon type. You gain +1 to attacks with that weapon type. You can change your favored weapon type whenever you level up.

Endurance. You gain an additional hit point at level one and every odd level thereafter.

Deadly Strikes. Starting at 3rd level, your weapons do additional damage equal to your level divided by 3 (rounded down, minimum 1).

Fighter Aspects

Fighters can choose from the following aspects. You start with one aspect and gain more as you level up. See the level advancement page for more information. Aspects with an asterisk (*) can be chosen multiple times.

Aspect

Description

Armor Expertise*

-1 to EV penalty when wearing armor.

Brawler*

Unarmed attacks count as one weapon size higher for you.

Close Combatant

+1 to attack rolls with melee weapons.

Crack Shot

+1 to attack rolls with ranged weapons.

Frenzy

Once per full rest, you can go into a berserker frenzy. You gain advantage to all attack rolls and natural 19 rolls also count as critical hits. All damage against you is halved (rounded down, minimum 1). However, you have disadvantage to all saving throws. You maintain this frenzy for one minute or until you do not attack on your turn. After your frenzy ends, you gain Drained 1.

Hauler*

You gain an additional inventory slot.

Parry*

Once per full rest, when a creature makes a melee attack against you and hits, you can reduce the amount of damage taken by half, rounded down (minimum 1).

Riposte*

Once per full rest, when a creature makes a melee attack against you and misses, you can immediately make a melee attack against the attacker.

Shield Bash

While wielding a shield, you can use your action to make an attack with it. If you hit, the target takes 1 damage and is knocked back 1 square. If you critically hit, the target falls prone and drops their weapon.

Spellsword

You learn a spell from the arcane spell list. The spell's level can be no higher than half your archetype bonus (rounded down). Your spellcasting stat is MIND.

Tackle

During combat, if you move at least 2 squares and attack a target with an unarmed attack and hit, you knock the target prone.

Tis but a Scratch

Once per full rest, when you drop to 0 HP, you still gain the dying condition but remain conscious and can take actions to attack. You cannot move. All of the rest of the rules for the dying condition still apply.

Toughness*

You gain 1 additional hit point.