Fighter
Those who specialize in martial combat, resilient and aggressive. Fighters often fight on the front lines to draw the heat of enemy fire to protect their comrades in the back. This protective nature is not without a lack for dealing violence themselves.
HP: 5 + CON
Passive Move Slots: 5
Starting Gear:
- (a) Chain mail or (b) Leather armor and a Longbow.
- (a) Two-handed martial weapon or (b) One-handed martial weapon and shield or (c) Two one-handed martial weapons.
- Backpack with (Choose three):
- A torch and tinderbox.
- 10 days rations.
- 50ft of rope.
- 2 lesser healing potions.
- 22 Gold.
Starting Moves:
- Armor Proficiency You ignore the Clumsy tag on armor you wear.
- Signature Weapon You get +1 to Melee Attack and Ranged Attack rolls with a chosen weapon type.
Advanced Moves:
- Second Wind (CON +1; +3HP) As an action, mark luck to recover 5 health
- Indomitable (CON +2, Requires Second Wind; +3HP) When you mark luck to avoid damage additionally: gain advantage (+1) on your next roll or recover 2 health.
- Iron Hide (CON +1; +3HP) You gain +1 Armor
- Armored (CON +2, Requires Iron Hide; +3HP) When you take 0 damage from an attack, gain advantage
- Steel Hide (CON +3; +3HP) Replaces Iron Hide. You gain +2 armor.
- Violent (STR or DEX +1; +2HP) You deal 1 additional damage with Melee Attacks and Ranged Attacks.
- Merciless (STR or DEX +2; +2HP) Replaces Violent. You deal 1 additional damage with Melee Attacks and Ranged Attacks.
- Relentless (STR or DEX +3, Requires Violent; +2HP) Gain +1 to Melee Attacks and Ranged Attacks rolls against targets you have previously dealt damage to.
- Whirlwind Strike (STR +2, DEX +2, Requires Violent; +2HP) You attempt to attack multiple targets at once.
- Combat Intelligence (WIS +1; +2HP) When you read a situation you may ask the hp, armor, damage, or a trait of a monster.
- Battlefield Awareness (WIS +2, Requires Combat Intelligence; +3HP) Your WIS+ is doubled for Initiative rolls
- Weapon Expertise (STR or DEX +2; +2HP) Replaces Signature Weapon. You get +1 to Melee Attack and Ranged Attack rolls with a chosen weapon type. In addition, you deal 1 additional damage with that weapon.
- Cutthroat (CHA +1; +2HP) You get +2 to Manipulate Someone rolls when using intimidation.
- Protect the Innocent (CON +3; +3HP) You get +1 to Protect Someone rolls.
- Combat Superiority (WIS +2; +2HP) Choose two extra effects instead of one on an 11+ for Melee Attacks.
- Shield Bash (STR +2, CON +2; +3HP) You attempt to push a foe with your shield.
Paths:
Path of the Guardian
Capstone: Stalwart Defense
- Requires: Steel Hide, Protect the Innocent, Shield Bash.
- HP Bonus: +6HP
- Bonus: All allies in near range gain +2 Armor.
Path of the Warrior
Capstone: Combat Mastery
- Requires: Merciless, Relentless, Whirlwind Strike.
- HP Bonus: +4HP
- Bonus: Choose two extra effects instead of one on an Critical 12+ for Melee Attacks.
Path of the Tactician
Capstone: Student of War
- Requires: Combat Intelligence, Battlefield Awareness, Combat Superiority
- HP Bonus: +4HP
- Bonus: Get a +1 to all basic moves during combat.