Related to your martial training, with expertise in it
Class Question
Did a plan of mine hold up when the fight started?
Fighters turn martial combat into an exact science. While other combatants depend on bursts of wild fury or mysterious magic, a fighter trusts relentless drill and situational awareness. Every strike and parry is deliberate, honed over years of practice until weapon and warrior move as one.
Disciplined versatility sets a seasoned fighter apart. They read the flow of an engagement instantly, swapping weapon loadouts and fighting stances to counter whatever formation the enemy presents. When chaos erupts and formations collapse, their physical conditioning and tactical grit keep them upright, grinding down opponents through steady, relentless pressure.
Core Feats
Adrenaline Rush
You’re proficient with light, medium, and heavy armor, and with shields. Choose a piece of armor you’re proficient with; you gain mastery with it, and can change your selection as part of your daily preparations.
In the heat of battle, you can push yourself further than other combatants. You gain a number of adrenaline points equal to your Prowess, which you can spend to power extraordinary feats in combat. You can spend an adrenaline point to do one of the following:
Bulk Up
Regain a number of hit points equal to your +POWER when you Regroup.
Pump Up
Give yourself temporary hit points equal to your +POWER.
Second Wind
Reduce the AP required to Regroup by 1.
Brace
When you use the Brace technique, spend an adrenaline point in place of its fatigue cost.
Using an adrenaline point takes 1 AP unless it’s a reaction. You recover all spent adrenaline points as part of your daily preparations. You can only use one adrenaline point per turn.
When you spend an adrenaline point, you gain +1 DT until the start of your next turn.
Martial Master
You’re proficient with martial weapons, and you maintain three weapon loadouts rather than the usual two. You’re also proficient with your choice of carpenter’s tools, weaver’s tools, or a musical instrument. Choose a number of weapons equal to your Prowess with which you’re proficient: you gain mastery with them, and you can change your selection as part of your daily preparations.
You learn a number of non-rare techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess plus one, and can use a learned technique only while it’s readied. When you take the Prepare downtime activity, or as part of your daily preparations, you can swap one readied technique for another you’ve learned.
Choose two fighting styles, which you can change as part of your daily preparations:
Armored
+1 DT while wearing light, medium, or heavy armor.
Great Weapon Fighting
When you roll damage for an attack with a melee weapon with the two-handed or versatile property that you’re wielding with two hands, treat a 1 or a 2 on the damage die as a 3.
Archery
Gain +2 on attack rolls made with ranged weapons.
Two-Weapon Fighting
When you attack a creature with the attack granted by an agile weapon, the attack with your secondary weapon includes your ability score in its damage.
You’re also more adept at learning techniques and teaching the ones you know—reduce the countdown required to teach a technique by 2 (minimum 1), and the countdown to learn a technique from a scroll by 2 (minimum 1).
Advanced Feats
The Seven Blade Forms
You have mastered the art of fighting with a single weapon, granting you access to the Seven Blade Forms.
You know a number of forms equal to your Prowess, and can swap one for another as part of your daily preparations. Forms focus on how you wield a single weapon—you cannot enter a form if you weild anything but a single weapon in your hands, and each form has a different weapon grip it can be used with, either a one-handed or two-handed weapon. You can only be in one form at a time, and you can enter, switch, or end your form by spending 1 AP. If you change your grip or otherwise stop meeting its requirements, your form ends. While in your form, you gain its benefits and can use its technique.
Mūla
Either grip. This foundational form uses broad arcs and sweeping movements to keep groups of enemies from crowding you. Creatures don’t gain advantage on attack rolls against you from flanking. You gain the Steady Guard technique: when a creature within your reach attacks you after another creature has already attacked you this round, you can use your reaction and mark 1-fatigue to resolve that attack at -1 step.
Dvandva
One hand. This dueling form relies on nimble footwork and measured thrusts to slip past the guard of a single creature. Whenever you get a strong hit against a creature with your melee weapon, hold 1-precision against it; whenever you miss it, lose 1-precision. Gain +1 on attack rolls against that creature for each precision you hold, up to +3. You lose all precision when you attack another creature, gain precision against another creature, or leave Dvandva. You gain the Mind the Gap technique: when a creature within your reach attacks you, you can use your reaction and mark 1-fatigue to move 5 feet, staying within its reach, and hold 1-precision against it.
Dhṛti
Either grip. This defensive form has your attacker tire themselves out against your steadfast guard. Whenever a melee attacker fails to score a strong hit against you, they mark 1-fatigue as you block their advance. You gain the Close Guard technique: spend 1 AP and mark 1-fatigue to become protected until the end of the next round; this ends early if you make an attack.
Plavana
Either grip, must not be wearing heavy armor. This mobile form has you bounding and leaping around your opponent to strike from unexpected angles. You can pass through hostile creatures’ spaces, your jumps always count as having a running start, and opportunity attacks against you are made with disadvantage. You gain the Vaulting Strike technique: spend 2 AP and mark 1-fatigue to choose a creature within your reach and move up to 10 feet, ending with it still within your reach and not in the space you started in, then Strike it with advantage.
Pratighāta
Two hands. This aggressive form turns blocked blows into punishing counterattacks. When you Brace against a melee attack, you can Strike the attacker as part of the same reaction. You gain the Redirect technique: when a creature hits you with a ranged weapon attack, you can use your reaction and mark 3-fatigue to have the attack hit another creature of your choice within your reach instead, comparing the attacker’s damage roll to that creature’s thresholds.
Samatva
One hand. This balanced form focuses on smooth, effortless motions that leave your hands and attention free to cast. Your weapon damage rolls don’t add your ability score. The first time you Cast a Spell each turn, reduce its fatigue cost by 1 (minimum 1). You gain the Centered Guard technique: when a creature within your reach damages you and you must make a Focus roll to maintain concentration, you can use your reaction and mark 1-fatigue to make that roll with advantage.
Raudra
Either grip. This ferocious form drops your guard to attack with raw fury, driving fear into the enemy. You become sundered while in Raudra. Whenever a creature within your reach hits you, or you hit a creature, you hold 1-fury, up to your Prowess. At the start of your turn, mark 1-fatigue for each fury you hold. Spend fury one-for-one to reduce the AP cost of Strike by 1 (minimum 1 AP). You lose all fury when you leave Raudra. You cannot enter Raudra if you are already sundered. You gain the Dread Blow technique: spend 2 AP and mark 2-fatigue to Strike a creature; on a hit, it becomes doomed. Spend fury one-for-one to reduce the fatigue cost.