Fighter

Fighters use their high hit points and any weapon they can find to dominate the battlefield.


Base Class

Adrenaline Surge

When you hit with an attack, you ignore multiple attack penalty for the rest of your turn.

Damage Soak

When you take damage, you can roll 1d10 and reduce the damage taken by the amount rolled.



Brawler 1

3 SP | 5 HP | Trained in unarmed strikes

Hand to Hand Combat

The damage of your unarmed strikes increases to 1d4. In addition, you gain a +2 bonus to athletics checks made to grapple other creatures.

Brawler 2

3 SP | 5 HP

Grappler

You gain a +2 bonus to damage and attack rolls against grappled creatures. Creatures you have grappled have a -2 penalty to checks made to escape the grapple.



Commander 1

3 SP | 5 HP

War Specialist

You learn 2 Combat Maneuvers. (im gonna come up with more for this i promy)

Commander 2

3 SP | 5 HP | Trained in insight

Know Your Enemy

Choose a creature you can see and make an insight check contested by its deception check. If you succeed, you know of any resistances and vulnerabilities the creature has. On a critical success you know the creature's current hit points and armor class. This feature lasts for 1 minute.



Duelist 1

3 SP | 5 HP

Speedy

Your movement speed increases by a number equal to 5 times your agility modifier. In addition, you can use Agility instead of Energy or Dexterity when making attacks with finesse weapons.

Duelist 2

3 SP | 5 HP | Additional use of Adrenaline Surge

Untouchable

If you move more than half your speed during a turn, you gain a +3 bonus to AC and agility saves until the start of your next turn.

Duelist 3

3 SP | 5 HP

Reflexive Strike

When you are targeted with a ranged attack, you can block the attack by striking the ammunition with your weapon. Make an attack roll against the attacker's AC. If you hit, the ranged attack misses.



Guardian 1

3 SP | 5 HP

Protection

When a creature you can see takes damage, you can move up to your movement speed towards that creature. If you get within 5 feet of that creature, you can take the damage for it.

Guardian 2

3 SP | 5 HP | Additional use of Damage Soak

Moving Fortress

Your allies can retreat behind you, granting them half cover. Whenever you move, you can designate allies to move up to their speed as a reaction to move with you.



Juggernaut 1

3 SP | 6 HP

Deliberate

Your movement speed is reduced by 5 and multiple attack penalty is doubled for you. You have a +4 bonus to attack rolls and energy checks.

Juggernaut 2

3 SP | 6 HP | Additional use of Damage Soak

Unbreakable

You add your energy modifier to your AC while wearing heavy armor.

Juggernaut 3

3 SP | 6 HP | Deliberate bonus increases to +6

Destructive Strikes

Whenever you score a critical hit on a melee attack, the damage is tripled instead of doubled.



Warrior 1

3 SP | 5 HP

Resilience

You regain hit points equal to your Energy modifier. (3 uses per combat)

Warrior 2

3 SP | 5 HP

Heavy Hit

When you succeed on a melee attack roll, make an athletics check where the DC is the target's AC. On a success you deal an additional 1d6 damage of the weapon's type. On a critical success you deal an additional 3d6 damage of the weapon's type. (2 uses per combat)




Commander Maneuvers

Direct Attack

You direct an ally to attack an enemy within range. They can move up to their speed and make one weapon attack as a reaction.

Focus Fire

Prerequisite: Know Your Enemy

You direct your allies to attack a creature targeted by your know your enemy feature. On a success of know your enemy, you and your allies add 1d4 to attack rolls against the target. On a critical success of know your enemy, you and your allies add 1d6 to attack rolls against the target and add 1d4 to damage rolls against the target.