Stats

  • Hit Dice: d12
  • Weapon Proficiencies: All weapons
  • Armor Proficiencies: Light, Medium, Heavy, Shields

Class Equipment

Pick two at character creation

  • Dueling Gauntlet: Spend 2 AP to challenge a single enemy to combat; they must make Willpower Check to resist, if they fail, both you and the target gain +1 damage die against each other for the combat duration, 1/combat
  • Tactical War Horn: Spend 2 AP to grant all allies within 6 hexes +1 AP on their next turn, 1/combat
  • Battle Standard: 1 AP — allies within 3 hexes gain +5 to fear resistance, 1/day
  • Combat Reflexes Amulet: Gain 1 extra Reaction Point per round for one combat, 1/day
  • Victory Chalice: Drink after killing an enemy, costs 1 RP, grants 5 temporary HP, 1/day

Core Features

LevelFeatureDescription
1Battlefield CommanderGrant ally Advantage on coordinated attacks
2Strategic PositioningReposition in initiative between allies or within a Social Challenge
3CastleSwap positions with ally; can Intercept for them
4Situational AwarenessGrant extra RP once per round, or bonuses outside combat
5Path SelectionChoose path; Journeyman Class Tier
8Combat ReactionGain +1 RP per round; your Castle movement no longer provokes
12Tactical ReadSpend FP to grant an ally Advantage on a Reaction Attack

Battlefield Commander

Cost: 1 AP Grant an ally Advantage on their next attack against an enemy that a different ally (including you) has already successfully attacked this round.

Strategic Positioning

Prerequisite: You must not be last in initiative order among your party members. Cost: 1 FP (you start the combat with only 1 FP instead of 2)

  • Combat: You may choose to act immediately before any ally’s initiative count (except the highest), inserting yourself between two allies in the initiative order. You act just before your chosen ally, but enemies with initiative counts between your original roll and your new position still act before you.
  • Social Challenges: When entering a new Social Challenge, you gain Advantage on your first Insight check to assess the social dynamics and participants.

Castle

Swap positions with any willing ally within range based on your Fighter Class Tier. Both movements provoke Reaction Attacks, but you may spend 1 RP during this movement to become the target of a Reaction Attack targeting your ally.

Class TierCastle Range
Apprentice3 hexes
Journeyman4 hexes
Expert5 hexes
Master6 hexes
Legendary7 hexes

Situational Awareness

Cost: 1 AP Limitation: Once per round

  • Combat: Grant yourself or an ally an extra Reaction Point this round.
  • Social Challenges: Once per Social Challenge, reduce the FP cost of an ally’s social Flow Action by 1 (minimum 1).

Combat Reaction

You gain +1 Reaction Point at the start of each round (to 3 RP total). Additionally, your own movement during Castle no longer provokes Reaction Attacks. Your ally’s movement during Castle still provokes Reaction Attacks as normal, and you may still spend 1 RP to become the target of a Reaction Attack targeting your ally.

Tactical Read

Cost: 2 FP Limitation: Once per round Trigger: When an enemy misses any ally with an attack

You call out a flaw in the attacker’s form. One ally of your choice gains Advantage on their next Reaction Attack against that enemy.


Path Selection (Level 5)

At Level 5, Fighters must choose their specialization path:

Weapon Master Path specializes in mastering techniques from across all weapon styles. They excel at borrowing and deploying fighting methods from any discipline, adapting their approach mid-combat and disrupting enemies in unexpected ways.

Defender Path specializes in shield mastery, protection, and battlefield control. They excel at absorbing punishment, controlling enemy attention, and protecting their allies through superior defensive techniques.


Weapon Master Path

LevelFeatureDescription
5Weapon SavantBorrow a 2 FP Flow Action from any weapon category
6Sapping StrikeHit for half damage to drain enemy RP or Mana
7Expanded FormsGo deeper or broader with your borrowed Flow Actions
9TutelageGrant an ally a borrowed Flow Action for the day
10Combat InstinctUse Flow Actions in tandem with Reaction Attacks
11Debilitating StrikeUpgrades Sapping Strike; now also allows AP sapping

Weapon Savant

Frequency: Once per day, during a period of rest or downtime

Choose one weapon category. You gain access to that category’s 2 FP Flow Action, usable with any weapon you wield, for the day.

Sapping Strike

Limitation: Once per round, on your turn

When you hit an enemy with a melee attack, you may choose to make it a Sapping Strike. The attack deals half damage, and the target loses resources based on your chosen type, selected permanently when you gain this ability:

RP: Target loses 1 RP. On a critical hit, target loses 2 RP instead.

Mana: Target loses Mana based on your Fighter Class Tier.

Fighter Class TierMana Sapped
Journeyman2
Expert3
Master4
Legendary5

Expanded Forms

Frequency: Once per day, during a period of rest or downtime

When choosing your category for Weapon Savant, you may instead choose one of the following:

  • Access to both the 2 FP and 3 FP Flow Actions from a single weapon category
  • Access to the 2 FP Flow Action from two different weapon categories

Tutelage

Frequency: Once per day, during a period of rest or downtime

Choose one ally and one 2 FP Flow Action from a weapon category you are proficient with. That ally gains access to that Flow Action for the day, provided the action applies to their current weapon type (melee Flow Actions cannot be granted to ranged weapons and vice versa).

Combat Instinct

When you perform a Reaction Attack, you may spend FP to use any Flow Action you have access to in tandem with that attack, as if it were a normal attack on your turn.

Debilitating Strike

Upgrades: Sapping Strike Limitation: Once per round, on your turn

When you hit an enemy with a melee attack, you may choose to make it a Debilitating Strike. The attack deals half damage, and the target loses resources based on your chosen type, selected permanently when you gain this ability:

RP: Target loses 1 RP. On a critical hit, target loses 2 RP instead.

AP: Target loses 1 AP. On a critical hit, target loses 2 AP instead.

Mana: Target loses Mana based on your Fighter Class Tier.

Fighter Class TierMana Sapped
Journeyman2
Expert3
Master4
Legendary5

Defender Path

LevelFeatureDescription
5TauntForce a single enemy to target you
6I’ll Distract ā€˜Em!Ally can make a Reaction Attack when you’re hit
7Shield WallGrant DR to adjacent allies based on your shield
9Threat MagnetUpgrades Taunt to affect up to 4 enemies at longer range
10Walls Don’t BleedPowerful once-per-combat self-heal based on Endurance
11You’ll Regret ThatFrighten enemies who barely damage you

Taunt

Cost: 1 AP

A chosen enemy within 8 hexes must make a Willpower Check, opposed by your Endurance Check. If they fail, they are forced to target you with any attacks they choose to make on their next turn. If you critically succeed your Endurance Check, or they Critically Fail their Willpower Check, they must also spend at least 1 AP moving towards you on their turn if possible.

I’ll Distract ā€˜Em!

Once per round when an enemy hits you with an attack, any single ally may spend 1 RP to make a Reaction Attack with Advantage against that enemy.

Shield Wall

When adjacent to an ally, that ally gains half the DR provided by your shield (minimum 1).

Threat Magnet

Upgrades: Taunt

Your Taunt now affects up to 4 enemies within 12 hexes simultaneously. Make individual opposed Willpower checks for each target.

Walls Don’t Bleed

Frequency: Once per combat Requirement: Must be in active combat, at GM discretion

Choose one of the following:

  • 2 AP: Roll a number of dice equal to your Endurance Modifier and regain that much HP. Reroll any 1s and take the new result.
  • Only action on your turn this round: Automatically take the maximum result of the above roll instead of rolling. You may still spend RP on Reactions normally.

The dice type scales with your Fighter Class Tier:

Fighter Class TierDice Type
Expertd8
Masterd10
Legendaryd12

You’ll Regret That

Limitation: Once per round

When an enemy hits you with an attack that deals at least 1 but less than your Endurance Modifier in damage, you may choose to make that enemy make a Willpower check or become Frightened for 1 round. Regardless of the outcome, that enemy is permanently immune to this effect.