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# Fighter

# Ability Scores

Fighters gain a +2 class bonus to Strength or Constitution, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Fighters get 2 skill points in any Strength or Constitution skill like Athletics and Endurance.

# Gear

At 1st level, a fighter starts with a melee weapon or two, a ranged weapon if they want it, armor, and standard non-magical gear that is suggested by the character’s background.

# Gold Pieces

Fighters start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 13
Heavy 15
Shield +1

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 club
Light or Simple LEVELd6 shortsword, hand axe LEVELd8 spear
Heavy or Martial LEVELd8 longsword, warhammer LEVELd10 greatsword, greataxe

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 hand crossbow
Light or Simple LEVELd6 javelin, axe LEVELd6 light crossbow LEVELd6 shortbow
Heavy or Martial LEVELd8 heavy crossbow LEVELd8 longbow

# Level Progression

Fighter Level Total Hit Points Total Feats Maneuvers Known (H) Maneuver Pool Available (H) Class Talents Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 1 adv 3 1st level 3 Not affected ability modifier
Level 1 (8 + CON mod) x 3 1 adv 3 1st level 3   ability modifier
Level 2 (8 + CON mod) x 4 2 adv 4 1st level 3   ability modifier
Level 3 (8 + CON mod) x 5 3 adv 4 3rd level 3   ability modifier
Level 4 (8 + CON mod) x 6 4 adv 5 3rd level 3 +1 to 3 abilities ability modifier
Level 5 (8 + CON mod) x 8 4 adv; 1 champ 5 5th level 3   2 x ability modifier
Level 6 (8 + CON mod) x 10 4 adv; 2 champ 6 5th level 4   2 x ability modifier
Level 7 (8 + CON mod) x 12 4 adv; 3 champ 6 7th level 4 +1 to 3 abilities 2 x ability modifier
Level 8 (8 + CON mod) x 16 4 adv; 3 champ; 1 epic 7 7th level 4   4 x ability modifier
Level 9 (8 + CON mod) x 20 4 adv; 3 champ; 2 epic 7 9th level 4   4 x ability modifier
Level 10 (8 + CON mod) x 24 4 adv; 3 champ; 3 epic 8 9th level 4 +1 to 3 abilities 4 x ability modifier

(H): Indicates columns in which hybrid characters lag one level behind.

Fighter weapon attack maneuvers deal damage based on the fighter’s level. You also don’t have to keep track of upgrading a 1st level maneuver into a 3rd level maneuver, because all the maneuvers function at your level. You can change which maneuvers you know and have ready whenever you gain a level.

# Stats at 1st Level

Ability Bonus +2 Strength or Constitution (different from species bonus)
Initiative Dex mod + Level
Armor Class (heavy armor) 15 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and heavy armor) 16 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (8 + Con mod) x Level modifier
Recoveries 7
Recovery Dice (1d10 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level
Ability Bonus +2 Strength or Constitution (different from species bonus)

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

Fighters have two class features: Extra Tough and Threatening.

# Extra Tough

You start with nine recoveries instead of the usual eight.

# Adventurer Feat

Increase your total recoveries by 1.


# Threatening

Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.

The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.

# Adventurer Feat

Whenever an enemy fails to disengage from you, you also deal damage to that enemy equal to your Dexterity or Constitution modifier. At champion tier, damage is double the modifier. At epic tier, it’s triple.

# Champion Feat

Whenever a non-mook enemy fails to disengage from you, it’s vulnerable to your attacks for the rest of the battle.


# Class Talents

Choose three of the following class talents.

You get an additional fighter class talent at 6th level.

Fighters have flexible attacks called maneuvers; you roll your attack and then choose which maneuver you want the attack to use. You only get to use one maneuver with each attack, so it’s usually best to choose maneuvers with a few different triggering rolls


# Battlemaster

You gain a bonus fighter maneuver.

When you spend a feat on a fighter maneuver, also gain a feat of the same tier (adventurer, champion, epic) with a different fighter maneuver for free.


# Bravado

Once per battle as a quick action, roll 1d20 + Charisma + your level against a nearby target’s MD. If successful, that target’s AC and PD against your attacks and powers are reduced by the escalation die value for the remainder of the combat.

Special: If you target a mook with this ability, it affects every member of their mob.

# Adventurer Feat

Using bravado is now a free action. Once a full recovery, you may use this ability twice in a battle.

# Champion Feat

The target’s attack and damage rolls against you are also reduced by the escalation die value for the remainder of the combat.

# Epic Feat

Once staggered, the target of this power also becomes hampered. It may make a normal save (11+) at the start of each turn to negate the condition for that turn only.


# Cleave

Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.

# Adventurer Feat

If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.

# Champion Feat

You can use Cleave twice each battle, but only once a round.

# Epic Feat

You gain a +4 attack bonus with your Cleave attacks.


# Combat Challenge

When you make a fighter attack against an enemy you are engaged with, you mark the target. The mark ends when you are no longer engaged with the target, or when the target makes an attack against you.

While the target is marked, it takes a -2 penalty to attacks that do not target you. When the marked enemy makes an attack that does not target you, you can make a basic melee attack against it as an interrupt action.

# Adventurer Feat

If a marked enemy can pop free from you through an ability, it still has to succeed at a disengage check, otherwise it stays engaged.

# Champion Feat

You can use fighter maneuvers with interrupt attacks triggered by the mark.

# Epic Feat

Marked enemies must succeed at a disengage check even if they use a teleport or similar powers to get away from you, otherwise the teleport fails and it stays engaged.


# Comeback Strike

Once per battle as a free action, make another attack with a –2 penalty after your first fighter attack during your turn misses.

# Adventurer Feat

You no longer take the –2 penalty to your Comeback Strike attacks.

# Champion Feat

Once per full recovery, you can use Comeback Strike twice in a battle.

# Epic Feat

You gain a +4 attack bonus with your Comeback Strike attacks.


# Counter-Attack

Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half damage against that enemy as a free action. (The attack can’t use any limited abilities or flexible attack maneuvers.)

# Adventurer Feat

Your Counter-Attack attack now deals full damage.

# Champion Feat

You can use Counter-Attack once per turn instead of once per round (in effect, you’re free to Counter-Attack once per enemy turn).

# Epic Feat

You can now use Counter-Attack when the escalation die is 3+.


# Deadeye Archer

Your attacks with d8 ranged weapons (heavy crossbow, longbow) now deal d10 damage per level. Your attacks with d6 ranged weapons (light crossbow, shortbow) now deal d8 damage per level. In addition, your misses with basic ranged attacks deal damage equal to your level.

# Adventurer Feat

If you spend a quick action to aim before making a ranged basic attack, add your Dexterity modifier to the damage if you miss.

# Champion Feat

Once per battle, expand your crit range with a fighter ranged attack by 4 (usually to 16+) for that attack. Declare you’re using this feat power before you roll the attack.

# Epic Feat

Your crit range with ranged weapon attacks expands by 1 (usually to 19+).


# Fencer

You can use Dexterity instead of Strength for attack and damage with fighter melee attacks.

When you wield a small (d4 damage die) or light (d6 damage die) one-handed melee weapon, you gain a +2 bonus to your critical threat range.

# Adventurer Feat

Increase your base AC to 11 without armor and 14 in light armor.

# Champion Feat

Increase your base PD in light or no armor to 11.

# Epic Feat

Add your Dexterity modifier to disengage checks when wearing light or no armor.


# First To Arms

At the start of a battle, you may spend a recovery in order to go before an enemy of your choice (effectively claiming the initiative count immediately before that creature’s). If more than one creature in a fight uses this maneuver against the same target, the creature with the highest Dexterity modifier goes first (roll 1d20 to break any ties).

# Adventurer Feat

When you use this maneuver, you gain a bonus to your AC equal to the higher of your Dexterity or Wisdom modifier until the end of your next turn.

# Champion Feat

When you use this maneuver, you also gain a bonus to your PD equal to the higher of your Dexterity or Wisdom modifier until the end of your next turn.

# Epic Feat

As a quick action, you may spend a recovery at the end of each of your turns in this battle to dodge more vigorously, extending the duration of the above AC and PD bonuses by yet another turn. Once you skip doing this on a turn, however, you can’t regain the bonus again during this battle.


# Heavy Warrior

Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.

# Adventurer Feat

Once per full recovery, you can use Heavy Warrior twice in a battle (against different attacks).

# Champion Feat

You can also use the power against an attack that targets PD.

# Epic Feat

Once per full recovery, you can reroll a recharge roll for a magic armor power.


# Javelineer

Your thrown weapon attacks use Strength instead of Dexterity for both the attack bonus and damage.

# Adventurer Feat

You can draw a weapon as a free action after making a thrown attack. (It doesn’t need to be another thrown weapon.)

# Champion Feat

Missed thrown attacks deal damage equal to your level.

# Epic Feat

You have access to a heavy pilum, a weighted spear that does 1d8 damage. It otherwise behaves like a javelin and counts as a light or simple weapon.


# Lock & Load

You can reload a heavy crossbow as a quick action instead of a move action.

When you spend a quick action to reload a crossbow of any type, you gain a +2 bonus to critical threat range on your next attack with it this turn.

# Adventurer Feat

You can trigger flexible melee attack maneuvers when making a fighter ranged attack with a crossbow.

# Champion Feat

Reloading any crossbow is now a free action. You still get the +2 crit range bonus.

# Epic Feat

Once per battle, you can use a move action to gain advantage on your next attack roll with a crossbow.


# Power Attack

Once per battle before you roll an attack, you can declare you’re using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:

Deal 1d4 additional damage per level if you are using a one-handed weapon.

Deal 1d6 additional damage per level if you are using a two-handed weapon.

# Adventurer Feat

You deal the additional Power Attack damage even if the attack misses.

# Champion Feat

One battle per full recovery, you can use Power Attack twice in the battle.

# Epic Feat

One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed weapon damage using Power Attack increases to 1d8 per level.


# Power Block

Once per battle, you can force an opponent to reroll an attack against your AC or PD. If you wield a shield, the reroll is at a -2 penalty.

# Adventurer Feat

Increase the reroll penalty to -4 if you wield a shield and the attack is a ranged attack.

# Champion Feat

When you wield a shield, also gain a +1 bonus to PD.

# Epic Feat

Increase the AC bonus you gain from a shield to +2.


# Pugilist

You do not suffer the standard -2 penalty to unarmed attacks, and your damage die with unarmed melee attacks increases to d8. If you have both hands free, you gain the two-weapon fighting bonus with unarmed attacks (reroll natural 2 on the attack die). If you have your hands full, you can still make unarmed attacks such as kicks and head butts. You can use magic bracers like a monk.

# Adventurer Feat

When you are grabbed by an attack, you can immediately roll a save to end the effect.

# Champion Feat

When you roll damage on an unarmed attack, reroll natural 1s once.

# Epic Feat

Once per battle, make an unarmed attack as a quick action.


# Resist & Endure

Once per battle, you may spend a recovery as a quick action to immediately reroll a save with a bonus equal to the escalation die.

# Adventurer Feat

Using resist & endure is now a free action. Once a full recovery, you may use this ability twice in a battle.

# Champion Feat

The affected save automatically succeeds with no roll required when you spend a recovery.

# Epic Feat

Your first use of resist & endure after a quick rest or full heal-up does not use up a recovery.


# Showstopper

When an enemy triggers an opportunity attack from you, and your opportunity attack is a natural even hit, you cause the triggering action to fail and the enemy loses that action.

Once per battle, when an enemy engaged with you makes an attack that would not trigger an opportunity attack from you normally, you can make an opportunity attack against them anyway.

# Adventurer Feat

You can use your fighter maneuvers with opportunity attacks.

# Champion Feat

The triggering action fails on any hit with an opportunity attack.

# Epic Feat

If an enemy disengages from you with a successful disengage check, you can still make an opportunity attack. However, the attack deals half damage, and you don’t prevent the opponent from moving away.


# Skilled Intercept

Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. If you are engaged with more than one enemy, the others can take opportunity attacks against you.

The moving enemy makes its attack with you as a target instead. If you’re wearing heavy armor and the attack hits, you only take half damage.

# Adventurer Feat

You can pop free from up to two enemies when using Skilled Intercept.

# Champion Feat

You gain a bonus to your Skilled Intercept save equal to the escalation die.

# Epic Feat

Enemies can’t make opportunity attacks against you during your Skilled Intercept movement.


# Tactical Talent

You gain a warlord tactic as a bonus power.

# Adventurer Feat

You can substitute Intelligence for Dexterity or Constitution with your fighter maneuvers and Threatening class feature. You can substitute Intelligence for Charisma with the warlord tactics gained through this talent.

# Champion Feat

You can switch a fighter maneuver for a warlord tactic two levels lower.

# Epic Feat

One tactic you switched for a fighter maneuver does not take the level penalty.


# Taunt

Whether by questioning their parentage, disparaging their shoddy construction, or insulting the icon they serve, you attempt to draw the ire of an enemy. Once per round, you can roll 1d20 + Charisma + your level against a nearby target’s MD as a quick action. If successful, all allies gain resistance 12+ against the target’s attacks and powers until the start of your next turn; however, the target’s crit range on its attacks against you is increased by 2 for the same duration. This effect immediately ends if you don’t remain engaged or nearby the target creature.

Special: If you target a mook with this ability, it affects every member of their mob. A single target (or mob) cannot be affected by more than one character’s Taunt ability at once. A character with this Talent cannot benefit from its use by another character while their Taunt effect is active.

# Adventurer Feat

If the target of your Taunt attacks one of your allies while affected by this Talent, it takes psychic damage equal to your Charisma modifier. This damage is doubled at champion tier and tripled at epic tier.

# Champion Feat

Your allies’ resistance improves to 16+.

# Epic Feat

Your allies’ resistance improves to 18+.


# Tough as Iron

Once per battle, you can rally using a quick action instead of a standard action.

# Adventurer Feat

Once per full recovery, you can rally twice during a battle as a quick action, without needing to roll a save for the second rally.

# Champion Feat

Increase your total number of recoveries by 2.

# Epic Feat

When you roll a natural 20 with an attack, you gain an additional use of Tough As Iron this battle.


# Warrior of the Wild

Gain a flexible attack from the warrior druid list as a bonus maneuver. You can trigger it with your fighter melee attacks.

# Adventurer Feat

You gain 3 skill points towards skills in wilderness survival.

# Champion Feat

You can switch a fighter maneuver for a warrior druid maneuver two levels lower.

# Epic Feat

You can cast the Wild Healer’s Regeneration spell once per battle.


# Durable (5th Level+)

Increase your base hit points to 10 + Con mod.

# Champion Feat

When you use a recovery to heal, you gain any hit points above your maximum as temporary hit points. You can take recoveries while you are at maximum hit points. These temporary hit points don’t stack with temporary hit points you already have — use the higher total.

# Epic Feat

When you are reduced below zero hit points, you remain conscious, and you can still take actions. You still roll death saves normally, and you fall unconscious when you fail a death save.


# Mage Slayer (5th Level+)

Once per battle, when an enemy targets you with a spell, you can roll a save (11+) to counter the spell as an interrupt action. Success means the spell has no effect on you. At the GM’s discretion, this ability also protects against monster attacks that are similar to spells, such as the breath of a dragon.

# Champion Feat

When you successfully counter a spell cast by a nearby enemy, you can pop free from all enemies and charge the caster (engage and make a basic melee attack) as a free action.


# One with the Blade (5th Level+)

Once per battle, you can increase the natural roll of one of your melee attacks by 1, after making the die roll.

# Champion Feat

If you roll a natural 20 on an attack, you gain an additional use of this talent for the battle.

# Epic Feat

Once per full recovery, you can increase the roll by 3 instead.


# Weapon Specialization (5th Level+)

Choose one type of weapon, such as two-handed martial weapons or heavy crossbows. You gain a +1 bonus to attack with this type of weapon.

# Champion Feat

Gain the bonus with a second weapon type.

# Epic Feat

Increase your WEAPON damage dice by one step with your chosen weapons.


# 1st Level Maneuvers

# Bottoms Up

Flexible melee or Ranged Attack

Triggering Roll: Any miss

Effect: Drink a potion as a free action.

# Champion Feat

You can use an oil or a rune as a free action instead.

# Epic Feat

You can pour a potion down a nearby unconscious ally’s throat instead.


# Brace for It

Flexible Melee Attack

Triggering Roll: Any miss

Effect: Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead.

# Adventurer Feat

Brace for it now works against a critical hit from any type of attack.

# Champion Feat

Brace for it works against any number of critical hits before your next turn.


# Carve an Opening

Flexible Melee Attack

Triggering Roll: Any natural odd roll

Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.

# Champion Feat

The crit range bonus from carve an opening is +2 instead of +1.


# Cover Shot

Flexible Ranged Attack

Triggering Roll: Any natural odd miss

Effect: An ally engaged with the target can pop free.

# Adventurer Feat

You can trigger this maneuver on any natural odd roll.


# Cunning Feint

Flexible Melee Attack

Triggering Roll: Any natural odd miss

Effect: Add the higher of your Intelligence or Wisdom modifier to your next damage roll against your target.

# Adventurer Feat

You may instead grant this bonus damage to a nearby ally against the missed target.

# Champion Feat

The bonus damage is now equal to your INT or WIS, plus the escalation die value.

# Epic Feat

The bonus damage is now equal to your INT or WIS, plus double the escalation die value.


# Deadly Assault

Flexible melee or Ranged Attack

Triggering Roll: Any natural even hit

Effect: Reroll any 1s from your damage roll. You’re stuck with the rerolls.

# Adventurer Feat

Now you can reroll both 1s and 2s with deadly assault.

# Champion Feat

Deadly assault now also triggers on a natural 17+.


# Defensive Fighting

Flexible Melee Attack

Triggering Roll: Natural 16+; if you fight with a shield, also any natural even roll

Effect: Gain a +2 bonus to AC until the end of your next turn.

# Adventurer Feat

You also gain the bonus to Physical Defense.

# Champion Feat

The bonus increases to +3.

# Epic Feat

You also gain the bonus to Mental Defense.


# Flanking Strike

Flexible melee or Ranged Attack

Special: At least one ally must be engaged with the same enemy.

Triggering Roll: Any natural even roll

Effect: Deal extra damage equal to your Intelligence modifier, twice at champion tier, and thrice at epic tier.

# Champion Feat

Your ally can make a disengage check.


# Grim Intent

Flexible Melee Attack

Triggering Roll: Any natural even miss

Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage. At champion tier, instead add 2 total WEAPON dice; at 8th level, instead add 3 total WEAPON dice.


# Heavy Blows

Flexible Melee Attack

Triggering Roll: Any natural even miss

Effect: You gain a bonus to your miss damage with that attack equal to the escalation die.

# Champion Feat

If you attacked with a two-handed weapon, heavy blows can trigger on any miss, odd or even.

# Epic Feat

The bonus instead equals double the escalation die with a one-handed weapon, or triple it with a two-handed weapon.


# Minor Cleave

Flexible Melee Attack

Triggering Roll: Any natural even roll

Effect: Deal your Strength modifier in damage, twice at champion tier, and thrice at epic tier.to a different enemy you are engaged with.

# Adventurer Feat

You can deal the damage to any nearby enemy.

# Champion Feat

Add your level to the damage.


# Pommel Bash

Flexible Melee Attack

Triggering Roll: Any natural odd miss

Effect: The target must make a normal save (11+) or be dazed for 1 turn.

# Adventurer Feat

Add your Strength modifier to your miss damage.

# Champion Feat

The target is instead confused for 1 turn, then dazed for 1 turn (no save for either condition).


# Precision Attack

Flexible Melee Attack

Triggering Roll: Any hit with a natural 16+

Effect: You gain a bonus to the damage roll equal to your Dexterity modifier. At champion tier, the damage bonus increases to double your Dexterity modifier; at 8th level the damage bonus increases to triple it.

# Adventurer Feat

You can now use precision attack with a ranged attack.


# Shift Weight

Flexible Melee Attack

Special: You must be wielding a two-handed weapon.

Triggering Roll: Any natural odd roll

Effect: After resolving the attack, increase your WEAPON damage dice by one step (usually from d10 to d12) until the end of your next turn.


# Second Shot

Flexible Ranged Attack

Triggering Roll: Natural 16+

Effect: After this attack, you can make a basic ranged attack with the same weapon (as long as it’s not a weapon that takes a quick action to reload or draw) with a –4 attack penalty.

You can’t use any maneuvers with the second attack.

# Champion Feat

The second shot attack penalty is –2 instead.


# Shield Bash

Flexible Melee Attack

Special: You must be using a shield.

Triggering Roll: Any natural even roll

Effect: The target pops free from you after the attack (does not allow opportunity attacks).

# Adventurer Feat

If the target is also engaged with any of your allies, you can have it pop free from them as well.

# Champion Feat

Once per battle, you can also daze the target (save ends) of your shield bash attack, if that enemy is staggered.


# Strengthen Resolve

Flexible melee or Ranged Attack

Triggering Roll: Any natural odd roll

Effect: You gain a cumulative +1 bonus to saves against effects this battle, up to a maximum of +5.

# Champion Feat

Increase the bonus to +2, and the maximum to +6.


# Sucker Punch

Flexible Melee Attack

Special: You must be making an unarmed attack.

Triggering Roll: Natural even hit

Effect: Add your Constitution modifier, twice at champion tier, and thrice at epic tier.to damage.

# Adventurer Feat

If the escalation die is 5+, the target is also dazed until the end of your next turn.


# Two-Weapon Pressure

Flexible Melee Attack

Special: You must be using a weapon in each hand.

Triggering Roll: Any miss

Effect: Until the end of your next turn, you gain a +2 melee attack bonus against the target.

# Champion Feat

The bonus increases to +4.


# 3rd Level Maneuvers

# Calm the Mind

Flexible melee or Ranged Attack

Triggering Roll: Any natural odd roll

Effect: Until the end of the battle, you gain a cumulative +1 bonus to MD (up to +4).

# Adventurer Feat

You also gain resist psychic 14+.


# Clothesline

Flexible Melee Attack

Special: You must be making an unarmed attack.

Triggering Roll: Natural even hit

Effect: The next melee attack by an ally against the target has advantage. The target can prevent this by taking a move action to stand up.

# Adventurer Feat

If the escalation die is 5+, kick the target on the ground for extra damage equal to your Strength modifier.


# Dive for Cover

Flexible Ranged Attack

Special: You cannot use this maneuver when engaged with an enemy.

Triggering Roll: Any natural even roll

Effect: Gain +2 AC until the end of your next turn.

# Adventurer Feat

You also gain the bonus to PD.

# Champion Feat

Against ranged attacks, increase the bonus to +4.

# Epic Feat

You can move to far away range as a quick action.


# Get a Read

Flexible melee or Ranged Attack

Triggering Roll: Natural odd hit

Effect: Ask a question about the target, such as “What are its vulnerabilities?” or “What is its lowest defense?” Make an Intelligence or Wisdom-based skill check against its MD. If you succeed, you learn the answer to your question.

# Adventurer Feat

On a natural 16+ on the skill check, you get the answer to a second question.


# Get Clear

Flexible Melee Attack

Special: When you use this maneuver, you lose your next move action, whether on this turn or on the next.

Triggering Roll: Any natural odd hit

Effect: One ally who is engaged with the target pops free and may immediately move to any nearby location.

# Adventurer Feat

Until the start of your next turn, the affected ally adds the escalation die to their AC and PD against opportunity attacks, as well as to any disengage checks made.

# Champion Feat

The affected ally may instead immediately move to any far away location but must sacrifice their next move action to do so.


# Hack & Slash

Flexible Melee Attack

Special: You can use this maneuver only once per round.

Triggering Roll: Any natural even roll, when the escalation die is 2+

Effect: Make another melee weapon attack against a different target.


# Left You An Opening

Flexible Melee Attack

Triggering Roll: Any natural even miss, when the escalation die is 2+

Effect: You forego miss damage against the targeted enemy in order to give a nearby ally double the escalation bonus on their next attack roll against that same enemy.

# Adventurer Feat

The targeted enemy also becomes vulnerable to your affected ally’s next attack.

# Champion Feat

The affected ally also gains an extra weapon die to their next damage roll against the same enemy.


# Make ‘em Flinch

Flexible Ranged Attack

Triggering Roll: Any natural even miss

Effect: Add the higher modifier from your Strength or Dexterity to the miss damage. At champion tier the damage bonus increases to double your chosen modifier; at 8th level the damage bonus increases to triple it.


# Punish Them

Flexible Melee Attack

Special: You can use this maneuver only when you make an opportunity attack.

Triggering Roll: Any hit with a natural 16+

Effect: The target is dazed until the end of its turn.

# Adventurer Feat

If the target was moving, it stops moving and loses the rest of its move action.

# Champion Feat

The dazed effect is now save ends.

# Epic Feat

The target is now weakened (save ends) instead of dazed.


# Steady Now

Flexible Melee Attack

Triggering Roll: Any natural even miss

Effect: You gain temporary hit points equal to your Constitution modifier.

# Champion Feat

The temporary hit points increase to double your Constitution modifier.


# Strong Guard

Flexible Melee Attack

Special: You must be using a shield.

Triggering Roll: Any miss

Effect: One ally next to you (including an ally engaged with the same enemy as you) gains a +2 AC bonus until the start of your next turn or until you are no longer next to them.

# Champion Feat

Bonus also applies to PD.

# Epic Feat

Bonus increases to +3.


# That All You Got?

Special: You can use this maneuver only once per round.

Triggering Roll: Any hit on an enemy’s attack against you while you are staggered

Effect: After resolving the enemy attack, you can spend a recovery to heal.

# Adventurer Feat

You also gain a +2 bonus on any saving throws associated with the attack that just hit you.

# Champion Feat

If you hit the enemy that hit you with a basic melee attack during your next turn, you deal double damage.

# Epic Feat

Until the end of your next turn, you gain a +2 bonus on all defenses (AC, PD, and MD).


# Tombstone

Flexible melee Attack

Once per battle

Special: You must be making an unarmed attack.

Triggering Roll: Natural odd hit

Effect: The target has disadvantage on their next attack.

# Adventurer Feat

Add your Constitution modifier to the damage roll, twice at champion tier, and thrice at epic tier.

# Champion Feat

You can use this maneuver at-will.


# Wounding Shot

Flexible Ranged Attack

Triggering Roll: Any hit with a natural 16+

Effect: You deal half your normal basic attack damage to the target. That target suffers ongoing damage equal to double the higher of your Intelligence or Wisdom modifier or triple it at 8th level.

# Champion Feat

You can now trigger wounding shot with a natural even hit, and ending the ongoing damage requires a hard save (16+).


# 5th Level Maneuvers

# A Dozen Cuts

Flexible Melee Attack

Triggering Roll: Any natural even hit

Effect: The target also takes ongoing damage equal to double your Dexterity modifier, or triple it at 8th level.

# Champion Feat

Once per battle, you can trigger a dozen cuts with a natural odd hit.


# Back From the Grave

Triggering Roll: You attempt to roll a death save

Effect: Your death save automatically succeeds, and you stand up. (Spend a recovery to heal as usual.)

# Champion Feat

After you stand up, you may make a free basic melee attack against an engaged enemy.

# Epic Feat

After you stand up, you may make a free basic melee attack against all nearby enemies.


# Breaching Strike

Flexible melee or Ranged Attack

Triggering Roll: Any natural even roll

Effect: If the target has any resistance against the attack, ignore the resistance and deal full damage.

# Champion Feat

Ignore the resistance of the target until the end of the battle.


# Brutal Blows

Flexible melee Attack

Once per battle

Triggering Roll: Any natural even hit

Effect: Repeat the attack roll against the target three additional times. For each roll that would be a hit, deal 10 extra damage. For each roll that missed, you take a -2 penalty to AC and PD until the end of your next turn.

Higher Level Effect
7th 15 extra damage
9th 25 extra damage

# Champion Feat

The first missed roll does not incur the attack penalty.


# Hero’s Skill

Flexible melee or Ranged Attack

Triggering Roll: Any natural even miss

Effect: Add +2 to the attack roll, then halve any damage dealt by the attack if it hits.

# Champion Feat

Add +4 to the attack roll instead of +2.

# Epic Feat

The damage is no longer halved on a hit after using hero’s skill.


# Impaling Shot

Flexible Ranged Attack

Triggering Roll: Any natural odd hit

Effect: If the target of your attack is standing near a wall or object, your shot pins the target’s clothing or flesh to that surface and it becomes stuck. On their turn, the target may use a move action to free themselves and negate the condition, but doing so requires a normal save (11+), and it suffers 1/2 your normal basic attack damage as it pulls itself loose.

# Champion Feat

This attack targets PD rather than AC, and the save difficulty to negate the stuck condition increases to hard (16+).


# Mark the Weak Spot

Flexible melee or Ranged Attack

Triggering Roll: Natural 16+

Effect: Until the end of your next turn, the target is vulnerable to all attacks.

# Champion Feat

On a natural 18+, the effect is “save ends”.


# Off-Hand Parry

Flexible Melee Attack

Special: You must be wielding two weapons.

Triggering Roll: Natural 16+

Effect: The next melee attack against you before the end of your next turn has disadvantage on the attack roll.


# Reckless Swing

Flexible Melee Attack

Special: You must be wielding a two-handed weapon.

Triggering Roll: Any even miss

Effect: Deal half the damage of a hit instead of miss damage. Until the end of your next turn, you take a -4 penalty to defenses.

# Champion Feat

On an even miss, deal extra damage equal to your Dexterity modifier.


# Skullrattler

Flexible Ranged Attack

Triggering Roll: Any natural odd hit

Effect: You deal 1/2 of your normal basic melee attack damage, and the target is hampered for a number of turns equal to your Strength modifier. A normal save (11+) ends the condition.

# Champion Feat

The target must make a hard save (16+) to end the hampered condition.

# Epic Feat

You now deal your full basic attack damage when using this maneuver.


# Staredown

Flexible Melee Attack

Triggering Roll: Natural odd miss

Effect: Make a Wisdom + level attack roll against the target’s MD. If you hit, the target is dazed until the end of your next turn. If you miss, you are dazed until the end of your next turn.


# Sword Master’s Anticipation

Flexible Melee Attack

Special: You must have the Skilled Intercept talent to use this maneuver.

Triggering Roll: Any natural even roll

Effect: The next time you use Skilled Intercept this battle, your Skilled Intercept save automatically succeeds.


# 7th Level Maneuvers

# Heroic Sacrifice

Flexible Melee Attack

Special: You must be staggered in order to use this maneuver.

Triggering Roll: Any natural even hit

Effect: Your attack against the target deals double the normal amount of damage, but you also suffer half the amount inflicted. Any allies engaged with the target may immediately pop free.

# Epic Feat

Your target is stuck until it makes a hard save (16+), but you are also stuck and become vulnerable to its attacks and powers until it is no longer stuck.


# Never Surrender

Flexible Melee Attack

Triggering Roll: Any natural even roll

Effect: You can roll a save against a save ends effect.

# Epic Feat

You gain a +2 bonus to the save.


# Rain of Missiles

Flexible Ranged Attack

Triggering Roll: Any natural even hit, when the escalation die is 2+

Effect: You deal 1/2 your normal basic attack damage to your target and any other enemies who are engaged with the same creature as your target. However, the maximum number of affected targets may not exceed your Dexterity modifier.

# Epic Feat

This maneuver can now affect any other enemies nearby the target of your shot, engagement notwithstanding. The maximum number of affected targets still may not exceed your Dexterity modifier.


# Rapid Counter

Triggering Roll: Any natural even hit on an enemy’s melee attack against you

Effect: As an interrupt, make a basic melee attack against the enemy that attacked you. If it hits, deal damage normally, and the enemy attack automatically misses.

# Champion Feat

This maneuver now triggers whenever a nearby enemy rolls natural evens on a hit with a melee attack.

# Epic Feat

If your natural attack roll is higher than the natural attack roll that triggered the maneuver, your attack deals double damage.


# Reckless Stance

Flexible Melee Attack

Triggering Roll: Any natural odd hit

Effect: Attacks against you have advantage until the end of your next turn. Your first melee attack on your next turn deals double damage.

# Champion Feat

Also gain a +2 bonus to the attack roll with your next attack.


# Spinning Charge

Flexible Melee Attack

Special: You must have moved before the attack.

Triggering Roll: Any natural even hit

Effect: After dealing damage, you can pop free from the target, move to a different nearby enemy, and make a basic melee attack against that enemy.

You can’t use any maneuvers with the second attack, and it deals only half damage.

# Epic Feat

If the escalation die is 3+, the second spinning charge attack deals full damage.


# Tactical Defense Line

Flexible melee Attack

Once per battle

Triggering Roll: Any natural even roll

Effect: Gain a bonus to all defenses equal to your Intelligence modifier until the start of your next turn.

# Champion Feat

If you are wielding a shield, you can also grant the bonus to an adjacent ally.


# Sword of Destiny

Flexible Melee Attack

Triggering Roll: Natural 20

Effect: You can heal using a free recovery.

# Epic Feat

If the escalation die is 3+, you can now trigger sword of destiny with a natural 18+.


# 9th Level Maneuvers

# Back From the Brink

Triggering Roll: Any time you fail a save

Effect: You can spend a recovery to heal.

# Epic Feat

You can spend a recovery to heal, and you succeed at the save.


# Brute Force

Flexible melee Attack

Once per battle

Special: You must be wielding a two-handed weapon

Triggering Roll: Natural even hit

Effect: Deal maximum damage instead of rolling damage dice.


# Combat Mastery

Flexible Melee Attack

Special: You can use this maneuver only once per battle.

Triggering Roll: Natural 16+

Effect: Increase the escalation die by 1.

# Epic Feat

Combat mastery now also triggers on any natural even hit.


# Hail of Arrows

Flexible Ranged Attack

Triggering Roll: Natural even hit

Effect: Deal half damage to one other nearby enemy.

# Epic Feat

Once per battle, deal half damage to one nearby enemy per point of escalation die with this maneuver.


# Impervious Bulwark

Special: You must be using a shield.

Triggering Roll: Any miss

Effect: All nearby allies gain a +2 AC bonus until the start of your next turn or until they are no longer nearby you.

# Epic Feat

The bonus also applies to PD.


# Mark for Death

Flexible melee or Ranged Attack

Triggering Roll: Natural odd hit

Effect: Until the end of your next turn, when you attack the target, treat the escalation die as 6.


# Set ‘em Up

Flexible Melee Attack

Triggering Roll: Any hit with a natural 16+

Effect: The crit range of your attacks against the target expands by 3 (generally 17+) until the end of the battle (cumulative).

# Epic Feat

The crit range bonus from set ‘em up now also applies to any ally who attacks the target while you are engaged with it.


# Skullbash

Flexible Melee Attack

Special: You must be wielding a two-handed weapon.

Triggering Roll: Natural odd hit

Effect: Move the target to the end of the initiative order. If the target already took a turn this round, it doesn’t get a second turn.


# True Mastery

Flexible melee or Ranged Attack

Triggering Roll: Natural 20

Effect: Trigger two other maneuvers you know with this attack. You can choose a maneuver even if it normally could not be triggered on a natural 20.