# 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.