Fighter

Hit dice: 1d10  + con. bonus per level (d8 ranger- see below)
full HP (10hp+ con. bonus) first level but roll for HP each level after first

  • Starting Weapon proficiencies: 2
  • Starting Non- Weapon Proficiencies: 2 + athletics
  • All fighters are proficient with dagger & club
  • Fighters can have weapon specialization (see details in each archetype)

Fighter Archetypes

  • DAILY can be used once per game session, they last for one attack/round unless specified (does not stack with other attacks)
  • Encounter can be used once per encounter(roughly needs 2 hr cool down)- these are bonus actions
  • Action Chains are bonus attack effects that can be used after a series of two successful actions (attacks or spells) on enemy. No limit to usage (two attacks hit, next round- player can use these special attacks, then resets until 2 more successful attacks: DAILIES count as one attack. 2 weapon fighters must hit on one attack per round, if they hit both- that still only counts as 1 successful attack toward successive attack skills)

Action Chain attacks/effects or daily actions count as a player’s attack for that round.

System Rules

 

Blademaster

As a swordsman and military expert, Blademasters call upon their skill and weapon prowess in battles.  Their life revolves around their sharp blades & even sharper combat expertise.



Bonuses: +1 Str
Master Swordsman: Proficient in any simple edged weapon (all swords, axes, daggers) & simple ranged weapons only (dagger, javelin, throwing axe, short bow)
Up to Heavy armor
DAILY: CLEAVE: normal attack vs single enemy, +1 att, extra 1d6 dmg per level (MAX 6d6)

Level & Trait

  • 2    Weapon Specialist: Two weapon Fighting, Great Weapon or Duelist
  • 3    Action Chain: Fast Blade: player gets first attack of round, with +d4 dmg (if two weapon fighting, both attacks may go in first round but damage bonus counts on only one attack)
  • 4    Action Surge: Spinning Slash: – 10‘ AOE, normal weapon attack +d6 dmg to all foes in area (individual attack rolls on each enemy, two weapon fighters only get one attack per extra enemy, original enemy still gets attacked twice)
  • 5    Blade Defense (encounter): Roll attack against enemy’s AC, Successful hit results in successful parry (only can be used on melee or missile attacks- does not work on magic, acid, burning oil or elemental effects)
  • 6    –
  • 7   

 

Lancer

A lancer is a warrior who likes to keep their enemies beyond arm’s reach by specializes in piercing weapons.  Their ability to jump and rapid piercing thrusts are renowned worldwide.


Bonuses: +1 Str
Piercing Weapon Expert: Proficient in all spears, polearms, javelins, rapiers, and daggers (can not used ranged weapons other than dagger or javelin)
Up to Heavy armor
DAILY: GUNGNIR: jumping attacks, gain jump effect, two normal attacks,  can hit any enemies within 30‘ or concentrate attacks on single enemy through series of jumps, (three attacks at level 5, MAX four attacks at level 10)

Level & Trait

  • 2    Weapon Specialist: Lancer: +1 att, +2 dmg with spear or polearm only
  • 3    Action Chain: Skewer: normal attack +1 dmg, hit requires enemy save vs. stun or be stunned next round
  • 4    Action Surge: Penta Thrust: 10‘ cone, normal attack + d6 dmg to all foes in cone area (individual attack rolls on each enemy)
  • 5    Phalanx (encounter):  +1 AC per adjacent party member(max+3) , all players in the phalanx receive AC benefit (if phalanx breaks- benefits are lost)
  • 6    –
  • 7   

 

Dark Knight

A fighter who specializes in offense by using occult powers, sheer determination, and rage.  Their schools are often dark and brooding and their lust for blood and fighting  during combat are unmatched.


Bonuses: +1 Str
Great weapon specialist: Proficient in all Great Weapons, axes,  & swords Can not used Ranged weapons except thrown daggers or hand axes
Up to Heavy Armor
DAILY (ONE PER SESSION): SCOURGE: normal weapon attack + sacrifice HP for damage, d8 x player level (MAX at 5d8  -must retain at least 1 HP.  If player rolls 30, he sacrifices 30 of his own HP to dole out an extra 30 dmg)

Level & Trait

  • 2    Weapon Specialist: Great Weapon (also includes war scythe) +1 att, +2 dmg
  • 3    Action Chain: Inferno Slash: weapon damage + 1d6 dark damage
  • 4    Action Surge: Blood Weapon:  drain HP equal to weapon damage + d6
  • 5    Rampage (encounter): +1 dmg, -2 AC for _ rounds equal to player level
  • 6    –
  • 7   

 

Paladin

A Paladin is a fighter who concentrates their efforts into the school of defense and protecting others.  They can call upon the powers of light which, later, can grant them some spell abilities (working on spells).


Bonuses: +1 Con
Defense specialist: +1 AC (no dex penalty in full plate)
ALL Armor
No ranged attacks, any sword, flail, mace, hammers, great shields
DAILY (ONE PER SESSION): AEGIS: provokes enmity from one enemy, – minus 1d8 dmg from any successful attack (min 1 dmg), last 3 rounds

Level & Trait

  • 2    Shield Specialist: -1 enemy dmg if using shield(min 1 dmg), can use great shields (+2 AC)
  • 3    Spells(2/-)
  • 4    Spells (2/1), Action Chain: Smite: weapon attack  +1 att, +1d4 radiant damage
  • 5    Sentinel (encounter):  Absorb attack/damage from another player
  • 6    Spells (3/2)
  • 7   

 

Ranger

An archer who is often more at home in the wild as opposed to large cities.  Their bow specializations and knowledge about ambushing targets allow them to be deadly at a distance.


Bonuses: +1 Dex
d8 hit dice after first level
Archer/Ranged specialist: -1 initiative bonus with bow or xbow
Light Armor, no great weapons or polearms
Bonus Survival proficiency
DAILY (ONE PER SESSION): BARRAGE: +1 to attack, fire extra projectiles (extra projectile at level 2, 3 projectiles level 4, 4 at level 7, MAX 5 at level 9)

Level & Trait

  • 2    Ranged Weapon Expert: +2 att, +1 dmg on all ranged attacks
  • 3    Action Chain: Sidewinder: +1 att, extra d6 dmg
  • 4    Action Surge: Eagle Eye Shot: advantage attack roll, extra d8 dmg
  • 5    Camouflage:  Enemy gets disadvantage (successful enemy hit breaks effect, successful attack on enemy, or dissipates after combat is over)
  • 6    –
  • 7