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FIGHTER

dragonborn-fighter.jpg

Proficient in all weapons (1-3dmg, see combat rules for list)

Class Abilities:

Tank: Fighters can start with +1 to their full HP, bringing their total HP to 7HP at full health. 

 

Defender: Fighter can take damage in place of another person (this does not spend a combat action).

 

Summon Weapon: All Fighters can undergo a ritual to bind a weapon of their choice to them. The result will be that they can summon their weapon once per encounter by calling the name of their weapon. (In combat, this requires spending a post focusing, then you may wield it the post after) They can also dismiss the weapon to the last place it was put down. 

 

Unarmed strike (Passive): Someone catching a Fighter’s hands and feets will receive the same amount of damage that a bladed weapon would do. (2DMG)

Trip: Knock down a close range opponent for 1 round.

Whirlwind: Spin attack to hit multiple targets within close range. (1DMG, 5M)

Knockout: (2 Post) Hit an opponent in just the right spot to knock them unconscious.*

War Cry: Roll to stun and deafen those within 5M for 1 round.

Crafty: Fix a broken item.

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