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Warrior Class

Warrior Table

Level Features Combat Steps Known Combat Step Die
1st: Initiate of Swords Art of Combat, Stay in the Fight, Warrior’s Background, Warrior’s School 3 3d4
2nd: Ace of Swords Step Skill, Trained Warrior 3 4d6
3rd: Savant of Swords Refined Technqiues 4 4d6
4th: Page of Swords Feat 4 4d6
5th: Scholler Enhanced Stamina, Team Player 4 4d8
6th: Journeyist of Swords Expanded Warrior’s School 5 4d8
7th: Knight of Swords Experimental Style 5 5d8
8th: Veteran of Swords Feat 5 5d8
9th: Senior Scholler Enhanced Stamina, Indomitable 6 5d8
10th: Provost Expanded Warrior’s School 6 5d8
11th: Monarch of Swords Loyal Retainer, Skilled Mentor 6 5d10
12th: Champion of Swords Feat 7 5d10
13th: Free Scholler Enhanced Stamina, True Mastery 7 5d10
14th: Maister Expanded Warrior’s School 7 6d10
15th: Provost-Sage Mastery of Teaching, Never Ending Steps 8 6d10
16th: Sage of Swords Feat 8 6d10
17th: Grand Maister Empowered Steps, Final Finish 8 6d12
18th: Exalted of Swords Battle Mastery, Enhanced Stamina 9 6d12
19th: Ancient of Swords Feat 9 6d12
20th: Swordsaint Weapon Master 10 8d12

Class Features

As a Warrior, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d10 per Warrior Level

Hit Points at 1st Character Level: 10 + double your Endurance

Hit Points at Higher Levels: 1d10 (or 6) + double your Endurance per Warrior Level

Training

Armour: All Armour, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Choose one None

Skills: Choose four from Acrobatics, Animal Handling, Athletics, Driving, Empathy, General Knowledge, Linguistics, Medicine, Perception, Stamina, Survival, and Technology

Equipment

Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:

  • Any Marital Weapon, with 3 Units of Ammunition if you choose a Ranged Weapon

  • Any Martial Weapon and Shield or two Simple Weapons

  • A complete set of Chainmail, Scale Mail or Brigandine Armour

  • 20GP



Unique Aspects

Class Tags: Warrior, Martial, Fighter

Mark of Fate: Fateful Step. You find a way to bring your knowledge of battle into the wider world. When making a Trait Test, you can use the Mark of Fate to allow you to roll your Combat Step Die and add the result to your Trait Test. This does not expend a use of your Combat Step Die.

Inspired Action:

Warrior Action Card (Inspired Action) Inspired Step AP Cost: 1AP Effect: In this moment inspiration strikes you, as you see how to shake up the flow of combat. You can use this Inspired Action to either: •Perform any Combat Step Action with an AP cost of 2 or less, even if it is an action you do not know, so long as you meet its Prerequisites. If its Step Type is not Variable, you treat its Step Type for this single use as Variable without the Unique Type if it had it. •You can perform an action not covered by a Step Action that can involve a Weapon Attack/Unarmed Strike, should the GG agree it can be attempted, make an Attack Roll adding your Combat Step Die to the roll (it is not expended). If the Attack Roll hits and the Step Die rolled a 3 or more, the Action was successful and roll the Damage Roll adding your Combat Step Die to the Damage Roll.


Art of Combat

1st Lvl Warrior Feature

You have learnt how to make fighting an artform, one which you are the master of. You Learn any three Combat Steps Actions listed in Appendix A: Combat Steps, in addition to those listed in the Compulsory Steps section.

The number of Step Actions you know will increase as you gain Levels in this Class as shown in the “Combat Steps Known” column of the Warrior Table.

Combat Step Die

Some Combat Step Actions will refer to a Combat Step Die, you start with three d4s however the number of die and their size will increase as you gain Levels in this Class as shown in the “Combat Steps Die” column of the Warrior Table.

You regain all of your expended Combat Step Dice upon completing a Short or Long Rest.

Combat Step TG

If the Combat Step Action requires a Trait Test TG, it equals 8 + your SB + your Physique or Agility (your choice).

Types of Combat Step

The following are the different kinds of Combat Step Action:

  • Opener. No other kind of Combat Step Action can be taken until you have performed an Opener. From here until the Combat Step Flow is broken or it is finished by using a Finisher Step Action, you can perform all other kinds of Combat Step Actions.

  • General. This is the basic kind of Step Action that occurs between Openers or Finishers.

  • Variable. This can be used as a General Combat Step Action, an Opener Step Action, or a Finisher Step Action.

  • Unique. Only one Unique Combat Step Action can be performed per Flow.

  • Finisher. This ends the Flow often with dramatic results. From here no other Combat Step Actions can be performed until another Opener Step Action has been used.

Combat Step Flow

Once an Opener Step Action has resolved, you are in the Combat Step Flow. Whilst within the Flow you can perform any Combat Step Action, once the Flow is broken these actions bar an Opener Step Action can no longer be performed.

The Flow can be broken by one of the following ways:

  • You are Incapacitated.
  • You resolve a Finisher Combat Step Action.
  • At the end of your Turn, you have not performed a Combat Step Action with an AP cost of 1AP or more.
  • The Encounter/Scene has finished.

If you perform an Opener Step Action whilst in an active Flow, the initial Flow is considered to have been broken and a new Flow started.

Prerequisites

If a Combat Step Action has a Prerequisite, it cannot be chosen as a known Combat Step Action unless you meet all the conditions listed. If a Level is referred to, that is your Level in this Class.

Legendary Combat Steps

You may in your adventures come across many unique masters of the warrior arts. These masters may have created their own Combat Step Actions, that they may teach to those who are deemed worthy. GGs should feel free to create unique Combat Step Actions for these NPCs that potentially a Player Character, who has taken the Warrior Class, spends the appropriate time and effort gaining their trust, and training under them can learn.

It may also be a suitably trained Player Character who has solidified their own fighting style over their journey, may in turn be able to create their own Combat Step Actions, that they may in the future teach to others. If you wish to do this yourself, speak with the GG and work together to see if there is a design space for a Combat Step Action you could make to be your own.

Mastery of Damage

When you would add your Skill Bonus to a Damage Roll for a Weapon Attack or Unarmed Strike, instead add double your Skill Bonus to the roll.

Weapon Focus

You also can choose two Weapon Groups; you gain Weapon Focuses for all Weapons in the chosen Weapon Groups. You may then immediately choose a number of Weapons you know the Weapon Focuses for equal to your SB, to be your Active Weapon Focuses.



Stay in the Fight

1st Lvl Warrior Feature

You know how to keep yourself in the fight. You gain an additional +1RP and gain the Stay in the Fight reaction.

Warrior Reaction Card Stay in the Fight RP Cost: 1RP Trigger: You are reduced to 0HP or you gain either the Bloodied or Desperation condition Effect: You draw on your internal reserves to outlast your opponent. You regain HP equal to 1d10 + your Warrior Level, and replenish one expended Combat Step Die. If this reaction was used in response to being reduced to 0HP, you instead replenish a number of expended Combat Step Dice equal to half your SB.

You may use this reaction a number of times up to your Skill Bonus, replenishing all expended uses upon completing a Long Rest.

Warrior’s Background

1st Lvl Warrior Feature

You gain some benefits based on your history. Upon gaining this Feature, you can choose to either gain the Formally Educated, Knight of an Order, Lone Wanderer, or Mercenary Company Class Feature.



Formally Educated

You went to one of the finest schools or studied under one of the finest weapon masters to learn your art. You gain the following benefits:

  • You Learn any two Skills of your choice, and Master any one Skill you have Learnt.

  • You gain Training with two Tools of your choice.

  • You gain one FIghting Style Feat.



Knight of an Order

You have some experience serving as a member of a Knightly Order. You gain the following benefits:

  • You Learn and Master the Animal Handling Skill.

  • You gain Training with a Musical Instrument of your choice.

  • You gain the FIghting Style: Mounted Fighter Feat.

In addition, you have a starting Reputation with the Organisation that is your Knightly Order, speak with the GG to come up with the Organisation's details as well as what your starting Reputation will be, did you leave on good or bad terms for example.

It costs you 0AP to give commands to Hirelings from your Order in battle.



Lone Wanderer

You have learnt valuable skills for travelling along the road. You gain the following benefits:

  • You gain the Skill Foci, Survival:Tracking, Survival: Navigation, and Survival:Foraging.

  • You gain Training with a Tool of your choice.

  • You can perform the Seek action for 1AP.

  • You can maintain a Marching Pace for twice the amount of time.

  • You gain one FIghting Style Feat.



Mercenary Company

You earned your experience fighting as a member of a Mercenary Company or other military unit. You gain the following benefits:

  • You Learn either the Diplomacy, Deception, or Intimidation Skill, and Master one of the listed Skills you have Learnt.

  • You gain Training with a Tool of your choice.

  • When you are fighting an opponent who is within the AoC of an allied entity that is not Incapacitated, you have Advantage on your Attack Rolls.

  • Whilst you and an allied entity that is not Incapacitated are within each others AoC, you both gain the following benefits:

    • You both have Advantage on Determination Tests, bar Attack Rolls.
    • If you both are benefiting from a Shield Bonus, you each increase your Shield Bonuses by 1 (you each can only gain this benefit once at a time).

In addition, you have a starting Reputation with the Organisation that is your Mercenary Company, speak with the GG to come up with the Organisation's details as well as what your starting Reputation will be, did you leave on good or bad terms for example.

It costs you 0AP to give commands to Hirelings in battle.



Warrior’s School

1st Lvl Warrior Feature

You choose a Warrior’s School gaining the benefits of that School’s First Tier. These schools are based around a single style or method of combat.



Step Skill

2nd Lvl Warrior Feature

You have learnt how to use lessons from the battlefield in your normal life. When performing a Trait Test, bar an Attack Roll, after rolling the d20 you may expend one use of your Combat Step Die, adding the result of the expended die to the Test’s TTV.

You gain the Action Surge action.

Warrior Action Card Action Surge AP Cost: 0AP Effect: You can call upon internal reserves when needed to strike quicker and stronger than normal. You immediately gain an additional 2AP for this Turn, this can only be used for Combat Step Actions. If a Combat Step Actions made using the AP granted by this action would expend one or more Combat Step Die, you do not expend any Combat Step Die (up to half your SB).

You may use this action a number of times up to half your Skill Bonus (rounded down), replenishing expended uses upon completing a Short or Long Rest.

In addition, while wielding a Weapon you may expend a Combat Step Die to replenish a use of both of that Weapon’s Weapon Actions, as if you had started a new Encounter/Scene.



Trained Warrior

2nd Lvl Warrior Feature

You adopt a particular style of fighting as your specialty. You gain the Fighting Style: Reactive Fighter Feat and any other two Fighting Style Feats you meet the Prerequisites of.

Whenever you complete a Long Rest, you may select one Fighting Style Feat you know, bar any Fighting Style Feat specifically bestowed as part of a Warrior Class, Warrior's School, or Technique Style Feature. So long as the selected Fighting Style Feat is not the Prerequisite of another Feat you have taken, you may choose to replace the selected Feat with another Fighting Style Feat.



Refined Technqiues

3rd Lvl Warrior Feature

You choose a Technique Style gaining the benefits of that Technique’s First Tier and you Learn all Combat Step Actions from the chosen Technique Style. These techniques are based around refining the combat styles of your Warrior’s School or shoring up elements that School normally does not cover.



Feat

4th Lvl Warrior Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Enhanced Stamina

5th Lvl Warrior Feature

You can enhance your form in combat. You gain an additional +1AP, and increase the AP the Action Surge action bestows by 1AP.

Weapon’s you are wielding that are your Active Weapon Focus, if they do not have a Magic Bonus to their Attack and Damage Rolls, gain a +1 Magic Bonus to Attack and Damage Rolls and are treated as magical for overcoming Resistances.



Team Player

5th Lvl Warrior Feature

You work well as a team in and out of combat. You gain an additional +1RP. When you would take the Aid action, you instead perform the Aid Combat Step Action though without the Variable Step Action Type or it counting as a Combat Step Action.

Whenever you use your Stay in the Fight reaction, you may move up to half your Movement speed. This movement does not provoke Opportunity Attacks.



Expanded Warrior’s School

6th Lvl Warrior Feature

You can choose to either progress through a known Warrior’s School, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Warrior’s School.

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Experimental Style

7th Lvl Warrior Feature

You have begun to find a unique fighting style just for you. When you complete a Long Rest, for each Active Weapon Focus you have chosen, you can exchange its specific Weapon’s Focus Property for another the Weapon meets the Prerequisite of.

In addition, You can choose to either progress through a known Technique Style, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Technique Style, though instead of Learning all that Technique's Combat Step Actions you can choose one to Learn as part of this Feature, the rest can be Learnt as if they were a General Step action for you.



Feat

8th Lvl Warrior Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Enhanced Stamina

9th Lvl Warrior Feature

You can enhance your form in combat. You gain an additional +1AP, and increase the AP the Action Surge action bestows by 1AP.

Weapon’s you are wielding that are your Active Weapon Focus, if they do not have a Magic Bonus to their Attack and Damage Rolls, gain a +2 Magic Bonus to Attack and Damage Rolls.



Indomitable

9th Lvl Warrior Feature

You know how to overcome challenges both on and off of the battlefield. If you would fail a Trait Test, you can reroll the Test, though you must use the new result. If the Test was not an Attack Roll, increase the TTV of the rerolled Test by half your Warrior Level.

You can use this reroll a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

In addition, if your Combat Step Die would roll a 1 or a 2, they are not expended.

When you use the Stay in the Fight reaction, until the end of your next Turm you gain a +3 Shield Bonus, and your Walking speed increases by 2m.



Expanded Warrior’s School

10th Lvl Warrior Feature

You can choose to either progress through a known Warrior’s School, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Warrior’s School.

You can also choose an additional Fighting Style Feat and a Weapon Specialisation Feat to gain.



Loyal Retainer

11th Lvl Warrior Feature

Your deeds have earned you sufficient renown such that another has pledged their blade to your cause. You gain a Loyal Retainer, the rules for this Retainer and how to generate them are found in Appendix B: Loyal Retainer.



Skilled Mentor

11th Lvl Warrior Feature

You are a master of your art and have learnt well how best to teach others. You can teach others Training in the use of a specific Weapon as if you were Teaching a Skill. You are considered a Master Teacher, and the student must gather Study Progress as if they were Learning a Skill.

You can also teach others Fighting Style Feats you have learnt as if you were Teaching a Skill. The student must be Trained in the use of at least one Weapon applicable for that Fighting Style to be able to learn from you. You are considered a Master Teacher, and the student must gather the Study Progress to unlock it as if they were Learning to Master a Skill.



Feat

12th Lvl Warrior Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Enhanced Stamina

13th Lvl Warrior Feature

You can enhance your form in combat. You gain an additional +1AP, and increase the AP the Action Surge action bestows by 1AP.

Weapon’s you are wielding that are your Active Weapon Focus, if they do not have a Magic Bonus to their Attack and Damage Rolls, gain a +3 Magic Bonus to Attack and Damage Rolls.



True Mastery

13th Lvl Warrior Feature

Your experiments have borne fruit. When you complete a Long Rest, for a number of Active Weapon Focuses equal to half your SB, you now can grant two Weapon Focus Properties to each Weapon. The Weapon must meet the Prerequisite for both Weapon Focus Properties.

Whenever you perform an action using an Active Weapon Focus Weapon, you must choose which Focus Property you are gaining the benefits of for that action.

In addition, should you when making an Attack Roll with an Active Weapon Focus Weapon, increase its Inspired Event Scope by 1, and if you miss with the Attack Roll, your next Attack Roll made with that Weapon this Turn is made with Advantage.



Expanded Warrior’s School

14th Lvl Warrior Feature

You can choose to either progress through a known Warrior’s School, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Warrior’s School.

In addition, You can choose to either progress through a known Technique Style, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Technique Style, though instead of Learning all that Technique's Combat Step Actions you can choose one to Learn as part of this Feature, the rest can be Learnt as if they were a General Step action for you.

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Mastery of Teaching

15th Lvl Warrior Feature

You have mastered the ability to tutor others. Should you teach an entity any Skill, Weapon use, or Fighting Style you can add your Skill Bonus to the students Trait Test, and the student can double the roll for their Study Progress.

When you perform the Aid action or Aid Combat Step Action, if you are successful on the Trait Test made as part of the action, you can choose to expend a use of the Indomitable Feature. If you do the Target can choose to reroll their Test, and the Aid Bonus increases by half your Warrior Level.



Never Ending Steps

15th Lvl Warrior Feature

You can just keep up the fight. When you roll Initiative or use the Stay in the Fight reaction, you regain three Combat Step Die.

When you score an Inspired Event, you regain one expended Combat Step Die.

In addition, once per Turn, when you perform a Combat Step Action, you can expend and use a 1d8, instead of expending a Combat Step Die.



Feat

16th Lvl Warrior Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Empowered Steps

17th Lvl Warrior Feature

Your might has empowered your combat step actions. Whenever you deal damage with a Combat Step Action or use a Feature that expends a use of your Combat Step Die, you may roll an additional Combat Step Die adding its result to the damage dealt by the Combat Step Action.

This effect does not expend any additional Combat Step Die.



Final Finish

17th Lvl Warrior Feature

You know how to channel the momentum of your fight into a formidable finish. Once per Turn, if you have previously performed five Combat Step actions as part of your Combat Step Flow, your Finisher if it hits, counts as a Critical Hit and you add your Warrior Level to the Finisher’s Damage Roll.



Battle Mastery

18th Lvl Warrior Feature

You are skilled at being able to find openings to repeat past successes. You can perform the same non-Unique Combat Step Action twice per Turn, without increasing the AP cost for reusing the action.

In addition, you may now perform a number of Unique Combat Step Actions in the same Flow equal to your SB, however you still cannot use the same Unique action more than once per Flow.



Enhanced Stamina

18th Lvl Warrior Feature

You can enhance your form in combat. You gain an additional +1AP, and increase the AP the Action Surge action bestows by 1AP.

Weapon’s you are wielding that are your Active Weapon Focus, treats its base damage die as one size larger than normal. if it already was a d12 damage die, you instead roll the Weapon’s damage die twice for its Damage Rolls.



Feat

19th Lvl Warrior Feature

You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.



Weapon Master

20th Lvl Warrior Feature

You are the master of combat. You gain an additional +1AP and +1RP and your Inspired Event Scope increases by 1. You consider all Weapons to be your Active Weapon Focus, and can Soulbond to any Weapon, Armour Piece, or Shield, even if you do not meet their Prerequisites for Soulbonding. You also may ignore restrictions of what Weapon Focus Properties you can use with each kind of Weapon.

You can also Teach others Weapon Specialisation Feats you have learnt as if you were Teaching a Skill. The student must be Trained in the use of a Fighting Style Feat that is the Prerequisite for that Weapon Specialisation to be able to Learn from you. You are considered a Master Teacher, and the student must gather 300 Study Progress to unlock it.

In addition, you can choose one Skill you have Mastered to become Legendary in that Skill, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.

You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.