As always, here's the PDF version.
Credits:
Arnold K - https://goblinpunch.blogspot.com/
Lexi - Mimics & Miscreants at https://crateredland.blogspot.com/
Zoeology31 - https://princesses-and-pioneers.tumblr.com/
Type1Ninja - https://twogoblinsinatrenchcoat.blogspot.com/
Kevin Crawford - https://www.drivethrurpg.com/browse/pub/3482/Sine-Nomine-Publishing
Fighter
Hit Die: d6 + 2
Skills: 1: Athletics, 2: Animal Handling, 3: Medicine, 4: Leadership, 5-6: Any Combat
Starting Equipment: Two weapons of your choice, or a weapon of your choice and a shield. Chain armour (AC +4). A war trophy from a past triumph.
Fighter Level 1: Sunder, Fighting Styles
Level 2: Attack Surge, Threat Assessment, +1 Fighting Style
Level 3: Sentinel, +1 Fighting Style
Level 4: Whirlwind of Death, +1 Fighting Style
Sunder
If you sacrifice a piece of combat equipment (shield, weapon, armour), you reduce incoming damage from a successful attack on you by 1d6. If you choose to sunder your shield, you can reduce the damage by 2d6.
Fighting Styles
When wielding the appropriate weapon, you get the bonuses from relevant styles you know. If you are wielding weapons that qualify for multiple styles, all applicable styles apply. If you’re wielding 2 weapons that qualify for different styles, the styles only apply for their specific weapons.
Attack Surge
If you have advantage on an attack, you can forgo it to attack twice that turn instead.
Threat Assessment
After a successful attack, or 10 minutes of uninterrupted observation, you may choose one question to ask the GM about the target creature:
If you make strong eye contact with a humanoid, you can ask the GM how many creature’s they’ve killed: None, One or Many.
Sentinel
When a creature disengages, you can still make an attack of opportunity against them, but you have disadvantage on the attack.
You can choose to take attacks aimed at allies adjacent to you.
Whirlwind of Death
When you get a critical hit or kill an opponent, you may make another attack. You can’t make more attacks in a single round than your Fighter Level. Your critical hit range increases to 18-20.
Fighting Styles
1. Archer (missile weapons)
You can shoot inanimate targets within range without making a roll.
You have a knack for headshots and hitting the critical spots - your critical hit range increases to 18-20. If you get a critical hit against a humanoid, deal 3x damage.
2. Brawler (unarmed)
If you score a critical hit with an unarmed strike, the target is stunned for 1 round. Your critical hit range increases to 18-20.
If you hit a target with your first unarmed attack in a round, you can make an additional unarmed attack against them.
3. Crusher (bludgeoning weapon)
If you miss an attack against targets of AC 14 or more, you still deal 1 + STR damage.
When you deal natural 6+ damage with a bludgeoning weapon, you reduce their AC by 1.
4. Dual Wielding (two weapons)
You can add your attribute modifier to the damage of the second attack.
If you hit a target with one weapon, get advantage against them with your other attack.
5. Duelist (one-handed sword)
If an opponent critically fails a melee attack roll against you, you may make a free attack with advantage against them.
Reroll 1s and 2s when rolling damage with a one-handed sword.
6. Greatshield (shield)
When a creature you can see attacks someone adjacent to you, you can use your reaction to impose disadvantage on the attack roll by thrusting your shield in front of your ally.
Shields only count for one inventory slot.
7. Great Weapon (two-handed weapon)
Reroll 1s for damage with two-handed weapons.
You deal 3x damage on a critical hit.
8. Reaver (slashing weapon)
If you miss an attack against targets of AC 13 or less, you still deal 1 + STR/DEX damage.
When you deal natural 6+ damage with a slashing weapon, you inflict a vicious wound on your target, imposing disadvantage on their next attack.
9. Spearwall (reach, piercing melee weapon)
When you’re wielding a reach, piercing weapon, adjacent allies get +1 AC.
You deal 2x damage on a charge or when readied against a charge (doesn’t stack with critical hits).
10. Throwing (throwing weapon)
You can throw at targets within long range without incurring disadvantage.
You can throw a throwing weapon on your person as a bonus attack on your turn if you have a free hand.
Hit Die: d6 + 2
Skills: 1: Athletics, 2: Animal Handling, 3: Medicine, 4: Leadership, 5-6: Any Combat
Starting Equipment: Two weapons of your choice, or a weapon of your choice and a shield. Chain armour (AC +4). A war trophy from a past triumph.
Fighter Level 1: Sunder, Fighting Styles
Level 2: Attack Surge, Threat Assessment, +1 Fighting Style
Level 3: Sentinel, +1 Fighting Style
Level 4: Whirlwind of Death, +1 Fighting Style
Sunder
If you sacrifice a piece of combat equipment (shield, weapon, armour), you reduce incoming damage from a successful attack on you by 1d6. If you choose to sunder your shield, you can reduce the damage by 2d6.
Fighting Styles
When wielding the appropriate weapon, you get the bonuses from relevant styles you know. If you are wielding weapons that qualify for multiple styles, all applicable styles apply. If you’re wielding 2 weapons that qualify for different styles, the styles only apply for their specific weapons.
Attack Surge
If you have advantage on an attack, you can forgo it to attack twice that turn instead.
Threat Assessment
After a successful attack, or 10 minutes of uninterrupted observation, you may choose one question to ask the GM about the target creature:
- How many HD do they have?
- What’s their AC?
- How many attacks do they have, and how much damage does each one deal?
If you make strong eye contact with a humanoid, you can ask the GM how many creature’s they’ve killed: None, One or Many.
Sentinel
When a creature disengages, you can still make an attack of opportunity against them, but you have disadvantage on the attack.
You can choose to take attacks aimed at allies adjacent to you.
Whirlwind of Death
When you get a critical hit or kill an opponent, you may make another attack. You can’t make more attacks in a single round than your Fighter Level. Your critical hit range increases to 18-20.
Fighting Styles
1. Archer (missile weapons)
You can shoot inanimate targets within range without making a roll.
You have a knack for headshots and hitting the critical spots - your critical hit range increases to 18-20. If you get a critical hit against a humanoid, deal 3x damage.
2. Brawler (unarmed)
If you score a critical hit with an unarmed strike, the target is stunned for 1 round. Your critical hit range increases to 18-20.
If you hit a target with your first unarmed attack in a round, you can make an additional unarmed attack against them.
3. Crusher (bludgeoning weapon)
If you miss an attack against targets of AC 14 or more, you still deal 1 + STR damage.
When you deal natural 6+ damage with a bludgeoning weapon, you reduce their AC by 1.
4. Dual Wielding (two weapons)
You can add your attribute modifier to the damage of the second attack.
If you hit a target with one weapon, get advantage against them with your other attack.
5. Duelist (one-handed sword)
If an opponent critically fails a melee attack roll against you, you may make a free attack with advantage against them.
Reroll 1s and 2s when rolling damage with a one-handed sword.
6. Greatshield (shield)
When a creature you can see attacks someone adjacent to you, you can use your reaction to impose disadvantage on the attack roll by thrusting your shield in front of your ally.
Shields only count for one inventory slot.
7. Great Weapon (two-handed weapon)
Reroll 1s for damage with two-handed weapons.
You deal 3x damage on a critical hit.
8. Reaver (slashing weapon)
If you miss an attack against targets of AC 13 or less, you still deal 1 + STR/DEX damage.
When you deal natural 6+ damage with a slashing weapon, you inflict a vicious wound on your target, imposing disadvantage on their next attack.
9. Spearwall (reach, piercing melee weapon)
When you’re wielding a reach, piercing weapon, adjacent allies get +1 AC.
You deal 2x damage on a charge or when readied against a charge (doesn’t stack with critical hits).
10. Throwing (throwing weapon)
You can throw at targets within long range without incurring disadvantage.
You can throw a throwing weapon on your person as a bonus attack on your turn if you have a free hand.
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