Below are a list of the Combat Perks you may choose from. These will grant your Character additional abilities they may use in Combat, and many will improve how you may use Weapons.
As a guide to Players, the Combat Perks are broken into three subcategories: General Combat Perks, Techniques and Weapon and Armor Mastery Perks.
General Combat Perks
General Combat Perks are a set of Perks which are broadly useful to a range of different Characters irrespective of the weapons and armor they may choose to use.
It also includes Perks which allow a Character to train in the use of Armor and Weapons.
These Perks are especially well suited to Characters with the Martial Role, and many will make use of their Martial Die Feature. If your Character does not have a Martial Die, roll a d4 when instructed to roll one.
Aimed Attack
- As a Minor Action, you can take a moment to aim your next Attack.
- When you next make an Attack, you may add one roll of your Martial Die to the Result of the Attack.
Sentinel (2)
Hold the Line
- When you Hit a Character with an Attack of Opportunity, you may forgo the Damage and instead initiate a Grapple against them, maintaining the Grapple with the Weapon used for the Attack. If you lack a Weapon and used an Unarmed Strike, you must maintain the Grapple with a free hand. If the Character is Successfully Grappled, they are pulled to within 1 Space of you.
- You cannot Grapple Characters which are two or more size categories larger than you.
- Attacking with the Weapon used to maintain this Grapple will end the Grapple.
Vengeance
- When a Character within 1 Space of you is Hit by an Attack, you may make as a Reaction make an Attack against the Attacker provided they are within the Reach of a Weapon you are holding or your Unarmed Strike.
Complex Armor Training
- You are Trained in Complex Armor.
Advanced Armor Training
- You are Trained in Advanced Armor.
Pack Tactics (2)
Helping Hand
- When a Character Threatened by you is Attacked by a Character other than yourself, you may as a Reaction grant that Attack Advantage.
Call for Help
- When you Attack a Character who is Threatened by a Character other than yourself, the Character may as a Reaction grant you Advantage on the Attack.
Shield Training
- You are Trained in Shields.
Advanced Weapons Training
- You are Trained in Advanced Weapons.
Complex Weapons Training
- You are Trained in Complex Weapons.
Techniques
Techniques represent a broad range of special Techniques, Maneuvers and Stances which Characters may use to excel in Combat.
Basic Techniques provide Characters with new ways they may use Weapons, Unarmed Strikes and Grapples to gain the upper hand against their foes.
Advanced Techniques meanwhile provide ways for Characters to expend Stamina to perform extraordinary feats of combat prowess.
Basic Techniques (10)
Basic Techniques represent different ways in which you can use Weapons, Unarmed Strikes and Grapples when you make an Attack with them.
Whenever you take the Basic Techniques Perk, you may choose two Techniques from the below list.
Whenever you Level Up you may change your choice of Basic Techniques.
Basic Techniques Rules
Basic Techniques may be used to modify an Attack you make with a certain Weapon. The description of each Basic Technique describes how the Technique modifies that Attack.
You may only apply the effects of one Basic Technique or Maneuver to any given Attack you make.
Basic Techniques which target more than one Character may only be used Once per Turn.
Prerequisites
To use a Basic Technique you must be proficient in the Weapon used as part of the Basic Technique, as well as have learned the Basic Technique you wish to use.
Additionally, most Basic Techniques require the Weapon used as have certain Properties, such as the Melee, Ranged or Versatile Properties. These prerequisites may also include the type of Physical damage the Weapon causes.
Prerequisites and Unarmed Strikes
An Unarmed Strike is considered a Melee Weapon which deals Bludgeoning Damage for the purposes of determining whether it may be used with a Basic Technique.
Unarmed Strikes which gain Properties through other Perks or Role features, such as the Finesse property through the Warrior Role, may qualify for additional Basic Techniques.
Grappled Prerequisite
In some cases, a Basic Technique requires you are Grappling a Character in order to use the Technique. In all such cases the Weapon Attack required for the Basic Technique is an Unarmed Strike.
Types of Basic Technique
There are three types of Basic Technique: Attacks, Strikes and Replacements.
The type of Basic Technique determines how the Technique modifies the Attack.
Attack Techniques
Attack Techniques reduce the accuracy of the Attack by removing the Skill Bonus from the Attack’s Roll, in exchange for an added benefit to the Attack.
Such Techniques are called “Attack Techniques”, and always follow the naming convention “[Name] Attack”
In all cases, you must declare when you are using an Attack Technique before you make an Attack Roll, to ensure the reduced accuracy of the Attack is taken into account before the Attack Roll takes place.
Replacement Techniques
Replacement Techniques grant a benefit or effect in exchange for an Attack you could have made
Such Techniques are called “Replacement Techniques”, and do not feature the words “Attack” or “Strike” in their name.
Strike Techniques
Strike Techniques replace the Attack with a Physical Defense Roll made by the Targets of the original Attack, and typically result in both Damage and an Effect occurring if the Target fails to meet or exceed your Save DC.
Such Techniques are called “Strike Techniques”, and always follow the naming convention “[Name] Strike”
Strike Techniques require additional rules for converting an Attack Roll to a Defense Roll. See Special Rules for Strike Techniques for more.
Special Rules for Strike Techniques
If a Basic Technique replaces an Attack Roll with a Physical Defense Roll, it is called a Strike Technique, and they use the following rules:
Target
The Target of the Technique must have been a viable Target for the original Attack, unless the Technique specifically states otherwise.
Save DC
The Save DC for a Strike Technique is determined by the Ability Bonus the Attack would have used.
Save DC = 8 + Skill Bonus + Ability Modifier used for the original Attack
Cover
If a Target would have had Cover against the Attack, they may add the Bonus granted by the Cover to the Result of their Defense Roll.
Advantage and Disadvantage
If the Attack would have had Disadvantage against the Target, the Target has Advantage on their Defense Roll.
If the Attack would have had Advantage against the Target, the Target has Disadvantage on the Defense Roll.
Applying the effect of this instance of Advantage or Disadvantage to a Defense Roll in this Roll counts as applying them to your “Next Attack” for the purposes of effects which are ended after utilizing the Advantage or Disadvantage caused.
No Longer an Attack
- When a Basic Technique changes an Attack Roll into a Defense Roll, it no longer qualifies as an Attack for features which require an Attack.
- For example, effects which are triggered by an Attack which are not triggered by a Defense Roll might include the Trickster’s Sneak Attack or the additional Damage caused by Spells such as Hunter’s Mark or Hex.
- You may not modify a Basic Technique’s Defense Roll with effects and features which modify Attacks beyond the examples described above.
Choosing to Fail
- In some cases a Character may wish to fail their Defense Roll against a Strike Technique (e.g. to be moved by the Grasping Strike Basic Technique to a safer position on the battlefield).
- In such cases the Character may choose to automatically fail their Check, and the Attacker may in turn choose to forgo the Damaging effects of this Basic Technique.
Basic Technique Options
Attack Techniques
Charging Attack
(Prerequisite: Any Melee Weapon with the Versatile or Two-Handed Property)
- When you make a Melee Weapon Attack, you may choose to forgo your Skill Bonus on the Attack Roll.
- If the Attack Hits the Target takes Additional Damage equal to the number of Spaces you moved towards the Target immediately before the Attack.
- Declare when you are using a Charging Attack before you make your Attack Roll.
Mobile Attack
(Prerequisite: Any Melee Weapon with the Finesse, Versatile or Slashing Property)
- When you make a Weapon Attack, you may choose to forgo your Skill Bonus on the Attack Roll to give yourself the opportunity to maneuver.
- Whether this Attack Hits or Misses, you may immediately move a number of Spaces equal to your Skill Bonus following the Attack.
- This Movement does not expend your Movement or provoke Attacks of Opportunity from the Target of the Attack.
- Declare when you are using a Mobile Attack before you make your Attack Roll.
Piercing Attack
(Prerequisite: Any Weapon with the Piercing Property)
- When you make a Weapon Attack, you may choose to forgo your Skill Bonus on the Attack Roll to break through a Target’s defenses.
- If this Attack Hits, the Damage caused by the Attack ignores the Target’s Damage Reduction Bonuses.
Power Attack
(Prerequisite: Any Weapon)
- When you make a Weapon Attack, you may choose to forgo your Skill Bonus on the Attack Roll to potentially deal additional damage.
- If the Weapon Attack hits, the Target takes additional damage equal to your Skill Bonus.
- Declare when you are using a Power Attack before you make your Attack Roll.
Staggering Attack
(Prerequisite: Any Weapon with the Heavy Property)
- When you make a Weapon Attack, you may choose to forgo your Skill Bonus on the Attack Roll to knock the Target off balance.
- If this Attack Hits, the Target has Disadvantage on the next Physical Defense Roll it makes before the Start of it’s Next Turn.
- The size of the Creature you can affect with this technique depends upon your Skill Bonus:
- 2 or Less: Your Size category or Smaller
- 3: Upto One Size category larger than you
- 4: Upto Two Size categories Larger than you
- 5: Upto Three Size categories Larger than you
- 6 or more: Any Size Category
- Declare when you are using a Staggering Attack before you make your Attack Roll.
Steering Attack
(Prerequisite: Any Melee Weapon)
- When you make a Melee Weapon Attack, you may choose to forgo your Skill Bonus on the Attack Roll to force the Target to move in a direction of your choosing.
- If this Attack Hits, the Character is 1 Space in a direction of your choice. This movement cannot move the Character upwards or through another Character’s Space.
- The size of the Creature you can move with this technique depends upon your Skill Bonus:
- 2 or Less: Your Size category or Smaller
- 3: Upto One Size category larger than you
- 4: Upto Two Size categories Larger than you
- 5: Upto Three Size categories Larger than you
- 6: Any Size Category
- Declare when you are using a Steering Attack before you make your Attack Roll.
Replacement Techniques
Anticipate
(Prerequisite: Any Ranged Weapon or Any Melee Weapon with either the Reach, Thrown or Versatile Property)
- Once during your Turn, you forgo one Attack with this Weapon to prepare an Attack With it.
- Before the Start of your Next Turn, you may as a Reaction make an Attack with Advantage against a Character who triggers this Prepared Attack.
- The Trigger for this Attack depends upon whether it is a Weapon with the Reach or Versatile Property, or a Weapon with either the Ranged or Thrown Property.
- Reach or Versatile Weapon Trigger: When a Character moves into the Reach of a Melee Weapon you prepared an Attack with.
- Ranged or Thrown Weapon Trigger: When a Character within the Short or Long Range of this Weapon moves from a position of Cover to a position without Cover, or loses the Hidden Condition, becoming Visible to you.
- If the Weapon is a Melee Weapon with both the Thrown Property and either the Versatile or Reach Property, you may make an Attack if either Trigger occurs.
Defensive Hold
(Prerequisite: Unarmed Strike while Grappling the Target)
- You forgo one Unarmed Strike to use a Character you have Grappled to defend yourself.
- Once before the Start of your Next Turn, you may as a Reaction cause an Attack made against you by a Character you can see to instead Target the Character you have Grappled.
- This effect ends if the Grapple ends.
Exposing Hold
(Prerequisite: Unarmed Strike while Grappling the Target)
- You forgo one Unarmed Strike to expose a Character you have Grappled to further harm.
- Until the Start of your Next Turn, all Attacks against them have Advantage and the Target has Disadvantage on all Physical Defense Rolls.
- This effect ends if your Grapple ends.
Raise Guard
(Prerequisite: Any Melee Weapon with the Versatile, Finesse or Slashing Property)
- Once during your Turn, you may forgo one Attack with this Melee Weapon to use it to guard yourself.
- The Next Attack made against you before the Start of your Next Turn has Disadvantage.
- The Next Attack made against you before the Start of your Next Turn has Disadvantage.
Restraining Hold
(Prerequisite: Unarmed Strike while Grappling the Target)
- You forgo one Unarmed Strike to partially restrain a Character you have Grappled.
- Until the Start of your Next Turn, the Character has Disadvantage on their Attack Rolls.
- This effect ends if the Grapple ends.
Slam
(Prerequisite: Unarmed Strike while Grappling the Target)
- You forgo one Unarmed Strike to throw a Character you have Grappled to the ground.
- The Character is Knocked Prone, takes 2d6 Bludgeoning Damage and they cannot use Reactions until the Start of their next Turn.
- Using this Technique ends the Grappled condition.
Strike Techniques
Binding Strike
(Prerequisite: Any Melee Weapon)
- In place of making an Attack Roll with this Melee Weapon, the Target of the Attack must make a Physical Defense Roll.
- If the Target is two or more size Categories Larger than you, they automatically succeed on this Defense Roll.
- If they fail, the Object the Target is holding is Grappled by the Weapon you are holding.
- If you used an Unarmed Strike with this Technique, you must use a free hand to maintain this Bind.
- The Bind ends if:
- The Object is moved out of the Reach of your Weapon, or the Character holding it moves out of it’s Reach.
- You use the Weapon Binding it to make an Attack or Drop the Weapon
- If you willingly end the Bind (no Action required)
- While the Character is holding an Object which you have Bound they have Disadvantage on their Physical Defense Rolls.
- While the Object is within the Reach of your Weapon no Character may use it.
- If the Bound Object is a Shield, the holder of it loses all benefits relating to wearing that Shield, including Bonuses to their AC.
Disarming Strike
(Prerequisite: Any Weapon)
- You may attempt to Disarm a Character of an Object you can see which they are holding.
- In place of making an Attack Roll with this Weapon, the Target of the Attack must make a Physical Defense Roll with Advantage.
- If the Target fails this Defense Roll, they drop the Object you wished to Disarm them of and they take Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused.
- If you have a free hand and are within 2 Spaces of the Target, you may catch the Object as part of this Attack.
- If the Target is two or more size Categories Larger than you, they automatically succeed on their Defense Roll.
Crushing Strike
(Prerequisite: Any Melee Weapon with the Bludgeoning Property)
- In place of making an Attack Roll with this Weapon, the Target of the Attack must make a Physical Defense Roll.
- If they fail on this Defense Roll, they cannot take Reactions until the Start of your Next Turn and the next Attack Roll against them before the Start of your Next Turn has Advantage.
- Additionally, they take Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused.
Felling Strike
(Prerequisite: Any Weapon)
- In place of making an Attack Roll with this Weapon, the Target of the Attack must make a Physical Defense Roll.
- If they Fail on this Defense Roll, they are Knocked Prone and take Damage equal to the Weapon’s Damage Rating.
- Do not add the Weapon’s Ability Bonus to the Damage caused.
- If the Target is two or more size Categories Larger than you, they Automatically succeed on this Defense Roll.
Forceful Strike
(Prerequisite: Any Weapon with the Heavy, Versatile or Bludgeoning Property)
- In place of making an Attack Roll with this Weapon, the Target of the Attack must make a Physical Defense Roll.
- If they Fail this Defense Roll, they are pushed 15ft away from you and they take Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused.
- If the Target is two or more size Categories Larger than you, they automatically Succeed on this Defense Roll.
Grasping Strike
(Prerequisite: Any Melee Weapon with the Versatile or Reach Property)
- In place of making an Attack Roll with this Weapon, the Target of the Attack must make a Physical Defense Roll.
- If the Target is two or more size Categories Larger than you, they automatically succeed on this Defense Roll.
- If they fail this Defense Roll, they are moved up to 15ft to another position within your Weapon’s Reach, and they take Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused.
- The Target cannot be moved upwards or through spaces occupied by other Characters.
Piercing Strike
(Prerequisite: Any Weapon with the Piercing Property)
- Once per Turn, in place of making an Attack Roll with this Weapon, you may instead have the Attack target a line of Spaces it passes through.
- If the Attack is with a Melee Weapon, it gains an additional 1 Space of Reach for the purposes of this Technique.
- Choose a Number of Targets upto your Skill Bonus whose spaces the Attack would pass through. These Spaces must be within either the Short Range if a Ranged Weapon or the Weapon’s Reach if a Melee Weapon.
- Each Target chosen must make a Physical Defense Roll. If they fail they take Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused.
Ricocheting Strike
(Prerequisite: Any Ranged or Thrown Weapon with either the Slashing or Bludgeoning Property)
- Once per Turn, in place of making an Attack Roll with this Ranged Weapon, choose a point within the Short Range of your Weapon.
- A number of Targets you can see up to your Skill Bonus which are within a 2 Space radius of that point and are not behind Total Cover must make a Physical Defense Roll.
- Each Target which fails their Defense Roll takes Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused by this Attack
Slowing Strike
(Prerequisite: Any Weapon)
- In place of making an Attack Roll with this Weapon, the Target of the Attack must make a Physical Defense Roll.
- If they fail their Defense Roll, until the Start of your Next Turn they expend 2 Spaces of Movement for every 1 Space of Movement they expend.
- Additionally they take Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused by this Attack.
Whirlwind Strike
(Prerequisite: Any Melee Weapon with the Slashing or Bludgeoning Property)
- Once per Turn, in place of making an Attack Roll with this Weapon you may instead have the Attack Target all the Areas within that Attack’s Reach.
- Choose a number of Characters up to your Skill Bonus within the Reach of the Attack. Each of Characters you choose must make a Physical Defense Roll.
- Each Target which fails their Defense Roll takes Damage equal to the Weapon’s Damage Rating.
- Do not add your Ability Bonus to the Damage caused.
Advanced Techniques (6)
Advanced Techniques represent ways in which a Character may expend Stamina to demonstrate extraordinary feats of Martial Prowess.
There are two forms of Advanced Techniques: Maneuvers or Stances.
Maneuvers represent ways in which a Character may exert themselves to apply additional effects to Actions they make, such as Attacks.
Stances meanwhile represent states of intense focus, states of mind or martial arts forms which a Character may enter into to grant themselves additional benefits.
This Perk grants you access to a range of broadly accessible Maneuvers and Stances, however some Roles and Themes may grant additional options, such as the Warrior’s Targeted Strike or the Brute’s Rage. These unique options follow the same rules as those presented below.
Whenever you take this Perk, you may either choose two Maneuvers, two Stances or one of each.
All Maneuvers and Stances require a Character expend Stamina. If a Character lacks Stamina Points, they gain two Stamina Points.
You may change the options chosen when you Level Up.
Maneuver Rules
Maneuvers may be used in response to performing a certain Action, such as making a Weapon Attack.
All Maneuvers require the Character expend Stamina to gain the benefits of that Maneuver. The Stamina required is indicated by the Maneuver.
If you do not already have access to Stamina, you gain two Stamina Points when you gain this Perk.
You may only use one Maneuver per any given trigger. For example, you may not use multiple Maneuvers as part of a single Attack, or as part of the Dash Action.
Additionally you may only apply the effects of one Basic or Advanced Technique to any given Attack you make.
Martial Die
Many maneuvers require you roll your Character’s Martial Die. If you do not have a Martial Die, you instead roll 1d4.
Maneuver Save DC
If a Maneuver requires a Defense Roll be made, the DC is set by the highest of your Character’s Strength or Dexterity Bonus, unless the Maneuver specifies otherwise (e.g. the Warrior’s Targeted Strike depends upon their Awareness Bonus).
Stance Save DC = 8 + Skill Bonus + The Highest of your Strength or Dexterity Bonuses
Types of Maneuver
The Type of Maneuver indicates what the trigger for that Maneuver is.
There are four types of Maneuvers: Attack Maneuvers, Movement Maneuvers, Evasive Maneuvers, Skill Maneuvers.
Attack Maneuvers
Attack Maneuvers are used in response to making an Attack, initiating a grapple or they allow you to make an additional Attack. Often these may cause an additional effect against the Target of the Attack.
Evasive Maneuvers
Evasive Maneuvers are used in response to your Character taking the Dodge Action or an Attack missing you. Often these will grant additional beneficial effects, such as granting them Temporary Hit points.
Magic Maneuvers
Magic Maneuver are used in response to your Character using a Spell or otherwise have a magical effects. You may not select a Magic Maneuver in Settings where Magic Perks may not be chosen.
Movement Maneuvers
Movement Maneuvers are used in response to your Character moving, taking the Dash or Disengage Actions, or Jumping. Often these will cause additional effects such as being able to move further than normal.
Skill Maneuvers
Skill Maneuvers are used in response to your Character making a Skill Check. Often these will improve the odds of a Skill Check succeeding.
Stance Rules
All Stances require a Character expend a Minor Action to enter into the Stance.
All Stances require a Character expend Stamina to enter into the Stance. The Stamina required is described by the Stance.
When you enter into a Stance you gain the benefits of that Stance until it ends (see Ending a Stance)
Additionally, if you were Concentrating on another effect, such as another Stance or a Spell, the effects of that Stance or Spell end.
Concentration
Using a Stance requires great focus. When you use a Stance you are considered to be Concentrating on the Stance.
Any previous effects relying on your Concentration, such as other Stances or Spells immediately end when you enter into a Stance.
Damage and Environmental effects do not provoke Concentration Checks to maintain a Stance (you have practiced to maintain a Stances in the heat of battle) however effects which would otherwise end your Concentration, such as the Incapacitated condition, will end your Concentration.
Ending a Stance
The benefits of a Stance last for 1 minute, or until your Concentration on the Stance ends (e.g. you are Incapacitated, Cast a Spell requiring Concentration or enter into a different Stance).
You may also choose to end the effects of a Stance at any time (no Action required).
Stance Save DC
If a Stance requires a Defense Roll be made, the DC is set by either your Character’s Strength or Dexterity Bonus (your choice), unless otherwise states by the rules for the Stance.
Stance Save DC = 8 + Proficiency Bonus + Your Strength or Dexterity Bonus (Your Choice)
Basic and Advanced Stances
Most Stances are described as “Basic Stances”. These are Stances without any prerequisites required for learning them.
Advanced Stances however always have prerequisites, typically requiring you to already know another Stance which the new Stance builds upon.
Stances and Attacks
You may not apply multiple effects from Basic or Advanced Techniques to a single Attack you make.
Attack Maneuvers
Create Opening
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- Additionally one Character of your choice within 2 Spaces of the Target may as a Reaction choose to either:
- Make an Attack against the Target with a Weapon they are holding or an Unarmed Strike, provided the Target is within their Reach or Range.
- Move up to half their Speed Bonus. This Movement does not expend the Character’s Movement Speed or provoke Attacks of Opportunity from the Target of the Attack.
Disarming Maneuver
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- The Target must make a Physical Defense Roll against your Maneuver Save DC. If they Fail they Drop one item they are holding of your choice.
- Targets which are two or more size categories larger than you automatically succeed on this Defense Roll.
- If you are within 2 Spaces of the Target and have a free hand, you may catch and hold the dropped Object as part of this Attack.
Distracting Maneuver
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- If the Target can see you, they are Distracted by you.
Intimidating Maneuver
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- The Target must make Mental Defense Roll against your Maneuver Save DC. If they Fail they are Frightened of you until the End of your Next Turn.
Knock-Down Maneuver
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- The Target must make Mental Defense Roll against your Maneuver Save DC. If they Fail they are pushed 1 Space away from you and they are Knocked Prone. Characters which are two or more than size categories larger than you automatically succeed on this Defense Roll.
Precision Maneuver
- When you miss a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- Add a Bonus to the Result of the Attack Roll equal to one roll of your Martial Die.
- If the Attack Hits as a result of this Maneuver, the Target takes additional Damage equal to the Bonus granted by your Martial Die.
Pushing Maneuver
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- The Target must make Physical Defense Roll against your Maneuver Save DC. If they Fail they are Pushed 4 Spaces away from you. Characters which are two or more size categories larger than you automatically succeed on this Defense Roll.
Hurling Maneuver
- When you Successfully Grapple a Target, you may expend 1 Stamina Point to gain the following benefits:
- The Target is thrown 2 Spaces away from you to a position of you choice and, if you wish, they are Knocked Prone as part of this Throw.
- If the Target is Knock Prone, or are thrown against a Solid Surface as part of this Maneuver, they take 2d6 Bludgeoning Damage.
- Using this Maneuver ends the Grappled condition on the Target.
Retaliation Maneuver
- When an Attack misses you, you may as a Reaction expend 1 Stamina Point to gain the following benefits:
- You may immediately make an Attack against the Character who Attacked you with an Unarmed Strike or with a Weapon you are currently holding, provided they are within the Weapon’s Reach or Range. You may not apply a further Maneuver to this Attack.
- If this Attack Hits, the Target takes additional Damage equal to one roll of your Martial Die.
Taunting Maneuver
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- If the Target can hear and understand you, they are Taunted by you.
War Cry
- When you Hit a Target with a Weapon Attack, you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- Yourself and one Character of your choice within 6 Spaces of you who can see or hear you gains Temporary Hit Points equal to the Bonus granted by your Martial Die.
Evasive Maneuvers
Improved Dodge
- When you take the Dodge Action, you may expend 1 Stamina Point to gain the following benefits:
- Until the Start of your Next Turn, if an Attack made against you has Disadvantage and still Hits, you have Resistance against the Damage caused by the Attack.
Quick Step
- When an Attack misses you, you may as a Reaction expend 1 Stamina Point to gain the following benefits:
- You may move up to half your Speed Bonus. This Movement does not expend your Movement or provoke Attacks of Opportunity.
- You may move through the Attacker’s space as part of this Movement, and doing so does not expend additional Movement.
Magic Maneuvers
Disrupt Spell
- When you Hit a Character with a Weapon or Spell Attack you may expend 1 Stamina Point to gain the following benefits:
- The Target takes additional Damage equal to one roll of your Martial Die.
- The Target of this Attack has Disadvantage on the next Spell Attack they make before the Start of your Next Turn.
- Additionally, if the Target makes a Defense Roll to maintain their Concentration as a result of the Damage caused by this Attack, the Save DC for this Check is increased by an amount equal to the Bonus granted by your Magic Die.
Precision Spell
- When you miss a Target with a Spell Attack, you may expend 1 Stamina Point to gain the following benefits:
- Add a Bonus to the Attack’s Result equal to your Martial Die.
- If this Attack Hits, the Target takes Additional Damage equal to one roll of your Martial Die.
Infuse Attack
- Once per Turn, you may expend 1 Stamina Point to replace a Weapon Attack you make with the Casting of a Spell:
- Cast one Spell you know. This Spell must require 1 Action or Minor Action to Cast and must require a Spell Attack as part of it’s Casting.
- When you Cast this Spell, instead of making a Spell Attack, make a Weapon Attack using a Weapon you are holding or an Unarmed Strike to determine whether the Spell Hits or not. The Spell’s Range, Reach and Range Type are replaced by those of the Weapon or Unarmed Strike you use, and the Spell’s Performance is determined by that of the Weapon Attack.
- If the Spell requires you expend a Spell Slot as part of it’s Casting, expend a Spell Slot as though you had Cast the Spell.
Movement Maneuvers
Group Movement
- When you take the Dash Action, you may expend Stamina Points to grant Characters of your Choice within 2 Spaces of you the following benefits.
- Chosen Characters may as a Reaction move upto their half Speed Bonus. This Movement does not expend their Movement and does not provoke Attacks of Opportunity.
- Expend 1 Stamina Point for each Character you grant this benefit to.
Leap
- When you jump, you may expend 1 Stamina Point to gain the following benefits:
- The Vertical and Horizontal Distance you can cover as part of this jump doubles. Additionally you do not expend any Movement as part of this jump.
- As part of this jump, you may fall up to 6 Spaces without taking Damage, provided you are not Incapacitated or your Movement is not reduced in any way. If you fall further than 6 Spaces, the fall is considered to be reduced by 6 Spaces for the purposes of determining Damage.
Sprint
- When you take the Dash Action, you may expend 1 Stamina Point to gain the following benefits.
- Your Movement is increased by your Skill Bonus and you gain the benefits of the Dodge Action.
Tuck and Roll
- When you are Knocked Prone, or take Damage due to falling or hitting a solid surface, you may as a Reaction expend 1 Stamina Point to gain the following benefits:
- Until the Start of your Next Turn you gain resistance to the Bludgeoning Damage caused from falling or hitting solid objects in the environment, including to the Damage which triggered this Reaction.
- If your Speed Bonus is not reduced to Zero, you may as part of this Reaction move up to half your Speed Bonus and, if you are Prone, you may immediately stand up without expending Movement. This Movement does not expend your Movement and does not provoke Attacks of Opportunity.
Skill Maneuvers
Battlefield Presence
- When you make a Social Skill Check or a Mental Defense Roll you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
Covert Operative
- When you make a Trickery Skill Check you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
- If you use this feature to Hide, you do not expend additional Movement to remain Hidden.
Field Medic
- When you make a Medical Skill Check you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
- Additionally, when you take an Action which Heals yourself or a Character you can see, you may expend Stamina Points to grant that Character Temporary Hit Points equal to two Rolls of your Martial Die. Spend 1 Stamina point for each Character which gains the benefit of this feature.
Hunter
- When you make a Survival Skill Check you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
- If you use this feature as part of a successful Survival Skill Check to Gather Resources, you gain additional General Supplies equal to half the Bonus granted by your Martial Die (rounded up).
Science Officer
- When you make a Knowledge or Technology Skill Check you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
Soldier’s Training
- When you make an Athletics Skill Check or a Physical Defense Roll you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
Standard Bearer
- When you make a Creativity Skill Check you may expend 1 Stamina Point to add a Bonus to the Result equal to one roll of your Martial Die.
- Whenever you use this Feature, yourself and one Character of your choice who can see of hear you gains Temporary Hit Points equal to the Bonus granted by your Martial Die.
Elemental Stances
The Elemental Stances are available to Martial Roles which take either the Elemental Focus or Elemental Fury Theme. They are also available to Characters which take the Combat Mastery Theme or the Advanced Techniques Perk.
Some Elemental Stances are Advanced Forms of other Stances. To use these Stances you must satisfy the Stance’s Prerequisites.
The benefits granted by Elemental Stances are inspired by the Natural Elements of the World.
Water Elemental Stances
Water elemental stances include flowing, shifting movements which are difficult to predict, allowing you to weave and dance around your enemy with ease.
Water Stance
- As a Minor Action, you may expend 2 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever you are Hit by an Attack you may as a Reaction reduce the Result of the Attack by one Roll of your Martial Die.
- Your Movement does not provoke Opportunity Attacks.
Rain Stance (Prerequisite: Water Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever you or a Character within 1 Space of you are Hit by an Attack you may as a Reaction reduce the Result of the Attack by one Roll of your Martial Die.
- Your Movement does not provoke Opportunity Attacks.
Storm Stance (Prerequisite: Rain Stance, you must have at least 4 Stamina Points)
- As a Minor Action, you may expend 4 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever you or a Character within 1 Space of you are Hit by an Attack you may as a Reaction reduce the Result of the Attack by one Roll of your Martial Die.
- If this Reaction causes a Melee Attack to Miss, the Attacker is Knocked Prone.
- Your Movement does not provoke Opportunity Attacks.
Earth Elemental Stances
Earth Elemental Stances allow you to better resist damage, and emphasize the importance of maintaining a strong, immovable stance.
Earth Stance
- As a Minor Action, you may expend 2 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever you take Physical or Elemental Damage, you may as a Reaction reduce the Total Damage you take by one roll of your Martial Die.
- Physical Damage Types include Bludgeoning, Piercing and Slashing Damage
- Elemental Damage Types include Acid, Cold, Fire, Lightning, Thunder or Poison.
- If you use the above Reaction to reduce the Damage of a Melee Attack, the Attacker is pushed 2 Spaces away from you.
- You count as one Size Category larger than your Current Size for the purposes of effects which would cause you to be Grappled, Knocked Prone or moved against your will.
- Whenever you take Physical or Elemental Damage, you may as a Reaction reduce the Total Damage you take by one roll of your Martial Die.
Hill Stance (Prerequisite: Earth Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever you take Physical or Elemental Damage, you may as a Reaction reduce the Total Damage you take by one roll of your Martial Die.
- Physical Damage Types include Bludgeoning, Piercing and Slashing Damage
- Elemental Damage Types include Acid, Cold, Fire, Lightning, Thunder or Poison.
- If you use the above Reaction to reduce the Damage of a Melee Attack, the Attacker is pushed 2 Spaces away from you.
- You count as two Size Categories larger than your Current Size for the purposes of effects which would cause you to be Grappled, Knocked Prone or moved against your will.
- Whenever you take Physical or Elemental Damage, you may as a Reaction reduce the Total Damage you take by one roll of your Martial Die.
Mountain Stance (Prerequisite: Hill Stance, you must have at least 4 Stamina Points)
- As a Minor Action, you may expend 4 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever you take Physical or Elemental Damage, you may as a Reaction reduce the Total Damage you take by one roll of your Martial Die.
- Physical Damage Types include Bludgeoning, Piercing and Slashing Damage
- Elemental Damage Types include Acid, Cold, Fire, Lightning, Thunder or Poison.
- If you use the above Reaction to reduce the Damage of a Melee Attack, the Attacker is pushed 4 Spaces away from you.
- You count as three Size Categories larger than your Current Size for the purposes of effects which would cause you to be Grappled, Knocked Prone or moved against your will.
- Whenever you take Physical or Elemental Damage, you may as a Reaction reduce the Total Damage you take by one roll of your Martial Die.
Fire Elemental Stances
Fire Elemental Stances emphasize the importance of quick, unrelenting attacks to put their enemies on the backfoot.
Fire Stance
- As a Minor Action, you may expend 2 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Once per Turn, when you take the Attack Action, you may make an additional Weapon Attack as part of that Action.
- Until this Stance ends, Attacks made against you have Advantage.
Wildfire Stance (Prerequisite: Fire Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Once per Turn, when you take the Attack Action, you may make an additional Weapon Attack as part of that Action.
- Additionally whenever you Hit a Target with a Weapon Attack, they take additional Damage equal to one roll of your Martial Die.
- Until this Stance ends, Attacks made against you have Advantage.
Eruption Stance (Prerequisite: Wildfire Stance, you must have at least 4 Stamina Points)
- As a Minor Action, you may expend 4 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Once per Turn, when you take the Attack Action, you may make two additional Weapon Attacks as part of that Action.
- Additionally whenever you Hit a Target with a Weapon Attack, they take additional Damage equal to one roll of your Martial Die.
- Until this Stance ends, Attacks made against you have Advantage.
Air Elemental Stances
Air elemental stances emphasize speed and movement on the battlefield.
Air Stance
- As a Minor Action, you may expend 2 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Your Speed Bonus is increased by your Skill Bonus and your Movement does not provoke Attacks of Opportunity.
Gale Stance (Prerequisite: Air Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Your Speed Bonus is increased by your Skill Bonus and your Movement does not provoke Attacks of Opportunity.
- Once per Turn, when you Hit a Target with a Weapon Attack, choose one willing Character (including potentially yourself) within 2 Spaces of the Target. Provided they are not two or more size categories larger than you they are moved 2 Spaces to a position of your choosing.
- This Movement cannot move a Character upwards or through another Character’s space.
Hurricane Stance (Prerequisite: Gale Stance, you must have at least 4 Stamina Points)
- As a Minor Action, you may expend 4 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Your Speed Bonus is increased by your Skill Bonus and your Movement does not provoke Attacks of Opportunity.
- Once per Turn, when you Hit a Target with a Weapon Attack, choose one willing Character (including potentially yourself) within 2 Spaces of the Target. Provided they are not two or more size categories larger than you they are moved 4 Spaces to a position of your choosing.
- This Movement cannot move a Character upwards or through another Character’s space.
Ice, Metal, Electric and Wood Elemental Stances
The below stances each represent variations of the Basic Elemental stances. You must know at least one Basic Elemental stance (Water, Earth, Fire or Air Elemental Stance) to learn one of the below Stances.
Ice Stance (Prerequisite: Any Basic Elemental Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Your Movement does not provoke Attacks of Opportunity.
- When a Character you can see makes a Melee Attack against you, you may as a Reaction reduce the Result of the Attack by one roll of your Martial Die. If the Attack misses as a Result of this feature the Attacker is Knocked Prone.
Metal Stance (Prerequisite: Any Basic Elemental Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- You gain a +2 Bonus to your Armor Class.
- When yourself or a Character within 1 Space of you takes Damage from an Attack you can see, you may as a Reaction grant that Character Resistance to the Physical Damage caused by that Attack.
- Physical Damage includes Bludgeoning, Piercing and Slashing Damage)
Electric Stance (Prerequisite: Any Basic Elemental Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Whenever a Character misses you with a Melee Attack, you may as a Reaction make a Weapon Attack against them with Advantage using an Unarmed Strike or Weapon you are currently holding.
Wood Stance (Prerequisite: Any Basic Elemental Stance, you must have at least 3 Stamina Points)
- As a Minor Action, you may expend 3 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- You may add one roll of your Martial Die to the Result of any Physical Defense Roll you make.
- When you are Hit by a Melee Attack, you may as a Reaction reduce the Damage from that Attack by one roll of your Martial Die.
Beast Stances
The Beast Stances are available to Martial Roles which take the Way of the Beasts Theme. They are also available to Characters which take the Combat Mastery Theme or the Advanced Techniques Feat.
The benefits granted by Beast Stances are inspired by the behaviors of Animals and Mythical creatures. There are two different types of Beast Stance: Little Beasts and Great Beasts.
Little Beast Stances cost 1 Stamina Point to use and grant minor benefits, and are all Basic Stances.
Great Beast Stances cost 2 Stamina Points and grant stronger benefits. They are Advanced Stances, requiring you know at least one Little Beast Stance.
Little Beast Stances
Cat Stance
- As a Minor Action, you may expend 1 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- Your Movement is unaffected by Difficult Terrain.
- You may fall up to 6 Spaces without taking Damage, provided you are not Incapacitated or your Movement Speed is not reduced in any way. If you fall further than 6 Spaces, the fall is considered to be reduced by 6 Spaces for the purposes of determining falling Damage.
Dog Stance
- As a Minor Action, you may expend 1 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- When a Character Hits a Character you are Threatening with an Attack, you may as a Reaction add one roll of your Martial Die to the Damage that Attack causes.
Monkey Stance
- As a Minor Action, you may expend 1 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- When you enter this Stance, and at the Start of each turn thereafter roll a d6. The Result determines the benefits you gain from the below Table. The benefit granted lasts until the Start of your Next Turn.
- [1] Lazy: Being Prone does not cause Melee Attacks against you to have Advantage.
- [2] Cheeky: Whenever you hit a Target with an Attack they become Taunted by you. Until the Start of your Next Turn, the Target has Disadvantage on Attack Rolls against Characters other than you. This effect ends if they are Attacked by a Character other than you or must make a Defense Roll to resist an effect caused by a Character other than you.
- [3] Cling: Once during your Turn, when you Hit a Character with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, they are Grappled by you. You must have a free hand to gain the benefits of this effect.
- [4] Playful: Once during your Turn, when you Hit a Character with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, they are Knocked Prone.
- [5] Mischievous : Once during your Turn, when you Hit a Target with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, they are Blinded until the Start of their Next Turn.
- [6] Selfish: Once during your Turn, when you Hit a Target with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, you may take one item you can see from them. You must have a free hand to gain the benefits of this effect.
- When you enter this Stance, and at the Start of each turn thereafter roll a d6. The Result determines the benefits you gain from the below Table. The benefit granted lasts until the Start of your Next Turn.
Snake Stance
- As a Minor Action, you may expend 1 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- Once per turn when you Hit a Character with a Melee Attack, you may forgo all Damage on this Attack to impose Disadvantage on their Next Attack.
Great Beast Stances
Ape Stance
- As a Minor Action, you may expend 2 Stamina Points to enter into this Stance. Until it ends you gain the following benefits:
- When you enter this Stance, and at the Start of each turn thereafter roll two d6. Choose one of the Results. The Result determines the benefits you gain from the below Table. The benefit granted lasts until the Start of your Next Turn.
- [1] Lazy: Being Prone does not cause Melee Attacks against you to have Advantage.
- [2] Cheeky: Whenever you hit a Target with an Attack they become Taunted by you. Until the Start of your Next Turn, the Target has Disadvantage on Attack Rolls against Characters other than you. This effect ends if they are Attacked by a Character other than you or must make a Defense Roll to resist an effect caused by a Character other than you.
- [3] Cling: Once during your Turn, when you Hit a Character with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, they are Grappled by you. You must have a free hand to gain the benefits of this effect.
- [4] Playful: Once during your Turn, when you Hit a Character with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, they are Knocked Prone.
- [5] Mischievous : Once during your Turn, when you Hit a Target with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, they are Blinded until the Start of their Next Turn.
- [6] Selfish: Once during your Turn, when you Hit a Target with an Attack they must make a Physical Defense Roll against your Stance Save DC. If the Character fails this Check, you may take one item you can see from them. You must have a free hand to gain the benefits of this effect.
- If the two Dice have the same value, you may forgo the above benefit to instead have Advantage on all Attacks you make until the Start of your Next Turn.
- When you enter this Stance, and at the Start of each turn thereafter roll two d6. Choose one of the Results. The Result determines the benefits you gain from the below Table. The benefit granted lasts until the Start of your Next Turn.
Bear Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You may add one Roll of your Martial Die to any Physical Defense Rolls you make.
- When you enter into this Stance, and at the Start of each of your Turns, you gain Temporary Hit Points equal to one roll of your Martial Die.
Eagle Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- Your Movement does not Provoke Attacks of Opportunity
- If you move at least 2 Spaces towards a Target prior to making a Melee Weapon Attack against them, you may add one roll of your Martial Die to the Damage you cause with that Attack.
Lion Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You may add one Roll of your Martial Die to any Skill Checks which use your Charisma Bonus.
- Once per Turn, when you Hit a Character with an Attack, you may choose for them to make a Mental Defense Roll against your Stance Save DC. If they fail this Check, they are Frightened of you until the End of your Next Turn. If they Succeed, they are Immune to this effect for 10 Minutes.
Ox Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You may add one roll of your Martial Die to any Skill Checks which use your Strength Bonus.
- Additionally whenever you Hit with a Melee Attack a Character who is not two or more Size Categories larger than you, you may choose to push them 2 Spaces away from you.
Panther Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You may add one roll of your Martial Die to any Skill Checks which use your Dexterity Bonus.
- Additionally, you may use the Dash or Stealth Action as a Minor Action. You may take one of these Actions as part of the same Action which you used to enter this Stance.
Scorpion Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You may add one Roll of your Martial Die to any Skill Checks which use your Endurance Bonus.
- Once per Turn, when you Hit a Character with an Attack, you may choose for them to make a Physical Defense Roll against your Stance Save DC. If they fail this Check, they are Poisoned until the End of your Next Turn. If they Succeed, they are Immune to this effect for 10 Minutes.
Wolf Stance
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You may add one roll of your Martial Die to any Skill Checks which use your Focus Bonus.
- Additionally you may add one Roll of your Martial Die to the Result of any Melee Attack you make against a Character who is Threatened by a Character other than yourself. Add the Bonus granted by your Martial Die to the Damage caused by the Attack.
Martial Arts Stances
The Martial Arts Stances are available to Warriors which take the Martial Artist Theme. They are also available to Characters which take the Combat Mastery Theme or Advanced Techniques Perk.
Martial Arts Stances may only grant benefits while you are not wearing a Shield.
The Way of the Gentle Hand is inspired by Martial Arts which specialize in grappling, such as Judo.
The Way of the Empty Hand is inspired by Martial Arts which specialize in making attacks with a combination of punches and kicks, such as various iterations of Karate and Kung Fu.
The Way of Harmony is inspired by Martial Arts which specialize in redirecting attacks and self defense, such as Tai Chi, Aikido and Krav Maga.
The Way of the Tumbler is inspired by Martial Arts which specialize in moving in an unconventional manner, such as Drunken Boxing and Capoeira.
The Way of the Gentle Hand
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- When you Hit a Character with an Unarmed Strike you may forgo the Damage on your Attack to instead Grapple them. You must have a free hand to use this benefit.
- You do not expend additional Movement when moving a Grappled Character which is the same Size Category as you or smaller.
- You may forgo one Unarmed Strike to Knock Prone a Character you have Grappled. Doing so does not end the Grappled condition.
- You lose the benefits of this Stance while you are wearing a Shield.
The Way of the Empty Hand
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- When you Hit a Character with an Unarmed Strike you may forgo the Damage on your Attack to cause one of the following effects: These effects are considered Maneuvers and may not be used in addition to another Technique which is used as part of an Attack. Characters which are two or more than Size Categories larger than you are immune to this effect.
- Flinch: The Character cannot use Reactions until the Start of their Next Turn.
- Trip: The Character is Knocked Prone.
- Push: The Character is Pushed 2 Spaces away from you.
- Disarm: The Character must make a Physical Defense Roll against your Stance Save DC. If they fail this Check, they drop one item they are holding of your Choice.
- You may choose to grab the dropped item in a free hand as part of this Attack.
- These effects are considered Maneuvers and may not be used in addition to another Technique which is used as part of an Attack.
- Characters which are two or more than Size Categories larger than you are immune to the effects of this Stance.
- You lose the benefits of this Stance while you are wearing a Shield.
- When you Hit a Character with an Unarmed Strike you may forgo the Damage on your Attack to cause one of the following effects: These effects are considered Maneuvers and may not be used in addition to another Technique which is used as part of an Attack. Characters which are two or more than Size Categories larger than you are immune to this effect.
The Way of Harmony
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- Whenever a Character Hits you with a Melee Attack you may as a Reaction cause one of the following effects:
- Switch: You change the Target of the Attack to another Character who is within 1 Space of you.
- Trip: The Attacker must make a Physical Defense Roll against your Stance Save DC. If they fail this Check, the Attack misses and they are Knocked Prone.
- Move: The Attacker must make a Physical Defense Roll against your Stance Save DC. If they fail this Check, the Attack misses and they are Pushed 2 Spaces away from you.
- Disarm: The Attacker must make a Physical Defense Roll against your Stance Save DC. If they fail this Check, the Attack misses and they drop one item they are holding of your Choice.
- You may choose to grab the dropped item in a free hand as part of this Reaction.
- Characters which are two or more than Size Categories larger than you are immune to the effects of this Stance.
- You lose the benefits of this Stance while you are wearing a Shield.
- Whenever a Character Hits you with a Melee Attack you may as a Reaction cause one of the following effects:
The Way of the Tumbler
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- While you are Prone, you do not have Disadvantage on your Melee Attacks and Melee Attacks made against you do not have Advantage.
- You only expend 1 Space of Movement when you stand up from being Prone.
- When an Attack Hits you, you may as a Reaction fall Prone. If the Attack is not a Critical Hit, the Attack automatically misses you. You must be standing to use this feature and your Movement Speed must be greater than Zero.
- You lose the benefits of this Stance while you are wearing a Shield.
Pugilist Stances
The Pugilist Stances are available to Heroes which take the Pugilist Theme. They are also available to Characters which take the Combat Mastery Theme or Advanced Techniques Perk.
The benefits granted by Pugilist Stances are inspired by prevailing styles of boxing, including Swarmer, Slugger, Out-Boxer and Counter-Boxer.
Pugilist Stances may only be used effectively while you are not making Attacks using Weapons or wearing shields.
Counter-Boxer
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- Melee Attacks you can see which are made against you have Disadvantage.
- If a Melee Attack misses you, you may as a Reaction, make an Unarmed Strike against the Attacker.
- You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.
Out-Boxer
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- The Reach of your Unarmed Strikes is increased by 1 Space and your Movement does not Provoke Attacks of Opportunity.
- Additionally, whenever a Melee Attack you can see is made against you, you may as a Reaction move 2 Spaces immediately after the effects of the Attack have been determined. This movement does not expend your Movement or provoke Attacks of Opportunity.
- You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.
Slugger
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- You have Advantage on the first Unarmed Strike you make each Turn.
- When you hit a Character with an Unarmed Strike which is a Critical Hit they must make a Physical Defense Roll against your Stance Save DC. If they Fail this Check, they are Stunned for 1 Minute. They may repeat this Defense Roll at the Start of Each of their Turns, ending the Stunned Condition on a Successful Save.
- You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.
Swarmer
- As a Minor Action, you may expend 2 Stamina Point to enter into this Stance. Until it Ends you gain the following benefits:
- Once per Turn, when you Hit a Character with an Unarmed Strike, you can create an opening for yourself. If you Hit them with another Unarmed Strike before the End of this turn, it is automatically considered a Critical Hit.
- You lose the benefits of this Stance while you are holding a Weapon or wearing a Shield.
Weapon and Armor Masteries
The Weapon and Armor Mastery Perks allow your Character to become exceptional in the use of certain Weapons and Armors.
They are especially appropriate for Characters who want to fulfill the fantasy of being especially good with certain Weapons and Armor, such as a supremely accurate Archer, or a near impervious Armored Knight.
Most Perks presented here will grant you benefits when you are using a Weapon or set of Armor with a specific property, allowing you to make the most of any weapons and armor with those properties. Additionally, most Perks presented may be taken multiple times, allowing you to become more and more exceptional in the use of those Weapons or Armor as your Character progresses through their Story.
Weapon Mastery Perks
Finesse Weapon Masteries (2)
Nimble Parry
- When you are Hit by an Attack you could see and are holding a Finesse Weapon, you may as a Reaction add one Roll of your Martial Die to your Armor Class, potentially turning the Hit into a Miss.
Perfect Blow
- When you make a Melee Weapon Attack with Advantage using a Finesse Weapon, you may choose to reroll one of the d20s used to determine the Result and Performance of the Check.
Heavy Weapon Mastery (2)
Devastating Blow
- You may treat any Weak Hit with a Heavy Weapon as a Normal Hit.
War Path
- Once during your Turn, if an Attack with a Heavy Weapon is a Critical Hit or causes a Character to exceed their Damage Limit, you may make one additional Attack with that same Weapon during your Turn.
Improvised Weapon Mastery (2)
Any Weapon Will Do
- You are Skilled in Improvised Weapons. You may add your Skill Bonus to the Result of any Attack made with an Improvised Weapon.
- Objects and Characters used as Improvised Weapons have the Bludgeoning Property and the Melee and Thrown properties, with a Short range of 20ft and a long range of 60ft.
- If an Object used as an Improvised Weapon would require two-hands to be held, it also has the Reach property, with a Reach of 10ft.
- A GM may at their discretion grant certain Objects other Weapon Properties (e.g. a broken bottle may have the Piercing property, a table may have the Heavy property)
- Additionally you may use your Skill Bonus for the Damage Rating and Reach of any Attack you make with an Improvised Weapon.
Crashing Blow
- When you Hit a Character with an Object being used as an Improvised Weapon, you may as a Reaction choose to damage the Object as part of the Attack. When you do so, increase the Performance of the Attack by one stage: a Weak Hit becomes a Normal Hit, a Normal Hit becomes a Strong Hit and a Strong Hit becomes a Critical Hit.
- If the Object’s Damage is being tracked (i.e. the Object becoming Damaged/Destroyed has narrative significance), it takes Damage equal to the total Damage caused by it when you use this Reaction. If the Object does not have narrative significance, it is destroyed when you use this Reaction.
Light Weapon Mastery (2)
Fast Blow
- When you Miss an Attack with a Light Weapon, you may as a Reaction add one Roll of your Martial Die to the Result.
Light Weapon Flurry
- You may as a Minor Action make an Attack with a Light Weapon you are holding.
Loading Weapon Mastery (2)
Fast Reload
- You no longer need to use a Minor Action to Reload a Weapon with the Loading Property. The Weapon is Reloaded whenever you make an Attack with it.
Quick Shot
- When a Conflict starts, at the Start of the first Character’s Turn you may as a Reaction immediately make an Attack with a Weapon which has the Loading Property.
Martial Arts Mastery (1)
Martial Artist
- You may use your Skill Bonus for the Damage Rating and Reach of any Unarmed Strikes you make.
- You may as a Minor Action make an Unarmed Strike.
- You lose these benefits while you are wearing a Shield.
Ranged Weapon Mastery (3)
Steady Shot
- When you Miss an Attack with a Ranged Weapon Attack, you may as a Reaction add one Roll of your Martial Die to the Result.
Dead Shot
- You no longer suffer the following penalties when making Ranged Weapon Attacks:
- Being Threatened no longer causes your Ranged Weapon Attacks to have Disadvantage
- You ignore the effects of all Cover (other than Total Cover) when making Ranged Weapon Attacks.
- You do not have Disadvantage when making Ranged Weapon Attacks against Targets at Long Range
Perfect Shot
- When you make a Ranged Weapon Attack with Advantage, you may choose to reroll one of the d20s used to determine the Result and Performance of the Check.
Reach Weapon Mastery (3)
Long Reach
- When you make an Attack with a Reach Weapon during your Turn, it’s Reach is increased by 1 Space.
Fend Off
- When a Character enters the Reach of a Reach Weapon you are holding, you may as a Reaction make an Attack against that Character.
Shaft Strike
- As a Minor Action, you may make a Melee Weapon Attack with the shaft or Hilt of a Reach Weapon you are holding.
- The Damage Rating of this Attack is 2 and the Weapon’s Damage Properties are replaced with the Bludgeoning Property. Otherwise the properties of the Weapon are unchanged.
Thrown Weapon Mastery (2)
Hard Toss
- When you Hit a Character with a Ranged Weapon Attack using a Thrown Weapon you may as a Reaction cause Additional Damage equal to one Roll of your Martial Die.
Quick Toss
- When a Conflict starts, at the Start of the first Character’s Turn you may as a Reaction immediately make a Ranged Weapon Attack with a Weapon which has the Thrown Property.
Two Weapon Mastery (2)
Double Strike
- When you are holding two Weapons, and neither of which have the Heavy Property, they both gain the following benefit from the Light Property.
- When you are holding two Light Weapons, and you Hit a Target with one of the Two weapons, the Attack causes Additional Damage equal to the Damage Rating of the Weapon you did not Attack with. The type of this Additional Damage is determined by that Weapon’s Properties.
- The Two Weapons must both be capable of Hitting the Target to gain the benefits of this feature.
Dangerous Opponent
- When you are holding two Weapons and you are Missed by a Melee Attack, you may as a Reaction make an Attack against the Attacker with one of the Two Weapons you are holding.
Versatile Weapon Mastery (2)
Duelist
- When you Hit a Character with an Attack using a Versatile Melee Weapon, you may as a Reaction cause Additional Damage equal to one Roll of your Martial Die.
Versatile Guard
- When you are Hit by an Attack you could see and are holding a Versatile Melee Weapon in two-hands, you may as a Reaction add one Roll of your Martial Die to your Armor Class, potentially turning the Hit into a Miss.
Armor Mastery Perks
Armor Expert
- While you are wearing Armor your Damage Reduction is increased by 1.
Armored Acrobat
- You may ignore the Restrictive properties of any Armor you are wearing.
Heavy Armor Expert
- When you take Damage while wearing Heavy Armor, you may as a Reaction increase your Damage Reduction Bonus by your Skill Bonus.
Shield Mastery (3) (Prerequisite: Trained in Shields)
Shield Bash
- While you are wearing a Shield, you may as a Minor Action attempt to Push or Trip a Character within 1 Space of you.
Shield Warrior
- You may ignore any restriction described by a Perk or Role Feature caused by wearing a Shield.
- Examples include the Martial Artist Perk, and the Martial Arts and Pugilist Stances.
- You may ignore the Restrictive Properties of any Shield you are wearing.
Raise Shield
- While you are holding a Shield, you may add the Armor Class Bonus of your Shield to your Damage Reduction Bonus.
- If you Succeed on a Physical Defense Roll, you take no Damage from the effect which caused the Defense Roll.