Fighter

In Inazria, Fighters are professionals of combat: soldiers, knights, and veterans who earned their edge through years of training on the battlefield. Fighters assemble their capabilities piece by piece through a variety of weapons, armors, fighting styles and techniques. As with all classes in Inazria, your context supplies some of your identity and mechanics; the base class provides the core engine.

Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Intimidation, Perception, Medicine, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Class Rules

  • Ongoing Features and Concentration. If a feature creates a lasting zone, form, or summoned ally, you concentrate on it as if concentrating on a spell, unless the feature says otherwise.
  • Once on Each of Your Turns. When a feature could trigger multiple times in a round (such as an aura or additional effect), it can do so no more than once on each of your turns unless the feature says otherwise.
  • Limited Uses. If a feature has a limited number of uses and doesn’t specify a recharge, you can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Multiclassing. You may take levels in as many civil classes and contexts as you wish, up to 20 total character levels. You may have only one primal class and one primal context, ever. Features from different classes stack unless they say otherwise, but overlapping resources do not replace one another: you must operate both systems independently. Technique points, weapon groups from Weapon Group Mastery, and uses of Indomitable scale with your fighter levels only. If more than one feature would grant you Extra Attack, you use only the one that grants the greatest number of attacks.
  • Mastery Damage. Extra damage from Weapon Group Mastery and from features that say they share this budget (such as a Tarvanin’s Skirmisher’s Step) is limited to one application per turn among those sources.

Core Class Features

  • Martial Proficiency (1st Level). Your training covers the full spectrum of arms and armor. You ignore the Strength requirement of armor you are proficient with. When you attack with a weapon you are proficient with, you can use Strength or Dexterity for the attack and damage rolls (your choice for each attack).
  • Fighting Style (1st Level). You adopt a practiced approach to combat. Choose one fighting style from the list below. At 10th level, you learn a second fighting style. Whenever you finish a long rest, you can replace one of your fighting styles with a different option from the list.
  • Exertion (1st Level). You can push your body and focus beyond comfortable limits. You have a number of Exertion equal to your proficiency bonus. You regain all expended Exertion when you finish a short or long rest.
    • Second Wind (1 Exertion, bonus action). You regain hit points equal to 1d10 + your fighter level.
    • Action Surge (2 Exertion, on your turn). You take one additional action.
    • Improvised Technique (1 Exertion). When you use a technique you are untrained in, you must spend this Exertion (see Combat Techniques).
  • Combat Techniques (1st Level). You are exposed to the full catalog of Fighter techniques (see Fighter Techniques). Any technique may be attempted, but only invested techniques work without penalty or Exertion cost.
    • Technique Points. You gain 2 technique points when you take your first fighter level. Each time you gain a fighter level thereafter, you gain 1 additional technique point.

    • Technique Ranks. Each technique can be invested to a maximum of three ranks:

      RankPoints investedEffect
      Untrained0You may attempt the technique by spending 1 Exertion; apply the Improvised Use rules below.
      Familiar1The technique works as written in the technique table. You do not spend Exertion to use it.
      Practiced3You gain the Familiar effect and the technique’s Practiced benefit.
      Mastered6You gain the Familiar and Practiced effects and the technique’s Mastered benefit.
    • Improvised Use. When you use a technique untrained, you must spend 1 Exertion, and the technique suffers all of the following that apply:

      • If the technique includes an attack roll beyond a normal weapon attack granted by the Attack action, that attack roll has disadvantage.
      • If the technique forces a saving throw, the target has advantage on the save.
      • If the technique deals extra damage, grants temporary hit points, or reduces damage, that amount is halved (round down).
      • If the technique normally grants advantage or imposes disadvantage, that part of the technique fails.
    • Once per Turn. Unless a technique’s Mastered benefit says otherwise, you can use each technique at most once per turn.

    • Context Techniques. Techniques granted by your context are added to your available list and follow the same rank rules.

  • Weapon Group Mastery (2nd Level). Choose two weapon groups: axes, blades, bludgeons, bows, crossbows, polearms, or thrown weapons. When you hit with a weapon attack using a weapon from a mastered group, you deal extra damage equal to your proficiency bonus. This extra damage uses the Mastery Damage budget (once per turn among sharing sources).
    • At 6th level, choose a third weapon group. At 13th level, choose a fourth.
  • Veteran’s Focus (2nd Level). When you finish a short rest, you regain 1 expended Exertion (in addition to the Exertion you normally regain).
  • Tactical Assessment (3rd Level). As a bonus action, you study one creature you can see within 30 feet. Until the end of your next turn, you have advantage on attack rolls against that creature, and the first time you hit it with a weapon attack on your turn, you deal extra damage equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Ability Score Improvement (4th, 8th, 12th, 16th, 19th Levels). Increase one ability score by 2, or two ability scores by 1 (to a maximum of 20).
  • Extra Attack (5th Level). When you take the Attack action on your turn, you can attack twice instead of once.
  • Battle Hardened (7th Level). You have advantage on saving throws against being frightened.
  • Indomitable (9th Level). When you fail a saving throw, you can reroll it with a bonus equal to your fighter level (maximum +10). You must use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Extra Attack 2 (11th Level). When you take the Attack action on your turn, you can attack three times instead of twice. You never gain a fourth attack from Extra Attack — that peak belongs to no civil class.
  • Relentless (11th Level). When you use Action Surge, you can immediately move up to half your speed without provoking opportunity attacks.
  • Improved Weapon Mastery (13th Level). Your weapon group mastery extra damage increases to twice your proficiency bonus, but it still uses the Mastery Damage budget (once per turn among sharing sources).
  • Diehard (15th Level). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
  • Warrior’s Reflexes (17th Level). You can take one additional reaction each round, for two reactions total. These reactions can be used for opportunity attacks, techniques, or context features that require a reaction. You can use Action Surge twice before finishing a short or long rest, but only once on the same turn.
  • Martial Legend (20th Level). Choose one ability score from Strength, Dexterity, or Constitution. That score increases by 2, to a maximum of 22. You gain 4 technique points to invest immediately. When you roll initiative, if you have 0 Exertion remaining, you gain 1 Exertion.

Fighting Styles

StyleEffect
ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.
Blind FightingYou have blindsight out to 10 feet. Within that radius, you can effectively perceive creatures that are invisible or hidden.
DefenseWhile you are wearing armor, you gain a +1 bonus to AC.
DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll.
InterceptionWhen a creature you can see hits another creature within 5 feet of you with an attack, you can use your reaction to reduce the damage by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction.
ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown Weapon FightingYou gain a +2 bonus to damage rolls with thrown weapons. When you make a ranged attack with a thrown weapon, its normal range increases by 10 feet.
Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed FightingYour unarmed strikes deal 1d6 bludgeoning damage (1d8 if you aren’t wielding weapons or a shield). At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Fighter Techniques

The tables below list all Fighter techniques. Invest technique points to improve rank: Familiar (1 pt) → Practiced (3 pts total) → Mastered (6 pts total). Untrained use costs 1 Exertion and applies Improvised Use (see Combat Techniques).

Unless a Mastered benefit says otherwise, each technique can be used at most once per turn.

Martial save DC. Strength saving throws forced by base Fighter techniques use this DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice when you gain the technique).

Offensive

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
CleaveImmediately after a melee weapon attack hitsMake one additional melee weapon attack against a different creature within 5 feet of the original target. This attack doesn’t add your Strength or Dexterity modifier to its damage unless that modifier is negative.The cleave attack adds your Strength or Dexterity modifier to its damage as normal.The cleave attack can target a creature within 10 feet of the original target.
Feinting StrikeBonus action on your turnChoose one creature within 5 feet. The next attack roll you make against it before the end of your turn has advantage.You can use this technique as part of the Attack action instead of spending a bonus action.If the advantaged attack hits, you can immediately make one weapon attack against a different creature within your reach.
Heavy BlowWhen you hit with a weapon attackThe target takes extra damage equal to one of the weapon’s damage dice.The extra damage equals two of the weapon’s damage dice.You can use Heavy Blow twice on the same turn (on two different hits).
Precision StrikeWhen you make a weapon attack rollAdd your proficiency bonus to the attack roll. You can choose to do this after rolling the d20 but before learning whether the attack hits or misses.If the attack hits, add your proficiency bonus to the damage roll.If the attack misses after applying your proficiency bonus, you can reroll the attack against the same target once. You must use the new roll.
Pushing AttackWhen you hit with a weapon attackThe target must succeed on a Strength saving throw (martial save DC) or be pushed up to 15 feet straight away from you.On a failed save, the target is pushed up to 20 feet.On a failed save, the target is pushed and knocked prone.

Defensive

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
BraceReaction, when a creature you can see enters your reachMake one melee weapon attack against that creature. If it moved at least 10 feet straight toward you immediately before entering your reach, this attack roll has advantage.If the brace attack hits, the creature’s speed becomes 0 until the end of its current turn.You can also use Brace when a creature leaves your reach.
ParryReaction, when you are hit by a melee attackReduce the damage by 1d10 + your Strength or Dexterity modifier (your choice).The damage reduction increases to 1d10 + twice your Strength or Dexterity modifier.If you reduce the damage to 0, you can immediately make one melee weapon attack against the attacker.
RiposteReaction, when a creature misses you with a melee attackMake one melee weapon attack against the attacker.The riposte attack roll has advantage.If the riposte hits, the attacker has disadvantage on attack rolls until the end of its next turn.
Stand FirmReaction, when an effect would move you or knock you proneYou aren’t moved and aren’t knocked prone.One ally of your choice within 5 feet of you isn’t moved and isn’t knocked prone by the same effect.Until the start of your next turn, you can’t be moved against your will and can’t be knocked prone.

Control

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
Disarming BlowWhen you hit with a weapon attackThe target must succeed on a Strength saving throw (martial save DC) or drop one item it is holding of your choice.The target has disadvantage on the save if it is holding a weapon with the two-handed property.If the target drops an item and you have a free hand, you catch the item.
Mark FoeWhen you hit with a weapon attackThe target is marked until the start of your next turn. While marked, it has disadvantage on attack rolls against creatures other than you.While marked, the creature’s speed is reduced by 10 feet.You can mark two creatures with one use of this technique.
Trip AttackWhen you hit with a weapon attackThe target must succeed on a Strength saving throw (martial save DC) or be knocked prone.If the target is already prone, it takes extra damage equal to your proficiency bonus instead of making a save.A creature knocked prone by this technique can’t stand up until the end of your next turn.
Warding StrikeWhen you hit with a weapon attackChoose one ally within 5 feet of you. Until the start of your next turn, that ally gains a +2 bonus to AC against attack rolls made by the creature you hit.The AC bonus increases to +2 plus your proficiency bonus.You can choose two allies.

Mobility

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
Bounding StepWhile taking the Attack action on your turnMove up to 10 feet without provoking opportunity attacks, immediately before or after one of your attacks.The movement increases to 15 feet.You can split the movement before and after the attack (15 feet total).
ChargeWhen you hit with a melee attack after moving at least 10 feet straight toward the target on the same turnThe target takes extra damage equal to your proficiency bonus.The extra damage equals twice your proficiency bonus.If you moved at least 20 feet straight toward the target, it must succeed on a Strength saving throw (martial save DC) or be knocked prone.
Quick DrawWhile making a weapon attack on your turnDraw or stow one weapon as part of the attack.You can draw or stow two weapons as part of the same attack.The first attack you make after drawing a weapon with this technique has advantage.
WithdrawWhen you hit with a melee weapon attackMove up to half your speed without provoking opportunity attacks from the creature you hit.You can move up to your full speed.Until the end of your turn, that creature has disadvantage on opportunity attacks against you.

Support

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
RallyBonus action on your turnOne ally within 30 feet who can see or hear you gains temporary hit points equal to 1d8 + your fighter level.The temporary hit points equal 2d8 + your fighter level.You can target two allies.
Helpful StrikeWhen you hit with a weapon attackOne ally within 5 feet of the target can use its reaction to move up to half its speed without provoking opportunity attacks from that target.When the ally uses that reaction, it can also make one weapon attack against the target.You can choose two allies.
Inspiring ExampleWhen you reduce a hostile creature to 0 hit pointsEach ally within 30 feet who witnessed the kill gains temporary hit points equal to your proficiency bonus.The temporary hit points equal twice your proficiency bonus.Each affected ally has advantage on the next attack roll or saving throw it makes.

Champion

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
Brutal FinishWhen you hit with a melee weapon attack using a weapon with the two-handed or versatile propertyThe target takes extra damage equal to one of the weapon’s damage dice + your Strength modifier.The extra damage equals two of the weapon’s damage dice + your Strength modifier.The extra damage equals three of the weapon’s damage dice + your Strength modifier.
ChallengeWhen you hit a creature with a melee weapon attackThe target is challenged until the start of your next turn. While challenged, it has disadvantage on attack rolls against creatures other than you.While challenged, the creature’s speed is reduced by 10 feet.The creature can’t willingly move farther away from you until the end of its next turn.
Battering RushWhen you hit with a melee weapon attack after moving at least 10 feet straight toward the target on the same turnThe target takes extra damage equal to your proficiency bonus and must succeed on a Strength saving throw (martial save DC) or be pushed up to 10 feet away from you.The extra damage equals twice your proficiency bonus, and on a failed save the target is pushed up to 15 feet.On a failed save, the target is pushed up to 15 feet and knocked prone.
Iron RecoveryBonus action on your turnYou gain temporary hit points equal to your proficiency bonus + your Constitution modifier.When you use Second Wind, you also gain temporary hit points equal to your proficiency bonus.You can use this technique as a reaction when you are hit by an attack, instead of as a bonus action on your turn.

Varnic Knight

Varnic Knight save DC = 8 + your proficiency bonus + your Intelligence modifier.

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
Sigil StrikeWhen you hit with a weapon attackExpend one sigil charge. The target takes extra damage equal to 1d8 + your Intelligence modifier (force, fire, or cold—chosen when you inscribed the sigil).If the target cast a spell since the end of your last turn, or is concentrating on a spell, the extra damage increases by your proficiency bonus.If the target cast a spell since the end of your last turn, you can choose two damage types for the strike, and the target has disadvantage on concentration checks until the end of its next turn.
Arcane ParryReaction, when you are hit by a weapon or spell attackReduce the damage by 1d8 + your Intelligence modifier. Against a spell attack or the ranged attack of a spell, reduce it by 1d10 + your Intelligence modifier instead.If you reduce the damage to 0, your next Sigil Strike before the end of your next turn deals extra damage equal to your proficiency bonus without expending a sigil charge.You can use this technique against a spell that targets only you. If you reduce that spell’s damage to 0, the caster must succeed on an Intelligence saving throw (Varnic Knight save DC) or take force damage equal to your proficiency bonus + your Intelligence modifier.
Sigil WardBonus action on your turnExpend one sigil charge. Choose yourself or one ally within 5 feet. Until the start of your next turn, the chosen creature has resistance to damage from spells and other magical effects.The warded creature also has advantage on saving throws against spells and magical effects.You can ward two creatures within 5 feet of you.
UnbindAction on your turnTouch one unattended object within reach. For 1 hour, the object is nonmagical and can’t confer magical benefits. Permanent enchantments return when the duration ends; consumable or charged magic is expended instead.You can touch an object a creature is holding if the creature fails a Strength saving throw (Varnic Knight save DC).You can touch a creature and end one spell or magical effect on it (as if by dispel magic on a spell of 4th level or lower). Once you use this benefit, you can’t use it again until you finish a long rest.

Paladin

Paladin save DC = 8 + your proficiency bonus + your Charisma modifier.

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
Oath StrikeWhen you hit a creature with a weapon attackSpend 1 Devotion. The target takes extra damage equal to 1d8 + your Charisma modifier, of your Oath Damage type.The extra damage equals 2d8 + your Charisma modifier.The extra damage equals 3d8 + your Charisma modifier. If the target is detected by your Oath Sense, the extra damage equals 4d8 + your Charisma modifier instead.
RebukeBonus action on your turnSpend 1 Devotion. Choose one hostile creature within 30 feet that can hear you. The target must succeed on a Wisdom saving throw (Paladin save DC) or take psychic damage equal to your Charisma modifier and be frightened of you until the end of its next turn.On a failed save, the psychic damage equals 1d8 + your Charisma modifier, and the frightened condition lasts for 1 minute. The target can repeat the save at the end of each of its turns.On a failed save, the target cannot take reactions while frightened by this effect. On a successful save, the target still takes psychic damage equal to your Charisma modifier.
Ward AllyReaction, when an ally within 5 feet of you takes damage from an attackReduce the damage by 1d10 + your Charisma modifier.The damage reduction increases to 2d10 + your Charisma modifier.If you reduce the damage to 0, the ally has advantage on their next attack roll or saving throw made before the end of their next turn.
Shield of FaithBonus action on your turnSpend 1 Devotion. Choose one ally within 30 feet. Until the start of your next turn, that ally gains a +2 bonus to AC.The bonus lasts until the end of your next turn. You can include yourself as a target.While the bonus is active, the protected ally has advantage on saving throws against being charmed or frightened.
Banishment BladeWhen you hit a creature with a weapon attackSpend 1 Devotion. The target must succeed on a Strength saving throw (Paladin save DC) or be pushed 10 feet straight away from you. If the target is detected by your Oath Sense, the save is made with disadvantage.On a failed save, the target is pushed 15 feet and cannot willingly move closer to you until the end of its next turn.On a failed save against an Oath-Sense-detected target, the target is pushed 20 feet, cannot approach you for 1 minute (or until it takes damage from a source other than you), and is frightened of you until the end of its next turn.

Tarvanin

TechniqueTriggerFamiliar (1 pt)Practiced (3 pts)Mastered (6 pts)
Fire Team ManeuverBonus action on your turnOne ally within 30 feet who can see or hear you can immediately move up to half its speed without provoking opportunity attacks.The ally also gains temporary hit points equal to your proficiency bonus.The ally can make one weapon attack as part of the same reaction.
Suppressing ShotWhen you hit a creature with a ranged weapon attackThe target has disadvantage on the next attack roll it makes before the start of your next turn.The target also has disadvantage on the next saving throw it makes before the start of your next turn.The target’s speed is reduced by 10 feet until the start of your next turn.
Ambush CutWhen you make a weapon attack immediately after using Quick Change on the same turnThe attack roll has advantage.If the attack hits, it deals extra damage equal to your proficiency bonus.If the attack hits, you can immediately use the Withdraw technique against that target without counting against Withdraw’s once-per-turn limit (Even if untrained. Still pays Improvised penalty).
Tactical RedeployReaction, when you are hit by an attackMove up to half your speed without provoking opportunity attacks from the attacker, and you can use Quick Change as part of the same reaction.One ally of your choice within 5 feet of you can move up to half its speed without provoking opportunity attacks from the attacker.The space you leave is lightly obscured until the start of your next turn.

Contexts

Each Fighter context adds techniques to your repertoire (see Fighter Techniques), grants context features at specific fighter levels, and shapes how you apply the base engine. Your character must commit to one Fighter context.

Champion

Champions are Azergad’s mightiest warriors. With their great strength, Champions wield heavy armor and crushing weapons to outmatch any foe. These masters of combat utilize their skills as professional security forces, army generals or elite strike squads. A proven Champion is universally recognized and held in high regard.

Champion’s Breadth. You gain additional technique points as you advance: +1 at 1st fighter level, +1 at 7th level, and +2 at 14th level (in addition to the technique points you gain from the Fighter class).

  • Champion’s Breadth (1st Level). You gain 1 additional technique point.
  • Trained for Battle (1st Level). While you are wearing heavy armor and wielding a melee weapon with the two-handed or versatile property, once per turn when you hit a creature with a weapon attack, you add half your Strength modifier (rounded up, minimum 1) to the damage roll again.
  • Press the Advantage (2nd Level). When you reduce a hostile creature to 0 hit points with a melee weapon attack, you can move up to half your speed without provoking opportunity attacks.
  • Improved Critical (3rd Level). Your weapon attacks score a critical hit on a roll of 19 or 20. You also learn the Brutal Finish Champion technique at Familiar rank without spending technique points. You may still invest technique points to advance it to Practiced or Mastered.
  • Unyielding Frame (5th Level). While you are wearing heavy armor, you have advantage on saving throws against being moved or knocked prone. When you use Second Wind, you also end the frightened condition on yourself.
  • Relentless Champion (6th Level). When you use Second Wind, you can immediately move up to 10 feet without provoking opportunity attacks.
  • Champion’s Breadth (7th Level). You gain 1 additional technique point.
  • Indomitable Advance (7th Level). When you take the Attack action on your turn, you can forgo one of the attacks to move up to 15 feet without provoking opportunity attacks before making the remaining attacks.
  • Critical Mass (9th Level). Once per turn when you score a critical hit with a melee weapon, you can use Heavy Blow without counting against its once-per-turn limit (even if untrained, you must still pay the Improvised Use cost).
  • Hold the Line (11th Level). Hostile creatures within 5 feet of you have disadvantage on attack rolls against creatures other than you unless you are incapacitated.
  • Champion’s Breadth (14th Level). You gain 2 additional technique points.
  • Surging Action (14th Level). When you use Action Surge, you can make one weapon attack before or after the additional action granted by Action Surge.
  • Superior Critical (15th Level). Your weapon attacks score a critical hit on a roll of 18–20.
  • Ironbound (17th Level). While you are wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
  • Ascendant Mastery (18th Level). Choose one of the following techniques you have at Mastered rank. That technique gains the listed Ascendant benefit. Additionally, once per long rest when you roll initiative, if you have 0 Exertion remaining, you gain 1 Exertion.
    • Brutal Finish: When you use it, you can reroll one of the weapon’s damage dice included in the extra damage and must use the new roll.
    • Challenge: While the target is challenged, you have advantage on opportunity attacks against it.
    • Iron Recovery: When you gain temporary hit points from this technique, you also regain hit points equal to your Constitution modifier (minimum 1).
    • Heavy Blow: The extra damage ignores resistance to bludgeoning, piercing, and slashing damage.

Varnic Knight — Sigil and Spellbreak

Varnic Knights are offensive hybrid strikers who blend sigil magic with steel. Varna is the ancient Inazri word for mark, sigil, or rune. They inscribe weapons and armor with sigils and wards for dealing extra damage and granting resistances to magical damage types. They are most well known for their effectiveness against traditional spellcasters: countering spells, destroying enemy casters’ spell slots, and removing magic properties from objects. The path to become a Varnic Knight is difficult and rare; many offer their sigil and spellbreaking services to alter objects for a price when not called to the field.

Sigilcraft. Your arcane ability for Varnic Knight features and techniques is Intelligence. Your Varnic Knight save DC = 8 + your proficiency bonus + your Intelligence modifier.

Sigil Bond. You cannot wear heavy armor. Your Varnic Knight features and sigil techniques function only while you are wearing or wielding equipment bearing at least one of your inscribed sigils.

Sigils. When you finish a long rest, you can inscribe up to two sigil charges on a weapon, shield, or suit of armor you touch, and you choose the sigil’s damage type (force, fire, or cold). Some techniques expend a charge; expended charges are restored when you finish your next long rest (or one charge when you finish a short rest starting at 14th level). While you have at least one charged sigil on your equipment, weapon attacks with that equipment count as magical.

  • Rite of Binding (1st Level). You gain proficiency in the Arcana skill if you don’t already have it.
  • Cantrip Etching (1st Level). Choose one minor working that requires no sigil charge: your inscribed weapon sheds bright light in a 10-foot radius and dim light for 10 feet more (on or off as a bonus action), or you can cast detect magic by touching an object (a number of times equal to your proficiency bonus per long rest, no components required).
  • Sigil Edge (1st Level). While a weapon you are wielding bears one of your inscribed sigils (charged or not), once per turn when you hit a creature with that weapon, the target takes extra damage equal to your Intelligence modifier (minimum 1) of the sigil’s damage type. This damage does not expend a sigil charge.
  • Counter-Glyph (3rd Level). When you succeed on a saving throw against a spell or magical effect created by a creature you can see, you can use your reaction to deal force damage to that creature equal to your proficiency bonus + your Intelligence modifier. If the effect forced a saving throw, the caster also loses one spell slot of that spell’s level if it has one; if it has none of that level, it loses one spell slot of the next lower level it has available (minimum 1st). If it has no spell slots remaining, the strip fails harmlessly and the force damage still applies. You can strip a given caster’s slot with this feature only once per long rest. You can use this reaction a number of times equal to your proficiency bonus per long rest.
  • Arcane Ambience (5th Level). When a hostile creature you can see within 60 feet casts a spell, until the end of your next turn the first time each turn you hit that creature with a weapon attack, the attack deals extra force damage equal to your proficiency bonus.
  • Overcharge (9th Level). When you use a Varnic Knight technique that would expend a sigil charge, you can spend 1 Exertion to forgo expending the charge or to double the technique’s damage or ward duration (your choice). You can overcharge a given technique only once per turn.
  • Spellward Veteran (14th Level). When you finish a short rest, you can restore one expended sigil charge. When you use Sigil Ward, the resistance and saving throw benefits last for 1 minute or until you use Sigil Ward again (no concentration required).
  • Runebound Arsenal (18th Level). When you finish a long rest, you inscribe three sigil charges instead of two. Choose one weapon or shield to bear a master sigil. The first time each turn you use Sigil Strike or Sigil Ward with that item, you don’t expend a sigil charge (all other limits still apply).

Paladin — Oathbound Champion

Paladins are defensively-minded hybrid Fighters who swear to one of the seven orders in service of a Paragon. They hold the front line through area control, answer wounds with Lay on Hands, and strike down the sworn with Devotion-fueled smites — but those smites are limited by Devotion, not at-will. Each order is tied to one of the Paragons of Man, but every Paladin shares the same core discipline: hold the line, judge by your conscience, and let your conviction shape the battlefield.

The orders were founded in the wake of the Great Pact. Narthex formalized the Concord after the White-Cold storm; the others followed as the Realms learned what kind of champions Azergad would need. Someone who pledges their oath to serve at the hand of a Paragon is called a Paladin. That pledge is made by belief, not by birth — a Kelanari may ride with the Concord, an orc with the Pillars, and so on, provided they keep their order’s tenets. A Hyzalian may swear in theory; in practice, their people’s distrust of outsiders makes such oaths rare.

Devotion. Paladin features draw on a resource called Devotion, separate from Exertion. Your Devotion pool equals your proficiency bonus + your Charisma modifier (minimum 1). You regain all expended Devotion when you finish a long rest, and you regain half your Devotion (rounded up) when you finish a short rest.

Paladin save DC = 8 + your proficiency bonus + your Charisma modifier.

  • Lay on Hands (1st Level). You have a reservoir of healing power that replenishes when you finish a long rest. Your healing pool equals 5 × your fighter level. As an action, you can touch a willing creature (yourself included) and restore hit points to that creature, up to the maximum remaining in your pool. Alternatively, you can spend 5 points from your pool to end one disease or one instance of the poisoned condition affecting a creature you touch.
  • Oath Sense (1st Level). Your sworn vows attune you to the violations your order forbids (see Orders, below). Any creature within 30 feet of you that matches your order’s tenets is considered detected by your Oath Sense, even if it is invisible or hidden by mundane means (but not behind total cover). You learn its presence and general direction. As an action, you can extend your awareness to 60 feet; until the end of your next turn, the detection range is 60 feet instead of 30 feet.
  • Oath Strike (3rd Level). You learn the Oath Strike Paladin technique at Familiar rank without spending technique points. You may still invest technique points to advance it to Practiced or Mastered. When you learn Oath Strike, choose one damage type from your order’s three options (see Orders). This is your Oath Damage for all Oath Strike attacks, and you cannot change it without changing your order.
  • Sworn Boon (3rd Level). You gain the signature ability of your order (see Orders).
  • Aura of Conviction (5th Level). While you are conscious, you and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened. Your order grants one additional aura effect (see Orders). Advantage against being charmed or frightened from this aura does not stack with the same advantage from another aura or class feature (Use the higher bonus only).
  • Cleansing Touch (6th Level). As an action, you can touch yourself or one willing creature within 5 feet and end one of the following on the target: the charmed, frightened, paralyzed, or poisoned condition, or one ongoing magical effect of 3rd level or lower (treat as dispel magic cast with a 3rd-level slot). You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.
  • Sacred Stride (7th Level). Your walking speed increases by 5 feet. You ignore difficult terrain while moving toward an ally within your Aura of Conviction. Magical effects that would reduce your speed have no effect on you.
  • Battle Prayer (9th Level). As a reaction when you or an ally within 30 feet that you can see fails an attack roll, ability check, or saving throw, you can spend 1 Devotion to grant the failing creature advantage on a single reroll. The creature must use the new roll.
  • Aura’s Reach (11th Level). The range of your Aura of Conviction increases to 15 feet.
  • Greater Aura (14th Level). While your Aura of Conviction is active, you and friendly creatures within its range gain resistance to one damage type chosen when you finish a long rest. Your order recommends a default damage type aligned with its work (see Orders), but you may choose any damage type.
  • Devout Resilience (17th Level). When you finish a short rest, you regain 1 expended Devotion in addition to the Devotion you normally regain on a short rest. The range of your Aura of Conviction increases to 30 feet.
  • Paragon’s Mantle (18th Level). Once per long rest, as an action, you channel the authority of your Paragon directly. The effect lasts for 1 minute and is determined by your order (see Orders).

Orders

Each Paladin is sworn to one of seven orders. Your order shapes the violations you sense, the damage type you carry into the smite, the focus of your aura, the signature feature you gain at 3rd level, and the Mantle you channel at 18th. Everything else is shared across all Paladins.

The Concord

The Knights of the Concord serve Narthex’s mandate of peace through arbitration. They are the visible knights of the international treaty-roads, dispatched as neutral parties to feuds, border disputes, and broken truces. A Concord Paladin swears to offer parley before steel and to honor any truce they witness or declare.

  • Tenets: Offer to discuss your difference before resorting to battle, when possible. Honor a truce that you witness or declare. Never attack a creature that has accepted your parley unless they break it first.
  • Oath Sense detects: creatures who have broken a sworn truce or treaty in the past day; creatures preparing to initiate violence against a non-combatant.
  • Oath Damage (choose one at 3rd level): radiant, thunder, or psychic.
  • Aura addition: Allies in your aura cannot be magically compelled to attack you or another ally in the aura.
  • Greater Aura recommended: radiant.
  • Sworn Boon — Voice of the Concord (3rd Level). As an action, you demand a parley with one creature within 60 feet that can hear and understand you. The target must succeed on a Wisdom saving throw against your Paladin save DC or be unable to take any hostile action against you or any willing ally within 5 feet of you for 1 minute. The effect ends early if you or any such ally takes a hostile action against the target or one of its allies, or if the target is harmed. You can use this feature a number of times equal to your Charisma modifier, regaining all uses on a long rest.
  • Paragon’s Mantle — Spear of Thilidan (18th Level). You declare a truce in a 60-foot radius centered on you. Choose up to six creatures in the area. For the duration, at the start of each of its turns, each chosen creature must succeed on a Wisdom saving throw against your Paladin save DC or be unable to take a hostile action against any other chosen creature on that turn. The first time a chosen creature successfully attacks another chosen creature during the duration, that attacker takes radiant damage equal to 8d8 + your Charisma modifier and is detected by your Oath Sense for the rest of the Mantle.
The Yargharu

Paladins of the Yargharu are Karhu’s roving magistrates and executioners. They ride from Khurz-Marn to pursue international crime where no single Realm’s law can reach; think thieve’s guilds, slave traders, or the rogue magister who outruns their own nation’s courts. National law stops at a border; Karhu’s justice does not. A Yargharu Paladin tries, judges, and ends the unrepentant.

  • Tenets: Pursue the lawless across borders. Hear the accused before you strike. Show no mercy to the unrepentant.
  • Oath Sense detects: creatures who have committed murder, kidnapping, slave-taking, or oathbreaking in the past month; creatures actively committing such a crime in your presence.
  • Oath Damage (choose one at 3rd level): fire, necrotic, or psychic.
  • Aura addition: Allies in your aura have advantage on saving throws to end being paralyzed, restrained, or stunned.
  • Greater Aura recommended: fire.
  • Sworn Boon — Sentence (3rd Level). As a bonus action, you designate one creature you can see within 60 feet as Convicted. While Convicted, the creature is treated as detected by your Oath Sense, and you have advantage on Intimidation and Perception checks made against it. When you deal Oath Damage to a Convicted creature, the damage increases by your Charisma modifier. The Convicted condition lasts for 1 hour or until you designate a different creature as Convicted. You can use this feature a number of times equal to your Charisma modifier, regaining all uses on a long rest.
  • Paragon’s Mantle — Verdict (18th Level). Name up to three creatures within 60 feet as Convicted, overriding any prior Sentence. For the duration, each Convicted creature takes 4d8 damage of your Oath Damage type at the start of its turn and has disadvantage on saving throws against your Paladin features. If you reduce a Convicted creature to 0 hit points during the duration, you immediately regain Devotion equal to your Charisma modifier.
The Pillars of Kalindor

The Pillars stand watch over the Great Ledger at Kalindor and over Valadorf himself. They also enforce the commercial law that binds the Realms of the Pact. A Pillar’s shield is raised before their sword, as their first oath is to defend — they are the Paladin order most associated with area-control tanking, holding ground that contracts and allies depend on. The senior Chakana bears the four-quartered cross on their shields and judge by principle when written precedent runs out.

  • Tenets: Protect the Ledger, the Paragons, and the contracts that bind the Realms. Honor every commercial agreement to which you bear witness. Hold the line that others depend on.
  • Oath Sense detects: creatures who have broken a commercial agreement they personally signed within the past year; creatures bearing stolen goods of significant value.
  • Oath Damage (choose one at 3rd level): force, thunder, or bludgeoning.
  • Aura addition: Allies in your aura have advantage on saving throws to resist being moved against their will or knocked prone.
  • Greater Aura recommended: bludgeoning.
  • Sworn Boon — Bulwark Stance (3rd Level). As a bonus action, you brace into Bulwark Stance. Until the start of your next turn, you gain a +2 bonus to AC and reduce all incoming damage by your proficiency bonus, but your speed is reduced by 10 feet. You can use this feature a number of times equal to your Charisma modifier, regaining all uses on a long rest.
  • Paragon’s Mantle — Living Pillar (18th Level). For the duration: you cannot be moved against your will; you cannot be knocked prone; and once during the Mantle, if damage would reduce you to 0 hit points, you instead drop to 1 hit point. Allies within your Aura of Conviction cannot be moved against their will or knocked prone. Any hostile creature that ends its turn within 30 feet of you takes force damage equal to your Charisma modifier (once per round per creature).
The Wardens of Will

The Wardens of Will train for many years in Ashiera’s groves at Quietsong. They hunt the threats other Paladins cannot see: the cult that has outlived its founder, the underground ring encanting the dark arts, or the generation-long bloodline of a hidden enemy. A Warden moves quietly and acts only after long watching. The senior Huacazha are said to see as Ashiera sees.

  • Tenets: Watch first, act last. Reveal no more than is necessary in public. Trust the long pattern over the loud crisis.
  • Oath Sense detects: creatures who are concealing their true intent toward you or those near you; creatures currently affected by an enchantment, possession, or other magical compulsion.
  • Oath Damage (choose one at 3rd level): psychic, cold, or necrotic.
  • Aura addition: Allies in your aura automatically perceive any creature within the aura that is invisible or hidden by mundane means.
  • Greater Aura recommended: psychic.
  • Sworn Boon — Reading the Will (3rd Level). As a bonus action, you study one creature you can see within 60 feet. Choose one of the following: you learn whether the creature has hostile intent toward you or your allies; you learn whether the creature is lying about a single subject you can describe in one short phrase; or you learn whether the creature is currently affected by an enchantment, charm, or compulsion. The creature is unaware of this scrutiny. You can use this feature a number of times equal to your Charisma modifier, regaining all uses on a long rest.
  • Paragon’s Mantle — Cloak of Quietsong (18th Level). For the duration, you are invisible. This invisibility does not end if you attack or use a feature. You can take the Hide action as a bonus action. Whenever you hit a creature that has lied to you or any ally within the past hour, the attack deals psychic damage equal to 4d8 + your Charisma modifier in addition to its normal damage, and that creature becomes outlined in faint silver light to your allies for the rest of the Mantle.
The Shepherds

The Shepherds travel where civilization ends. When there are sailors lost to storms, caravans stranded in floods, or travellers swallowed by the jungle, the Shepherds will be the first to respond. Additionally, they are tasked with defending the wild places of Alore from those who would waste them. A Shepherd who has guided enough lost souls home may become a Pharaan and tend one of Calrien’s great beacons along the Violet Sea and the coasts.

  • Tenets: Refuse no soul shelter from a storm. Defend the wild places. Travel light, and arrive in time.
  • Oath Sense detects: creatures in mortal peril (at 0 HP, drowning, dying of exposure, falling, on fire, or otherwise about to die); creatures who have desecrated or polluted a natural site within the past month.
  • Oath Damage (choose one at 3rd level): thunder, lightning, or cold.
  • Aura addition: Allies in your aura have advantage on saving throws against exhaustion and against environmental damage (cold, heat, drowning, falling).
  • Greater Aura recommended: thunder.
  • Sworn Boon — Storm’s Sign (3rd Level). As a bonus action, you teleport up to 60 feet in a direct line to an unoccupied space within 5 feet of a creature you can see that is in mortal peril (as defined under Oath Sense detects). You can use this feature once per short or long rest. Additionally, you gain a swimming speed and a climbing speed each equal to your walking speed.
  • Paragon’s Mantle — Calrien’s Call (18th Level). You summon a localized storm in a 60-foot radius cylinder, 40 feet tall, centered on a point you can see within 60 feet. The storm lasts for the duration. While in the storm: hostile creatures treat the area as difficult terrain and have disadvantage on Wisdom (Perception) checks involving sight or hearing; you and your allies suffer none of these penalties; you can teleport between unoccupied spaces within the storm as a bonus action; once per turn on your turn, you can hurl a thunderbolt at one creature in the storm as part of a weapon attack, dealing 4d8 thunder damage on a hit (in addition to the weapon’s normal damage).
The Sangoman

The Sangoman walk the open road with Myrdin’s same austere code: no heraldry, no payment beyond food, water, and shelter, no blade drawn first. They heal the sick, teach the poor, and salt the grave against rot and undeath. They speak against evil when they find it, and they are among Azergad’s most committed enemies of the undead.

  • Tenets: Accept no payment beyond simple necessities (food, water, and shelter). Heal the sick and teach the poor. Never draw your blade first. Salt the grave; destroy the undead wherever you find them.
  • Oath Sense detects: undead creatures of any kind, automatically; creatures suffering from a grievous disease, infection, or untreated severe injury.
  • Oath Damage (choose one at 3rd level): radiant, fire, or force.
  • Aura addition: Allies in your aura have advantage on saving throws against disease and poison.
  • Greater Aura recommended: necrotic.
  • Sworn Boon — Mercy’s Hand (3rd Level). When you use Lay on Hands, you can also end one of the following on the target at no extra cost: the blinded condition, the deafened condition, or one ongoing disease. You also have advantage on weapon attack rolls against undead creatures.
  • Paragon’s Mantle — Quiet Light (18th Level). You and each ally within 30 feet of you regain hit points equal to 5 × your fighter level. Each undead creature within 60 feet of you that can see you must make a Wisdom saving throw against your Paladin save DC. On a failed save, an undead of CR 5 or lower is destroyed, and an undead of higher CR takes 8d8 radiant damage and is frightened of you for the rest of the Mantle. On a successful save, the undead takes 4d8 radiant damage.
The Arbiters

The Arbiters serve Ostro’s mandate of true counsel. They advise kings, magistrates, and adventuring companies; they investigate what the Library has not yet filed; they keep the truth on the record. An Arbiter’s word is binding because it is never spoken without weight — they are sworn never to withhold a true word in counsel, and never to speak a false one.

  • Tenets: Never withhold a true word in counsel. Never speak a false word in counsel. Know before you act.
  • Oath Sense detects: creatures who have spoken a material lie that affected another in the past day; creatures carrying or concealing magical writing they are forbidden from bearing.
  • Oath Damage (choose one at 3rd level): force, psychic, or lightning.
  • Aura addition: Allies in your aura have advantage on Intelligence checks to recall lore (history, religion, arcana) and to identify magical effects.
  • Greater Aura recommended: psychic.
  • Sworn Boon — Rites of the Library (3rd Level). You gain proficiency in one of: Arcana, History, Investigation, or Religion (choose at 3rd level). You also choose two rites from the following list: detect magic, comprehend languages, identify, sending, speak with dead. As an action, you can cast each chosen rite without using a spell slot or material components. You can cast each chosen rite once per long rest. At 11th level, choose one additional rite from the list, and add the following to the available choices: augury, clairvoyance, speak with animals, speak with plants, tongues, zone of truth.
  • Paragon’s Mantle — Verdant Truth (18th Level). You speak a single Word of true reckoning. For the duration, any creature within 60 feet of you that can hear you and understand at least one language must answer any question you put to them honestly and completely, or take 3d8 psychic damage on each refusal. A creature can attempt a Wisdom saving throw against your Paladin save DC at the start of each of its turns; on a success, that creature is unaffected by Verdant Truth for the rest of the Mantle. Creatures unaffected by Verdant Truth do not have to answer your questions and do not take damage for refusing.

Tarvanin

Tarvanin are Fighters who perfected the guerrilla tactics originally invented by the Cahokari. Tarvana comes from the Cahokari language and translates roughly to “commando,” “strike,” or “free” in Common. They favor Dexterity alongside Strength, changing weapons in an instant to bring the fight to their foes at range or in close quarters. The Tarvanin make excellent battlefield leaders and excell in a coordinated group. Tarvanin status requires training under and allegiance to a city or state, though it is common for members to keep their true identities a secret. Fellow Tarvanin of the same allegiance are expected to offer aid when asked.

Loadout. When you finish a long rest, designate one weapon you are carrying as your primary weapon and one as your secondary weapon (your secondary can include a shield). Quick Change swaps your active loadout between them.

  • Tarvana Training (1st Level). You gain proficiency in the Stealth skill if you don’t already have it. Once per turn, drawing or stowing a weapon doesn’t cost you an object interaction.
  • Quick Change (1st Level). As a bonus action, you swap between your primary and secondary weapons, including stowing or donning a shield if it is part of your secondary loadout. Once per short or long rest, you can perform Quick Change as part of making a weapon attack (no bonus action required).
  • Skirmisher’s Step (2nd Level). If you move at least 5 feet before making your first weapon attack on a turn, that attack deals extra damage equal to your proficiency bonus. This extra damage uses the Mastery Damage budget (once per turn among sharing sources, including Weapon Group Mastery).
  • Fire Team Maneuver (3rd Level). You learn the Fire Team Maneuver Tarvanin technique at Familiar rank without spending technique points. You may still invest technique points to advance it to Practiced or Mastered.
  • Operational Range (5th Level). Your ranged weapon attacks ignore half cover. When you make a ranged attack with a thrown weapon, its normal range increases by 10 feet (in addition to any increase from your fighting style).
  • Extract (7th Level). As a bonus action, you can take the Disengage action. When you do, one ally of your choice within 5 feet of you can use its reaction to take the Disengage action.
  • Pinned Down (9th Level). Once per turn when you hit a creature with a ranged weapon attack, its speed is reduced by 10 feet until the start of your next turn.
  • Deep Cover (11th Level). You have advantage on Dexterity (Stealth) checks made to hide when combat begins. You can attempt to hide when you are lightly obscured by foliage, heavy rain, falling snow, mist, or similar phenomena.
  • Coordinated Volley (14th Level). Once per turn when you hit a creature with a weapon attack, one ally within 30 feet of you can use its reaction to make one ranged or thrown weapon attack against that creature.
  • Free Strike (18th Level). Once per long rest, immediately after your current turn ends, you take a strike turn. On that turn, you can move up to half your speed and take the Attack action with at most two attacks. You cannot use Action Surge on the strike turn, and Extra Attack (2) does not grant you a third attack on it. You can use Quick Change once on the strike turn without spending a bonus action. Your initiative count does not change.