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Fight

Level
Gains
1
Class Feat
2
Class Feat
3
Class Feat, Attribute Improvement (Max 5)
4
Class Feat
5
Class Feat, Attribute Improvement (Max 6)
6
Class Feat
7
Class Feat, Attribute Improvement (Max 6)
8
Class Feat
9
Class Feat, Attribute Improvement (Max 7)
10
Class Feat
11+
Class Feat

Piercer

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When Attacking, your first Burned Sword gains Pierce.

Flurry

Requires Body 4

Piercer

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In Battle, your first rolled Sword may Explode.

Cleave

Requires Body 5,

Flurry

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During Battle, you may switch targets and your weapon for free upon Downing and enemy. Your unused dice stay, but for all intents and purposes, they are treated as if your newly equipped weapon rolled them. The new target's Hits count as Misses.

Battlemaster

Requires Body 6,

Cleave

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In Battle, all rolled Swords may Explode, and all Burned Swords gain Pierce.

Shield Bash

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When wielding a shield in melee Battle, your first burned Shield gains Reflect against melee attacks.

Parry

Requires Body 4

Shield Bash

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In Battle, after dice have been rolled, you may have one rolled Sword instead Reflect.

Reflect Projectile

Requires Body 5,

Parry

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Your first Reflect in Battle may Hit an opponent that has struck you with a ranged attack.

Armourer

Requires Body 6,

Reflect Projectile

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When Defending, all Shields gained from an Equippable of your choice gain Reflect until the end of Battle.

Hunter

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Whenever you attack, you may spend 1AP to instantly deal 1 damage to the creature (2 damage if stealthed), once per turn.

Quickfire

Requires Body 4

Hunter

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Whenever you Explode in Battle, you may forgo your extra dice to hit another creature in range. They may still Defend or Evade as normal, but they cannot Hit you back.

Opportunist

Requires Body 5,

Quickfire

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You may deal 1 damage (2 if stealthed) to a creature that moves into an adjacent tile to you, once per turn.

Pin Down

Requires Body 6,

Opportunist

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Whenever you deal damage to an opponent during their turn, they suffer -1AP until the start of their next turn.
Additionally, damage dealt by Hunter or Opportunist is doubled.

Reckless Attack

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At the start of Battle on your turn, you may attack recklessly. When you do, gain +2 dice in the current Battle, but you are always considered Ambushed until the start of your next turn.

Frenzy

Requires Body 4

Reckless Attack

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Whenever you Reckless Attack, regain 2 Explode Pool.

Berserker

Requires Body 5,

Frenzy

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Should you Overkill your opponent when Attacking, they may not fight back.

Slaughter

Requires Body 6,

Berserker

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Should you Overkill your opponent when Attacking in melee, you may forgo the rest of the attack to instead attempt a Coup de Grace or Knockout Blow.

Ground Fighter

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+1 to Trip manoeuvres. If you are Prone and attack another Prone creature, you have +2 dice for that attack. You may fall prone on your turn without spending AP.

Rising Uppercut

Requires Body 4

Ground Fighter

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If you are prone and are attacked by a non-prone enemy, you are granted +1 die during that Battle. You may stand up without using AP at the end of Battle.

Sweeping Blow

Requires Body 5,

Rising Uppercut

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+1 to Trip manoeuvres. You may use your reaction during Battle to forgo one of your successful hits and attempt a Trip manoeuvre at the end of Battle.

Use Momentum

Requires Body 6,

Sweeping Blow

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When a creature moves into an adjacent space to you, you may use your reaction to attempt a Trip manoeuvre. Should you succeed, their AP becomes 0.

Revenge

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+2 Fight against a creature that attacked you last turn, until the end of your turn.

Adrenaline

Requires Body 4

Revenge

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Whilst Downed, +3 Dice whilst Defending.

Rage

Requires Body 5,

Adrenaline

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Adrenaline now applies when you have 3 health or less. You may now Attack whilst downed using 1AP. If you do, you do not gain the +3 Dice bonus.

Punish

Requires Body 6,

Rage

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When at 3 health or below, you may Attack a creature by simply moving into its space, instead of spending an action.

Show Off

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+1 to Performance checks involving your weapon. You may draw your weapons without spending AP or actions when rolling Initiative.
+1 to Disarm DR.

Shine

Requires Body 4

Show Off

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In Battle, your first Sun or Moon always counts as a Hit, regardless of the time of day. In Battle and Perils, your first Sun or Moon may Explode.

Weapon Trick

Requires Body 5,

Shine

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At the start of your turn, you may swap any number of equipped weapons without action. If you do, you gain +1 Fight until end of turn.

Render Harmless

Requires Body 6,

Weapon Trick

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At the start of your turn, you may attempt to Disarm an adjacent opponent without action. If you have a free hand, when successfully Disarming an opponent, you may equip that weapon without action. You gain the benefits of Weapon Trick (if you haven't already) until the end of your turn. Once you have used this feature, you cannot use it again until you complete a Short Rest.
+1 to Disarm DR.

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