

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
News Title

When Attacking, your first Burned Sword gains Pierce.
Flurry
Requires Body 4
Piercer

In Battle, your first rolled Sword may Explode.
Cleave
Requires Body 5,
Flurry

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

In Battle, all rolled Swords may Explode, and all Burned Swords gain Pierce.
Shield Bash
News Title

When wielding a shield in melee Battle, your first burned Shield gains Reflect against melee attacks.
Parry
Requires Body 4
Shield Bash

In Battle, after dice have been rolled, you may have one rolled Sword instead Reflect.
Reflect Projectile
Requires Body 5,
Parry

Your first Reflect in Battle may Hit an opponent that has struck you with a ranged attack.
Armourer
Requires Body 6,
Reflect Projectile

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

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

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

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

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
News Title

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

Whenever you Reckless Attack, regain 2 Explode Pool.
Berserker
Requires Body 5,
Frenzy

Should you Overkill your opponent when Attacking, they may not fight back.
Slaughter
Requires Body 6,
Berserker

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
News Title

+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

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

+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

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
News Title

+2 Fight against a creature that attacked you last turn, until the end of your turn.
Adrenaline
Requires Body 4
Revenge

Whilst Downed, +3 Dice whilst Defending.
Rage
Requires Body 5,
Adrenaline

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

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

+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

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

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

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.