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Martial Artist

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Subclass

Play the Martial Artist if you want to use a variety of fighting styles to eliminate your foes.

Class: Brawler Hope & Fear

Subclass Features

Foundations

Stance Fighter

You can channel your inner resolve to shift into martial stances that grant you special benefits in combat. Take the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.

Specializations

Keen Defenses

When you’re targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack.

Focus Cannon

Spend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.

Masteries

Limit Breaker

Tracked · Uses: 1 · Per Rest

Once per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress.

Flow State

You can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike.

Additional Rules

MARTIAL STANCES

Take the Martial Stances sheet to track which stances your character knows, which stance is active, and your current Focus. Choose two stances from Tier 1 when you first take this subclass. Each time you level up, choose an additional stance from your tier or lower.

FOCUS

Focus represents your poise, clarity, and control. Once per rest during a moment of calm, you can clear your Focus track, then roll a number of d6s equal to your Instinct and gain Focus equal to the highest result rolled. You can hold a maximum of 6 Focus.

You can spend a Focus to shift into a known martial stance and gain its effects. You can shift only into stances you’ve marked as known, and can’t have more than one active stance at a time. You drop out of a stance when you take Severe damage, mark your last Hit Point, shift into a different stance, or at the end of the scene.

TIER 1

  • Favored: Gain a bonus to damage rolls equal to a trait of your choice.
  • Invigorating: On a successful attack, roll a d4. On a result of 4, gain a Focus.
  • Quick: When you make an attack, you can spend a Focus or mark a Stress to target another creature within range with that attack.
  • Reliable: Gain a +1 bonus to your attack rolls.

TIER 2

  • Aggressive: Gain a −1 penalty to your Evasion. On a successful attack, roll an additional damage die and discard the lowest result.
  • Anchored: Gain a +2 bonus to your damage thresholds. While in this stance, you can’t be moved against your will.
  • Defensive: Attack rolls targeting you from within Melee range have disadvantage unless the attacker marks a Stress to negate the disadvantage.
  • Otherworldly: On a successful attack, you can deal physical or magic damage.

TIER 3

  • Grappling: On a successful attack within Melee range, you can spend a Focus or mark a Stress to temporarily Restrain the target or throw the target up to Close range.
  • Scary: On a successful attack, the target must mark a Stress.
  • Stable: You can spend a Focus instead of an Armor Slot to reduce damage.
  • Vigilant: When you are targeted by an attack, you can mark a Stress to gain a d6 bonus to your Evasion against the attack.

TIER 4

  • Crushing: When you deal Severe damage, you can spend a Hope to force the target to mark an additional Hit Point.
  • Exacting: When you roll a 1 on a damage die, you can treat it as the highest value on the die instead.
  • Honed: Spend a Focus before you make an attack roll to gain a +1 bonus to your Proficiency for that attack.
  • Isolating: Gain advantage on attack rolls when there are no other creatures within Very Close range of you or your target.

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