Choose any 2 per level starting at level 1.
Fighter chooses any 2 unique Level-Up Bonus Abilities at each level (1–9). These represent physical mastery, battlefield instinct, and trained toughness.
Wall Mule
You can climb while carrying up to twice your body weight in gear or passengers. Armor, packs, even another person slung over your shoulder - you just keep climbing. You never need help with ropes or ladders, and others can climb faster if you’re hauling them. You have a 40% chance to climb walls, limited to heights of 60 feet.
Weapon Lore
By handling a weapon, you know its type, quality, and cultural origin. You can tell if it’s masterwork, ceremonial, or built for a monster.
Athletic Feats
You can leap across 10-foot gaps, lift portcullises, break doors, or throw heavy objects farther than most. Gain +2 Chances to such feats of strength or speed.
Tactical Eye
After a moment of study, ask the DN one: “Where’s the danger?”, “What’s the best escape?”, or “Who’s the biggest threat?”
Weapon Stunt
On turn, you can use your weapon for a non-damage feat - hook a shield (pull shield from them), sweep a leg, knock a helmet off, flip a lever, snag a keyring, etc.
Pack Mule
You can carry twice the normal weight with no penalties. You’re also great at loading gear and balancing packs.
Marching Discipline
When you lead, your group travels 25% farther without fatigue. You know when to rest and when to push.
Battle Roar
Once per combat encounter, unleash a roar or battle cry that rallies allies and shakes foes. Allies within earshot gain +1 to their next attack roll.
Weapon Tinker
You can modify or adapt weapons in the field. With simple tools, you can shorten a spear for close quarters, sharpen a broken blade into a dagger, or improvise a weapon from scrap on the spot (DN decides the weapon type and damage stats).
Blood for Blood
When an enemy hits you in melee, you can choose to take an extra 1d4
damage to immediately counter-attack them, interrupting their action. Pain fuels you.
Veteran’s Eye
You can accurately assess any combatant’s skill level, remaining HP (roughly), and armor quality at a glance. Know who’s dangerous and who’s fodder.
Weapon Break
Once per combat encounter, deliberately destroy your weapon on impact to deal triple damage. Better to win with a broken sword than die with a whole one.
First Strike
You always act first in the first round of combat, regardless of initiative. You’ve trained to react instantly to violence.
Combat Reading
After fighting someone for 2 rounds, you learn their combat style. Gain +2 to hit them for the rest of the fight, on your 3rd turn.
Adrenaline Surge
When you kill an enemy, only your next attack in this combat encounter will automatically hit. The rush of victory guides your blade.
Combat Momentum
When you move at least 10 feet before attacking, add +2 to damage. You’ve learned to put your whole body into strikes.
Battlefield Medicine
You can patch wounds mid-fight. Spend one round to restore 1d4 HP to yourself or an adjacent ally using bandages and pressure. +1 HP per level. Practical trauma care.
Unstoppable
Once per day, for the next 2 rounds you can act normally regardless of conditions - paralyzed, stunned, webbed, held, etc. You just keep coming through sheer bloody determination.
Fighters will grow while leveling up, not just organically, but through magic weapons that will help with health, attack, defense via treasures.