Martial Trees
One tree, one ability, growing at every Tier. 21 trees sorted by the stat that governs them.
How the trees work
Every martial tree is ONE ability. You buy the tree once (1 martial point) and its ability grows automatically at each character Tier. Tier rungs are cumulative: a Tier 3 character has the Tier 1, 2, and 3 lines. Every Tier 5 is a named Ultimate. Each tree also grants two Deeds: its initial deed at Tier 1 and its ultimate deed at Tier 5.
Numbers speak the three-layer language: a hit rolls your Tier die against Vigor and Vitality, crit range is the damage stat, and Vigor is the shield capped at Tier plus your Heart modifier. No ability adds damage dice beyond the Tier die.
21 Martial Trees + 6 Mystic Trees (mystic trees are in Part 4; martial and mystic are mutually exclusive).
Body trees
Brawler
Unarmed Control
Your unarmed strikes are true weapons (magical at Tier 3+) and you have advantage on Body checks to grapple.
Berserker
Rage Warrior
You rage for one minute: +1 crit range on melee attacks, +10 feet speed, and your Body modifier as a penalty to AC.
Wrestler
Advanced Grappling
You have advantage on Body checks to grapple and to escape grapples.
Guardian
Shield Defender
You gain +1 AC while wielding a shield, and your shield is a weapon.
Titan
Two-Handed Devastation
You gain +1 crit range with two-handed weapons. As an action, attack two enemies within 5 feet of each other, rolling each attack at disadvantage.
Gladiator
Arena Fighter
You have advantage on attacks against creatures larger than you or of higher level than you.
Mind trees
Swordmaster
Tactical Duelist
You gain +1 AC while wielding a one-handed melee weapon with no shield. When you hit with a melee attack, you may move 5 feet without provoking.
Tactician
Battlefield Support
When an ally within 30 feet makes an attack roll, add your Mind die to it.
Alchemist
Combat Alchemy
Create and immediately use any alchemical item of Tier 1. The item cannot be saved for later. Your thrown alchemical items have 60 feet range.
Sense trees
Shifter
Primal Warrior
You have magical natural weapons. In the first tactical phase, choose an aspect for the combat: Bear +2 Body, Cat +2 Cunning, Wolf +2 Heart, Owl +2 Mi...
Aspect Warrior
Primal Channeler
At the start of combat choose one aspect, active until combat ends: Stone +1 AC; Flame your hits deal 1 extra Vigor damage; Wind +10 feet speed;
Stalwart
Unbreakable Willpower
You are immune to fear while conscious and have advantage on Sense saves.
Heart trees
Commander
Inspiring Leader
Allies within 30 feet who can see or hear you gain +1 to morale checks.
Champion
Honorable Duelist
When an enemy within 30 feet starts its turn, you may challenge it: it makes a Heart save or can target only you until the end of its next turn.
Paladin
Holy Warrior
Once per turn when you hit with a melee attack, the hit deals +Tier damage. Your crit range improves by 1 against profane creatures.
Cunning trees
Assassin
Precision Striker
While you have advantage on an attack or the target is surprised, your crit range improves by 1.
Skirmisher
Mobile Fighter
You gain +5 feet speed. When you hit with an attack, you may move 5 feet without provoking. Each of your hits strips 1 extra Vigor from the target.
Opportunist
Reactive Striker
Your opportunity attacks also trigger when an enemy within your reach attacks one of your allies, or moves within your reach, in addition to the norma...
Fate trees
Fortunate
Luck Manipulator
When you roll a natural 1 on an attack, reroll it. When you score a critical hit, regain 1 Stamina.
Destined
Unkillable Hero
While dying, your d20 rolls succeed on 19-20. Once per combat, when you would take the wound that drops you, negate it.
Inquisitor
Bane of Profane
You gain +1 crit range against profane creatures. Once per turn when you hit a profane creature, it must make a Fate save or be unable to approach you...