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# Fighter

Fighters are skilled warriors who excel in combat through mastery of weapons, tactics, and sheer endurance. In ELDRA, the Fighter is the most reliable class — every ability works regardless of circumstance, terrain, or enemy type.

Root Node · 1 CLA

## Fighter

Once per scene, immediately after a failed attack roll, reroll it and keep the better result.

## Path of the Blade

T1 · 1 CLA

### Weapon Mastery

No penalty when wielding an unfamiliar melee weapon. Gain +1 to attack rolls with weapons you are specialized in.

#### Exploit Opening

Once per turn, when an enemy within melee range misses you, make a free Basic Attack against them as a Reaction.

#### Power Strike

Once per turn, spend 1 additional AP on an attack. If the attack succeeds, deal +1d4 additional Physical damage.
T2 · 1 CLA

### Second Wind

Once per scene, spending 1 AP, restore your Physical Stress Pool to its maximum value. Rapid recovery from exhaustion and injury restores your full ability to fight on.

#### Combat Rhythm

After using Exploit Opening, your next attack roll this turn gains +1 as momentum builds.

#### Crushing Blow

When your Power Strike deals maximum damage on the die roll, the target suffers minus 1 to their next defend roll.
T3 · 1 CLA

### Unstoppable Force

Relentless Charge (once per scene): when you land a melee attack, immediately move up to full speed through enemy zones without triggering opportunity attacks. Indomitable Will (once per session): when you would be Taken Out, automatically regain consciousness with 1 unfilled Consequence slot remaining instead.

#### Blade Dancer

While Relentless Charge is active, attack rolls during that movement gain +1 and you may attack once for free against any creature whose zone you pass through.

#### Last Stand

Indomitable Will may be used twice per session. The second use restores stress points equal to your Fortitude skill instead of 1.

## Path of the Duelist

T1 · 1 CLA

### Guarded Footwork

Once per turn, when a creature targets only you with a melee attack, gain +2 to your defend roll against it. If the attack misses, your next melee attack against that creature before the end of your next turn gains +1 to the roll.

#### Riposte

Once per round, when you successfully defend against a melee attack, spend your Reaction to make one Basic Attack against that attacker.

#### Measure Distance

Enemies you hit in melee cannot Disengage from you until the start of their next turn.
T2 · 1 CLA

### Duelist's Tempo

Once per scene, spend 2 AP to enter Duelist's Tempo for 3 rounds. While active, the first melee attack you make each turn gains Advantage if you have not attacked a different creature since your last turn. In addition, after you hit that creature, you may move 2m as a free action.

#### Disarming Stroke

Once per scene during Duelist's Tempo, when you hit with a margin of 3 or more, choose one: the target drops one held item or loses 1 AP on its next turn.

#### Closing Step

While Duelist's Tempo is active, you may follow a creature that leaves your melee reach by moving up to 2m as a free action once per round.
T3 · 1 CLA

### Master Duelist

Once per session, spend 3 AP to challenge one visible creature within 10m. For the rest of the scene, you gain +2 to attack and defend rolls against that creature, and if it targets any creature other than you, your next attack against it before the end of your next turn automatically gains Advantage and +1d6 damage.

#### Fatal Opening

Once per scene against your challenged foe, if you win a defend roll by 3 or more, your next attack against it ignores Physical Defense.

#### Unanswered Steel

While your challenged foe is within melee reach, it suffers -1 to all attack rolls not targeting you.

Solid required progression · Dashed optional node requires the one above it