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 with five ranks. Opening a tree costs 1 martial point and gives rank 1; each further martial point you put into it raises its rank by 1, to a maximum of 5. Rank is bought with points, and it is not capped by your character Tier. The Tier lines below are the ranks, and they are cumulative: a tree at rank 3 has its Tier 1, 2, and 3 lines. Every Tier 5 is a named Ultimate. Each tree also grants two Deeds: its initial deed at rank 1 and its ultimate deed at rank 5.
Where a line uses Tier as a number (+Tier damage, an extra Tier die), it means your character Tier, not the tree's rank.
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 any die but the Tier die, and no hit rolls more than one extra Tier die. Only the largest flat rider (a +Tier damage line, for example) applies to a hit, so the +Tier lines of two trees do not add together (Part 6, What a Hit Deals).
What a Deed costs. An initial deed costs Stamina equal to the tier you call, and you can call any tier up to your own Tier. An ultimate deed always costs 5 Stamina, can be used once per encounter, and needs Tier 5. The full rule is under Deeds in Part 6.
21 Martial Trees + 6 Mystic Trees (mystic trees are in Part 4; martial and mystic are mutually exclusive).
How many trees you can hold. Breadth is capped by level, so points spent early cannot be spread across every tree at once:
| Level | Maximum trees |
|---|---|
| 1-2 | 2 |
| 3-5 | 3 |
| 6-8 | 4 |
| 9-10 | 5 |
You can always deepen a tree you already hold. The cap only limits how many different trees you may open.
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: your melee hits deal extra damage equal to your Body modifier, you gain +10 feet speed, and your Body modifier is a penalty t...
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
You have advantage on attacks against an enemy with no Vigor. Exploit the Gap (Maneuver, no cost): choose an enemy that is flanked or surprised.
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
Once per round, you may also make an opportunity attack when an enemy within your reach attacks one of your allies or moves within your reach, in addi...
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
When you take a wound, roll the injury twice and keep the lower.
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...