Fighter in Vrashyn | World Anvil
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Fighter

Martial Ascendancy

From the high mountains of the Dwarvish Communes to the lowland plains of Siligond, fighters follow wherever war comes. Some are sworn knights who defend the pride and independence of their homeland. Others travel Vrashyn selling their sword for gold, or bringing violence to the countryside when peace threatens to leave their plate bare. Whether they see war as a glorious struggle or an unfortunate necessity, all Fighters rely on violence to live. While a strict code of honor may earn them the respect of the people, their lives are ultimately better when Fighters are scarce.  

Soldiers by Race

While nearly all regions or Vrashyn have some number of fighters, powerful polities that regularly find themselves at war are more likely to maintain large armies. Additionally, even the rulers of the most peaceful and prosperous kingdoms require a well-armed force of guards to keep the peace. Below the most warlike races in Vrashyn are provided as examples for  

Elves

The Elvish Kingdoms, Taurtofna excluded, maintain the most heavily armed and disciplined armies in Vrashyn. Elvish soldiers favor the longbow for range and a simple sword or spear for melee weapons, though elite warriors may carry additional, less common armaments. Elves excel at tactics and strategy, and their warriors revere and study the great elvish heroes of old to give them an edge in combat.  

Sileni Satyrs

The Satyrs possess the largest armies on Vrashyn. Though they can't match the elves strategically, the Sileni make up for this with a rigid training regimen that dominates the lives of soldiers from childhood to old age. Though an Elvish army will usually defeat a Satyr one, their training gives satyrs the upper hand in 1-on-1 combat. Both in war and the gladiatorial arena, Sileni view combat as a form of art and entertainment and often gravitate toward unusual weapons that help them stand out from their comrades.  

Lizardfolk

Once a relatively peaceful race, generations of invasion by the Old Dwarvish Kingdoms and the Satyrs that followed them forced the Lizardfolk to adapt to a life of near-constant war. Lizardfolk warriors are notable not for their cunning or strength, but for their ability to keep fighting through debilitating pain and injuries. This is the result of their remarkable regenerative abilities and years spent training their pain tolerance by swimming in the boiling sea and training with sharpened weapons that leave most warriors scarred before they ever see a battlefield. For Lizardfolk, battle is a deeply sacred act of self-sacrifice in the defense of their faith and people; they do not take it lightly.  

Humans

Most Humans on Vrashyn live under the rule of Elves or Satyrs and fight for and in the style of their feudal lords. However, a few intrepid groups of Humans have managed to maintain independent rule, namely in The Ice Counties, Arka, and The Dohirin Coast. Human armies are considered weaker than their counterparts, but because their homelands have natural deterrents to invasion, these Human polities loan their armies out to others in return for coin. As a result, the greatest strength of the Human Fighter is versatility.  

Alternate Paths

Though most Fighters picked up their training as part of a military organization of some sort, there are other backstories worth considering. The relative lawlessness outside the core Elvish and Satyr kingdoms leaves the door wide open for ex-soldiers--or anyone with a sword really--to turn on their own people and become a brigand. Others take up similarly illegal work but travel farther afield, becoming part of a pirate crew. For a fighter of sufficient skill and dedication, many things are possible.  

Weapon Styles

In addition to the fighting styles offered in the basic rules, you have access to the following options:  

Menacing

When one or more opportunity attacks are made against you while you are wielding a weapon with reach, you can impose disadvantage on one of the attack rolls.  

Tangling

Each time you make a melee or unarmed strike attack against a grappled or restrained creature, you may shove them up to 10 feet (if they aren't prone) or make a free unarmed strike attack as part of your action.  

Multiball

The first time each round you make a ranged attack with a bow, sling, dagger, or dart, you may roll two attacks, subtracting five from each result.  

Recovery

Once per round, when a weapon with the thrown property is dropped or misses its target, you may use your reaction to dash to and recover that weapon if it is reachable with your normal movement speed.

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