Feats
A fighter may take a feat only if they have every keyword that feat requires — typically their Archetype keyword, their Domain keyword, or both. Feat list headings note required keywords.
Eligible lists:
- Archetype feats — require the fighter's Archetype keyword
- Domain feats — require the fighter's Domain keyword
- Universal feats — no keyword requirement
If two copies of the same named feat would affect one fighter at the same time, apply the feat once.
When you recruit each fighter, assign feats from the lists their keywords allow.
Campaign advancement lets a fighter buy an additional feat with XP (see Spending XP — Advancement).
Each Proficiency pick must select a different weapon proficiency. A fighter cannot equip a weapon unless they have the matching proficiency, except any fighter may equip a Dagger or Staff.
Built-in proficiencies and feats (Specialist)
| Specialist | Archetype | Built-in |
|---|---|---|
| Squire | Knights | One-Handed proficiency |
| Tracker | Hunters | Marked Quarry feat |
| Militiaman | Folk | Two-Handed proficiency |
| Adept | Cult | (none) |
The built-in proficiency or feat does not count against the Specialist's 1 selected feat pick.
Archetype Feats
Knights
Proficiency
Select one weapon proficiency: One-Handed, Two-Handed, Archery, or Thrown. You may equip any weapon in that proficiency your retinue is allowed to buy.
You may take this feat more than once. Each time, select a different proficiency.
Weapon lists: Equipment — Weapon proficiencies.
Hold the Line
When this fighter uses Brace, select another friendly fighter within 1". That fighter gains +1 Might defense die until this fighter's next activation.
To Me, Brothers!
Once per battle, when this fighter uses Brace, select up to 2 friendly fighters within 12". Each selected fighter may move up to 6" toward this fighter. A fighter cannot use this movement to enter engagement range.
Iron Discipline
This fighter cannot become Downed.
When this fighter would become Downed, they remain Active with 0 Wounds instead. While this fighter has 0 Wounds, any unblocked hit pushes them to Stunned as if they were Downed.
Vow of Pursuit
When this fighter attacks an enemy fighter that took a friendly fighter Out of Action this battle, add 2 Might dice to this fighter's Strike Pool.
Hunters
Proficiency
Select one weapon proficiency: One-Handed, Two-Handed, Archery, or Thrown. You may equip any weapon in that proficiency your retinue is allowed to buy.
You may take this feat more than once. Each time, select a different proficiency.
Weapon lists: Equipment — Weapon proficiencies.
Marked Quarry
At the start of the battle, select 1 enemy fighter.
When this fighter attacks the selected fighter, add 1 Might die or 1 Skill die to this fighter's Strike Pool.
Patient Shot
When this fighter uses Aim, their next Ranged Attack Action this activation may reroll 1 natural 1 in the Strike Pool.
Field Dressing
When this fighter uses Help on a Downed friendly fighter, add +1 to the Help roll.
Pathfinder
During Survival Rolls, if this fighter is a surviving fighter and your retinue rolls natural double 1, you may ignore the Mishap. Treat the result as 3 instead.
Folk
Proficiency
Select one weapon proficiency: One-Handed, Archery, or Thrown. You may equip any weapon in that proficiency your retinue is allowed to buy.
You may take this feat more than once. Each time, select a different proficiency.
Weapon lists: Equipment — Weapon proficiencies.
Stubborn Lot
When this fighter uses Help, a roll of 1 counts as 2 if another friendly fighter is within 1" of this fighter or the assisted fighter.
Shoulder to Shoulder
While this fighter is within 1" of at least one other friendly fighter, add +1 Might defense die when rolling defense against a Melee attack.
Rally to Aid
Once per battle, when a friendly fighter within 6" becomes Downed, this fighter may move up to 6" toward that fighter. This move cannot enter engagement range.
Skilled Craftsman
This fighter may upgrade one weapon they own. Apply +1 Might or +1 Skill to that weapon (selected at purchase).
Only one weapon may have this upgrade at a time. This fighter may change which weapon is upgraded between battles. Record the selected weapon and upgrade on this fighter's roster entry.
Cult
Proficiency
Select one weapon proficiency: One-Handed or Archery. You may equip any weapon in that proficiency your retinue is allowed to buy.
You may take this feat more than once. Each time, select a different proficiency.
Weapon lists: Equipment — Weapon proficiencies.
Blood for the Rite
Once per battle, before this fighter makes an attribute check or casting roll, select another friendly fighter within 12". That fighter suffers 1 Wound. Add 1d6 to that roll, then discard the lowest single die.
This Wound can reduce the selected fighter to exactly 0 Wounds and cause them to become Downed.
Magic Armor
This fighter may equip armor up to Heavy tier.
Chant
When 2 or more other friendly Cult fighters have their bases within 1" of this fighter, this fighter projects Fear as a Sphere of Influence with range 6" — the chanted rite carries on the air, not through line of sight.
When an enemy fighter activates while within this Sphere of Influence, they must pass a Sanity check for Fear with this fighter as the source. See Fear and Sphere of Influence.
Convoke
Fighter must have Caster.
When this fighter makes a casting roll and 1 or more other friendly Cult fighters with Caster are within 6", add +1 to the roll.
Universal Feats
Any fighter may take feats from this list regardless of Archetype or Domain.
Line Breaker
When this fighter's Melee action immediately follows Charge during the same activation, add 1 Might die to this fighter's Strike Pool for that Melee attack.
Blacksmith's Arms
This fighter may wield Two-Handed weapons in one hand.
A Two-Handed weapon still uses 2 kit.
Guard
Once per round, when a hostile Ranged attack or Cast action selects a friendly Leader, Elite, or Caster fighter within 3" of this fighter as its target, this fighter may Intercept.
Intercept — This move is not a Move action. Move this fighter base to base with the targeted fighter, placed between that fighter and the attacking enemy (along the straight line from the attacker's base to the targeted fighter's base). This fighter becomes the target instead. Resolve the Ranged attack or Cast action against this fighter.
If more than one friendly fighter with Guard could Intercept, their controlling player chooses one.
Animal Handling
This fighter may field one Companion. Record the Companion on this fighter's roster entry.
Animal Handling may be taken more than once. Each additional pick allows this fighter to field one additional Companion, recorded separately on this fighter's roster entry.
For purchasing options, profiles, and all companion rules, see Companions.
Infiltrate
If this fighter would be set up during deployment, they may be held in reserve off the battlefield instead.
Immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield where no enemy fighter has line of sight to them and they are not within 12" of any enemy fighter.
If both players have fighters with Infiltrate, alternate placing one fighter at a time, starting with the winner of a roll-off (1d6 each; reroll ties).
Acrobat
When this fighter falls or lands from a Jump from a height of up to 12", roll a Skill check. On a pass, do not resolve Falling. On a fail, resolve Falling as normal.
This fighter may perform a Diving Charge from a height of up to 6" above the target.
Diving Charge — Treat as Charge, but before moving roll a Skill check.
- Pass: Resolve the Charge normally. - Fail: The Charge fails. Resolve Falling from the full height.
This fighter may reroll a failed Diving Charge Skill check. They must accept the second result.
Domain Feats
A fighter may take a domain feat only if they have the listed Domain keyword.
Light
Hard to Kill
When a Help roll or Recover roll is made for this fighter, add +1 to the roll.
Lightning Reflexes
When this fighter is targeted by a Melee action that immediately follows the attacker's Charge during the same activation, they may make 1 free Melee attack against that attacker before either attack applies Wounds.
Resolve both attacks through the full Attack Sequence (Steps 1–4). Then apply Wounds, Downed, Stunned, and Out of Action results from both attacks together.
If either attack generates defensive maneuver movement, apply that movement after Wounds from both attacks are applied.
Reflection
When this fighter is the target of a hostile spell that succeeded on its casting roll, they may make a Will check. On a pass, roll a scatter die — the spell scatters in that direction a distance equal to the measured distance from the caster to this fighter at the time of casting.
- If the spell uses a blast template, recenter the blast template at the new location and resolve it there.
- If the spell does not use a blast template, place a large blast template centered at the new location. The spell targets one fighter under the template; if more than one, the original caster chooses. If no fighters are under the template, the spell dissipates.
Absolute Faith
This fighter may reroll failed Fear, Panic, and Insanity tests. They must accept the second result.
Unstoppable Faith
When this fighter performs Charge, they may move up to their Movement + 1" instead of their Movement.
If this fighter ends a Charge within engagement range of an enemy and moved less than the full allowed distance in a straight line toward that enemy, push that enemy the remaining distance along the charge path.
When this fighter's Melee action immediately follows that Charge during the same activation:
- If the pushed enemy's move stopped because their base contacted terrain, add 2 Might dice to this fighter's Strike Pool for that Melee attack.
- If the pushed enemy's move stopped because their base contacted another Active fighter's base, move that fighter out of the way along the same path. That fighter's controlling player chooses the move.
Arcane
Warded
When this fighter is the target of a hostile spell that succeeded on its casting roll, they may make a Will check. On a pass, the spell has no effect against this fighter.
Conduit
When a friendly Caster makes a Cast action, that Caster may measure spell range and line of sight from this fighter's base instead of their own.
- This fighter must be Active and not Downed or Stunned.
- The Caster still makes the casting roll using their Will and resolves Mishaps as normal.
- Once per round.
If more than one friendly fighter with Conduit could be used, the Caster's controlling player chooses one.
Helping Hand
Once per round, this fighter may move a Downed or Stunned friendly fighter within 12" up to 6" toward this fighter.
Second Sight
During Survival Rolls, if this fighter is a surviving fighter, when your retinue rolls 2d6 for the Survival Roll, you may reroll 2d6 once and select which result to use. Apply the Reward Roll Rule to the selected result only.
Once per Survival Roll.
If more than one friendly fighter has Second Sight, you may still reroll only once.
Steady Weave
Fighter must have Caster.
When this fighter makes a casting roll that fails to meet the spell's Casting Difficulty, reroll the Casting Roll once. Must accept the second result.
If the first roll was Mishap, resolve it as normal — do not reroll.
Infernal
Faceless Horror
This fighter has −1 Sanity (minimum 1).
When an enemy fighter ends a Charge within engagement range of this fighter, or when this fighter ends a Charge within engagement range of an enemy fighter, that enemy must make a Sanity check for Insanity with this fighter as the source. On a fail, that enemy rolls on the Insanity Table at the start of their next activation.
In the Shadow of the Elders
This fighter may perform Hide while within 3" of terrain instead of 1".
Luck of the Damned
After each battle, any 2d6 roll made for this fighter during the Post-Game Sequence that shows doubles must be rerolled. Accept the new result, even if it also shows doubles.
Daemonic Wings
Once per battle, at the start of this fighter's activation, they may suffer 1 Wound to gain Fly until the end of that activation.
Fly — Ignore vertical distance for Move, Charge, and Jump. This fighter keeps their normal Movement for those actions.
Devil's Pact
During this fighter's activation, they may spend both actions to regain 1 Wound (cannot exceed their starting Wounds).
After the battle, if this fighter used Devil's Pact one or more times, roll 2d6 and subtract 1 for each time they used Devil's Pact this battle. Resolve the result on the Doom Table.
If this fighter was not Out of Action when the battle ended and the modified roll is 2 or 12, roll 2d6 again, apply the same modifier, and resolve on the Doom Table. They must accept the second result.
Nature
Wild Aspect
This fighter gains the Werebeast keyword and one beast mark — select Wolf, Rat, Bear, or Serpent. If this fighter already has a beast mark, the selected mark must be different. A fighter cannot have more than 2 beast marks in total.
This fighter gains the selected mark's rule. See Traditions — Werebeasts.
If this feat is taken at fighter creation, this fighter costs +10 Crowns.
Wind Walker
This fighter has +1" Movement, −1 Might, +1 Skill, and −1 Will.
Primal Ward
If this fighter ended the battle Out of Action, roll their Casualty Table result twice and take the higher result.
Sure Footed
When this fighter uses Scramble, they move at full Movement instead of half Movement.
Camouflage
While Hidden, this fighter cannot be targeted by Ranged or Cast actions beyond 3".
Necromancy
Last Gasp
Once per battle, when this fighter would be reduced to 0 or fewer Wounds, they may make a Might check. On a pass, they remain Active with 1 Wound instead.
Resilient
When an enemy fighter makes a Melee attack against this fighter, that attack's Strike Pool loses 1 Might die (minimum 0).
Bind the Dead
Fighter must have the Caster keyword.
When this fighter successfully casts Summon Skeleton, the Skeleton gains Summon (-) instead of Summon (1d6). Does not apply to roster Skeleton fighters recruited through Bone-priests or other rules.
Bone Ward
Once per battle, when this fighter suffers 1 or more Wounds from an Attack Sequence, reduce the Wounds suffered by 1 (minimum 0).
Death's Chill
Enemy fighters cannot Retreat while within engagement range of this fighter.
Blood
Shadow Walker
This fighter must be Hidden to perform Shadow Walk.
Shadow Walk — Cost: 2 actions. Move this fighter to any point within 12" that is within 1" of terrain. This move ignores intervening terrain and fighters. This fighter remains Hidden after this move unless they end within 6" of an enemy fighter.
Celerity
At the start of this fighter's activation, they may suffer 1 Wound to gain 1 additional action this activation.
Torpor
At the start of this fighter's activation, they may enter Torpor. While in Torpor, this fighter has −1 to all attributes.
At the start of each subsequent activation, this fighter may continue Torpor or end it.
When this fighter ends Torpor, they gain +1 to all attributes for each activation spent in Torpor. This bonus lasts until the end of that activation.
Indomitable
When this fighter rolls Might defense dice, they may reroll any dice showing 1. Accept the new results.
Thrill of Agony
When this fighter suffers 1 or more Wounds from an Attack Sequence, add 1 Might die to their next Melee attack.
Mortal
Firearms
Fighter must have the Mortal keyword and may not have the Caster keyword. Your retinue may purchase firearms from Weapons — Firearms. You may equip muskets, blunderbusses, pistols, long rifles, and bombs.
Gunslinger
Fighter must have the Mortal keyword.
If this fighter is equipped with 2 Pistols (in a Brace of Pistols or using 2 kit), they may fire both as one Ranged action — each Pistol resolves as its own Ranged Attack Action, in order, with its own Primer Roll and Attack Sequence. If they do, they cannot take another Ranged action during this activation.
Deadeye
When this fighter uses Aim, their next Ranged Attack Action with a firearm this activation adds 1 die of that firearm's dominant die type to the Strike Pool.
The dominant die type is whichever is higher on the firearm's profile (Might or Skill). If tied, select Might dice or Skill dice.
Null
Enemy Casters cannot perform the Cast action while within 6" of this fighter.
Common Sense
When this fighter is included as a scavenger in a Survival Roll, reroll all dice in the pool showing 1. Accept the new results.