Wheel of Time Rules Manual

Classes / Armsman

Class Tree

Armsman

Toe to toe with the enemy — hold the line beside your brothers.

Hit Points 2d6 + 1 + CON Mod
Skill Points 4 + INT Mod
Armor Any Armor
Stacking Ability Campaigner
Next Fortune Seeker
Class Skills
Appraise Climb Craft() Handle Animal Intimidate Jump Ride Swim

An Armsman is a rugged individual who is not afraid to go toe to toe with an enemy. Their playstyle will benefit from grouping together with other allies, helping to take the brunt of attacks.

Stacking Ability

Counters accumulate as you campaign, and are spent for defense and recovery.

Campaigner

Any time you use a non-passive Armsman ability, you gain a stack.

Stack Burn

  • 1 Stack

    +1 Defense per Max Phys for one turn.

  • 2 Stacks

    Regain HP equal to triple your Max Phys.

Level Progression

Attack bonus, hit-point bonus, actions per melee, saves, and defense by level.

Tap any row to keep your current level highlighted while you play.

Level Attack Bonus HPB Melee APM Fort Reflex Will Defense
1+4411118
2+4412129
3+55132310
4+66142311
5+6/+26253412
6+7/+37264513
7+8/+48264614
8+9/+59275615
9+10/+6/+210386716
10+12/+7/+312396817
11+13/+8/+4133107918
12+14/+9/+5143118919
13+15/+10/+6/+21541281020
14+16/+12/+7/+31641291121
15+17/+13/+8/+417413101222
16+18/+14/+9/+518414101223
17+19/+15/+10/+6/+219515111324
18+20/+16/+12/+7/+320516121425

Abilities

Search every tier at once — useful mid-turn.

13 abilities
Tier 1

Basic Abilities

May be purchased using talent points in any order.

  • Organized Fighting

    0 Phys Swift Action

    +[Max Phys] to your Attack and Damage for each ally within 5 feet at the time of your attack for the rest of your turn.

  • Rally to the Bannerman

    0 Phys Passive Bonus

    If an Enemy's last action damaged an ally, you gain +[Max Phys] to Attack and Damage against that enemy.

  • Hold the Line

    0 Phys Immediate Action

    Enemies attacking you or allies within 10' of you gain +1 Disadvantage for each ally within 10' of you this turn.

Tier 2

Intermediate Abilities

You must have spent at least 1 point in Armsman.

  • Phalanx

    1 Phys, X Stacks Swift Action

    You must be flanking. You and any ally in your AoI gain +[Max Phys] to Attack, Damage, and Defense for one round.

  • Rout

    1 Phys Immediate Action

    The Armsman is adept at harassing a fleeing foe. You get +1 Advantage and +1 AoO against an enemy leaving your area of influence.

  • Brothers in Arms

    1 Phys Immediate Action

    The Armsman's battlefield is his home. His fellow soldiers, his brothers. Lunge up to 15 feet to absorb a blow directed at an ally. Must be declared before Attack and Damage are rolled, have a clear path to ally, and end up within the ally's AoI between them and the attack. This move does not invoke AoO.

  • The Butchers Bill

    1 Phys Swift Action

    You may incur X subdual damage to add X to your damage for 1 round. X cannot exceed 2 × [Fort Save].

Tier 3

Advanced Abilities

You must have spent at least 3 points in Armsman.

  • Hardened Campaigner

    2 Phys Swift Action

    Choose 1 for the rest of this round: Add 2 × [Fort Save] to your Defense, or add 2 × [Reflex Save] to your Attack, or 2 × [Will Save] to your Damage.

  • Calloused

    2 Phys Swift Action

    Years of campaigning make the Armsman tough as nails, and hard to kill. Regain [Fort Save]d4 HP. You cannot exceed your max HP.

  • Battle Rage

    2 Phys Swift Action

    You go into a berserker frenzy. For one round, Defense is reduced to 0 and you may add HAB to Attack, Damage and CTR.

  • Surrounded by Dead Men

    3 Phys Full Round Action

    You are surrounded by fear and dead men. X is the number of enemies within 15 feet of you. During your turn, make up to X Standard Movements to get in range and attack each of these enemies with a Full Attack Action. You are plus X to Defense, Attack, and Damage during your turn. Your movement can invoke AoO.

Encounter

Encounter Abilities

Once per encounter (combat).

  • Forced Encounter

    1 Phys Swift Action

    Through intimidation, you force an opponent to turn their attention to you, and panic them into attacking you. Force an enemy within 10 feet to attack you on their next turn with any kind of attack. They will not be required to move more than 10 feet to do so.

Daily

Daily Abilities

Once per in-game day (dawn to dawn).

  • Tide of War

    X Phys Swift Action

    You understand the rhythm of battle, and are adept at waiting until the time is right to turn the tide of a fight. This round, you may choose to store X actions of any different type to store for later (Full, Standard, Swift, Immediate; you don't have to decide 'Move' or 'Attack'). You may choose to use these actions at any time during the rest of this encounter, in addition to the normal actions you get during a standard turn.

Wheel of Time RPG · Armsman class tree Rules manual