A fusilier from the Compagnies Franche de la Marine looks out from the palisade of Fort Detroit. A band of Coureur de Bois and Wyandot navigate canoes laden with pelts down the river, seeking to trade before winter makes woodland travel too perilous.

A provincial company ranger scouts the forest in advance of a column of British regulars. His mission is to flush out any Delaware warriors hiding in the brush. His is deeply conflicted as he uses skills he learned from the Delaware themselves.

A Seneca warrior leads a war party from his village for a pre-dawn raid, garbed solely in a breechcloth, leggings, and moccasins. His head and chest are adorned with intimidating black and blood-red war paint. If he can secure a single enemy scalp without losing any of his warriors, he will earn the title of war chief of his tribe.

Specific Calling

Forts & Frontiers features a variety of fighters. By choosing a nationality and a background, players can create specific callings for British or French regulars, Canadian or Colonial militia, Indian warbearers, and more.

The table below lists specific fighter callings. If you can't find the right combination for your character concept, consult with your Game Master. Together, you can determine whether your idea fits the story you're both trying to tell.

Calling Nationality Background
Marine French King and Country
Militia English, French Born Free
Ranger English Born Free
Regular English, French King and Country, The New World
Warbearer Hadaunosaunee, Wendat, etc. Born Free, My Father's Son

Fighter Features

Proficiencies

Weapons: Choose bow, musket, or pistol and bayonet, hatchet, knife, sword, or war club.

Tools: None

Saving Throws: Strength, Constitution

Equipment

You begin with the following equipment along with any additional equipment provided by your background:

The Fighter

Level Proficiency Features
1st +1 Fighting Style, Second Wind
2nd +1 Spirited Action (one use)
3rd +1 Martial Archetype
4th +1 Ability Score Improvement or Boon
5th +2 Extra Attack