| Level | Passives | Actives |
| 1 | Basic Endurance Training | Exerted Attack |
| 2 | Basic Combat Training | Desperate Strike |
| 3 | Close Quarters Combat | Tactical Reposition |
| 4 | Move It! | Double Time |
| 5 | Group Tactics | Tactical Push |
| 6 | Tactical Formation | Bunker Down |
| 7 | Strike Hard | Adrenaline Surge |
| 8 | To The Limit | Trained Reflexes |
| 9 | Accurate Attacker | Relentless Reactions |
| 10 | Pushing Through | Bulk Up |
| 11 | I Can Do This All Day | Follow Through |
Generic Martial Abilities
Basic Endurance Training – 1
You treat your Constitution modifier as being a number of points higher equal to half of your Highest Martial Rank bonus for the purposes of calculating HP gained from Vitality.
Exerted Attack – 1
You can spend Stamina to gain a bonus to any Offensive martial skill check that you make at a 1:1 ratio.
Basic Combat Training – 2
You gain a bonus to Stamina equal to half of your Highest Martial Rank bonus.
Desperate Strike – 2
You may spend 2 Stamina to deal 50 percent more damage on your next attack.
Close Quarters Combat – 3
You gain half of your Highest Martial Rank bonus to CMD.
Tactical Reposition – 3
You may spend 1 Stamina to take a movement Basic Action as a Quick Action.
Double Time – 4
You may spend 2 Stamina to Run as a Basic Action.
Move It! – 4
You gain a bonus to Endurance checks to Hustle and Forced March equal to your Highest Martial Rank bonus
Group Tactics – 5
You increase any total Tactical bonuses that you receive by +1.
Tactical Push – 5
You may spend 1 Stamina to double any Tactical bonus that you provide to friendly creatures for one round.
Bunker Down – 6
You may spend 2 Stamina and both Basic Actions to make all adjacent squares now provide partial cover until you take a Short Rest.
Tactical Formation – 6
You gain Partial Cover from adjacent friendly creatures between you and a hostile attack or effect.
Adrenaline Surge – 7
You may spend 1 Stamina to gain an amount of Temporary Hit Points equal to your Constitution + Spirit score. These Temporary Hit Points last until you take a Short Rest and do not stack with each other.
Strike Hard – 7
You choose a weapon group that you are trained in, the damage multiplier of those weapons damaging Attribute is increased by 50 percent.
To The Limit – 8
You reduce Wound penalties by 1.
Trained Reflexes – 8
You may spend 2 Stamina as an Immediate Action to reroll a Body Save or force a Maneuver against you to be rerolled.
Accurate Attacker – 9
You reduce Iterative penalties by 1.
Relentless Reactions – 9
You may spend 3 Stamina as a Quick Action to have unlimited Attacks of Opportunity, Parries, and Repels until the start of your next turn.
Bulk Up – 10
You may spend 2 Stamina to double your DR from physical sources such as Armor and non-magical talents until the start of your next turn.
Pushing Through – 10
You can no longer be Fatigued by self-inflicted abilities such as Stamina/Rage/etc.; In addition, you have Advantage on checks and Saves related to Endurance and Fatigue.
Follow Through – 11
You may spend 3 Stamina to make a second All-Out Attack action on the same turn, resetting any Iterative penalties you have in the process.
I Can Do This All Day – 11
You take half, rounded down, nonlethal damage. Additionally, your current nonlethal damage must be double your current Hitpoints to knock you Unconscious.