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WARRIOR

WARRIOR

Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.

QUICK BUILD

You can make a warrior quickly by following these suggestions. First, Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (of finesse weapons). Your next highest score should be Endurance. Second, choose the soldier background.

 

CLASS FEATURES

As a warrior, you gain the following class features.

 

HIT POINTS

Hit Dice: 1d10 per warrior level

Hit Points at 1st Level: 10+ your endurance modifier

Hit Points At higher levels: 1d10 (or 6) + your endurance modifier per warrior level after 1st.

PROFICIENCIES

Armor: Light Armor, Medium Armor, Heavy Armor, Shield

Weapons: Axe, Blunt, Long Blade, Marksman, Pole-arm, Short Blade,

Tools: None

 

Saving Throws: Strength, Endurance

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows

  • (a) a melee weapon and a shield or (b) two melee weapons

  • (a) a light crossbow and 20 bolts or (b) two handaxes

  • (a) a dungeoneer's pack, or (b) an explorer's pack

     

WARRIOR STYLE

As a warrior, you have trained in both offensive and defensive fighting styles, realizing that not all battles are won with the blade alone.

You learn either one defensive style or one fighting style.

 

DEFENSIVE STYLE

You adopt a particular style of defense as your specialty. Choose one of the following options. You can't take a Defensive Style option more than once, even if you later get to choose again.

 

Defense

While you are wearing armor, your AC is increased by +1.

 

Protection

When a creature you can see attacks a target other than you that is withing 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Stalwart Defense

When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use this again until you finish a long rest.

 

Titan

While you are wearing armor, you are immune to being frightened, staggered, or stunned. Also, when you suffer from exhaustion, you feel the effects of the previous level of exhaustion. For example, at level 1, you feel no effects, but at level 3, you would suffer from the effects of level 2.

 

FIGHTING STYLE

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

 

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain + 2 to damage rolls with that weapon.

 

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

SECOND WIND

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.

 

ACTION SURGE

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

    Once you use this feature you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

 

WARRIOR ARCHETYPE

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Assault, Defense, or Dragon Knight, each detailed at the end of the class description. The archetype you choose also grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

ATTRIBUTE SCORE IMPROVEMENT

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

 

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level, and to four when you reach 20th level.

 

INDOMITABLE

Beginning at 9th level, you can reroll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

    You can use this feature twice between long rests starting at 13th level and three times between longs rests beginning at 17th level.

 

ARCHETYPES

Different warriors choose different approaches to perfecting their fighting prowess. The archetype you choose to emulate reflects your approach.

ASSAULT

The Assault archetype focuses on a nearly academic approach to combat. The warrior absorbs lessons of history, theory, and artistry that combines to create a well rounded fighter of great skill and knowledge.

 

WAR TACTICS

When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice.

    Tactics. You learn three tactics of your choice, which are detailed under “War Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

    Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.

You gain another tactical die at 7th level and one more at 15th level.

    Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus +

your Strength or Agility modifier (your choice)

 

COMBAT SENSE

Starting at 7th level, your keen sense allows you to react faster during combat. You add your tactical dice to your initiative roll, and all enemies have disadvantage against attacking you on the first round of combat.

ADDITIONAL FIGHTING STYLE

At 10th level, you choose an additional Fighting Style. You can't choose the same Fighting Style twice.

 

IMPROVED CRITICAL

Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

 

WARRIOR'S HEART

At 18th level, you learn how to exploit weakened targets. You can choose to heighten your combat focus, allowing you to deal more damage inverse proportionately to the enemies health.

 

Enemies           Additional

  Health              Damage

   100%         =         1d6        

  99-50%      =         2d6

  49-0%        =         3d6       

You maintain your focus as long as you are in combat. You must complete a long rest before being able to use this feature again.

 

WAR TACTICS

The tactics are presented in alphabetical order.

    Cleave. When you hit a creature with a weapon attack on your turn, you can expend one tactical die to cleave your weapon, striking each creature in a 90 degree cone. If the original attack roll would hit any additional creatures, they take damage equal to the number you roll on your tactical die, divided equally between the additional creatures hit. The main target only takes the damage from your original attack.

    Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one tactical die. That creature can immediately use its reaction to make one weapon attack, adding a tactical die to the attack's damage roll.

    Feinting Attack. You can expend one tactical die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the tactical die to the attack's damage roll.

    Lunging Attack. When you make a melee weapon attack on your turn, you can expend one tactical die to increase your reach for the attack by 5 feet. If you hit, you add the tactical die to the attack's damage roll.

    Menacing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to frighten the target. You add your tactical die to the attacks damage roll, and the target must make a Personality saving throw. On a failed save, it is frightened of you until the end of your next turn.

    Pierce Armor. When you hit a creature that is wearing armor with a melee weapon attack, you can expend one tactical die to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once.

    Precision Attack. When you make a weapon attack roll against a creature, you can expend one tactical die to add a tactical die to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied.

    Riposte. When an enemy misses you with a melee attack, you can use your reaction and expend one tactical die to make a melee weapon attack against the same enemy. If you hit, add a tactical die to the attack's damage roll.

    Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one tactical die to attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt for the original attack.

    Uppercut. When you hit a creature with weapon attack, you can expend one tactical die to attempt to slam the target with an upward blow, knocking the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked back 5 feet and falls prone.

 

 

DEFENSE

Those who emulate this archetype employ defensive techniques passed down through the generations. Through rigorous training, your armor and shield become a like a second skin that you can use to protect yourself and your allies.

DEFENSIVE TACTICS

When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice.

    Tactics. You learn three tactics of your choice, which are detailed under “Defensive Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

    You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

    Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.

You gain another tactical die at 7th level and one more at 15th level.

    Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus +

your Strength or Agility modifier (your choice)

 

DEFENDER'S SACRIFICE

Starting at 7th level, when a creature you can see damages a target other than you that is withing 5 feet of you, you can use your reaction to take the blow instead. This damage to you can't be reduced or prevented in any way.

 

ADDITIONAL DEFENSIVE STYLE

At 10th level, you choose an additional Defensive Style. You can't choose the same Defensive Style twice.

 

BULWARK

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When use your Indomitable feature to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

 

SURVIVOR

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Endurance modifier if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.

DEFENSIVE TACTICS

The tactics are presented in alphabetical order.

    Disarming Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

    Evasive footwork. When you move, you can expend one tactical die, rolling a tactical die and adding the number rolled to your AC until you stop moving.

    Goading Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to goad the target into attacking you. You add the tactical die to the attack's damage roll, and the target must make a Willpower saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

    Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your comrades into a more advantageous position. You add the tactical die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use it's reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

    Parry. When another creature damages you with a melee attack, you can use your reaction and expend one tactical die to reduce the damage by the number you roll on your tactical die + your Agility modifier.

    Power Bash. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack.

    Pushing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to drive the target back. You add the tactical die roll to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is pushed back 15 feet.

    Rally. On your turn, you can use a bonus action and expend one tactical die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the tactical die roll + your Personality modifier.

    Shield Wall. When another creature attacks you, you can use your reaction and expend one tactical die to increase your AC by the number you roll on your tactical die, until the start of your next turn.

    Trip Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 

 

DRAGON KNIGHT

These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.

 

DRACONIC TACTICS

When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice.

    Tactics. You learn three tactics of your choice, which are detailed under “Draconic Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

    You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

    Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.

You gain another tactical die at 7th level and one more at 15th level.

    Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus +

your Strength or Agility modifier (your choice)

 

SPIKED ARMOR

At 7th level, you gain the ability to summon draconic spikes from your armor, which you can use as a weapon.

    While wearing armor, as a bonus action, you summon draconic spikes, which sprout from your armor, and last until you use a bonus action to dismiss them. While your spikes are active, you can use you a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

    Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapples succeeds.

DRACONIC HASTE

Beginning at 10th level, when you use your action to make a Draconic Tactic, you can make one weapon attack as a bonus action.

 

DRAGON BLOOD

At 15th level, when you use your Second Wind feature, your draconic blood radiates with ancient healing energy, allowing your allies to fight past their injuries. Three creatures of your choice within 60 feet of you that are allied with you regain hit points equal to half your Warrior level.

 

IMPROVED DRACONIC HASTE

Starting at 18th level, when you use your action to make a Draconic Tactic, you can make two weapon attacks as a bonus action.

 

DRACONIC TACTICS

The tactics are presented in alphabetical order.

    Ash Cloud. On your turn, you can use your action and expend 1 tactical die to create a 20 foot radius sphere of ash and dust centered on a point within 60 feet of you. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts for up to 1 minute, as though you cast a spell using concentration.

    Each creature that is completely within the cloud a the start of its turn must make an Endurance saving throw. On a failed save, the creature spends its action choking on the soot and ash. Creatures that don't require to breath automatically succeed on this saving throw.

    Combustion. When you take damage from a melee attack, you can use a reaction and expend one tactical die to create a burst of flame causing every creature within 5 feet of you to take a pulse of fire damage equal to your tactical die.

    Dark Talons. On your turn, you can use your action and expend one tactical die to call forth draconic talons from the ground underneath a creature that you can see within 60 feet. The creature takes 1d6 piercing damage and additional piercing damage determined by your tactical die and must make a Strength saving throw, or be grappled by the talons.

    Fire Breath. On your turn, you can use your action and expend one tactical die to exhale a breath of fire. Each creature in a 30-foot cone must make an Agility saving throw. A creature takes 1d6 fire damage and additional fire damage equal to your tactical die on a failed save, and half as much on a successful one.

    Inferno. On your turn, you can use your action and expend one tactical die to create flames that race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the next minute, as though you cast a spell using concentration. The flames don’t harm you.

    While the aura is active, you are resistant to fire damage, and any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes fire damage determined by your tactical die.

    Lava Whip. On your turn, you can use your action and expend one tactical die to create a long whip of flames that lashes out at your command toward a creature within 30 feet. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 fire damage and additional fire damage determined by your tactical die, and if the creature is Large or smaller, you pull the creature up to 10 feet towards you.

    Magma Armor. When another creature attacks you, you can use a reaction and expend one tactical die to harden the molten lava in your veins. You become resistant to bludgeoning, piercing, and slashing damage until the beginning of your next turn.

    Petrify. On your turn, you can use your action and expend one tactical die to attempt to envelop a creature that you can see within 60 feet completely in stone. The target must make a Willpower saving throw or become immobilized and unable to speak, hear, move, or make any actions. The restrained creature takes necrotic damage determined by your tactical die and must make a Strength saving throw at the start of each of their turns to try and break free.

    If it successfully saves three times, the condition ends. If it fails saves three times, the stone permanently hardens and the creature is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

    While encased, the stone shell has an AC of 5 and has 60 hit points. When the stone reaches 0 hit points the stone breaks, ending the effect.

    Reflective Scales. When targeted by a ranged attack, you can use a reaction and expend one tactical die to harden your skin to become similar to a dragons scales. to reduce the damage by the number you roll on your tactical die + your Endurance modifier.

    Searing Strike. When you make a melee weapon attack, you can expend one tactical die to envelop your weapon in bright white flame, dealing additional fire damage, determined by your tactical die.

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