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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.
CLASS FEATURES
HIT POINTS
Hit Die: d10
Starting Hit points: 10+ your endurance modifier
At higher levels: 1d10 (or 6) + your endurance modifier
PROFICIENCIES
Armor: Light Armor, Medium Armor, Heavy Armor, Shield
Weapon: Axe, Blunt, Long Blade, Marksman, Pole-arm, Short Blade,
Saving Throws: Strength and Endurance
Skills: Pick two from: Acrobatics, Athletics, First Aid, Intimidation, Investigation, Nature, Perception, Speechcraft
Trade Skills: Armorer
Armsman
Starting at level 1, you are a master of melee weapons and gain the following:
Axes. On a successful attack, roll an additional d20. If you roll 15 or higher you apply a bleed to the target, dealing 1d4 damage for this turn and next.
Blunt. Your attacks ignore 1 AC in armor with blunt weapons.
Blades. Your attacks do additional 2 damage with bladed weapons.
Stamina
You have a limited amount of stamina that you can draw on to protect yourself from harm. You start with 1 stamina. Refer to the warrior table for your advancement. You regain all of your stamina after a short or long rest.
Centurion
On your turn, you can use a bonus action and 1 stamina point to regain hit points equal to 1d4 + half your warrior level + your endurance modifier.
Conditioning
Beginning at level 2, you gain superior knowledge of the armor that you wear.
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While wearing light armor, your AC is increased by 1
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While wearing medium armor, you take half damage from falling.
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While wearing heavy armor, your armor doesn't slow you down.
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While wearing any armor, your hand-to-hand attacks do 1d6 bludgeoning damage.
Warrior Stance
As a warrior, you have trained in both offensive and defensive fighting styles, realizing that not all battles are won with the blade alone.
Starting at 2nd level, you learn both a defensive stance and a fighting stance, but you can only use one at a time. Changing your stance requires an action.
Defensive Stance
You adopt a particular style of defense as your specialty. Choose one of the following options. You can't take a Defensive Stance option more than once, even if you later get to choose again.
Stalwart Defense
When dealt a killing blow that would normally reduce your hit points to at least 0, you hang on with 1 health instead of dying. Can only be used per short or long rest.
Monolith
After taking damage from a melee attack, you can attempt to throw the attacker off balance. Roll a Strength check against their attack roll. On a success, the attacker is thrown off balance, causing disadvantage on their next attack or allowing you to have advantage on your next attack against it. The effect ends after one of the two scenarios is completed.
Titan
While wearing armor, you can't be stunned, staggered or feared.
Juggernaut
While wearing armor, your AC is increased by +1.
Fighting Stance
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Stance option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with a ranged weapon.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain + 2 to damage rolls with that weapon.
Two Handed 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.
Dual Wield
When you are dual wielding two weapons, you can add your attribute modifier to the damage of the second attack.
Warrior Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose either Assault or Defense, 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.
Critical Mastery
Starting at 17th level, whenever you roll a critical strike, your total damage rolled is doubled.
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 choose this archetype, you learn how to use your stamina to fuel your attacks. You can only use 1 War Tactic each turn, and upon a successful attack, you expend 1 stamina.
At level 3 you learn 3 war tactics of your choice. You learn 1 additional tactic of your choice at 7th, 10th, and 15th level.
Cleave
You swing your melee weapon in a 90 degree cone attack, dealing full damage to your main target on a successful attack and half damage to all other enemies within 5 feet, if the original attack roll would would hit them.
Low Slash
You use an attack to make a sweeping lunge attack that reduces the movement speed by of all enemies within 10 feet in front of you by 15 feet.
Lunging Attack
When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet and you deal an additional 1d8 damage.
Menacing Attack
When you hit an enemy with a melee weapon attack, you can attempt to frighten the target. The target makes a Personality saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, it is frightened until it's next turn.
Pierce Armor
When you attack an enemy, you pierce their armor, reducing the targets AC by 1. You can not do this to the same target more than once.
Power Strike
You unleash a powerful attack that does 1d10 additional damage. You must focus your strike and can only use the attack action during your turn.
Reverse Slash
When you attack your target, you bring your weapon back past another enemy within 5 yards, dealing full damage. Roll a separate attack roll for both targets.
Riposte
When an enemy misses you with a melee attack, you can use your reaction to make a melee weapon attack against the same enemy.
Sweep
You spin your weapon around low, giving a chance to knockdown all enemies within 5 feet of you. The target rolls an athletics check against a DC of 8 + your proficiency bonus + your Strength modifier. On a fail, they are knocked down, being prone. On a success, they are staggered for 1 round.
Uppercut
When you choose the Attack action, you can choose to also slam that target with an upward blow, knocking them back 5 feet and leaving them prone. This ability is not usable on targets that are huge or larger in size.
Mastery: Critical Charge
Beginning at level 10, you learn a charging attack that requires a minimum distance of 20 feet from the target. When activated, you automatically critically hit your target. Uses 2 stamina. Once you use this ability, you must finish a short or long rest before you can use it again.
Mastery: Combat Sense
Starting at 15th level, your keen sense allows you to react faster during combat. You increase your initiative by 1d6 and all enemies have disadvantage against attacking you on the first round of combat.
Fighting Style II
Also at 15th level, you choose an additional fighting style. You can't choose the same Fighting Style twice.
Mastery: Warriors Heart
At 18th level, you learn how to exploit a weakened target. When activated, you deal more damage inverse proportionately to the enemies health.
100% = 1d6
50-99% = 2d6
0-49% = 3d6
This lasts until combat ends. You must complete a short or long rest before being able to use this feature again.
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 cans use to protect yourself and your allies.
Block
Beginning when you choose this archetype at 3rd level, you learn the block action. On your turn you can use a reaction to attempt to block 1 incoming physical attack on you or an ally within 5 feet. To determine a successful block, roll a Strength check against the attack roll.
Each successful use uses 1 stamina.
Defensive Tactics
Starting at 7th level, you learn how to use your stamina to counter your enemies attacks. You can only use 1 Defensive Tactic each turn, and upon a successful use, you expend 1 stamina. You learn three Defensive Tactics of your choice.
At level 3 you learn 3 defensive tactics of your choice. You learn 1 additional tactic of your choice at 7th, 10th, and 15th level.
Deflect Arrows
When attacked with arrows or bolts, you can use a reaction to raise your shield to deflect the attack. Roll a Strength check against the attack roll, on a success, you successfully deflect the projectile and take no damage. On a fail, you take half damage.
Disarming Bash
Use an action to smash a target with your shield, attempting to disarm them. The target requires to roll a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. If the target fails, it drops one item it is holding of your choice.
Evasion
When you move, you can concentrate on protecting yourself by increasing your AC by 1d8 until you stop moving.
Feinting Attack
You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on y our next attack roll against that creature this turn. If the attack hits, you use 1 stamina.
Mocking Attack
When you hit an enemy with a weapon attack, you attempt to mock the target into attacking you. The target must make a Personality saving throw against your attack roll. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Shield Wall
After being targeted for an attack, you can use a reaction to raise your shield and increase your AC by 1d6.
Shield Charge
Use an action to charge towards a target with your shield, dealing 1d6 bludgeoning damage and knocking them down, leaving the target prone. Target must be at least 20 feet away. Huge enemies will be staggered.
Parry
When another creature damages you with a melee attack, you can use your reaction and stamina to reduce the damage by 1d8 + your Agility modifier.
Power Bash
After hitting a target with a melee attack, you can use a bonus action to bash the target with your shield dealing an additional 1d6 bludgeoning damage.
Pushing Attack
When you hit a creature with a weapon attack, you can attempt to push back a Large or smaller target. The creature must make a Strength saving throw. On a failed save, it is pushed back 15 feet.
Mastery: Exhaust
Beginning at 10th level,when you use the block action to successfully block an attack, the attacker gains one level of exhaustion for the next 3 turns.
Mastery: Shatter
Starting at 15th level, when successfully blocking an attack, roll a d20. If you roll a 20, you successful shatter the weapon. You can't use this ability to break weapons made of Adamantium or greater materials.
Defensive Style II
Also at 15th level, you choose an additional Defensive Style. You can't choose the same Defensive Style twice.
Mastery: Reflect Blows
At 18th level, when melee attacked while wearing armor, roll a Strength check against the attack roll. On a success, you take half damage and reflect half of the damage back to the attacker. Uses 1 stamina on each successful use.