This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarizes the class.
This paragraph provides an explanation on the Class’ power source and how they utilize it.
This paragraph provides an explanation on how the Class came to be, and their general purpose.
This paragraph provides a summary of why someone should play this class, how it might relate to a character’s background and personality, and what to expect from the class.
Quick Build
Briefly summarize a quick way to create a Warrior. This includes which ability scores to prioritize, and any choices that need to be made at first level.
As a Warrior, you gain the following class features:
Health
Health Pool: 2
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d10 per Warrior level
Vitality at 1st Level: 10 + your Agility and Endurance
Vitality at Higher Levels: 1d10 (or 6) + your Endurance per Warrior level after 1st
Combat Skills
Weapons: Warriors start with advanced weapon aptitude
Armor: Trained in the Light, Medium, and Heavy armor skills
Defense: Trained in Body and Mobility skills
Skill Ranks at 1st Level: 4 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per Warrior level after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per Warrior level after 1st
Action Points: A Warrior uses Dexterity when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) Leather armor or (b) Scale Mail
(a) any melee weapon and a shield or (b) any two one-handed melee weapons
(a) a ranged weapon and 20 pieces of ammunition or (b) five thrown weapons
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. Whenever you finish a long rest, you may replace any fighting styles you know that are on this list with any other styles that are also on this list.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +2 bonus to Armor.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll the damage for an attack you make with a melee weapon that you are wielding with two hands, you may roll one additional dice, ignoring the lowest dice roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Hand and a Half Fighting. While you are wielding a versatile weapon in two hands, you gain a +1 bonus to your attack rolls with that weapon and a +1 bonus to your Passive Defense and Parry.
Interception. When a creature you can see hits a target, other than you, you can use spend 4 AP to move ½ your movement to the target and reduce the damage the target takes by 1d10 + your Dexterity (to a minimum of 0 damage). You must be wielding a shield or a weapon to react and must be within reach of the target after the movement.
Protection. When a creature you can see attacks a target other than you, you can spend 2 AP to impose disadvantage on the attack roll. You must be wielding a shield and must be within 1 square of the attacker or the target, or in between the attacker and the target in a straight line when the attacker makes a ranged attack.
Thrown Weapon Fighting. When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d4 becomes a d6. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Starting at 1st level, you are able to use your supreme martial training to perform powerful combat Techniques.
Techniques. You know two techniques of your choice from the Techniques list. Most techniques enhance your weapon attacks in some way, while others enhance your defenses or provide other benefits. You learn additional Techniques as you gain levels in the Warrior class as shown on the Techniques Known column of the Warrior table. Whenever you gain a level in the Warrior class, you can exchange a technique you know for any other technique you could learn at that level. You can use one technique per turn.
Technique Tiers. There are three tiers of techniques: Beginner, Advanced, and Master. You can learn Beginner techniques as soon as you take this class. You gain the ability to learn Advanced techniques at 7th level, and Master techniques at 15th level.
Battle Dice. Your Battle Dice are used to add to and modify your techniques. Your Battle Dice starts at a d8s, and becomes larger as you gain levels in the Warrior class as shown on the Battle Dice column of the Warrior Table. You regain all battle dice at the end of a short or a long rest.
You have a limited well of stamina that you can draw on to protect yourself from harm. At 2nd level, when you become Winded or while you are Winded you can immediately spend 2 AP and a battle dice to regain vitality equal to your Battle Dice plus your Endurance.
At 13th level, when you use this ability you can roll your Battle Die twice, adding both rolls to the vitality you regain. Once you use this feature, you must finish a short or long rest before you can use it again.
Also at 2nd level, you learn to set your body into a state of martial readiness, called a Stance. You learn two stances of your choice from those available to you. You can enter a stance for 2 AP, and you gain the benefits of the stance until you enter a different stance, or until combat ends. You can only have one stance active at a time. Starting at 12th level, you can enter two stances.
You learn additional stances as you gain levels in the Warrior class, as shown on the Stances column of the Warrior table. Additionally, whenever you gain a level in the Warrior class, you can swap a Stance you know out for any other stance you could learn at that level.
At 3rd level, you choose your Battalion, in which you focus your combat talents. The discipline you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
At level 5, you become more adept with attacks. You reduce the cost of weapon attacks by 1 AP per attack.
When you reach 6th level and again at 14th level, you can select a Combat Talent from the list of Talents.
At 9th level, your relentless martial training has hardened your mind as well as your body. When you make a Mental or Spirit defense, you may expend a battle dice and add it to the result.
At 11th level, you may raise one weapon group to master. In addition, your first attack each round costs 1 less Action Point.
Beginning at 17th level, you may raise a second weapon group to master and when you take your first attack action in a round, you may make two weapon attacks instead.
At 20th level, you are a master of battle. You have unlimited uses of your battle dice and any time you roll a 6 or under on your battle dice, treat the roll as if it were a 7. When you roll a critical hit on a weapon attack roll, you may roll your battle die and add it to the damage. This is in addition to any battle dice you may of used as part of the attack.