Warrior
Attribute | Value |
---|---|
Hit Die | d10 |
HP/level | 7 |
Weapon Prof. | 2 martial (bonus feat grants all) |
Armor Prof. | Light (bonus feat grants all) |
Saving Throws | Str, Con |
Level | Maneuvers | Special Ability |
---|---|---|
1 | 2 | |
2 | 4 | |
3 | 6 | |
4 | 8 | |
5 | 10 | |
6 | 12 | |
7 | 14 | |
8 | 16 | |
9 | 18 | |
10 | 20 |
Level | Max Vitae | Special Ability |
---|---|---|
11 | 22 | |
12 | 24 | |
13 | 26 | |
14 | 28 | |
15 | 30 | |
16 | 32 | |
17 | 34 | |
18 | 36 | |
19 | 38 | |
20 | 40 |
Flavor text.
Maneuvers
Fighters do maneuvers.
Dodge
Rank 1
- Dodge: Reaction to incoming attack or targeted spell; roll Dex Defense against attack's DC; if successful, you avoid the attack entirely.
- Evasion: You can attempt to Dodge area effects. The same roll applies, but you must be within your movement range of a safe square, and the DC increases by +5 per square of movement.
- Multi-Dodge: If you have used your reaction already, you can still attempt to Dodge without spending your reaction; this attempt suffers a -5 penalty, increasing by 5 for each subsequent attempt, resetting on your next turn.
- Tumble: You gain the "jump" movement type. At-will, as a move action, you leap from your current square to a square within half your normal movement rate; you do not step on the ground in any intervening square, but rather follow a shallow parabolic trajectory (max height = 1/4 jump length). You do not provoke for any square of this movement, nor do creatures and objects block your path (although walls do, and, at the DM's discretion, certain creatures may be especially hard to bypass, requiring a Dex check).
Rank 2
- Uncanny Dodge: You can attempt to Dodge even if you are unaware of the attacker.
- Slippery Dodge: When you successfully [[Dodge]] an attack, you can move up to half your base movement (without provoking opportunity attacks).
- Disengage: When you successfully Dodge an attack, you may immediately move up to half your base movement in a direction away from the attacker, without provoking for movement.
-
Spring Attack: At-will, std; you move up to half your movement, then attack, then move up to half your movement again. None of the movement provokes from your attack target. Does use up your movement for the round.
-
Aerial Attack: When attacking from at least 10 feet above your opponent using a melee weapon, you inflict critical damage.
-
Fleet of Foot: You gain +10 movement.
-
Catfall: You take half damage from falling, and no damage from falling less than 20 feet.
Marksman
Rank 1
- Swift Aim: You can Aim as a swift action. Normally, Aim is a standard action which grants advantage to your next ranged attack against a chosen target.
- Covering Fire: Bonus action, weapon range, circle 3; no damage, but subjects no longer threatens an area until their next action (Wis negates, fear effect).
Rank 2
- Called Shot: 1 action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.
- Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
- Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
- Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
- Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
- Heart: -12 to hit; double damage, with 10-20 crit range (double again on crit).
- Concussive Shot: Bonus action, ranged attack; no damage, but subject is "confused" for 1 rd (Wis negates).
- Multi-Shot: Single action; you fire three attacks, each at a different target. All must fit in a cone emanating from your position.
- Ricochet Shot: Once per encounter, you can attempt to hit an additional target within 5 feet of the original target when making a ranged attack.
Rank 3
- Kill Shot: Single action; normal damage, plus, if 3x normal damage would kill the subject, subject must pass a Con save or die instantly.
- Steady Shot: Single action; normal ranged attack, plus you gain an extra bonus action.
- Volley: Single action, weapon range, circle 3; normal damage to all in area (Dex save for half).
Offense
Rank 1
- Power Attack: At-will, std action; as a normal melee attack, but inflicts critical damage and provokes opportunity attacks. Requires a Strength-based weapon.
- Power Charge: On a charge, you inflict 50% bonus damage.
- Cleave: When you hit an enemy with a melee attack, you can make another attack with the same weapon against a foe adjacent to the first enemy who is within your reach.
Rank 2
- Devastate: Once/rd, free, melee augment; melee attack inflicts +50% weapon vulnerability for 3 rds (stacks and refreshes).
- Disarming Strike: Std, melee; normal attack, but enemy must pass opposed attack roll or lose held weapon.
- Great Cleave: When you [[Cleave]], you can extend the attack to any number of targets, as long as each is adjacent to the previous, and within melee range.
- Hamstring: Std, melee; normal attack, but imposes 50% movement speed penalty (Con ends).
- Sunder Armor: At-will, std, melee attack; normal damage, plus enemy suffers -4 penalty to Armor for 3 rds (stacks and refreshes). Penalty cannot exceed the bonus from subject's armor or natural armor.
- Victory Rush: When you defeat an enemy, you are healed for 1d8+Con. Increases to 2d8 at level 5, 3d8 at level 10, etc.
Rank 3
- Execute: Std, melee, target must be at or below 50% HP; on failed Con Defense, target dies, rather than merely being disabled.
- Knockdown: At-will, std; as a normal melee attack, but if you hit, subject must pass a Strength save or be knocked prone. Subject gains advantage if larger than you, or if it has more than two legs. Requires a Str-based weapon.
- Whirlwind Attack: Instead of using Great Cleave, you may take a single attack, rolling to hit once, and rolling for damage once, and apply it to every target in your threatened area.
- Bladestorm: During a Whirlwind Attack, you may move up to half your movement, hitting all enemies within reach throughout the movement.
Parry
Rank 1
- Parry: As a reaction to an incoming melee attack, you can roll opposed melee (with a size modifier for weapon size). On success, you negate the attack.
- Riposte: When you successfully Parry, you may take an immediate attack against your attacker, max once/rd.
Rank 2
- Greater Parry: Each round, you may attempt to Parry multiple attacks. Each attempt after the 1st suffers a cumulative -5 penalty.
Protection
Rank 1
- Intervene: Reaction an attack against an ally within movement range; you rush to interpose yourself between ally and attacker, forcing the attacker to target you instead.
- Protective Stance: You can use Parry and Block against attacks targeting allies within your reach.
- Taunt: At-will, bonus, range 10; roll a Charisma check (with proficiency) against enemy's Wisdom. On success, enemy is compelled to focus attacks on you (all attacks must include you, and every round must include at least one hostile action). Enemy may attempt a Wisdom save each round to end. Doesn't work on subjects that cannot understand you, or cannot feel emotions.
- Master of Insults: You gain proficiency in the Charisma check used in [[Taunt]].
Rank 2
- Aegis of Steel: You grant resistance against melee attacks to adjacent allies.
- I Am Your Shield: Even if they do not have the Block feat, allies within your melee reach can use you as a shield. They use your Block check and their reaction. Enemy attack must also threaten you.
- Wide Load: Your Protection feats apply to allies an additional 5 feet away.
Rank 3
- Iron Curtain: You grant adjacent allies resistance against all forms of external damage (not psychic, internal, or poison).
Shields
Rank 1
- Block: At-will, reaction to attack or targeted spell in your front arc; roll damage with your blocking weapon or shield. Weapons block half their normal damage when used to block; light shields block light damage, medium blocks medium, etc. Reduce the damage from the attack by the damage you rolled, minimum 0.
- Shield Bash: At-will, swift, shield required, melee attack; you use your shield to attack. Roll a melee attack roll vs AC; on success, you inflict medium bludgeoning damage.
- Shield Wall: At-will, swift, shield required; you set your shield in a specific direction. Until you move, drop the shield, or start a new turn, the shield grants you resistance to physical damage coming from that direction.
Rank 2
- Rebound: If you reduce the damage of an attack to 0 with Block, the enemy is either pushed back 1 square or knocked prone (their choice). Fails against enemies more than one size above you.
- Revenge: When you successfully [[Block]], keep track of the damage blocked. On your next successful melee attack against the attacker within 3 rounds, you may add this amount to the damage dealt. You can have only one such "charge" at a time.
- Shield Stun: Your Shield Bash causes stun 1 rd (Con negates).
Unarmed
Rank 1
- Iron Fist: Your unarmed attack inflicts medium lethal bludgeoning damage. It counts as a "weapon" for the purpose of parrying.
- Improved Grab: Your successful unarmed attack also initiates a grapple, at your option.
- Defensive Throw: Requires Parry or Dodge. When you successfuly avoid a melee attack with Parry or Dodge, you can choose to throw the attacker over your shoulder, knocking them prone. They are allowed a Str save to avoid this, against the Parry or Dodge roll you made.
Rank 2
- Multi-Grapple: While grappling one opponent, you are not considered flat-footed vs other opponents. You can attack other opponents as normal, even grappling them, although this feat applies only to the first grapple target.
- Pin: While grappling one opponent, you gain a new maneuver option: Pin. As a standard action, against an opponent you're already grappling, roll an unarmed attack; the subject is pinned if they fail a Str or Dex save. While pinned, subject cannot take actions other than speaking or attempting to free themselves. Freeing themselves is the same action as freeing oneself from a grapple, except they automatically suffer your unarmed attack damage upon each attempt (success or fail), and on success, they only remove the pinned condition, not the grappled condition.
Mastery
For when you get tired of maneuvers. Each is stackable once/rank.
- Weapon Focus: gain +1 to hit with one weapon category (str, dex, unarmed, ranged)
- Weapon Specialization: gain +1 to hit power with one weapon category.
- Weapon Precision: gain +1 to crit range with one weapon category.
- Weapon Something: gaint +0.5 crit power with one weapon category.
Class Feats
Paths:
- Ranger
- Barbarian
- Paladin
- Death Knight
Berserker
- Rage: At-will, swift; you enter a state of rage, gaining the following traits:
- Gain your proficiency bonus as bonus damage to any melee attack
- Lose your proficiency bonus to hit with melee attacks
- When you suffer physical damage, you can roll a Con save against it. On success, half the damage is converted into fatigue.
- Fatigue doesn't reduce your HP the way normal damage does. However, if your Fatigue exceeds your Max HP, you became exhausted until it is reduced to a number less than your Max HP.
- Each time you heal for 1 HP (or would have, if at max HP), you also heal for 1 Fatigue.
Totem Warrior
War tats!
- Mark of the Tiger: You have an elaborate tattoo, demonstrating your bond with the spirit of the Tiger. You gain +1 Crit Power with melee weapons.
- Mark of the Bear: You have an elaborate tattoo, demonstrating your bond with the spirit of the Bear. You gain +1 HP/level and gain your Con bonus to AC as natural armor when unarmored.
- etc...
Rank 3
- Scar of the Flame: You survived the Trial of Fire, and are permanently scarred by it. The flame has marked you as one of its own. Gain Resist 50% (fire).
- Scar of the Storm: You survived the Trial of Storms, and are permanently scarred by it. The storm has marked you as one of its own. Gain Resist 50% (lightning).
- etc...
Champion
Just a bad-ass fighter, plain and simple:
- Heroic Surge: Free, encounter; you gain an additional standard action, usable for any attack or Warrior maneuver.
- Second Wind: Free, daily; you gain the benefit of a short rest, not counting against your normal Hit Dice.
Paladin
- Lay on Hands: Swift, touch; you heal subject by spending your own Hit Dice, healing them for the amount rolled + Cha for each die.
- Oathsworn: You have sworn an oath, binding you to a strict code of conduct, but granting divine benefits as long as you hold to the oath. If you violate the code, you lose the benefits immediately, and must atone to get them back. Also, you can tap your Oath for Inspiration in appropriate circumstances.
- Oath of Purity: You forswear alcohol, drugs, and intoxicants of any kind. You gain advantage to saves against poison and disease, and Resistance to any damage they cause.
- Oath of Chastity: You forswear intimate contact with anyone. When you are touched without consent (including by a weapon), the attacker suffers retributive radiant damage equal to half the damage inflicted.
- Oath of Honesty: You must never lie, nor mislead, nor use half-truths. You must not disguise your identity or intent, even when it puts you in danger. You gain the ability to detect lies--all knowing untruths anyone speaks ring false in your ears, although you are not imbued with knowledge of the truth the lies are meant to conceal.
- Oath of Mercy: You must always grant clemency when asked, and must always grant enemies a chance to plea for it. This does not extend to innately evil creatures (evil outsiders and undead). You have the ability to transmute your weapon damage to nonlethal radiant damage.
Ranger
- Animal Companion: see 6e Ranger ability Primal Companion, more or less
- Beast Bond