Volstagg

* **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.

### Training

At level 1, you may exchange your spell slots for Training.

You learn three special maneuvers. You can use only one maneuver per attack.

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

#### Superiority Dice

You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

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

#### Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC:** 8 + your proficiency bonus + your Health or Dexterity modifier (your choice)

#### Maneuvers

* **Goading Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a 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 superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
* **Menacing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
* **Pushing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw. On a failed save, you push the target up to 15 feet away from you.
* **Rally:** On your turn, you can use a bonus action and expend one superiority 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 superiority die roll + your Charisma modifier.
* **Sweeping Attack:** When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose 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 superiority die. The damage is of the same type dealt by the original attack.
* **Trip Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Health saving throw or be knocked prone.

### 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 in this class and to four
when you reach 20th level in this class.

### Battleborn

When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12. Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

## Warrior

### Second Wind

At first level, on your turn, you can use a bonus action to regain
hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it
again.

### Action Surge

Starting at first level, 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.

### Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting
 with another creature outside of combat, you can learn certain
information about its capabilities compared to your own. The DM tells
you if the creature is your equal, superior, or inferior in regard to
two of the following characteristics of your choice:

* Health score
* Dexterity score
* Armor Class
* Current hit points
* Vitality
* Total class levels (if any)
* Fighter class levels (if any)

### Indomitable

Beginning at 10th level, you can reroll a saving throw that 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 long
rests starting at 17th level.

### Warrior's Defense

At 15th level, you gain one of the following features of your choice.

* **Evasion:** When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

* **Stand Against the Tide:** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

* **Uncanny Dodge:** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

### Superior Critical

Starting at 18th level, your attacks score a critical hit on a roll of 18-20.

Equipment

* Uru Greataxe 2d20
* Asgardian Armor (Heavy)
* Clothes