Warrior

### Skills

Choose two skills from Acrobatics, Athletics, Insight, Medicine, Perception, Performance Sleight of Hand, Stealth and Survival

## Equipment

### Options

* two light melee weapons OR a heavy melee weapon
* a steelweave cloak and a shield OR a ceramic scale shirt

## Class Overview

### At a Glance

Warriors are primarily melee combatants, preferring to deal with their foes in close quarters. If you respond to the statement “hitting it didn’t work” with “then hit it harder”, warrior is the class for you.

### Creating a Warrior

As you create your warrior character, consider where you gained your fighting skills, and why you prefer to use melee weapons. Were you some sort of arena fighter? Perhaps circumstances left you with no other option, and you skill is borne of necessity? Maybe you were raised somewhere with considerably less technology than the rest of the galaxy, and you simply know no other means of fighting.

Why have you taken up a life of adventuring? Are you driven by the thrill of the hunt, wishing to take on as many different opponents as possible? Perhaps this is all you are good at, and you would be lost without fighting. Or maybe you are something of a pacifist, and you prefer to deal non-lethal strikes to halt fighting without taking any lives?

## Class Features

### Fighting Style

Though you adapt to every situation, you have developed a signature style during your career. Choose one from the list below. You can't take the same fighting style more than once, even if you get to choose again.

#### *Bar Fighter*

You are proficient with improvised weapons, and they deal 1d6 damage instead of 1d4. You can use either Strength or Dexterity for your attack and damage rolls made with improvised weapons.

#### *Dual Wield*

When you dual wield two light melee weapons, you can add your ability modifier to the damage of the second attack.

#### *Durability*

You gain +1 bonus to your AC if you are wearing armour.

#### *Executioner*

When you make an attack with a heavy melee weapon, you can make two damage rolls and choose the higher number. You can only do this once per turn.

#### *Guardian*

When a creature you can see attacks a target within 5 feet of you, you can use your reaction to impose disadvantage. You must be wielding a shield to do so.

#### *Hostage*

While you are grappling a creature, ranged attacks made against you have disadvantage.

#### *Throwing Adept*

You can draw a weapon that has the thrown property as part of the attack you make with the weapon, and when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

### Adrenaline

Starting at 2nd level, adrenaline can push you above and beyond the normal limits of your body, and allow you to perform a number of impressive feats. A number of features given by your class and subclass will require you to spend adrenaline points. You have a number of adrenaline points equal to your level in this class, as listed in the warrior table. You regain all expended adrenaline points after completing a long rest. Some adrenaline features might require your target to make a saving throw to resist the effects. The saving throw is calculated as follows:

> **Adrenaline Save DC:** 8 + your Strength or Dexterity modifier + your proficiency bonus
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### Warrior Discipline

At 3rd level, you choose a discipline that shapes how you fight as a warrior, by specialising in a type of weapon or attack. Choose from Brawler, Corsair, Knight, Tazarka or Yootari all detailed at the end of this class description. Your choice grants you benefits 3rd, 6th, 10th, 14th and 18th level.

### Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't improve an ability score above 20 using this feature. You may instead choose a feat rather than improve any ability scores.

### Extra Attack

Starting at 5th level, you can attack twice when you take the attack action. 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.

### Healing Factors

Your body has the limited ability to heal itself of certain injuries in the midst of battle. At 9th level, you can spend 1 adrenaline point to expend one hit die to heal yourself as a bonus action. You can use this feature once per long rest at 9th level, but you can use it twice at 13th level and three times at 20th level, though you cannot expend more than one hit die on the same turn.

### Steely Resolve

Your iron will allows you to face both fear and temptation with little to worry about. At 13th level, you can expend 3 adrenaline points to re-roll any saving throw against being frightened or charmed.

### Energizing Surge

At 15th level, your body eagerly bolsters itself for a fight whenever you enter combat. When you roll for initiative, you gain temporary hit points equal to 1d10 + your Constitution modifier (minimum 1), which last until you take a long rest.

## Warrior Disciplines

Martial combat comes in many forms, and there are countless different ways that one could use a melee weapon. Your choice dictates your approach to combat as a melee fighter.

## Brawler

Brawlers are warriors that specialise in unarmed combat, combining honed martial arts with brute force to deal flurries of forceful hits; dispatching foes without the need for weapons.

### Martial Arts

Starting at 3rd level, skill and strength has honed your body into a weapon in its own right. Your unarmed strikes deal 1d4 damage, and you can use either Strength or Dexterity for attack and damage rolls of these strikes. The damage die of your unarmed strikes increases as you level up, as shown on the table below. Additionally, after you take the attack action, you can spend 1 adrenaline point to make two unarmed strikes as a bonus action. You can use this feature once per turn.

 5th
 11th
 17th

### Smackdown

At 7th level, you are able to target certain areas with your unarmed strikes to inflict extra effects. When you hit a creature with an unarmed strike and deal damage, you can spend 2 adrenaline points to impose one of the following effects on the creature. You can only use this feature once per turn.

* **Disarmed:** It must make a Dexterity saving throw. Upon a failure, it drops whatever it was holding at its feet.
* **Launched:** It must make a Strength saving throw. Upon a failure, it is knocked 5 feet away from you and lands prone.
* **Winded:** It must make a Constitution saving throw. Upon a failure, it has disadvantage on ability checks and saving throws that rely on Dexterity until the start of your next turn.

### Duck and Weave

At 10th level, you have become adept at dodging and redirecting attacks. You can spend adrenaline points in the following ways, though you can only use this feature once per turn.

* **Open Opportunity:** When a creature makes a melee attack against you and misses, you can spend 3 adrenaline points to use your reaction to make two unarmed strikes against them.
* **Raised Guard:** When you are hit with an attack, you can spend up to 5 adrenaline points, increasing your AC by that amount until the start of your next turn. Once you have spent 5 adrenaline points in this way, you cannot do so again until you complete a short rest.
* **Redirect Blow:** When a creature makes a melee attack against you and misses, you can spend 3 adrenaline points to force the attack onto another creature within 5 feet of you.

### Focused Fury

At 15th level, you have learned to channel your frustration into your attacks. Whenever you make a melee attack that does not hit, you gain advantage on the next melee attack you make.

### Adrenaline Surge

At 18th level, whenever you reduce a creature to 0 hit points, you regain 1d4 adrenaline points. Additionally, when you roll initiative and have less than half your total adrenaline points remaining (rounded down), you regain 1d6 adrenaline points.

## Corsair

The term 'corsair' covers all warriors that specialise in light melee weaponry, relying on speed and agility to excel on the battlefield. Such nimbleness allows corsairs the time to goad and taunt their opponents, and they often mix a certain level of flair and extravagance with their fighting.

### Parry and Riposte

You have learned that you cannot always wait for an opening to attack, sometimes you need to make your own. At 3rd level, you can spend 1 adrenaline point to ready a parry. Until the start of your next turn, the next creature to make a melee attack against you must make a Dexterity saving throw. If the creature fails the saving throw it is parried, and the attack misses. You can spend an additional adrenaline point to riposte a parried creature as a reaction, making one melee attack against it with a light melee weapon.

### Flourishing Blades

At 7th level, you have learned a number of techniques with light melee weapons. You can spend 2 adrenaline points to activate one of the following effects. You can only use this feature once per turn.

* **Disengaging Strike:** You can spend 2 adrenaline points to make a melee attack against a creature you are engaged with. Regardless of whether the attack hits, you can freely disengage and immediately move 5 feet away from the creature.
* **Goad:** After you hit a creature with a melee attack and deal damage, you can force it to make a Wisdom saving throw. Upon a failed save, the creature is goaded by you, and has disadvantage on all attack rolls against targets other than you until the end of your next turn.
* **Taunt:** When a creature you can see within 30 feet of you makes a melee attack against an ally, you can spend 2 adrenaline points to taunt it as a reaction. The creature must make a Wisdom saving throw, gaining disadvantage on the attack roll if it fails the save.

### Deflection

At 10th level, you react with such lightning speed that you are able to deflect ranged attacks with your weapons. When you are hit by a ranged attack, you can spend 3 adrenaline points to make a Dexterity saving throw as a reaction in an attempt to deflect it. The DC for this save is 10 + half the damage of the attack (rounded up). If you are successful, you take no damage from the attack. You may choose to attempt a deflection after you see the attack roll, but before you see the damage roll.

Additionally, when you take the riposte reaction against a melee attacker, you can forfeit the attack roll and attempt to disarm them instead. The creature must make a Strength saving throw, and they drop whatever they are holding upon a failed save.

### Haphazard

At 15th level, you can forgo advantage on an attack roll to instead make two attacks without advantage. You can only do this once per turn.

### Reflection

At 18th level, when you successfully deflect a ranged attack, you can force it to hit a creature of your choice within 10 feet of you. The creature then takes half the damage of the ranged attack. If you reduce a creature to 0 hit points in this way, you regain the adrenaline points expended on the deflection.

## Knight

Borrowing their name from a type of ancient human warrior famed for their honour and bravery, knights are warriors that specialise in heavy melee weapons and armour. Heavily armed and heavily armoured, these warriors are trained to stand their ground and deal calculated strikes against their opponents.

### Disciplined Fighter

At 3rd level, you gain proficiency with heavy armour and one additional skill of your choice from the list of skills available to warriors. You can also choose a second fighting style.