Warrior

*It’s no secret that gunpowder changed the landscape of warfare on the continent forever. However, a Warrior knows that the invention of bullets doesn’t make a blade any less lethal. Trained in ancient fighting techniques, Warriors utilize a wide variety of analog weaponry to efficiently dispatch enemies the old-fashioned way.*

## Class Features

As a warrior, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d10 per warrior level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per warrior level after 1st

##### Proficiencies

* **Armor:** All armor, shields
* **Weapons:** Simple weapons, all martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Dexterity
* **Skills:** Choose two skills from Acrobatics, Athletics, Deception, History, Intimidation, Investigation, Perception, Persuasion, Stealth, Sleight of Hand, and Survival

##### Equipment

* (a) splint mail or (b) duster, longbow, and 20 arrows
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) two handaxes
* (a) a frontiersman's pack or (b) an explorer's pack\

### Fighting Style

At 1st level, choose the Fighting Style from the options below that best reflect your martial training and skill with weapons. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Berserker.** You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single melee wepaon attack roll. Once you take this advantaged attack, your AC is reduced by 2 until the beginning of your next turn.
* **Classical Swordplay.** While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your AC so long as you are not using heavy armor or a shield.
* **Defense.** While you are wearing armor or wielding a shield, you gain a +1 bonus to AC.
* **Duel Wielding.** When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
* Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
* **Featherweight Fighting**. While you are wielding only light weapons, and nothing else your speed increases by 10 feet. You also gain a +1 bonus to damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.
* **Great Weapon Fighting.** When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2.
	+ The weapon must have the versatile or two-handed property to gain this benefit.
* **Improvised Fighting.** You gain proficiency with improvised weapons. Once per turn, when you hit with a improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks. You can’t use this feature to destroy magical objects.
* **Melee Marksman.** Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.
	+ When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
* **Mountaineer.** When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your movement speed, and you gain a +1 bonus to your AC.
* **Mounted Warrior.** While you are riding a controlled mount, both you and your mount gain a +1 bonus to your AC, and you can use a bonus action on your turn to command your mount to take one action from its stat block.
* **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Shield Warrior.** You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your AC.
* **Standard Bearer.** When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant them advantage on their attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand to use this reaction.
* **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
	+ In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
* **Versatile Fighting.** While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or twohanded until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your AC. Wielding it two-handed you gain a +2 bonus to your damage rolls.

### Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. 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. When you reach 14th level in this class, you can use your Second Wind feature twice between each short or long rest.

### Martial Exploits

At 2nd level, you have begun to master unique techniques to enhance your martial skill, both on and off the field of battle.

#### Exploit Dice

The Warrior table shows how many Exploit Dice you have to perform the Exploits you know. To use an Exploit, you must expend one of these Dice. You can only use one Exploit per attack, ability check, or saving throw, and you regain your expended Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Warrior table.

#### Exploits Known

You know two Warrior Exploits of your choice. The Exploits Known column of the Warrior table shows when you learn more Exploits of your choice. To learn an Exploit you must meet any prerequisites it may have, like a minimum Ability Score or a minimum warrior level.

Whenever you gain a warrior level, you can replace one of the Exploits you know with another Exploit of your choice.

#### Saving Throws

If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:

**Exploit save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### Know Your Enemy

Beginning at 3rd level, you can measure the skills of others in comparison to your own. As an action, choose a creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in regards to one of the following attributes:

* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Proficiency Bonus

Once you learn something about a creature, you can’t use this feature on that creature again until you finish a long rest.

When you reach 14th level in this class, you can use this feature as either an action or bonus action on your turn

### Martial Archetype

At 3rd level, choose one of the following Warrior Archetypes that best represents your skills and training. The Warrior Archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

* Bushwhacker
* Commander
* Ravager

#### Archetype Exploits

Each Archetype has a list of Archetype Exploits you learn at the warrior levels noted in your Archetype’s description. They don’t count against your total number of Exploits Known and can’t be switched out for other Exploits. If you don’t meet an Archetype Exploit’s prerequisites, you learn it regardless.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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 increase an ability score 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 in this class and to four when you reach 20th level in this class.

### Action Surge

Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use it twice before a rest, but only once on the same turn.

### Indomitable

Your fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead.

Once you use this feature you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 13th level, and three times between long rests starting at 17th level.

### Relentless

Upon reaching 20th level, your skills in combat are those of a hero of legend. When you start your turn with no Exploit Dice remaining, you immediately regain an expended Exploit Die.