Warrior

Warriors are those trained for combat or has a talent for
hurting others.

As a warrior, you gain the following class features.

**Hit Points at 1st**
level: **10 + your Constitution modifier.**

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

**Weapons:** Simple
weapons, martial weapons, sidearms, and longarms

**Tools:** Weapon maintenance
kit

**Saving Throws:** Constitution

**Skills:** Choose
two skills from Acrobatics, Athletics, Heal, History, Insight, Intimidation, Perception,
Stealth, and Survival

###

### Combat Specialty

 You
have a special method of fighting. Choose one of the following options. You cannot
take a Combat Specialty option more than once, even if you later get to choose again.

**Close Quarters:**
When you roll a 1 or 2 on a damage die for an attack you make against a target within
3 meters of you, you can reroll the die and must use the new roll, even if the new
roll is a 1 or a 2.

**Cover:** When a creature
you can see within 9 meters of you attacks a target other than you that you can
see within 9 meters of you, you may use your reaction to impose disadvantage on
the attack roll. You must have an appropriate weapon for the range.

**Defensive:** While
wearing armor, you gain a +1 to AC.

**Melee:** You gain
a +2 bonus to attack rolls you make with melee

**Ranged:** You gain
a +2 bonus to attack rolls you make with ranged weapons.

### Shake It Off

You can shake off wounds that would normally cripple a person.
On your turn as a bonus action, you can regain hit points equal to 1d10 + your Constitution
modifier + your Proficiency bonus. Once you use this, you have to take a short or
long rest before you can use it again.

### Push

You are at peak physical condition and because of it, you
can push yourself harder than most. Starting at 2nd level, you can use
a bonus action to take another action; however, you take a level of exhaustion at
the end of combat.

Once you use this feature, you must take a short or long rest
before you can use it again. You can use this feature additional times at 6th,
11th, and 15th level. You can only use it once on the same
turn.

### Combat Role

At 3rd level, you choose a combat role that you
fit in. The role you choose grants you features at 3rd level and again
at 7th, 10th, 14th, and 17th.

**Engager:** Specializes
in direct combat and staying in the fray.

**Scout:** Prefers
to stay on the fringes and carefully selects targets for removal.

**Tactical:** Focus
on getting the job done with maximum efficiency.

### 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 9th
level in this class and to four when you reach 20th level in this class.

## Engager

You are trained to be as aggressive as possible and relish
the idea of frontline combat.

### Fury

After choosing this combat role at 3rd level, you
become a heavy damage dealer. When attacking a target within 4.5 meters, you may
add your fighting die (as seen on The Warrior level table) to the damage.

### Reckless

At 7th level, you can throw yourself into the fray.
On your first attack this turn, you may gain advantage on the attack roll; however,
until the beginning of your next turn, all enemies have advantage on attack roles
against you.

### Devastating

At 10th level, when you score a critical hit, you
may roll the attack again, if the attack still hits, you deal quadruple damage instead.

### Shake It Off (Extra Use

At 14th level, you gain an extra use of *shake it off*, giving you a total of two uses.

### High Crit

At 17th level, you score a critical hit on a natural
19 or 20.

## Scout

You mobility is lethal. Your ability to enter the field and
keep moving is what makes you dangerous as you survey for real threats and either
eliminate them, or create a path for the rest of your team.

### Skirmish

At 3rd level, you deal extra damage equal to your
fighting die on your first attack if you have advantage against them.

### Ambush

At 7th level, you have advantage on attacks as
long as you attack from at least 50% cover and your target is unaware of your location
prior.

### Guerilla

At 10th level, whenever you make an attack that
you have advantage on from *ambush* you
may move instead of using the fight die as extra damage from *skirmish.* If you do, roll your fight die;
you move 1.5 meters times the fight die roll.

### Nimble

At 14th level, if you have to make a Dexterity
saving throw and you have not used your fight die on your turn; you may as a reaction,
roll your fight die and add it to your saving throw. You must decide to roll this
before determining if your save throw was a success or not.

### Ghost

At 17th level, if you have not used your fight
die this turn, as a bonus action; you may roll your fight die and add it to your
Stealth check.

## Tactical

You are methodical and exact. Years of training as made you
a very competent warrior with the tools at hand.

### Call Fire

At 3rd level, you may roll your fight die and call
a target you can see within 18 meters as a bonus action. All allies attacking that
target gains a tactical bonus to attack rolls equal to your fight die roll.

### Medic

At 7th level, as an action, you may heal one ally
you can touch a number of hit points equal to your fight die + your Wisdom modifier.
You cannot use this ability again until after a short rest.

### Rally

At 10th level, as an action, you may roll your
fight die and have an ally move 1.5 meters times your fight die roll.

### Support

At 14th level, as a reaction to an ally within
9 meters of you being attacked, you may roll your fight die and add that roll to
their Defense. You must use this before the roll is determined to hit or not.

### Focus Fire

At 17th level, as an action, you may roll your
fight die and until the beginning of your next turn, all allies may add that die
to their damage rolls against a target you *call*
fire *on.*