Warrior

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> Warrior Class
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> Art by @dananddice
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> Game mechanics
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> ### Strt. age
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> 12 + 4d4 years (optional)
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> ### Core attb.
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> Physique
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> ### Base health
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> [16] + 1/2 physique MDV
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> ### Base vigor
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> [10] + 1/2 will MDV
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> ### Class save
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> 10 + 1/2 core attribute's MDV + 1/2 your level
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> ### Focus
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> Martial
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> ### Base slots
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> 2
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> ### Max. slots
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> 6
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> ### Trnd. skills (Choose 3)
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> Endurance, intimidation, nimbleness, perception or physical prowess
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> ### Proficn.
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> All melee weapons, Light and medium ranged and support weapons. All armors and shields. Armorer toolset. Medium animal mounts.
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> Starting equipment
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> ### Strt. wealth
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> 125gp
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> Beyond 1st level
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> ### Health incr.
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> [4] per even level
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> ### Vigor incr.
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> [2] per even level
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> ### Slot incr.
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> 1 slot per odd level (maximum of 6)
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> "In the hands of a skilled fighter even a pointy stick is deadlier than the claws of a chimera comprised of both bear and owl."
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Warriors embody the mastery of martial discipline and techniques. No other class excels in melee combat and physical prowess as them. For a warrior, any weapon is their friend, a tool of their trade, and their lifeline in a dire situation.

## Martial excellence

Warriors come in many forms. The elite soldier, the questing knight, the ruthless marauder, the hardened mercenary, or the daring swordsman are all warriors. Some are willing to put their lives on the line for the greater good while others take what they want by force, yet all of them have one thing in common: their aptitude for melee combat.

You may want to play a warrior if you:

* Prefer to hit first and ask questions later.
* Enjoy overcoming challenges using physical strength.
* Would love to stand fast against any, and all foes.

### Warriors in Arveir

Warriors are ubiquitous enough in any part of Arveir that their presence is frequently taken for granted... nonetheless, truly skilled fighters are not that easy to find and they as individuals are well-respected and sough-for thanks to their abilities. Warriors can be found either acting alone as traveling swordsmen, as part of small adventuring groups, or as part of large organized groups such as mercenary bands or knightly orders.

## Warrior class talents

A character that belongs to the warrior class can take talents from the following list:

* **Adrenaline surge (6VP).** You can choose to perform an adrenaline surge as a swift action during your turn. If you do, You can take 1 additional conscious action during the same turn you used this talent.
* **Battle cry (4VP).** You can choose to let out a battle cry as a swift action during your turn. If you do, all allies within medium range (45ft/15m) from where you stand that are able to hear you (Including you) gain a +2 bonus to all attack rolls they make until the end of your next turn.
* **Bull rush (4VP).** You can choose to perform a bull rush as a swift action during your turn whenever you end your movement adjacent to a creature up to one size larger than you and that you are able to touch, after moving at least 10ft (3m) in a straight line towards it. If you do, you force the target to make a saving throw using physique as its attribute die for the check. On a failed save, the target receives the prone condition until it succeeds on a saving throw using dexterity as its attribute die for the check at the end of its turn, or spends a full-turn action to free itself from the effect.
* **Cleave (4VP+).** You can choose to apply cleave to enhance any attack roll you make using a melee weapon. On a hit, on top of dealing appropriate damage to the designated target, the attack also deals an amount equal to 1/2 the attack's original damage to one other creature or object within range of the weapon. Additionally, for every 2 points you choose to increase the total cost of this talent, you can increase the number of extra targets for this talent by one.
* **Deadly discipline (6VP).** You can choose to exert deadly discipline as a reaction whenever you miss any attack roll you make using a melee weapon. If you do, the triggering attack is treated like a hit but only deals 1/2 damage.
* **Deep wound (4VP).** You can choose to apply deep wound to enhance any attack roll you make using any weapon against a living target. If you do, the target receives the bleeding condition on top of the damage dealt by the attack.
* **Defense breaker (4VP).** You can choose to apply defense breaker to enhance any attack roll you make with a weapon against a target that is carrying a shield. If you do, the attack ignores any defense die bonuses granted by the target's shield.
* **Power attack (6VP).** You can choose to apply power attack to enhance any attack roll you make using a melee weapon as long as you are the only creature engaged in melee combat with the target. On a hit, the attack's damage is doubled.
* **Retaliating strike (6VP).** You can choose to take a retaliating strike as a reaction whenever an attack roll made against you using a melee weapon hits. If you do, you make an attack of opportunity against the triggering creature as long as it stands within range of your own weapon.
* **Second wind (6VP).** You can choose to perform second wind as a swift action during your turn whenever your health reaches or becomes lower than your injured value over the course of an encounter. If you do, you gain an amount of health equal to 2 rolls of your health recovery die.
* **Shelter ally (6VP).** You can choose to perform shelter ally as a reaction whenever an attack roll made against an ally within immediate range (5ft/1.5m) from where you stand hits. In you do, you take the damage dealt by the triggering attack, instead of your ally.
* **Sundering strike (4VP).** You can choose to apply sundering strike to enhance any attack roll you make using a weapon. If you do, you deal 1 point of tear damage to one piece of armor, shield or weapon of your choice the target is currently wearing and/or wielding on top of the damage dealt to the target by the attack.

## Warrior prestige classes

Starting al level 6, a character belonging to the warrior class can obtain a prestige class from the following list by spending 3XP, as long as they meet the prestige class' prerequisites. Gaining a prestige class grants access to an expanded list of class talents as well as an exclusive prestige perk. Any player character may only have one prestige class, so choose wisely.

## Class features

### Prge. perk

Diehard. You gain a +2 bonus to all saving throw you make related to staving off death while suffering from the downed, decaying, or dying conditions.

Battlerager warriors characteristically relish the thrill of battle and rely heavily on their physique to grow seemingly more powerful the more they take damage. Instead of focusing their skills in attaining precise strikes battlerager warriors employ their namesake ability to enter a furious rage to gain an edge in combat not only to better endure combat but to channel their strain back into their own attacks.

A character that has attained the battlerager prestige class can take talents from the following list:

* **Battlerage (4VP).** You can choose to initiate a battlerage as a swift action during your turn. If you do, you receive the enraged condition for the next 60 seconds.
* **Bloodlust (4VP).** You can choose to exploit your bloodlust as a reaction whenever an attack roll you make using a melee weapon deals critical damage. If you do, you can take one additional conscious action as long as you use that action to attack.
* **juggernaut (N/A).** You obtain the benefits of juggernaut as a passive talent whenever you are suffering from the enraged condition. You gain a cumulative +1 bonus to all attack rolls you make for each enemy creature you take down for the duration, the bonus reverts back to 0 if the enraged condition ends.
* **Raging muscles (N/A).** You obtain the benefits of raging muscles as a passive talent whenever you are suffering from the enraged condition. Your base speed increases by 10ft (3m) for the duration.
* **Survival instincts (N/A).** You obtain the benefits of survival instincts as a passive talent whenever your health reaches or becomes lower than your injured value. You gain a +4 bonus to all attack rolls you make for the duration.
* **Unrelenting force (N/A).** You obtain the benefits of unrelenting force as a passive talent whenever you are suffering from the enraged condition. You gain natural resistance to non-magical bludgeoning, piercing, and slashing damage for the duration.

## Prerequisites

### Spcl. skills

Aethereal knowledge, insight and physical prowess

## Class features

### Prge. perk

Combat caster. You gain a +2 bonus to all saving throws you make related to maintain spell concentration after taking damage.

Spellsword warriors adopt arcane magic to enhance their already formidable combat capability. By adding abjuration and evocation magic to the equation, spellsword warriors are able to not only protect themselves from, but also deal with several foes at once; making them a force to be reckoned with. By combining aspects of both martial and mystic traditions spellswords gain a number of advantages over other classes focused on either. Although they cannot learn as much spells as a member of a mystic class, they're capable of entering the fray of battle and casting spells at the same time.

A character that has attained the spellsword prestige class can take talents from the following list:

* **Aethereal aegis (10VP).** Spell. You can choose to cast aethereal aegis as a conscious action during your turn. If you do, all attack rolls made against one creature of your choice within immediate range (5ft/1.5m) from where you stand that you are able to touch (Including you) get 1 disadvantage die for the duration. Requires concentration.
* **Arcane sensor (6VP).** Spell. You can choose to cast arcane sensor as a conscious action during your turn. If you do, you do not grant any combat bonuses to enemy creatures due to your, or their facing for the duration. Requires concentration.
* **Eldritch arrow (4VP).** Spell. You can choose to cast eldritch arrow as a conscious action during your turn. If you do, you make a ranged spell attack against the spirit defense of one creature of your choice within medium range (45ft/15m) from where you stand and that you are able to see using intellect as your attribute die for the check. On a hit, the target takes an amount equal to [1] + 1/2 your will MDV + 1/2 your level aethereal damage.
* **Eldritch strike (6VP).** Spell. You can choose to cast eldritch strike to enhance any attack roll you make using a melee weapon. On a hit, you add an amount equal to [1] + 1/2 your will MDV + 1/2 your level of a damage type of your choice from aethereal, cold, fire, or lightning, on top of the damage dealt by the original attack.
* **Magic weapon (4VP+).** Spell. You can choose to cast magic weapon as a swift action during your turn. If you do, one non-magical weapon of your choice within immediate range (5ft/1.5m) from where you stand and that you are able to touch gains a +1 bonus to attack rolls and is considered magical for the purpose of overcoming resistances and immunities for the duration. Additionally, for every 2 points you choose to increase the total cost of this talent, the bonus goes up by 1 (Up to a +3). Requires concentration.
* **Weapon bond (6VP).** Spell. You can choose to cast weapon bond as a full-turn action during your turn. If you do, you create an aethereal tether between yourself and one weapon of your choice that you are currently either carrying or wielding, for the duration you cannot be disarmed from that weapon unless it is by magical means. Also, as long as the weapon remains in the same plane as you are, you can spend a swift action during your turn to cause it to appear in your hand. Requires concentration.

## Class features

### Prge. perk

Expertise of command. As long as you have at least one free hand and your allies are able to see you, you do not need to speak to convey combat information.

Tactician warriors have taken a major interest in mastering strategy and tactics to maximize the efficiency of their own group. Tacticians lead by example, buffing, enabling, and supporting allies with their skills. They make use of an array of battlecries and talents that provide themselves and their allies with and advantage during any combat situation.

A character that has attained the tactician prestige class can take talents from the following list:

* **Assuring cry (6VP).** You can choose to let out an assuring cry as a swift action during your turn. If you do, one ally of your choice within medium range (45ft/15m) from where you stand that is able to hear you can spend its reaction to attempt a save against one effect that is currently affecting it and that allows as save to end it.
* **Bolstering cry (6VP).** You can choose to let out a bolstering cry as a swift action during your turn. If you do, one ally of your choice within medium range (45ft/15m) from where you stand that is able to hear you can spend its reaction to gain the benefits of taking a brace action until the start of its next turn.
* **Carve a path (6VP).** You can choose to apply carve a path to enhance any attack roll you make using a weapon. If you do, all allies within immediate range (5ft/1.5m) from where you stand that are able to see you gain 1 advantage die to the next attack roll they make before the start of your next turn.
* **Commanding cry (6VP).** You can choose to let out a commanding cry as a swift action during your turn. If you do, one ally of your choice within medium range (45ft/15m) from where you stand that is able to hear you can spend its reaction to take an attack action.
* **Rallying cry (6VP).** You can choose to let out a rallying cry as a swift action during your turn. If you do, one ally of your choice within medium range (45ft/15m) from where you stand that is able to hear you can move to an unoccupied space within short range from where it stands without provoking attacks of opportunity.
* **Vanguard (N/A).** You obtain the benefits of vanguard as a passive talent. All allies within immediate range (5ft/1.5m) from where you stand gain a +1 bonus to their body defense.