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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 + Constitution Modifier
- Hit Points at Higher Levels: 6 (1d10) per Warrior level
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.
Choose one theme from courage, earth, fury, guardian, marksman, sentinel, or skirmish and any one other theme of your choice. Your theme will determine what maneuvers, feats, fighting styles and abilities you may pick from as you grow. You gain special combat points which can be used in place of skill points to acquire one of the below options from the warrior skill tree: Later on, each time you level, you may also choose to change your choices using your combat ability points. You also gain one free skill point in Martial training, Maneuver Training, and Weapon Training. You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Warrior
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in leather armor, peppers the goblins with arrows loosed from his exquisite bow. The orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
An orc snarls at the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Warriors are masters of battle. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.Martial Power
Danger Sense
Action Surge
At 2nd level, you learn to push yourself beyond your normal limits for a moment. Once on your turn, you can gain an additional action point. This action point can only be used to make an Athletics, Brawn, or Nimbleness check or use the Attack, Dash, Disengage, or Use an Object action, but only if you did not action surge the turn before.
Once you have used action surge up to your aptitude modifier you must finish a short or long rest before you may use action surge again.
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:
Armor or Evasion Class | Strength Score |
Current or Total Hit Points | Dexterity Score |
Aptitude Bonus | Constitution Score |
Weapon Proficiencies | Maneuvers Known |
Once you learn something about a creature, you can't use this feature on that creature again until you finish a long rest.
Fast Movement
At 3rd level, all your movement speeds increase by 5 feet.
Sub-Class
Once you reach 3rd level, you gain a subclass of your choice from below which will help augment or alter your martial capabilities. Each subclass offers more option uses of your combat points and some features that can be taken using skill points allowing you to customize your Sub-Class to your character. Two characters with the same Sub-Class can be drastically different.