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Heroes of For Honor
\pagebreak # Knight
##### Class Name | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Fighting Style, Martial Actions| | 2nd | +2 | Revenge | | 3rd | +2 | Battlefield Role | | 4th | +2 | Ability Score Improvment | | 5th | +3 | Extra Attack | | 6th | +3 | Attack Variation, Ability Score Improvment | | 7th | +3 | Battlefield Role Feature | | 8th | +3 | Improved Critical, Ability Score Improvment | | 9th | +4 | Advanced Martial Actions | | 10th | +4 | Battlefield Role Feature | | 11th | +4 | Extra Attack 2 | | 12th | +4 | Ability Score Improvment | | 13th | +5 | Master Martial Actions | | 14th | +5 | Ability Score Improvment | | 15th | +5 | Battlefield Role Feature | | 16th | +5 | Ability Score Improvment | | 17th | +6 | Improved Revenge | | 18th | +6 | Battlefield Role Feature | | 19th | +6 | Ability Score Improvment | | 20th | +6 | Battlefield Role Feature |
## Class Features As a Knight, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Knight level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 4) + your Constitution modifier per Knight level after 1st #### Proficiencies ___ - **Armor:** Medium armor, shields - **Weapons:** Martial and simple weapons - **Tools:** None ___ - **Saving Throws:** Dexterity, Constitution - **Skills:** Choose two from Acrobatics, Athletics, Deception, History, Insight #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon or *(b)* a simple weapon - *(a)* a long bow and quiver of arrows or *(b)* a shield - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - a chain shirt ## Fighting Style *1st Level Feature* You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons. - **Blind Fighting.** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. - **Defense.** While you are wearing armor, you gain a +1 bonus to AC. - **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - **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. - **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. - **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. - **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. \pagebreak - **Unarmed Fighting.** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ## Martial Actions *1st Level Feature* You gain additional actions that you can take in combat. - **Feinting.** You can sacrifice one of your attacks to feint, giving your next attack advantage to hit. You can do this only once per turn. - **Parry.** You can as a reaction add your proficiency bonus to your AC against an attack that would hit you. You cannot use this reaction if you are prone ## Revenge *2nd Level Feature* If you have at least three enemies within your melee weapon reach and you are under half your hit point maximum, you can become vengeful, giving yourself temporary hit points equal to your hit point maximum. The temporary hit points last for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest. ## Battlefield Role *3rd Level Feature* At 3rd level, you choose an Battlefield Role that you strive to fulfill as you train your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, 18th and 20th level. *(These can be found at the end of the supplement.)* ## Ability Score Improvement *4th Level Feature* When you reach 4th level, and again at 6th, 8th, 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 increase an ability score above 20 using this feature. ## Extra Attack *5th Level Feature* 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. ## Attack Variation *6th Level Feature* Before rolling to hit, you can decide if the attack is a heavy or light attack. If it is lightm proceed as usual. If you choose to make a heavy attack, you gain -3 to hit and +3 to damage for that attack. Making heavy attacks in succession adds a cumulative -1 to hit for every heavy attack after the first. ## Improved Critical *8th Level Feature* Your weapon attacks score a critical hit on a roll of 19 or 20. ## Advanced Martial Actions *9th Level Feature* You're adapt at combat, giving you the skill to perform additional actions. - **Grappling Punish.** If you successfully grapple a creature, you're next attack in the same turn is a guaranteed hit. However, as the attack isn't rolled, it cannot deal a critical strike. After this guaranteed hit is made, the creature is no longer grappled. - **Parry Punish.** If you successfully parry an attack, the next heavy attack on the parried target in your following turn is guaranteed to hit, but as the attack isn't rolled, it cannot deal a critical strike. ## Hord Breaker *13th Level Feature* You have become a master of the battlefield, being able to efficiently deal with large numbers of enemies. You can now use your action to make a Hord Breaker(HB) attack. If you are dual wielding, you can make an attack with the off-hand weapon as a bonus action, as per usual. When making the HB attack, you roll to hit as normal, targeting all creatures within your weapons reach. However, after each target gets damage dealt to them, the damage gets a cumulative -1 to the roll. ## Improved Revenge *17th Level Feature* While you have your revenge temporary hit points, you gain +2 to your AC. \pagebreak # **Battlefield Roles of Knights** # Vanguard ## Charged Shove *3rd Level Feature* When taking the shove action, you can take the dash action as part of the same action. Furthermore, if you move 20 or more ft. towards a target and shove it, you can move it twice as far. Making a melee attack after a successful shove is made with advantage. The advantage stays until the end of your next turn. ## Crushing Counter *7th Level Feature* If an enemy misses you with a melee attack, you can retaliate with a light weapon melee attack. ## Light Combo *10th Level Feature* When taking the attack action, your second light attack gets +2 to attack. \columnbreak ## Charged Shove Punish *10th Level Feature* If you hit a target with a charged shove, your next heavy attack in that turn gets +3 to hit. ## Improved Charged Shove *15th Level Feature* You gain 1d8 temporary hit points when making the charged shove. Furthermore, when you take the dodge action, you can make a shove as part of the same action. ## Superior Critical *18th Level Feature* You can score with versatile and two handed weapons a critical hit on a roll of 17 to 20. ## Vengeful Counter *20th Level Feature* While you have your revenge temporary hit points, anytime you parry an attack, the target falls prone. # Heavy ## Full Block *3rd Level Feature* If you are holding a shield, you can use your action to enter a defensive posture, adding +3 to your AC. This bonus lasts until you are hit by an attack, or you take any action, bonus action, reaction or move. ## Chain Heavy Attacks *7th Level Feature* Every heavy attack after the first one you make gets +1 to hit. This can stack up to +3. The bonus lasts until you make a light attack or do not attack at all for a whole round. ## Charged Heavy Attack *10th Level Feature* When taking the attack action, instead of rolling for attack, you can charge your heavy attack. For every attack roll you use to charge your heavy attack you gain -1 to hit and +1 to damage. This bonus lasts until you make an attack roll or you lose hit points. YOu cannot move while charging. \columnbreak ## Full Block Hord Breaker *15th Level Feature* When you make a HB attack, you also go into your full block defensive posture as part of the same action. ## Full Block Counter *18th Level Feature* If an attack misses you while you are in your Full Block stance, you can as a reaction retaliate with a heavy attack which has a guaranteed hit, however, as the attack isn't rolled, it cannot be a critical strike. ## Regenerative Revenge *20th Level Feature* While you have your revenge temporary hit points, you regain hit points equal to your constitution modifier at the beginning of your turn. \pagebreak # Assassin ## Deflection *3rd Level Feature* When you have taken the dodge action, yet you would be hit by an attack regardless, you can as a reaction attempt to deflect the attack, adding 1d4 to your AC. At level 13 you can add 2d4 instead of 1d4 to your AC. ## Bonus Proficiency *3rd Level Feature* You gain proficiency in light armor. ## Deflecting Riposte *7th Level Feature* After successfully deflecting an attack, you can as part of the same reaction make an melee weapon attack that deals an extra 1d6 necrotic damage. At level 14 the extra damage becomes 2d6 necrotic damage. \columnbreak ## Puncture *10th Level Feature* If you have advantage on an attack roll, and hit, you deal an extra 1d6 necrotic damage. At level 16 the extra damage becomes 2d6 necrotic damage. ## Bleeding Follow up *15th Level Feature* After making a HB attack, your bonus action attack deals on hit an extra 1d6 necrotic damage. ## Swift Strike *18th Level Feature* When you take the dodge action, you can make one light attack using the same action. ## Advantageous Revenge *20th Level Feature* While you have your revenge temporary hit points, all of your attacks have advantage. # Hybrid ## Polearm Mastery *3rd Level Feature* You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. ## Bonus Proficiency *3rd Level Feature* You gain proficiency in heavy armor and weapons with reach. ## Heavy Finisher *7th Level Feature* If your last attack for the turn is a heavy attack, it gets +3 to hit. If this attack hits a creature, it must make a constitution saving throw against the DC (8+prof+strength) or be stunned until the end of their next turn. \columnbreak ## Impale *10th Level Feature* Dealing slashing damage to a creature with a light attack allows you to as a bonus action shove them. By expending your movement you can shove them 5ft. further for every 5ft you expend. You then close the distance to your target, costing you no extra movement. ## Impaling Dodge *15th Level Feature* When you take the dodge action, you can make one light attack using the same action. ## Reinforcing Hord Breaker *18th Level Feature* When you make a HB attack, you gain 1d8 temporary hit points. ## Juggernaut *20th Level Feature* While you have your revenge temporary hit points, you are resistant to bludgeoning, piercing and slashing damage. \pagebreak # Viking
##### Class Name | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Brutality, Martial Actions| | 2nd | +2 | Revenge | | 3rd | +2 | Battlefield Role | | 4th | +2 | Ability Score Improvment | | 5th | +3 | Extra Attack | | 6th | +3 | Attack Variation, Ability Score Improvment | | 7th | +3 | Battlefield Role Feature | | 8th | +3 | Brutal Critical, Ability Score Improvment | | 9th | +4 | Advanced Martial Actions | | 10th | +4 | Battlefield Role Feature | | 11th | +4 | Extra Attack 2 | | 12th | +4 | Ability Score Improvment | | 13th | +5 | Master Martial Actions | | 14th | +5 | Ability Score Improvment | | 15th | +5 | Battlefield Role Feature | | 16th | +5 | Ability Score Improvment | | 17th | +6 | Improved Revenge | | 18th | +6 | Battlefield Role Feature | | 19th | +6 | Ability Score Improvment | | 20th | +6 | Battlefield Role Feature |
## Class Features As a Viking, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Viking level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 4) + your Constitution modifier per Viking level after 1st #### Proficiencies ___ - **Armor:** Medium armor, shields - **Weapons:** Martial and simple weapons - **Tools:** None ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from Acrobatics, Athletics, Animal Handling, History, Intimidation #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon or *(b)* a simple weapon - *(a)* a five javelins or *(b)* a shield - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - a chain shirt ## Brutality *1st Level Feature* Once per turn when you hit a creature with a melee weapon attack you can deal +2 damage to it. At level 9 this damage becomes +3 and at level 16 it becomes +4. On a critical strike, this damage bonus is doubled. ## Martial Actions *1st Level Feature* You gain additional actions that you can take in combat. - **Feinting.** You can sacrifice one of your attacks to feint, giving your next attack advantage to hit. You can do this only once per turn. - **Parry.** You can as a reaction add your proficiency bonus to your AC against an attack that would hit you. You cannot use this reaction if you are prone ## Revenge *2nd Level Feature* If you have at least three enemies within your melee weapon reach and you are under half your hit point maximum, you can become vengeful, giving yourself temporary hit points equal to your hit point maximum. The temporary hit points last for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest. ## Battlefield Role *3rd Level Feature* At 3rd level, you choose an Battlefield Role that you strive to fulfill as you train your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, 18th and 20th level. *(These can be found at the end of the supplement.)* ## Ability Score Improvement *4th Level Feature* When you reach 4th level, and again at 6th, 8th, 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 increase an ability score above 20 using this feature. \pagebreak ## Extra Attack *5th Level Feature* 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. ## Attack Variation *6th Level Feature* Before rolling to hit, you can decide if the attack is a heavy or light attack. If it is light, proceed as usual. If you choose to make a heavy attack, you gain -3 to hit and +3 to damage for that attack. Making heavy attacks in succession adds a cumulative -1 to hit for every heavy attack after the first. ## Brutal Critical *8th Level Feature* You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. ## Advanced Martial Actions *9th Level Feature* You're adapt at combat, giving you the skill to perform additional actions. - **Grappling Punish.** If you successfully grapple a creature, you're next attack in the same turn is a guaranteed hit. However, as the attack isn't rolled, it cannot deal a critical strike. After this guaranteed hit is made, the creature is no longer grappled. - **Parry Punish.** If you successfully parry an attack, the next heavy attack on the parried target in your following turn is guaranteed to hit, but as the attack isn't rolled, it cannot deal a critical strike. ## Hord Breaker *13th Level Feature* You have become a master of the battlefield, being able to efficiently deal with large numbers of enemies. You can now use your action to make a Hord Breaker(HB) attack. If you are dual wielding, you can make an attack with the off-hand weapon as a bonus action, as per usual. When making the HB attack, you roll to hit as normal, targeting all creatures within your weapons reach. However, after each target gets damage dealt to them, the damage gets a cumulative -1 to the roll. ## Improved Revenge *17th Level Feature* While you have your revenge temporary hit points, you gain +2 to your AC. \pagebreak # **Battlefield Roles of Vikings** # Vanguard ## Stampede Charge *3rd Level Feature* When taking the grapple action, you can take the dash action as part of the same action. Furthermore, after you are grappling a medium or smaller creature, you can charge in one direction as far as your movement speed allows, carrying the target on your shoulder as you do. After charging you can throw the target 5ft in a direction. ## Unarmored Defense *3rd Level Feature* While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. ## Improved Stampede *7th Level Feature* When you throw a creature, the creature falls prone, unless it is thrown on a medium or larger object, like furniture or a wall. Then it is blinded until the end of it's next turn. \columnbreak ## Storm Tap *10th Level Feature* While wielding an axe or polearm, you can use your bonus action to attack with the pommel of the weapon, dealing 1d4 damage on hit. ## Wrecking Hord Breaker *15th Level Feature* Your HB attack gain +5 to damage rolls but -5 to hit. ## Viscious Critical *18th Level Feature* You can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack. ## Vengeful Rage *20th Level Feature* While you have your revenge temporary hit points, all your melee weapon attacks deal +4 damage. # Heavy ## Full Block *3rd Level Feature* If you are holding a shield, you can use your action to enter a defensive posture, adding +3 to your AC. This bonus lasts until you are hit by an attack, or you take any action, bonus action, reaction or move. ## Superior Block *7th Level Feature* If an attack misses you, you can retaliate with a light attack as a reaction. ## Sudden Assault *10th Level Feature* While you are in Full Block stance you can make a heavy attack that has +3 to hit. Once you make the attack you exit the stance. \columnbreak ## Undodgable Hord Breaker *15th Level Feature* Your HB attack can't have disadvantage due to any of the targets dodging. ## Full Block Counter *18th Level Feature* If an attack misses you while you are in your Full Block stance, you can as a reaction retaliate with a heavy attack which has a guaranteed hit, however, as the attack isn't rolled, it cannot be a critical strike. ## Unstoppable Revenge *20th Level Feature* While you have your revenge temporary hit points, even when you miss a melee weapon attack you deal half of your damage to your target. \pagebreak # Assassin ## Deflection *3rd Level Feature* When you have taken the dodge action, yet you would be hit by an attack regardless, you can as a reaction attempt to deflect the attack, adding 1d4 to your AC. At level 13 you can add 2d4 instead of 1d4 to your AC. ## Unarmored Defense *3rd Level Feature* While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. ## Unstoppable Heavy Attacks *7th Level Feature* Making heavy attack consecutively doesn't give you the cumulative -1 to hit. Instead you gain 1d6 temporary hit points every time you make a heavy attack. \columnbreak ## Dual Wielder *10th Level Feature* You master fighting with two weapons, gaining the following benefits: - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. - You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. - You can add your ability modifier to the damage of the second attack. ## Whirlewind Strikes *15th Level Feature* When you take the dodge action, as part of the same action you can make a heavy attack. ## Extra Attack *18th Level Feature* You can attack four times, instead of thrice, whenever you take the Attack action on your turn. ## Furious Revenge *20th Level Feature* While you have your revenge temporary hit points, you can make an additional attack when you take the attack action and you gain +2 to AC. # Hybrid ## Full Block *3rd Level Feature* If you are holding a shield, you can use your action to enter a defensive posture, adding +3 to your AC. This bonus lasts until you are hit by an attack, or you take any action, bonus action, reaction or move. ## Spear Sweep *7th Level Feature* Anytime you shove a creature prone, you can make an additional attack as a bonus action. ## Shield Bash *10th Level Feature* While in Full Block stance, you can make a shove attempt with advantage. After that you are no longer in the defensive posture. \columnbreak ## Superior Dodge *15th Level Feature* When an attack misses you after you took the dodge action, you can use your reaction to retaliate with a light attack, that deals an extra 1d10 necrotic damage. ## Disorientating Barrage *18th Level Feature* If you hit a target three times with light attacks in a single turn, the creature is blinded until the beginning of it's next turn. ## Focused Revenge *20th Level Feature* While you have your revenge temporary hit points, you can take the dodge action as a bonus action. \pagebreak # Samurai
##### Class Name | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Martial Elegance, Martial Actions| | 2nd | +2 | Revenge | | 3rd | +2 | Battlefield Role | | 4th | +2 | Ability Score Improvment | | 5th | +3 | Extra Attack | | 6th | +3 | Attack Variation, Ability Score Improvment | | 7th | +3 | Battlefield Role Feature | | 8th | +3 | Enforcing Critical, Ability Score Improvment | | 9th | +4 | Advanced Martial Actions | | 10th | +4 | Battlefield Role Feature | | 11th | +4 | Extra Attack 2 | | 12th | +4 | Ability Score Improvment | | 13th | +5 | Master Martial Actions | | 14th | +5 | Ability Score Improvment | | 15th | +5 | Battlefield Role Feature | | 16th | +5 | Ability Score Improvment | | 17th | +6 | Improved Revenge | | 18th | +6 | Battlefield Role Feature | | 19th | +6 | Ability Score Improvment | | 20th | +6 | Battlefield Role Feature |
## Class Features As a Samurai, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Samurai level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 4) + your Constitution modifier per Samurai level after 1st #### Proficiencies ___ - **Armor:** Medium armor - **Weapons:** Martial and simple weapons - **Tools:** None ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from Acrobatics, Athletics, Animal Handling, History, Intimidation #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon or *(b)* a simple weapon - *(a)* a long bow and qiver of arrows or *(b)* a flask of alchemists fire - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - a chain shirt ## Martial Elegance *1st Level Feature* At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and weapons. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: You can roll a d6 in place of the normal damage of your unarmed strike or weapon. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page. ## Martial Actions *1st Level Feature* You gain additional actions that you can take in combat. - **Feinting.** You can sacrifice one of your attacks to feint, giving your next attack advantage to hit. You can do this only once per turn. - **Parry.** You can as a reaction add your proficiency bonus to your AC against an attack that would hit you. You cannot use this reaction if you are prone ## Revenge *2nd Level Feature* If you have at least three enemies within your melee weapon reach and you are under half your hit point maximum, you can become vengeful, giving yourself temporary hit points equal to your hit point maximum. The temporary hit points last for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest. \pagebreak ## Battlefield Role *3rd Level Feature* At 3rd level, you choose an Battlefield Role that you strive to fulfill as you train your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, 18th and 20th level. *(These can be found at the end of the supplement.)* ## Ability Score Improvement *4th Level Feature* When you reach 4th level, and again at 6th, 8th, 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 increase an ability score above 20 using this feature. ## Extra Attack *5th Level Feature* 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. ## Attack Variation *6th Level Feature* Before rolling to hit, you can decide if the attack is a heavy or light attack. If it is lightm proceed as usual. If you choose to make a heavy attack, you gain -3 to hit and +3 to damage for that attack. Making heavy attacks in succession adds a cumulative -1 to hit for every heavy attack after the first. ## Enforcing Critical *8th Level Feature* When you make a critical strike, you gain temporary hit points equal to the damage you dealt. ## Advanced Martial Actions *9th Level Feature* You're adapt at combat, giving you the skill to perform additional actions. - **Grappling Punish.** If you successfully grapple a creature, you're next attack in the same turn is a guaranteed hit. However, as the attack isn't rolled, it cannot deal a critical strike. After this guaranteed hit is made, the creature is no longer grappled. - **Parry Punish.** If you successfully parry an attack, the next heavy attack on the parried target in your following turn is guaranteed to hit, but as the attack isn't rolled, it cannot deal a critical strike. ## Hord Breaker *13th Level Feature* You have become a master of the battlefield, being able to efficiently deal with large numbers of enemies. You can now use your action to make a Hord Breaker(HB) attack. If you are dual wielding, you can make an attack with the off-hand weapon as a bonus action, as per usual. When making the HB attack, you roll to hit as normal, targeting all creatures within your weapons reach. However, after each target gets damage dealt to them, the damage gets a cumulative -1 to the roll. ## Improved Revenge *17th Level Feature* While you have your revenge temporary hit points, you gain +2 to your AC. \pagebreak # **Battlefield Roles of Samurais** # Vanguard ## Stunning Shove *3rd Level Feature* If you successfully shove a creature, it is blinded until the beginning of it's next turn. Furthermore, feinting will give you advantage on shoves as well. ## Flowing Strikes *7th Level Feature* Feinting no longer has to consume an attack roll. ## Extended Dodge *10th Level Feature* When you take the dodge action, every attack on you has to roll three times, taking the worst roll. If an attack would have advantage against you, it instead has disadvantage. ## Superior Dodge *15th Level Feature* When you take the dodge action, you can make an attack as a part of the same action. Furthermore, dodging gives you +2 to AC. ## Reinforcing Critical *18th Level Feature* When you make a critical strike, you gain temporary hit points equal to twice the damage you dealt. ## Unblockable Revenge *20th Level Feature* While you have your revenge temporary hit points, all your melee weapon attacks gain +4 to hit. # Heavy ## Demon Charge *3rd Level Feature* When you take the dash action, you can make an unarmed strike as a bonus action. Furthermore you gain +10 movement speed ## Meat Bag *3rd Level Feature* You gain three times your level as hit points, and from now on, every time you level up, you gain +3 to your hit point maximum. ## Charging Heavy *7th Level Feature* When taking the attack action, instead of rolling for attack, you can charge your heavy attack. For every attack roll you use to charge your heavy attack you gain -1 to hit and +1 to damage. This bonus lasts until you make an attack roll or you lose hit points. You cannot move while charging. \columnbreak ## Syphoning Embrace *10th Level Feature* When you successfully grapple an enemy, you can automatically deal your unarmed damage to it, and heal a number of hit points equal to the damage deal. After you heal, the target is no longer grappled. ## Uninterruptable Charge *15th Level Feature* Every time you charge your heavy instead of making an attack roll, you gain 1d10 temporary hit points. ## Heavy Shove *18th Level Feature* When you make an unarmed strike, you can also shove them away from you. ## Staggering Revenge *20th Level Feature* While you have your revenge temporary hit points, all heavy attacks and shoves force the target make a strength saving throw against the DC (8+prof+str) or to fall prone. \pagebreak # Assassin ## Deflection *3rd Level Feature* When you have taken the dodge action, yet you would be hit by an attack regardless, you can as a reaction attempt to deflect the attack, adding 1d4 to your AC. At level 13 you can add 2d4 instead of 1d4 to your AC. ## Forceful Deflection *7th Level Feature* After successfully deflecting an attack, you can make a light attack that on a hi stuns the target until the end of it's turn. ## Alternate Grip *10th Level Feature* You master fighting with versatile weapons, gaining the following benefits: - Attacking with a versatile weapon one handed gives you +2 to hit - Attacking with a versatile weapon two handed gives you +2 to damage ## Lightnng Strike *15th Level Feature* When you take the dodge action, as part of the same action you can make a light attack. You can then use your bonus action to make an unarmed strike. ## Zephyr Slash *18th Level Feature* After making a HB attack you can move up to your speed without triggering opportunity attacks. ## Tempestous Revenge *20th Level Feature* While you have your revenge temporary hit points, you gain +10 to movement speed and cannot trigger opportunity attacks. Furthermore while you are vengeful, dodging gives you're next attack +2 to damage. # Hybrid ## Coiled Retreat *3rd Level Feature* If you are not wearing armor, as a reaction, you can move 5ft. in a direction, potentially moving out of reach of an attack, making it miss you. ## Unarmored Defense *3rd Level Feature* Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ## Snake Strikes *7th Level Feature* If the last attack with your attack action is a light attack, it deals an extra 1d8 necrotic damage. ## Constricted Bite *10th Level Feature* After shoving an enemy, your next light attack on the same enemy deals 1d8 necrotic damage. \columnbreak ## Superior Reach *15th Level Feature* Your reach with melee weapons increases by 5ft. Furthermore, as a bonus action, you can enter a defensive stance, allowing you to make opportunity attacks, without using your reaction. You cannot move while in this stance. ## Way of the Shark *18th Level Feature* You gain +3 to damage when you hit a target with less than half of its maximum hit points. ## Bloody Revenge *20th Level Feature* While you have your revenge temporary hit points, every melee attack deal an extra 2d4 necrotic damage.