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<blockquote data-quote="Antonlowe" data-source="post: 7047290" data-attributes="member: 57841"><p><strong>The Warrior</strong></p><p></p><p>[h=1]The Warrior Class[/h]<em>For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, grit, and a vast knowledge of arms and armor to wreak havoc in glorious combat.</em></p><p><em></em></p><p><em></em>[h=2]<strong>Hit Points</strong>[/h]<strong>Hit Points at 1[SUP]st[/SUP] Level: </strong>10 + Constitution Modifier.</p><p><strong>Hit Points at Higher Levels: </strong>1d10 + Constitution Modifier per level after 1[SUP]st[/SUP].</p><p>[h=2]<strong>Starting Proficiencies</strong>[/h]You are proficient in all of the following features in addition to any proficiencies acquired from race or background.</p><p><strong>Armor: </strong>Light, Medium, and Shields.</p><p><strong>Weapons: </strong>Simple Weapons and Martial Weapons.</p><p><strong>Saving Throws: </strong>Constitution and Strength</p><p><strong>Tools & Skills: </strong>Pick any two. </p><p></p><p></p><p>[h=3]Fighting Style[/h]You adopt a style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.</p><p>· <strong>Archer: </strong>You gain a +2 bonus to attack rolls with ranged weapons.</p><p>· <strong>Defensive: </strong>You gain a +1 bonus to Armor Class.</p><p>· <strong>Dueling: </strong>When wielding a melee weapon in one hand, and no weapon in your other hand, you gain a +2 bonus to damage rolls with that weapon.</p><p>· <strong>Great Weapon Master: </strong>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.</p><p>· <strong>Firearms:</strong> You gain a +2 bonus to all damage rolls using firearms.</p><p>· <strong>Protection: </strong>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.</p><p>· <strong>Two-Weapon Fighting: </strong> When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.</p><p>[h=2]Grit[/h]You start each encounter with a single point of Grit. Every time you incapacitate an enemy or score a critical hit with a weapon attack, you gain 1 point of grit. You may not gain more then one grit point per round.</p><p>As a bonus action, you may spend point of Grit, to use a healing surge.</p><p>At 13[SUP]th[/SUP] level, you start each encounter with two points of grit.</p><p>At 17[SUP]th[/SUP] level, you start each encounter with three points of grit.</p><p>[h=2]Action Surge[/h]You may spend two points of grit to make an extra attack on your turn. </p><p>[h=2]Extra Attack[/h]Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.</p><p>At 13[SUP]th[/SUP] level you may attack three times whenever you use the attack action.</p><p>At 20[SUP]th[/SUP] level you may attack four times whenever you use the attack action.</p><p>[h=3]Indomitable[/h]At 9[SUP]th[/SUP] level You may spend a point of grit to reroll a saving throw you have just failed.</p></blockquote><p></p>
[QUOTE="Antonlowe, post: 7047290, member: 57841"] [b]The Warrior[/b] [h=1]The Warrior Class[/h][I]For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, grit, and a vast knowledge of arms and armor to wreak havoc in glorious combat. [/I][h=2][B]Hit Points[/B][/h][B]Hit Points at 1[SUP]st[/SUP] Level: [/B]10 + Constitution Modifier. [B]Hit Points at Higher Levels: [/B]1d10 + Constitution Modifier per level after 1[SUP]st[/SUP]. [h=2][B]Starting Proficiencies[/B][/h]You are proficient in all of the following features in addition to any proficiencies acquired from race or background. [B]Armor: [/B]Light, Medium, and Shields. [B]Weapons: [/B]Simple Weapons and Martial Weapons. [B]Saving Throws: [/B]Constitution and Strength [B]Tools & Skills: [/B]Pick any two. [h=3]Fighting Style[/h]You adopt a style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. · [B]Archer: [/B]You gain a +2 bonus to attack rolls with ranged weapons. · [B]Defensive: [/B]You gain a +1 bonus to Armor Class. · [B]Dueling: [/B]When wielding a melee weapon in one hand, and no weapon in your other hand, you gain a +2 bonus to damage rolls with that weapon. · [B]Great Weapon Master: [/B]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. · [B]Firearms:[/B] You gain a +2 bonus to all damage rolls using firearms. · [B]Protection: [/B]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. · [B]Two-Weapon Fighting: [/B] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. [h=2]Grit[/h]You start each encounter with a single point of Grit. Every time you incapacitate an enemy or score a critical hit with a weapon attack, you gain 1 point of grit. You may not gain more then one grit point per round. As a bonus action, you may spend point of Grit, to use a healing surge. At 13[SUP]th[/SUP] level, you start each encounter with two points of grit. At 17[SUP]th[/SUP] level, you start each encounter with three points of grit. [h=2]Action Surge[/h]You may spend two points of grit to make an extra attack on your turn. [h=2]Extra Attack[/h]Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. At 13[SUP]th[/SUP] level you may attack three times whenever you use the attack action. At 20[SUP]th[/SUP] level you may attack four times whenever you use the attack action. [h=3]Indomitable[/h]At 9[SUP]th[/SUP] level You may spend a point of grit to reroll a saving throw you have just failed. [/QUOTE]
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