Warrior

Warrior

You are a master of the arts of combat, you know how to survive in a fight.

Starting HP : 1d12 + CON
HP Per Level/Resting (HD) : 1d12

Equipment

Every Warrior starts torches, rations, a toolkit of their choice, and the following:

  • Armor - choose 2
    • Military Gambeson (Light Armor)
    • Well-worn Studded Leather Armor (Light Armor)
    • Scale Mail (Medium Armor)
    • Kite Shield (Small Shield)
    • Iron Helm with visor (Helmet)
  • Weapon - choose 2 (you can choose the same option twice)
    • Any one-handed melee weapon
    • Any two-handed melee weapon
    • Any ranged weapon

Class Features

Techniques

Level 1 Feature

Your willpower and spirit compels you to excellence in a fight.

You know a variety of Techniques you can perform in combat. You do this by spending a resource called Grit. You start with 2 Grit . At every level you gain an additional Grit.

As long as you are not Deprived, you will regain a Grit when taking a Breather. All Grit you spend is restored after you take a Respite.

You may use multiple Techniques at the same time.

TechniqueDescription
Second WindSpend a Grit to focus and regain d12 HP.
PaybackAs a reaction against a Melee Attack to yourself or a Close ally, you can spend a Grit and immediately make an Attack against that enemy.
Quick to ActWhen rolling Initiative, you may spend a Grit to ensure that enemies act after the Characters.

Advanced Techniques

Level 2, 5, 7 Feature

At Level 2, 5, and 7 you learn one additional advanced Technique of your choice.

Advanced TechniqueDescription
CommandSpend a Grit to allow an ally to make an attack that deals 1d6 additional damage.
ShieldWhen a Close ally takes damage, you may spend a Grit and add your AP to theirs for this Round (this can increase it above 6).
Split fireWhen you use a ranged weapon, you may spend a Grit to shoot at two separate targets at once.
RallyAt the start of a Round, spend a Grit to give you and your allies +1 to Tests to Attack until the end of the Round
CleaveInstead of making a normal attack, you may spend a Grit to make a single attack hitting up to four Close enemies. This attack deals only half damage.
ChargeInstead of making a normal attack, you may spend a Grit to move Nearby and attack an enemy there using a melee weapon. This attack has Advantage.
RendWhen dealing damage to an armored enemy, you may spend a Grit. Instead of reducing their HP, permanently reduce their AP by 1 for every two damage you rolled.
InspireWhen an ally who can see or hear you makes an attack, you may spend a Grit. That attack has Advantage.
IntimidateAfter dealing damage to an enemy, you may spend a Grit. The enemy must make a Morale Test at Disadvantage.

Favored Enemy

Level 3 Feature

You may spend a Grit to choose a Favored Enemy for that day. You can have multiple Favored Enemies at a time.

  • Deal 1d6 additional damage when making an attack against it.
  • Gain Advantage on Tests made against it.

Unrelenting

Level 6 Feature

Every round you deal damage equal to your Level to one foe you attacked, whether your attack roll hit or missed.

At level 7 this damage increases to Level + 1d6.

Leveling up

Roll to see if Attributes increase, roll twice for STR and CON.

Gain 1 Grit.