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.
Technique | Description |
---|---|
Second Wind | Spend a Grit to focus and regain d12 HP. |
Payback | As 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 Act | When 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 Technique | Description |
---|---|
Command | Spend a Grit to allow an ally to make an attack that deals 1d6 additional damage. |
Shield | When 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 fire | When you use a ranged weapon, you may spend a Grit to shoot at two separate targets at once. |
Rally | At 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 |
Cleave | Instead 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. |
Charge | Instead 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. |
Rend | When 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. |
Inspire | When an ally who can see or hear you makes an attack, you may spend a Grit. That attack has Advantage. |
Intimidate | After 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.