Title

————————————————————————————————————————————————————————————————————

Words

Hit-Points

Extra Attack

At 5th level, a warrior gains the ability to attack twice on his turn. He gets a third attack at 17th level.

Warlord

When a warrior attains 9th level, he can automatically attract men-at-arms. The exact nature of this retinue and their motivation depends upon the class of warrior, but regardless of motive, they have heard of your character’s famous deeds and seek to serve under him. To attract these men, the warrior must have a stronghold.

Note that a warrior may build a stronghold long before 9th level, provided he has sufficient funds, but it is only upon attaining 9th level that his name is famous enough to attract a band of other warriors.

Each warrior class has its stronghold and follower list which can be referenced in their respective class descriptions.

Fighter

  • Armour: All armour and shields
  • Weapons: All weapons
  • Tools: None
  • Combat Specialty

    Being trained in the martial arts, a fighter is adept in the use of various manoeuvres to overcome his opponents in combat. As such, your fighter character is proficient with two combat manoeuvres of your choice (see Chapter IX). When performing a manoeuvre in which you are proficient, add your proficiency bonus to attack and damage rolls.

    Action Surge

    On your turn, you can take an additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. At 17th level, you can use it twice before a rest.

    Improved Critical

    Beginning at 3rd level your weapon attacks score a critical on a roll of 19 or 20. Starting at 12th level your weapon attacks score a critical on a roll of 18-20.

    Barbarian

  • Armour: Light armour, medium armour, shields
  • Weapons: Simple weapons, shafted weapons, one-handed weapons, blades
  • Tools: None
  • Unarmoured Defence

    While you are not wearing any armour, your armour class equals 10 + your dexterity modifier + your constitution modifier. You can use a shield or wear a helmet and still gain this benefit.

    Barbarian Skills

    As a barbarian, you are adept in the following skills. See Thief Skills for modifiers and more detailed rules. Note that you have 30 initial skill-points, and 15 additional points per level.

    Barbarian Skills

    Skill Base Score
    Move Silently 5%
    Detect Noise 15%
    Climb Sheer Surfaces 40%
    Hide in Undergrowth 5%
    >

    Paladin

    Ranger

  • Armour: Light Armour, medium armour, shields
  • Weapons: All
  • Tools: None
  • Natural Explorer

    You are a master of pathfinding through the savage wilds, and thus are rarely daunted by natural perils and react swiftly and decisively in the face of danger. This grants you the following benefits:

    Favoured Enemy

    FOCAIL

    Animal Empathy

    FOCAIL

    Tracking

    FOCAIL

    Ranger Skills

    As a ranger, you are adept in the following skills. See Thief Skills for modifiers and more detailed rules. Note that you have 30 initial skill-points, and 15 additional points per level.

    Ranger Skills

    Skill Base Score
    Move Silently 10%
    Detect Noise 20%
    Climb Sheer Surfaces 45%
    Find/Remove Traps 10%
    Hide in Undergrowth 10%

    Spellcasting

    FOCAIL

    __________________

    See Also: Fighter, Paladin

    ————————————————————————————————————————————————————————————————————