Warrior

Warriors are those trained for combat or has a talent for hurting others.

Class Features
As a warrior, you gain the following class features.

Hit Points
Hit Dice: 1d10 per warrior level.

'''Hit Points at 1st level:''' 10 + your Constitution modifier.

'''Hit Points at Higher Level:''' 1d10 (or 6) + your Constitution modifier per warrior level after 1st

Proficiencies
Armor: All non-powered armor and shields

Weapons: Simple weapons, martial weapons, sidearms, and longarms

Tools: Weapon maintenance kit

Saving Throws: Constitution

Skills: Choose two skills from Acrobatics, Athletics, Heal, History, Insight, Intimidation, Perception, Stealth, and Survival

Combat Specialty
You have a special method of fighting. Choose one of the following options. You cannot take a Combat Specialty option more than once, even if you later get to choose again.

Close Quarters: When you roll a 1 or 2 on a damage die for an attack you make against a target within 3 meters of you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Cover: When a creature you can see within 9 meters of you attacks a target other than you that you can see within 9 meters of you, you may use your reaction to impose disadvantage on the attack roll. You must have an appropriate weapon for the range.

Defensive: While wearing armor, you gain a +1 to AC.

Melee: You gain a +2 bonus to attack rolls you make with melee

Ranged: You gain a +2 bonus to attack rolls you make with ranged weapons.

Shake It Off
You can shake off wounds that would normally cripple a person. On your turn as a bonus action, you can regain hit points equal to 1d10 + your Constitution modifier + your Proficiency bonus. Once you use this, you have to take a short or long rest before you can use it again.

Push
You are at peak physical condition and because of it, you can push yourself harder than most. Starting at 2nd level, you can use a bonus action to take another action; however, you take a level of exhaustion at the end of combat.

Once you use this feature, you must take a short or long rest before you can use it again. You can use this feature additional times at 6th, 11th, and 15th level. You can only use it once on the same turn.

Combat Role
At 3rd level, you choose a combat role that you fit in. The role you choose grants you features at 3rd level and again at 7th, 10th, 14th, and 17th.

Engager: Specializes in direct combat and staying in the fray.

Scout: Prefers to stay on the fringes and carefully selects targets for removal.

Tactical: Focus on getting the job done with maximum efficiency.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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
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 9th level in this class and to four when you reach 20th level in this class.

Engager
You are trained to be as aggressive as possible and relish the idea of frontline combat.

Fury
After choosing this combat role at 3rd level, you become a heavy damage dealer. When attacking a target within 4.5 meters, you may add your fighting die (as seen on The Warrior level table) to the damage.

Reckless
At 7th level, you can throw yourself into the fray. On your first attack this turn, you may gain advantage on the attack roll; however, until the beginning of your next turn, all enemies have advantage on attack roles against you.

Devastating
At 10th level, when you score a critical hit, you may roll the attack again, if the attack still hits, you deal quadruple damage instead.

Shake It Off (Extra Use
At 14th level, you gain an extra use of shake it off, giving you a total of two uses.

High Crit
At 17th level, you score a critical hit on a natural 19 or 20.

Scout
You mobility is lethal. Your ability to enter the field and keep moving is what makes you dangerous as you survey for real threats and either eliminate them, or create a path for the rest of your team.

Skirmish
At 3rd level, you deal extra damage equal to your fighting die on your first attack if you have advantage against them.

Ambush
At 7th level, you have advantage on attacks as long as you attack from at least 50% cover and your target is unaware of your location prior.

Guerilla
At 10th level, whenever you make an attack that you have advantage on from ambush you may move instead of using the fight die as extra damage from ''skirmish. ''If you do, roll your fight die; you move 1.5 meters times the fight die roll.

Nimble
At 14th level, if you have to make a Dexterity saving throw and you have not used your fight die on your turn; you may as a reaction, roll your fight die and add it to your saving throw. You must decide to roll this before determining if your save throw was a success or not.

Ghost
At 17th level, if you have not used your fight die this turn, as a bonus action; you may roll your fight die and add it to your Stealth check.

Tactical
You are methodical and exact. Years of training as made you a very competent warrior with the tools at hand.

Call Fire
At 3rd level, you may roll your fight die and call a target you can see within 18 meters as a bonus action. All allies attacking that target gains a tactical bonus to attack rolls equal to your fight die roll.

Medic
At 7th level, as an action, you may heal one ally you can touch a number of hit points equal to your fight die + your Wisdom modifier. You cannot use this ability again until after a short rest.

Rally
At 10th level, as an action, you may roll your fight die and have an ally move 1.5 meters times your fight die roll.

Support
At 14th level, as a reaction to an ally within 9 meters of you being attacked, you may roll your fight die and add that roll to their Defense. You must use this before the roll is determined to hit or not.

Focus Fire
At 17th level, as an action, you may roll your fight die and until the beginning of your next turn, all allies may add that die to their damage rolls against a target you ''call fire'' on.