Warrior
Maintaining her focus, the halfling sees the impending ambush from the two gangers closing in on her. In a single fluid motion, she draws her blades and spins gracefully, cutting the two punks down before they could draw their next breath.
A human mercenary readies his rifle as a hail of gunfire pelts into the conduit he’s leaned against. He points out the enemy’s location to his companions. Nodding in a silent countdown, his digital scope marks the target, signaling his squad to execute a coordinated attack.
Blocking a laser barrage with her energy shield, the Kiltara guard focuses energy into her pistol before firing a stream of electricity into a mecharoid. The huge machine stumbles from the electrical jolt. Seizing on the opportunity, the Kiltara’s Draconian companion charges forward, burying his axe deep into the robot’s steel frame.
Durability and mastery of arms are the highlights of the warrior’s abilities. While anyone can shoot a gun or swing a blade, only warriors can effectively practice the basics of all forms of combat. Their versatility and extensive training make them a force to be reckoned with in any confrontation.
UNIT LOGO
Warriors typically do battle for a cause. Some fight on behalf of governments besieged by hostile interstellar empires, while others are soldiers of fortune seeking wealth and glory for their combat prowess. In the weather case, a warrior often displays a logo that represents the cause, either adopting the symbols of a nation, or a royal line, or creating an avatar to represent one’s self-interest. Your character could be affiliated with an organization or cause, and thus might already travel in a unit. If that’s not the case, consider devising a unit insignia that symbolizes an aspect of your nature or speaks to what you see as your purpose in the galaxy.UNIT LOGO TABLE
| D6 | LOGO |
|---|---|
| 1 | The rampant golden dragon on a green field, representing valor and a quest for wealth. |
| 2 | The picture of a ghostly jaguar pouncing demonstrating symbolizing predatorial agility. |
| 3 | Crossed Assault Rifles in front of a gate, signifying the defense of a world or interstellar empire. |
| 4 | A skull with a dagger through it, representing the doom you bring to your enemies. |
| 5 | A Phoenix in a ring of fire, an expression of an indomitable spirit. |
| 6 | Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to slay. |
INSTRUCTOR
Some warriors are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a military or some other martial organization, when they were taught by the leaders of the group. A third type of warrior comes from the ranks of those who received one-on-one instruction from an accomplished veteran of the craft. That instructor was, or perhaps still is very versed in a certain aspect of combat that relates to the student’s background.INSTRUCTOR TABLE
| 1D6 | INSTRUCTOR |
|---|---|
| 1 | Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who willingly chose the gladiator's life to earn money and fame. |
| 2 | Military. Your trainer served with a group of soldiers and knows much about working as a team. |
| 3 | Peace Officer. Crowd control and peacekeeping are your instructor’s specialties. |
| 4 | Tribal Warrior. Your instructor grew up in a tribe, where fighting for one’s life was partially an everyday occurrence. |
| 5 | Street Fighter. You have gang tattoo that marks you and others in your crew. |
| 6 | Weapon Master. Your mentor helped you become one with your chosen weapon, by imparting highly specialized knowledge of how to wield it most effectively. |
STYLE
Many warriors distinguish themselves from their peers by adopting and perfecting a particular style or method of waging combat. Although this style might be a natural outgrowth of a warrior's personality, that's not always the case—someone's approach to the world in general does not necessarily dictate how that person operates when lives are on the line.STYLE TABLE
| D6 | STYLE |
|---|---|
| 1 | Elegant. You move with precise grace and total control, never using more energy than you need. |
| 2 | Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood flying. |
| 3 | Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the battle in your favor. |
| 4 | Effortless. You rarely perspire or display anything other than a stoic expression in battle. |
| 5 | Energetic. You're full of energy and always looking to demonstrate your prowess. |
| 6 | Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat them. |
CREATING A WARRIOR
As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra helo from a mentor, prehaps because your execeptional dediciation? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training ina noble's army, or a local militia. Prehaps you trained in the war academy, learning strategy, tactics, and military history. Or you might be self-taught-unpolished but welltested. Did you take up arms to escape life on a ranch, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions and are the only things that stand between you and danger.ABILITY SCORES
Strength or Dexterity should be your primary ability score depending on your fighting style. In addition to these two, Constitution should also be your second or third highest ability score.WARRIOR TABLE
| LEVEL | PROFICIENCY BONUS | FEATURES |
|---|---|---|
| 1st | 2 | Combat Style, Second Wind |
| 2nd | 2 | Action Surge (one use) |
| 3rd | 2 | Martial Archetype |
| 4th | 2 | Ability Score Improvement |
| 5th | 3 | Extra Attack |
| 6th | 3 | Ability Score Improvement |
| 7th | 3 | Martial Archetype Feature |
| 8th | 3 | Ability Score Improvement |
| 9th | 4 | Indomitable (one use) |
| 10th | 4 | Martial Archetype Feature |
| 11th | 4 | Extra Attack (2) |
| 12th | 4 | Ability Score Improvement |
| 13th | 5 | Indomitable (two uses) |
| 14th | 5 | Ability Score Improvement |
| 15th | 5 | Martial Archetype Feature |
| 16th | 5 | Ability Score Improvement |
| 17th | 6 | Action Surge (two uses), Indomitable (three uses) |
| 18th | 6 | Martial Archetype Feature |
| 19th | 6 | Ability Score Improvement |
| 20th | 6 | Extra Attack (3) |
CLASS FEATURES
As a warrior, you gain the following class featuresHIT POINTS
-
Hit Dice: 1d10 per warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st
PROFICIENCIES
-
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Lore, Perception, Persuasion, and Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:- (a) heavy trooper armor or (b) armor jacket and an auto-pistol
- (a) a martial weapon and shield or (b) two martial weapons
- (a) a Simple ranged weapon or (b) a Simple melee weapon
- (a) an explorer’s pack
COMBAT STYLE
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.ADVANCE COMBAT TECHNIQUE
You learn one maneuver of your choice from among those available to the Weapon Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.CQC
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.BLIND FIGHTING
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.GREAT WEAPON FIGHTING
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 to gain this benefit.GUNNERY
When you are wielding a firearm with the recoil property, that firearm’s recoil value is reduced by 1 (to a minimum of zero).INTERCEPTION
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.PROTECTION
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 or a reach weapon.RANGE DETERRENCE
If a creature within 5 feet of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against that creature.POINT SHOOTING
When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.SHARPSHOOTING
You gain a +2 bonus to attack rolls you make with ranged weapons.TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.THROWN WEAPON FIGHTING
You can draw a greande that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain +2 bonus to the damage roll.ZONE DEFENDER
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.SECOND WIND
You have the ability to draw energy into yourself to regain stamina and recover from minor wounds. On your turn, you can use a bonus action to either regain hit points equal to 1d10 + your warrior level, or you may instead remove one point of exhaustion. Once you use this feature, you must finish a short or long rest before you can use it again.ACTION SURGE
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.MARTIAL ARCHETYPE
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Paragon, Commando, or Storm Guard, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.ABILITY SCORE IMPROVEMENTS
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 11th level in this class and to four when you reach 20th level in this class.INDOMITABLE
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.MARTIAL ARCHETYPES
Warriors are well-rounded, but each one specializes in a different form of combat. The archetype you choose reflects the kind of warrior you are and how you view your art. Options for Warrior Martial Archetypes:
- Alliance Marine
- Arcane Knight
- Commando
- Galactic Knight
- Paragon
- PSI Warrior
- Raider
- Shock Trooper
- Sniper
- Solorium Knight
- Weapon Master
ALLIANCE MARINE
You are trained in the use of weapon attacks powered by a solorium implant. Alliance Marines are often elite protectorates within the regional armies of the Stellar-igma Galaxy, such as the Order of Infinity. There are many, however, who choose to carve their own path.EXPERT TRAINING
When you choose this archetype at 3rd level, you gain proficiency in one skill of your choice between Astrophysics, Lore, Mechanics, and Xenobiology. You also gain proficiency in a tool of your choice.WEAPON LINK
Beginning at 3rd level, you gain the ability to channel the arcane power generated from your implant directly into a chosen weapon. It takes one hour to forge a bond between your solorium implant and your weapon link which can be completed within a short rest. The weapon must be in your possession during the link. Once you have formed the link, you can spend a bonus action to call the weapon from any location to appear directly into your hand. You may have up to two weapon links, however, only one can be summoned at a time. In order to link with a third weapon, you must first terminate the link with one of the other two weapons.WEAPON SURGE
At 3rd level, you can channel cosmic energies through your weapon link. When you use this feature, you learn two Weapon Surge options of your choice (see “Weapon Surge Effects” listed below).-
Once per turn, when you hit with your weapon link using the Attack action, you can apply a Weapon Surge to that attack in addition to your normal damage. You can use this feature twice and you regain all uses when you complete a short or long rest.
You gain additional Weapon Surge options at 7th, 10th, and 15th level.
The effect lasts until the end of your next turn.
-
Saving Throws. Some surge effects may require a saving throw from the chosen target. The saving throw is calculated as follows.
Surge Save DC = 8 + your proficiency bonus + your Constitution modifier.
RESIDUAL SURGE
At 7th level, whenever you use your Surge Effect feature, until the end of your next turn, you can change the damage type of your weapon link to match the damage type of the Surge Effect. For example, if you use the Fire Burst effect as your Surge Effect option, your weapon link deals fire damage instead of its normal damage type until the end of your next turn. The effect is reflected in the appearance of a melee weapon while altering the appearance of ammunition in a ranged weapon. In addition, when you use this feature, your weapon link is considered to be forge-enhanced for the purposes of overcoming resistances and immunity to mundane damage until the effect ends.BOUNDLESS SURGE
Starting at 15th level, when you roll initiative and have no Weapon Surges remaining, you regain one use of your Weapon Surge.ENERGY AFFINITY
Starting at 18th level, whenever you use your Residual Surge feature, you also gain resistance to damage type associated with your weapon link.SURGE EFFECTS
Different effects are produced when the Energy Surge power is used varying by damage type. The effects are listed below in alphabetical order.-
Acid Ring. The target and three creatures of your choice within 10 feet of the target must succeed on a Dexterity saving throw, taking 2d6 acid damage on a failed save and half as much on a successful one. In addition, on a failed save, the next attack on the target is made with advantage to the roll. The acid damage increases to 4d6 at 18th level.
Disruption Strike. The target takes an additional 1d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target takes another 1d6 necrotic damage and cannot regain any hit points until the end of its next turn.
At 18th level, the necrotic damage and the necrotic damage on a failed save both increase to 2d6.
Flame Burst. The target takes an additional 2d6 fire damage and three creatures of your choice within 10 feet of the target must succeed on a Dexterity saving throw or take 2d6 fire damage.
At 18th level, the fire damage increases to 4d6.
Force Drive. The target takes an additional 2d6 force damage. and must make a Constitution saving throw or be pushed up to 15 feet and knocked prone.
At 18th level, the force damage increases to 4d6.
Frost Strike. The target takes an additional 2d6 cold damage and its speed is reduced by 10 feet. At the beginning of each of its turns, it must make a Constitution saving throw or suffer an additional 1d6 cold damage. The effect ends on a successful save.
At 18th level, the cold damage increases to 4d6 and the cold damage on the following turns increases to 2d6.
Lightning Shock. The target takes an additional 1d6 lightning damage and cannot take any reactions until the end of its next turn.
At 18th level, the lightning damage increases to 2d6.
Radiant Flare. The target takes an additional 2d6 radiant damage and must make a Wisdom saving throw or become blinded until the end of its next turn.
At 18th level, the radiant damage increases to 4d6.
ARCANE KNIGHT
A perfect fusion of power and focus, arcane knights blend the use of arcane talents into their arsenal of battle tactics. Their talents are concentrated toward control over force of motion and mastery of the elements. This focused assortment of talents grants them mastery over the field while having the ability to unleash devastating energies against multiple foes. The few who aim to become arcane knights do so with rigid training and mastery of self, which often carries with it a sense of honor and virtue.ARCANE KNIGHT TALENTS
Talents Known of Rank 1 and Higher. You know three rank 1 mage talents of your choice. Two of them must be from the elemental and kinesis domains. The Talents Known column of the Arcane Knight Talents table shows when you learn more mage talents of rank 1 or higher. Each of these talents must be from the elemental and kinesis domains and must be of a rank equal to or less than your maximum talent rank. For instance, when you reach 7th level in this class, you can learn one new rank 1 or rank 2 talent. When you learn a new talent at 8th, 14th, and 20th level, those talents can be from any domain. Whenever you gain a level in this class, you can replace one of the mage talents you know with another talent of your choice from the mage powers list. The new talent must be of a rank equal to or less than your maximum talent rank, and it must be an elemental or kinesis talent unless you’re replacing the talent you gained at 8th, 14th, or 20th level.CHANNELING ABILITY
Intelligence is your channeling ability for your mage talents. You use your Intelligence whenever a talent refers to your channeling ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage talent you use and when making an attack roll with one.- Channeling Save DC = 8 + your proficiency bonus +
your Intelligence modifier
- Channeling attack modifier = your proficiency bonus +
your Intelligence modifier
ARCANE KNIGHT TABLE
| LEVEL | PRIME TALENTS | TALENTS KNOWN | TALENT POINTS | MAXIMUM TALENT RANKS |
|---|---|---|---|---|
| 3rd | 3 | 3 | 4 | 1 |
| 4th | 3 | 4 | 6 | 1 |
| 5th | 3 | 4 | 6 | 1 |
| 6th | 3 | 4 | 6 | 1 |
| 7th | 3 | 5 | 14 | 2 |
| 8th | 3 | 6 | 14 | 2 |
| 9th | 3 | 6 | 14 | 2 |
| 10th | 4 | 7 | 17 | 2 |
| 11th | 4 | 8 | 17 | 2 |
| 12th | 4 | 8 | 17 | 2 |
| 13th | 4 | 9 | 27 | 2 |
| 14th | 4 | 10 | 27 | 2 |
| 15th | 4 | 10 | 27 | 3 |
| 16th | 4 | 11 | 32 | 3 |
| 17th | 4 | 11 | 32 | 3 |
| 18th | 4 | 11 | 32 | 3 |
| 19th | 4 | 12 | 38 | 4 |
| 20th | 4 | 13 | 38 | 4 |
BONDED ARMOR
At 3rd level, you learn a rare practice that allows you to form a bond between yourself and your armor. The armor must be within your reach throughout the procedure, at the conclusion of which the bond is completed and the armor is stored in an extradimensional space. Once you have formed the link, you can spend a bonus action to call your bonded armor to appear directly onto your body. If the armor has a Strength requirement for heavy armor, your speed is not reduced. Your bonded armor is considered to be forge enhanced for the purposes of resisting effects from arcane powers. You can adapt one forge enhanced armor to be your bonded armor by performing the same procedure unless it’s core-bonded. The armor ceases being your bonded armor if you die, if you perform the 1 hour procedure on a different armor, or if you use the same 1-hour procedure to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks. You may have only one bonded armor at a time. In order to link with another suit of armor, you must first terminate the link with your current one.KINETIC GUARD
Beginning at 7th level, you can use your powers to defend yourself or nearby allies from incoming attacks. If you or a creature you can see within 10 feet of you is hit by an attack, you can use your reaction to roll 1d8, adding the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance to the damage from that attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses after you finish a long rest.WEAKENING STRIKE
Starting at 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a talent you use before the end of your next turn.COSMIC SURGE
At 15th level, when you use your Action Surge, you also recover a number of talent points equal to twice your Intelligence modifier.REACTIVE GUARD
At 18th level, you can imbue your kinetic guard with reactive energy. When you use your Kinetic Guard feature, choose up to three creatures within 30 feet of the target. Those creatures must make a Dexterity saving throw versus your channeling save DC, taking 4d8 force damage on a failed save, or half as much on a successful one.COMMANDO
Experts in the field, commandos receive specialty training in both tactics and equipment and use them in combination to take down their opponents. Their versatility and know-how make them indispensable squadmates when the bullets start flying.TACTICAL TRAINING
At 3rd level, you receive additional training to complement your abilities. Gain proficiency in one tool or vehicle, or in one of the following skills: Computers, Insight, Perception, Stealth, Survival, and Xenobiology.STUNTS
Beginning at 3rd level when you choose this archetype, you learn tactical maneuvers known as stunts. These stunts come with an effect powered by a special die called a stunt die. Stunt Dice. You have three stunt dice which are d8s. These dice may be assigned to your Combat Stunts (listed below). The dice must be assigned to your chosen stunt before use. You may assign more than one die to any stunt. Stunt dice may be reassigned at the end of a short or long rest. A stunt die is expended as soon as the stunt it’s assigned to is activated. You can only expend only one stunt die per activated stunt. Some stunts may require you to spend your reaction or bonus action to activate. You recover all of your stunt dice whenever you finish a short or long rest. You gain another stunt die at 7th level, and again at 10th and 15th level.- Saving Throws. Some stunts may require a saving throw from the chosen target. The saving throw is calculated as follows.
- Stunt Save DC = 8 + your proficiency bonus + your Constitution modifier.
DEMOLISHER
At 7th level, you become proficient in the use of grenades and demolition kit.EXPANDED STUNTS
Beginning at 10th level, your stunt dice turn into d10s At 18th level, they turn into d12s. You also gain the following expanded stunts.-
Commanding Surge. You are able to call out tactics to your allies, allowing them to fight harder and faster When you use your Action Surge, instead of taking the additional action, you instead allow two of your allies to use their bonus action to make an additional attack.
Courageous Wind. When you use your Second Wind feature, you may activate this technique within the same bonus action. Choose three companions within 30 feet of you that can see or hear you. Those allies gain hit points equal to the number rolled on the stunt die.
Explosive Charge. You attach an explosive device to your target. At the start of its next turn, it takes fire damage equal to the stunt die and must make a Constitution saving throw or become stunned until the end of your next turn.
BOUNDLESS DETERMINATION
Starting at 15th level, when you roll initiative and have no stunt dice remaining, you regain the use of one of your assigned stunt dice.COMBAT STUNTS
The following stunts are available to the Commando.-
Counterstrike. When a creature misses you with a melee attack, you can use your reaction and make a melee attack against the target. On a hit, add the stunt die to the damage roll.
Double Shot. When you hit a creature with a weapon attack, you can attempt to damage another nearby target. Choose another creature within 5 feet of the original target and within your weapon’s range. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your stunt die. The damage is of the same type dealt by the original attack.
Extra Drive. You give yourself a boost to your physical prowess. Add the stunt die to a single Strength or Dexterity-based skill check.
Flash Burst. Upon a successful hit from a melee or ranged attack, you can unleash a burst of energy upon the target. You add the stunt die to the attack’s damage roll and the target must make a Dexterity saving throw or become blinded until the end of its next turn.
Guardian’s Mark. You mark one creature within 5 feet of you that you can see. Until the end of your next turn, if the marked target makes a weapon attack against any other target except you, you can use your reaction to make a single melee weapon attack against the target, adding the stunt die to the attack roll.
Parry. When you are hit with a weapon attack, you can use your reaction to add the number rolled on the stunt die to your AC for the incoming attack. If the attack still hits, you take half damage from it.
Precision Strike. When you make a weapon attack roll against a creature, add the stunt die to the roll. You can use this stunt before or after making the attack roll, but before any effects of the attack are applied.
Quick Jab. You can spend a bonus action to strike an enemy with an elbow, knee, or a gun or weapon handle. Make a melee attack roll with a melee weapon or improvised weapon against a creature within 5 feet of you that you can see. On a hit, the target takes the number rolled on the stunt die as bludgeoning damage and it can’t make opportunity attacks until the end of its next turn.
Return Fire. When a creature misses you with a ranged attack, you can use your reaction and make a single ranged weapon attack against the target, adding the stunt die to the attack roll.
Shoving Attack. When you hit a creature with a melee weapon attack, add the stunt die to the damage roll. If the creature is Large size or smaller, they must make a Strength saving throw or be pushed up to 10 feet away from you and knocked prone.
Sure-Footed. You can spend a bonus action to exert control over your own center of gravity. When you do so, add the stunt die to any Strength or Dexterity saving throw made against being forcibly pushed, pulled, knocked back, or knocked down. This effect lasts until the end of your next turn.
Targeted Drop. When you use a grenade or other demolition devices, you can add the stunt die to either your Strength (Athletics) check used to throw the grenade or your attack roll with a launcher.
Team Strike. On a successful hit from one of your attacks, you can forgo dealing damage to set up an attack for a companion. Choose a friendly creature who can see and hear you. The creature can use its reaction to make one weapon attack, adding the stunt die to their attack roll.
Tumbling Maneuver. When you move, you can roll the stunt die and add the number rolled to your AC until you stop moving.
GALACTIC KNIGHT
The Galactic Knight is a fighter who draws on an implacable fighting spirit to overcome enemies. A Galactic Knight’s willpower is nearly unbreakable, and the enemies in a Galactic Knight's path have two choices: yield or die.FIGHTING SPIRIT
Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.ELEGANT COURTIER
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station. You also gain proficiency in the Lore, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.UNBREAKABLE WILL
At 10th level, your superior willpower allows you to shrug off mind-assaulting effects. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in Intelligence or Charisma saving throws (choose one).PUMMEL
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.STRENGTH BEFORE DEATH
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don't take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take. Once you use this feature, you can't use it again until you finish a long rest.PARAGON
The paragon is a master-of-arms who specializes in delivering deadly force with swift accuracy. Those who follow this path combine their abilities with rigorous training to deliver decisive blows to any adversary.IMBUED STRIKE
At 3rd level, you can channel arcane energy into your attacks. As a bonus action on your turn, you may activate this feature to gain advantage on your attack rolls Until the end of your current turn, when you hit with your weapon attacks, you deal additional weapon damage equal to your Constitution modifier (minimum of 1). This feature has no effect on burst fire damage from ranged weapons. You can use this feature three times, after which you can regain all of your uses when you complete a short or long rest. You gain an additional use of this feature at 10th level, and again at 18th level.ATHLETIC BOOST
At 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increasADDITIONAL FIGHTING STYLE
At 10th level, you can choose a second option from the Fighting Style class feature.RAPID STRIKE
Starting at 15th level, you learn to trade accuracy for swift strikes. When you take the Attack action on your turn, if you have advantage on a weapon attack against a target, you can forgo that advantage for that roll to instead make an additional weapon attack against the same target as part of the same action. You can use this feature only once per turn.SURVIVOR
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.PSI WARRIOR
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.PSIONIC POWER
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.- Psi Shield. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
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Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
TELEKINETIC ADEPT
At 7th level, you have mastered new ways to use your telekinetic abilities, detailed below.-
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
GUARDED MIND
At 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.BULWARK OF FORCE
At 15th level, You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.TELEKINETIC MASTER
At 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis talent, requiring no components, and your channeling ability for the talent is Intelligence. On each of your turns while you concentrate on the talent, including the turn when you cast it, you can make one attack with a weapon as a bonus action. Once you cast the talent with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.RAIDER
Raiders rarely join the military because they want to, these independent and spirited individuals are often rebellious and resistant to following orders but despite that there is a perfect role for them to fulfill. Raiders are given all the skills they need in order to harass the enemy and protect their own formations. They are excellent on their own on the offensive or working with others in defensive formations. They have a rebellious reputation but it takes a hard man or woman to do the raider’s job and most soldiers are glad to have one by their side. Raiders make good enforcers, thugs, or hitmen weather working for a Megacorp, street gang, or military organization.BONUS PROFICIENCY
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Mechanics, Lore, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.BORN TO RIDE
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your vehicle. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting costs you only 5 feet of movement, rather than half your speed.MARK OF MISDIRECTION
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.INTERCEPTING MANEUVER
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.VIOLENCE OF ACTION
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.RUN THEM DOWN!
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. Martial Archetype feature At 18th level, you gain a feature granted by your Martial Archetype.PERFECT RETALIATION
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.SHOCK TROOPER
Shock Troopers do two things well, hit things and shrug off damage. They don’t need any specialized training or fancy toys, they see an enemy and then they go kill the enemy.OVERWHELMING ASSAULT
Starting at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.SHOCK TROOPER BONUS DAMAGE TABLE
| FIGHTER LEVEL | DAMAGE INCREASE |
|---|---|
| 3rd | 1d4 |
| 10th | 1d6 |
| 16th | 1d8 |
| 20th | 1d10 |
PRETERNATURAL INSTINCTS
Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.EVISCERATING CRITICAL
Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your level in this class. Martial Archetype featureUNNATURAL REGENERATION
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.SNIPER
he Sniper is a master of ranged combat. An excellent sniper and eagle-eyed scout, this warrior is a perilous foe who can defeat an entire war band so long as they are kept at range.STEADY AIM
Beginning when you choose this archetype at 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target: The attacks ignore half and three-quarters cover. On each hit, the weapon deals additional damage to the target equal to 2 + half your warrior level. You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.CAREFUL EYES
Starting at 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).CLOSE-QUARTERS SHOOTING
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.RAPID STRIKE
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.SNAP SHOT
Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.SOLORIUM KNIGHT
Solorium Knights enhance their martial prowess using power of soloirum, an ancient practice that originated with Atoru. Solorium cutters can be found among any family of atoru, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the atoru’s work carved into a hill or cave, learned of the arcane patterns from a sage, or met the atoru in person, you studied the craft and learned how to apply arcane patterns to empower your equipment.BONUS PROFICIENCIES
Starting at 3rd-level you gain proficiency with smithing tools, and you learn to speak, read, and write Atoru.ARCANE PATTERN CARVER
At 3rd level, you can use arcane patterns to enhance your gear. You learn two arcane patterns of your choice, from among the arcane patterns described below, and each time you gain a level in this class, you can replace one arcane pattern you know with a different one from this feature. When you reach certain levels in this class, you learn additional arcane patterns, as shown in the Arcane Pattern Known table. Whenever you finish a long rest, you can touch a number of objects equal to the number of arcane patterns you know, and you inscribe a different pattern onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your arcane pattern remains on an object until you finish a long rest, and an object can bear only one of your arcane patterns at a time.ARCANE PATTERNS KNOWN TABLE
| FIGHTER LEVEL | NUMBER OF ARCANE PATTERNS |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
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Nebula Pattern. This pattern emulates the deceptive magic used by some nebula Atoru. While wearing or carrying an object inscribed with this pattern, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the pattern and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This arcane energy can transfer the attack's effects regardless of the attack's range. Once you invoke this pattern, you can't do so again until you finish a short or long rest.
Plasma Pattern. This pattern's arcane ability channels the masterful craftsmanship of great Atoru smiths. While wearing or carrying an object inscribed with this pattern, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the pattern to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this pattern, you can't do so again until you finish a short or long rest.
Ice Pattern. This pattern’s arcane ability evokes the might of those who survive in the wintry wilderness, such as Ice Atoru. While wearing or carrying an object inscribed with this pattern, you have advantage on Wisdom (Mechanics) checks and Charisma (Intimidation) checks.
In addition, you can invoke the pattern as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this pattern, you can't do so again until you finish a short or long rest.
Terrestrial Pattern (7th Level or Higher). This pattern's ability bestows a resilience reminiscent of a Terrestrial Atoru. While wearing or carrying an object that bears this pattern, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the pattern as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this pattern, you can't do so again until you finish a short or long rest.
Deep Pattern. This pattern's arcane ability channels the judiciousness associated with Deep Atoru. While wearing or carrying an object inscribed with this pattern, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the pattern and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this pattern, you can't do so again until you finish a short or long rest.
Cosmic Pattern (7th Level or Higher). Using this pattern, you can glimpse the future like a Atoru seer. While wearing or carrying an object inscribed with this pattern, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the pattern as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this pattern, you can't do so again until you finish a short or long rest.
ATORU'S MIGHT
Also at 3rd level, You have learned how to imbue yourself with the might of Atoru. As a bonus action, you gain the following benefits, which last for 1 minute:- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
PATTERN SHIELD
Starting at 7th level, you learn to invoke your arcane pattern to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.GREAT STATURE
At 10th level, The arcane energy of your patterns permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Atoru's Might feature increases to 1d8.MASTER OF PATTERN
At 15th-level, you can invoke each pattern you know from your Pattern Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.SOLORIUM JUGGERNAUT
At 18th level, you learn how to amplify your pattern powered transformation. As a result, the extra damage you deal with the Atoru's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.WEAPON MASTER
Weapon Masters are skilled warriors who excel in martial combat. Weapon master focuses on the mastery of weapons and their skill with them. Every species in the Stellar Sigma Galaxy has their own version of a Weapon Master. Among them are usually a clan’s uncle who has the hardest reputation. The Star elves have entire temples of females dedicated to mastery of weapons.BONUS PROFICIENCIES
At 3rd level, you gain proficiency with martial weapons, and with medium armor and shields.COMBAT SUPERIORITY
When you choose this advanced class at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:-
Maneuver save DC = 8 + your proficiency bonus + your Strength or your Dexterity modifier (your choice)
KNOW YOUR ENEMY
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
IMPROVED COMBAT SUPERIORITY
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.RELENTLESS
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.MANEUVERS
The maneuvers are presented in alphabetical order. Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll. Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.Remove these ads. Join the Worldbuilders Guild






