Warrior

Warriors, as the start of the name implies are attuned with the art of war. They are the ones to rush into a battle head first, fists at the ready. Their abilities are determined by their biology and what they choose to study. Their styles are made up of things like basic sheer force, complex water manipulation, electrical exertion, mechanical workings, powerful body control and imitation of old greats.

Choosing to be a warrior is choosing to put yourself at the very front of any fight. You don’t offer very much support to your friends because you will for the most part be the one handling the conflict. No one has ever fulfilled a grand goal without some fighting involved. If you’d like to come out on top in your fights, be a warrior.

Class Overview

LevelProficiency BonusFeaturesWill Points / Water Points (optional)
1+2Fighting Style, Archetype Techinique2
2+2N/A4
3+3Fearsome Foe, Archetype Technique6
4+3Stat Increase8
5+4Archetype Technique10
6+4Stat Increase12
7+5Archetype Technique14
8+5Stat Increase16
9+6N/A18
10+6Stat Increase, Archetype Technique20

Class Features

Hit Points

  • Hit Dice: 1d12 per level for first three levels, then 2d12 per level.
  • Hit Points at First Level: 12 + Your Con mod
  • Hit Points at Higher Levels: 12 + Your Con mod until level 3, then 24 + Your Con mod.

Proficiencies

  • Armor: Heavy Armor
  • Weapons: N/A
  • Saving Throws: Str + Con/Dex (Electro and Rokushiki)/Wis (Fishman Karate)/Int (Cyborg Tactics)
  • Skills: Athletics, Intimidation/Persuasion (choose one), Survival, Nature

Equipment

  • an Explorer’s Pack and 5 days Rations

Level 1 Abilities

Fighting Style

  • For your Unarmed Strike, you roll 1d12 + Strength bludgeoning damage. 
  • Your AC is calculated as 10 + Str + Con/Wis/Int/Dex depending on your Archetype as dictated by your Saving Throws.

Level 1 Options

Level 3 Abilities

Blow for Blow

  • As a reaction to a melee attack, you swing your fist out against the creature attacking. You roll to hit and if your roll is higher than the creature’s against you, you deal your Unarmed Strike damage and push back the creature back 5 x Your Level feet. If you fail the save, you take the damage as normal and are pushed back 20 feet.

Level 3 Options

Level 5 Ability Options

Level 7 Ability Options

Level 10 Ability Options