Warriors, as their name would imply, are easily the best fighters in all of I&A, gaining far more martial abilities and Weapon Points than any other class. They also have the single largest Health Die of any class, making them ideal for both taking and dishing out large amounts of damage.
Level | PWS Proficiency |
Features | Combat Maneuver Uses |
---|---|---|---|
1st | 2 | Fighting Style | - |
2nd | 2 | Ability Score Improvement (ASI), Second Wind (2) | - |
3rd | 2 | Class Feat (Novice), Combat Maneuvers (3) | 2 |
4th | 2 | ASI, Classless Feat | 2 |
5th | 3 | -- | 3 |
6th | 3 | ASI, Resolve (1) | 3 |
7th | 3 | Class Feat (Journeyman) | 4 |
8th | 3 | ASI, Classless Feat | 4 |
9th | 4 | -- | 5 |
10th | 4 | ASI, Combat Maneuvers (6), Resolve (2) | 5 |
11th | 4 | Second Wind (4) | 6 |
12th | 4 | ASI, Classless Feat | 6 |
13th | 5 | Class Feat (Expert) | 7 |
14th | 5 | ASI, Resolve (3) | 7 |
15th | 5 | Combat Maneuvers (9) | 8 |
16th | 5 | ASI, Classless Feat | 8 |
17th | 6 | -- | 9 |
18th | 6 | ASI, Class Feat (Master) | 9 |
19th | 6 | Classless Feat | 10 |
20th | 6 | ASI, Indomitable | 10 |
As a Warrior you gain the following class features.
Health at 1st Level: 10 + your CON score
Health Beyond 1st Level: 1d10 (or 6) + your CON score per Warrior level after 1st
Skills at 1st Level: You gain proficiency with all Weapon Skills as you level up.
Skills Beyond 1st Level: You gain 1 SP every time you level up.
At 1st level, you have a particular method of dispatching your foes that you prefer. Pick any one of the following options. You cannot take a Fighting Style more than once, even if you get to pick another later.
Archery. You gain a bonus to attacks with Archery weapons equal to your Archery proficiency.
Defender. While using a shield of any size, you gain a +2 bonus to your Worn Armor score.
Martial Arts. You gain a bonus to Unarmed attacks equal to your Unarmed proficiency; additionally, attacks with your bare hands and feet now use 1d4 for their base damage.
Riflery. You gain a bonus to attacks with Firearm weapons equal to your Firearm proficiency.
Single-Weapon Style. While wielding a melee weapon in one or both hands and holding nothing else, you gain a bonus to attacks with that weapon equal to your proficiency with that weapon’s type.
Two-Weapon Style. While wielding a melee weapon in each hand, you gain a bonus to attacks with each weapon equal to your PWS if you are proficient with one or both of those weapons.
Every even-numbered level, you can increase one of your Ability Scores by .5. You cannot increase an ability score beyond 5 via this feature.
Starting at 2nd level, twice between rests, you can use 3 seconds (independent of your DEX) to regain 1d10 + your CON score Health. You can do this four times between rests at 11th level.
At 3rd level, you have become practiced enough in the art of combat that you have learned to enhance your talents with special abilities. At the end of the class description, under “Class Feats”, you may select one Novice class feat.
At 7th level, you may select either one Journeyman or two Novice class feats.
When you reach 13th level, you may choose either one Expert, one Journeyman and one Novice, or three Novice class feats.
Lastly, at 18th level your battle prowess is demigod-like, and you may now select one Master, one Expert and one Novice, two Journeyman, one Journeyman and two Novice, or four Novice class feats.
If a feat has any prerequisites, you must meet those prerequisites before you can take it. Feats cannot be taken more than once unless they explicitly say so. Your feat choices are permanent and cannot be changed.
Additionally at 3rd level, you’ve learned how to give your attacks special flavors. From the following list, you may select any 3 abilities and use them in combat, following any restrictions detailed in the ability’s description. You have a number of uses for your maneuvers as shown in the Warrior class table; you regain all of these uses at the end of a night's or day's rest, and regain 1 use at the end of a quick rest. You can use only one maneuver per attack or reaction. You can select 3 more maneuvers at 10th and 15th level.
Brutal Strike. When you make an attack, you can roll a single extra damage die.
Combat Dodge. When you are subjected to a damage-dealing effect, such as an attack, trap, or spell, you can use your reaction to move 2m and double your Dodge score until the start of your next turn.
Commander's Strike. You can use 2 seconds to command a single ally within 10m of you that you can see and can see or hear you to use their reaction to make an attack against an enemy of your choice, provided they have a means of attacking them without moving.
Disarming Blow. When you make an attack, you can also attempt the
Disarm action as part of your attack.
Disorienting Blow. When you make an attack, you can make a DEX check contested by the target's Fortitude save; on a success, the are stunned until the end of their next turn.
Distancing Strike. If you deal final damage with an attack, you can move to up to 1 second's worth of distance as part of the same action without provoking an Opportunity Attack from the creature that you damaged.
Distracting Strike. When you deal final damage with an attack, the next attack against your target from a creature other than you has advantage if it occurs within the next minute.
Lunge. When you make a melee attack, your range extends by 2m for that attack.
Menacing Blow. When you make an attack, you can make an Intimidation check contested by the target's Willpower save; on a success, they are frightened of you for an amount of seconds equal to the amount you succeeded by.
Parry. When you are subjected to a damage-dealing effect, such as an attack, trap, or spell, you can use your reaction to add your proficiency with one of your equipped weapons to your Armor score until the start of your next turn.
Piercing Shot. When making an attack with a ranged weapon, you can choose for that attack to pierce the first creature it strikes; if the projectile would hit another creature or object, use the same damage roll.
Pinning Strike. Whenever you make an attack against a creature, you can also attempt the Pin action as part of your attack.
Quickdraw. When the GM calls for initiative, you can increase your initiative count by 2 for this combat.
Redirect. When a creature targets you with a melee attack, you can use your reaction to make the attack target another creature within 2m of you.
Riposte. When you are subjected to a damage-dealing effect, such as an attack, trap, or spell, you can use your reaction to strike back at the source once.
Shoving Attack. When you make an attack, you can also attempt the Shove action as part of your attack.
Sweeping Strike. When you make a melee attack, you can target an additional creature with the same attack so long as the second creature is within 2m of both you and the original target. Roll the damage for the attack only once.
Trip Attack. When you make an attack, you can also attempt the Trip action as part of your attack.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can learn a classless feat.
When you reach 6th level, your fighting spirit is able to keep you going at even the worst of times. Once between rests, you can choose to reroll a save of any kind and use either result. You can do this twice between rests at 10th level, and thrice at 14th level.
Finally, at 20th level, it is almost impossible to take you down. You can now use your Second Wind feature 6 times between rests, it can be done over only a second, and it restores 2d12 + your CON score Health.
Every Warrior, as they train, reaches a point of proficiency at which they start to learn relatively unique abilities. Some channel their fighting spirit into a sort of rage or focus that enhances their fighting power, while others hold back and observe their enemies’ weaknesses and plan accordingly, while others learn how to better wield a firearm. In any case, every single Warrior is a powerhouse, a force to be reckoned with, and a deadly and capable combatant.