×   Part 4: Classes Introduction Leveling Up Artificer Mutant Psychokinetic Rogue Warrior Spellcasting Elemancer Classless Feats
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Part 4: Classes   ☰

Warrior

Unmatched Martial Capability

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.

The Warrior

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

Class Features

As a Warrior you gain the following class features.

Health

Health at 1st Level: 10 + your CON score

Health Beyond 1st Level: 1d10 (or 6) + your CON score per Warrior level after 1st

Proficiencies

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.


Fighting Style

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.

Ability Score Improvement

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.

Second Wind

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.

Class Feats

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.

Combat Maneuvers

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.

Classless Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can learn a classless feat.

Resolve

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.

Indomitable

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.

Warrior Class Feats

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.

Novice


You gain a single extra use of your Combat Maneuvers. This feat can be taken multiple times.


You can choose one extra Fighting Style from the Fighting Style list in the class description.


If you are the first creature to attack during combat, your first attack has advantage.


You have learned how to enter an enhanced state of combat focus that boosts your resistance to damage and the power of your attacks. Twice between rests, you can take 3 seconds (independent of your DEX) to enter a state of frenzy that lasts for one minute. While in this state, you have resistance to physical damage, and can choose to grant yourself advantage on as many attacks (not including spells) as you wish; however, if you grant yourself advantage on >1 attack, all attacks against you also gain advantage until the start of your next turn.


Prerequisite: Martial Arts Fighting Style

Attacks with your hands and feet now use 1d6 for their base damage die. Additionally, your Armor score increases by your Unarmed proficiency while you are able to move your arms and are not wearing armor that grants disadvantage on DEX checks, including Medium or Large shields.


Your bulkiness grants you extra protection, increasing your Natural Armor score by an amount equal to your STR score.


You have learned to improve your skills fighting on a mount. You gain 1 proficiency in Beast Handling, up to 5, and have advantage on saves to resist being knocked off your mount.


When a creature you can see attacks a creature other than you that is within range of one of your equipped weapons, you can use your reaction to impose disadvantage on the attack; if you are using a ranged weapon to do this, it expends a single piece of ammunition.


Prerequisite: Frenzy

You can now enter the Frenzy state 4 times between rests.


Prerequisite: Firearms proficiency >2

Your practice with firearms has made you lightning-fast with them. If your first attack in combat is made with a Firearm that does not need to reload after every attack, your next attack with this weapon only takes .5 seconds, and if a round must be chambered, doing that also takes you only .5 seconds if it didn't already.


On your turn, you can take 1 second (independent of your DEX) to attempt to gain the attention of a single enemy combatant, forcing it to focus on you until the end of its next turn. To do this, make an Intimidation check against the Willpower save of a creature within 15m of you that you can see and that can see and hear you. If you win the contest, then on its next two turns, it can only move towards you and/or take hostile actions against you.

Journeyman


When you are faced with only one enemy combatant and you are the only one fighting them, you gain advantage on all of your attacks.


You learn a single additional Combat Maneuver. This feat can be taken multiple times.


Prerequisite: First Blood

If you are the first creature to attack during combat, all of your attacks on your first turn have advantage.


Whenever you deal final damage to a creature with an opportunity attack, that creature moves at half speed for the remainder of their turn.


Prerequisite: Quadruple Frenzy

You can now enter the Frenzy state 8 times between rests.


With this feat, you are able to tolerate the pain of your injuries better than most, and that tolerance prevents them from hindering your ability to act somewhat. From now on, you become Injured when you fall beneath 20% of your maximum Health, and you become Bloodied when you fall beneath 10%; you no longer suffer from being on Death's Door at all.


Prerequisite: Protector

Whenever you use your Protector feat, you can, as part of the same reaction, strike back at the attacking creature. If you are using a melee weapon to do so, you must be physically able to reach them and they must be within 3m of you.


Prerequisite: Frenzy

While in the Frenzy state, if you are reduced to 0 Health, you can make a Fortitude save with a DR equal to the final damage that you took; on a success, you remain conscious with 1 Health. You can do this twice each time you Frenzy; the first time you make the save as normal, and the second time with disadvantage.


Prerequisite: Octuple Frenzy

You can now enter the Frenzy state as many times as you wish, or keep it going indefinitely.

Expert


You have finely honed your muscles to respond quickly and efficiently to your every command, allowing you to perform the following actions at the cost of .5 less seconds (minimum .5 seconds): Attack, Reload, Pin, and Disarm.


You have mastered the art of clearing your mind to focus on just your targets. If you have a revolver on your person, you can sacrifice your turn to focus on picking out as many targets as you have bullets left in your gun; these targets can be a single person/object or multiple people/objects. At any point within the next minute, you can use 3.5 seconds to very quickly draw and fire your weapon once at each target you selected; roll once with advantage and apply that roll to all of these shots. You can do this twice between night's and day's rests.


Prerequisite: Undying Frenzy

The first time you are brought down to 0 Health while in the Frenzy state, you automatically stay conscious with 1 Health; the next time, you make the Fortitude save against the final damage dealt to you with advantage; the time after that, you make the save as normal; the fourth and last time, you make it with disadvantage.


Prerequisite: Martial Artist

Attacks with your hands and feet now use 1d8 for their base damage die; additionally, your Dodge increases by your WIS score.


Whenever you are reduced to 0 Health, you can make a Fortitude save with a DR equal to the final damage that you took; on a success, you remain conscious with 1 Health. You can do this twice between rests; the second time, you make the save with disadvantage.

Master


Prerequisite: Unmatched Vigor

The first time you are brought down to 0 Health between rests, you automatically stay conscious with 1 Health; the next time, you make the Fortitude save against the final damage dealt to you with advantage; the third and fourth times, you make the save as normal. Every time thereafter, you go down as normal.


Prerequisite: Fierce

You have mastered the art of combat, reducing the cost of the following actions by another .5 seconds (minimum .5 seconds): Attack, Reload, Pin, and Disarm.