Brave. The warrior has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the warrior hits with it (included in the attack).
Tactician. Once per turn, the warrior may grant himself advantage on one attack.
Multiattack. The warrior makes three melee attacks or two ranged attacks.
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Parry. The warrior adds +2 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.
Leg Sweep. The warrior attempts to trip a creature as it leaves their attack range. The creature must make a Dexterity saving throw DC 12 or be knocked prone.
Description
Wayward warriors live for battle and blood, whether for their own entertainment or glory. Some warriors started as brutal pit fighters who fought to the death every day, while others are professional duelists who command huge fees for their services. Regardless of how they began, a wayward warrior has lost their place in the world, looking to regain some sort of place to call their own so they may fight once more.
Previous Versions
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3/5/2020 1:28:26 PM
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2
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3/14/2020 6:16:22 PM
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11
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Coming Soon
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