Class Features
As a Warrior, you gain the following Class Features.
Hit Points
Hit Dice: 1d10 per Warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 10 + your Constitution modifier per Fighter 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, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following Equipment, in addition to the equipment granted by your background:
(a) Chain Mail or (b) Thick Shirt, Rifle, and 20 Bullets
(a) a martial weapon and a Kite Shield
(a) a Pistol and 20 gun bullets or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style
Starting at 1st level, 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.
Aiming. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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 for you to gain this benefit.
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.
Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
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.
Thrown Weapon Fighting. You can draw a weapon 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 a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.
Second Wind
Also at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level. 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.
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.
Warrior Type
At 3rd Level, you choose an archetype that you strive to emulate in your combat styles and Techniques. Choose Cursed Soul, Black Weapon, or Elemental Weapon, 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 Improvement
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. Alternatively, you can take a feat listed. As normal, you can’t increase an ability score above 20 using this feature.
Additionally, whenever you reach a level in this class that grants you an ability score improvement feature, you can replace a fighting style you know with another fighting style available to Warriors.
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.