Os guerreiros são especialistas no uso de armas e armaduras. Eles geralmente atuam como soldados ou mercenários. Guerreiros são comuns em todas as regiões de Cerília, porém variam muito em estilos de luta, e escolha de armas e armaduras. Enquanto os guerreiros em Anuire usam armaduras pesadas e espadas longas, os guerreiros em Brechtur dão preferência a armaduras leves, sabres e armas de fogo. Os khinasi usam suas cimitarras com habilidade e são exímios cavaleiros, enquanto os rjurik possuem uma técnica própria para lutar com seus gigantescos claymores.
Warrior | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Improved Critical | |||||||
7 | Additional Fighting Style | |||||||
10 | Weapon Accuracy | |||||||
15 | Critical Rebound | |||||||
18 | Survivor |
Battle Master | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Combat Superiority (d8), Student of War | |||||||
7 | Know Your Enemy | |||||||
10 | Improved Combat Superiority (d10) | |||||||
15 | Relentless | |||||||
18 | Improved Combat Superiority (d12) |
Eldritch Knight | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Spellcasting, Weapon Bond | |||||||
7 | War Magic | |||||||
10 | Eldritch Strike | |||||||
15 | Arcane Charge | |||||||
18 | Improved War Magic |
Arcane Archer | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Arcane Archer Lore, Arcane Shot (2 options) | |||||||
7 | Curving Shot, Magic Arrow, Arcane Shot (3 options) | |||||||
10 | Arcane Shot (4 options) | |||||||
15 | Ever-Ready Shot, Arcane Shot (5 options) | |||||||
18 | Arcane Shot (6 options, improved shots) |
Arcane Archers são encontrados somente entre os Elfos.
Cavalier | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Born to the Saddle, Unwavering Mark, Rallying Cry | |||||||
7 | Warding Maneuver | |||||||
10 | Hold the Line, Inspiring Surge | |||||||
15 | Ferocious Charger / Bullwark of Resistance | |||||||
18 | Vigilant Defender |
Cavalier são encontrados apenas na região de Anuire
Rune Knight | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Bonus Proficiencies, Rune Carver (2), Giant's Might | |||||||
7 | Rune Carver (3), Runic Shield | |||||||
10 | Great Stature, Rune Carver (4) | |||||||
15 | Master of Runes, Rune Carver (5) | |||||||
18 | Runic Juggernaut |
Gunslinger | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Firearm Proficiency, Gunsmith, Firearm Upgrades (1 major/1 minor) | |||||||
5 | Firearm Upgrades (+1 minor) | |||||||
7 | Cunning Shot | |||||||
10 | Careful Eyes, Firearm Upgrades (+1 major) | |||||||
15 | Right Gun for the Job | |||||||
18 | Hemorraging Critical |
Gunslingers são encontrados principalmente na região dos Brechtur. Acredita-se que a pólvora tenha sido desenvolvida no império Ophidian, mas foi somente após o desenvolvimento de armas entre os Dwarves, que as armas de fogo se espalharam principalmente entre os humanos de Brechtur.
Fighter Features
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
While wearing heavy armor, when you are hit by a physical attack (bludgeon, pierce, slash), you can use your reaction to take half damage from that attack instead.
When a creature you can see hits a target other than you that is 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.
As a bonus action mark an enemy. The crit range of your attacks against that enemy expands by your prof bonus. You can only have one marked enemy at a time. You may change your mark to another enemy as a bonus action. It does not stack with Improved Critical.
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
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.
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
As a bonus action, you can expend one superiority die and add the result to your crit range with melee attacks made before the start of your next turn. When you score a melee critical hit, your crit range drops back to normal.
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
When you miss with an attack, as a bonus action you can expend one superiority die and cause that amount of damage to the opponent, the damage type is the same of the weapon you made the attack.
As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.