{"name":"Warrior","overview":"The Wise know that strength is a dangerous gift, and whenever arms are taken up in anger fell deeds await. But when the world is on the brink of ruin, it is the duty of all those of worth to rise and draw swords, whatever the risk.\r\n\r\nYou have decided to put your strength to the service of others, to sally forth and join battle in this dark hour. You are a warrior abroad, one who has left their hearth and home to take the fight to the Enemy. Skilled in the arts of war you seek glory on the field of battle.\r\n\r\nYou fight with discipline and forethought; unlike the oft-barbaric and brutal fighting style of the Slayer, you are either a trained soldier or noticeably controlled and cool-headed. Even when roused to anger, you are always wise in your choice of foes.\r\n\r\nAfter all, more than your own life hangs in the balance - if you die needlessly, what becomes of the cause for which you fight?\r\n\r\nPlay a Warrior if you want to:\r\n[ul]\r\n[li]Defend the Free Folk with force of arms[\/li]\r\n[li]Wear heavy armor and fight with discipline and courage[\/li]\r\n[li]Command followers or master weapons to their fullest extent[\/li]\r\n[\/ul]\r\n","hit_dice":"1d10 per Warrior level","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + your Constitution modifier per Warrior level after 1st","armor_proficiencies":"All armors, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Tradition","starting_equipment":"You start with the following extra equipment, in addition to equipment granted by your Standard of Living.\r\n\r\n[b]Poor or Frugal:[\/b] A leather corselet, a martial weapon and a shield.\r\n[b]Martial:[\/b] A corselet of mail, a martial weapon, a shield, a short bow with a quiver of 20 arrows.\r\n[b]Prosperous:[\/b] Ring mail, a martial weapon, a shield, as short bow or a great bow with a quiver of 20 arrows.\r\n[b]Rich:[\/b] Heavy mail, a martial weapon, a shield or a great shield, a short bow or a great bow with a quiver of 20 arrows.","spellcasting":"[h2]Shadow Weakness[\/h2]\r\nLure of Power","class_features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular fighting style 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.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Dueling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\nWhen 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 re-roll 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.\r\n\r\n[h3]Protection[\/h3]\r\nWhen a creature you can see attacks a target other than you that is within 5 ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Second Wind[\/h2]\r\nYou 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 Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nStarting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Knight or Weaponmaster (both are detailed at the end of the class description).\r\n\r\nThe archetype you choose grants you features at 3rd level and again at 7th level, 10th level, 15th level, and 18th level.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning 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.\r\n\r\n[h2]Defender of the Fallen[\/h2]\r\nAt 9th level, if an ally is reduced to 1\/5th or less of their maximum hit points by an attack, you may Dash as a bonus action as long as your Dash brings you closer to that wounded ally.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning at 13th level, you can re-roll 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 at 15th level, and three times between long rests starting at 17th level.\r\n","subclass_options":"A Warrior may choose between two archetypes - the stalwart knight and the deadly weaponmaster.\r\n\r\n[h1]Knight[\/h1]\r\nSworn to serve and defend a liege lord, the Knight places their body between those who would do violence and their charge. Steadfast and resolute, a Knight must always be alert for danger and ready to intercept it.\r\n\r\n[h2]Sworn Defender[\/h2]\r\nUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to you Wisdom bonus plus your Warrior levels. Alternatively, you liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest.\r\n\r\nIf your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge.\r\n\r\n[h2]Marks of Honor[\/h2]\r\nAlso at 3rd level, your faithful service is recognized with a mark of honor. You gain another mark at 7th, 10th, 15th, and 18th levels.\u00a0\r\n\r\nChoose from the following marks.\r\n\r\n[h3]Reward[\/h3]\r\nGain a Cultural Reward from your liege-lord's culture. You may take this mark multiple times.\r\n\r\n[h3]Inspiration[\/h3]\r\nYou may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.\r\n\r\n[h3]Minstrel's Tales[\/h3]\r\nAfter completing a task for your liege lord, you may declare that your deed has passed into song. In any social encounter, improve the starting attitude towards you by one step.\r\n\r\nYou may take this mark multiple times; each time it improves attitudes by one step.\r\n\r\nOf course, if your task insulted or injured another culture, then you gain no benefit from having tales sung of your deeds in those parts.\r\n[h3]Officer[\/h3]\r\nWhen you take this mark, you gain four Command dice, which are d6s. A Command die is expended when you use it. You regain all of your Command dice when you finish a short or long rest. As a bonus action you can give a Command die to any ally who serves your liege-lord, is within 60 ft and in line of sight. That ally can roll their Command die and add the number rolled to any ability check, attack, or damage roll.\r\n\r\nOnly fellow Knights or soldiers of your liege lord can benefit from this ability. You may only give these dice to fellow player-heroes if they have been introduced to your liege and been accepted as allies of your cause.\r\n\r\n[h3]Knight's Strike[\/h3]\r\nYou may spend Inspiration to strike with added fury, adding 3d6 damage to your attack.\r\n\r\n[h2]Famed Protector[\/h2]\r\nAt 15th level, so long as you are within 30ft of your Charge, you are immune to the Charmed, Frightened, and Stunned conditions. Furthermore, you cannot become unconscious or incapacitated unless you have failed three death saves (at which point you die).\r\n\r\n[h2]Sacrifice[\/h2]\r\nAt 18th level, any time your Charge takes hit point damage or suffers a condition, if you are within 30ft of your Charge you may throw yourself in harm's way, suffering the damage or condition instead. If the source of damage or condition grants a saving throw, you are assumed to have failed it; however, if it is an ongoing condition that grants saving throws, you may attempt them as normal beginning on the round after you used this feature.\r\n\r\n[h1]Weaponmaster[\/h1]\r\nSeeking mastery over themselves as opposed to others, the Weaponmaster specializes in a style of fighting, sometimes even a specific weapon, to a degree other warriors can only dream of.\r\n\r\n[h2]Style Focus[\/h2]\r\nWhen you choose this archetype at 3rd level, you become even more fearsome a foe with your chosen Fighting Style. The Fighting Style chosen at 1st level gains additional abilities.\r\n\r\n[h3]Archery[\/h3]\r\nYou may spend your action aiming. If you attack with your bow next turn, you gain a +2 bonus to the attack and do not suffer disadvantage for attacking at long range.\r\n\r\n[h3]Defense[\/h3]\r\nYou ignore disadvantage to Stealth checks due to your armor.\r\n\r\n[h3]Dueling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you may exchange your +2 bonus to damage from Dueling for up to a +2 bonus to attack.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\nYou have advantage while wielding a weapon with the Two-handed or Versatile traits if you are fighting against a creature your size or smaller.\r\n\r\n[h3]Protection[\/h3]\r\nAs a bonus action you may attack with your shield, inflicting 1d6 + Strength modifier points of damage on a hit.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\nWhen wielding two weapons, you may forsake an attack with either one to give the next opponent to attack you disadvantage on their attack roll.\r\n\r\nMasteries\r\nAlso at 3rd level, you have mastered a specific weapon. You gain another mastery at 7th, 10th, 15th and 18th levels.\r\n\r\nChoose from the following masteries.\r\n\r\n[h3]Birthright[\/h3]\r\nYou have acquired a weapon of fine make and long lineage. Give your weapon a name. When you first acquire this weapon, you gain advantage on any Charisma (Intimidate) or (Persuasion) ability checks while you carry it. At 3rd level, the weapon grants a +1 bonus to all attack and damage rolls. At 7th level the weapon gains one of the following qualities, and gains a further quality at 10th and 15th level.\r\n[ul]\r\n[li][b]Balanced:[\/b] At the start of your turn, you may transfer the weapon's bonus to attack to your AC. This bonus remains until the start of your next turn.[\/li]\r\n[li][b]Baleful:[\/b] A baleful weapon inflicts a critical hit on a natural roll of 19 - 20.[\/li]\r\n[li][b]Bitter:[\/b] The weapon now grants a +2 bonus to all attack and damage rolls, instead of +1.[\/li]\r\n[li][b]Enduring:[\/b] Enduring weapons cannot be broken by mischance or the attacks of enemies.[\/li]\r\n[li][b]Infamous:[\/b] Your enemies know the name of your weapon, and it strikes fear into their hearts. Pick a group (Dunlendings, Haradrim, Wainriders, Orcs, Trolls, Spiders, or a similar group); whenever you inflict a critical hit with your weapon, all nearby creatures of the chosen group must make a Wisdom save (at DC 8 + your proficiency bonus + either your Strength or Dexterity modifier, as you see fit) or be Frightened of your weapon for the rest of the battle.[\/li]\r\n[li][b]Vicious:[\/b] On a natural roll of a 20, this weapon inflicts +7 damage.[\/li]\r\n[\/ul]\r\n[h3]Force of Will[\/h3]\r\nYou have truly become one with your weapon; it acts as an extension of your will and you will not be denied. Any damage dealt by this weapon is considered to deal radiant damage, enabling it to bypass resistances and immunities that normally protect against your weapon type.\r\n\r\n[h3]Guild Member[\/h3]\r\nYou have gained membership in an organization of warriors, such as the Bowman's Guild of Lake-town or the Royal Archers of Dale. That organization's base becomes a Sanctuary for you and any companions, and the organization will happily provide support for your endeavors in the form of food, shelter, access to training grounds and lore, and other means short of marching to war (though they might be convinced to do so).\r\n\r\n[h3]Lethal[\/h3]\r\nYou know how to strike and strike hard. Your attacks add your proficiency bonus or your ability modifier; whichever is higher, to their damage.\r\n\r\n[i]You must be 10th level or higher to take this Mastery.[\/i]\r\n\r\n[h3]Old Enemies[\/h3]\r\nChoose a foe, preferably one you personally have fought or your people regularly battle against. You gain that foes language and have advantage on Charisma (Deception) and (Intimidation), and Wisdom (Insight) ability checks involving them. When you are fighting against your chosen foe, whenever you roll for damage, you can re-roll your weapon's damage dice and use either total.\r\n\r\n[h3]Weaponmaster's Challenge[\/h3]\r\nNominate another ally in this battle. As long as the number of enemies you have slain in this encounter remains within 3 of the number of enemies your nominated ally has slain, you both gain a +1 bonus to attacks. After you have used this ability, you cannot use it again until you have finished a long rest.\r\n","table_data":"Level | Proficiency Bonus | Features\r\n1 | +2 | Fighting Style, Second Wind\r\n2 | +2 | Action Surge (one use)\r\n3 | +2 | Martial Archetype Feature\r\n4 | +2 | Character Improvement\r\n5 | +3 | Extra Attack\r\n6 | +3 | Character Improvement\r\n7 | +3 | Martial Archetype Feature\r\n8 | +3 | Character Improvement\r\n9 | +4 | Defender of the Fallen\r\n10 | +4 | Martial Archetype Feature\r\n11 | +4 | Extra Attack (2)\r\n12 | +4 | Character Improvement\r\n13 | +5 | Indomitable (one use)\r\n14 | +5 | Character Improvement\r\n15 | +5 | Martial Archetype Feature, Indomitable (two uses)\r\n16 | +5 | Character Improvement\r\n17 | +6 | Action Surge (two uses), Indomitable (three uses)\r\n18 | +6 | Martial Archetype Feature\r\n19 | +6 | Character Improvement\r\n20 | +6 | Extra Attack (3)","source":"Adventures in Middle-Earth (5e) - pgs 91 - 96","jsondata":"","tags":"class, player, AiME","templateId":"5460","blockId":"1257141","world":"80810c98-4f97-422a-9ad9-f4dcae5086fd","folder":"21890","isShared":"on"}