Knight
Attack Bonus: STR (again)
The way of a knight is “might makes right.” The greatest strength of a knight is their literal strength, which can be overpowering in close-quarters combat. Knights come in many forms. They may be generalists, or they might specialize in particular types of weapons. They may prefer heavy, light, or no armor. All knights, however, itch for a good fight to prove their mettle.
Path Features
First Tier Options
Gladiator
You have trained with many types of weapons and armor. Choose three weapon types and two armor types to have proficiency with.
Specialist
You favor a specific kind of weapon and a specific kind of armor. Choose one type of weapon and armor to have double proficiency with.
Martial
Attack Bonus: DEX
Martial warriors follow the philosophy that one’s body is the greatest weapon one has. They train themselves to peak physical performance, though their fighting style varies across cultures. Some martials use simple or improvised weapons, some are purely unarmed fighters. Some rely on speed and precision to lead them to victory, while others use an opponent’s inertia against them.
Path Features
First Tier Options
Strike Like Lightning
Your reflexes are fast enough to allow you to strike a nearby enemy twice on your turn in combat, if said attacks are unarmed or made with a simple weapon.
Move Like Water
You may use your reaction to dodge an attack by rolling a DEX save with DC 10: if the roll is greater than 10, you take no damage; if it is under 10, you take half.
Tactician
Attack Bonus: INT
Tacticians are masters of strategy, often appearing to command both sides of a battlefield. Tacticians fight by pulling on both strength and intellect --a lethal combination. Tacticians may plan several battles ahead, or improvise in the fray. Some tactical warriors are lone fighters able to take on many foes at once, while others inspire their allies to perform coordinated attacks.
Path Features
First Tier Options
Commander
Your presence on the battlefield is an authoritative one. Once per combat, you may break initiative order with your team to deploy
a coordinated attack.
Strategist
At the start of combat, you may roll a Perception check on your adversary. If the roll exceeds the enemy’s AC, you have advantage
on all attacks against it.
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