Warrior

Warriors from all walks of life are united in their preference to solve problems the good old-fashioned way: raw physicality. Many warriors don armor and use weapons of wood and metal, but some believe that the most powerful weapon they have is their body.

The fighting style of warriors varies across the cultures of Sphaera. Tacticians analyze a fight before it happens, while Knights tend to charge right in sporting full battle gear. Martials only use simple weapons if at all, preferring unarmed combat.

Ability
+1 STR
Vitals
+2 SP
Skill
Athletics
 
Class Feature

Herculean

As a warrior, you have undergone extreme physical training and attained peak condition. You have advantage on major feat rolls.

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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