Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.0 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can’t use this feature again until it finishes a short or long rest.
Improved Critical. The warrior’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Unstoppable Force. If the warrior's total for a strength check is less than the warrior's strength score, the score can be used in place of the total.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Unstoppable Force. If the warrior's total for a strength check is less than the warrior's strength score, the score can be used in place of the total.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Improved Defense. The warrior’s AC increases by 1.
Unstoppable Force. If the warrior's total for a strength check is less than the warrior's strength score, the score can be used in place of the total.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Martial Role: Attacker. The warrior gains a +2 bonus to attack rolls.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack four times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.0 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can’t use this feature again until it finishes a short or long rest.
Improved Critical. The warrior’s attack rolls now score a critical hit on a roll of 19 or 20 on the d20.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (1/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (2/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Unstoppable Force. If the warrior's total for a strength check is less than the warrior's strength score, the score can be used in place of the total.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Unstoppable Force. If the warrior's total for a strength check is less than the warrior's strength score, the score can be used in place of the total.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack three times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.
Improved Defense. The warrior’s AC increases by 1.
Unstoppable Force. If the warrior's total for a strength check is less than the warrior's strength score, the score can be used in place of the total.
Indomitable (3/Day). The warrior can reroll a saving throw that it fails but must use the new result.
Battle Readiness. The warrior has advantage on initiative rolls.
Superior Critical. The warrior’s attack rolls score a critical hit on a roll of 18-20 on the d20.
Second Wind (2 uses, Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Extra Attack. The warrior can attack four times, instead of once, whenever it takes the attack action on its turn.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Reactions
Protection (Defender Only). The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior. The warrior must be able to see the attacker.