Man-at-arms

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The backbone of every nation in the Endless Isles, men (and women)-at-arms can be found on the frontlines of every major and minor conflict, whether boarding the enemy’s ship or holding a city wall against an invading armada. Men and women of all backgrounds and nations can be found in the various organized militaries of the Isles, or serving as mercenaries and renegades on pirate ships and in smugglers coves. And while kings and queens may quibble over their countries’ borders, it is the men-at-arms who will draw those borders in blood.

Hit Die: d10
Saving Throw Proficiencies: Strength, Constitution
Weapon and Armor Proficiencies: All armor, all shields, simple weapons, martial weapons

Abilities:

Fighting Style (Level 1): Choose one of the following as your fighting style:
Bodyguard: While wielding a shield, you can use your reaction to impose disadvantage on an enemy attacking a target within 5 feet of you.
Dervish: When two-weapon fighting, add your ability bonus to the damage of the second attack.
Fencer: While wielding a melee weapon in one hand and no other weapons, gain +2 to damage rolls.
Infantryman: Gain +1 AC while armored
Musketeer: Gain a +2 bonus to attack rolls with a ranged weapon.
Brute: While wielding a melee weapon with two hands, you may reroll any 1s or 2s you roll on the damage dice. You must use the new result.

True Grit (Level 1): Once per combat, you can use a bonus action to heal 1d10+your level in hitpoints.

Adrenaline Rush (Level 2): Once per combat, you can take an additional action on your turn.

Deadly (Level 3): You score a critical hit on a roll of 19 or 20.

Ability Score Improvement (Level 4)

Extra Attack (Level 5)

Ability Score Improvement (Level 6)

Soldier’s Eye (Level 7): If you spend at least one minute observing or interacting with another creature, you can learn whether it is your superior, equal, or inferior in two of the following categories: Strength, Agility, Constitution, Armor Class, hit points, level.

Ability Score Improvement (Level 8)

Resolute (Level 9): Once per combat, you may reroll a failed saving throw. You must use the new roll.

Veteran (Level 10): Choose an additional fighting style.

Extra Attack (Level 11)

Ability Score Improvement (Level 12)

Resolute Additional Use (Level 13)

Ability Score Improvement (Level 14)

Lethal (Level 15): You score a critical on a roll of 18-20.

Ability Score Improvement (Level 16)

Adrenaline Rush Additional Use (Level 17)

Resolute Additional Use (Level 17)

Die Hard (Level 18): If you are below half of your hit points, gain 5+ your Constitution bonus in hitpoints at the beginning of your turn.

Ability Score Improvement (Level 19)

Extra Attack (Level 20)

Man-at-arms

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