Warrior, Helion
Hit Points
Hit Dice: d12 per Warrior, Helion level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Martial acumen is not always put towards social status, the helion is a swashbuckler, a man-at-arms, a tavern brawler and champion of their art. Helions do not care for anothers code, they choose how and where they fight, they see themselves as skilled combatants although not always professional ones. To be a helion is to embrace the fight, to enjoy the challenge, to push themselves to adventure and test they metal against it. Through these trials the Helion builds a repertoire of stylish combat moves and skill in their preferred weapons.
Class Features
Lv.3 Martial Arts
At this level and every 2 levels thereafter you may add a new martial arts technique to your repertoire from the list below;
Feint – As an action you give your opponents a false opportunity. When you do so and are attacked before the beginning of your next turn, you may use your reaction to make a single counter-attack with a +4 bonus. If you do not hit and deal damage your opponent gets advantage on their attack roll.
Lunge – As an action you increase your weapon threat range by moving up to half your base speed to and making a melee attack against a target now in threat range. After this attack you make stay in your new location or return to the spot you started your lunge from. Lunging attacks do not provoke opertunity attacks from character movement.
Parry – As a reaction to being attacked by a melee weapon you may choose to parry the attack, making a contested attack roll against the attacker. If you exceed their attack roll then you do not take the hit. When you choose to parry and the attacker has multiple attacks, all attacks from that attacker are parried individually costing one reaction per parry.
Throw Person – An action you use your targets weight against a target to grab or shove a an adjacent opponent your size category or smaller in a direction you want. When you do so you must pass a contested altheltics check. If you are successful you may force your opponent to move 10ft in a direction of your choice. You may choose to move with them or stay where you are. Throwing a person does not grapple the target even if you move with them.
Riposte – When you are attacked in melee you may use your reaction to make a single attack action against the creature that attacked you
Trip – As an action or reaction to an attack attempt, you use your martial skills to attempt to knock you opponent down to the floor. You make an contested athletics check vs the targets acrobatics and if successful they are immediately knocked prone.
Sunder – You attack an opponents shield or armour directly. You declare what you are attempting to sunder, then make a contested strength save against the items physical DR + 10. If successful you either pull off their shield which lands within 5ft, or decrease their armour or shield's DR value by 1. If a shields or armours is at DR +0 and sundered for a final time it is rendered destroyed and unrepairable.
Disarm –As an action you may attempt to wrest an item from an adjacent opponents grasp. When you do so you make a contested strength save against your opponent. If successful you force your opponent to drop one of their held items which lands within 5ft.
Follow Through – When you take the attack action with a melee weapon and miss, you may choose to immediately use an action move a minimum of 10ft increasing your Dodge DC by +2 until the beginning of your next turn. When you do so and disengage this does not count as an action. You cannot be restrained or unable to move when using this ability.
Distract – You are skilled at using a torch, lantern or light source in your off hand to distract foes. As a reaction to being attacked you may use your light source to impose disadvantage on an attack you are about to take, but before the result is declared.
Lv.4 Muscle Memory
You may select a set of weapons you are proficient in, and increase your proficiency bonus with this group of weapons by +1, you gain this bonus again at 8th and 12th level, where you may increase this skill by +1 again or select a new group of weaponskills to gain +1 bonus.
Lv.6 Dodge and Tumble
When you would be required make a dexterity save against an effect that deals damage over an area, you may as a reaction take a level of exhaustion to dodge and roll with the effect taking no damage instead. You must be able to see and act to take advantage of this ability.
Lv. 8 Fleet of Foot
The helion increases their base movement speed by +5ft.
Lv.10 Battlecry
As an action you let loose a howl or intimidating display of arms. When you do so, you make an intimidation check. All hostile foes within 60ft must make a charisma save against your display or suffer disadvantage on attack rolls against you for the rest of the encounter.
Lv.12 Masterful Combatant
Your skill at arms reaches an apex. For all weapon-skills you are proficient with, your may increase your critical chance to attack rolls of 19-20.