At level 11 you may spend 5 to give yourself 2 more attacks. At level 18 you can spend 6 to give yourself 3 more attacks.

When you make a weapon attack, you may spend 4 adrenaline to make 1 more attack in the same action at the same creature.

When a creature within your weapon range attacks or casts a spell, you may spend 6 adrenaline and use a reaction to make an attack against that creature. If it hits, the creatures' action fails and has no effect.

At level 5 you may spend 4 adrenaline to give yourself -5 to the roll. At level 11 you may spend 5 to give yourself -2 to the roll. At level 18 you can spend 6 to give yourself -0 to the roll.

When you make a weapon attack, before you roll, you may spend 3 adrenaline to give yourself -10 to the roll. If you hit, deal maximum damage with that attack.

At level 5 you may spend 4 adrenaline to get a +4 bonus. At level 11 you may spend 5 to get a +6 bonus. At level 18 you can spend 6 to get a +8 bonus.

You start with the following equipment, in addition to the equipment granted by your background: C

As a warrior, you gain the following class features

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warrior Discipline

At level 3, (Spellbreaker, Dervish (Quarter-caster), or "The other one")

The discipline you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Battlefield Wisdom

At 9th level, when you use an adrenaline ability you have advantage on wisdom saving throws until the start of your next turn.

















Master of Battle

At 20th level, if you start a battle with 0 adrenaline, gain your max adrenaline.

Once per long rest, You may lose yourself in the love of battle for 1 minute.