Class
Level | Proficiency | Stamina | Features |
---|---|---|---|
1st | +2 | 10 | +1 Might, Martial Gear, Surge, Archetype |
2nd | +2 | +1d10 | Mighty Action |
3rd | +2 | +1d10 | Archetype Feature |
1st-level Mighty class feature
Proficiencies: Athletics, Might Saves, all armor, shields, simple weapons, and martial weapons
1st-level Mighty class feature
You start with the following items:
- Chain Mail (Defence 16, Heavy) or Leather Armour (Defence 11, Light) and a Longbow (Ranged 1d8, Two-Handed)
- Longsword (Melee 1d8, Versatile 1d10)
- Shortsword (Melee 1d6, Finesse, Light) or Shield (Defence +1)
- Crossbow (Ranged 1d8)
1st-level Mighty class feature
You have a limited well of stamina that you can draw on to fuel feats of strength. You start with two such feats: Second Wind and a feat determined by your archetype.
When you use your Surge, you choose which feat to use. You must then finish a rest to use your Surge again.
1st-level Mighty class feature
As a Bonus Action you can regain Stamina equal to 1d10 + your level.
2nd-level Mighty class feature
Starting at 2nd level, you can push yourself beyond your normal limits. On your Turn, you can take one additional Action. You must Rest before you can use this feature again.
1st-level Mighty class feature
Choose an archetype and gain it's features. The Mighty archetypes include: Berserker and Defender.
Mighty archetype
You fight with blind fury, without regard for your own safety.
Level | Features |
---|---|
1st | Savagery, Surge: Rage, Proficient: Intimidation |
1st-level Berserker archetype feature
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die.
1st-level Berserker archetype feature
On your turn, you can use your surge to enter a rage as a Bonus Action. While raging, you reduce any damage you take by 1d4.
Your rage lasts for 1 minute.
Mighty archetype
You fight to protect. Cleaving close to your allies, you intercept attacks, so they can continue to deal damage.
Level | Features |
---|---|
1st | Defend, Surge: Bolster, Proficient: Intimidation |
3rd | Mark |
1st-level Defender archetype feature
You can use your Reaction to impose disadvantage on an Attack that targets a Close ally. You must be wielding a melee weapon or shield.
1st-level Defender archetype feature
As a Bonus Action you can restore Stamina equal to 1d10 + your level to a Close ally.
3rd-level Defender archetype feature
When you hit a creature with a Melee Attack you can mark it for 1 minute. Marked creatures have Disadvantage on Attacks against anyone except you. You can only mark one creature at a time.