Tribal Warrior
Medium humanoid (any species)- Challenge
- ⅛
- STR
- 1
- DEX
- 0
- CON
- 1
- INT
- −1
- WIS
- 0
- CHA
- −1
- Fort
- +2
- Ref
- +1
- Will
- −1
Maneuvers. The tribal warrior uses maneuvers (maneuver save Difficulty 11). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:
1 stamina die: covering strike, distant shot, distract, impale, knockback, lunge, sacrifice, spring attack, trip
Pack Tactics. The tribal warrior has advantage on attacks made against a creature if at least one of the tribal warrior’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Actions (1)
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 1 m. or range 3/10 m. Hit: 3 (1d4 + 1) piercing damage.
Maneuvers
As an action, make a weapon attack to force the creature on the defensive, buying your allies critical seconds.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a ranged weapon attack at double your weapon’s range and long range.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to distract the creature, giving your allies an opening.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.
If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.
If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.
On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when a creature within 1 meter of you hits another creature, is hit by an attack, or is missed by 4 or less roll, you can cause that attack to target you instead.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.