Warbound

“A promise is stronger than steel. Steel merely gives it form.”

WARBOUND

Many warriors learn to fight.

The Warbound learn why they fight.

Across Erosia, soldiers stand watch upon castle walls, mercenaries march beneath gilded banners, duelists pursue perfection through endless practice, and hunters brave wilderness where monsters roam. Every one of them understands the weight of steel and the cost of battle. Yet among these countless warriors, a rare few become something greater.

A Warbound is defined not by unmatched strength or flawless technique, but by an unbreakable Conviction. They fight because something in their heart refuses to surrender. Whether defending a homeland, protecting a loved one, honoring a sacred oath, or standing beside companions against impossible odds, every action is guided by purpose rather than ambition.

The longer a battle continues, the greater the emotional burden becomes. Fear, hope, sacrifice, determination, and responsibility all press against the heart of a Warbound. Rather than shrinking beneath that weight, they embrace it. Every hardship reinforces the promise that brought them to the battlefield, sharpening discipline until emotion and mastery become inseparable.

The greatest Warbound are not remembered because they never fell.

They are remembered because they always rose again.


Creating a Warbound

Every Warbound begins with a promise.

Before choosing your weapons or armor, decide what Conviction drives your character forward. Perhaps you swore to defend your village after surviving a devastating raid. Maybe you seek justice for a terrible betrayal, or perhaps you simply refuse to allow another innocent life to be lost while you still possess the strength to intervene. Whatever form it takes, your Conviction should be powerful enough to endure hardship, temptation, and failure.

Next, consider how your training shaped your outlook. Were you raised within a disciplined military order, apprenticed beneath a legendary duelist, or forced to learn through brutal experience upon the battlefield? A Warbound’s methods differ greatly, but all eventually discover that true mastery demands far more than physical strength.

Finally, consider how your character responds when that Conviction is challenged. Every Warbound eventually faces defeat, grief, impossible choices, or overwhelming odds. Those moments define the warrior you become far more than any victory.


The Path of Conviction

Every battle asks a question.

Every Warbound answers it with action.

Conviction is the heart of the Warbound. It is the promise that remains unbroken when fear, exhaustion, and despair threaten to overwhelm reason. While others may hesitate or abandon their ideals when hardship becomes unbearable, a Warbound finds purpose within adversity.

In Erosia, Desire is not limited to longing or temptation. Desire is the emotional force that compels every living soul toward what matters most. For a Warbound, that Desire manifests as unwavering commitment. Every sacrifice deepens their resolve. Every victory strengthens it. Every setback demands that they choose once again whether their Conviction is worth the price.

As emotional pressure rises, so too does the intensity with which a Warbound pursues their purpose. They do not seek emotional release for its own sake. Instead, they accept it as the inevitable consequence of giving everything they possess to the cause they have chosen.


Martial Techniques

Every lesson learned upon the battlefield leaves its mark.

Through relentless training, countless battles, and unwavering discipline, a Warbound transforms those lessons into Martial Techniques. These techniques are not magical abilities or supernatural gifts. They are the physical expression of mastery forged through experience and guided by Conviction.

Some Techniques overwhelm an enemy with relentless offense. Others reinforce an ally’s courage, hold an impossible defensive line, or create the single opportunity needed to turn defeat into victory. Every Warbound develops a unique combination of Techniques reflecting both their training and the promise that drives them forward.

As your mastery grows, so too does your ability to express your Conviction through increasingly extraordinary martial skill.


The Last Measure

Every Warbound eventually reaches a moment when there is nothing left to give except themselves.

That moment is known as the Last Measure.

The Last Measure is the culmination of every promise carried into battle. When emotional pressure reaches its greatest intensity, doubt disappears and purpose alone remains. Training, discipline, sacrifice, and Conviction become one, allowing the Warbound to accomplish feats remembered long after the battle has ended.

Some warriors are remembered for the enemies they defeated.

The greatest Warbound are remembered for the promises they refused to abandon.

The Last Measure Warbound Climax

When your Arousal reaches Stage 6, you may unleash your Last Measure.

For a single, decisive moment, every lesson learned, every promise carried, and every sacrifice endured becomes absolute resolve. Doubt falls away. Hesitation ceases. Your Conviction becomes action.

When you enter your Last Measure:

  • You immediately reduce your Arousal according to the Climax rules.
  • Resolve all normal Climax effects.

Then you gain the following benefit until the end of your current turn:

  • You regain one expended Technique Die.
  • Your next Martial Technique this turn doesn’t expend a Technique Die.
  • If you use Action Surge this turn, it doesn’t expend one of its uses.

Veiled Play

After resolving your Climax, you regain one expended Technique Die.

Unveiled Play

After resolving your Climax:

  • Regain one expended Technique Die.
  • Your next Martial Technique this turn doesn’t expend a Technique Die.
  • If you use Action Surge before the end of your turn, it doesn’t expend one of its uses.
  • If your next weapon attack hits, you may expend 1 Libido to add one Technique Die to the attack’s damage without expending that die.

Class Features

As a Warbound, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warbound level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warbound level after 1st


Libido

Starting Libido: Your Proficiency Bonus + your Constitution modifier (minimum 1).

Libido at Higher Levels: Your Libido increases whenever your Proficiency Bonus increases. If your Constitution modifier changes, your maximum Libido changes by the same amount.


Proficiencies

Armor: All armor and shields

Weapons: Simple weapons and martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival.

Equipment

You begin play with the following equipment, in addition to any equipment granted by your background:

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

  • Chain mail or leather armor, a longbow, and 20 arrows
  • A martial weapon and a shield, or two martial weapons
  • A light crossbow and 20 bolts, or two handaxes
  • A dungeoneer’s pack or an explorer’s pack
  • A whetstone, weapon oil, and a strip of oathcloth tied to one weapon, shield, or piece of armor

The oathcloth has no mechanical benefit. It represents the first visible sign of your Conviction: a ribbon, sash, charm, cord, or scrap of fabric marked with the promise that set you on the Warbound path.


Fighting Style

1st-Level Warbound Feature

Years of disciplined training have shaped your approach to combat, allowing you to master a particular method of fighting. Whether you favor unmatched precision, steadfast defense, or overwhelming force, your Fighting Style reflects countless hours of practice and unwavering dedication to your craft.

Choose one of the following Fighting Styles. You can’t take a Fighting Style option more than once, even if you later gain the opportunity to choose another Fighting Style.

Archery

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

Veiled Play. The first time you hit a creature with a ranged weapon attack on your turn, gain 1 Arousal.

Unveiled Play. The first time you hit a creature with a ranged weapon attack on your turn, you may gain 1 Arousal. If you do, your attack ignores half cover.


Defense

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

Veiled Play. The first time a creature misses you with an attack each round, gain 1 Arousal.

Unveiled Play. The first time a creature misses you with an attack each round, you may gain 1 Arousal. If you do, reduce the Arousal you gain from the next hostile Desire effect that targets you before the start of your next turn by 1 (minimum 0).


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.

Veiled Play. The first time you deal damage with the weapon on your turn, gain 1 Arousal.

Unveiled Play. The first time you deal damage with the weapon on your turn, you may gain 1 Arousal. If you do, add your Proficiency Bonus to that attack’s damage.


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. You must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Veiled Play. The first time you reroll a damage die with this Fighting Style on your turn, gain 1 Arousal.

Unveiled Play. The first time you reroll a damage die with this Fighting Style on your turn, you may gain 1 Arousal. If you do, add your Proficiency Bonus to the rerolled damage.


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.

Veiled Play. If the attack misses because of this Fighting Style, gain 1 Arousal.

Unveiled Play. If the attack misses because of this Fighting Style, you may gain 1 Arousal. If you do, the protected creature has advantage on its next EROS save before the start of your next turn.


Two-Weapon Fighting

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

Veiled Play. If both of your attacks hit during your turn, gain 1 Arousal.

Unveiled Play. If both of your attacks hit during your turn, you may gain 1 Arousal. If you do, increase the damage of the second attack by your Proficiency Bonus.


Second Wind

1st-Level Warbound Feature

Every warrior eventually faces the moment when exhaustion, pain, and despair threaten to end the fight. A Warbound endures by drawing upon unwavering Conviction, refusing to yield while there is still strength enough to protect what matters most. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warbound level. Once you use this feature, you must finish a short or long rest before you can use it again.

Veiled Play. Using Second Wind represents a renewed commitment to your Conviction. After resolving this feature, gain 1 Arousal.

Unveiled Play. Using Second Wind places tremendous emotional strain upon your body and spirit. After resolving this feature, gain 2 Arousal instead of 1. If this causes you to reach Climax, resolve your Climax after Second Wind has completely resolved.

Technique Dice

1st-Level Warbound Feature

Victory is rarely won through strength alone. Every feint, parry, charge, and decisive strike is the result of years of relentless practice refined through experience upon the battlefield. Your martial expertise is represented by Technique Dice, a reserve of disciplined skill that fuels your Martial Techniques.

You have four Technique Dice, which are d8s.

You regain all expended Technique Dice when you finish a short or long rest. As you gain levels in this class, the number and size of your Technique Dice increase, as shown in the Warbound table. You can expend only one Technique Die on a single Martial Technique unless that Technique states otherwise.

Technique Save DC

Some Martial Techniques require a creature to make a saving throw to resist their effects. The saving throw DC equals: Technique Save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice). Choose whether your Technique Save DC uses Strength or Dexterity when you gain this feature. Once chosen, this choice can’t be changed unless another feature allows you to do so.

Veiled Play. Certain Martial Techniques cause you or other creatures to gain Arousal. Unless a Martial Technique states otherwise, expending a Technique Die has no interaction with the Desire Cycle.

Unveiled Play. Many Martial Techniques gain additional effects that interact with Arousal, Libido, or Climax. These interactions are described within each Martial Technique and function only while using Unveiled Play.


Martial Techniques

1st-Level Warbound Feature

Training teaches a warrior how to fight. Experience teaches a Warbound when. Martial Techniques are specialized combat maneuvers developed through relentless practice, battlefield experience, and unwavering Conviction. They allow you to capitalize on fleeting opportunities, defend companions, overcome seemingly impossible odds, and control the flow of battle through disciplined martial mastery.

Unless a Martial Technique states otherwise, using one requires you to expend a Technique Die. Each Technique describes when it can be used and how it resolves. You learn three Martial Techniques of your choice when you gain this feature. You learn additional Martial Techniques as shown on the Warbound table. Whenever you gain a level in this class, you may replace one Martial Technique you know with another Martial Technique for which you qualify.

Some Martial Techniques belong to one of four Expressions of Conviction. These Expressions represent the fundamental philosophies through which Warbound shape the battlefield.

Strike

Strike Techniques embody decisive offense. They reward precision, aggression, and recognizing the exact moment an enemy’s defenses falter.

Guard

Guard Techniques focus upon defense, positioning, and battlefield awareness. A Warbound who favors Guard Techniques survives through discipline rather than endurance alone.

Stand

Stand Techniques represent resilience and determination. They allow a Warbound to endure overwhelming hardship, refuse defeat, and remain steadfast when others would fall.

Protect

Protect Techniques place companions before personal glory. These Techniques allow a Warbound to intercept danger, inspire allies, and fulfill the promises that define their Conviction.


Martial Technique List

The following Martial Techniques are available to Warbound. If a Martial Technique requires a saving throw, it uses your Technique Save DC.

Strike Techniques

Driving Strike

When you hit a creature with a weapon attack, you can expend one Technique Die to deal additional damage equal to the number rolled and push the target up to 10 feet directly away from you.

Veiled Play. If Driving Strike successfully pushes the target, gain 1 Arousal.

Unveiled Play. If the target is at a higher Arousal Stage than you, you may expend 1 Libido. If you do, increase the push distance by 10 feet.


Precise Assault

When you make a weapon attack roll, you can expend one Technique Die before the GM determines whether the attack hits. Add the number rolled on the Technique Die to the attack roll.

Veiled Play. If the attack hits, gain 1 Arousal.

Unveiled Play. If the attack hits and increases a creature’s Arousal through another effect this turn, regain the expended Technique Die.


Sweeping Blow

When you hit a creature with a melee weapon attack, you can expend one Technique Die. Choose another creature within your reach. The second creature takes damage equal to the number rolled on your Technique Die.

Veiled Play. If both creatures take damage, gain 1 Arousal.

Unveiled Play. If either creature is at Arousal Stage 4 or higher, you may expend 1 Libido to add your Proficiency Bonus to the damage dealt to the second creature.


Guard Techniques

Guarded Step

When a creature misses you with a melee attack, you can expend one Technique Die to move up to half your speed without provoking opportunity attacks.

Veiled Play. If you end this movement adjacent to an ally, gain 1 Arousal.

Unveiled Play. If you end this movement adjacent to an ally, you may expend 1 Libido. If you do, that ally gains advantage on its next EROS Save before the start of your next turn.


Stand Techniques

Iron Resolve

When you fail a Strength, Dexterity, or Constitution saving throw, you can expend one Technique Die and add the number rolled to the saving throw, potentially turning the failure into a success.

Veiled Play. If the saving throw succeeds, gain 1 Arousal.

Unveiled Play. If the saving throw succeeds, you may expend 1 Libido to immediately end one effect causing you to be Frightened or Charmed.


Protect Techniques

Rallying Cry

As a bonus action, expend one Technique Die. Choose one creature within 30 feet that can hear you. That creature gains temporary hit points equal to the number rolled on the Technique Die + your Proficiency Bonus.

Veiled Play. If the chosen creature is bloodied or below half its hit point maximum, gain 1 Arousal.

Unveiled Play. If the chosen creature later succeeds on an EROS Save before the start of your next turn, you regain the expended Technique Die.


Action Surge

2nd-Level Warbound Feature

Every battle presents a single decisive moment. A Warbound learns to recognize that moment without hesitation, committing completely when victory or survival depends upon immediate action. Through discipline and unwavering resolve, you can push yourself beyond your normal limits when it matters most.

On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Beginning at 17th level, you can use this feature twice before resting, but only once on the same turn.

Veiled Play. Using Action Surge represents a complete commitment to the battle before you. After resolving this feature, gain 1 Arousal.

Unveiled Play. Using Action Surge places extraordinary strain upon your body and spirit. After resolving this feature, gain 1 Arousal. If you willingly gained this Arousal, you may immediately expend 1 Libido. If you do, one weapon attack you make as part of this Action Surge gains advantage.


Martial Calling

3rd-Level Warbound Feature

Every Warbound is united by Conviction, but no two warriors pursue victory in the same way. As your experience grows, your training develops into a distinct martial philosophy known as a Martial Calling. Your Calling reflects the principles that shape your approach to battle, influencing how you wield your Martial Techniques and how your Conviction is expressed in moments of triumph and adversity.

Choose a Martial Calling from the options presented at the end of this class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Veiled Play. The first time you use a feature granted by your Martial Calling during an encounter, gain 1 Arousal.

Unveiled Play. When you use a feature granted by your Martial Calling, resolve any additional Arousal, Libido, or Climax effects described by that Calling. If a Calling feature has no additional Desire effect, it otherwise functions normally.


Ability Score Improvement

4th-Level Warbound Feature

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 increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your group uses feats, you may choose a feat instead of taking this improvement. Years of relentless training, hard-fought victories, and difficult lessons continue to refine both your body and your mind, allowing your abilities to grow alongside your Conviction.


Extra Attack

5th-Level Warbound Feature

Your mastery of arms allows you to maintain relentless pressure in battle. Every strike flows naturally into the next, forcing your enemies to react while creating opportunities that lesser warriors would never recognize.

Beginning at 5th level, whenever you take the Attack action on your turn, you can attack twice instead of once.

The number of attacks increases as you gain levels in this class, becoming three attacks at 11th level and four attacks at 20th level.

Veiled Play. The first time you hit a creature with two or more weapon attacks during your turn, gain 1 Arousal.

Unveiled Play. The first time you hit a creature with two or more weapon attacks during your turn, gain 1 Arousal. If at least one of those attacks was enhanced by a Martial Technique, you may expend 1 Libido to regain one expended Technique Die. You can’t regain more than one Technique Die each turn in this way.


Ability Score Improvement

6th-Level Warbound Feature

When you reach 6th level, you gain the Ability Score Improvement feature. Increase one ability score of your choice by 2, increase two ability scores of your choice by 1 each, or choose a feat for which you qualify. As normal, you can’t increase an ability score above 20 using this feature. Every campaign leaves its mark upon a Warbound. Experience tempers instinct into mastery, allowing your abilities to continue growing throughout your journey.


Martial Calling Feature

7th-Level Warbound Feature

Your chosen Martial Calling grants you an additional feature at 7th level. As your understanding of your Calling deepens, your Conviction shapes your martial philosophy into something uniquely your own. Refer to your Martial Calling for details.

Veiled Play. The first time you use a feature granted by your Martial Calling during an encounter, gain 1 Arousal.

Unveiled Play. Calling features that interact with the Mechanics of Desire function as described in your Martial Calling. Features without additional Desire mechanics otherwise function normally.


Ability Score Improvement

8th-Level Warbound Feature

When you reach 8th level, you gain the Ability Score Improvement feature. Increase one ability score of your choice by 2, increase two ability scores of your choice by 1 each, or choose a feat for which you qualify. As normal, you can’t increase an ability score above 20 using this feature. Your relentless pursuit of excellence continues to sharpen your body, your mind, and the Conviction that carries you into every battle.


Indomitable

9th-Level Warbound Feature

Few warriors possess the resolve to overcome impossible odds through determination alone. When failure threatens everything you have fought to protect, your Conviction allows you to stand firm. You can reroll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a long rest before you can use it again. You gain additional uses of this feature at higher levels, as shown in the Warbound table.

Veiled Play. When you successfully reroll a saving throw using Indomitable, gain 1 Arousal.

Unveiled Play. When you successfully reroll a saving throw using Indomitable, gain 1 Arousal. You may then expend 1 Libido to immediately end one effect causing you to be Charmed or Frightened.


Martial Calling Feature

10th-Level Warbound Feature

Your Martial Calling grants you another feature at 10th level. Years of experience have transformed your chosen philosophy into instinct, allowing you to embody your Calling with exceptional confidence and precision. Refer to your Martial Calling for details.

Veiled Play. The first time you use a feature granted by your Martial Calling during an encounter, gain 1 Arousal.

Unveiled Play. Calling features that interact with the Mechanics of Desire function as described in your Martial Calling. Features without additional Desire mechanics otherwise function normally.


Extra Attack (2)

11th-Level Warbound Feature

Your command of martial combat has reached extraordinary heights. Every movement is deliberate, every opening recognized, and every strike delivered with absolute precision. Few opponents can withstand the relentless pressure of a veteran Warbound.

Beginning at 11th level, whenever you take the Attack action on your turn, you can attack three times instead of once.

Veiled Play. The first time you hit a creature with three weapon attacks during your turn, gain 1 Arousal.

Unveiled Play. The first time you hit a creature with three weapon attacks during your turn, gain 1 Arousal. If you used at least one Martial Technique during those attacks, you may expend 1 Libido to immediately use a different Martial Technique that normally requires a bonus action without spending that bonus action. You must still expend any required Technique Dice.


Ability Score Improvement

12th-Level Warbound Feature

When you reach 12th level, you gain the Ability Score Improvement feature. Increase one ability score of your choice by 2, increase two ability scores of your choice by 1 each, or choose a feat for which you qualify. As normal, you can’t increase an ability score above 20 using this feature.

Your relentless pursuit of mastery continues, refining every aspect of your martial discipline and strengthening the Conviction that guides your every action.


Indomitable (2 Uses)

13th-Level Warbound Feature

Your resolve has carried you through countless hardships. Where others would surrender to fear, pain, or despair, your Conviction remains unshaken. Beginning at 13th level, you can use your Indomitable feature twice between Long Rests.

Veiled Play. When you successfully reroll a saving throw using Indomitable, gain 1 Arousal.

Unveiled Play. When you successfully reroll a saving throw using Indomitable, gain 1 Arousal. You may expend 1 Libido to regain one expended Technique Die.


Ability Score Improvement

14th-Level Warbound Feature

When you reach 14th level, you gain the Ability Score Improvement feature. Increase one ability score of your choice by 2, increase two ability scores of your choice by 1 each, or choose a feat for which you qualify. As normal, you can’t increase an ability score above 20 using this feature. The greatest Warbound never stop learning. Every challenge overcome becomes another lesson carried into the next battle.


Martial Calling Feature

15th-Level Warbound Feature

Your Martial Calling grants you another feature at 15th level. Your chosen philosophy has become second nature, allowing you to express your Conviction with remarkable confidence even under impossible circumstances. Refer to your Martial Calling for details.

Veiled Play. The first time you use a feature granted by your Martial Calling during an encounter, gain 1 Arousal.

Unveiled Play. Calling features that interact with the Mechanics of Desire function as described in your Martial Calling. Features without additional Desire mechanics otherwise function normally.


Ability Score Improvement

16th-Level Warbound Feature

When you reach 16th level, you gain the Ability Score Improvement feature. Increase one ability score of your choice by 2, increase two ability scores of your choice by 1 each, or choose a feat for which you qualify. As normal, you can’t increase an ability score above 20 using this feature. Decades of discipline have transformed your skill into instinct. Your body, mind, and Conviction now move as one.


Action Surge (2 Uses)

17th-Level Warbound Feature

Your mastery of battle allows you to seize decisive moments with unmatched precision. When the tide of combat turns, you possess the discipline and resolve to act without hesitation, pressing every advantage before your enemies can recover. Beginning at 17th level, you can use your Action Surge feature twice between Short or Long Rests, but only once on the same turn.

Veiled Play. Each time you use Action Surge, gain 1 Arousal after the additional action has been resolved.

Unveiled Play. Each time you use Action Surge, gain 1 Arousal after the additional action has been resolved. You may then expend 1 Libido. If you do, choose one weapon attack you make as part of that Action Surge. That attack deals additional damage equal to your Proficiency Bonus.


Indomitable (3 Uses)

17th-Level Warbound Feature

Nothing short of impossible can break your resolve. Even when confronted by overwhelming magic, mortal wounds, or crushing despair, your Conviction refuses to yield. Beginning at 17th level, you can use your Indomitable feature three times between Long Rests.

Veiled Play. When you successfully reroll a saving throw using Indomitable, gain 1 Arousal.

Unveiled Play. When you successfully reroll a saving throw using Indomitable, gain 1 Arousal. You may then expend 1 Libido to regain one expended Technique Die or immediately end one effect causing you to be Charmed or Frightened.


Martial Calling Feature

18th-Level Warbound Feature

Your Martial Calling grants you another feature at 18th level. Your philosophy of battle has reached its ultimate expression, allowing your Conviction to shape every decision you make upon the battlefield. Refer to your Martial Calling for details.

Veiled Play. The first time you use a feature granted by your Martial Calling during an encounter, gain 1 Arousal.

Unveiled Play. Calling features that interact with the Mechanics of Desire function as described in your Martial Calling. Features without additional Desire mechanics otherwise function normally.


Ability Score Improvement

19th-Level Warbound Feature

When you reach 19th level, you gain the Ability Score Improvement feature. Increase one ability score of your choice by 2, increase two ability scores of your choice by 1 each, or choose a feat for which you qualify. As normal, you can’t increase an ability score above 20 using this feature.

Your lifelong pursuit of excellence reaches its final refinement. Every battle fought, every hardship endured, and every promise upheld has forged you into one of Erosia’s greatest living warriors.


Extra Attack (3)

20th-Level Warbound Feature

Your martial mastery stands among the greatest ever achieved. Every strike is delivered with flawless precision, every opening recognized instantly, and every movement guided by unwavering Conviction.

Beginning at 20th level, whenever you take the Attack action on your turn, you can attack four times instead of once.

Veiled Play. The first time you hit a creature with four weapon attacks during your turn, gain 1 Arousal.

Unveiled Play. The first time you hit a creature with four weapon attacks during your turn, gain 1 Arousal. If you used two or more different Martial Techniques during those attacks, you may expend 1 Libido to immediately recover one expended use of Action Surge or Indomitable. You choose which feature to recover. This benefit can be used only once per Long Rest.