Weapon supremary

Warrior

Trained to be the specialist fighters for protection or aggression.

Here are some questions to keep in mind when creating a Warrior.

Why did you choose to become a Warrior? What sparked your interest in combat and weapon mastery?

Did you train in a formal setting, such as a military academy, or did you hone your skills through real-world experience? What drives you to continue perfecting your martial abilities?

What are your goals as a Warrior, and how do your combat skills shape your approach to challenges and conflicts?

Features Table

LevelProf BonusMasteryFeatures
1st+21Weapon Mastery, Fighting Style
2nd+21
3rd+21Warrior Mastery
4th+22Ability Score Improvement
5th+32Extra Attack
6th+32
7th+32Warrior Mastery Feature
8th+33Ability Score Improvement
9th+43
10th+43Warrior Mastery Feature
11th+43Combat Flow
12th+43Ability Score Improvement
13th+54Weapon Supremacy
14th+54
15th+54Warrior Mastery Feature
16th+54Ability Score Improvement
17th+64
18th+64Warrior Mastery Feature
19th+64Ability Score Improvement
20th+64Enhanced Weapon Supremacy

Class Features

Hit Points

Proficiencies

Starting Equipment

You start with the following items, plus anything provided by your background.

Multiclassing

Ability Score Minimum: Strenght or Dexterity 13 When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies. Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons

Weapon Mastery

At 1st level, your intense focus and training with specific weapons grant you exceptional proficiency with them. Choose a melee weapon and one ability from the list below. Whenever use an attack with the chosen weapon, you can apply the selected effect:

At 4th, 8th, and 13th levels, you can choose an additional weapon and effect. You may apply multiple effects to the same weapon, but each effect can only be used once per weapon.

Fighting Style

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

If a Fighting Style is available to the Fighter class, it will be available to the Warrior.

Warrior Mastery

At 3rd level, you choose an mastery from the list available that you strive to emulate in your combat styles and techniques. The mastery 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, 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Combat Flow

At 11th level, your mastery of combat allows you to move seamlessly between strikes, maintaining momentum and adapting to the flow of battle. You gain the following benefits:

Weapon Supremacy

At 13th level, your unparalleled mastery of your chosen weapons allows you to strike with unmatched power and precision. When wielding one of your Mastery Weapons, you increase the weapon dice by one size. Use the following table to move the damage dice to the next step, the number in the parentesis are only reference for weapons, increase to the next damage dice and use a single dice for the increased damage dice. For example a Longsword will deal d10 (or d12 if two-handed, and not 2d6), and a Greatsword will deal d20 damage.

Dice
d4
d6
d8 (2d4)
d10
d12 (2d6)
d20

Enhanced Weapon Supremacy

At 20th level, you weapon supremacy breaks the legends and becomes epic. You double the dices instead of double dices. An Longsword for example, will have it’s damage as 2d10 or 2d12 if two-handed (damage is increased by Weapon Supremacy) instead of d8 and d10.

Warrior Mastery

Phanton Warrior

In the heat of battle, a warrior’s hand glows with radiant light, summoning a weapon of pure energy. With ethereal grace, they strike, their form flickering between physical and spectral. A shield of light deflects incoming blows, leaving foes to wonder if they faced a warrior or a phantom.

Phantom Armament

At 3rd level, you can conjure a weapon made of pure light and force energy in your hand as a bonus action. This weapon can take the form of any weapon that you have selected for the weapon mastery feature, and it deals force damage instead of its normal damage type. The Phantom Armament is considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Spectral Shield

At 7th level, you gain the ability to summon a spectral shield made of light as a reaction whenever you are attacked. This shield grants you a +2 bonus to AC until the start of your next turn. If the attack still hits, the shield absorbs an amount of damage equal to your double of your proficiency bonus before dissipating.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Illuminated Strike

At 10th level, your Phantom Armament can channel radiant energy. Once per turn, when you hit a creature with your Phantom Armament, you can cause the weapon to flare with brilliant light, dealing an additional 1d8 radiant damage. This damage increases to 2d8 if the target is undead or a fiend.

Additionally, when you deal this extra damage, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Phantom Form

At 15th level, you can momentarily shift into a semi-ethereal form. As a bonus action, you can turn yourself partially intangible, gaining resistance to all damage except force damage until the start of your next turn. Additionally, you can move through creatures and objects as if they were difficult terrain, but if you end your turn inside a creature or object, you are immediately shunted to the nearest unoccupied space and take force damage equal to your Warrior level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Ethereal Strike

At 18th level, your mastery of force energy allows you to unleash devastating attacks. When you hit a creature with your Phantom Armament, you can choose to deal additional force damage equal to your Warrior level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Master of Puppet Daggers

Puppet Dagger

At 3rd level, you gain the ability to control telekinetically daggers. When you gain this feature, you can choose up to 2 daggers. These dagger are connected to your psychic and you can move than freely up to 15ft. of you, whenever you move the daggers follows you. Also, as a bonus action you can mentally command the daggers to move to any location as long as they are in range with you. On a short rest you can mentally break the connection and create new one with other daggers as long you finish this process with no more than two daggers connected with yourself.

Additionally, when you use an attack action, you can command each or your daggers to attack an enemy up to 5ft of the dagger, these attacks deal only weapon damage, you don’t include ability modifiers.

Dance of the Daggers

At 7th level, your control over the daggers improves. You ca up to three daggers at once. Additionally, when you take the Dodge action, any creature that hits you with a melee attack takes 1d4 slashing damage as the daggers retaliate.

Flurry of Blades

At 10th level, the number of daggers you can control increases to four. Additionally, the range of your daggers increases to 30ft.

Phantom Swarm

At 15th level, your mastery over the daggers allows you to control five daggers simultaneously. Additionally, when a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make one attack with a dagger against that creature.

Blade Storm

At 18th level, you can unleash the full power of your puppet daggers in a devastating assault. Once per long rest, as an action, you can command all your daggers to attack every creature of your choice within 30 feet. Each creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, a creature takes damage as if each of the five dagger had successfully hit the target; on a successful save, it takes half damage.