
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
| Level | Prof Bonus | Mastery | Features |
|---|---|---|---|
| 1st | +2 | 1 | Weapon Mastery, Fighting Style |
| 2nd | +2 | 1 | |
| 3rd | +2 | 1 | Warrior Mastery |
| 4th | +2 | 2 | Ability Score Improvement |
| 5th | +3 | 2 | Extra Attack |
| 6th | +3 | 2 | |
| 7th | +3 | 2 | Warrior Mastery Feature |
| 8th | +3 | 3 | Ability Score Improvement |
| 9th | +4 | 3 | |
| 10th | +4 | 3 | Warrior Mastery Feature |
| 11th | +4 | 3 | Combat Flow |
| 12th | +4 | 3 | Ability Score Improvement |
| 13th | +5 | 4 | Weapon Supremacy |
| 14th | +5 | 4 | |
| 15th | +5 | 4 | Warrior Mastery Feature |
| 16th | +5 | 4 | Ability Score Improvement |
| 17th | +6 | 4 | |
| 18th | +6 | 4 | Warrior Mastery Feature |
| 19th | +6 | 4 | Ability Score Improvement |
| 20th | +6 | 4 | Enhanced Weapon Supremacy |
Class Features
Hit Points
- Hit Dice: 1d10
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Rogue level after 1st
Proficiencies
- Armor: light armor, medium armor, heavy armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Saving Throws: Strenght, Dexterity
- Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
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:
- Cleaver: When you kill a creature with this weapon, you can immediately make an attack against another creature within 5 feet of the original target.
- Crusher: If you miss an attack with this weapon, the target still takes damage equal to the ability modifier you used for the attack.
- Pusher / Puller: When you hit a creature with this weapon, you can choose to either push or pull the target 10 feet if the attack deals damage.
- Stagger: When you hit a creature, its speed is reduced by 10 feet until the start of your next turn. This effect can only be applied once per turn.
- Tripper: When you hit a creature, you can choose to forgo the damage to instead knock the target prone.
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.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- 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.
- Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
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:
- Fluid Strike: When you reduce a creature to 0 hit points on your turn you can spend any amount of hit dices and recover hit points.
- Momentum Shift: If you miss an attack roll on your turn, your next attack roll against the same target before the end of your turn has advantage.
- Adaptive Positioning: After making a melee attack, you can move up to 10 feet without provoking opportunity attacks. This movement does not count against your movement for the turn.
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.