Warrior

Warriors are masters of weaponry who rely on speed, strength, toughness, and their armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.

Masters of Martial Skills and Instincts

Warriors learn the basics of all combat styles. Every warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity,they enhance their martial prowess with their natural talent in battle instincts. Channeling their inner power and rising thrill they master every move with every weapon. Furthermore they specialize into a certain fighting style and may augment their martial abilities by diving into a mindless rage, adapting their fighting style on the fly or utilize anti-magical techniques to overwhelm their foes.

Sentinels and Vanguards

Not every member of the city watch, the village militia, or the queen’s army is a warrior. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, frontline fighters and similar figures are real warriors. Some warriors feel drawn to use their training as adventurers. The dungeon delving, slaying dragon minions, and other dangerous work common among adventurers is second nature for a warrior, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater reward.

Creating a Warrior

As you build your warrior, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane soldiers around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.



Quick Build

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution or Intelligence if you plan to adopt the spellbreaker combat specialization. Second, choose the soldier background.














Warrior
Level Proficiency
Bonus
Features Adrenalin Points
1st +2 Action Surge, Fast Hands 0
2nd +2 Fighting Style, Adrenalin Burst, Burst Attacks 1
3rd +2 Warriors Sprint, Combat Specialization 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack 2
6th +3 Peak Performance 2
7th +3 Combat Specialization Feature 2
8th +3 Ability Score Improvement 2
9th +4 Burst Dice Increase (1d8) 3
10th +4 Indomitable Might 3
11th +4 Extra Attack (2) 3
12th +4 Ability Score Improvement 3
13th +5 Burst Dice increase (1d10) 4
14th +5 Improved Adrenalin Burst 4
15th +5 Combat Specialization Feature 4
16th +5 Ability Score Improvement 4
17th +6 Burst Dice increase (1d12) 5
18th +6 Improved Action Surge 5
19th +6 Ability Score Improvement 5
20th +6 Combat Specialization Feature 5

Class Features

As a warrior, you gain the follow features.

Hit Points


  • Hit Dice: 1d12 per warrior level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per warrior level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Athletics, History, Intimidation, Perception, and Survival

Equipment

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

(a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a melee weapon and a shield or (b) two melee weapons (a) a light crossbow and 20 bolts or (b) four javelins (a) a dungeoneer’s pack or (b) an explorer’s pack

Action Surge

Starting at first level you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action or bonus action (not both).

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.

Fast Hands

Starting at 1st Level you can use your reaction instead of a bonus actionto use the "swap weapon action".

Fighting Style

Starting at 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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

Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden 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 that is 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 to use this reaction.

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

Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. (No weaponswap action required) In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Burst Attacks

Starting at 2nd level you can utilize the thrill of battle to fuel yourselve with adrenalin to perform unique weapon bursts.

Adrenalin While in the heat of battle you built up adrenalin to fuel powerful abilities. Your maximal adrenalin amount is shown in the warrior class table under the adrenalin point section. Everytime you hit with a weapon attack or take damage from an attack or spell you gain one adrenaline point. After one minute without increasing your adrenalin or when you fall unconscious, your adrenalin points are reset to 0.

Weapon Bursts You can spend an appropriate amount of adrenalin points to perform a weapon burst from the weapon burst list. Each weapon burst listed has a required adrenalin point and action cost that has to be spent before it can be casted. Some weapon bursts have specific weapon requirements that have to be met before the weapon burst can be performed. Weapon attacks enhanced by weapon bursts cannot gain adrenalin points. A weapon attack can only benefit from one weapon burst at the time except when stated otherwise.

Burst Dice Your burst dice represent the additional force you lay behind your weapon bursts. Whenever you use a burst ability you can deal additional damage equal to your burst dice. The damage type is determined by the weapon you are wielding except when stated otherwise. Starting at 2nd level your burst dice equals a d6. It increases to a d8 at 9th level, to a d10 at 13th level and to a d12 at 17th level.

Saving Throws Some weapon bursts require your target to make a saving throw to resist the burst's effects. The saving throw DC is calculated as follows:

Burst's Save DC = 8 + Your proficiency bonus + Your Strength or Dexterity modifier (Your choice)

Adrenalin Burst

Starting at 2nd level you gain a limited well of innate fury that you can draw from to shrug off harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your warrior level, additionally you gain maximum adrenalin points. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level you can use this feature twice between rests but only once per turn.

Warriors Sprint

Starting at 3rd level you can maneuver over the battlefield with unmatched speed and skill. Your movement speed can not be reduced or set to 0 except when you become restrained or fall unconscious.

Combat Specialization

Starting at 3rd level you can specialize your martial prowess in a unique manner. You can choose between the unrivaled force of the berserker, the cunning tactics of the warlord or the antimagical techniques of the spellbreaker.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th 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.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class.

Peak Performance

Starting at 6th level you managed to become adept in any physical activity. You can add your constitution modifier to any strength or dexterity ability check you make. Additionally you can double your standing and running long and high jump distance.

Combat Specialization Feature

At 7th level you gain a feature from your combat Specialization you chose at 3rd level.

Ability Score Improvement

When you reach 8th 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.

Burst Dice Increase (1d8)

At 9th level your burst dice increases to 1d8.

Indomitable Might

Beginning at 10th level, you can reroll the result of a saving throw once. You can use this feature after your first dice roll, but before you know its outcome. You may choose which result you use for the saving throw. Once you've used this feature, you can't use it again until you finish a long rest or until you spend 3 adrenalin points to regain one additional use of this feature.

Extra Attack (2)

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

Ability Score Improvement

When you reach 12th 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.

Burst Dice Increase (1d10)

At 13th level your burst dice increases to 1d10

Improved Adrenalin Burst

At 14th level your Adrenalin Burst feature can now be used twice between rests,but only once per turn and when you use it you can remove one of the following negative effects: Blinded, Charmed, Deafened, Frightenend, Paralyzed, Poisoned or Stunned.

Combat Specialization Feature

At 15th level you gain a feature from your combat Specialization you chose at 3rd level.

Ability Score Improvement

When you reach 16th 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.

Burst Dice Increase (1d12)

At 17th level your burst dice increases to 1d12

Improved Action Surge

At 18th level you can now use action surge twice before a rest but only once per turn. When you use it you gain both an additional action and a bonus action.

Ability Score Improvement

When you reach 19th 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.

Combat Specialization Feature

At 20th level you gain a feature from your combat Specialization you chose at 3rd level.

Combat Specializations:


Berserker

Berserkers are the most feared and savage warriors on the battlefield. They channel their inner fury to enter a primal rage to bring fiery destruction against their foes and fuel their battle thrill until no one is left standing.

Primal Rage

Starting at 3rd level you can enter a primal rage that provides you with a furious aura of heat and destruction. As a bonus action you can enter a state of pure battle ferocity. Once at the end of each of your turns after you have entered your rage you have to spend one adrenalin point to keep your rage going.

  • You have advantage on Strength checks and Strength saving throws.
  • Once per turn whenever you hit with a weapon attack using Strength, you deal aditional damage equal to your burst dice
  • Whenever you deal bonus damage provided by a burst dice it is considered fire damage and your weapon attacks are considered magical for the purpose of overcoming resistances
  • You have resistance against bludgeoning, piercing, slashing and fire damage.
  • You shed bright light in a 10 foot radius and dim light for additional 10 feet
  • Any enemy grappled by you takes fire damage equal to your burst dice at the start of their turn
  • You gain access to primal weapon bursts (The list of primal bursts can be found in the weapon burst list under the section "Primal Bursts")

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, or if you are unable to spend an adrenalin point to maintain your rage. You can also end your rage on your turn as a Bonus Action. If your rage ends you lose all your adrenalin points.

You can rage a number of times equal to your proficiency bonus and you regain all uses when you finish a long rest. Starting at level 20 you can rage an unlimited amount of times and your rage does no longer require an adrenalin expendeture to maintain it.

Savage Instinct

By 7th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Dead or Alive

Starting at 15th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Eternal Champion

At 20th level, you embody the power of pure fury. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Your rage now lasts indefinetly and does no longer require an adrenalin cost. You are also no longer limited in the amount of rages you can use per long rest.





Warlord

Warlords are born for battle and leadership. They bring order and tactics into the battle. With inspiring banners and cunning maneuvers they lead their allies to victory and bring demoralization and defeat towards their foes.

Tactics of War

Battle Commands Starting at 3rd level you can increase your weapon burst roster with new battle commands that not only can benefit you but also your allies. You can use a commands only once per turn. The list of Battle Commands can be found in the weapon burst list under the section "Battle Commands". Commands are always considered weapon bursts but not all weapon bursts are considered commands.

Versatile Techniques

Also at 3rd level you gain the ability to adopt any fighting style on the fly. As a bonus action on your turn you can enter a combat stance that emulates one of the fighting styles you could choose from at 2nd level. If a certain fighting style has any requirements they have to be met before you can enter that stance. You cannot gain the benefits of a fighting style twice.

Battle Standards

Starting at 7th level you can inspire allies on the battlefield with a battle standard representing your battle prowess. You can build a battlestandard with a time investment of 8 hours of crafting and a material cost of 200 gold. If your battlestandard gets destroyed you have to rebuilt it or buy a new one to regain its benefits. As long as you carry your battle standard on your back or wield it as a weapon you and all allies within 10 feet of you gain the following benefits:

On initiative roll you grant yourself and all of your affected allies advantage on one type of saving throw of your choosing. This benefit lasts until the combat is resolved and initiative order ends.

Additionally all affected allies gain the benefits of all fighting styles you currently benefit from. An ally cannot benefit from the same fighting style twice.

The radius of this effect increases to 30 feet when you reach 18th level.

Roaring Reveille

Starting at 15th level you can rally your allies and motivate them to fight past their injuries. Whenever you use your Adrenalin Burst feature any ally within 60 feet of you that can see and hear you and is conscious regains hit points equal to one of your burst dice plus your warrior level. You and any ally that regained hit points this way have advantage on all saving throws and attack rolls until the start of your next turn.

God of War

Starting at 20th level you have become the ultimate symbol of battle prowess.

You are unaffected by silence and your voice can be heard three times as far. You and all your allies affected by your battle standard have resistance againts bludgeoning, piercing and slashing damage. Whenever you or an ally within range of your battle standard fail a saving throw you can use your reaction to change the failure into a success instead.









Spellbreaker

Spellbreakers train their whole life to master martial arts specifically tailored to defend against the arcane. Able to fully block magical energies or strike at the very fabric of magic to strip it from their foes.

Spell Casting

Starting at 3rd level you can increase you roster of burst abilities with the arts of spellbreaking. Spellbreaker spells focus on mitigating damage and detecting danger.

Preparing and Casting Spells The Spellbreaker table shows how many spell slots you have to cast your spellbreaker spells. To cast one of your spellbreaker spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spellbreaker spells that are available for you to cast, choosing from the spellbreaker spell list. When you do so, choose a number of spellbreaker spells equal to your Intelligence modifier + half your spellbreaker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level spellbreaker, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell absorb elements, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spellbreaker spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Flexible Casting If able you can also use adrenalin points instead of spell slots to cast spells. The amount of adrenalin points you spend have to be equal or higher the spells level you want to cast. Any spell you cast using adrenalin is considered at an equal spell level as the amount of points you spend to cast it. Further, it is possible to fuel your battle trance with your arcane prowess. Once per turn you can spend a spell slot of any to regain an equal amount of adrenalin points to the level of the spell slot spent.

Ritual Casting You can cast a spellbreaker spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Ability Intelligence is your spellcasting ability for your spellbreaker spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellbreaker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Casting Focus You can either use a weapon or a shield as an arcane spell casting focus for your spellbreaker spells.








Spellbreaker Table

Level 1st 2nd 3rd 4th 5th
3rd 3
4th 3
5th 4 2
6th 4 2
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 3
12th 4 3 3
13th 4 3 3 1
14th 4 3 3 1
15th 4 3 3 2
16th 4 3 3 2
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Full Counter

Also at 3rd level, you can use your reaction to deflect spells when you are hit by a spell attack. When you do so, the damage you take from the attack is reduced by 2 burst dice + your Intelligence modifier + your warrior level.

If you reduce the damage to 0, you can catch the spell if you either have one hand free or carrying a magical focus to contain the spell. If you catch a spell in this way, you can spend 1 adrenalin point to cast the captured spell as part of the same reaction. I you cast a spell of 1st level or higher this way it does not require a spell slot or any spell components to cast and is considered a spellbreaker spell for you.

Also if you are forced by a spell to make a saving throw that targets you specifically as a target and you succeed on that saving throw you can use your reaction to choose a different creature within the spells range to be affetced by this spell as if it would been cast by you instead. This spell is considered a spellbreaker spell if you cast it this way and uses your spell save DC. You do not require spell slots or any spell components to cast a spell with this reaction.

Featherfoot Grace

Starting at 7th level you become adept in evading spells and magical effects. When you are subjected to a magical effect or spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sight Beyond Sight

Starting 15th level you can see beyond any magical concealmens. You are constantly under the effects of the the True Seeing spell. This ability is considered innate and cannot be dispelled by any means, not even by an antimagical field.

Winds of Disenchantment

At level 20 you mastered the antimagical techniques and you can summon billowing disenchanting winds that extinguish any magical source within its range. As an action on your turn you can cast the Antimagic Field spell without any components. The field lasts for 1 minute if you cast it in this way. Additionally any creature you designate considers the area within the field and additional 10 feet outside the field difficult terrain. The 10 feet perimeter outside the field is considered under the effects of strong winds which disperse any fog, smoke or other gases. Small or smaller flying creatures or objects can't pass through this wind. Loose, lightweight materials brought into the wind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through the wind.

After you used this ability you cannot use it again until you finished a long rest.