Warrior

Warriors use sheer will and determination to survive. To a warrior, fighting needn’t be full of fancy tricks. It all comes down to one simple truth: The person standing last wins. Through perpetual violence, warriors learn the value of persistence. Naturally resistant to physical attacks, they wade into combat, shrugging off the blows of most weapons. They’re hardy combatants, shrugging off concerns like fatigue and hunger.

Class Feature

As a warrior, you gain the following class 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: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Nature, Religion, Perception, and Survival

Equipment

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

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins
The Warrior Table
Level Proficiency Bonus Features
1st +2 Tenacity, Unarmored Defense
2nd +2 Reckless Attack, Danger Sense
3rd +2 Warrior Path
4th +2 Ability Score Improvement
5th +3 Extra Attack, Brutality
6th +3 Path Feature
7th +3 Instinctive Reflexes
8th +3 Ability Score Improvement
9th +4 Brutal Critical (1 die)
10th +4 Path Feature
11th +4 Uncanny Vigor
12th +4 Ability Score Improvement
13th +5 Brutal Critical (2 dice)
14th +5 Path Feature
15th +5 Healing Surge
16th +5 Ability Score Improvement
17th +6 Brutal Critical (3 dice)
18th +6 Indomitable Might
19th +6 Ability Score Improvement
20th +6 Primal Champion

Tenacity

Warriors often live in the wilds, far from the comforts of civilization. You have incredible stamina as a result. You have resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons. You also have advantage on saving throws made to resist exhaustion. Furthermore, you may add your proficiency bonus to your Constitution Modifier when determining the amount of time you can go without food, water, or air.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Warrior Path

At 3rd level, you choose a path that shapes the nature of your experience. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Brutality

When you reach 5th level, you learn to effectively channel your instincts to improve your prowess in combat. You may add your proficiency bonus to damage rolls made with all melee attacks and thrown weapon attacks. Additionally, as a bonus action, you can move up to your speed toward a hostile creature you can see.

Instinctive Reflexes

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Furthermore, you may take a number of reactions per turn equal to your Wisdom modifier (minimum 1).

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Uncanny Vigor

By the time you reach 11th level, your physical form has become almost supernaturally resistant to punishment. You have advantage on saving throws to resist poisons, petrification, and disease. You also have advantage on death saving throws. Additionally, if you are reduced to 0 hit points but not killed outright, you may make a DC 10 Constitution saving throw. If you succeed you drop to 1 hit point instead. Once you use this feature in this fashion, you may not do so again until you finish a short or long rest.

Healing Surge

When you reach 15th level you are able to shrug off all but the mightiest of blows. As a bonus action on your turn, you may spend a number of hit dice up to your Constitution modifier (minimum 1). If you do, you may roll those dice and regain a number of hit points equal to the result, up to your hit point maximum. Once you use this feature you may not do so again until you finish a short or long rest. Hit dice spent through the use of this feature are regained normally.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Warrior Paths

The Path of Steel

Warriors who embrace the path of steel train in a favored style of combat to maximize their lethality against powerful foes. Like the steel of their weapons, these warriors are forged in fire and ice, and gain resistance to the elements as they grow in power. A path of steel warrior is a terrible sight to behold on the battlefield, and the strongest among them can inspire their allies to shrug off otherwise deadly blows through determination and unbreakable will.

Fighting Style

Starting when you choose this path at 3rd level, you can choose one of these options from the Fighting Style class feature.

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.

Two-Weapon Fighting

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

Forged in Fire and Ice

Upon reaching 3rd level you fight with primal ferocity and become like tempered steel. As a reaction you may gain resistance to fire and cold damage until the end of the current turn. You may use this feature a number of times equal to your Warrior level.

Unbreakable Will

Beginning at 6th level, you can’t easily be poisoned or stunned. If you are poisoned when you use your Forged in Fire and Ice feature, you cure the effect. When you gain the stunned condition, you may use your Forged in Fire and Ice feature to cure the condition.

Infectious Fortitude

Beginning at 10th level, you can use a bonus action to bolster your allies with your resolve as a warrior. When you do so, choose up to six creatures that you can see within 30 feet of you. If the creatures can see or hear you, they gain the benefit of all of your damage resistances until the end of your next turn.

Once you have used this feature you can’t do so again until you complete a long rest.

Hammer of Rage

Starting at 14th level, when you make a melee weapon attack using your fighting style, you deal an additional damage die of the weapon’s type.

The Path of Karma

Warriors give as much as the take. Warriors from the path of Karma do so literally, punishing foes who would dare attack them. As they gain experience, their vengeance spreads to their entire party, making any attacker rethink their decision.

Karmic Retaliation

The worst thing an enemy can do is not finish off a warrior. Beginning at 3rd level, when you reduce damage through tenacity, you may use your reaction to move up to your movement speed and make an attack.

You may use this feature a number of times equal to your Constitution modifier and regain the ability to do so when you complete a long rest.

Karmic Health

Beginning at 6th level, you can transform harm into health. When a creature you can see (including yourself) takes damage, you can use your reaction to inspire that creature, giving them 1d12 + warrior level temporary hit points.

You can use this feature once and regain the ability to do so when you complete a long rest.

Enemy’s Regret

Starting at 10th level When you survive damage from an attack roll, you can use your reaction to turn the full damage back to the attacker. You prevent no damage to yourself, but the attacker takes the full damage of the attack as well, subject to their normal resistances and immunities.

You may use this feature once and regain the ability to do so when you complete a long rest.

Masochism

Upon reaching 14th level, any damage you can see, you can feel. When anyone you can see within 60 feet of you takes damage, you can choose to take the damage in their stead. This prevents the damage to them, and deals it to you. You may use your karmic Warrior abilities against the attacker as if they had targeted you with the initial attack.

You can use this feature once and regain the ability to do so when you complete a long rest.

Path of the Overwhelming Blade

Sometimes, the best way to survive is to make sure your enemy dies quickly. Warriors who follow the path of the overwhelming blade put their efforts into strong singular swings that can take down all but the hardiest of foes.

Overwhelm

Sometimes, the answer is to hit them harder. At 3rd level, you can launch an overwhelming attack that achieves a critical hit on a roll from 19-20.

Critical Revenge

At 6th level, you can turn a critical hit to your advantage. Your next weapon attack after you are hit with a critical attack is a guaranteed critical hit assuming it hits.

Aggressive Charisma

Even the most combat focused warrior has to engage with society from time to time. At 10th level, gain proficiency in Intimidation or Persuasion.

Lucky Streak

At 14th level, when both of your attacks in a turn are critical hits, you gain a 3rd attack that is automatically a critical hit assuming it hits.

Path of the Earthshaker

Some warriors are so ferocious, even the land bends in their wake. With every swing of their weapon, they mold the land that they walk on. With every step, they create shockwaves that ripple though the land.

Earthen Warrior

Beginning at 3rd level, you become one with the land. You can also attack with such force that you cause a tremor. When you attack, each creature other than you, within 10 feet must make a dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

You may use this feature a number of times equal to half your warrior level between long rests.

Resilient

At 6th level, you gain resistance to poison damage. You also gain proficiency in Survival checks.

Earthen Paladin

Starting at 10th level, you can expend two uses of your earthen warrior feature to cause a nonmagical wall of stone to erupt from the earth where you attack. The wall can be up to 20 ft. high and 60 ft. long and 6 inches thick. It can be a straight wall or a ringed wall. Any creature standing where the wall spawns must make a Dexterity saving throw. On a failed save, they suffer 2d8 bludgeoning damage and are pushed in a direction chosen by you. On a successful save they take no damage and may choose which direction they are pushed in.

Avatar

At 14th level, you become an Avatar of Stone, gaining the following benefits:

  • You can use your bonus action to create a small quake on the ground in a 5-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. This feature lasts for a number of rounds equal to your Wisdom Modifier.

You can use this feature once before needing a Long rest.

Warrior Multiclassing

Multiclassing information for adding the warrior class is detailed below.

Warrior Multiclassing Prerequisites

Warrior Multiclassing Proficiencies

Proficiencies Gained: Light armor, Medium armor, shield, Simple weapons, Martial weapons

Section 15: Copyright Notice

Class Collection © 2021 Chaz Callendar and Travis Legge

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