Warrior

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Warrior
Warrior
SubclassesKnight, Barbarian
PlaystyleTank, Melee Combat, Threat Control, Heavy Armor
Primary skillsAthletics
Starting weaponsShortsword (Main Hand)
Buckler (Off Hand)
Starting attributesSTR 14 · DEX 11 · CON 13
INT 8 · WIS 10 · CHA 10

Warrior is one of the seven classes: trained warrior skilled in combat and defensive tactics.

Progression

Level Unlock
1 Master of Arms (granted) · Initiate feat choice
2 Subclass base feat. Barbarian: Rage / Knight: Guardian
3 Intimidating Glare (granted) · Novice feat choice
4 Attribute improvement
5 Subclass base feat. Barbarian: Colossal Grip / Knight: Bastion
6 Apprentice feat choice
7 Subclass base feat. Knight: Second Wind / Barbarian: Unbroken Rage
8 Attribute improvement
9 Adept feat choice
12 Expert feat choice · Attribute improvement
14 Master feat choice
16 Attribute improvement
18 Grandmaster feat choice
19 Attribute improvement
20 Legend feat choice

Class feats

Feat Tier Activation Effect
Unbowed Initiate Always active. Your maximum health increases by 3.
Bloodborn Initiate Always active. Your fire, frost, and storm resistance each increase by 1.
Pack Mule Initiate Always active. Your carrying capacity increases by 15 pounds.
Master of Arms Granted Always active when wielding qualifying weapons or a shield. You can wield any one-handed weapon in either hand, including weapons that are not light. Shield bashes deal 1 + Strength modifier Blunt.
Intimidating Glare Granted Use a look or gesture to make an Intimidation check, in or out of combat. You do not need to share the target's language. Use the feat on a successful Intimidation check to force a Wisdom save against DC 12. On failure, the target is Frightened for 30 seconds, taking -2 Strength and -2 Dexterity.

Subclass: Knight

The armored protector.

Feat Tier Activation Effect
Iron Will Novice Always active. Your Constitution increases by 2.
Certain Strike Novice Miss with a melee attack. Deal Strength modifier (minimum 1) Slash through Grazing Strike.
Duelist Novice Wield one one-handed weapon with an empty offhand. Melee attacks roll with advantage and double your critical chance. You can parry physical attacks; a parried blow deals no damage. Parry chance scales with level.
Armored Basher Apprentice Attack with a shield equipped in your main hand. Your shield bash deals shield ARMOR + Strength modifier Blunt.
Commanding Presence Apprentice Issue a command. Once per long rest. Every active party member in the scene, including you, gains Commanding Opening. Their next attack within 5 minutes rolls with advantage and spends the benefit.
Severing Apprentice Melee critical hits always trigger it. Regular melee hits trigger it on normal or elite enemies below 50% health. Deals Severing Cut damage (scales with level). The target then makes a Constitution save (DC 13 + your Strength or Dexterity modifier, whichever is higher). Failed: Severed Limb (-2 Dexterity, -10 ft movement until treated) and Severed Tendon for 4 rounds. Saved: Severed Tendon for 2 rounds.
Shield Throw Adept Use while wielding a shield. Make a ranged shield attack against up to 3 enemies within 30 feet. Each takes shield ARMOR + Strength modifier Blunt. The shield returns to your grip.
Interpose Adept A hit would drop a party member in your scene to 0 health. Requires sword-and-shield or a one-handed weapon with Duelist. Once per fight. Take the hit instead of the party member. Halve the redirected damage, then apply your armor, block, and parry to the remaining damage.
Riposte Adept You dodge, block or parry an enemy melee attack. Counter with a full main-hand strike. Once per round. Parry ripostes roll critical chance with advantage.
Guardian Granted Always active. Blocking requires a shield. Gain a passive armor bonus that increases with character level. While wielding a shield, you can partially block incoming attacks. Your block chance also improves with level.
Bastion Granted While you wield a shield. Party members in your scene gain Bastion, increasing their armor based on your character level. The benefit refreshes each turn while the shield remains equipped.
Second Wind Granted Enter the dying state at 0 or negative health. Once per long rest. Gain Second Wind, immediately restoring 1d12 + your Constitution modifier health. This triggers on dying, not on a hit that kills you outright. It recharges after a long rest.

Subclass: Barbarian

The furious berserker.

Feat Tier Activation Effect
Savage Strength Novice Always active. Your Strength increases by 2.
Bear Skin Novice While you are not wearing armor. Gain armor and evasion bonuses that increase with your character level.
Skull Cracker Novice Critically hit with a blunt weapon. The target must not already have Cracked Skull. The target makes a Constitution save against DC 13 + your Strength modifier. On failure, apply Skull-Cracked for 12 seconds and a permanent Cracked Skull penalty of -2 Intelligence. Each target can be affected only once.
Combat Grab Apprentice Land a melee hit while you have a free hand. Apply Grappled for up to 24 seconds with no initial save. The target cannot move and makes a Strength save against DC 13 every 6 seconds, ending the grapple on success.
Aftershock Apprentice Land a hit with a blunt weapon. You have a 50% chance to apply Rattled for 30 seconds, giving the target -20 ACCURACY, -20 evasion, and -10 feet movement.
Come and Get Me Apprentice Drop below 25% health in combat. Once per long rest. Gain Bloodied Fury, granting advantage on all attacks and +5% critical hit chance. It lasts up to six turns and ends when the fight quiets.
Blood for Blood Adept Kill an enemy while raging. Gain Blood for Blood, restoring 1d10 + your Constitution modifier health. The kill also renews Rage's duration.
Stay Down Adept Hit an enemy that is stunned, prone, or grappled. Your strike deals 50% more Damage. Each hit extends stun by 6 seconds and prone or grapple by 12 seconds.
Out of Room Adept Miss with a melee attack. Gain +30 ACCURACY per miss, stacking up to 5 times for 5 minutes. Landing a strike consumes all stacks.
Rage Granted Activate Rage. Uses per long rest equal your proficiency bonus, becoming unlimited at character level 20. Gain Rage, increasing melee damage and halving incoming physical damage. Nearby enemies are intimidated. Rage ends when combat ends, after 12 turns, after 3 quiet turns, or when you deactivate it. Its damage bonus increases with character level.
Colossal Grip Granted Wield a two-handed weapon in one hand while the other hand is occupied. You can wield a two-handed weapon in each hand. When used one-handed, these weapons are easier to dodge: the defender gains 210 evasion for this attack calculation, your ACCURACY counts at half value, and its dodge chance cannot fall below 10%. You take -40 evasion. Increasing ACCURACY or reducing the target's evasion can reduce the penalty toward that minimum.
Unbroken Rage Granted A hit would reduce you to 0 health while raging. Once per rage. Remain at 1 health instead. This protection resets when you enter a new rage.


Warrior feats
Warrior Unbowed · Bloodborn · Pack Mule · Master of Arms · Intimidating Glare
Knight Iron Will · Certain Strike · Duelist · Armored Basher · Commanding Presence · Severing · Shield Throw · Interpose · Riposte · Guardian · Bastion · Second Wind
Barbarian Savage Strength · Bear Skin · Skull Cracker · Combat Grab · Aftershock · Come and Get Me · Blood for Blood · Stay Down · Out of Room · Rage · Colossal Grip · Unbroken Rage
This page is generated from game data as of Alpha 0.0.32. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.