Warrior
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Warrior
| Subclasses | Knight, Barbarian |
|---|---|
| Playstyle | Tank, Melee Combat, Threat Control, Heavy Armor |
| Primary skills | Athletics, Endurance |
| Starting weapons | Shortsword (Off Hand) Buckler (Off Hand) |
| Starting attributes | STR 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 | Adept feat choice |
| 7 | Subclass base feat. Knight: Second Wind / Barbarian: Unbroken Rage |
| 8 | Attribute improvement |
| 9 | Expert feat choice |
| 12 | Attribute improvement |
| 14 | Master feat choice |
| 16 | Attribute improvement |
| 18 | Legendary feat choice |
| 19 | Attribute improvement |
| 20 | Mythic feat choice |
Class feats
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Initiate | You are hardier than most. You can endure blows that would stagger others and keep fighting. | ||
| Initiate | You have a natural resistance to the elements. Fire, frost, and storm deal less damage to you than they would to others. | ||
| Initiate | You can carry far more weight than your frame would suggest. Heavy armor, large weapons, and extra supplies barely slow you down. | ||
| Granted | You can dual-wield any one-handed weapon, off-hand included (not just light ones), and turn a shield into a weapon with a shield bash that strikes for a flat 1 plus the Strength modifier. | ||
| Granted | You use a look or gesture to make an Intimidation check in a social or combat situation. | You can intimidate creatures without sharing a language. Spend on a successful Intimidation check against a target to force a Wisdom save (DC 12) or leave them Frightened for 30 seconds, weaker and clumsier (-2 Strength, -2 Dexterity). |
Subclass: Knight

The armored protector.
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Novice | Permanently enhances Constitution by 2. | ||
| Novice | You make a melee attack that misses its target. | On a missed melee attack, deal damage equal to your Strength modifier (minimum 1). Apply a Grazing Strike damage effect. | |
| Novice | You attack while wielding a one-handed weapon with an empty off-hand. | Attacks made while wielding a single one-handed weapon with an empty off-hand gain advantage. Your critical hit chance is doubled. | |
| Adept | You can equip a shield in your main hand as a weapon. Shield bash deals the shield's armor value plus your Strength modifier as blunt damage. | ||
| Adept | You issue a command. Once per long rest. | All active party members in the scene, including you, gain Commanding Opening. Their next attack within the next few minutes has advantage. Recharges after a long rest. | |
| Adept | You land a melee hit on a normal enemy below 50% health. Does not affect elite or boss enemies. | On a melee hit against a normal enemy below 50% health, the target makes a Constitution saving throw (DC 14). On failure, apply Severed Limb: -2 Dexterity, -10 ft movement until treated. Elite and boss enemies are immune. | |
| Expert | Declare it while wielding a shield. | Hurl your shield as a ranged attack. Strikes up to 3 enemies within 30 feet for the shield's armor value plus your Strength modifier as blunt damage each. The shield returns to your grip. | |
| Expert | A hit would drop a party member in your scene to 0 health. Requires sword-and-shield or one-handed with Dualist. Once per fight. | You take the killing hit instead. The redirected damage is halved. Your armor, block, and parry apply to the remaining damage. Once per fight. | |
| Expert | An enemy melee attack misses you, is blocked by your shield, or is parried. Once per round. | Immediately counter with a full main-hand strike. The counter-attack can score critical hits normally. Once per round. | |
| Granted | Gain a standing armor bonus that increases with level. While wielding a shield, you can partially block incoming attacks. Block chance improves as you level. | ||
| Granted | While wielding a shield, all party members in the scene gain Bastion, a standing armor bonus that scales with your level. Refreshed every turn the shield remains equipped. | ||
| Granted | You fall below 0 health. Once per long rest. | When you drop to 0 health, immediately heal for 1d12 + Constitution modifier health. Applies Second Wind. Recharges after a long rest. |
Subclass: Barbarian

The furious berserker.
| Feat | Tier | Activation | Effect |
|---|---|---|---|
| Novice | Permanently enhances Strength by 2. | ||
| Novice | Grants armor and evasion while unarmored. Both values scale upward as you gain levels. | ||
| Novice | Land a critical hit with a blunt weapon. Target must not already have Cracked Skull. | Target makes a Constitution saving throw (DC 13 + your Strength modifier). On failure, apply Skull-Cracked (stunned for 12 seconds) and a permanent Cracked Skull penalty of -2 Intelligence. Only applies once per target. | |
| Adept | Land a melee strike with a free hand. | Automatically applies Grappled on hit. Target cannot move. Target repeats a Strength saving throw (DC 13) every few seconds to break free. | |
| Adept | Land a hit with a blunt weapon. | 50% chance on hit to apply Rattled: -20 ACCURACY, -20 evasion, -10 ft movement for 30 seconds. | |
| Adept | Drop below 25% health in combat. Once per long rest. | Apply Bloodied Fury for six turns or until the fight ends. Grants advantage on all attacks and increased critical hit chance. Recharges on a long rest. | |
| Expert | Kill an enemy while raging. | Heal 1d10 + Constitution modifier health via Blood for Blood. The kill also renews your Rage, extending its duration. | |
| Expert | Strike a stunned, prone, or grappled enemy. | Strikes against stunned, prone, or grappled enemies deal 50% more damage. Each hit extends stuns by 6 seconds, and prone or grappled states by 12 seconds. | |
| Expert | One of your melee attacks misses. | Each melee miss grants +30 ACCURACY, stacking up to 5 times, lasting 5 minutes. Landing a strike consumes all stacks at once. | |
| Granted | Declare to activate. Uses per long rest equal to proficiency bonus (unlimited at level 20). | Apply Rage. Increases melee damage, reduces incoming physical damage by 50%, and intimidates nearby enemies. Lasts while fighting continues. Ends when combat quiets, after prolonged fighting, or when you choose to drop it. Recharges on a long rest. | |
| Granted | While wielding a two-handed weapon one-handed with the other hand occupied. | Wield a two-handed weapon in each hand. One-handed swings apply a wild-swing contest: defenders gain +210 virtual evasion, your ACCURACY counts at 50% effectiveness, and the target's dodge chance never drops below 10%. You suffer -40 evasion while fighting this way. Accuracy stacking and debuffing the target's evasion can reduce the penalty toward the floor. | |
| Granted | While raging, the first hit that would reduce you to 0 health leaves you at 1 health instead. Resets when you enter a new rage. |
| Warrior feats | |
|---|---|
| Warrior | Unbowed · Bloodborn · Pack Mule · Master of Arms · Intimidating Glare |
| Knight | Iron Will · Certain Strike · Dualist · 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 0.0.30a. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.