Warrior
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Warrior
| Subclasses | Knight, Barbarian |
|---|---|
| Playstyle | Tank, Melee Combat, Threat Control, Heavy Armor |
| Primary skills | Athletics |
| Starting weapons | Shortsword (Main 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 | 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 |
|---|---|---|---|
| Initiate | Always active. | Your maximum health increases by 3. | |
| Initiate | Always active. | Your fire, frost, and storm resistance each increase by 1. | |
| Initiate | Always active. | Your carrying capacity increases by 15 pounds. | |
| 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. | |
| 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 |
|---|---|---|---|
| Novice | Always active. | Your Constitution increases by 2. | |
| Novice | Miss with a melee attack. | Deal Strength modifier (minimum 1) Slash through Grazing Strike. | |
| 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. | |
| Apprentice | Attack with a shield equipped in your main hand. | Your shield bash deals shield ARMOR + Strength modifier Blunt. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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 |
|---|---|---|---|
| Novice | Always active. | Your Strength increases by 2. | |
| Novice | While you are not wearing armor. | Gain armor and evasion bonuses that increase with your character level. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| Adept | Kill an enemy while raging. | Gain Blood for Blood, restoring 1d10 + your Constitution modifier health. The kill also renews Rage's duration. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| 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.