Warrior

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Warrior
Warrior
SubclassesKnight, Barbarian
PlaystyleTank, Melee Combat, Threat Control, Heavy Armor
Primary skillsAthletics, Endurance
Starting weaponsShortsword (Off 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 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
Unbowed Initiate You are hardier than most. You can endure blows that would stagger others and keep fighting.
Bloodborn Initiate You have a natural resistance to the elements. Fire, frost, and storm deal less damage to you than they would to others.
Pack Mule Initiate You can carry far more weight than your frame would suggest. Heavy armor, large weapons, and extra supplies barely slow you down.
Master of Arms 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.
Intimidating Glare 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
Iron Will Novice Permanently enhances Constitution by 2.
Certain Strike 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.
Dualist 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.
Armored Basher 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.
Commanding Presence 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.
Severing 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.
Shield Throw 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.
Interpose 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.
Riposte 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.
Guardian 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.
Bastion 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.
Second Wind 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
Savage Strength Novice Permanently enhances Strength by 2.
Bear Skin Novice Grants armor and evasion while unarmored. Both values scale upward as you gain levels.
Skull Cracker 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.
Combat Grab 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.
Aftershock 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.
Come and Get Me 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.
Blood for Blood Expert Kill an enemy while raging. Heal 1d10 + Constitution modifier health via Blood for Blood. The kill also renews your Rage, extending its duration.
Stay Down 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.
Out of Room 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.
Rage 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.
Colossal Grip 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.
Unbroken Rage 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.