Noxian Warrior
Hit Points
Hit Dice: d10 per Noxian Warrior level
Hit Points at first Level: 10+ Your Constitution Modifier
Hit Points at Higher Levels: 1d10(or 6)+ your Constitution modifier per Noxian Warrior level after the 1st.
Proficiences
Armor: All armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: None.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Stealth, Survival.
Overview & Creation
The Noxian are a mysterious bunch that many are unsure how they came about. These odd magical warriors harness a chaotic force called Noxea. Unlike typical casting abilities, Noxea is not something naturally channeled by any humanoid species as far is known. The only practical solution would be experimentation. It is assumed that unwilling experimentation is subjected on those wielding Noxian powers. There isn't much known about who is behind these creations, but the assumption is that the purpose of their creation is nefarious. Nevertheless, the world has found a use for these lost warriors as members of their armies. Those with high control of their Noxian abilities make for astounding warriors out in the field, perfect in the prospect of war and protection.
In many occasions, Noxian Warriors are completely unknown to themselves as they are unaware of the nature of the experimentation done to them. Amateur Noxian Warriors have difficulty controlling their power, which will escape from them and devour entire towns before they realize they are the source. This is what is thought to be their purpose and creation, individuals acting as destructive, living bombs in the service of a secret foe.
Chaotic Magic
Noxea is a chaotic and destructive force that seeks out to destroy and inspires entropy wherever it goes. It is also extremely powerful when harnessed appropriately, thus why Noxian Warriors are created. Their impact is a profound one. It takes certain specimens to hold the Noxian force. They must be disciplined and hold a level of control that they wield over the destructive forces and impulses within them. If they are not, then the Noxea is more likely to destroy the surroundings of the warrior, and possibly even tear apart the warrior. Because of this, more advanced Noxian Warriors can come off as rigid and controlled. They are leery to building relationships, not out of a lack of trust for them, but at a fear their chaotic powers will destroy others they care about inadvertently.
Being a Noxian Warrior
Remember that Noxian Warriors have some experience being experimented that tend to provide some level of trauma for them. Additionally, those scarring memories can tend to be fuzzy at best, barely able to describe the experience. All they know is that they were subject to those experiments. If an early leveled player, you are likely someone who is unfamiliar with this power or completely unaware of it until intense emotions bring it about. They are more likely to surface during an argument or in the midst of intense battle in unpredictable ways. Early Noxian Warrios can still struggle with harnessing the power and are still shocked or even alarmed by its presence.
Noxian’s aren’t typically recruited by their experimenters until they portray a level of control. Because of this, Noxian Warriors don’t tend to show typical fighting personas. Rather, their past and self-distrust lead to a more detached and reclusive demeanor. Noxian Warriors are loners and withdrawn. They’re more likely to get along with a common street urchin than a soldier. As a matter of fact, before recruited into service, Noxian Warriors who harness their power normally do so because some other wayward soul or group takes them in and help them control their abilities.
There are several things to consider as you move forward, what few memories do you have of your experimentation experience? If you are a level one, are you aware of you power or has it yet to manifest? If you are aware, are you open about it or do you still try to keep it a secret?
Despite any efforts they may have, the Noxea does have an impact on these wayward souls. Due to this, regardless of race values, a Noxian will lend towards chaotic tendencies. While they may not be full on chaotic at the start, they will almost never be lawful and will grow towards chaotic tendencies over time. They can be good, neutral, or evil as their intentions aren't usually considered as much as their benefit.
Class Features
Chaotic Spellcasting Control
At level 1, these individuals have little to no control over the Noxian Force, but this does not stop the force from trying to act through these individuals. If they have taken any damage or during times when a Noxian Warrior is experiencing intense emotions, they will need to make a constitution save at the start of their turn. If they fail, then the Noxian Force has overwhelmed them and will manifest itself through them. If the constitution save is a critical fail, then the beast within automatically triggers instead. Roll a d20 and abide by the chart of results as follows below.
Roll |
Effect |
15-20 |
The Noxian Arm takes control of the user and attacks a random individual. |
10-14 |
Cast a Random Cantrip towards a random tarket, if applicable. |
8-10 |
Cast a Random level 1 Spell at a random target, if applicable. |
6-7 |
Cast a random level 2 spell at a random target, if applicable. |
4-5 |
Blast of Noxian Energy shuts of all technology for 1d4+1 turns. |
2-3 |
Noxian Energy consumes and covers the user. Player attacks closest target as a “Noxian Zombie” monster for 1d4+1 rounds. |
1 |
The Beast Within is released for 1d6+1 turns and caster becomes unconscious for that duration. |
There is no control over this effect as a level 1 player. However, as a player levels, they will become better capable of controlling this effect. Starting at level 2, a player may add 1 to the result of their constitution save. At level 5, they may add 2. At level 7 they may add 3. And at level 11 they can add 4. At level 15, they have complete control over their chaotic spellcasting.
Beast Within
The Noxian force within them is like a hungry monster desiring to destroy everything in it’s path. It is a strong force that can overwhelm an amateur Noxian Warrior, sometimes even escaping from them and wreaking havoc. In addition to chaotic spell casting bringing about the Noxian Beast, the beast has a tendency to escape when the guard of the player is down. Whenever taking a long rest or unconscious, roll a D20 and follow the chart below for results depending on appropriate level.
Level |
Roll for No Effect |
Roll for Noxian Zombie |
Roll for Noxian Beast |
1 |
10-20 |
5-9 |
1-4 |
2-4 |
8-20 |
4-7 |
1-3 |
5-6 |
6-20 |
3-5 |
1-2 |
7-10 |
4-20 |
2-3 |
1 |
11-14 |
2-20 |
na |
1 |
15+ |
na |
na |
na |
If you roll Noxian Zombie: then the Noxian Energy has taken over your body. While you will still be unconscious, it will control your moves like a puppet and launch attacks towards nearby objects/people. Use the Noxian Zombie stats to determine Noxian Zombie Information. You remain in this state for 1d4 hours.
If you roll a Noxian Beast: then the Noxian Force has left your containment. Due to the binding of your energies, you cannot wake up while the Noxian Beast is out about and wreaks havoc. The DM will control the Noxian beast and determine its actions for the duration of it’s time out of body. It will remain active outside of your body for 1d4 hours.
Noxian Arm
Starting at level 1, the Noxai within you can be channeled and exuded surrounding one of your arms. It will then serve as a weapon. When it is summoned, it will replace, destroy or expel any weapon currently in grasp, so it is best suited for a free hand. As the Noxian Warrior gains control of his ability, his Noxian Arm will become more powerful and begin to take shapes such as blades. Eventually, a Noxian Warrior will be able to summon a second arm. The Noxian Arm will initially be able to produce 1d4 damage, growing to 1d6 at level 3, 1d8 at level 13, and 1d10 at level 18. At level seven, the second Noxian Arm becomes available. These arms deal necrotic damage. The Noxian Arm must be dropped before the warrior may assume a weapon or cast spells. Despite being a force of magic, the Noxian Arm is treated as physical combat when in use.
Entropic Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can spend 1 Energy Point (EP) to deal necrotic damage to the target in addition to the weapon’s damage. The extra damage is 1d8 necrotic. For each additional EP expended, add an additional 1d8 to a maximum of 5d8. This ability can not be used with a Noxian Arm.
Noxian Health
By 3rd level, the Noxian Force devours any foreign bodies thanks to it’s stronger connection with you. This allows you to be immune to disease.
Warrior’s Path
When you reach 3rd level, you have begun to harness your abilities to understand how you would like to shape them. Now you can decide your future and how you will allow your abilities to shape your life. The paths you may choose are either Path of the True Warrior, Path of the Silent Protector, and Path of the Noxian Champion.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Ability Score Improvement
When you reach the 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Aura of Darkness
The dark Noxian Energy has connected strongly enough with you to recognize enemies and provide a level of protection. Starting at 6th level, when you are a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Aura of Terror
Your aura strike terror in foes but offers a reassurance to allies who fight alongside you. Starting at 10th level, you and allies within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Entropic Smite
By the 11th level, you are so suffused with the Noxian force that all your melee weapon strikes carry Noxian Power with them. Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 radiant damage. If you also use your Entropic Smite Ability with an attack, you can add this damage to the extra damage of your Entropic Smite.
Entropic Touch
Beginning at the 14th level, your Noxian energy can combat it’s rival Erkai energy. You can use your action to use one spell on yourself or one willing creature that you touch so long as it is not produced by Noxian Energy. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended used when you finish a long rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
Spellcasting
By level 2, a Noxian Warrior is starting to become more familiar with their power and starting to manipulate it and control it to the best of their ability. Due to the willpower that they must exert in order to control something so chaotic, Noxian spellcasting is based on the charisma of the caster.
Spell Save DC=8+ your proficiency bonus
Spell Attack Modifier= Your Proficiency Bonus + Your Charisma Modifier
Noxian Spellcasting does not utilize focuses as the body of the caster is the focus. As a matter of fact, most, if not all focuses, would be destroyed by this chaotic form of magic.
Subclass Options
Warrior’s Path
As you reach a certain point in your development, you will have to decide between the various paths and options. There are pretty much three options outlined for the Noxian Warrior. For some, they will take the true warrior’s path and follow the intention of their creation towards the service of war. Some will take the reclusive approach, living into their desire to keep other safe from their darkness. Others will fully embrace the Noxian Force and wish to bring it to it’s limits.
Path of the True Warrior
The path of the true warrior is for those who truly embrace their intended purpose, as weapons in some form of war. Not all of them will necessarily fight for the Union Armada or even Ghost Special Forces, but may take their services to the Guardian Forces. Some very rare and disgruntled warriors will even support the greys within the war. Whatever the case, the abilities will be used in combat in some fashion.
Path of the Warrior Spells
3rd
5th
9th
13th
17th
Shadow Weapon
Starting at level 3, as an action, you can imbue one weapon that you are holding with Noxian Force. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits a dark aura in a 20 foot radius that turns the surrounding area dark and dim 20 feet beyond that. If the weapon is not already magical, it is for the duration of this ability.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, of if you fall unconscious, this effect ends. Use this ability once per short or long rest.
Relentless Fighter
By the 7th level, your strong focus allows you to close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Undying Warrior
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Noxian Avenger
At 20th level, the Noxian Energy can cover your body to create the Noxian Avenger form. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
• Dark Noxian wings sprout from your back and grant you a flying speed of 60 feet.
• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during battle, the creature must succeed on a wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature has advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Path of the Silent Protector
After spending so long as outcasts, these Noxian Warriors have chosen to embrace their reclusively. Nevertheless, they will still use their abilities as needed to protect themselves or other unfortunate folks who may need the assistance. They often function in the underbellies of society either operating on their own or with a secret group or organization.
Path of the Silent Protector Spells
3rd
5th
9th
13th
17th
Turn the Opposing
Starting at level 3, as an action, you create a shadow aura of noxai that surrounds you and fills your eyes with darkness. Enemies within 30 feet of you must make a wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turn trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For it’s action, it can only use the dash action to try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use a dodge action. Use this ability once per short or long rest.
Shadow Veil
Beginning at 7th level, your noxian aura allows you to protect from magic assault. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Nullifying Energy
Starting at 15th level, you have permanent protection from one damage type of your choice from among these: acid, cold, fire, lightning, or other. This will grant your character resistance to the chosen element.
Deterring Form
At level 20, you have mastered the Noxian energy to benefit your protection and ability to protect. Should you choose, you can use the Noxian force to create a deterring form wherein you may grow Noxian spikes or horns, develop course or gray skin, sharpen teeth, or have dark eyes.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
• At the start of each of your turns, you regain 10 hit points.
• Whenever you cast a Noxian Warrior spell that has a casting time of 1 action, you can cast it using a bonus action instead.
• Enemy creatures within 10 feet of you have disadvantage on saving throws against your Noxian Warrior spells and Turn the Opposing.
Once you use this feature you can’t use again until you finish a long rest.
Path of the Noxian Champion
The Noxian Champion has decided to embrace the Noxai within them and explore the power that it might be able to offer them. They don’t necessarily channel such power for any given pause unless it’s something they are passionate about. They play on the fear the Noxian Energy creates in others and play to the strength of the Noxian Aura. This is a true symbiotic relationship. As opposed to the user merely controlling the darkness, he accepts it and allows it to course through him, allowing it to exude freely.
Path of the Noxian Champion Spells
3rd
5th
9th
13th
17th
Inspiring Fear
Starting at level 3, as a bonus action, you can utter threatening words to inspire fear on a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. You can only use this ability once per short or long rest.
Aura of Foresight
Starting at the 7th level, you have a permanent aura of darkness that radiates from around you. Like feelers out and about, they offer you a sense of what is going one even when you can’t physically see it. You have advantage on all surprise attacks and opponents attempting surprise attacks have disadvantage.
Intimidating Entity
Starting at 15th level, the authority which you speak threatening words towards your foe has allowed you greater power over them. When a creature under the effect of your intimidation makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Radiating Darkness
At 20th level, as an action, you can emanate an aura of darkness. For 1 minute, darkness flows from you in a 30 foot radius, making this area covered in darkness. 30 feet beyond that is dim light.
Whenever an enemy creature starts its turn in the dark aura, the creature takes 10 necrotic damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.