Remove these ads. Join the Worldbuilders Guild

Warrior


Hit Points

Hit Dice: d12 per Warrior level
Hit Points at first Level: 22 + Con Modifier
Hit Points at Higher Levels: 1d12 (or 6) + Con Modifier

Proficiences

Armor: All
Weapons: Choose 4 from: Spearthrusting, Lancing, Swordplay, Axewielding, Hammerskill, Whipcracking, Archery, Marksmanship, Unarmed
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose 3 from: Athletics, Intimidation, Stealth, History, Nature, Religion, Animal Handling, History, Insight, Medicine, Survival

Overview & Creation

All peoples and lands have those who live by the sword, those who would fight to defend themselves and their way of life, progress a cause or simply earn a living through the martial arts. Warriors are defined by the choices they make, to serve themselves or another? Do they seek to marshal their company or hone their own skills to perfection? Alone the warrior is an adventurer skilled in a style of combat, be that archery or swordplay and through experience strikes faster than others taking advantage of opportunities and otherwise excelling in physical prowess.


Class Features

Lv.1Fighting School

All fighters have a preferred school of combat, the methods by which they were brought up and taught to fight or survive by, the martial drill and selections of arms that they prefer. The warrior chooses 1 fighting style at 1st level and a second at 7th   Pugilist – Your unarmed attacks are made skilfully using the most of your strength for the least effort. You may increase the damage die of your unarmed attacks to 1d4. When another creature attacks you and misses, you may use your reaction to make an unarmed attack so long as you have at least one hand free.   Arbalist – You are well drilled and practised at reloading weapons with the loading property under the stress. So long as you did not move as the last action on your previous turn any weapon with the loaded property you have in hand begins this turn loaded.   Cavalier – You have spent time learning to fight from the saddle avoiding attacks and using the power of your mount in your attacks. Attacks against you while you are mounted at made at disadvantage. You may add your mounts positive strength bonus (if any) to your weapons damage if you moved 30ft or more on your mount before you attack.   Fencer – When you wield a weapon in one hand with no other weapons your dodge bonus is increased by +2 and disengaging on your turn does not cost you an action.   Duel Wielder – When you make an attack with with a double-headed or two separate weapons you do not suffer disadvantage on your attack rolls.   Swashbuckler – You are skilled fighting with one handed weapons and a light shield. When fighting with a one handed weapon and shield you may increase your physical DR from shields by +2   Zwiehander – When you roll a 1 or 2 on a damage die for a weapon that you are wielding with two-hands you may re-roll the damage die accepting the second result. The weapon must either have the two-handed or versatile property.   Yeoman – You have been brought up practising archery with the trained muscle memory and skill of years hunting and target practice You may add +1 to attack rolls made with weapons that use the Archery weapon-skill.   Juggernaut – You prefer to wear heavy armour and have built up the endurance to wear such armour for extended periods. Whenever you make a constitution check due to the leaden armour property you have advantage on your check.  

Lv.2 Combat Reaction

During an encounter, you may use your reaction to take an extra turn off the initiative order. When you do so, you interrupt the creatures turn to take you actions as if it was your turn, before the creature completes the rest of its turn. At the end of the encounter you take a level of exhaustion. You may only use one combat reaction between your normal turn orders.  

Lv.3 Warrior Archetype

You select a Warrior archetype gaining its features at the approiate levels.  

Lv.5 Extra Attack

When you take the attack action to attack a creature, you may make a second attack against a second different creature within your threat range adjacent within 5ft of the first creature. At 11th number the number of extra attacks increases to 3, all creatures must be within your threat range and adjacent within 5ft of at least one of the creatures attacked.
 


Created by

MockTurtle.

Statblock Type

Class Features

Link/Embed