The Warrior uses the Fighter class features of D&D 5e
Arms: A Martial Archetype
Arms Features
| Warrior Level | Feature |
|---|---|
| 3rd | Rage, Mortal Strike |
| 7th | Sweeping Strikes (2 targets) |
| 10th | Die by the Sword |
| 15th | Colossus Smash, Sweeping Strikes (3 targets) |
| 18th | Bladestorm |
Rage
When you choose this archetype at 3rd level, you learn how to harness your inner rage and release it in devastating displays of martial prowess. When you hit a creature with a melee weapon attack that you didn't spend Rage on, you gain 1 point of Rage. You can store a maximum amount of Rage equal to 2 + your Constitution modifier and it lasts until you are out of combat.
You can spend Rage to fuel your offensive abilities.
Mortal Strike
At 3rd level, you learn how to inflict devastating wounds on your enemies. As part of the Attack action, you can spend 2 Rage to perform a Mortal Strike. Make a melee weapon attack. On a hit, the target takes an additional die of weapon damage. Additionally, if the target would receive healing before the start of your next turn, that healing is reduced by an amount equal to your Strength modifier (minimum of one).
Sweeping Strikes
Starting at 7th level, you have learned how to swiftly strike multiple enemies with your attacks. As a bonus action, you can spend 3 Rage and enter a quickened fighting stance until the start of your next turn. While in this stance, your melee weapon attacks hit up to one additional creature within your reach and within 5 feet of their original target.
When you reach 15th level, your melee weapon attacks can hit up to two additional creatures within your reach and within 5 feet of their original target.
Die by the Sword
At 10th level, you are able to parry attacks with ease. If you take damage from an attack by creature that you can see, you can use your reaction to harden your defenses. You gain resistance to the triggering attacks damage and your AC increases by an amount equal to your Constitution modifier (minimum of one). This effect lasts until the start of your next turn.
Once you use this ability, you cannot use it again until you finish a short or long rest.
Colossus Smash
At 15th level, you can strike your enemies with such ferocity that you open up gaps in their defenses. As an action, you can spend 3 Rage and pummel a creature. Make a melee weapon attack with advantage. On a hit, the attack deals an additional 3 dice of damage and the target gains 1 stack of Rend until the end of your next turn.
Each creature of your choice within 5 feet of the target must succeed on a Dexterity saving throw (Saving throw DC is equal to 8 + your proficiency bonus + your Strength modifier) or take half of the damage that the target took and gain 1 stack of Rend.
A creature can only have 1 stack of Rend. Your attacks and abilities deal additional damage equal to half your warrior level to creatures with a stack of Rend.
You can use this ability 2 times and regain all expended uses when you finish a short or long rest.
Bladestorm
At 18th level, you become a whirl of devastating steel. When you take the attack action, you can choose to spend 5 Rage to enter a bladestorm. Each time you attack with a melee weapon as part of your attack action, it can hit all creatures of your choosing within your reach. You only roll to attack and for damage once per attack, but the attack is applied against any creatures of your choice within your reach who take the same damage as each other on a hit.
Fury: A Martial Archetype
Fury Features
| Warrior Level | Feature |
|---|---|
| 3rd | War Machine, Bloodthirst |
| 7th | Whirlwind |
| 10th | Enraged Regeneration |
| 15th | Titan's Grip |
| 18th | Carnage |
War Machine
When you choose this archetype at 3rd level, you adopt a frenzied fighting style that puts you at ease when outnumbered and surrounded. You gain a +1 bonus to attack rolls for each enemy creature after the first within 5 feet of you.
Bloodthirst
At 3rd level, you begin to crave combat and bloodshed. Your first attack on each of your turns scores a critical hit on a roll of 19 or 20.
If this attack scores a critical hit, you enter a fit of rage for a number of rounds equal to your Constitution modifier (minimum of one). While enraged, your attacks deal an additional 1 damage. This increases to 2 damage at level 7, 3 damage at level 15, and 4 damage at level 18.
Whirlwind
Starting at 7th level, you become a master at striking down multiple foes at once. Once per turn, you can cause an attack to hit all creatures within your reach.
You may use this feature a number of times equal to your Strength modifier (minimum of one). You regain all expended uses when you finish a long rest.
Enraged Regeneration
At 10th level, you are better able to heal your wounds while in the thick of combat. While enraged by your Bloodthirst feature, you regain hit points at the end of your turn equal to your Constitution modifier (minimum of one).
Titan's Grip
At 15th level, you bolster your strength and become able to wield mighty weapons with ease. You can dual wield weapons that have the two handed and heavy properties. While doing so, your speed is reduced by 10 feet and you only gain the benefit from the War Machine feature for your main handed weapon.
Carnage
At 18th level, you learn how to swiftly lash out with all of your fury. Attacks you make with weapons that have the heavy and two handed properties grant you a stack of Recklessness. Attacks you make with weapons that have the heavy and two handed properties deal an additional 1 damage for each stack of Recklessness you have.
Recklessness lasts until the start of your next turn or until you miss with an attack.
Protection: A Martial Archetype
Protection Features
| Warrior Level | Feature |
|---|---|
| 3rd | Ignore Pain, Shield Slam |
| 7th | Revenge |
| 10th | Thunderclap |
| 15th | Into the Fray |
| 18th | Shield Wall |
Ignore Pain
At 3rd level, you can deaden your senses to pain temporarily. When you use the Second Wind feature, you gain temporary hit points equal to your warrior level.
Shield Slam
Additionally at 3rd level, you learn how to thwart attackers with the blunt force of your shield. As an action, you can slam your shield into an enemy. Make a melee weapon attack. On a hit, the target takes bludgeoning damage equal to 1d8 + your Strength modifier + your warrior level and you gain the benefits of the Dodge action until the start of your next turn.
You can use this ability a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you finish a long rest.
Revenge
At 7th level, you are able to swiftly strike foes. When you are hit by an attack, you gain a +1 bonus to the next attack you make against the attacking creature. This bonus stacks up to a maximum of +3.
Thunderclap
At 10th level, you can let out a thunderous stomp. Once per turn when you take the attack action, you can substitute one of the attacks for a Thunderclap. Enemy creatures within 5 feet of you must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a success.
Into the Fray
At 15th level, creatures within 10 feet of you have disadvantage on attacks made against targets other than you. Additionally, if you are benefiting from the Dodge action, damage you take is reduced by an amount equal to you Constitution modifier.
Shield Wall
At 18th level, you can become a shining beacon of defense. When you take damage, you can use your reaction to harden your defenses. For a number of rounds equal to your Constitution modifier (minimum of one), you gain resistance to all damage.
Once you use this ability, you cannot use it again until you finish a long rest.
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Impending Victory
Prerequisite: 5th level
When a creature you can see within 10 feet of you is reduced to 0 hit points or you score a critical hit with a melee weapon attack, you can use your reaction to make a melee weapon attack against a creature you can see within reach. If the attack hits, you regain a number of hit points equal to your Constitution modifier.
Overwhelming Rage
Prerequisite: 5th level, Arms
You now gain 1 Rage when you take damage and you can spend 1 Rage as a bonus action to give the next attack you make advantage. When you score a critical hit with a weapon attack, you gain 1 additional Rage.
Bloodcraze
Prerequisite: 5th level, Fury
When the first attack on each of your turns doesn't score a critical hit, the critical range of further attacks affected by your Bloodthirst feature is reduced by 1 to a maximum of 3. This bonus lasts until you become enraged.
Brutal Vitality
Prerequisite: 5th level, Protection
Once per turn, when you hit a creature with an attack while you have temporary hit points, you gain an additional 1d4 temporary hit points.
Rallying Cry
Prerequisite: 10th level
When you use your Second Wind feature, creatures of your choice within 20 feet of you gain temporary hit points equal to half your warrior level. While a creature has these temporary hit points, they are immune to the charmed and frightened conditions.
Execute
Prerequisite: 10th level, Arms
When you hit a creature with an attack, if they are below 1/4 of their hit point maximum, you can spend 2 Rage to deal additional damage equal to your warrior level. If this attack critically hits, the additional damage is also doubled.
Rampage
Prerequisite: 10th level, Fury
When you hit a creature with a melee weapon attack while you are enraged by your Bloodthirst feature, you can choose to end your rage to have the attack deal an additional 3 dice of damage.
Thunderous Roar
Prerequisite: 10th level, Protection
As an action, you can release a terrifying roar. Creatures of your choice within 20 feet of you must make a Constitution saving throw. A creature takes thunder damage equal to 2d10 + your warrior level on a failed save, or half as much damage on a success. Creatures that fail their save are also shaken until the end of their next turn. Whenever a shaken creature hits another creature with a melee weapon attack, it deals 1d6 less damage and they subtract 1d6 from any Strength or Constitution saving throws they make.
Once you use this talent, you can't use it again until you finish a short or long rest.
Avatar
Prerequisite: 15th level
As a bonus action, you transform into an avatar of battle until the end of your next turn. While transformed, your melee weapon attacks deal an additional 1d6 damage, you become immune the the charmed, frightened, and restrained conditions, and you gain a +2 bonus to your AC.
Once you use this talent, you can't use it again until you finish a short or long rest.
Battlelord
Prerequisite: 15th level, Arms
When you use your Action Surge feature, you gain Rage equal to your Constitution modifier and up to 2 allies within 10 feet of you can use their reaction to make a weapon attack against a creature within range. If their attacks hit, they deal additional damage equal to your warrior level.
Recklessness
Prerequisite: 15th level, Fury
When you use your Action Surge feature, you become enraged and until the start of your next turn your attacks deal additional damage equal to half your warrior level. Creatures that you hit with an attack during this time gain a -1 penalty to the next Strength, Dexterity, or Constitution saving throw they make before the start of their next turn. This penalty stacks for each attack they are hit by.
Violent Outburst
Prerequisite: 15th level, Protection
When you use your Action Surge feature, you regain up to 2 uses of your Shield Slam feature and once before the end of your turn, you can substitute one of your attacks as part of the Attack action for a Shield Slam. If you do, you gain temporary hit points equal to the damage dealt by Shield Slam.