Warrior Class

by BluezamEDH

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Warrior Class v0.3

Warrior

I've always found the Fighter, Barbarian and Rogue classes a bit lacking. It's very hard to multiclass them well because some of their essential abilities don't scale very well, and they often don't allow for a lot of versatility in playstyle.


For this reason I made the Warrior class; a combination of all three with mechanics similar to Eldritch Invocations. You choose a base class (Barbarian, Fighter or Rogue) and a weapon school to specialize in (Bows, Clubs, Spears or Swords). Then you make your character unique by choosing specific fighting skills. This way there are 12 combinations of subclass options already, excluding the myriad of different builds that are possible.


When reviewing the class please keep in mind that Fighting skills are the main focus of this class. All three base classes have features omitted, such as extra attack, because they are now optional features which can be picked through these fighting skills. I'm planning on adding more Fighting Skills in the future to better reflect the different subclasses available to Rogues, Fighters and Barbarians, but first I want to get the basics right.


Thank you so much for reading, I hope you enjoy!

Examples

Some examples of kits you can make with this homebrew class include:

  • A strongman who hits a bugbear with their own goblin minions;
  • An arcane archer who can apply actual spell effects to arrows;
  • A barbarian / druid 1/3 caster;
  • A spearwielder who throws their spears around the globe;
  • A bannerwielder who inspires and enhances nearby allies;
  • A clubwielding rogue;
  • And many more!

Art Credits

Here is a list of the amazing art featured:

  • cover: Soldier by Subin You
  • page 4: Human Warrior by Gabor Szikszai
  • page 5: Barbarian Class Icon by Wizards of the Coast
  • page 6: Dwarf Berserker by Olivier Bernard
  • page 7: Fighter Class Icon by Wizards of the Coast
  • page 8: Rogue Class Icon by Wizards of the Coast
  • page 9: Temple Thief by Evyn Fong
  • page 10: Blade Banish by Lie Setiawan
  • page 11: Giant by Legends of the Cryptids
  • page 12: Champions of Archery by Donato Giancola
  • page 13: Monastery Swiftspear by Steve Argyle
  • page 14: Fighting Skills
  • page 15: Arena Trickster by PINDURSKI
  • page 16: Soldier by John Severin Brassel
  • page 17: Circle of the Moon Druid by Nicholas Elias
  • stains: https://watercolors.giantsoup.com/phb/index.html by Jared Ondricek
Warrior
Level Proficiency Bonus Features Fighting Skills
Known
1st +2 Warrior Path -
2nd +2 Fighting Skills 2
3rd +2 Weapon School 2
4th +2 Ability Score Improvement 2
5th +3 - 3
6th +3 Warrior Path feature 3
7th +3 Honed Skills 3
8th +3 Ability Score Improvement 4
9th +4 Weapon School feature 4
10th +4 Warrior Path feature 4
11th +4 - 5
12th +4 Ability Score Improvement 5
13th +5 Warrior Path feature 5
14th +5 - 6
15th +5 Weapon School feature 6
16th +5 Ability Score Improvement 6
17th +6 - 7
18th +6 Warrior Path feature 7
19th +6 Ability Score Improvement 7
20th +6 Weapon School feature 8

Class Features

As a warrior, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per warrior level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Intimidation, Nature and Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • TBD

'

Warrior Path

At 1st level, you have begun your warrior training and joined a path. These paths determine how you fight; with the finesse of the rogue, the strength of the barbarian or the determination of the fighter. These are detailed on pages 5-9. Your path grants you features at 1st level and again at 6th, 10th, 13th and 18th level.

Fighting Skills

During your training in the bodily arts, you learn various skills and techniques useful both in and out of combat. At 2nd level, you gain two fighting skills of your choice. These are detailed at the end of the class description. When you gain certain warrior levels you gain additional fighting skills of your choice, as shown in the Fighting Skills Known column of the warrior table. Additionally, whenever you gain a level in this class, you can replace one of the skills you know with another skill of your choice from the skill list. You must still meet its prerequisites.

If at any time you don't meet the prerequisites of a skill, you can't use that skill for as long as you don't meet its prerequisite.

Fighting Skills are basically Eldritch Invocations.

Weapon School

At 3rd level, you have found a group of weapons that suit your fighting style the most. These often reflect the weapons you've used at levels 1 and 2. Choose swords, clubs, bows or spears as your weapon of choice, all of which are detailed at the end of the class description. The weapon school you choose grants you additional features at 3rd, 9th, 15th and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score 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.

Honed Skills

At 7th level your hard work practicing new skills has paid off. Choose any combination of two skills, tools or language proficiencies. You gain proficiency with skills and tools chosen this way, and you learn languages chosen this way.

Warrior Paths

The Barbarian

Barbarians are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Primal Instinct

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

A Life of Danger

Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.

Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rage Table, you must finish a long rest before you can rage again.

Rage Table
Level Rages Rage Damage
1st 2 +2
2nd 2 +2
3rd 3 +2
4th 3 +2
5th 3 +2
6th 4 +2
7th 4 +2
8th 4 +2
9th 4 +3
10th 4 +3
11th 4 +3
12th 5 +3
13th 5 +3
14th 5 +3
15th 5 +3
16th 5 +4
17th 5 +4
18th 6 +4
19th 6 +4
20th 6 +4

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Knowledge of the Wilds

The wilds have no secrets for a barbarian. Whether you foraged woods for survival or searched for challenges in rough mountains you have some experience dealing with nature. Choose Medicine, Nature or Survival. You gain proficiency with the chosen skill.

Combat Experience

You are no stranger to various types of armor and weapons. You are proficient with medium armor, shields and martial weapons.

Unarmored Defense

You know how to block and dodge various attacks. While not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Fast Movement

Starting at 6th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

Also at 6th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 18th level.

Relentless Rage

Starting at 13th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Primal Champion

At 18th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

The Fighter

Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries and bandit kings— as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists

Fighters learn the basics of all combat styles. Every fighter can swing an axe, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards— few fighters in the city watch have the opportunity to discover a magic sword, for example.

Honed Mind

During your training in the martial arts you have gained some additional knowledge essential for a disciplined fighter. Choose History, Insight, Medicine or Survival. You gain proficiency with the chosen skill.

Combat Training

You have been trained to use a myriad of weapons and armor. You are proficient with medium and heavy armor, shields and martial weapons.

Second Wind

Your discipline grants you a way to push on despite your injuries. On your turn, you can use a bonus action to regain hit points equal to 2d6 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

You can use this feature twice between a short or long rest starting at 13th level.

Action Surge

Starting at 6th level you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest, but only once on the same turn.

Indomitable

Beginning at 10th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Inspiring Surge

Your experience in combat has given you a tactical insight others follow. Starting at 13th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that regards you as an ally. That creature can make one melee or ranged weapon attack or cast one cantrip with its reaction, provided that it can see or hear you.

Combat Expert

At 18th level, you know everything there is to know about combat. Choose 3 different weapons. Your proficiency bonus is doubled for any attack roll you make with one of the chosen weapons, and when you hit with an attack made with a chosen weapon you deal additional damage equal to your proficiency bonus.

Combat Expert refers to weapon types, not specific weapons or weapon schools. So you can't pick "Bow", or "Vorpal Sword" but you can pick longbows and daggers.

The Rogue

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats— and wererats— haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack table.

Sneak Attack Table
Level Sneak Attack
1st 1d6
2nd 1d6
3rd 2d6
4th 2d6
5th 3d6
6th 3d6
7th 4d6
8th 4d6
9th 5d6
10th 5d6
11th 6d6
12th 6d6
13th 7d6
14th 7d6
15th 8d6
16th 8d6
17th 9d6
18th 9d6
19th 10d6
20th 10d6

Sly

You are cunning and sly. Choose two from among Deception, Investigation, Performance, Persuasion, Sleight of Hand and Stealth. You gain proficiency in the chosen skills.

Graceful

You lose your proficiency in Strength and Constitution saving throws. Instead, you are proficient in Dexterity and Intelligence saving throws.

Also, you gain proficiency in hand crossbows, longswords, rapiers, shortswords and thieves' tools.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Also beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Slippery Mind

By 13th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Weapon Schools

A warrior is as unique in their weapon of choice as their way of fighting. The weapon school you devote yourself to gives you additional features for the chosen weapon type.

School of Swords

Some swordmasters cleave through the battlefield with greatswords, felling enemies like trees. Others remain hidden in the shadows, using their blades only as a last resort and highly effective way to eliminate their foes. Whether seen or not- swordmasters are always forces to be reckoned with.

Swords

This subclass mentions swords. The following weapons are counted as swords: daggers, greatswords, longswords, rapiers, scimitars and shortswords. In case of magic items or homebrew weapons, talk to your DM about the rulings.

Swift Draw

When you choose this school at 3rd level, you have mastered the act of drawing your blade. You can draw or stow two one-handed swords when you would normally be able to draw or stow only one.

Sharp Mind

Also at 3rd level, your mind is honed for combat like a blade. You are proficient in Initiative checks.

Disarm

Starting at 9th level, whenever you hit with a melee weapon attack on your turn with a sword you can use a bonus action to try and disarm your target. That target must succeed on a Dexterity saving throw or drops one item they're holding. The save DC is equal to either 8 + your Strength modifier + your proficiency bonus or 8 + your Dexterity modifier + your proficiency bonus, at your choice.

Wind Sense

You can sense the air around you like an extension of your body. Starting at 15th level, you have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.

Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Spirit Sword

Also at 15th level, your blade resonates with spiritual energy. Your weapon attacks with swords count as magical for overcoming resistances and immunities.

Blade Master

When you reach 20th level, you become a true master of the blade. When you use your reaction to make an opportunity attack, you can take the attack action instead of making a melee weapon attack. You can still only target the creature provoking the opportunity attack, and only attack with a sword.

School of Clubs

Clubwielders are hulking brutes who swing maces the size of logs at their enemies. A single blow from such a weapon can crack a skull. As a clubwielder you will learn to use the weight of your weapons as an advantage.

Clubs

This subclass mentions clubs. The following weapons are counted as clubs: clubs, greatclubs, light hammers, maces, flails, mauls, morningstars and warhammers. In case of magic items or homebrew weapons, talk to your DM about the rulings.

Crushing Blows

When you choose this school at 3rd level, armor can't protect against force of your caliber. Your weapon attacks with clubs ignore resistance to nonmagical bludgeoning damage.

Powerful Grip

Starting at 9th level, not only your arms are strong; your hands are powerful as well. You have a climbing speed equal to your speed.

Also, you have advantage on attack rolls to grapple a creature and checks to maintain a grapple.

Improvising Smasher

Also at 9th level, you pay more attention to smashing than to what you're smashing with. You are proficient with improvised weapons. Improvised weapons that deal bludgeoning damage are clubs for you, and deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit.

Also, if you are grappling a creature that is a smaller size category than you are, it counts as an improvised weapon for you. They suffer the same damage as your target on a hit.

Devastating Attacks

Starting at 15th level, when you hit with your first melee weapon attack with a club on your turn, you can roll one additional weapon damage die.

Demolition Expert

At 20th level you become an expert in creating weak spots. Whenever you hit with a melee weapon attack with a club, the target's AC is reduced by 1 until the end of your next turn.

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School of Bows

Tranquil as a forest, an archer can shoot a fleeing enemy through a maze of trees- regardless of cover. There is much rumor about archers. After all, what causes their arrows to fly these impossible paths? Is it impeccable training, sheer luck or divine will? All the commoners know is your name, your legend, and not to feel safe within a mile of you.

Bows

This subclass mentions bows. The following weapons are counted as bows: hand crossbows, heavy crossbows, light crossbows, longbows and shortbows. In case of magic items or homebrew weapons, talk to your DM about the rulings.

Impossible Shot

When you choose this school at 3rd level, you learn to make shots others deem impossible. Your ranged weapon attacks made with bows ignore half cover.

Tailwind

Whether dumb luck or a powerful blessing, the winds seem to be on your side. Starting at 9th level, a projectile launched by your bow as part of a ranged weapon attacks ignores any negative effects from strong winds. If such a projectile passes through an area of strong wind it deals an additional 1d6 damage.

This damage increases to 2d6 starting at 15th level.

Arrow of the Wind God

Starting at 9th level, whenever you use the attack action to make a ranged weapon attack using a bow, you can call on the winds to help you. You gain the effect of a Gust of Wind spell which always faces the last direction you made a ranged weapon attack in. You concentrate on this effect as if concentrating on a spell.

Once you use this feature twice, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it three times before a rest.

Curving Shot

At 15th level, when you make an attack roll with an arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Tornado Shot

At 20th level, you become a master of the bow. When you use your Arrow of the Wind God feature each creature standing in the Gust of Wind effect must succeed on a Strength saving throw or be pushed back 30 feet and knocked prone.

School of Spears

A true spear master can hold off a thousand enemies on their own. Spearmen learn to hit targets from far away with their piercing attacks.

Spears

This subclass mentions spears. The following weapons are counted as spears: javelins, glaives, lances, pikes, spears and tridents. In case of magic items or homebrew weapons, talk to your DM about the rulings.

Javelineer

When you choose this school at 3rd level, you learn how to throw spears with ease. All spears are throwing weapons for you with a range of 20/60 unless that weapon already has greater range.

This range increases to 40/120 at 9th level and 60/160 at 15th level.

Master of Both Ends

Also at 3rd level, when you make a melee weapon attack with a spear, you can use a bonus action to make an attack with the blunt end of the spear. The blunt end deals 1d6 bludgeoning damage.

Beacon

Starting at 9th level, you inspire those around you. As long as you have at least one spear in your equipment, you can use a bonus action to become a beacon for your allies. While you are a beacon you and allies within 30 feet of you have advantage on Wisdom saving throws against being frightened or charmed. Being a beacon requires concentration similar to concentrating on a spell. When you lose this concentration or have no spears with you, you stop being a beacon.

Beacon of Life

Starting at 15th level, your passion for life inspires your allies. While you are a beacon allies within 30 feet of you have advantage on death saving throws.

Long Reach

Also starting at 15th level, all spears gain the reach property for you.

Master of Spears

At 20th level, your spear becomes an extension of your body. All spears' damage dice are 2d8 for you.

Also, creatures provoke opportunity attacks from you by moving within 10 feet of you while you are wielding a spear, and when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Fighting Skills

Below is a list of fighting skills, sorted by warrior type, weapon school and level. If a fighting skill has prerequisites, you must meet them to learn it. You can learn the skill at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can't learn the same skill twice, unless noted otherwise.

If at any time you don't meet the prerequisites of a skill, you can't use that skill for as long as you don't meet its prerequisite.

Generic skills

Some skills are available to multiple warriors with little or no restrictions. These are often skills that help you play your character in a specific way, such as increasing an ability score or allowing you to use other equipment.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Heavy Equipment

You are proficient with martial weapons.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Training

You train a part of yourself to become stronger. Increase any of your ability scores by 1. As normal, you can't increase an ability score above 20 using this skill. If you lose this skill, the chosen ability score drops by 1. You can choose this skill any number of times, and choose the same score multiple times.


Always write down your Training on your sheet, just like you would with other skills or features. This removes any doubt from either players or DM regarding your ability scores.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

Prerequisite: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Triple Attack

Prerequisite: 14th level Fighter, Extra Attack skill
You can attack three times whenever you take the Attack action on your turn.

Casting

Some warriors devote themselves to the study of the arcane to expand their versatility in combat. The skills described here allow you to power up your warrior with various powerful spells.

Arcane Trickster

Prerequisite: Intelligence of 13 or higher
You learn Mage Hand and two other cantrips of your choice from the wizard spell list.

You also learn three 1st level spells of your choice from the wizard spell list. These spells must belong to the enchantment and illusion schools of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it has the same restrictions as when you could first choose a spell.

You have two 1st level spell slots to cast these spells with. You regain all expended spell slots when you finish a long rest. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Trickster Lv2

Prerequisite: 5th level, Intelligence of 14 or higher, Arcane Trickster skill
In addition to the spell slots granted to you by your arcane trickster feature, you gain 1 additional 1st level spell slot and 2 2nd level spell slots.

You also learn two additional spells of your choice from the wizard spell list. One of these spells must belong to the enchantment or illusion schools of magic, the other can be from any school. Your spellcasting ability for these spells is Intelligence, and you regain all spent spell slots when you finish a long rest.

Arcane Trickster Lv3

Prerequisite: 11th level, Intelligence of 15 or higher, Arcane Trickster Lv2 skill
In addition to the spell slots granted by your arcane trickster lv2 feature, you gain 1 additional 2nd level spell slot and 2 3rd level spell slots.

You also learn one additional cantrip from the wizard spell list.

You also learn three additional spells of your choice from the wizard spell list. Two of these spells must belong to the enchantment or illusion schools of magic, the other can be from any school of magic. Your spellcasting ability for these spells is Intelligence, and you regain all spent spell slots when you finish a long rest.

Arcane Trickster Lv4

Prerequisite: 17th level, Intelligence of 16 or higher, Arcane Trickster Lv3 skill
In addition to the spell slots granted by your arcane trickster lv3 feature, you gain 1 additional 3rd level spell slot and 1 4th level spell slot.

You also learn three additional spells of your choice from the wizard spell list. Two of these spells must belong to the enchantment or illusion schools of magic, the other can be from any school of magic. Your spellcasting ability for these spells is Intelligence, and you regain all spent spell slots when you finish a long rest.

Eldritch Knight

Prerequisite: Intelligence of 13 or higher
You learn two cantrips of your choice from the wizard spell list.

You also learn three 1st level spells of your choice from the wizard spell list. These spells must belong to the abjuration and evocation schools of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it has the same restrictions as when you could first choose a spell.

You have two 1st level spell slots to cast these spells with. You regain all expended spell slots when you finish a long rest. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Lv2

Prerequisite: 5th level, Intelligence of 14 or higher, Eldritch Knight skill
In addition to the spells granted to you by your eldritch knight feature, you gain 1 additional 1st level spell slot and 2 2nd level spell slots.

You also learn two additional spells of your choice from the wizard spell list. One of these spells must belong to the abjuration and evocation schools of magic, the other can be from any school. Your spellcasting ability for these spells is Intelligence, and you regain all spent spell slots when you finish a long rest.

Eldritch Knight Lv3

Prerequisite: 11th level, Intelligence of 15 or higher, Eldritch Knight Lv2 skill
In addition to the spell slots granted by your eldritch knight lv2 feature, you gain 1 additional 2nd level spell slot and 2 3rd level spell slots.

You also learn one additional cantrip from the wizard spell list.

You also learn three additional spells of your choice from the wizard spell list. Two of these spells must belong to the abjuration and evocation schools of magic, the other can be from any school of magic. Your spellcasting ability for these spells is Intelligence, and you regain all spent spell slots when you finish a long rest.

Eldritch Knight Lv4

Prerequisite: 17th level, Intelligence of 16 or higher, Eldritch Knight Lv3 skill
In addition to the spell slots granted by your eldritch knight lv3 feature, you gain 1 additional 3rd level spell slot and 1 4th level spell slot.

You also learn three additional spells of your choice from the wizard spell list. Two of these spells must belong to the abjuration and evocation schools of magic, the other can be from any school of magic. Your spellcasting ability for these spells is Intelligence, and you regain all spent spell slots when you finish a long rest.

Voice of Nature

Prerequisite: Wisdom of 13 or higher
You learn two cantrips of your choice from the druid spell list.

You also learn three 1st level spells of your choice from the druid spell list. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

You have two 1st level spell slots to cast these spells with. You regain all expended spell slots when you finish a long rest. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Voice of Nature Lv2

Prerequisite: 5th level, Wisdom of 14 or higher, Voice of Nature skill
In addition to the spells granted to you by your voice of nature feature, you gain 1 additional 1st level spell slot and 2 2nd level spell slots.

You also learn two additional spells of your choice from the druid spell list. Your spellcasting ability for these spells is Wisdom, and you regain all spent spell slots when you finish a long rest.

Voice of Nature Lv3

Prerequisite: 11th level, Wisdom of 15 or higher, Voice of Nature Lv2 skill
In addition to the spells granted to you by your voice of nature lv2 feature, you gain 1 additional 2nd level spell slot and 2 3rd level spell slots.

You also learn one additional cantrip from the druid spell list.

You also learn three additional spells of your choice from the druid spell list. Your spellcasting ability for these spells is Wisdom, and you regain all spent spell slots when you finish a long rest.

Voice of Nature Lv4

Prerequisite: 17th level, Wisdom of 16 or higher, Voice of Nature Lv3 skill
In addition to the spells granted to you by your voice of nature lv3 feature, you gain 1 additional 3rd level spell slot and 1 4th level spell slot.

You also learn three additional spells of your choice from the druid spell list. Your spellcasting ability for these spells is Wisdom, and you regain all spent spell slots when you finish a long rest.

Barbarian

As a barbarian, your skills focus on what you do best: staying alive and continuing to attack. The skills on this page can only be chosen by a barbarian.

Beast Form

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:


Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.


Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.


Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Wildshape

Prerequisite: Voice of Nature skill
Your connection with nature grants you more than spells; you can temporarily take the form of a beast.

You can use your action to magically assume the shape of a beast that you have seen before with a challenge rating of 1/4 or lower. The beast can't have a swimming speed or a flying speed. You can use this feature once. You regain its use when you finish a short or long rest.

You can stay in a beast shape for 1 hour, you then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Danger Sense

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Healthy Body

Your body is suited for the onslaught of the wilderness. Your hit point maximum increases by an amount equal to twice your warrior level when you gain this skill. Whenever you gain a warrior level thereafter, your hit point maximum increases by an additional 2 hit points.

Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals spells at will, but only as rituals.

You can also cast these spells using your spell slots, if you have any.

Tough Hide

Choose two damage types from among acid, cold, fire, lightning, necrotic, poison, radiant and thunder. While raging, you have resistance against damage of thosen types.

You can choose this skill multiple times. You must choose different damage types each time you take it.

Bestial Soul

Prerequisite: 5th level, Beast Form skill
The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Attuned with Nature

Prerequisite: 5th level, Spirit Seeker or Voice of Nature skill
You have found a connection with nature even deeper than most barbarians. You gain the ability to cast the Locate Creature and Speak with Plants spells once per day each, but only as rituals.

You can also cast these spells using your spell slots, if you have any.

Empowered Wildshape

Prerequisite: 5th level, Wildshape skill
You can use a bonus action to use your wildshape.

Also, you can transform into beasts with a challenge rating up to your barbarian level divided by 4, rounded down.

Mindless Rage

Prerequisite: 5th level
You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Instinctive Pounce

Prerequisite: 8th level
As part of the bonus action you take to enter your rage, you can move up to half your speed.

Greater Wildshape

Prerequisite: 8th level, Empowered Wildshape skill
You can use your wildshape twice between a short or long rest.

Also, if a beast in which you transform has a lower Strength, Dexterity or Constitution score than you have, use your score during the transformation.

Spirit Walker

Prerequisite: 11th level, Attuned with Nature or Voice of Nature Lv2 skill
You can cast the Commune with Nature spell, but only as a ritual.

You can also cast it using your spell slots, if you have any.

Ultimate Wildshape

Prerequisite: 11th level, Empowered Wildshape skill
Your attacks in wildshape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Also, you can wildshape into beasts with a swimming or flying speed, and when you use your bonus action to rage, you can transform into a beast using the same bonus action.

Persistent Rage

Prerequisite: 14th level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Retaliation

Prerequisite: 14th level
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Fighter

You know the battlefield like no other, and your skills reflect this insight. As a fighter your skills are focused on dealing extra damage by exploiting your opponents or turning battles in your favor. The skills on this page can only be chosen by a fighter.

Born to the Saddle

Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20.

Master of Tactics

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 20 feet of you, rather than 5 feet of you, if the target can see or hear you.

Knight's Steed

Prerequisite: 8th level
You can cast the Find Steed spell once. You regain it's use when you finish a short or long rest.

You can also cast it using your spell slots, if you have any.

Remarkable Athlete

Prerequisite: 8th level
Your body is honed by tough physical training. You you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

War Magic

Prerequisite: 8th level, Eldritch Knight skill
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Will of Steel

Prerequisite: 8th level
Your mind is honed to stand strong against influences from others. You have advantage on Wisdom saving throws against being charmed and frightened.

Ferocious Charger

Prerequisite: 11th level, Born to the Saddle skill
You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Tactician

Prerequisite: 11th level
You are a tactical mastermind, commanding your allies to victory. After everyone has rolled for initiative but before the first turn in combat, you can make any two targets change initiative. If you target one or more allies this way, they must agree to do so.

Arcane Charge

Prerequisite: 14th level, Eldritch Knight Lv3 skill
You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Prerequisite: 17th level, War Magic skill
When you use your action to cast a spell, you can make one weapon attack as a bonus action.

King in the Castle

Prerequisite: 17th level, the ability to cast at least one spell
You can cast Mighty Fortress by meditating for 1 hour.

Once you use this feature, you can't use it until 10 days have passed.

Ultimate Steed

Prerequisite: 17th level, Knight's Steed feature
You can cast the Find Greater Steed spell once. You regain it's use when you finish a short or long rest.

You can also cast it using your spell slots, if you have any.

Rogue

Your weapon may be deadly, but your cunning is even deadlier. As a rogue your skills make you as useful outside of the battlefield as on it. The skills on this page can only be chosen by a rogue.

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

You can choose this skill multiple times. If you choose it again you can only choose one skill proficiency however, and you must choose a skill proficiency not chosen before.

Fancy Footwork

You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Fast Hands

Prerequisite: Cunning Action skill
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Mage Hand Legerdemain

Prerequisite: Arcane Trickster skill
When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand if you have that skill.

Skirmisher

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Infiltration Expertise

Prerequisite: 9th level
You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Magical Ambush

Prerequisite: 9th level, Arcane Trickster Lv2 skill
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Superior Mobility

Prerequisite: 9th level
Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Also, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Ghost Walk

Prerequisite: 13th level, the ability to cast at least one spell
You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a short or long rest.

Impostor

Prerequisite: 13th level
You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Stroke of Luck

Prerequisite: 17th level
You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

School of Swords

The skills on this page can only be chosen by a school of swords warrior.

Assassinate

Prerequisite: Rogue
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Spirit Blade

Prerequisite: 5th level barbarian
As a bonus action you can cast Spiritual Weapon. Instead of your spellcasting modifier the weapon uses your Strength modifier for its damage rolls. The weapon always manifests as a sword. Additionally, while raging you can add your rage damage to damage rolls made by the spiritual weapon.

Once you do so, you must finish a long rest before using this feature again.

You can also cast it using your spell slots, if you have any.

Obsidian Edge

Prerequisite: 5th Level
Your weapon attacks with swords ignore resistance to slashing damage.

Wind Step

Prerequisite: 5th Level
Your movement speed increases by 10 feet, and when you jump the distance you cover increases by a number of feet equal to your Dexterity modifier.

Elemental Slash

Prerequisite: 8th level
As a bonus action on your turn you can enhance your sword with spiritual energies. Choose one from among cold, fire or lightning. When you hit with your next melee weapon attack using a sword this turn, you deal an additional 2d6 damage of the chosen type.

You can use this feature an amount of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Wind Walk

Prerequisite: 11th Level, Wind Step feature
During your turn you have a flying speed equal to your current walking speed. If you end your turn in the air and nothing else is holding you aloft, you still fall.

Storm of Steel

Prerequisite: 14th level
As an action, you can cast Steel Wind Strike.

Once you use this feature you can't use it again until you finish a short or long rest.

You can also cast it using your spell slots, if you have any.

Wind Slash

Prerequisite: 14th level
By manipulating air currents with your blade, you can slice with razor winds. Once per turn as an action you can make a ranged weapon attack roll with a range of 60 feet using your sword. The attack deals 3d10 force damage instead of its normal damage.

You can use this skill three times. You regain all expended uses when you finish a short or long rest.

Death Strike

Prerequisite: 17th level rogue
You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Natural Leader

Prerequisite: 17th level fighter
You can spend 1 minute to give a speech to boost morale. Every creature of your choice that can see or hear you within 120 feet feels inspired, gaining temporary hit points equal to your warrior level.

Once you use this feature, you can't use it again until you finish a long rest.

School of Clubs

The skills on this page can only be chosen by a school of clubs warrior.

Momentum

Clubs gain the finesse property for you.

Intimidating Presence

Prerequisite: 5th level
Your bulky, scarred body strikes fear and awe in those around you. Whenever you make a Charisma (Deception, Intimidation or Persuasion) check, you can add your Strength score to the roll.

Critical Club

Prerequisite: 5th level
Your weapon attacks with clubs score a critical hit on a roll of 19 or 20.

Strike Unconcious

Prerequisite: 11th level rogue
You have learned a way to down a target without using lethal force. Whenever you hit with an attack that would trigger sneak attack, you can choose to forego all damage dealt by the attack. Instead, the target must make a Constitution saving throw (DC = 8 + your Strength or Dexterity modifier + your proficiency bonus) or is stunned until the end of your next round.

If the creature fails this save by 5 or more it is knocked unconcious for an amount of rounds equal to half your warrior level rounded down instead. The unconcious creature wakes up if it takes damage or another creature uses its action to shake it awake.

Meteor Strike

Prerequisite: 14th level
Your attacks crack the earth with their force. As an action, you can smash the ground, launching shockwaves around you. Each other creature within 20 feet of you must succeed on a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save a creature takes half damage and isn't knocked prone. The affected area becomes difficult terrain.

Optionally, you can use this feature to affect a 5x30 foot line in front of you instead.

Once you use this skill, you must finish a short or long rest before you can use it again.

Wrecking Ball

Prerequisite: 14th level barbarian
Your attacks can crumble walls with ease. As an action, you can use your club to hit a nonmagical object. On a hit, the target suffers the effect of a Disintegrate spell.

Once you use this skill, you must finish a long rest before you can use it again.

Superior Critical

Prerequisite: 17th level, Critical Club or Improved Critical skill
Your weapon attacks with clubs score a critical hit on a roll of 18, 19 or 20.

School of Bows

The skills on this page can only be chosen by a school of bows warrior.

Arcane Archer

Prerequisite: a spell slot of 1st level or higher
You can deliver spells with a range of touch through your arrows. When you spend an action to cast a spell with a range of touch, you can make a ranged weapon attack as a bonus action. If you hit a target it suffers the damage of the projectile and then the results of the spell. If you miss the spell does nothing and you lose the spell slot.

When you use this feature you can use your bow to fulfill any somatic components. You still need to provide any other components required for the spell.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Powerful Draws

When making an attack with a bow, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Steady Aim

As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a bow you're wielding. Until the end of this turn, your ranged attacks with that bow gain two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals additional damage to the target equal to your proficiency bonus.

You can use this feature an amount of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Vanish

You can use the Hide action as a bonus action on your turn.

Careful Eyes

Prerequisite: 5th level
You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.

You also gain proficiency in one of the following skills: Perception, Investigation, or Survival.

Mark Prey

Prerequisite: 8th level
You can cast Branding Smite. Once you do so, you must finish a short or long rest before you can do so again.

You can also cast it using your spell slots, if you have any.

Superhuman Sight

Prerequisite: 8th level, Careful Eyes skill
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. Your darkvision can see in magical darkness as if it were nonmagical darkness.

Quickshot

Prerequisite: 11th level
You learn to trade accuracy for swift shots. If you have advantage on a ranged weapon attack against a target on your turn, you can forgo the advantage for that roll to make an additional ranged weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Flurry

Prerequisite: 11th level
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a ranged weapon attack, you can make another ranged weapon attack as part of the same action.

Arcane Archer Lv2

Prerequisite: 11th level fighter, Arcane Archer skill
You can deliver additional spells through your arrows. When you spend an action to cast a spell which targets a point in space without a range of self, you can make a ranged weapon attack as a bonus action. If you hit a target, the spell triggers its effects centered on that target in addition to the damage of the projectile. If you miss the spell triggers its effects centered 30 feet behind that target or at another place at the DM's discretion. You still need to provide any components required for the spell.

Volley

Prerequisite: 14th level
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Black Sky

Prerequisite: 17th level
You can cast Conjure Volley. Once you do so, you must finish a short or long rest before you can do so again.

You can also cast it using your spell slots, if you have any.

Extra-Dimensional Arrow

Prerequisite: 17th level
You can cast Banishing Smite. Once you do so, you must finish a short or long rest before you can do so again.

You can also cast it using your spell slots, if you have any.

School of Spears

The skills on this page can only be chosen by a school of spears warrior.

Vault

Using your spear as a pole, you can make a 5 feet standing high jump or a 10 feet standing long jump. These numbers are doubled if you move at least 10 feet on foot immediately before the jump.

The distance covered by both jumps increases by 5 feet on 7th and 14th level.

Lockdown

Prerequisite: 5th level fighter
Your AC increases by 1 as long as you are wielding a spear.

Also, whenever an effect would cause you to move, you can use your reaction to negate the forced movement instead. You still suffer any additional effects. You must be wielding a spear to use this feature.

Ballista

Prerequisite: 5th level
You can draw a spear that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Magnetic Grip

Prerequisite: 5th level
As a bonus action on your turn, you can magically retrieve all spears you've thrown this turn back to your equipment. Weapons can only return if they aren't currently wielded by another creature, and they must be on the same plane of existence as you.

Brutal Throws

Prerequisite: 5th level barbarian
While raging, add your rage damage to ranged weapon attacks made with spears.

Reckless Throws

Prerequisite: 8th level barbarian, Reckless Attack
You can use your reckless attack skill with ranged weapon attacks made with spears.

Beacon of Endurance

Prerequisite: 9th level
You have advantage on Constitution saving throws made to maintain concentration on being a beacon.

Beacon of Resilience

Prerequisite: 11th level barbarian
While you are a beacon and raging, allies within 30 feet of you gain resistance to bludgeoning, piercing and slashing damage.

Beacon of Night

Prerequisite: 11th level rogue
While you are a beacon, you can use an action to cast Invisibility once targeting you and all willing creatures of your choice within 30 feet of you.

Once you use this feature, you must complete a long rest before you can use it again.

Beacon of Unity

Prerequisite: 11th level fighter
As long as you are a beacon, you and allies within 30 feet of you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Beacon of the Moon

Prerequisite: 14th level, not the Beacon of the Sun skill
Whenever you become a beacon and at the beginning of your turn while you are a beacon, choose up to four creatures within 30 feet of you. Those creatures' movement speed increases by 5 feet until the beginning of your next turn, and while standing in dim light or darkness they can use a bonus action on their turn to teleport up to 30 feet to an unoccupied space they can see that is also in dim light or darkness.

Beacon of the Sun

Prerequisite: 14th level, not the Beacon of the Moon skill
Whenever you become a beacon and at the beginning of your turn while you are a beacon, choose up to four creatures within 30 feet of you. Those creatures gain temporary hit points equal to half your Warrior level, rounded down.

Beacon of Sunlight

Prerequisite: 17th level, Beacon of the Sun skill
As long as you are a beacon, you shed 30 feet of bright light around you, and an additional 30 feet of dim light.

Additionally, whenever you become a beacon, you can thrust your spear towards the sky and launch a wave of light energy around you. Any number of target creatures that you choose within range must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this skill. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this skill can make another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This skill dispels any darkness in its area that was created by a spell.

Once you use this feature, you must finish a short or long rest before you can use it again.

Beacon of the Full Moon

Prerequisite: 17th level, Beacon of the Moon skill
As long as you are a beacon, bright light within 30 feet of you becomes dim light as shadows envelop you.

Additionally, whenever you become a beacon, you can thrust your spear towards the sky and launch a wave of dark energy around you. Any number of target creatures that you choose within range must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage. On a successful save, it takes half as much damage.

This skill dispels any light in its area that was created by a spell.

Once you use this feature, you must finish a short or long rest before you can use it again.

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