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Warrior (5th Edition)
Ver. 4.2
\pagebreak # W arrior's are masters of the battlefield capable of destroying all that stands before them. Whether it be self centered interest or a sense of duty, individuals of all races across the many worlds have taken up arms. From gladiators to brigands, to soldiers, mercenaries, royal guard, and everything in between. When creating your warrior, imagine what one desires most in their life. What do you wish to achieve with your physical prowess, and for whom do you fight? Whether attacking your foes or protecting what you value, to what end do you struggle? ### Designing Warrior for 5th Edition Fighter typically struggles in 3rd and 4th tier play without outside compensation from allies or the dungeon master; whether it's magical assistance or equipment. This reality left players struggling against challenges and lead to dungeon masters over designing encounters. Compounding upon this, there is an overall lack of creative options when building your fighter. To a similar degree, these problems were also present within barbarian. Rage as a mechanic is unique on it's own but only provides so much depth. When the realization struck that the *unarmored defense* feature could be a fighting style, the concept of separating fighter from barbarian felt odd. From there the idea to reimagine a core class fantasy was formulated. Warrior was created with the intent of striking a balance between self sufficiency and battlefield presence, all while providing options to allow a wider variety of *viable* aesthetics. Both barbarian and fighter have been recycled so that playing dedicated melee is an overall enjoyable experience. You can still play a barbarian or fighter with warriors present, but you'll be noticeably weaker mechanically. Warrior is not meant to put melee on equal footing with a full spellcaster. Instead, it hopes to shorten the mechanical gaps and provide more rule of cool choices that don't function as noob traps. Everything you need to know about warrior is contained within this class document. Careful consideration has been taken so that playing warrior within *5th edition D&D* is as painless as possible. ### Additional Content PDFs #### Class Revisions & More: https://www.gmbinder.com/profile/Doki \columnbreak ### Table of Contents #### Opening * Pg 2 — Designing Warrior for 5th Edition * Pg 2 — Table of Contents #### Keywords & Optional Rules * Pg 3 — Keywords * Pg 3 — Optional Weapon Rules * Pg 4 — Optional Rules * Pg 4 — Optional Actions * Pg 4 — Optional Rulesets #### Creating a Warrior * Pg 6 — Class Features #### Inner Potentials * Pg 8 — Arcane Archer * Pg 10 — Berserker * Pg 11 — Cavalier * Pg 12 — Commander * Pg 13 — Dragon Guard * Pg 14 — Echo Knight * Pg 15 — Eldritch Knight * Pg 16 — Gladiator * Pg 17 — Lionheart * Pg 18 — Psi Fighter * Pg 19 — Rune Knight * Pg 20 — Samurai * Pg 21 — Storm Herald * Pg 21 — Totem Warrior * Pg 23 — Wild Magic * Pg 24 — Zealot #### Closing * Pg 25 — Credits & Special Thanks * Pg 25 — Version History
\pagebreakNum ## Keywords & Optional Rules ### Keywords Keywords are used to simplify complex ideas, this allows communicating on more succinct terms. *Some* of these keywords appear in features written in this document. ##### Bloodied A creature is considered to be *bloodied* when they're at half of their total hit points (rounded down) or less. If a feature refers to a creature's "bloodied value", it's half their total hit points (rounded down). Creatures can confirm if another creature is *bloodied* by using sight or hearing, generally without requiring a Perception check. Some features may also refer to a creature being *bloodied* as a trigger state for other effects. For example: "The first time you're bloodied in battle, you..." ##### Critical Chance For every point of *critical chance* an attack roll has, it's chance to critically strike is increased by 1. ## **Example:** Having a +1 bonus to *critical chance* would make any attack roll critically strike whenever you roll between 19-20 on a d20. Having a +2 bonus to *critical chance* would make any attack roll critically strike whenever you roll between 18-20 on a d20, and so on. ##### Damage Reduction Whenever a creature or object is dealt damage, that damage is reduced by an amount equal to their *damage reduction* (after resistance is applied). The minimum damage you can take with *damage reduction* is 0. ##### Expertise Your proficiency bonus is doubled for any ability check you make that uses the noted skill. For example, "You have Expertise with Survival checks." Multiple sources of Expertise on one skill don't stack. ##### Shift When you shift, your character moves a fixed distance (using a speed of your choice) that doesn't provoke opportunity attacks. You can't shift farther than your maximum speed. When a creature is riding a mount, they can't shift unless they shift enough to dismount. Creatures acting as mounts can't shift while carrying a rider. ### Optional Equipment Rules #### Finesse Longbow Longbows have the *finesse* weapon property. #### Simple Shortswords Shortswords are considered simple weapons, not martial. #### Heavy Property (Variant) *Prerequisite: STR 8 or higher and Weapon Size rule* ## Weapon attacks with *heavy* weapons have disadvantage if the attacker doesn't meet the Strength prerequisite. Weapons of a larger size than you gain the *heavy* property, unless your size is Small and the weapon is a Medium size. For each size larger than you that a weapon with *heavy* is, it's prerequisite Strength increases by 6. \columnbreak #### Weapon Size *Prerequisites: Variant Heavy Property rule* ## Weapons are sized as creatures are; Tiny, Small, Medium, Large, Huge, and Gargantuan. These rules dictate to creatures of unusual size, focused primarily on Tiny, Large, and Huge. For simplicity, Small and Medium sized equipment remains functionally the same. | Weapon Size | Weapon Damage | Relative Value & Weight to Medium & Small | |:-----------:|:------------------------:|:------------------------------------------:| | Tiny | Reduced by 2 (minimum 0) | Half Price & Weight | | Large | Increased by 1 | Twice Price & Weight | | Huge | Increased by 2 | Triple Price & Weight | | Gargantuan | Increased by 3 | Quadruple Price & Weight | ## The following is also true of sized equipment: * Tiny weapons can't benefit from the *reach* property. * Large and larger creatures can't wield Tiny weapons. * Damage dealt by unarmed strikes also changes with size. * Donning armor not fit for your size is the same as lacking proficiency with the armor. — You have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. ### Optional Rules #### Additive Temporary Hit Points Temporary Hit Points may be added together from different sources, up to a maximum amount equal to your bloodied value. #### Flanking (Variant) When a creature and at least one of their allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy. A flanked creature has a -2 penalty to their AC and disadvantage on Dexterity saving throws. To flank an enemy, you must be able to perceive them and not be Incapacitated. You can't contribute to flanking an enemy that is more than two size categories bigger than you. Nor can you contribute to flanking an enemy if you have two enemies on opposite sides of you, provided the enemies are at least one size category below you. #### Jumping (Variant) When you jump, you attempt to leap more than 5 feet (a jump of 5 feet or less is treated as difficult terrain). Your speed must be greater than 0, and you must make a DC 10 Strength (Athletics) check. If you don’t move at least 10 feet immediately before jumping, you have disadvantage on the check. On a failed check, you leap 5 feet horizontally or vertically. On a successful check, the check’s total determines the distance in feet that you can clear horizontally, or half that total if you’re jumping vertically (round up). Jumping doesn’t expend your movement, but the distance you clear can’t exceed your speed. When falling from a great height, you instantly descend up to 100 feet. If you’re still falling at the start of your next turn, you descend up to 200 feet, as well as subsequent turns until you stop falling. #### Simple Somatics You can perform the somatic components of spells even when you have weapons or a shield in one or both hands, provided you're proficient with said weapons or trained with shields. \pagebreakNum #### Wisdom Initiative You may use your Wisdom modifier in place of your Dexterity modifier when rolling for initiative. #### Strength Benefits Your carrying capacity is your Strength score multiplied by 10, and you can push, drag, or lift weight up to twice your carrying capacity. Each point added to your Strength score after 10 instead increases your carrying capacity by 200 lbs. With a Strength of 20, you can carry 2,100lbs, as well as push, drag, and lift 4,200lbs. You also gain features from the Strength Benefits Table if you meet the prerequisite Strength score. Temporary effects that change your Strength score (such as magic items) also provide these bonuses. ##### Strength Benefits Table | Strength Score | Feature | |:---------------:|:-------:| | 11 | Water Through Stone | | 13 | Powerful Leap | | 15 | Grindset | | 17 | Rampart | | 19 | With Great Power | ___ **Water Through Stone.** Nonmagical environments can't give your Strength ability checks disadvantage. ## **Powerful Leap.** You ignore the disadvantage from failing to move 10 feet before jumping. ## **Grindset.** Your bare hands are strong enough to bend 1 inch thick metal bars as strong as iron, as well as snap similar chains, whilst your legs are strong enough to kick through 2 inch thick walls of the same material. You can manipulate steel in the same ways at 19 Strength, mithral at 25 Strength, and adamantine at 29 Strength. Tiny creatures can also manipulate metals in these ways, but only at half the usual thickness. For each size larger than Medium a creature is, they double the thickness of metals they can manipulate. ## **Rampart.** Your damage reduction increases by 1. ## **With Great Power.** As an action, you can cause a 1st level *thunderwave* spell without expending a spell slot. You must be unrestrained, you don't require spell components, and this isn't considered a spell or spellcasting. After creating a *thunderwave* twice in this way, you can't do so again until you finish a short or long rest.
**Shockwave & Earthquake save DC** =
8 + your proficiency bonus + your Strength modifier
**At 14th level.** With Great Power's *thunderwave* spell becomes 2nd level, and you can use it one additional time between rests. As an action, you can cause the *earthquake* spell, centered on yourself, without expending a spell slot or concentrating. You must be Unrestrained, you don't require spell components, and this isn't considered a spell or spellcasting. Moreover, you're immune to the damage dealt by this action, and you ignore the Strength and Dexterity saving throws it causes. Once you cause an *earthquake* in this way, you can't do so again until you finish a long rest. \columnbreak ### Optional Actions #### Cleave *Prerequisites: STR 10 or higher* ## As an action, you can attack a number of creatures and objects within your weapons reach equal to your proficiency bonus. Make one melee weapon attack, using the same attack and damage rolls for all of the targets. The following rules also apply: * You must be wielding a melee weapon you're proficient with. * The weapon must be held with both hands and have either the *two-handed* or *versatile* weapon properties. * You can't Cleave if you've moved during your turn. #### Desperate Dash You can take the Dash action as a bonus action. If you do, you have disadvantage on attack rolls, your spell save DC has a -5 penalty, and you can't cast spells other than cantrips until the end of your turn. #### Tumble As part of your movement, you can make Dexterity (Acrobatics) checks contested by enemy Dexterity (Acrobatics) checks. If you win, you can move through the hostile creature's spaces this turn. ### Optional Rulesets #### Better Shields Better Shields is a lightweight features upgrade for shields in 5th edition. When combined with Warrior it adds the finishing touches to an overall more enjoyable and engaging system for melee. ## You can download it for free with the link below. Set the price to $0. ## **Find this ruleset at:** https://www.drivethrurpg.com/product/321322/Better-Shields #### Feats Revised This document was created for better organization and balance between all of 5th edition's feats, which ultimately aims to provide more choice for character customization. To that end, all of the feats have been divided into two types: "Combat" and "Skill" feats. Combat feats may be chosen in place of a classes Ability Score Improvement, as is normal. Skill feats were once combat feats, but have since been separated. Acquiring skill feats is different from combat feats and the two feat types are not interchangeable. ## If you're interested in what these rules have to offer, please search out the *Feats Revised* PDF found on the GMBinder profile below. ## **Find this ruleset at:** https://www.gmbinder.com/profile/Doki ##### Ability Score Increase (Variant) Instead of choosing between +2 stat points or one feat, you gain +1 stat point *and* one feat. If the *Feats Revised* ruleset is being used, the feat gained is your choice of either one combat or skill feat. ##### Starting Combat Feat During character creation, your dungeon master may decide to grant the party one additional combat feat. If the *Feats Revised* ruleset is being used, this bonus feat is a combat one. \pagebreakNum #### Injuries & Exhaustion "Injuries & Exhaustion" is a PDF with two lightweight rulesets designed to be played together. With a variety of optional rules, the PDF aims to bring depth to 5e combat while avoiding unnecessary complexity. Get the tension and detail of visceral combat, *without* killing the pace of gameplay. The optional rules range from the Exhaustion condition (variant) detailed below, all the way to features that give Exhaustion to exert oneself for some benefit. In addition to the more robust Exhaustion interactions, injuries are a new feature that *may* occur after a critical strike. With luck on ones side, the target just escape with a battle scar! In the face of a debilitating injury, one might consider the *heroic resistance* feature, where players take a little Exhaustion instead. ## **Find this ruleset at:** https://www.gmbinder.com/profile/Doki ##### Exhaustion Condition (Variant) Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called Exhaustion. Exhaustion is measured in eleven levels. Effects can give a creature one or more levels of Exhaustion, as specified in the effect’s description. | Exhaustion | Description | |:----------:|:-----------:| | **Levels of Exhaustion** | This condition is cumulative. Each time you receive it, you gain 1 level of Exhaustion. You die if your Exhaustion level exceeds 10. | **d20 Rolls Affected** | When you make a d20 Test, you subtract your Exhaustion level from the d20 roll. | **Spell Save DCs Affected** | Subtract your Exhaustion level from the Spell save DC of any Spell you cast. | **Hit Points Affected** | When your Exhaustion level reaches 8 or higher, you can't be healed above your bloodied value until your level of Exhaustion lowers. ## Finishing a long rest lowers your Exhaustion level by 1, provided they've also had enough food and water for the day. When your Exhaustion level reaches 0, you're no longer Exhausted. If you're revived with a high enough level of Exhaustion to immediately die, your Exhaustion level reduces by 1. \columnbreak #### Consecutive Resting There's a cumulative effect to the reduction of a creature's Exhaustion level for each successive long rest they finish. This continues until they have either 0 levels of Exhaustion, they don't long rest one day, they receive a condition, they become targeted by a negative spell effect, they receive damage, or they become injured. ##### Example **Situation:** Assume a creature has 5 levels of Exhaustion. ## **Action:** This creature relaxes, sufficiently nourishing themself and sleeping comfortably for several nights in a row. ## **Outcome of Long Resting:** The first long rest lowers the creature's Exhaustion level by 1, bringing it to 4. The second long rest lowers their Exhaustion by 2, bringing it to 2. The third long rest lowers their Exhaustion by 3, bringing it to 0. The creatures fourth long rest will only reduce their Exhaustion level by 1. #### Enduring More Exhaustion When you have one or more feature that states "You can endure one more level of Exhaustion before negative effects begin.", add all of them together and subtract that total from your level of Exhaustion. You still have the subtracted levels of Exhaustion, but they don't count against you for the purposes of Exhaustion's negative effects. ## ##### Example You can endure 2 more levels of Exhaustion before negative effects begin. You receive 3 levels of Exhaustion, but subtract 2 from that due to your previously mentioned bonus. You're currently under the effects of 1 level of Exhaustion.
\pagebreakNum
## • **The Warrior** • | Level | Prof. Bonus | Features | Battle Trances | Maneuvers | Superiority Die | Die Size | |:-----:|:-----------:|:------------------------------------------|:--------------:|:---------:|:---------------:|:--------:| | 1st | +2 | Battle Trance, Fighting Style | 2 | — | — | — | | 2nd | +2 | Combat Superiority, Weapon Mastery | 2 | 3 | 2 | d4 | | 3rd | +2 | Action Surge (1), Inner Potential | 2 | 3 | 2 | d4 | | 4th | +2 | **Ability Score Improvement** | 2 | 3 | 2 | d4 | | 5th | +3 | Extra Attack (1), Unyielding (1) | 2 | 4 | 3 | d4 | | 6th | +3 | **Ability Score Improvement** | 2 | 4 | 3 | d6 | | 7th | +3 | Inner Potential Feature | 3 | 4 | 3 | d6 | | 8th | +3 | **Ability Score Improvement** | 3 | 5 | 3 | d6 | | 9th | +4 | Perfected Trance | 3 | 5 | 4 | d6 | | 10th | +4 | Inner Potential Feature | 3 | 5 | 4 | d6 | | 11th | +4 | Extra Attack (2), Unyielding (2) | 3 | 6 | 4 | d8 | | 12th | +4 | **Ability Score Improvement** | 3 | 6 | 4 | d8 | | 13th | +5 | Champion | 4 | 6 | 5 | d8 | | 14th | +5 | **Ability Score Improvement** | 4 | 7 | 5 | d8 | | 15th | +5 | Inner Potential Feature | 4 | 7 | 5 | d8 | | 16th | +5 | **Ability Score Improvement** | 4 | 7 | 5 | d10 | | 17th | +6 | Action Surge (2), Unyielding (3) | 4 | 7 | 6 | d10 | | 18th | +6 | Extra Attack (3), Inner Potential Feature | 4 | 8 | 6 | d10 | | 19th | +6 | **Ability Score Improvement** | 5 | 8 | 6 | d10 | | 20th | +6 | Legendary Champion | 5 | 8 | 6 | d10 |
## Class Features As a warrior, you gain the following class features. #### Hit Points **Hit Dice:** 1d12 per warrior level
**Hit Points at 1st Level:** 12 + your Constitution modifier
**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per warrior level after 1st #### Proficiencies **Weapons:** Simple weapons, martial weapons
**Tools:** None ## **Saving Throws:** Strength, Constitution
**Skills:** Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Religion, and Survival #### Armor Training You gain training with all armor, as well as shields.
\columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) chain mail or (b) leather armor and 20 gp • (a) a shield or (b) 10 gp • (a) two weapons • (a) three javelins, or (b) two handaxes, or (c) 20 ammo • (a) a dungeoneer's pack or (b) an explorer's pack ## Alternatively, you can start with a number of gold pieces based on the following roll: 5d4 x 10 gp ## #### Multiclassing When qualifying to multiclass into warrior, the following is true:
**Prerequisites.** You must have a STR or DEX 13 or higher.
**Proficiencies.** You're proficient with simple and martial weapons.
**Armor Training.** You gain training with all armor, as well as shields.
**Note:** Warrior can't multiclass with barbarian or fighter. ## **Optional:** Fighter and paladin also grant all of their armor trainings on the 1st level of their multiclass. ## Try restricting all sources of heavy armor training only to existing class features, subclass features, and multiclassing. \pagebreakNum ### Battle Trance Focus guides your instinct. As a bonus action, you can enter a Battle Trance. During your Battle Trance, you gain the following benefits: * You have advantage on Strength checks, as well as Strength (Athletics) and Dexterity (Acrobatics) skill checks. * When you make an attack using Strength or Dexterity, you gain a +2 bonus to the damage roll. * If you're able to cast spells, you can't cast them or concentrate. Your Battle Trance lasts for 1 minute. Battle trance ends early if, for 3 turns in a row, there are no hostile creature you can see or hear at the end of your turn. You can also end your Battle Trance early on your turn, no action required. Once you have entered a Battle Trance the maximum number of times for your warrior level, you must finish a long rest before you can enter a Battle Trance again. You may enter a Battle Trance 2 times at 1st level, 3 at 7th, 4 at 13th, and 5 at 19th. ### Fighting Style You also adopt a particular style of fighting as your specialty at 1st level. Choose one of the options below. You can't take the same Fighting Style option more than once, even if you get to choose again. You may change your warrior Fighting Styles with other options from the warrior's Fighting Style list at the end of a long rest. #### Archery You gain a +2 bonus to ranged weapon attack rolls. #### Blind Fighting You have blindsight with a range of 10 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. #### Bulwark You gain a +2 bonus to damage reduction. #### Defense You gain a +1 bonus to AC. #### Dueling When you're wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon. You can be wielding a shield and still gain this benefit. #### 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're wielding with two hands, you can reroll the die and may use the new roll. If the new roll is a 1 or 2, you can't reroll it. The weapon must have the *two-handed* or *versatile* property for you to gain this benefit. #### Mitigation You gain a +1 bonus to saving throws. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If the target is still hit, the damage they take is reduced by 1d8 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield. #### Superior Technique You learn one maneuver of your choice from among those available to warrior's Combat Superiority feature, following it's rules. You gain one superiority die, which is a d4 (this die is added to any superiority dice you have from another source, and it increases in size them). #### 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 make a ranged attack using a *thrown* weapon, you gain a +2 bonus to the attack and damage rolls. #### Two-Weapon Fighting You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. When you take the attack action on your turn, you can make one additional attack using your off-hand weapon as part of that same action. If you do, you can't use your bonus action to make any attack with your offhand on that turn. #### Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d4 becomes a d6. At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature grappled by you. Additionally, if you can use maneuvers and one would require a weapon, you can use an unarmed strike instead. #### Unarmored Defense While you're wearing no armor, you may have your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. ## ### Combat Superiority Beginning at 2nd level, you learn maneuvers that are fueled by a special resource called superiority dice. ## **Maneuvers.** You learn three maneuvers of your choice, which are listed under "Maneuvers" below. You can use only one maneuver per attack. Each time you level up or finish a long rest, you can also replace the maneuvers you've learned with a new selection equal to the number of maneuvers you're able to learn. You learn an additional maneuver at the 5th, 8th, 11th, 14th, and 18th levels of warrior. ## **Superiority Dice.** You have a number of superiority dice, which are d4s in size, equal to your proficiency bonus. A superiority die is expended when you use it, and you regain your expended superiority dice when you finish a short or long rest. If your superiority die increases by one size, it does so as follows; a d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12. Your superiority die increases by one size when you reach the 6th, 11th, and 16th levels of warrior. ## **Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
**Maneuver save DC** =
8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
\pagebreakNum #### Maneuvers All the maneuvers are presented in alphabetical order. **Ambush.** When you make a Dexterity (Stealth) check or roll for initiative, you can expend one superiority die and add it to the roll. **Brace.** When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll. **Commander's Strike.** When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. **Commanding Presence.** When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. **Disarming Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing them to drop one item of your choice that they're holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, they drops the object you choose. The object lands at their feet. **Distracting Strike.** When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you also adds your superiorty die to their attack roll if the attack is made before the start of your next turn. **Evasive Footwork.** When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. **Feinting Attack.** You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it. **Goading Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. **Grappling Strike.** Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way. **Lunging Attack.** When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. **Menacing Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. **Parry.** When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. You must be wielding a melee weapon or shield to use this maneuver. If you Parry with a weapon, the attacking creature receives damage equal to the damage reduced by Parry, using the weapons damage type. **Positioning Strike.** When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to shift 10 feet. **Precision Attack.** When you use the Attack or Cleave actions, you can expend one superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. **Pushing Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to push the target. You add the superiority die to the attack's damage roll, and if the target is the same size or smaller than you, it must make a Strength saving throw. On a failed save, you push the target 15 feet away from you. **Quick Shot.** As a bonus action, you can expend one superiority die and make a ranged weapon attack. As part of making this attack, you can draw a thrown weapon, and if you have a shield, you can treat it as a light hammer. If you hit, add the superiority die to the attack’s damage roll; the target is knocked Prone if the ranged attack was made with a shield. **Rally.** On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. **Riposte.** When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. **Second Wind.** Draw on a well of stamina to shrug away harm. As a bonus action, you can expend one superiority die and regain hit points equal to your superiority die roll + your warrior level. **Shield Slam.** You must be wielding a shield. When a creature within 5 feet of you casts a spell, but before the spell is cast, you can use your reaction to expend one superiority die. The target must then make a Strength saving throw. If they fail the save, you interrupt their spell with your shield, and they lose the spell slot and any consumed material components. The target then takes bludgeoning damage equal to your superiority die roll + your Strength modifier. **Tactical Assessment.** When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. **Tag Out.** While within 5 feet of a willing creature on your turn, you can expend 5 feet of movement and one superiority die to switch places with your target. This movement doesn’t provoke opportunity attacks, but can't be used while either creature is mounted. Roll the superiority die. Until the start of your next turn, the target gains a bonus to AC equal to the number rolled. **Trip Attack.** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is the same size or one size smaller than you, it must make a Strength saving throw. On a failed save, you knock the target Prone. \pagebreakNum ### Weapon Mastery Your skill with specific weapons impresses both onlooker and enemy alike at 2nd level. Choose either the Crusher, Piercer, or Slasher feat from *Tasha's Cauldron of Everything.* You gain the chosen feat. Alternatively, you can make the same choice between those combat feats in the optional ruleset: *Feats Revised.* ## ### Action Surge Starting at 3rd level, you can briefly push yourself beyond your normal limits. 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 18th level, you can use it twice before a rest, but only once on the same turn. ## ### Inner Potential You choose a path that shapes your combat techniques and unlocks your true potential at 3rd level. Your choice grants you features at the 3rd level of warrior and again at the 7th, 10th, 15th, and 18th levels. ## ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. If your DM allows the use of feats, you may instead take a feat. ## ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class. ## ### Unyielding You're also able to weather intense situations starting at 5th level. If you fail a saving throw, you can choose to succeed instead. You can use this feature only once between long rests. You can use this feature one additional time between long rests, but only once each round, at the 11th and 17th levels of warrior. ## ### Perfected Trance At 9th level, you've refined a razor sharp presence of mind in intense moments. You gain the following benefits during your Battle Trance: * Your damage reduction is increased by 3. * Battle Trance ends early only if you fall Unconscious or if you choose to end it early on your turn, no action required. ## ### Champion By 13th level, it's easy for others to gaze upon you and see greatness. You're immune to the Frightened condition. Also, if your total for a Strength check, or Strength (Athletics) check, is less than your Strength score, you can use that score in place of the total. ## ### Legendary Champion You reach the pinnacle of mortal growth at 20th level. Choose either your Strength or Dexterity. The chosen score and your Constitution score each increase by 4; your maximum for both scores is now 24. ## Inner Potentials ### Arcane Archer Arcane archers study a unique elven method of archery that weaves magic into attacks to produce supernatural effects. These archers tend to be some of the most elite warriors among the elves, those who stand watch over the fringes of elven domains. Keeping a keen eye out for trespassers they use magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. #### Arcane Archer Lore Beginning at 3rd level, you learn magical theory, secrets of nature—typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the *prestidigitation* or *druidcraft* cantrip. #### Arcane Shot You also learn to unleash magical effects with some of your shots at 3rd level. When you gain this feature, you learn four arcane shot options of your choice (see "Arcane Shot Options" below). Once per turn when you fire an arrow from a weapon as part of the Attack action, you can apply one of your arcane shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability. You gain an additional use of this ability when you become a 10th and 15th-level warrior. You regain all expended uses of it when you finish a short or long rest. #### Arcane Shot Options The Arcane Shot feature lets you choose options at certain levels, which are presented in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. You gain an additional Arcane Shot option of your choice when you become a 7th, 10th, 15th, and 18th-level warrior. If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:
**Arcane Shot save DC** =
8 + your proficiency bonus +
your Intelligence, Wisdom, or Charisma modifier (your choice)
##### Arrow Options ## **Banishing Arrow.** You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. \pagebreakNum ## **Beguiling Arrow.** Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. After you reach 10th level in this class, a target also takes 1d6 force damage when the arrow hits it. At 18th level, the damage increases to 2d6. ## **Bursting Arrow.** You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6. ## **Enfeebling Arrow.** You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6. ## **Grasping Arrow.** When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. Both the poison and slashing damage increase to 3d6 when you reach 10th level in this class. At 18th level, they both increase to 4d6. ## **Piercing Arrow.** You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 10th level in this class. At 18th level, the damage increases to 3d6. \columnbreak ## **Seeking Arrow.** Using divination, you infuse your arrow with targeting magic. You don't make an attack roll for Seeking Arrow. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's location. On a successful save, the target takes half as much damage, and you don't learn its location. The force damage increases to 2d6 when you reach 10th level in this class. At 18th level, the damage increases to 3d6. ## **Shadow Arrow.** You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 3d6 when you reach 10th level in this class. At 18th level, the damage increases to 4d6. #### Magic Arrow You may now infuse arrows with magic strong enough to pierce a targets defenses at 7th level. Whenever you fire a nonmagical arrow you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. #### Ever-Ready Starting at 10th level, you and your Arcane Shot are always ready for battle. If you roll initiative and have at least one expended use of Arcane Shot, you regain one use. Moreover after rolling initiative, you gain temporary hit points equal to your warrior level. #### Arcane Arsenal Your trance's mixture of arcane and martial prowess is a sight to behold at 15th level. When you enter a Battle Trance, you regain one expended use of Arcane Shot. During your Battle Trance, you gain a +1 bonus to ranged weapon damage rolls. #### Curving Shot Your errant arrows still find targets at the 18th level. When you make an attack roll with an arrow and miss, you may use a special action to reroll the attack roll against a different target within 60 feet of the original target. You can make this special action six times, and you regain all expended uses of it when you finish a short or long rest.
\pagebreakNum \columnbreak ### Berserker Thunderous wrath propels berserkers to war, their trance the more primitive of emotions: Rage. Barbaric bloodshed is simply another day of labor for a berserker. To kill is to achieve. Warriors with talent for blind fury hail from tribes and kingdoms alike, though none harness the raw energy of violence quite like a berserker. For many berserkers, survival is it's own reward, as the dead have no need for succor and vanity. #### Barbaric Calling Starting at 3rd level, the raging fire within you burns far stronger. You learn the maneuver Menacing Attack and benefit from the Unarmored Defense Fighting Style at all times. If you already know the maneuver Menacing Attack, choose a replacement. Once on your turn during your Battle Trance, when you would roll a superiority die for Menacing Attack, you may immediately regain the expended superiority die. #### Berserking Ancient fury also awakens within you when your life is in mortal danger at 3rd level. In reaction to becoming bloodied while not in a Battle Trance, you may enter a Battle Trance without expending a use of it. If you become bloodied during your Battle Trance, you regain one expended use of Battle Trance. After using this feature, you must finish a long rest to do so again. #### The Brink of Death By 7th level, your ability to survive is almost unnatural. During your Battle Trance, if your hit points are brought below 1 and you aren't killed outright, you may instead fall to 1 hit point. Your hit points can't go below 1 until the start of your next turn. After using this feature, you must finish a short or long rest to do so again. #### Reckless Attack You're also able to attack with fierce desperation at 7th level. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee attack rolls using Strength or Dexterity during this turn, but attack rolls against you have advantage until the start of your next turn. #### Butcher By 10th level, you tear flesh and rend bone with ease. The following now applies when you take the Cleave action: * Add your Strength or Dexterity modifier to the damage dealt. * You attack a number of targets equal to your proficiency bonus, up to a maximum of 5. * You can use movement and Cleave in the same turn. #### Primal Rage Fury protects you in the heat of combat starting at 15th level. You regain one expended warrior hit die whenever you're critically struck. During your Battle Trance, you gain the following benefits: * Resistance to bludgeoning, piercing, slashing, and force damage. * At the start of your turn you may expend one hit die, roll it, and heal for the amount rolled + your Constitution modifier. #### Reckless Disregard Words ill describe your excitement for murder by the 18th level. Your maximum hit points are increased by 20 and you gain a +1 bonus to your critical chance while under the effects of Reckless Attack.
\pagebreakNum ### Cavalier The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these warriors leave their lives of comfort to embark on glorious adventure. ## **Optional Rule:** Riders may choose to have their mount move with them on the same turn. When a bipedal player character mounts a quadrupedal one, such as a centaur, the two may also choose to take their movement actions together on one of their turns. If not, the rider only moves with their mount's movement, on the mount's turn. #### Cavalier Training Beginning when you take this potential at 3rd level, your mastery as a rider becomes apparent. You gain the following benefits: * Your mount also benefits when you take the Disengage action. * You have advantage on saving throws made to avoid falling off your mount. * Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach * Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. * If you take falling damage while conscious, that damage is halved. Additionally, if you dismount or fall off your mount and descend no more than 10 feet, you can land on your feet if you're not Incapacitated. The distance you descend increases to 30 feet at 10th level, 60 feet at 15th level, and 120 feet at 18th level. #### Unwavering Mark Also at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you're Incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your warrior level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. \columnbreak #### Life of Discipline Your maneuverability in battle is quite impressive by 7th level. When features or maneuvers (similar to Tag Out) would have you switch places with a creature while you're mounted, you may have the target take your place on the mount, no extra movement required. ## You also learn the following unique maneuvers: ## **Launch.** Either as a reaction or when you move on your turn, you can expend one superiority die and perform a long or high jump. If you jump from your mount, standing jumps don't penalize your jump distance. Roll the superiority die and multiply it by five, adding the result to how much distance your jump covers. If you're over 30 feet in the air before falling, you don't fall until the start of your next turn. ## **Diving Attack.** While in the air, you can immediately plunge towards a creature that you can see within 200 feet below you. Make a single melee weapon attack roll against them as you land. You land on the nearest adjacent tile of your target and take any falling damage. This attack roll has a +1 bonus to critical chance for every 10 feet you fall. #### Warding Technique You learn to fend off strikes directed at you, your mount, or other creatures at 10th level. If you or a creature you can see within 5 feet of you is hit by an attack while you're wielding a melee weapon or a shield, you can roll 1d8 as a reaction. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest. #### Juggernaut You also train for coordination to quicken your movement at 10th level. If you hit a creature with a melee attack on your turn, your speed increases by 5 feet until the end of the turn. If you're mounted, your mount benefits from this speed increase as well. #### Ferocious Momentum Whether you're mounted or not, you run down the enemies that are driven before you at 15th level. If you move at least 10 feet in a straight line towards a creature before attacking with a melee weapon, and you hit them with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked Prone. Finally, when you use the Enduring feature while mounted, your mount also benefits from Enduring as if it used the feature as well. #### Vigilant Defender Finally at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
\pagebreakNum ### Commander Commanders are warriors of authority that hail from various upbringings. Some begin as squires in higher class orders of knighthood, while others as mere serfs that rallied allies. Death, however, is the great equalizer, and history is soaked with the blood of foolish militaries built from all walks of life. It falls upon each land's capable few to lead their people to a prosperous life. Glory and death await both the bold and timid alike. #### Martial Law Beginning at 3rd level, a necessity for order has instilled in you a rigorous ability to navigate battle. You learn two maneuvers, Commander's Strike and Commanding Presence. If you already know one or both of those maneuvers, choose replacements. Additionally, the target of your Commander's Strike maneuver does not require their reaction to perform the weapon attack. #### Natural Talent Your talents also shine brighter at 3rd level. Your superiority die increases by one size. You also gain proficiency with your choice of either the Insight, Intimidation, Persuasion, or Religion skill. #### Reinforce the Field Your battlefield clarity further matures by 7th level. When using a maneuver that targets a friendly creature other than you, you may choose one additional companion to benefit from the maneuver. If a maneuver has both targets occupying the same tile, your second target occupies a safe tile within 5 feet of your first target. If there's no viable tile, the second target doesn't move. #### Regroup & Recover At 10th level, you understand the importance of both vigor and morale. You learn the following unique maneuver: ## **Shake It Off:** You can expend one superiority die when you or a companion within 30 feet of you fails a saving throw, no action required. Your target rerolls the saving throw. Roll the superiority die and add it to both the target's failed saving throw and reroll. The target may choose to use the old roll or the reroll. ## Moreover, the following benefits are added to specific maneuvers: * **Ambush.** Refund the expended superiority die if it was used on an Initiative check. * **Commander's Strike.** When directing two creatures to strike, refund the expended superiority die if both of their attacks miss. * **Positioning Strike.** Friendly creatures no longer require their reaction to perform the shift movement. * **Rally.** Rally no longer benefits from Reinforce the Field. Instead, you target a number of creatures equal to your proficiency bonus. * **Tag Out.** May be used while you're within 10 feet of a willing creature and without expending the 5 feet of movement. #### Battlewise Experience has tempered your wit by the 15th level. You gain proficiency with Intelligence saving throws. When you roll for initiative, you can regain one of your expended superiority die. #### High Command Finally your studies have culminated at 18th level; your decisive eyes radiate an intimidating aura. You learn every maneuver listed under Combat Superiority's maneuver list. During your Battle Trance, you gain a +2 bonus to your superiority die rolls.
\pagebreakNum ### Dragon Guard Dragon guard are warriors who hail from disparate tribes and kingdoms of various races. While heroes to their people in the modern day, this was not always the case. Ancient ancestors of the dragon guard had drank deep of a corrupt concoction; a potion of tainted dragon's blood that warped ones thoughts. Taming the furious draconic voices that assaulted their mind's took generations. Now, many dragon guard are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating their target. Dragon guard master the power of their ancestral blood to protect their allies, empowering themselves to perform brave deeds in battle and inspire greatness. When a warrior who follows this path enters a battle trance, their power allows them to mentally reach through the ethereal plane to contact various dragon spirits. There the dragon guard draws energy, whether or not the dragon spirits give aid willingly. Dragon guard cover themselves in elaborate tattoos that celebrate their ancestor's deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals, and of the madness they suffered for their power. In some areas, the mere sight of these tattoos is enough to make orcs and bandits seek easier prey. #### Ancestral Protectors When you choose this potential at 3rd level, spectral dragons appear in the heat of combat. You benefit from the Protection Fighting Style at all times, which you can use without a shield. During your Battle Trance, the first creature you hit with an attack becomes the target of the dragons. Until the start of your next turn, when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your Battle Trance ends. #### Vitality of the Dragon You also reinvigorate your allies as you do yourself at the 3rd level. You learn the maneuver Second Wind. If you already know the Second Wind maneuver, choose a replacement. When you use Second Wind you may choose one companion within 60 feet of you; they are healed for the same amount you are. \columnbreak #### Spirit Shield At 7th level, the dragon spirits are able to provide supernatural defense. You gain a special reaction that you can take once per turn. If you or another creature within 20 feet of you takes damage, you can use your special reaction to reduce that damage by 2d4. This reduction is applied after resistance. You can't use this special reaction on the same turn that you take your normal reaction. #### Consult the Spirits You also gain the ability to consult with your ancestral spirits at 7th level. You learn to cast the *augury* and *clairvoyance* spells, without using a spell slot or material components. Rather than creating a spherical sensor, this use of *clairvoyance* invisibly summons one of your dragon spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can't use this feature again until you finish a short or long rest. #### Draconic Royalty Upon reaching 10th level, noble dragon spirits lend you their collective voices in guidance. During your Battle Trance, the damage reduced by Spirit Shield is increased to 4d4. Additionally, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Performance, or Persuasion. #### Spirits of Vengeance By 15th level, your dragon spirits are able to retaliate against your enemies without retribution. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the reduced damage. #### Great Wyrm's Bulwark Finally at 18th level, your dragon spirits gain the capability to temporarily halt the changing flow of life. As a reaction, expend one superiority die and choose a willing creature within 30 feet of you that is conscious. Roll the superiority die. The target's hit points can't go below the value of your roll until the end of your next turn.
\pagebreakNum ### Echo Knight A mysterious and feared frontline warrior, the Echo Knight has mastered the art of summoning the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. #### Manifest Echo Beginning when you unlock this potential at 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space that you can see within 15 feet of you. This echo is a magical, translucent, gray image object of you that lasts until destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're Incapacitated. Your echo has an AC of 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. ## You can also use the echo in the following ways: * As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. * When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. * When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. #### Unleash Incarnation Alongside manifestation, you can also heighten your echo's fury starting at the 3rd level. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. You may also expend one superiority die to regain one expended use of Unleash Incarnation. \columnbreak #### Echo Avatar Starting at the 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. If you're in a Battle Trance, you may use a bonus action instead. During this time, you're deafened and blinded. You can sustain this effect for up to 1 hour, and you can end it at any time, no action required. While your echo is being used in this way, it can be up to 1 mile away from you without being destroyed and has advantage on stealth checks. #### Shadow Martyr At 10th level, you can make your echo throw itself in front of an attack directed at either yourself or another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo. Once you use this feature, you can't use it again until you finish a short or long rest. You can use Shadow Martyr one additional time before needing to rest at both the 15th and 18th levels of warrior. #### Reclamation You can absorb your echoes fleeting magic at 15th level. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 1d12 + your Constitution modifier. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you roll for initiative or finish a long rest. #### Legion of One The echo becomes a proper extension of your power by 18th level. This mastery over shades grants you the following benefits: * You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. * If you spend a full hour using your echo through Echo Avatar, you may choose to instantly teleport in it's place as the effect ends. * When you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
\pagebreakNum ### Eldritch Knight ## Archetypal eldritch knights combine the martial mastery common to all warriors with a careful study of magic. Eldritch knights use magical techniques influenced by many schools of magic. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 in the *Player's Handbook* for the general rules of spellcasting. ## **Spell List.** Choose one of the following classes when you become an Eldritch Knight. You can't change this decision. * **Druid:** Your spellcasting ability is Wisdom. * **Cleric:** Your spellcasting ability is Wisdom. * **Sorcerer:** Your spellcasting ability is Charisma. * **Bard:** Your spellcasting ability is Charisma. * **Warlock:** Your spellcasting ability is Intelligence or Charisma. * **Wizard:** Your spellcasting ability is Intelligence. ## **Cantrips.** You learn two cantrips of your choice from your chosen classes spell list. You learn an additional cantrip of your choice from the same spell list at 10th level. ## **Spell Slots.** The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast these spells, you must expend a slot of the spell's level or higher. For example, if you know the 1st level spell *shield* and have unused 1st and 2nd level spell slots, you can cast *shield* using either slot. You regain all expended spell slots when you finish a long rest. ## **Spells Known of 1st-Level and Higher.** You know three 1st level spells of your choice from your chosen classes spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen classes spell list. The new spell must be of a level for which you have spell slots. ## **Spellcasting Ability.** Your spellcasting ability is told to you by your chosen class, which is used to cast your known spells. You use your spellcasting ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
**Spell save DC** =
8 + your proficiency bonus +
your spellcasting ability modifier
**Spell attack modifier** =
your proficiency bonus +
your spellcasting ability modifier
#### Arcane Rites You also put a careful blend of weapons and magic into your combat training at 3rd level. You're able to cast spells and concentrate on them during your Battle Trance. \columnbreak ##### Eldritch Knight Spellcasting
Spell Slots per Spell Level
| Warrior Level | Cantrips Known | Spells Known | —1st | —2nd | —3rd | —4th | |:-------------:|:--------------:|:------------:|:-------:|:-------:|:-------:|:-----------:| | 3rd | 2 | 3 | 2 | ─ | ─ | ─ | | 4th | 2 | 4 | 3 | ─ | ─ | ─ | | 5th | 2 | 4 | 3 | ─ | ─ | ─ | | 6th | 2 | 4 | 3 | ─ | ─ | ─ | | 7th | 2 | 5 | 4 | 2 | ─ | ─ | | 8th | 2 | 6 | 4 | 2 | ─ | ─ | | 9th | 2 | 6 | 4 | 2 | ─ | ─ | | 10th | 3 | 7 | 4 | 3 | ─ | ─ | | 11th | 3 | 8 | 4 | 3 | ─ | ─ | | 12th | 3 | 8 | 4 | 3 | ─ | ─ | | 13th | 3 | 9 | 4 | 3 | 2 | ─ | | 14th | 3 | 10 | 4 | 3 | 2 | ─ | | 15th | 3 | 10 | 4 | 3 | 2 | ─ | | 16th | 3 | 11 | 4 | 3 | 3 | ─ | | 17th | 3 | 11 | 4 | 3 | 3 | ─ | | 18th | 3 | 11 | 4 | 3 | 3 | ─ | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 | #### Weapon Bond At 7th level, you learn a ritual that creates a magical bond between yourself and one weapon or shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The equipment must be within your reach throughout the ritual, at the conclusion of which you touch it and forge the bond. Once you have bonded the equipment to yourself, you can't be disarmed of it unless you're Incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded pieces of equipment, but can summon only one at a time with your bonus action. If you attempt to bond with a third, you must break the bond with one of the others. #### Martial Magic You also establish a technique at 7th level. When you use your action to cast a spell, you can make one weapon attack as a bonus action. #### Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast for 1 minute. #### Charging Arcana Embracing the weave is an instinct at 15th level. As an action, you may expend a number of superiority die to recover any combination of your spent spells slot of equal level. One superiority die is worth one 1st level spell, two die is worth one 2nd level spell, and so on. \pagebreakNum \columnbreak #### Arcane Warpath Finally at 18th level, you've learned to split the weave and traverse it. When you use your action to cast a spell of 1st level or higher, you may immediately teleport to a tile up to 30 feet away. After you do, you may then make one weapon attack, no action required. Moreover, when you cast a cantrip during your Battle Trance, you gain a +1 bonus to the cantrip's attack and damage rolls, if any. ### Lionheart The lionheart are great warriors focused on attaining deadly perfection with martial ability. To that end, they endure rigorous training focused on both physical excellence and practiced precision. At their core, lionheart are motivated to improve themselves each and every day, striving for consistency. While specific styles of combat can vary greatly between them, their ability to critically devastate opponents by attacking their weak points is unparalleled. #### Might of Olympus Starting at 3rd level, a natural talent for martial precision awakens within you. Your critical chance increases by 1. At the 7th and 10th levels of warrior, you learn one additional Fighting Style of your choice from the warrior Fighting Style list. #### Remarkable Athlete You're also quite the athlete by 3rd level. You gain proficiency in Dexterity saving throws. When you jump, you can treat 10 foot gaps like difficult terrain, without requiring a skill check or running start. #### Battle Momentum By 7th level, you're able to press the advantage while you have momentum on an enemy. Whenever you use Action Surge or critically strike a creature, you may then perform one of the following maneuvers, no action or superiority die required: * **Cleaving.** You take the Cleave action. * **Repositioning.** You immediately shift up to 15 feet. * **Sudden Defense.** You take the Dodge action. The Cleaving maneuver can only be used once per round, and you may move in same the turn you use the Cleaving maneuver. You can also move after triggering this feature but before choosing a maneuver. If you don't choose one before the round ends, this feature ends. #### Lion's Pursuit Speed enables power. This simple fact has become well ingrained in your training by 10th level. You gain the following benefits: * You gain a +3 bonus to initiative. * You can use Battle Trance as a reaction. * You may shift up to your speed when you enter a Battle Trance. #### Exceptional Valor Upon reaching 15th level, your triumphant courage shines brighter. During your Battle Trance, your critical chance increases by 1, and your damage reduction increases by 2. #### Uncanny Endurance With the 18th level, you attain the pinnacle of resilience. You can endure one more level of Exhaustion before negative effects begin. At the start of each of your turns, while bloodied, you regain hit points equal to 10 + your Constitution modifier (minimum 0). You don't regain hit points if you have less than 1 hit point.
\pagebreakNum ### Gladiator Rousing tales of slaves conquering deadly arena games has caught the ears of warriors the world over. Glory to those that face death for so trivial a reason, only to tear victory from the jaws of injustice. All gladiators prove their worth, their right to live another day. The life of a gladiator is a fatalistic one filled with battle for mere spectacle, though they're rarely drafted to war. Few gladiators survive into old age, and for those that do, some have became great instructors in the art of arena fighting. Others even find freedom. #### Art of War Beginning at 3rd level, you've learn that in order to survive in the arena one must learn a few tricks. You gain proficiency with Charisma saving throws. You also learn one additional Fighting Style of your choice from the warrior Fighting Style list. #### Born to Succeed Your innate talent reveals itself at 3rd level. You learn your choice of either the Disarming Attack, Evasive Footwork, or Quick Shot maneuver. If you already know those maneuvers, choose a different one. The following maneuvers gain benefits when you use them: * **Disarming Attack.** If you have an empty unrestrained hand, you may catch the object instead of letting it drop at the target's feet. * **Evasive Footwork.** While you're receiving a bonus to your AC from this maneuver, your speed increases by 15 feet. * **Quick Shot.** If you throw a melee weapon or shield, it returns to your hand after the attack is made. #### Show of Execution You revel in violent showmanship at 7th level. After missing a bloodied target, or hitting without critically striking, you can force the attack roll to critically strike. After using this feature, you must finish a short or long rest to do so again. You can use this feature one additional time between short and long rests at the 15th level of warrior. #### Veteran Warrior By 10th level, combat experience in your past has greatly shaped you. The saving throw DC of your maneuvers increases by 2. You learn your choice of either the Lunging Attack, Riposte, or Shield Slam maneuver. If you already know those maneuvers, choose a different one. The following maneuvers gain benefits when you use them: * **Lunging Attack.** Immediately after expending the superiority die, you may shift up to half your speed. * **Riposte.** Your reaction attack gains a +2 bonus to critical chance. * **Shield Slam.** You can trigger this reaction on a target within 15 feet of you, and you can shift up to 10 feet as part of that same reaction before the target's spell is cast. #### Overcome Nothing can crush your spirit at 15th level. Whenever you roll a 9 or less on a d20, you can instead treat the roll as a 10. After using this ability twice, you must finish a short or long rest to do so again. #### Are You Not Entertained Finally at 18th level, your ability to return from the brink, ready for more, is mythical among warriors. You gain the following benefits: * Your level of Exhaustion lowers by 1 for every two hours you rest. * During your Battle Trance, you gain a +1 bonus to your superiority die rolls and all saving throws.
\pagebreakNum ### Psi Fighter Awakened to the psionic power within, a psi fighter is a warrior who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming psi fighters. As a psi fighter, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield. #### Psionic Power Beginning at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your psionic energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some powers expend the psionic energy die they use, as specified in their description. You can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended psionic energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended psionic energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your psionic energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). ## The powers below use your psionic energy dice. ## **Protective Field.** When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one psionic energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. ## **Psionic Strike.** You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one psionic energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. ## **Telekinetic Movement.** You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a psionic energy die to take it again. \columnbreak #### Telekinetic Adept You have mastered new ways to use your telekinetic abilities at 7th level, detailed below. ## **Psi-Powered Leap.** As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a psionic energy die to take it again. ## **Telekinetic Thrust.** When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target Prone or move it up to 10 feet in any direction horizontally. ## **Telekinetic Weapon.** As a bonus action, you can infuse a melee weapon you're wielding with kinetic forces. Until the end of your turn, the weapon gains the thrown property with a normal range of 30 feet and a long range of 60 feet. When thrown, it immediately returns to your hand after you make the attack. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a psionic energy die to take it again. #### Guarded Mind The psionic energy flowing through you has bolstered your mind by 10th level. You have resistance to psychic damage. When you enter a Battle Trance, you may expend a psychic energy die to gain immunity to psychic damage for the duration of that Battle Trance. Moreover, if you start your turn charmed, dazed, or frightened, you can expend a psionic energy die and end every effect on yourself subjecting you to those conditions, no action required. #### Bulwark of Force Starting at 15th level, your trance enables you to shield yourself and others with telekinetic force. When you enter a Battle Trance, you may choose up to a number of creatures you can see within 30 feet of you equal to your Intelligence modifier (minimum of one creature). You and the chosen creatures are protected by half cover while you maintain your Battle Trance. After using this feature, you must finish a long rest to do so again, unless you expend a psionic energy die during your Battle Trance #### Telekinetic Master Finally at 18th level, your ability to move creatures and objects with your mind is matched by few. Whether you're in a Battle Trance or not, you can cast and concentrate on the *telekinesis* spell, requiring no spell slot or components. Your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action. After casting *telekinesis* in this way, you must finish a long rest to do so again, unless you expend a psionic energy die to cast it.
\pagebreakNum ### Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment. #### Bonus Proficiencies Rune knight doctrine imparts a specific set of utility trainings when you take this potential at 3rd level. You gain proficiency with smith's tools and learn the language Giant. If you already know either of these, choose replacements as allowed by your *dungeon master.* #### Rune Carver At 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. ##### Runes Known | Warrior Level | Number of Runes | |:--------------:|:---------------:| | 3rd | 2 | | 7th | 3 | | 10th | 4 | | 15th | 5 | | 18th | 6 | The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC is calculated as follows:
**Rune Magic save DC** =
8 + your proficiency bonus +
your Constitution modifier
## **Cloud Rune.** This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. \columnbreak **Fire Rune.** This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. ## **Frost Rune.** This rune's magic evokes the might of those who survive in wintry wilderness. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. ## **Stone Rune.** This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is Incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. ## **Hill Rune (7th Level or Higher).** This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance to poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, force, piercing, psychic, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest. ## **Storm Rune (7th Level or Higher).** Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't Incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're Incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest. \pagebreakNum #### Runic Might You also imbue yourself with the might of giants at 3rd level. During your Battle Trance, you gain the following benefits: * If you're smaller than Large, you may become Large, along with anything you're wearing. If you lack the room to become Large, your size doesn't change. * Weapons, shields, and foci you wield adjust to your current size. If the Weapon Size rule isn't being used: Your unarmed strikes and weapon attacks deal an additional +1 damage while Large. #### Runic Vitality By 7th level, you learn to invoke your rune magic to bolster your allies. As an action, target two allies within touch range. You and each target's hit point maximum and current hit points increase by your warrior level + your Constitution modifier for 8 hours. After using this feature, you must finish a long rest to do so again. #### Great Stature Beginning at 10th level, your magical runes permanently alter you. Your damage reduction increases by 2. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. #### Master of Runes At the 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. #### Runic Juggernaut Finally at 18th level, you learn how to amplify your rune-powered transformation. When you use that feature, your size can increase to Huge, and while you're that size, your reach increases by 5 feet. If the Weapon Size rule isn't being used: Your unarmed strikes and weapon attacks deal an additional +2 damage while Huge. ### Samurai Samurai, roughly meaning “those who serve,” are an elite group of warriors who draw on an implacable fighting spirit to overcome enemies. Many follow codes of honor, serving and defending their masters both locally and in great wars. Some even become leaders. Samurai employ a range of weapons such as bows and arrows, spears and guns, but their main weapon and symbol is the katana. Their resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. #### Fighting Spirit Starting at 3rd level, extreme focus shields you and help you strike true. As a bonus action, or as part of the same bonus action you use to enter a Battle Trance, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 6 temporary hit points. Starting at the 7th level of warrior, you instead gain temporary hit points equal to your warrior level You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Cultured Warrior You're also relatively educated by 3rd level. You gain proficiency with calligraphy tools and one of the following skills: History, Insight, Performance, or Persuasion. Alternatively, instead of a skill, you can choose to gain proficiency with a tool or learn one language of your choice. #### Elegant Courtier Your discipline, strength, and attention to detail allow you to excel in social situations by 7th level. Whenever you make a Charisma (Persuasion) or Charisma (Investigation) check, you gain a bonus to the check equal to your Wisdom modifier. Whenever you make a Charisma (Performance) or Charisma (Intimidation) check related to your weapon skills, you can give yourself a bonus on the check equal to your Strength or Dexterity modifier (your choice). #### Tireless Spirit Also at 7th level, the relentless nature of your being furthers your resolve press on and fight. If you roll initiative and have at least one expended use of Fighting Spirit, you regain one use. #### Strength before Death By 10th level, your fighting spirit can delay the grasp of death to continue battle. If you take damage that reduces you below 1 hit point and doesn't kill you outright, you can delay falling unconscious and immediately take an extra turn, interrupting the current turn. While you have less than 1 hit point during that extra turn, taking damage does not cause death saving throw failures. When the extra turn ends, death saving throws again work as normal and you fall unconscious if you still have less than 1 hit point. After using this feature, you must finish a long rest to do so again. #### Rapid Strike You learn to trade accuracy for swift strikes at 15th level. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target as part of the same action. You can do so no more than once per turn. #### Standing Shogun You unequivocally establish your honor as a Samurai by the 18th level. As a bonus action during your Battle Trance, or as part of the same bonus action you use to enter it, you can clear your mind of distractions and adopt a defensive focus. In this defensive focus you have immunity to bludgeoning, piercing, slashing, and force damage, but you can't use the Extra Attack feature or critically strike. Your defensive focus ends immediately if: * Your Battle Trance ends. * You're only wielding a ranged weapon or no weapon at all. * You're not proficient with a weapon you're wielding. * You become Restrained or Incapacitated. ## You may end your defensive focus on your turn, no action required.
\pagebreakNum ### Storm Herald Warriors who follow in the footsteps of the storm heralds before them learn to transform their fury into a mantle of primal magic that swirls around them. A warrior of this potential taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. #### Storm Aura Beginning at 3rd level, you emanate a stormy, magical aura during your Battle Trance. The aura extends 10 feet from you in every direction, but not through total cover. Choose either desert, sea, or tundra when you enter your Battle Trance. Your aura's effect depends on that chosen environment, as detailed below. Your aura has an effect that activates when you enter your Battle Trance, and you can activate the effect again on each of your turns as a bonus action. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. ## **Desert.** When this effect is activated, all other creatures in your aura each take fire damage equal to your proficiency bonus. ## **Sea.** When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 3d4 lightning damage on a failed save, or half as much damage on a successful one. The damage increases by 2d4 at both the 10th (5d4) and 18th (7d4) levels of warrior. ## **Tundra.** When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to 1 + your proficiency bonus, as icy spirits shield suffering. #### Nature Walk Nature also awakens magical talents within you at 3rd level. You learn the *druidcraft* cantrip, which you can cast as a bonus action. Whether you're in your Battle Trance or not, you can cast *druidcraft.* When you reach the 7th level in this class, you learn to cast the *water walk* spell on yourself, which you may do during your Battle Trance and without needing material components. You can end this *water walk* spell on your turn, no action required. #### Raging Storm At 7th level, the power of your Storm Aura grows mightier as you channel it, warping based on the environment you chose for it. ## **Desert.** Immediately after a creature in your aura hits you with an attack, you can force that creature to take 3 fire damage. The damage increases by 2 at the 10th (5), 15th (7), and 18th (9) levels of warrior. ## **Sea.** Immediately after a creature in your aura hits you with an attack, you can force that creature to make a Strength saving throw. On a failed save, the creature is knocked Prone. If the target fails but is immune to the Prone condition, they take 2d6 lightning damage. ## **Tundra.** Whenever the effect of your storm aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. \columnbreak #### Tempest Surge Upon reaching 7th level, you've developed a technique to retaliate with your aura, even when your aura isn't active. You learn the Riposte maneuver. After using Riposte, you may activate your Storm Aura using the same reaction. Choose the environmental effect. If you already know the Riposte maneuver, choose a replacement. #### Winds of Change Starting at 10th level, the winds and rain aid you and yours during times of hardship. You learn the following unique maneuver: ## **Winds of Change.** When you or an ally within 30 feet of you fails a saving throw, you can expend one superiority die and add it to the failed saving throw, no action required. #### Storm Soul By 15th level, you radiate natural power even when your aura isn't active, allowing you to endure more than ever before. Choose either desert, sea, or tundra. Your choice doesn't need to match your Storm Aura and may be changed after a short or long rest. You gain the following benefits based on your chosen environment: ## **Desert.** You don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Additionally: * You gain resistance to fire damage. * You no longer require water to survive. * As a bonus action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. ## **Sea.** You don't suffer the effects of deep underwater environments even at the most extreme ocean depths. Additionally: * You gain resistance to lightning damage. * You can breathe underwater. * You gain gain a swimming speed of 40 feet. ## **Tundra.** You don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Additionally: * You gain resistance to cold damage. * You no longer require food to survive. * You can endure one more level of Exhaustion before negative effects begin. Each creature of your choice that is within 10 feet of you has the damage resistance provided by Storm Soul. #### The Storm Approaching Finally at 18th level, your Storm Aura energizes your allies with rolling energy. When you use Action Surge, the following occurs: * Your Storm Aura activates, choose the environmental effect. If it's desert, your companions are immune to the fire damage it deals. * Your critical chance increases by 2 until the beginning of your next turn. Each other creature of your choice in your Storm Aura gain a +1 bonus to critical chance for the same duration. ### Totem Warrior Totem warriors take a spiritual journey; accepting a spirit animal as a guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might and adds magical fuel to your trance. In more civilized societies, druids and rangers are common sources of training for warriors hoping to endear themselves to nature, akin to that of storm heralds. \pagebreakNum #### Feywild Totem Starting at 3rd level, your path seeks attunement with the natural world's beasts. Choose a totem spirit animal of either ferocity or cunning and gain its feature. You must make or acquire a physical totem object—some adornment—that includes aspects of your spirit animal. A totem spirit of ferocity might be an animal such as a bear or lion, whilst a totem spirit of cunning might be a vulture or a wolf. At your option, you also gain minor physical qualities that exemplify your spirit animal's feral characteristics; such as claws, fangs, horns, fur, scales, or feathers. You may choose to use a different totem spirit from Feywild Totem at the end of a short or long rest, provided you have a physical totem object for the new totem spirit animal in question. ## **Ferocity.** During your Battle Trance, you gain the following benefits: * You have resistance to bludgeoning, piercing, slashing, cold, fire, force, lightning, and thunder damage. * Any creature within 10 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. ## **Cunning.** During your Battle Trance, you gain the following benefits: * You have advantage on Dexterity and Wisdom saving throws. * Other creatures have disadvantage on opportunity attack rolls against you, and your opportunity attack rolls have advantage. #### Gifts of the Feywild Nature itself is also generous at 3rd level. You gain the ability to cast the *beast sense* and *speak with animals* spells, but only as rituals. Starting at the 5th level in this class, you can use Battle Trance one additional time between long rests. Beginning at the 7th level in this class, you can cast the *commune with nature* spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose appears to convey the information you seek. #### Aspect of the Beast At 7th level, you add another totem spirit animal of your choice to your totem objects, retaining new special benefits. You can choose the same animal you selected previously or a different one. You may choose to use a different Aspect of the Beast totem spirit feature at the end of a short or long rest, provided you have a physical totem object for the new spirit animal in question. ## **Ferocity.** You gain the following benefits: * Your maximum load, lift, and carrying capacities are doubled. * Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not Incapacitated. This feature doesn't stack with other features that doubles travel pace. ## **Cunning.** You gain the following benefits: * You can track other creatures while traveling at a fast pace. * You can move stealthily while traveling at a normal pace. * You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. \columnbreak #### Fair Winds of Travel The spirits have also trained your body to adapt to various types of terrain by 7th level. You learn the following unique maneuver: ## **Travel Form.** As an action, expend a superiority die. Choose either climbing, flying, or swimming; your body changes in both subtle and dramatic ways to suite this decision. You gain your chosen movement for 6 hours with a speed equal to your walking speed. #### Totemic Resilience By 10th level, a totem spirit is capable of shielding you from grievous wounds. If you would drop below 1 hit point during your Battle Trance but not 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. #### Totemic Attunement At 15th level, you gain one final magical benefit based on a totem spirit animal of your choice. You can choose the same animals you've selected previously or a different one, and you no longer require a physical totem object for any of your totem warrior features. ## **Ferocity.** During your Battle Trance, your Strength increases by 2. ## **Cunning.** During your Battle Trance, your Dexterity increases by 2. ## In either case, both totem spirits increase your stat maximums. As an action, choose either the Feywild Totem, Aspect of the Beast, or Totemic Attunement feature. The chosen feature's totem spirit feature can be changed to either ferocity or cunning. #### Warrior of the Wilds Finally at 18th level, the forces of nature enlighten you to the link between life and magic. You can cast the *polymorph* spell once on yourself and concentrate on it, even during your Battle Trance and without needing material components. You regain the ability to cast *polymorph* in this way when you finish a short or long rest, or expend one superiority die. While under the effects of *polymorph,* you can use Battle Trance.
\pagebreakNum ### Wild Magic Many places in the multiverse are awash with beauty, emotion, and latent magic; the Feywild and other realms of supernatural power being no exceptions. These places radiate with such force as to profoundly influence people. Warriors are particularly susceptible to this wild sway, with some being transformed by the magic. Wild magic warriors, when honed and given edge, are a terrifying force. The physical forms of these champions chaotically warp as they flatten battlefields. Elf, tiefling, aasimar, and genasi warriors may seek this path, eager to manifest ancestral magic. #### Magic Awareness Starting when you unlock this potential at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature three times, and you regain all expended uses when you finish a short or long rest. #### Wild Surge Also at 3rd level, the magical energy roiling inside you occasionally erupts in violence. As a bonus action, expend a superiority die and roll on the Wild Magic table to determine the magical effect produced. You may also roll on the Wild Magic table when you enter a Battle Trance. When you gain a Wild Magic effect, you may also gain temporary hit points equal to your proficiency bonus. The magical effects from Wild Magic expire after 1 minute. If you already have a magical effect from the Wild Magic table, the new effect replaces your current one. If the effect requires a saving throw, the DC is calculated as:
**Maneuver save DC** =
8 + your proficiency bonus +
your Constitution modifier
#### Bolstering Magic You can harness your wild magic to bolster yourself or a companion by 7th level. As an action, you can touch one creature and confer one of the following benefits of your choice to them: * The target can roll a d4 whenever making an attack roll or ability check and add the number rolled to the d20 roll. This effect ends once the target uses the effect a number of times equal to your proficiency bonus or takes a short or long rest. * Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, they can't receive it again until they finish a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Chaos Seed By 10th level, you gain a special reaction that you may take once on every creature's turn, except your turn, after you take damage or fail a saving throw during your Battle Trance. You can use this special reaction only to roll on the Wild Magic table and you can't use it on the same turn that you take your normal reaction. You can use this special reaction a number of times equal to your proficiency bonus. You regain all uses of this special reaction when you roll for initiative. \columnbreak ##### Wild Magic | d10 | Magical Effect | |:---:|:---------------| | 1 | Dark tendrils lash out. Each creature of your choice that you can see within 10 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to your proficiency bonus. You heal 1d4 hit points. You can use this effect on each of your turns as an action. | | 2 | You teleport up to 30 feet to an unoccupied space you can see. You can use this effect on each of your turns as a bonus action. | | 3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. You can use this effect as a bonus action, summoning another spirit, on each of your turns. | | 4 | Magic infuses one weapon of your choice that you're holding. The weapon's damage type becomes force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in it at the end of the current turn. | | 5 | Whenever a creature hits you with an attack roll, that creature takes 1d6 force damage in magical retribution. | | 6 | You're surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies do as well. | | 7 | Flowers and vines briefly grow on the ground within 20 feet of you, making it difficult terrain for your enemies. | | 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 2d6 radiant damage and be blinded until the start of your next turn. You can use this effect on each of your turns as a bonus action. | | 9 | Your skin begins to rapidly grow scales and lumps of rock. You gain a +3 bonus to your damage reduction. | | 10 | Your ribs and shoulders morph to form a pair of airworthy wings. You gain a flying speed equal to your walking speed. | #### Controlled Surge Training guides your transformations at 15th level. When rolling on the Wild Magic table, you can roll twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. When you reach the 18th level of warrior, you may take both Wild Magic effects if they are unique. #### Woven Fury Finally at 18th level, even the faintest traces of ambient magic are all you need to fuel your warped fury. There is no limit to the amount of times you may use the Battle Trance feature between long rests. Moreover, you may benefit from two Wild Magic effects at the same time. If you already have two magical effects from the Wild Magic table, choose one of your current effects and replace it. \pagebreakNum ### Zealot Those who are inspired to embrace this potential are often driven by motivations of divinity, ritual, and violence. Not all are evil, but few are good. The call of cults reach the hearts of many civilians and warriors alike, throughout the material plane and beyond. Zealots channel dramatic displays of divine power in service of some higher will. Death is merely an obstacle. Leverage the hearts of people, in the heart of your cause, and deliver judgment. #### Oath of Fury You channel divine fury into your strikes when you take this potential at 3rd level. When you enter a Battle Trance, choose either necrotic or radiant. Your Battle Trance's +2 bonus to damage rolls is replaced with a bonus +1d4 damage of your chosen type. This extra damage increases to 1d6 at the 15th level of warrior. #### Warrior of the Gods Your soul is also marked for endless battle at 3rd level. You gain proficiency in the Religion skill. If you gain proficiency in Religion from another source, you instead gain expertise in Religion. If a spell (such as *raise dead)* has the sole effect of restoring you to life (but not undeath), the caster doesn't require material components to cast the spell. #### Divine Retaliation By 7th level, your faith empowers your ability to punish your foe's impudence. After taking damage, you can make a special reaction, which you can use to cast a cantrip or make a single attack action. You can use this special reaction a number of times equal to your proficiency bonus, but only once for each instance you're damaged. You regain all uses of the special reaction when you roll for initiative. #### Dogma Your training at 7th level also leverages religious rhetoric. Whether you're in a Battle Trance or not, you can cast and concentrate on the *compelled duel* spell, requiring no spell slot. The saving throw DC is 8 + your proficiency bonus + your Charisma modifier. After casting *compelled duel* a number of times equal to your Charisma modifier, you must finish a long rest to do so again. #### Fanatical Focus Starting at 10th level, the divinity that fuels your judgment can also protect you. If you fail a saving throw, you may instead succeed it. After using this feature, you must finish a long rest to do so again. #### Zeal beyond Death Your zealous dreaming allows you to shrug off fatal blows for a short time at the 15th level. During your Battle Trance, having less than 1 hit point doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while below 1 hit point. However, if you would die due to failing death saving throws, you don't die until your Battle Trance ends, and you die then only if you still have less than 1 hit point. #### Unhinge Your mind is able to see the truth in a brief, fleeting moment after reaching 18th level. You learn the following unique maneuver: ## **Unhinge.** As part of your movement, you can expend one superiority die. Roll it and multiply the result by five, allowing you to shift that far in feet. If you have expended uses of Action Surge, regain one expended use. Once you've used this maneuver, you must finish a short or long rest to do so again.
\pagebreakNum
###### Do not stand at my grave and weep.
###### I am not there.
###### I do not sleep.
### Credits & Special Thanks **Doki:** Literally couldn't do it without you, me.
**Wizards of the Coast:** Thanks for 5th Edition.
**Internet / Reddit / Discord:** Many great ideas!
**/u/blckthorn:** Blackthorn Dark Theme helped me out.
**Better Shields:** Thanks Euan! Awesome content.
**Lavernius:** Extensive constructive feedback, thanks.
**Epilogue Text:** "Immortality" (excerpt), Clare Harner. ##### ↓ Artwork ↓ **Cover Art:** Unknown, terribly sorry
**Pg. 1 Art:** "Warrior holding sword", kamrantariq1212
**Pg. 4 Art:** "Untitled", Flavio Bolla
**Pg. 9 Art:** "Light Archery", Rayden Chen
**Pg. 10 Art:** "Myev of Dragon Isle", ManthosLappas
**Pg. 11 Art:** "练习", Liao C.J.
**Pg. 12 Art:** "Legion Commander", Kevin Sidharta
**Pg. 13 Art:** "Dragon Spirit", Lie Setiawan
**Pg. 14 Art:** "Ghost Warrior", YTF
**Pg. 16 Art:** Patreon.com/TamplierPainter
**Pg. 17 Art:** "War Hero", Murat Gül
**Pg. 18 Art:** "Space Knight", JasonTN
**Pg. 20 Art:** "Daemon Blackfyre", Iouee
**Pg. 22 Art:** "Dragon Ogor", Games Workshop
**Pg. 24 Art:** "Sun Knight", JasonTN
Interested in more content like this? Want to create content yourself? Follow the link below:
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak
## Version History ### Version 4.2 — February 2023 * Cleaned up PDF page numbers ### Version 4.1 — October 2022 * Adjusted the PDF's title * Formatting updates and fixes * Optional rules updates ## **Subclass Changes** ## * **Cavalier** * Updated the optional rule ## * **Gladiator** * Tied learned maneuvers to specific choices * Learns one more maneuver at 10th level * **Are You Not Entertained:** Every 2 hours from 1 ### Version 4.0 — October 2022 * **"Dark Mode"** PDF formatting and new art! * **Updated Chapter:** Keywords & Optional Rules ## **Mechanical Changes** * Hit Die up 1d12 from 1d10 * "Armor proficiency" is now called "armor training" * **Added:** Bulwark (Fighting Style) * **Reworked:** Two-Weapon Fighting (Fighting Style) * **Renamed:** Enduring to Unyielding, adjusted placement * **Unyielding:** Learned at 5th, gain use at 11th and 17th * **Perfected Trance:** Damage reduction up 3 from 1 * **Added:** Champion at 13th level * **Extra Attack:** Final attack now 18th level, not 20th * **Renamed:** Lord's Might to Legendary Champion * **Legendary Champion:** Stat increase is up +4 from +2 * Some undocumented changes ## **Subclass Changes** * **Added:** Gladiator * Many undocumented changes ## * **Berserker** * Heavily improved wording on several features * **Reckless Attack:** Dexterity melee attacks also work * **Butcher:** Dexterity modifier also works ## * **Lionheart** * **Exceptional Valor:** Damage reduction up 2 from 1 ## * **Rune Knight** * **Great Stature:** Damage reduction up 2 from 1 ## * **Samurai** * **Standing Shogun:** Ends when you're incapacitated ## * **Wild Magic** * **Effect #8:** Damage reduction up 3 from 2
## **Archived Version Notes Prior to v3.5**