Gestalt Class: The Warrior

by DragoonKnight

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What is a Gestalt Class


A Gestalt Class is a class that is only meant for gestalt campaigns. These, to clarify are campaigns where every Player Character has two classes, rather than one. Overlapping abilities, such as HP increases, default to the most powerful one. This allows for the Players to have more powerful characters.

A Gestalt Class is a single, powerful class that counts as two classes, rather than one. The DM decides whether or not they will allow this class in their games. Gestalt Classes are intended for players who want to have a cohesive class, rather than having to find two classes that sort of go together.

Since this class has the potential of two classes, it is not at all intended for normal games. Each Gestalt Class is loosely based off of two classes, and the subclasses add a third. For instance, the Warrior class is based off of the Fighter and Cleric classes, with the Light Warrior subclass adding in Paladin, the Dark Warrior adding in Warlock, and Steel Warrior adding in Barbarian.

Warrior


A Human in plate armor emits a bright light as his sword slashes through the Pit Fiend like a hot knife through butter, smiting the demon where it stands. He turns, and unleashes a surge of magic, decimating the lesser demons behind him.

Sword wreathed in black flames, a wood elf in mail jumps out from the shadows, making six quick strikes against his her quarry. As her foe falls, she retreats back to the shadows, disappearing from trace.

Clad in layers of armor, the dwarf shrugs off attacks from every angle, preparing to unleash his own flurry of attacks.

Warriors combine martial and magical techniques, making them a powerful force on the battleground. Some have a code which they follow at all times, others have no code, delving into techniques others would call dishonorable, and still others rely more heavily on sheer power, driving back foes with force alone. Whatever the case, Warriors live for battle. They are the greatest of allies, and the most terrible of foes.

A Power Within

A Warrior learns to use powerful martial and magical techniques, whether through talent, hard work, or some combination of the two. They specialize in battle magic, focusing on abjurations, transmutations, and healing spells that can aid them and their allies.

At some point, every Warrior learns how to channel their internal magical energy in powerful surges of magic which devastate their foes. Similarly, they can shrug off their injuries by pulling from their reservoirs of strength, and pushing forwards against their foes, undaunted.

No matter what obstacle they face, Warriors give everything they have in the fight.

A Life of Battle

There are many reasons for someone to become a Warrior; some wish to protect their home, by destroying all that might threaten it. Others just love the thrill of fighting powerful foes. Some see the journey to becoming a Warrior as the way to perfection of the mind and body. Whatever the reason, fighting powerful foes is central to a Warrior's ideology.

Outside of battle, Warriors tend to have a few interests, which they are skilled with, and they enjoy living a simple life once in a while, but their first love is battle.

Most Warriors are adventurers, but those who settle down tend to become guardians of their region. Occasionally, a Warrior might find interest in something other than fighting, trading one interest for another, and growing in ways most Warriors don't.

Image from https://img5.goodfon.com/wallpaper/nbig/6/40/noah-thatcher-by-noah-thatcher-soul-of-cinder.jpg
The Warrior
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Fighting Style, Spellcasting 3 2 2
2nd +2 Power Surge, Magic Surge 3 3 3
3rd +2 Warrior Path Feature 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Extra Attack 4 6 4 3 2
6th +3 Magic Surge (2/rest) 4 7 4 3 3
7th +3 Warrior Path Feature 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 Past All Limits 4 10 4 3 3 3 1
10th +4 Ability Score Improvement 5 11 4 3 3 3 2
11th +4 Extra Attack (2) 5 12 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Past all Limits (2/rest) 5 13 4 3 3 3 2 1 1
14th +5 Warrior Path Feature 5 13 4 3 3 3 2 1 1
15th +5 Power Surge (2/rest) 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Magic Surge (3/rest) 5 15 4 3 3 3 2 1 1 1 1
18th +6 Warrior Path Feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Warrior Path Feature 5 15 4 3 3 3 3 2 2 1 1

Creating a Warrior

When creating a Warrior, consider why your character fights. Even for the naturally talented, becoming a Warrior is a long and difficult journey; one that they may never return from. Do you have something to protect? Are you on a mission of vengeance? Do you want fame and glory? Or do you just like fighting?

Consider how your motivation affect your character.

Also, ask yourself how your Warrior fights. All Warriors combine martial and magical skills, but which do you rely on the most? Are you primarily a martial combatant, who uses your spells to boost your physical abilities? Do you primarily use spells, using your melee attacks on anyone foolish enough to try to close the distance and end your spell onslaught? Or are you a protector; healing the wounded, and using your martial prowess to fend off your foes, protecting your allies in the process?

Whatever you play, don't forget that martial and magical arts are a big part of who you are.

Quick Start

To quickly make a Warrior, Strength or Dexterity should be your highest skill, with Charisma being your second highest. If you plan on primarily being a caster, Charisma should be your highest, followed by Strength or Dexterity.

Constitution should be your third highest.

Choose Folk Hero for your background.

Class Features

As a Warrior, you gain the following class features.

Hit Points

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

  • Armor: All armor, shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Strength, Wisdom, Charisma, Constitution
  • Skills: Choose four from: Athletics, Arcana, History, Insight, Intimidation, Medicine, Perception, Persuasion, Stealth, and Religion
Equipment

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

  • (a) a longsword or (b) a rapier
  • (a) chain mail, (b) leather, or (c) scale mail
  • (a) a light crossbow and 20 bolts or (b) a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Archery

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

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.

Defense

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

Dueling

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

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. You must be wielding a shield.

Spellcasting

You have learned to control and reshape the weave of magic, channeling it through yourself. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and later in this section for the Warrior spell list.

Cantrips

You know three cantrips of your choice from the Warrior spell list. You learn additional Warrior cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warrior table.

Spell Slots

The Warrior table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know two first level spells of your choice from the Warrior spell list.

The Spells Known column of the Warrior table shows when you learn more Warrior spells of your choice. Each of these spells must be of a level for which you have spell

slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Warrior spells you know and replace it with another spell from the Warrior spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Warrior spells. Your magic comes from your inner being, poured out into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warrior spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency modifier +
your Charisma modifier

Spellcasting Focus

You can use an orb or staff as your spellcasting focus for your Warrior spells.

Warrior Spell List

Here's the list of spells you consult when you learn a Warrior spell. The list is organized by spell level, not character level.


Cantrips (0 Level)

Booming Blade

Dancing Lights

Fire Bolt

Green Flame Blade

Guidance

Light

Lightning Lure

Ray of Frost

Shocking Grasp

Sword Burst

Thaumaturgy

Thunderclap


1st Level

Shield

Absorb Elements

Cure Wounds

Heroism

Shield of Faith

Healing Word

Bless

Bane

Command

Searing Smite

Thunderous Smite

Divine Favor

Protection from Evil and Good

Magic Missile

Chromatic Orb

Burning Hands


2nd Level

Aid

Enhance Ability

Lesser Restoration

Warding Bond

Zone of Truth

Heat Metal

Misty Step

Scorching Ray

Blur

Invisibility

Darkness

Hold Person

Protection from Poison


3rd level

Beacon of Hope

Bestow Curse

Mass Healing Word

Revivify

Remove Curse

Daylight

Crusader's Mantle

Counterspell

Dispel Magic

Haste

Slow

Vampiric Touch


4th Level

Banishment

Death Ward

Freedom of Movement

Staggering Smite

Greater Invisibility

Ice Storm

Dimension Door

Fire Shield

Otiluke's Resilient Sphere

Protection from Energy


5th Level

Mass Cure Wounds

Greater Restoration

Raise Dead

Mislead

Cloudkill

Conjure Elemental

Hold Monster

Bigby's Hand

Conjure Volley


6th Level

Blade Barrier

Harm

Heal

Eyebite

Chain Lightning

Contingency

Otiluke's Freezing Sphere

Globe of Invulnerability


7th Level

Divine Word

Fire Sotrm

Regenerate

Finger of Death

Etherealness

Mordenkainen's Sword

Plane Shift


8th Level

Antimagic Field

Holy Aura

Power Word Stun

Glibness


9th Level

Mass Heal

Foresight

Meteor Swarm

Time Stop

Power Surge

Starting 2nd level, you can push yourself, shrugging off exhaustion and pushing yourself beyond your normal limits for a moment. On your turn, you can use your bonus action to take an additional action on top of your regular action, and regain a number of hit points equal to 1d10 + half your Warrior level (rounded down).

Once you use this feature, you must complete a short or long rest before you can use it again. Starting 15th level, you can use this feature twice before a rest, but only once on the same turn.

Magic Surge

At 2nd level, you gain the ability to channel extra magical energy through you, fueling powerful magical effects. You start with one possible effects: Arcane Burst. You gain an additional Magic Surge effect from your Warrior Path.

When you use your Magic Surge, you choose which effect to create. You must then finish a short or long rest to use your Magic Surge again.

If the Magic Surge effect requires saving throws, the DC is your Warrior spell save DC.

Beginning at 6th level, you can use your Magic Surge twice between rests, and beginning at 17th level, you can use it three times between rests.

Magic Surge: Arcane Burst

As an action, you unleash residual magic from within your body, sending a shockwave out from your position. Every creature of your choice within 30 feet of you must make a Strength saving throw. If a creature fails its save, it knocked prone and is stunned for one minute. A stunned creature can make a Wisdom save at the end of its turn, ending the effect on a success.

Creatures that succeed on the save are not stunned or knocked prone, but are pushed up to 10 feet away from you.

Warrior Path

At 3rd level, you choose your Warrior Path. Your Warrior Path is a method of conduct which you maintain in your battles. Choose Light Path, Darkness Path, or Steel Path, all detail at the end of the class description. The path you choose grants you features at 3rd level, and again at 7th, 14th, and 18th, and 20th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 12th, 16, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on you turn.

The number of attacks increases to three when you reach 11th level in this class.

Past All Limits

Beginning at 9th level, you can reroll a saving throw that you fail, or an attack roll that misses its target. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level.

Warrior Paths

Warriors have differing views on how they should fight their foes, and as a result, they often diverge in their fighting styles. These Warrior Paths represent your approach to fighting your enemies.

Light Path

Those who follow the Light Path focus on channeling their magic into their strikes, increasing their effectiveness, and healing or magically supporting their allies. They use their magic to hit harder, and value one on one combat.

Magic Surge: Guardian Ward

As an action, you can give a creature you touch, or yourself, a +2 bonus to AC, or a +4 bonus to all saving throws, for 10 minutes.

Arcane Smite

When you hit a creature with a weapon attack, you can expend a spell slot, and channel that magic into your strike. Your attack damage increases by 1d8 per slot level, up to a maximum of 5d8. The damage type is either radiant or force damage (your choice).

Warding Aura

Starting 7th level, you begin to emit a protective aura. Allied Creatures within 10 feet of you have resistance against damage from spells.

Bright Smite

At 14th level, you learn to further channel magic into your blows. Your weapon attacks now deal an additional 1d8 radiant damage on a hit.

Additional Fighting Style

Beginning 18th level, you gain a greater mastery of the art of battle. You gain another Fighting Style of your choice, from those available to the Warrior.

Protector's Form

At 20th level, you have obtained a magical and physical perfection such that you can transform into a more powerful version of yourself for short periods.

As an action, you can undergo a transformation that lasts for 1 minute. While transformed,

  • The AC of all allied creatures within 25 feet of you increases by 2.
  • Your weapon attacks deal an additional 1d8 radiant damage, on top of your Bright Smite feature.
  • You can restore 1d10 + your Wisdom modifier hit points to a creature within 25 feet of you, as a bonus action.
  • Your Arcane Smite now uses d12s instead of d8s, and can deal up to 9d12, rather than 5d12 damage when you hit.

Darkness Path

Those who seek the Darkness Path have no trouble using tactics that most people might call dishonorable. They often learn to use their magic to gain a subtle edge in and out of combat. They strike from the dark, wearing strong opponents down over time, until they finally succumb to their wounds.

Magic Surge: Form Duplicate

Starting 3rd level, you can use your Magic Surge to create an illusion of yourself.

As an action, you create a perfect illusory image of yourself that lasts for 1 minute, or until you loose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, although it must remain within 120 feet of you.

For the duration, whenever you cast a spell, you can cast it as if you were in the illusion's space, although you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.

Invocations

By refining your control over your magic, you gain magical talents based off of pieces of forbidden lore you have found or reinvented.

At 3rd level, you gain two Warlock Invocations for which you meet the prerequisite. You gain two more at 14th level. You are considered to be a Pact of the Blade Warlock with a level equal to your Warrior level, and any melee weapon you wield and are proficient in is considered to be your Pact Weapon.

Shadowy Escape

Beginning 7th level, you learn to create arcane whisps of shadow to pull you out of harms way.

When you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet away to an unoccupied space you can see. You remain invisible until the start of your next turn, or until you attack or cast a spell.

You regain the ability to use this reaction when you finish a short or long rest.

Venomous Blades

At 14th level, you learn to magically create and channel a dark venom into your blade whenever you strike.

Your weapon attacks deal an additional 1d8 necrotic damage on a hit.

War Magic

Beginning at 18th level, you become skilled at interweaving spells and weapon strikes. When you use your action to cast a spell, you can use your bonus action to make one weapon attack. This attack can occur before or after you cast the spell.

Body of Shadows

At 20th level, you learn to temporarily break down your form, becoming one with the shadows. You grasp at pieces of the Shadowfell, empowering your magic and weapons.

As an action, you can undergo a transformation that lasts for 1 minute. While transformed:

  • Your speed increases by 15, and you do not provoke opportunity attacks.
  • When you kill a hostile creature, you gain 10 temporary hit points.
  • You gain a +10 bonus to Dexterity (stealth) checks, and can hide as a bonus action.
  • You can cast spells at 1st-level without expending a spell slot
  • Your weapon attacks deal an extra 1d8 necrotic damage.

Steel Path

Steel Warriors stand against a hoard of foes, and rush into them headfirst, shrugging off all the damage they might take. These Warriors use their magic outside of combat, or at the start or end of combat. They are deadly in battle and give no quarter.

Magic Surge: Chain Magic Missile

Starting 3rd level, you can use your Magic Surge to create darts of arcane force which dance around, striking your foes.

As a bonus action, you can send a number of darts, equal to your half your Warrior level (rounded up), to strike creatures of your choice within 120 feet of you. Each dart can only strike a single foe, although multiple darts can strike the same foe. Each dart hits automatically, unless the creature casts the shield spell, and deals 1d4 +1 on a hit.

Rage

In battle, you can invoke a primal rage to shrug off damage. Starting 3rd level, you can enter a rage as a bonus action, and until the rage ends, you gain resistance to bludgeoning, piercing, and slashing damage. During this time, you cannot cast or concentrate on spells.

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

You can rage twice, and must complete a long rest before you can rage again.

Improved Critical

Beginning 7th level, you learn to undercut your opponent's defenses, striking their weak points with greater accuracy. Your weapon attacks score a critical hit on a roll of 19 or 20.

Forceful Attacks

You have begun to imbue your weapons with your magical reserves, causing them to hit harder, even while you are raging.

At 14th level, your weapon attacks deal an additional 1d8 force damage on a hit.

Brutal Critical

Also starting at 14th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Additional Power Surge

At 18th level, you have honed your physical prowess to the limit. You gain one additional Power Surge per rest.

Berserker's Transformation

At 20th level, you can become the embodiment of pure rage. Once per long rest, when you rage, you become immune to all damage, and can make an extra attack as a bonus action on each of your turns. Furthermore, you deal 5 extra damage on each of your melee attacks, and they all have advantage.

 

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