Warrior
Bloodied but unbowed, the half-orc raises their head, spitting into the dirt. He looks his opponent, who stands a full foot taller, square in the eye. "That all you got?"
Fists flying, the bruises on his knuckles barely registering, the human's unrelenting assault boxes off his opponent from the rest of his party. Each swing keeps the axe of his enemy off of his friends.
No thought but destruction coursing though her mind, the untamed force of rage channeling through the dwarf's mind struck fear in her opponents, as their comrades skulls cracked open beneath her fists.
Warriors are those who have been granted a fighting spirit so unrelenting that they dedicate their lives to the art of battle. They train day in and day out, seeking to achieve the highest level of strength available to them. However it is not war that they crave, it is battle, the thrill of being pushed to the limit, and rising above. A warrior lives to die on the battlefield.
The Pride of Battle
A warrior derives their strength from the spirit that resides within them. It is something intrinsic to them, something they can likely never escape. This spirit drives them to fight, pushing them until their body would collapse. The best warriors can manifest this spirit, using Ki to bolster their abilities, allowing them to achieve even greater victory against foes that the average warrior would have no hope to defeat.
To a warrior, the fight itself is the reward, victory is merely the result of an opponent's failure to challenge them. In honorable combat, a warrior can accept when they have been bested, and will spend weeks re-living every detail to learn from their mistakes. In a life-or-death battle, there could be no more fearsome and tenacious opponent.
The adventuring life is an easy one for a warrior to take up. The varying conditions, constant peril, and endless challengers can push a warrior to and past their limit, a fact that has called many to join their own adventuring party. In a group they will likely head for the largest target and try to lock them down in single combat, keeping them busy while their party deals with any other threats.
A Singular Focus
Warriors are more than simply a fighter or soldier. They live and breath the spirit of combat. Their life revolves around it, and when they aren't training, they're eating or resting to prepare for their next training session. They spend their quiet time meditating, honing their spirit, until it is a fine blade used to cut down their foes. This singular focus is what separates a warrior from other combatants.
Creating a Warrior
When creating a warrior, consider first the nature of their fighting spirit. Did they acquire it at birth? Or was it ignited within them after a painful loss? Why does your warrior seek to be the strongest?
When you have your warriors motivation figured out, come up with a reason why they are ok working in a team. Your warrior may desire to be the strongest, but they must also be open to collaboration. Perhaps they seeks to challenge a specific individual, or they only desire to fight others of their race in single combat. Or perhaps they naturally find their thrill in battle when fighting as a team.
Quick Build
You can make a warrior quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution, then the mental stat aligned with your desired Fighting Spirit. Second, choose the folk hero background.
The Warrior
| Level | Proficiency Bonus | Features | Ki Die | Spirit Techniques |
|---|---|---|---|---|
| 1st | +2 | Battle Armor, Warrior Training | — | — |
| 2nd | +2 | Combat Lessons, Ki | 1d6 | — |
| 3rd | +2 | Face Off, Fighting Spirit, Spirit Techniques | 1d6 | 1 |
| 4th | +2 | Ability Score Improvement, Beyond the Limit | 1d6 | 1 |
| 5th | +3 | Extra Attack, Focus Breaker | 1d8 | 1 |
| 6th | +3 | Ki Control | 1d8 | 2 |
| 7th | +3 | Spirit Form, Fighting Spirit Feature, Unbreakable (one use) | 1d8 | 2 |
| 8th | +3 | Ability Score Improvement | 1d8 | 2 |
| 9th | +4 | Combat Instinct | 1d8 | 3 |
| 10th | +4 | Ability Score Improvement | 1d8 | 3 |
| 11th | +4 | Fighting Spirit Feature, Spirit Form (two uses) | 1d10 | 3 |
| 12th | +4 | Ability Score Improvement | 1d10 | 3 |
| 13th | +5 | Ki Control Improvement, Unbreakable (two uses) | 1d10 | 4 |
| 14th | +5 | Combat Lessons Improvement | 1d10 | 4 |
| 15th | +5 | Perfected Spirit Form | 1d10 | 4 |
| 16th | +5 | Ability Score Improvement | 1d10 | 4 |
| 17th | +6 | Fighting Spirit Feature | 1d12 | 5 |
| 18th | +6 | Spirit Form (three uses), Unbreakable (three uses) | 1d12 | 5 |
| 19th | +6 | Ability Score Improvement | 1d12 | 5 |
| 20th | +6 | Ultimate Battle | 1d12 | 5 |
Class Features
As a warrior, you gain the following class features
Hit Points
- Hit Dice: 1d10 per warrior level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st
Proficiencies
- Armor: Light
- Weapons: Simple weapons
- Tools: Choose one type of artisan’s tools or one musical instrument
- Saving Throws: Strength, Constitution
- Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- (a) A dungeoneer’s pack or (b) an explorer’s pack
- An artisan’s tool or musical instrument
Battle Armor
Beginning at 1st level, while you are wearing light armor and not wielding a shield, you can calculate your AC as 13 + your Constitution modifier. A magical bonus to your AC granted by your armor applies as normal.
Warrior Training
You gain the following features while unarmed, not wielding a shield, and wearing light armor:
- Iron Fist. You can roll a d6 in place of the normal damage of your unarmed strikes.
- Tenacity. When you take the Attack action, you gain temporary hit points equal to your proficiency bonus.
- Battle Step. When you take the Attack action, your movement speed increases by 5 feet, and you may expend movement to move in any direction before making your first attack.
- Warrior's Strike. If a creature you hit with an unarmed strike as part of the Attack action makes an opportunity attack against you before the end of your turn, you can make an unarmed strike against them as a free action. If the opportunity attack hits, you gain resistance to any damage dealt by it.
Combat Lessons
You’ve learned many hard lessons on the battlefield, which you keep in mind to bring victory. At 2nd level, choose one lesson of the body and one lesson of the mind. Your lesson options are detailed at the end of the class description. When you finish a short or long rest, you can swap out one of your chosen lessons for another lesson of the same type. If a lesson has prerequisites, you must meet them to use it. A level refers to your level in this class.
At 14th level, you learn an additional lesson of your choice, and you can swap all of your chosen lessons when you finish a short or long rest, instead of just one. The lessons can be of any type, but you must have at least one of each.
Ki
Starting at 2nd level, you learn to channel your fearsome spirit through your battle-hardened body, represented as Ki dice, which start out as a d6. You have a number of these dice equal to your warrior level. The size of your Ki die increases when you reach certain levels in this class, as shown in the Ki Die column of the Warrior table.
You gain the following three features which you can expend Ki dice to use: Brazen Charge, Fearsome Blow, and Practiced Counter. You learn more features which require Ki dice as you gain levels in this class.
When you expend a Ki die, it is unavailable until you finish a short or long rest, at the end of which you regain all expended Ki dice.
Some of your features will require your target to make a saving throw, or you to make an attack roll with a stat other than Strength. Your Fighting Spirit, which you choose at 3rd level, will determine what your Ki save DC and attack modifier are.
Brazen Charge. If there are no hostile creatures within 5 feet of you, you can use your bonus action to expend one Ki die and move up to 60 feet in a straight line toward a hostile creature you can see, ignoring difficult terrain. If you have a flying speed, you can fly with this movement. You may then make an unarmed strike against that creature, and your speed drops to 0 until the end of your turn (Battle Step can still increase your speed to 5 feet).
Fearsome Blow. Once per turn, when you hit a creature with an unarmed strike, you can expend one Ki die to deal additional force damage to the target equal to the expended Ki die plus the maximum value of your Ki die (ie, if your Ki die is a d6, the target takes 1d6 + 6 force damage).
Practiced Counter. When you are hit by a melee attack, you can expend one Ki die as a reaction to gain resistance to the damage dealt and make an unarmed strike against the creature that hit you.
Face Off
Starting at 3rd level, your assault can overwhelm an opponent's senses, demanding an answer. After you take the Attack action, if you hit a creature that made an attack roll on its last turn with an unarmed strike, you can use your bonus action to force that creature to make a Wisdom saving throw against your Ki save DC. On a failed save, the creature must make an opportunity attack against you that turn if able.
Fighting Spirit
Also at 3rd level, your fighting spirit manifests in full display. Choose one of the spirits detailed at the end of the class description, your choice grants you features at 3rd level, and again at 7th, 11th, and 17th level.
Spirit Techniques
Finally, at 3rd level you've learned to wield your spirit as a deadly weapon. You learn one Spirit Technique from your chosen Fighting Spirit, and you learn additional techniques at certain levels as shown in the Spirit Techniques column of the Warrior table. A technique that requires a saving throw uses your Ki save DC.
Whenever you gain a warrior level, you can replace a technique you know, other than the one granted by your fighting spirit, with another technique of your choice.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beyond the Limit
Also at 4th level, you can push your body beyond its limits. You can use your bonus action to expend one Hit Die and regain one expended Ki die. You may use this bonus action a number of times up to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Focus Breaker
Also at 5th level, when you use Practiced Counter and hit with the unarmed strike, the target must succeed on a Constitution saving throw against your Ki save DC, otherwise its speed drops to 0 until the beginning of its next turn, and the remainder of its current action is wasted (ie, a creature using the Multiattack action cannot perform any attacks or actions it has yet to perform as part of its Multiattack).
Ki Control
Starting at 6th level, you've gained greater mastery of your spirit, granting you the following benefits:
-
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
-
While you are not incapacitated, you gain a flying speed equal to your walking speed and can hover. You must concentrate to use this flying speed (as if concentrating on a spell). If you lose concentration, you cannot use your flying speed again until the beginning of your next turn.
-
You gain blindsight out to 10 feet, and you can expend any number of Ki dice up to your proficiency bonus to increase the radius of your blindsight by 10 feet for each Ki die spent for one minute.
At 13th level, you no longer need to concentrate to use your flying speed.
Spirit Form
Starting at 7th level, as a bonus action you can expend one Ki die to channel your fighting spirit, bolstering your physical form with spiritual energy. Your spirit form lasts for one minute, and ends early if you are incapacitated or you die. When you activate your spirit form, you regain hit points equal to your Ki die, and while it's active, you gain the following benefits:
-
Your speed increases by 10 feet.
-
You have advantage on Strength checks and Strength saving throws.
Once you use this feature, must finish a long rest before you can use it again. You can use this feature twice between long rests at 11th level, and three times at 18th level.
Unbreakable
Beginning at 7th level, your spirit is unshakable. You are immune to the frightened condition, and when you fail a saving throw, you can add 1 roll of your Ki die to the total, possibly changing the outcome. You can’t use this feature again until you finish a short or long rest, unless you expend a Ki die to do so again.
You can use this feature twice between rests without expending a ki die starting at 13th level, and three times at 18th level.
Combat Instinct
At 9th level, you have honed your instincts to alert you at the slightest hint of danger. When you roll initiative, you can add 1 roll of your Ki die to the total.
Moreover, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you use Brazen Charge before doing anything else. You can use Brazen Charge in this situation even if there is a hostile creature within 5 feet of you.
Perfected Spirit Form
By 15th level, you have mastered the use of your spirit form, granting the following benefits:
-
Activating your spirit form no longer costs a Ki die.
-
Your spirit form now lasts for 10 minutes.
-
While your spirit form is active, you can use Fearsome Blow twice each turn.
-
You can activate your spirit form at the start of your turn as a free action, so long as you are not incapacitated or unconscious and have not yet moved or taken other actions.
Ultimate Battle
At 20th level, you have ascended far beyond the average warrior. You permanently gain the previously stated effects of your spirit form even when it isn't active, and when you activate your spirit form, you gain these additional benefits:
-
Your Strength and Constitution scores, and the maximum for those scores, increases by 2.
-
You regain 4 Ki dice.
-
You regain 20 hit points, in addtion to what you regain from rolling your Ki die.
Optional Rule: Multiclassing
If you use the optional multiclassing rule in the Player's Handbook, here's what you need to know if you choose warrior as one of your classes.
- Ability Score Minimum. As a multiclass character you must have a Strength and Constitution score of at least 13 to take a level in this class, or to take a level in another class if you already are a warrior.
- Proficiencies Gained. If warrior is not your initial class, you only gain proficiency with light armor.
- Ki Points. If you multiclass into a class that grant Ki points, such as the monk, you can treat Ki dice as Ki points and vise versa.
Fighting Spirits
A warrior's fighting spirit can be motivated by many things, be it pride in there abilities, a simple love for battle, or sheer all-consuming rage. The nature of their fighting spirit shapes their style of combat, and their expression of Ki energy.
Spirit of Battle
Warriors with a spirit of battle find pure elation in the midst of battle. They love the challenge, the adrenaline, and the satisfaction of a battle well fought.
Ki of Battle
3rd-level Spirit of Battle feature
Your maximum number of Ki dice increases by your Wisdom modifier, and you learn the Destruction Beam technique. Your Ki save DC and attack modifier are calculated as follows:
Ki Save DC
Ki attack modifier = your proficiency bonus +
Just Warming Up
3rd-level Spirit of Battle feature
When you take the Dodge action on your turn, you can expend one Ki die to make an unarmed strike, and your Warrior Training feature activates as if you had taken the Attack action.
Additionally, while you are below half your maximum hit points, you can add your Wisdom modifier to the damage roll of your Destruction Beam technique
Unfaultered Assault
7th-level Spirit of Battle feature
You gain proficiency in Wisdom saving throws, and while your spirit form is active, you gain the following additional benefits:
-
You can use your Just Warming Up feature without expending a Ki die.
-
When you are hit by an attack, you can use your reaction to expend a Ki die and roll it, adding the number rolled to your AC until the beginning of your next turn and potentially turning the hit into a miss.
-
Once per turn, when a creature misses you with an attack, you can force that creature to make a Dexterity saving throw against your Ki save DC. On a failed save, you automatically hit them with an unarmed strike.
Blitz
11th-level Spirit of Battle feature
When you use Brazen Charge, instead of moving, you can teleport to an unoccupied space within 5 feet of a hostile creature you can see within 60 feet of you. You may then make an unarmed strike as normal, or you can use your Destruction Beam technique, spending up to 3 Ki dice on it.
Awakened Instincts
17th-level Spirit of Battle feature
When you start your turn with no Ki dice, you can choose to gain temporary Ki dice equal to your proficiency bonus, which last for one minute. While you have them, your unarmed strikes deal additional damage equal to your Ki die and attacks against you have disadvantage.
Once you use this feature, you can't do so again until your finish a long rest.
Spirit of Cruelty
Some warriors are fueled by an unmatched craving for cruelty. They seek to inflict as much pain as possible onto their enemies, breaking both body and spirit.
Ki of Cruelty
3rd-level Spirit of Cruelty feature
Your maximum number of Ki dice increases by your Intelligence modifier, and you learn the Piercing Ray technique. Your Ki save DC and attack modifier are calculated as follows:
Ki Save DC
Ki attack modifier = your proficiency bonus +
Demoralizing Strikes
3rd-level Spirit of Cruelty feature
Once on each of your turns when you deal damage to a creature, you can force that creature to make a Constitution saving throw against your Ki save DC. On a failure, the creature has disadvantage on the first attack roll it makes before the end of your next turn. It has disadvantage on the saving throw if it is grappled by you.
Additionally, a creature that fails the saving throw of your Piercing Ray technique by 5 or more has its speed reduced to 0 until the end of your next turn.
Avatar of Cruelty
7th-level Spirit of Cruelty feature
You gain proficiency in Intelligence saving throws, and while your spirit form is active, you gain the following additional benefits:
-
At the start of each of your turns, you can automatically hit a creature grappled by you with an unarmed strike.
-
A creature that fails the saving throw of your Demoralizing Strikes feature becomes frightened of you until the end of your next turn.
-
A creature frightened by you takes an additional 1d4 psychic damage each time you deal damage to them.
Devious Ambush
11th-level Spirit of Cruelty feature
You can use your Piercing Ray technique as a bonus action. When used this way, you can only expend up to 2 Ki dice on it, and a creature has its speed reduced to 0 if it fails the saving throw by 3 or more, instead of 5. Also, the additional psychic damage dealt by your Avatar of Cruelty feature increases to 1d6
Blackend Heart
17th-level Spirit of Cruelty feature
When a creature fails the saving throw of your Demoralizing Strikes feature by 5 or more, that creature is stunned until the end of your next turn. Also, the additional psychic damage dealt by your Avatar of Cruelty feature further increases to 1d8
Spirit of Patience
Warriors who wield a spirit of patience prefer to let their opponent make the first move, and the first mistake. They exploit even the smallest misstep to gain the upper hand.
Ki of Patience
3rd-level Spirit of Patience feature
Your maximum number of Ki dice increases by your Wisdom modifier, and you learn the Spirit Containment technique. Your Ki save DC and attack modifier are calculated as follows:
Ki Save DC
Ki attack modifier = your proficiency bonus +
Patient Rebuke
3rd-level Spirit of Patience feature
When you take the attack action on your turn, you can forgo making one of your attacks to instead mark a creature within 5 feet of you as if you had hit them with an unarmed strike, activating your Warrior Training. This mark lasts until the beginning of your next turn. When you hit a marked creature with your Warrior's Strike, you can use Fearsome Blow on that attack without expending a Ki die.
When you use Face Off on a marked creature, it has disadvantage on the saving throw.
Battle Rhythm
7th-level Spirit of Patience feature
You gain proficiency in Wisdom saving throws, and while your spirit form is active, you gain the following additional benefits:
-
When a creature fails the saving throw against your Face Off feature, it takes the maximum damage from your Warrior's Strike if you hit them with it on the same turn.
-
You can use Practiced Counter as a reaction when a creature misses you with a melee attack.
-
When you hit a creature with Practiced Counter or Warrior's Strike, that creature must succeed on a Strength saving throw against your Ki save DC or be knocked prone.
Opportune Moment
11th-level Spirit of Patience feature
When you roll initiative, you can choose to use your rolled total, or any number below it. If you reduce your initiative in this way and another creature goes before you that otherwise would not have, you have advantage on all ability checks, attack rolls, and saving throws you make until the end of your first turn. Hostile creatures also have disadvantage on attack rolls made against you before the end of your first turn.
Slow Down
17th-level Spirit of Patience feature
When you hit a restrained creature marked by Patient Rebuke with an unarmed strike, it is a critical hit. Also, when a creature fails the saving throw of your Spirit Containment Technique by 5 or more, it is paralyzed instead of restrained.
DM Tip: Opportunity Attacks
When DMing for a warrior, have monsters make opportunity attacks against them as they would any other player the first time the warrior triggers one. After your warrior lands their first Warrior's Strike against a monster, use its intelligence and emotional state to determine if it would continue to make opportunity attacks against the warrior.
Ie, a monster with high Intelligence may recognize their combat ability and refrain from taking the bait, while a monster with low Intelligence might continue to attack without consideration.
Spirit of Potential
Sometimes a warrior does not choose battle. Rather, battle chooses the warrior. Those with a spirit of potential are destined to reach beyond their limits, achieving heights they likely never anticipated.
Ki of Potential
3rd-level Spirit of Potential feature
Your maximum number of Ki dice increases by your Intelligence modifier, and you learn the Inner Strength technique. Your Ki save DC and attack modifier are calculated as follows:
Ki Save DC
Ki attack modifier = your proficiency bonus +
Explosive Power
7th-level Spirit of Potential feature
You gain proficiency in Intelligence saving throws, and while your spirit form is active, you gain the following additional benefits:
-
The d6 of your Iron Fist feature is replaced with your Ki die.
-
The temporary hit points gained from your Tenacity feature are doubled.
-
Battle Step increases your movement speed by 10 feet instead of 5.
-
Your Warrior's Strike deals additional force damage equal to your Ki die.
Reach Deep
11th-level Spirit of Potential feature
When you use your Inner Strength technique, your spirit form activates until the end of your extra turn, even if you have no uses remaining. You can also use your Inner Strength technique as a reaction when a friendly creature you can see is reduced to 0 hit points.
Beast Unleashed
17th-level Spirit of Potential feature
When you activate your spirit form, you can expend an additional use of it to draw out all of your potential at once. For the duration of that spirit form, you gain the following benefits:
-
Your unarmed strikes deal additional force damage equal to your Ki die.
-
Battle Step increases your movement speed by 20 feet instead of 10.
-
When you use Fearsome Blow, the target must succeed on a Constitution saving throw against your Ki save DC or be stunned until the end of your next turn.
Spirit of Pride
Warriors with a spirit of pride reveal in being the best. They will take on any challenge that comes there way, and salivate at the prospect of fighting the strongest foes.
Ki of Pride
3rd-level Spirit of Pride feature
Your maximum number of Ki dice increases by your Intelligence modifier. You also learn the Ki Blast technique and one other Spirit Technique of your choice. Your Ki save DC and attack modifier are calculated as follows:
Ki Save DC
Ki attack modifier = your proficiency bonus +
Elite Warrior
3rd-level Spirit of Pride feature
When a hostile creature misses you with an attack, you have advantage on the next unarmed strike you make against that creature before the end of your next turn. Also, your unarmed strikes score a critical hit on a roll of 19 or 20.
Additionally, you can use Practiced Counter when you are hit by a ranged attack.
Prodigy's Way
7th-level Spirit of Pride feature
You learn an additional Spirit Technique of your choice, and you gain proficiency in Intelligence saving throws. Also, while your spirit form is active, you gain the following additional benefits:
-
Once on each of your turns, you can choose to gain advantage on an unarmed strike.
-
When you use Fearsome Blow, you can force the target to succeed on a Strength saving throw against your Ki save DC or be pushed away from you a number of feet equal to 5 times your Strength modifier and be knocked prone.
-
You can add your Intelligence modifier to one damage roll of any spirit technique you use.
Battlefield Tactics
11th-level Spirit of Pride feature
When you use Brazen Charge, instead of moving straight towards a hostile creature, you can move up to 60 feet in any direction, though it must still be a straight line. Also, the range of your Ki Blast technique increases to 60/120.
Absolute Ego
17th-level Spirit of Pride feature
When you score a critical hit with an unarmed strike, you have advantage on your next unarmed strike that turn against the same creature. If that unarmed strike hits, it is a critical hit (triggering this ability again).
Spirit of Rage
Warriors consumed with a spirit of rage will fight until they collapse or until every challenger is dead. They want for nothing but the merciless destruction of their enemies.
Ki of Rage
3rd-level Spirit of Rage feature
Your maximum number of Ki dice increases by your Charisma modifier, and you learn the Ragining Cannon technique. Your Ki save DC and attack modifier are calculated as follows:
Ki Save DC
Ki attack modifier = your proficiency bonus +
Wrathful Barrage
3rd-level Spirit of Rage feature
The d6 of your Iron Fist feature is replaced with a d8, and when you hit with your Warrior's Strike, you can sacrifice temporary hit points up to your proficiency bonus to add that much additional damage to the damage roll.
Additionally, when you use your Raging Cannon technique, you can choose to create multiple explosions instead of just one. Divide the number of Ki dice expended for the technique among each explosion to determine their radius. For example, if you expend three dice, you can have one 10-foot-radius and one 5-foot-radius explosion, three 5-foot-radius explosions, or one 15-foot-radius explosion. The explosions deal damage equal to the total number of dice expended - the damage is not divide among the spheres. Creatures in the affected area of more than one explosion make only one saving throw.
Unyielding Rage
7th-level Spirit of Rage feature
You gain proficiency in Charisma saving throws, and while your spirit form is active, you gain the following additional benefits:
-
The d8 of your Iron Fist feature is replaced with a d12.
-
You gain a temporary Ki die at the beginning of each of your turns. This die can only be used for Fearsome Blow or Raging Cannon, and it disappears at the beginning of your next turn if not spent.
-
The temporary hit points gained from your Tenacity feature are doubled.
Gigantic Charge
11th-level Spirit of Rage feature
When you use Brazen Charge, you can move through spaces occupied by hostile creatures. Each hostile creature whose space you pass through must succeed on a Dexterity saving throw against your Ki save DC or take force damage equal to your Ki die and be knocked prone if it is large or smaller.
Catastrophic Legend
17th-level Spirit of Rage feature
If you would drop to 0 hit points, you can instead choose to enter a bersek fervor. Your spirit form activates, even if you have no uses left, and you regain half your maximum hit points. Each creature within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw against your Ki save DC or become frightened of you until the beginning of your next turn.
Once you use this feature, you can't do so again until you finish a long rest.
Combat Lessons
Lessons of the Body
These lessons focus on bolstering your physical capability, allowing you to push your body past its limit.
Agility
Your movement speed increases by 10 feet, and you can expend 5 feet of movement to get up from being prone. This movement bonus increases to 15 feet at 12th level, and 20 feet at 16th level.
Defense
When you hit a creature with an unarmed strike, your AC increases by 1 until the beginning of your next turn. The maximum increase you can receive from this lesson starts at 1. That maximum increases to 2 at 12th level.
Power
When you roll a 1 on a damage die for an unarmed strikes, you can reroll the die and must use the new roll. At 12th level, you can reroll the die if it is a 1 or a 2.
Reach
Your reach with unarmed strikes increases by 5 feet.
Vitality
You have advantage on death saving throws and saving throws against being poisoned. You also have resistance to poison damage.
Constitution
Prerequisite: 8th level
You have resistance to necrotic damage.
Endurance
Prerequisite: 8th level
You gain proficiency in Athletics, or expertise if already proficient, and you treat any levels of exhaustion you have as being one less.
Physicality
Prerequisite: 8th level
You gain a +1 bonus to Strength, Dexterity, and Constitution saving throws. This bonus increases to +2 at 12th level and +3 at 16th level.
Precision
Prerequisite: 8th level
You gain a +1 bonus to your attack rolls for unarmed strikes. This bonus increases to +2 at 16th level.
Recovery
Prerequisite: 12th level
When you roll a Hit Die to regain hit points, you can reroll the die and use either result. You can expend a Hit Die as an action to roll it and regain hit points equal to the number rolled plus your Constitution modifier.
Lessons of the Mind
These lessons focus on sharpening your mind, allowing you to keep focus on the battlefield.
Action
You gain a +2 bonus to initiative rolls. This bonus increases to +3 at 8th level, +4 at 12th level, and +5 at 16th level.
Awareness
You gain proficiency in Perception, or expertise if already proficient.
Focus
You have advantage on saving throws against being charmed.
Spirit
When you roll a 1 on your Ki die, you can reroll the die and must use the new roll. At 12th level, you can reroll the die on a 1 or 2.
Suspicion
You gain proficiency in Insight, or expertise if already proficient.
Clarity
Prerequisite: 8th level
You gain a +1 bonus to Intelligence, Wisdom, and Charisma saving throws. This bonus increases to +2 at 12th level, and +3 at 16th level.
Kinesthetics
Prerequisite: 8th level
You gain proficiency in Acrobatics, or expertise if already proficient, and you have advantage on Dexterity saving throws against effects you can see (such as traps and spells) so long as you are not incapacitated.
Mindfulness
Prerequisite: 8th level
Spell attack rolls are made at disadvantage against you so long as you are not incapacitated.
Will
Prerequisite: 8th level
You have resistance to psychic damage.
Instinct
Prerequisite: 12th level
You have advantage on saving throws against being stunned. While you are stunned, you gain the following beneifts:
- You can move up to half your speed.
- Attack rolls against you do not have advantage.
- You have disadvantage on strength and dexterity saving throws, rather than automatically failing them.
- You can make a single unarmed strike on each of your turns as an action, despite being incapacitated.
Spirit Techniques
After Image
As an action, you can expend Ki dice up to your proficiency bonus to cast mirror image without using a spell slot or any components, creating one duplicate for each die expended. When cast this way, one duplicate disappears at the start of each of your turns.
Barrier
As a reaction when you take damage, you can expend Ki dice up to your proficiency bonus to protect yourself with a barrier of spirit energy. The triggering damage is reduced by the expended dice + your warrior level + the ability modifier used to calculate your Ki save DC.
Blazing Fist
As an action, you can expend Ki dice up to your proficiency bonus to make a single unarmed strike against a creature within reach. On a hit, the target takes additional force damage equal to 2 rolls of your Ki die for each die expended.
If the maximum possible number of Ki dice were expended, and the creature then has less than half their maximum hit points, it must make a Constitution saving throw. On a failure, the creature is grievously wounded, suffering disadvantage on all of its attack rolls and ability checks until it regains hit points through means other than Hit Dice.
Blinding Flash
As a bonus action, you can expend one Ki die to cause blinding light to flare from you. Each creature in a 15-foot cone originating from you must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Blood Fist
As a bonus action, you can expend one Ki die and one Hit Die to push yourself to the breaking point. Until the start of your next turn, you are under the effects of the haste spell. You do not need to maintain concentration on the effect, and at the start of your next turn, you must succeed on a Constitution saving throw against your Ki save DC or become unable to move or take actions until after your turn.
Destruction Beam
As an action, you can expend Ki dice up to your proficiency bonus to shoot a beam of spirit energy 5 feet wide and 30 feet long from you in a direction you choose. The length of the beam increases by 30 feet for each die spent beyond the first, and each creature in the beam must make a Dexterity saving throw, taking force damage equal to the expended Ki dice on a failed save, or half as much damage on a success.
Inner Strength
When you take damage and are then below half your maximum hit points, You can use your reaction to interrupt the current turn, taking a full turn of your own. When that turn finishes, the creature whose turn you interrupted resumes their turn.
Once you use this technique, you can't do so again until you finish a long rest
Piercing Ray
As an action, you can expend any number of Ki dice up to your proficiency bonus to fire multiple rays of spirit energy at one or more creatures within 120 feet of you that you can see, expending at least one die per creature targeted. Each target must make a Dexterity saving throw, taking force damage equal to 2 rolls of your Ki die for each die expended on them on a failed save, or half as much damage on a success.
Telekinesis
As an action, you can telekinetically move an object or group of objects that fit within a 5-foot cube. The objects must be within 30 feet of you and must have a combined weight no higher than 10 pounds times your warrior level. You cannot manipulate the objects, only move them, and this movement is not fast enough to cause damage. You can move the objects as a group up to 30 feet, but they must stay within 30 feet of you at all times. The objects fall at the end of your turn, unless you choose to concentrate on the effect (as if concentrating on a spell). While concentrating on this technique, you must use your action each turn on this technique, or they fall to the ground.
When you use this technique, you can expend 1 or more Ki dice up to your proficiency bonus to empower it. For each die spent, you gain the following benefits:
- Your range, and the range you can move objects by, increases by 10 feet.
- The total weight of objects you can lift increases by 10 feet times your warrior level.
- The size of the cube the objects must fit within increases by 5 feet.
If the objects touch a creature while moving them with your empowered telekinesis, you can make an attack roll against that creature using your Ki attack modifier. On a hit, the target takes bludgeoning damage equal to the expended dice, and the objects stop moving for that turn.
If you expend at least 2 dice, you can target a small or smaller creature instead of objects. For every 2 dice expended beyond the second, the size of creature you can target increases by one. A creature targeted this way must succeed on a Strength saving throw against your Ki save DC or become restrained and be affected by your telekinesis as if it was an object you could lift, though you can only move creatures half as far.
At the start of each of the creature's turns, it can repeat the saving throw, ending the effect on a success.
Ki Blade
When you take the Attack action, you can expend one Ki die to create a blade of spirit energy that extends from your hand. For the next minute, your unarmed strikes gains a +2 bonus to their damage rolls.
This bonus increases to +3 at 11th level.
Ki Blast
You gain a ranged (20/60) unarmed strike, which uses your Ki attack modifier. On a hit the target takes force damage equal to 1d6 plus the modifier of the ability used to calculate your Ki save DC.
Raging Cannon
Once on each of your turns when you take the Attack action, in place of an attack you can expend any number of Ki dice up to your proficiency bonus to throw a ball of spirit energy that explodes at a point you can see within 60 feet of you. The radius of the explosion equals 5 feet per Ki die spent, and each creature in the blast must make a Dexterity saving throw, taking force damage equal to the expended Ki dice on a failed save, or half as much damage on a success.
Spirit Containment
When you take the Attack action, you can expend one Ki die to forgo making one of your attacks, instead forcing a creature you can see with within 60 feet of you to make a Charisma saving throw against your Ki save DC. On a failed save, the target becomes restrained for 1 minute. You must maintain concentration on this effect, as if concentrating on a spell.
A creature restrained this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spirit Seeker
As an action, you can expend any number of Ki dice up to your proficiency bonus to release bolts of life-seeking energy. Each bolt hits a creature of your choice that you can see within 120 feet of you. A bolt deals force damage equal to your Ki die to its target. The bolts all strike simultaneously, and you can direct them to hit one creature or several.
Vital Eruption
As an action, you can expend Ki dice up to your proficiency bonus to send a condensed ball of spirit energy flying towards a point you can see within 150 feet of you. Each creature in a 20 foot radius sphere centered on that location must make a Dexterity saving throw, taking force damage equal to the expended dice on a failed save, or half as much damage on a success.
When you use this technique, each other creature within 150 feet of you may use their reaction to expend a Hit Die. They do not need to see you to do so. For Hit Die expended this way, add an additional Ki die to the damage roll. Once a creature has expended a Hit Die this way, they can't again until they finish a long rest.
The Warrior
By u/TheGoldenNinja33 & u/23BLUENINJA
- Eric Deschamps - cover
- Steve Argyle - pg 1
- Jason Chan - pg 3
- Wayne Reynolds - pg 4
- Aleksi Briclot - pg 5
- G-host Lee - pg 6
- Chris Rahn - pg 7
- Magali Villeneuve - pg 8
- Willian Murai - pg 9
- Irina Nordsol - pg 10
- Mathias Kollros - pg 11
- Rudy Siswanto - pg 14
- Jesper Eising - back cover
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