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# Warrior Rework (One D&D) The goal of this rework is to take the systems surrounding the Warrior class group, and expand on them to make a wider field of weapon options each with a distinct play style. ## Rules Glossary ### Equipping and Unequipping **Dropping and Stowing.** On your turn, you can drop or stow any weapons, shields or other objects that you're holding without using an action. **Equipping Weapons.** You can draw a weapon, or a pair of weapons with the light property, into an open hand(s) as a bonus action. **Drawing Objects.** When you use an object, such as a piece of adventuring gear or a magic item, as part of an action, you can draw the object into an open hand as part of the same action. **Donning a Shield.** You can don a shield as an action. **Picking Up Objects.** You can pick up an object within 5 feet of you with an open hand, as a bonus action. The object can not be carried or worn by a conscious creature. ## Weapons
##### Simple Melee Weapons | Weapon | Damage | Property | Mastery | |:---:|:---:|:---:|:---:| | Quarterstaff | — | — | Flex (Reach) | | Spear | ─ | ─ | Flex (Reach) | | Sickle | 1d6 Slashing | ─ |─ | ##### Martial Melee Weapons | Weapon | Damage | Property | Mastery | |:---:|:---:|:---:|:---:| | Chain | 1d6 Bludgeoning | Reach | Hinder | | Curved Sword | 1d8 Slashing | Finesse | Vex | | Battleaxe | ─ | ─ | Flex (Cleave) | | Flail | ─ | ─ | Hinder | | Longsword | ─ | ─ | Flex (Graze) | | Morningstar | ─ | ─ | Push | | Rapier | ─ | ─ | Hinder | | Trident | ─ | ─ | Flex (Hinder) | | War Pick | ─ | ─ | Flex (Push) | | Warhammer | ─ | ─ | Flex (Topple) |
### Weapon Properties #### Light When you make an attack as part of an action on your turn, and attack with a weapon that has the light property, you can make an off-hand weapon attack with a second weapon that also has the light property as a bonus action. Don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative. ### Mastery Properties #### Cleave & Graze *Prerequisite: Melee Weapon, Heavy **or Versatile** Property* #### Flex (Property) *Prerequisite: Versatile property* When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand. You can Don a shield as a bonus action instead of an action. When you wield this weapon in both hands, you gain the property in parentheses. #### Nick *Prerequisite: Light property* When you make an attack as part of an action on your turn, and attack with a weapon that lacks the two-handed property, you can make an off-hand weapon attack with this weapon as part of the same action, instead of as a bonus action. You can still make this extra attack only once per turn. Don’t add your ability modifier to the off-hand weapon attack’s damage, unless that modifier is negative. #### ~~Sap~~ Hinder *Prerequisite: ~~No Other Property~~ Melee weapon* If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. *Unchanged* ## Fighting Styles You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. #### ~~Archery~~ Archer When a creature you can see hits or misses you with a ranged weapon or spell attack, you can use your reaction to make a ranged weapon attack against that creature immediately after its attack. #### Dual Wielder When a creature misses you with a melee attack, you can use your reaction to make an off-hand weapon attack against the creature. \pagebreak #### Duelist While wielding a single melee weapon that lacks the heavy property, when a creature misses you with a melee weapon attack, you can use your reaction to make an unarmed strike against, or attempt to disarm (2014 DMG, page 271) the creature. #### Great Weapon ~~Fighter~~ Wielder While you are wielding a melee weapon with the heavy property, when a creature makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. #### Protector When a creature you can see attacks a target other than you that is within 5 feet of you you can intercede as a reaction. Add your shield's AC bonus to the target's AC instead of your own, until the start of your next turn, or until you and your target are separated by more than 5 feet. #### Pugilist When a creature that you have grappled is hit with a melee attack, by a creature other than you, you can use your reaction to make a melee weapon attack or unarmed strike against the grappled creature. ## Feats ### Brawler *1st-Level Feat*
**Prerequisite:** Warrior Group
**Repeatable:** No.
Your unarmed strikes are simple weapons that deal 1d6 bludgeoning damage, and have the Versatile (1d8) property and the Topple mastery. ### Fighting Initiate *1st-Level Feat*
**Prerequisite:** Warrior Group
**Repeatable:** Yes, but you can't take a Fighting Style option more than once
Choose a Fighting Style, from those available to the Fighter. ### Lightly Armored *1st-Level Feat*
**Prerequisite:** None
**Repeatable:** No.
You gain armor training in light and medium armor. ### Weapon Training *1st-Level Feat*
**Prerequisite:** None
**Repeatable:** No.
You gain proficiency all martial weapons and armor training with shields. ### ~~Defensive~~ Cunning Duelist *4th-Level Feat*
**Prerequisite:** None
**Repeatable:** No.
You’ve mastered the use of your weapon, granting you the following benefits: **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Pursue.** While wielding a single weapon that lacks the heavy property, when you make a melee weapon attack as part of an action and miss, you can use your bonus action to make an additional attack against the creature. ### Dual Wielding Master *4th-Level Feat*
**Prerequisite:** Proficiency with any martial weapon
**Repeatable:** No.
You master fighting with two weapons, gaining the following benefits: **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Enhanced Dual Wielding.** When you make an off-hand weapon attack, you can add your Ability Modifier to the damage of the attack. ### Sentinel *4th-Level Feat*
**Prerequisite:** Proficiency with any martial weapon
**Repeatable:** No.
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Guardian** Immediately after a creature within 5 feet of you takes either the magic or disengage action, you can use your reaction to make an opportunity attack against that creature. **Halt.** When you hit a creature with an opportunity attack, the creature’s Speed becomes 0 for the rest of the turn. ### Sharpshooter *4th-Level Feat*
**Prerequisite:** Proficiency with any martial weapon
**Repeatable:** No.
You can make shots that others find impossible, granting you the following benefits: **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20. **Steady Aim.** As a bonus action, you give yourself advantage on your next ranged weapon attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. **Bypass Cover.** Your Ranged Attacks with Weapons ignore Half Cover and Three- Quarters Cover.