Warrior Legends

by CalloftheWildMagic

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Legend: Dog Soldier

Dog Soldiers of legend held their ground so unwaveringly that they tethered themselves to it with sacred rope and arrows, resolved not to give an inch. These warriors are revered by their people for their aggressive spirit and unyielding resistance to encroaching threat.

Dog Soldier Features
Level Feature
1st Resolute (+1)
3rd Challenge
7th Hold your Ground, Bolstered
10th Living Shield, Resolute (+2)
18th Enduring
  • Primary Ability: Constitution
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Sharp-tooth Warclub, Light Crossbow
  • Tools: Herbalism Kit
Sharp-tooth Warclub

melee weapon (exotic, martial)
A warclub roughly 1m in length. Adorned with bladed "teeth" along the shoulder or belly of the haft, some may also have a steel striking ball at the end.

  • Damage: 1d8
  • Damage Type: Variable
  • Weight: 2
  • Properties: Versatile (1d10)

Resolute

At 1st level and for each level after, you can add an additional +1 bonus to your hit point total. At level 10, this becomes +2

In addition, your ritual practice in herbalism grants you proficiency in medicine checks, and nature or survival checks directly related to plants or foraging.

Challenge

At 3rd level, when you use Onslaught, a creature hit by one of your attacks, if starting its turn within 15ft of you, has disadvantage on attacks against any creature other than you.

This effect lasts for up to 1 minute.

Hold Your Ground

At 7th level, as a bonus action, you mark the ground in a 10ft radius from your current position for 1 minute. You and any ally starting their turn within this radius has advantage on the first attack that they make before the end of their turn, but, each enemy that targets you with a melee attack also has advantage on the first attempt during their turn.

Additionally, you and any allies within this area have advantage on saving throws against being frightened.

You cannot be pushed or moved outside of this area against your will by any means, but if you leave it, are not visible, or become incapacitated, the effect ends immediately. If you use your Onslaught ability, your targets must be within melee attack range while you remain within this radius.

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

Bolstered

Also at 7th level, when you have used your Redoubt mastery ability, spending at least 2 mastery points, you gain an added effect as they are depleted.

When an attack consumes the last temporary hit point granted by Redoubt, the damage of the next attack that hits you before the start of your next turn is reduced by half.

Living Shield

At 10th level, you can shield others from harm at the cost of your own health. When a creature within 15ft of you takes damage, you can use your reaction to take that damage in their stead. This feature only transfers damage, all other effects of the attack are still suffered by its original target.

This damage cannot be reduced in any way.

Enduring

Starting at 18th level, your endurance in battle is unrivaled. If you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated, you can recover hit points equal to 1d10 + your Constitution modifier.


image: Warhammer Armies: Lizardmen

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Legend: Eagle/Jaguar Warrior

Eagle and Jaguar warriors are chosen by merit and proof of courage in battle alone. Despite this, their position involves far more than impressive combat skills. Earning a place among these warriors also means a place among nobility, and an expectation of leadership to match.

Eagle/Jaguar Warrior Features
Level Feature
1st Academy Trained
3rd Hamstring
7th Cut Off, Skilled
10th Student of War
18th Experienced Combatant
  • Primary Ability: Charisma
  • Armor: Medium armor, shields
  • Chosen Weapons: Macana, Javelin
  • Tools: Herbalism Kit
Macana (Macuahuitl)

melee weapon (exotic, martial)

A paddle-like club, the sides of which are embedded with blades traditionally made from volcanic glass, though practical variants typically use steel.

  • Damage: 1d8
  • Damage Type: Slashing
  • Weight: 3
  • Properties: Versatile (1d10)

Academy Trained

At 1st level you are educated to befit your station, learning one additional language and two additional skill proficiencies from Animal Handling, Arcana, History, Investigation, Medicine, Nature, Persuasion, Religion, or Survival. You can also use the "Help" action as a bonus action.

Your study in herbalism empowers healing potions that you create. When used, add your proficiency bonus to the effect.

Hamstring

At 3rd level, when you use Onslaught, any enemy hit by your attack has their speed reduced by half until the end of your next turn.

Cut Off

By 7th level, you have trained to close off a foe's retreat. When you use a reaction in response to a foe's action, you can move up to half your speed immediately after and as part of the same reaction. This movement doesn't provoke opportunity attacks from the triggering creature.

You can use this feature once per combat round.

In addition, creatures under the effect of your Hamstring feature cannot disengage from you.

Skilled

Also at 7th level, you can spend 1 additional mastery point to use your Practiced Skills mastery ability after the roll has been made, but before success is decided.



















































image: Manuel Castañón

Student of War

At 10th level, you may choose another fighting style. If you have already chosen Superior Technique, you may choose it again.

In addition, when you make a check with one of the proficiencies available from your Academy Trained feature, you may, before the roll, choose to add an additional bonus equal to your proficiency bonus. This benefit may be used twice, regaining expended uses when you finish a long rest.

Experienced Combatant

By level 18, when you roll initiative and have no mastery points remaining, you regain 3 mastery points.

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image: Midjourney (no prompt image)

Warrior Legend: Greatbrother

The Greatbrother is a proven warrior captain, and often the strongest among their compatriots. Respect for their leadership was so great that when a Greatbrother fell, their comrades preserved and carried their body in a position of honor through the campaign, believing their spirit would continue to empower their living allies.

Greatbrother Features
Level Feature
1st Natural Leader
3rd Expose Weakness
7th Combat Readiness, Combat Assist
10th Reactive Support
18th Collective Triumph
  • Primary Ability: Strength
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Champi, Hand Crossbow
  • Tools: Cartographer's Tools
Champi

melee weapon (exotic, martial)
A club or mace with a heavy, star-shaped head. The points of the head may be simple points, blades similar to small axe heads, or a mixture thereof.

  • Damage: 1d8
  • Damage Type: Slashing/piercing
  • Weight: 4
  • Properties: Versatile (1d10)

Natural Leader

At 1st level, you find yourself naturally taking command in a crisis. After rolling initiative, you can choose one ally or yourself, and add your proficiency bonus to their roll. Alternatively, with their agreement, you can choose two allies to switch places in initiative order.

In addition, you have proficiency in the Persuasion skill, and you can add your proficiency bonus to Wisdom checks made during combat or combat planning.

Expose Weakness

At 3rd level, when you use Onslaught, any creature hit by one of your attacks must make a Constitution saving throw against your mastery DC. On failure, attacks against the creature have advantage until the end of your next turn.

Combat Readiness

By 7th level, when you roll initiative, you can use up to a number of hit dice equal to your proficiency modifier to heal yourself and your allies. The amount healed from these dice is calculated as it would be during a short rest, and the amount can be distributed as you choose.

Combat Assist

Also at 7th level, when you use your Redoubt or Practiced Skills mastery abilities, you may affect yourself or an ally.

Reactive Support

At 10th level, whenever an ally that can see or hear you within 30ft of you makes a saving throw in which you are proficient, you can use your reaction to roll 1d4 and add the number rolled to the saving throw.

The saving throw must be the result of a spell you can see or hear cast within 60 feet of you, and you must use this feature before the saving throw is rolled.

Collective Triumph

By level 18, whenever you roll a critical attack, or a 20 on an ability check or saving throw, each ally within 30ft of you has advantage when it makes the same type of roll currently or before the start of your next turn.

This benefit can only be used once for each type of roll, per combat round, by each affected ally.

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image: Kelly McLarnon

Warrior Legend: Raider

The Raider strikes with purpose. They don't seek to prove courage or accomplish feats in battle, but to strike deftly, accomplish a goal, and get out. A raider moves quickly and is adept at harrying enemies while avoiding attacks.

Raider Features
Level Feature
1st Stick and Move
3rd Charge
7th Bonded Mount, Agile
10th Evasive
18th Aggressive Escape
  • Primary Ability: Dexterity
  • Chosen Weapons: Stallion, Shortbow
  • Tools: Alchemist’s Tools
Stallion

melee weapon (exotic, martial)
A curved weapon for use while mounted or moving past a target. Serrated blades line the shoulder, ending in an axe blade at the head.

  • Damage: 1d8
  • Damage Type: Slashing
  • Weight: 2
  • Properties: Versatile (1d10)

Stick and Move

At 1st level, if you have made a melee attack against a creature, and subsequently moved outside of it's melee range during your turn, you can make an additional ranged attack against them as a bonus action.

In addition, you are proficient in Animal Handling and have advantage on saving throws to avoid falling from a mount.

























Charge

At 3rd level, when you use Onslaught, you can attempt to knock your targets off of their feet. A creature hit by one of your attacks can be forced to make a Strength saving throw against your mastery DC. On failure, the creature is knocked prone.

Bonded Mount

At 7th level, you can cast Find Steed, and at 15th level you can cast Find Greater Steed instead. Once you use this feature, you must finish a short or long rest before you can use it again.

Additionally, you are proficient with improvised weapon attacks to throw vials or flasks of alchemical creations.

Agile

Also at 7th level, when under the effect of your Empowered Movement mastery ability, you and your mount are unaffected by non-magical difficult terrain.

Evasive

At 10th level, when a creature ends it's turn within 5 feet of you, you can move up to half of your or your mounts movement speed as a reaction. An attack of opportunity from the triggering creature as a result of this movement has disadvantage.

Additionally, if you are forced to make a dexterity saving throw against an effect you can see, you can use your reaction to grant yourself advantage on the save.

Aggressive Escape

By level 18, you have become adept at striking quickly and continuing your attack while escaping. Once per short rest, after attacking on your turn and moving out of that target's melee attack range, you can take one additional turn immediately following the end of their next turn.

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Warrior Legend: Shorn One

A feared and highly exclusive group, only the most brutally proven soldiers earn a rank among the Shorn Ones. Known for their shaven heads, sometimes with a mohawk or single braid. These warriors prevail through overwhelming force.

Shorn One Features
Level Feature
1st Opportunist
3rd Rampager
7th No Retreat, Powerful
10th Overwhelm
18th Die Standing
  • Primary Ability: Strength
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Tepo, Blowgun
  • Tools: Poisoner's Kit
Tepo (Tepoztopilli)

melee weapon (exotic, martial)
A long staff with a paddle-like end resembling a large-headed spear. The end is lined with serrated blades similar to a macuahuitl.

  • Damage: 1d10
  • Damage Type: Slashing
  • Weight: 4
  • Properties: Heavy, reach, two-handed

Opportunist

At 1st level, when you attack a foe who targeted a creature other than you on their previous turn, and that creature is still within melee attack range of your target, you can use your bonus action to add your proficiency bonus to the damage roll if the attack hits.

In addition, your skill as a poisoner grants your blowgun an additional 1d4 poison damage.

Rampager

At level 3, when you use Onslaught, your attacks are made with advantage.

No Retreat

At 7th level, you have adopted the vow of the Shorn Ones to never take a step back in battle. You have advantage on ability checks and saving throws against being pushed, knocked prone, or frightened.

You also gain proficiency in Intimidation, or expertise if you are already proficient.

Powerful

Also at level 7, when you use your Powerful Attacks mastery ability, you can reroll one attack that misses during that action, and use the second roll.

Overwhelm

At 10th level, when an enemy within your melee range takes damage from an attack, you can make one attack against them as a reaction.

Die Standing

At level 18, when you drop to 0 hit points, frenzied determination keeps you conscious and in the fight. You have a pool of temporary hit points equal to 1/2 of your max hit point total. Once these temporary hit points are expended, you suffer the normal effects of taking damage at 0 hit points.

You cannot take reactions or benefit from any other source of temporary hit points while remaining at 0 hit points. If you are no longer at 0 hit points, the temporary hit points granted by this feature are expended.

You must make a death saving throw at the start of each turn as long as you have these temporary hit points. If you reach 3 failed death saves, you fall dead at the end of that turn if you remain at 0 hit points.

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


image: Midjourney (no prompt image)

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Warrior Legend: Wanderer

Esteemed for their ability to avoid and thwart those who wield magic, Wanderers are warriors who travel the land defending their people from supernatural forces. Known to often wear masks or disguises, cunning and deception are the first armaments of the Wanderer.

Wanderer Features
Level Feature
1st Know Your Enemy
3rd Silencing Strikes
7th Supernatural Defenses, Irresistible
10th Thwart Magic
18th Antimagic
  • Primary and Spellcasting Ability: Intelligence
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Kakivak, heavy crossbow
  • Tools: Disguise Kit
Kakivak

melee weapon (exotic, martial)
The head of the kakivak has 2-3 flexible arms with spikes that point inward to the main spike tip. When well aimed, the Kakivak can be used to ensnare.

  • Damage: 1d6
  • Damage Type: Piercing/slashing
  • Weight: 1
  • Properties: Special

Special: When you hit with a melee attack, you choose to grapple the creature or rip the spines out. If pulled back, the damage is 1d8, and the weapon is free for further attacks. A creature can free themselves from this grapple as an action with a DC10 Strength check.

Know Your Enemy

By 1st level, your knowledge of the supernatural grants you proficiency with Arcana checks. Likewise you add your proficiency bonus to any Intelligence check directly related to the use of magic, prominent magic users, or otherworldly beings.

You may also choose one proficiency from: Insight, Deception, or Stealth and you can Detect Magic as a ritual.

Silencing Strikes

At 3rd level, when you have used Onslaught, you select one space from which you have made an attack. That space is the central point of an area affected by Silence for for up to 1 minute. This effect does not require concentration, but can only affect a single area at any given time.

If using your Kakivak, all Onslaught damage rolls use 1d8 as the weapon damage die.

Supernatural Defenses

At 7th level, as an action, you can bestow one of the following effects, for 1 minute, on yourself or a creature that you touch:


































image: Kevin Zamir Goeke

  • Warding. Aberrations, Celestials, Fey, Fiends, and Undead that touch the warded creature or hit it with a melee attack take force damage equal to your proficiency bonus.
  • Vision. The target can see creatures that are invisible or on the Ethereal Plane, and can see the original form of creatures whose form has been altered by magic.
  • Resolve. The creature cannot be possessed or charmed, and they gain resistance to necrotic and psychic damage.

You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Irresistible

Also at level 7, when you use your Improved Weapon mastery ability, it costs only 1 mastery point.

Thwart Magic

At 10th level, when a creature within 60ft of you begins to cast a spell, you can use your reaction to thwart the casting. You can cast Counterspell at 3rd level. You can do so twice, and you regain all expended uses when you finish a long rest.

Antimagic

By level 18, you can nullify magic entirely. When you use Onslaught, you can turn the silenced area to an antimagic field instead. Once you use this feature, you can't use it again until you finish a long rest.

In addition, your Thwart Magic feature casts Counterspell at 5th level.

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