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## Warrior *Now, watch them attack me. Pitiful! Do they think to take vengeance for their fallen? Do they come to challenge ME? I, who have won a hundred wars? I, who stood alone against thousands and still shouted for my enemies to come? No, these saurok will crumple before me like
paper before the flame!*
*— Skeer the Bloodseeker*
A human in clanging plate armor holds her
shield high before her as she charges toward the
massed kobolds. A night elf behind her, clad in
studded leather armor, peppers the kobolds with
arrows loosed from his exquisite bow. The dwarf nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. An orc in chainmail interposes his shield between the ogre's club and his companion in a swift action, knocking the deadly blow aside. His companion, a blood elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd's delight, and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lightning forth to smite him. ### Ancient Practice For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel. Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war. Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders. \columnbreak
### Well-Rounded Specialists Warriors learn the basics of all combat styles. Every warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on protection their allies from mortal blows, some on fighting with two weapons at once, and some prefer a single large weapon able to be wielded with extraordinary force. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. ### Creating a Warrior As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane fighters around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication?
PART 1 | CLASSES
\pagebreakNum
##### The Warrior |Level| Proficiency
Bonus | Features | Second
Wind | Maneuvers
Known | |:---:|:--:|:------------------------------------------|:--:|:-:| | 1st | +2 | Fighting Style, Second Wind | 2 | — | | 2nd | +2 | Inner Rage | 2 | — | | 3rd | +2 | Martial Archetype, Inner Rage improvement | 2 | 2 | | 4th | +2 | Ability Score Improvement | 3 | 2 | | 5th | +3 | Extra Attack, Combat Stances | 3 | 2 | | 6th | +3 | Action Surge (one use) | 3 | 3 | | 7th | +3 | Martial Archetype feature | 3 | 3 | | 8th | +3 | Ability Score Improvement | 3 | 3 | | 9th | +4 | Indomitable (one use) | 3 | 3 | | 10th| +4 | Martial Archetype feature | 4 | 3 | | 11th| +4 | Extra Attack (2) | 4 | 4 | | 12th| +4 | Ability Score Improvement | 4 | 4 | | 13th| +5 | Studied Attacks | 4 | 4 | | 14th| +5 | Indomitable (two use) | 4 | 4 | | 15th| +5 | Martial Archetype feature | 4 | 4 | | 16th| +5 | Ability Score Improvement | 4 | 5 | | 17th| +6 | Action Surge (two uses), Indomitable (three uses) | 4 | 5 | | 18th| +6 | Martial Archetype feature | 4 | 5 | | 19th| +6 | Ability Score Improvement | 4 | 5 | | 20th| +6 | Extra Attack (3) | 4 | 5 |
You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught -- unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms. Or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions -- the only things that stand between you and death's embrace.
#### Quick Build You can make a warrior quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution.
#### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing 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 at least a Strength or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a Warrior. ***Proficiencies Gained.*** If Warrior isn't your initial class, here are the Proficiencies you gain when you take your first level as a Warrior: Light and Medium Armor, Shields, Simple and Martial Weapons. ## 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, Firearms - **Tools:** None ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two Skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* Scale Mail or *(b)* Chain Mail - *(a)* a Martial Weapon and a Shield or *(b)* two Martial Weapons - *(a)* a Light Crossbow and 20 Bolts or *(b)* two Handaxes - *(a)* a Dungeoneer's Pack or *(b)* an Explorer's Pack
PART 1 | CLASSES
\pagebreakNum ###
Fighting Style
*1st-level Warrior feature*
You have honed your martial prowess and
gain a Fighting Style feat.
Whenever you gain a Warrior level, you can
replace the feat you chose with a different
Fighting Style feat.
### Second Wind *1st-level Warrior feature*
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you cna use it to regain Hit Points equal to 1d10 plus your Warrior level. You can use this feature twice. You regain one expended use when you finish a Short Rest, and all expended uses when you finish a Long Rest. When you reach certain Warrior levels, you gain more uses of this feature, as shown in the Second Wind column of the Warrior table. ### Inner Rage *2nd-level Warrior feature*
You learn to fight with overwhelming ferocity in battle and can harness that fury into your attacks. #### Rage Whenever you take the Attack action, you gain 1 Rage Point. At higher levels, the Rage Points you gain increases: 2 Rage Points at 7th level and 3 Rage Points at 15th. Your Rage Pool's maximum is equal to your Constitution modifier (minimum 1) plus half your Warrior level. Your Rage Points remains for 1 minute before dissipating and returning your Rage Pool to 0. #### Rage Maneuvers Known You know a number of special techniques called Rage Maneuvers which you can use in battle. You learn three such manuevers, many of which enhance an attack in some way. You can only use one manuever per attack unless otherwise specified. The Maneuvers Known column of the Warrior table shows when you when you learn new rage maneuvers of your choice. Your maneuver options are detailed at the end of the class description. Additionally, when you finish a Long Rest, you can choose one of the maneuvers you have learned and replace it with another maneuver you could learn at that level. #### Maneuver Saving Throw Some of your rage maneuvers require your target to make a saving throw to resist the maneuver's effect. The saving throw DC is calculated as follows:
**Rage save DC** = 8 + your Proficiency Bonus +
your Strength modifier
### Martial Archetype *3rd-level Warrior feature*
You choose a martial archetype that you strive to emulate in your combat styles and techniques. Choose Arms, Fury, or Protection, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
### Ability Score Improvement *4th-level Warrior feature*
When you reach 4th level, and again at 8th, 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.
### Extra Attack *5th-level Warrior feature*
You can attack twice, instead of once, whenever you take the Attack action on your turn.
PART 1 | CLASSES
### Combat Stances *5th-level Warrior feature*
Your training has taught you to undergo different distinct stances upon entering combat. When you roll Initiative, choose one stance. You gain that stance's benefits for the combat's duration, or until you switch stances as a Bonus action for 1 Rage Point. #### Battle Stance When you use the Attack action, you gain one additional Rage Point, and whenever you use your Second Wind, you can move up to half your Speed without Provoking Opportunity Attacks. #### Berserker Stance You score a Critical Hit with a roll of a 19-20 on a d20 roll, and whenever you use your Second Wind, you can make a Weapon Attack using the same Bonus Action. #### Defensive Stance Once per turn when you would make a Saving Throw, you can use Constitution in place of any other Ability Score, and whenever you use your Second Wind, you gain a number of Temporary Hit Points equal half the amount of Hit Points you regained with Second Wind. ### Action Surge *6th-level Warrior feature*
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional Action on top of your regular Action and a possible Bonus Action. Once you use this feature, you must finish a Short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once per turn. \pagebreakNum ### Indomitable *9th-level Warrior feature*
You gain the following ways to use your Reaction: * If you fail a Saving Throw, you can reroll it with a bonus equal to your Warrior level. If you do so, you must use the new roll. * You can reduce the damage you take from a single source or attack by 2d10 + half your Warrior level. * You can make a single Weapon Attack against a creature that just hit you with an Weapon Attack, gaining a bonus to hit equal to half your Warrior level. You can use this feature once between Long Rest at 9th level, twice between Long Rests starting at 13th level, and three times between Long Rests starting at 17th level. You regain all expended uses of this feature whenever you finish a Long Rest. ### Two Extra Attacks *11th-level Warrior feature*
You can attack three times instead of once whenever you take the Attack action on your turn. ### Studied Attacks *13th-level Warrior feature*
You masterfully study your opponents and learn from each attack you make. If you make an Attack Roll against a creature and miss, you have Advantage on your next Attack Roll against that creature before the end of your next turn. ### Three Extra Attacks *11th-level Warrior feature*
You can attack four times instead of once whenever you take the Attack action on your turn \pagebreakNum ## Rage Maneuvers If a rage maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. #### Battle Shout You can spend 2 Rage Points as a Bonus Action to cry a battle shout, granting all other allies who can hear you within 15 feet Advantage on their next Attack Roll made with a weapon until the start of your next turn. #### Berserker Rage You can use your Bonus Action to spend 2 Rage Points to end the Charmed, Frightened, or Taunted condition on you. #### Bloodthirst When you hit a creature with a weapon attack, you can spend 2 Rage Points to gain Temporary Hit Points equal to two times your Constitution Modifier. #### Charge You can spend 2 Rage Points as a Bonus Action to move up to your Speed towards a hostile creature you can see. This movement doesn't provoke Opportunity Attacks. If you use this Manuever on your first turn in combat, you can use it this turn without spending Rage Points. #### Cleave When you hit a hostile creature with a melee weapon attack, you can spend 2 Rage Points to attempt to cleave another creature with the same attack. You can make an attack roll with the weapon against a second creature within 5 feet of the first target that is also within your reach. On a hit, the second creature take's the weapon's damage, but don't add the ability modifier to that damage, unless that modifier is negative. You can only use this maneuver once per turn. #### Deep Wounds When you hit a creature with a melee weapon attack, you can spend 2 Rage Points to inflict a vicious wound, imposing Disadvantage on its next attack roll before the start of your next turn. #### Demoralizing Strike When you hit a creature with a weapon attack, you can spend 2 Rage Points, and that creature's next melee attack before the end of your next turn deals half damage. #### Disarm You can spend 2 Rage Points when you make an Attack Roll to attempt a disarming strike. If the attack hits, you deal normal weapon damage and the target drops one item of your choice it is holding. #### Execute When you hit a Bloodied creature, you may spend a number of Rage Points up to your Strength modifier, dealing an extra Weapon die of damage for each Rage Point expended. #### Grazing Blow If your attack roll with a weapon misses a creature, you can spend 1 Rage Point to deal damage to that creature equal to your Strength modifier. This damage is the same type dealt by the weapon. \columnbreak #### Hamstring When you hit a creature with a weapon attack, you can spend 2 Rage Points, and the creature's Speed is halved until the end of your next turn. #### Heroic Leap You may spend 2 Rage Points as a Bonus Action to leap up to half your Speed toward a space. Any hostile creatures within 5 feet of where you land must succeed on a Dexterity saving throw or take damage equal to your Strength modifier. #### Heroic Strike After you roll damage with a weapon attack, you can spend 1 Rage Point to reroll the weapon’s damage dice and use either result, adding your Strength modifier to the damage. #### Heroic Throw In place of an attack you can spend 1 Rage Point to throw what your holding at the target. If its a weapon, you give it the Thrown (30/60) and Returning weapon properties for that attack. If its an object, make a ranged Attack Roll using it, and on hit they take damage equal to 1d4 plus your Strength modifier. #### Intimidating Shout You may spend 2 Rage Points as a Bonus Action to force all hostile creatures within 10 feet of your to succeed on a Wisdom saving throw or be Frightened of your until start of your next turn, or until they take damage. #### Ignore Pain When an attacker you can see hits you with an attack, you can spend 2 Rage Points as a Reaction to give yourself Resistance to the attack's damage. #### Mortal Strike When you hit a creature with a weapon attack, you can spend 2 Rage Points, and the target can't regain Hit Points until the start of your next turn. #### Pummel When you hit a creature with a melee weapon attack, you can spend 1 Rage Point, and if your target makes a Concentration check as a result of this attack, add your Strength modifier to the DC. #### Slam When you hit a creature with a melee Weapon Attack, you can spend 2 Rage Points to attempt to force a target back. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet away from you. #### Sunder Armor When you hit a creature with a Weapon Attack, you can spend 2 Rage Points, and until the end of your next turn, the next Attack Roll against the target gains a bonus equal to your Strength modifier. #### Taunt You can spend 2 Rage Points as a Bonus Action to force a creature you can see within 30 feet of your to succeed on a Wisdom saving throw or be Taunted by you until the start of your next turn. \pagebreakNum #### Toppling Strike When you hit a creature with a Weapon Attack, you can spend 2 Rage Points to force that creature to succeed on a Strength or Constituation saving throw (your choice), or be knocked Prone. #### Victory Rush When you reduce a hostile target to 0 Hit Points while Bloodied, you can spend 1 Rage Point to regain hit points equal to your Constitution modifier + half your Warrior level (minimum of 1).