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THE TRIBAL WARRIOR
\pagebreak # The Tribal Warrior Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow. Light footsteps can be heard through the jungle. A human painted from head to toes with green and brown tenses the string of a bow, waiting for his quarry to make itself present, drawing power from the knowledge of nature. A chant and a drum are heard from a distance, signs of a warrior in a trance, ready to strike fear and decimate his foes. ## Nature Followers Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form. \pagebreak
##### The Tribal Warrior | Level | Proficiency Bonus | Features | Spiritual Points| Invocations Known | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Tribal Sense, Innate Crafter | - | - | | 2nd | +2 | Protection from the Ancients | - | - | | 3rd | +2 | Spiritual Points, Spiritual Invocations, Way Choice | 2 | 2 | | 4th | +2 | Ability Score Improvement| 3 | 3 | | 5th | +3 | Extra attack | 3 | 3 | | 6th | +3 | Path Feature | 6 | 4 | | 7th | +3 | Lightfoot | 6 | 4 | | 8th | +3 | Ability Score Improvement | 7 | 5 | | 9th | +4 | Innate Crafter Improvement | 7 | 5 | | 10th | +4 | Path Feature | 8 | 6 | | 11th | +4 | Tribal Sense Improvement| 8 | 6 | | 12th | +4 | Ability Score Improvement | 10 | 7 | | 13th | +5 | | 10 | 7 | | 14th | +5 | Path Feature | 11 | 8 | | 15th | +5 | ─ | 11 | 8 | | 16th | +5 | Ability Score Improvement | 12 | 9 | | 17th | +6 | Spiritual Imbuement Improvement | 12 | 9 | | 18th | +6 | | 14 | 10 | | 19th | +6 | Ability Score Improvement| 14 | 10 | | 20th | +6 | | 15 | 11 |
## Creating a Tribal Warrior When making a Tribal Warrior, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny. Have you always been an adventurer as part of your tribe calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose. ### Quick Build You can make a Tribal Warrior quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background. \columnbreak ## Class Features As a Tribal Warrior, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Tribal Warrior level - **Hit Points at 1st Level:** 8 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Tribal Warrior level after 1st #### Proficiencies ___ - **Armor:** Light Armor, Medium Armor, Shields - **Weapons:** Simple Range Weapons, Martial Range Weapons, Club, Dagger, Javelin, Spear, Handaxe. - **Tools:** Herbalism Kit, Musical Instrument ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from skills from Animal Handling, Insight, Nature, Perception, Survival and Medicine #### Equipment You start with the following equipment, in addition to the equipment granted by your background: \pagebreak * (a) A Shortbow and 20 arrows and a Handaxe, or (b) any ranged weapon * (a) A Shortsword or (b) 4 javelins * Hide armor, an explorer's pack and a drum ### Tribal Sense Beginning at 1st level, your have finished your rituals to bond with nature and the spirits of your tribe, bonding you to them forever. You have advantage on Wisdom (Survival) checks to track Beasts, Fey, Humanoids and Plants, as well on Intelligence checks to recall information about them. Upon reaching 11th level, the list expands to Elementals, Monstrosities and Undead. ### Innate Crafter You're used to being able to craft simple things out of whatever you have close. In a short rest, you can use this ability to craft the following things: * If you have a bone nearby, you can create a bone dagger, that has 4 uses before it breaks down. * If you are in an area with trees, you can craft up to 50 feet of rope, that can support up to 100 pounds of weight; or you can create a thin string to restring a bow. Also, you can create a blowgun and 10 darts from cane and thorns. * If you have a piece of wood, you can carve out a simple figurine, a plate or bowl or arrow bodies. * If you have some pieces of stone, you can create up to 10 arrowheads. * If you have any sort of poison in a vial or from a dead creature, you can magically imbue up to 5 pieces of amunition per short rest with poison, adding 1d6 poison damage. They way is imbued allows the arrow to stay with poison until it is used in combat. Upon reaching 9th level, your Innate Crafting improves in the following ways: * Your bone dagger now adds 1d6 of poison damage, and it has 8 uses. * You can craft up to 100 feet of rope now, that can support up to 500 pounds of weight; and your bowstring changes a bow into a +1 bow. * You can spend a bit more time, and make 5 stone arrowheads, considered Ammunition +1. * If you have any sort of poison in a vial or from a dead creature, you can now craft a more potent poison by using Spiritual Points.
| Poison Type | Poison Damage | Spiritual Points | |:---:|:-----------:|:-----------:| | Ingested | 1d8 | 2 | | Ingested | 2d4 | 3 | | Inhaled | 1d8 | 2 | | Inhaled | 2d4 | 3 | | Poison Type | Poison Damage | Spiritual Points | |:---:|:-----------:|:-----------:| | Inyected | 2d6 | 4 | | Inyected | 2d8 | 5 | | Inhaled (Inocuous) | 2d6 | 5 | | Inhaled (Inocuous) | 2d8 | 6 |
\columnbreak ### Fighting Style At 2nd level, 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** You gain a +2 bonus to attack rolls you make with ranged weapons. * **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. * **Two-Weapon Fighting** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Path Choice At 3rd level, you choose which way of the warrior will shape your life. Choose from the Chieftain, the Eagle Eye, the Chaman or the Beast Ways, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. ### Spiritual Points Starting at level 3, the wisdom passed through generation about the spirits is starting to call on you. You have a pool of Spiritual Points that you can use to invoke the powers of nature to aid you or deter your enemies. You regain your Spiritual Point uses after a long rest. ### Spiritual Invocations Also starting at level 3, you can use your Spiritual Points to invoke the power of nature. Your invocation options are detailed at the end of the class description. When you gain certain Tribal Warrior levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Tribal Warrior table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. ### Ability Score Improvement 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. \pagebreak Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack Beggining at level 5, you can attack twice instead of one whenever you take the Attack action. ### Lightfoot On level 7, you start mastering the way of treading lightly and almost float through the air. Your speed increases by 10, and you gain proficiency on Stealth. \pagebreak # Paths of the Tribe Each tribe warrior gets a calling from mother nature. ## Path of the Chieftain Certain warriors get the calling for greatness and leadership. These warriors become chieftains, great leaders that help their tribes to rise, applying their wisdom to help them guide their companions. ### Tactician Aided by the memory of past chieftains, you get certain tactics to aid you and your companions in battle. You may choose three of these tactics. If a tactic requires a saving throw, the DC is 8 + your Proficiency Bonus + Your Dexterity modifier. ***Trip and stake***. When you make a successful melee attack, you can attempt to trip your enemy. The enemy must succeed on a Dexterity Saving Throw or be knocked prone. If you succeed on tripping the enemy, you can use your bonus action to make another melee attack. ***Rally the point***. Choose up to three allies. They can use their reaction to move. The distance is 5 feet for each Wisdom point you have in your modifier (Up to 30 feet). ***Rebuff***. As an attack, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you. ***Shrapnel Shot***. As an action, make a single attack with your ranged weapon against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: * Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure. * A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn. ***Disarming Parry***. When a creature attacks you with a weapon, you may use your reaction to catch their weapon and disarm them. [TBD] ***Rapid Shot***. You rapidly reload your ranged weapons, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your ranged weapon and make an attack with it against a target within the minimum distance. This attack has disadvantage. ***Distracting Shot***. As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn. ***Removal***. If you are within melee with an enemy, which would give you a disadvantage in shooting with a ranged weapon, you can forgo one of your attacks to have the bow make a small explosion of force. The target must be successful on a Strength saving throw, or be sent 10 feet directly back, without taking damage. ### True Words Being a chieftain, you know how to get your words across. Starting at 6th level, you can add your Wisdom modifier to any Charisma check you make to persuade a leader or anyone else with a high status. You also gain proficiency in the History, Insight, or Persuasion skill (choose one). ### Leadership Aura Starting at 10th level, whenever you or a friendly creature within 10 feet of you must make an ability check, the creature gains a bonus to the check equal to your Wisdom modifier (Minimum bonus of +1). You must be conscious to grant this bonus. ### Powerful Strike On level 14, you can call upon the spirits to make an enemy vulnerable. You may forgo your attacks this turn to make an enemy suffer from vulnerability to bludgeoning, piercing and slashing damage. You can use this feature an amount of times equal to half your Wisdom Modifier (Minimum of 1). This feature recharges after a long rest. \pagebreak # Path of the Eagle Eye Fast as the wind, these warriors rely on sneaking and speed to hunt, and benefit from going first in battle. ### Silence of the Hunter Starting at third level, you are attuned to magical silence and use it in your favor. You can cast *Pass Without a Trace* and *Silence*, without the need of material or verbal components. You may use this feature a number of times equal to [HALF?] your Wisdom modifier (Minimum of 1). This feature recharges after a long rest. ### Expert Eye Training with your vision. Starting at 6th level, you have expertise on Wisdom (Perception) checks. Also, if you're attacking one of your Tribal Sense monsters, the first range on your ranged weapons is doubled. ### Called Shot Starting at level 10, you can call a shot with a ranged weapon. The DC for the saving throw is 8 + your Proficiency Modifier + your Dexterity Modifier. * Head: The target must succeed on a Constitution Saving Throw or all attacks in his next turn are at disadvantage. * Arms: The target must succeed on a Strength Saving Throw or it must throw what it has in its hand. * Feet/Wings: The target must succeed on a Dexterity Saving Throw or be knocked prone, or, if it is flying, it falls 30 feet down. * Torso: The target must succeed on a Constitution Saving Throw or be pushed 15 feet directly back. You may use this feature a number of times equal to your Wisdom modifier (Minimum of 1). This feature recharges after a long rest. ### Wise Eye Starting at level 14. Choose a creature from your Tribal Sense monsters that you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. You can use this feature an amount of times equal to half your Wisdom Modifier (Minimum of 1). This feature recharges after a long rest. \pagebreak # Path of the Beast You gain the favour of a fey creature. ### Spirit of the Beast Starting at 3rd level, you gain the faavour of a magical fey spirit that takes the form of a beast. You spend a long rest summoning the spirit, and it has the shape, form, size and stats of a Beast with a CR of [n], that can't fly or swim, and isn't considered a swarm. This companion [acts immediately after your initiative/you must roll initiative for it]. If your companion is killed, you may spend another eight hours to summon it back again. ### Powerful Strikes The beast attacks count as magical to overcome resistances. You add your proficiency bonus to the damage of the beast. ### Spectral Beast The beast can take an spectral form, allowing him to [Be kind of invisible?/be transported to the ethereal plane?] for a [set amount of time] to hide it. You may use an action to summon it 30 feet from you.