Warmaster
An elven woman wielding two scimitars walks through the dense forest, her eyes darting around and ears tuned in for sounds that would denote an ambush. Hearing the slight sound of a branch breaking, she turns with her scimitar flying through the air, catching the leader of the opposing war party across the neck. As the other enemies start charging at her from all directions, her mouth splits into a wicked smile as she becomes a beautiful whirlwind of steel and blood as her enemies fall around her, unable to withstand her brutal assault.
With his mace held high and covered in the blood of the old king, the human man turns toward his elite knights and lets out a victory cry. The tales quickly spread through the ranks of soldiers of how the new king ruthlessly bested the old king in single combat, giving him no room to counterattack and even using his shield to beat the man into submission. Truly, the soldiers thought, this is a man whose strength is worth serving.
A band of adventurers faces off against a mighty dragon. While most of them feel fear as they are thrown aside and clawed by the great beast, their leader takes charge and pushes onward. The man envelops himself in the glow of many magics before launching a devastating assault on the dragon, mixing the strikes of his baffling weapon choice of trident and shortsword to surprisingly powerful effect as magics launch from the impacts of the weapons against the dragon’s body. With a final flurry of blows, a burst of colorful magic slams through the dragon, ending its long and evil life.
The Warmaster is adept at reading the flow of battle and the weaknesses of their enemies. They specialize in dual-wielding weapons and applying pressure onto a foe, increasing their strength against them as they do so. A Warmaster holds the potential to grow into a frightening warrior, capable of leading armies and reaching fame for their fighting prowess. With their weapons at their side and their skill gained through years of training, a Warmaster can take on any opponent who dares challenge them to martial combat with ease.
Natural Combatant
Warmasters are born with the innate ability to fight with a ferocity and skill not seen in your average individual. They are faster and stronger than most, and have a head for battle strategy. Having an inclination towards the difficult dual-wielding style for its lethality, they specialize in locking down a single enemy and picking it apart piece by piece. When it comes to sustained single-target combat, the Warmaster reigns supreme.
Fated To Battle
Whether they love it or hate it, a Warmaster often finds themselves in the middle of a fight. It is their destiny to become great in battle, though the cruel hand of death may prevent it from occurring. Warmasters often have aspirations to become great, however, whether it is for vengeance, adventure, or personal satisfaction.
Quick Build
You can make a Warmaster quickly by following these suggestions. First, make your highest stat Strength, followed by either Dexterity or Constitution. Second, take the Athlete background.
Level | Proficiency Bonus | Features | Maximum Flow |
---|---|---|---|
1st | +2 | Dual-Wield Adept, Athletic Frame | 0 |
2nd | +2 | Flow of Battle, Calling | 1 |
3rd | +2 | Calling Feature, Refocus | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Calling Feature | 3 |
7th | +3 | Flow healing | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Might Makes Right | 5 |
10th | +4 | Calling Feature | 5 |
11th | +4 | Off-Hand Master | 6 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Ferocity | 7 |
14th | +5 | Calling Feature | 7 |
15th | +5 | Flow-Filled Strike | 8 |
16th | +5 | Ability Score Improvement | 8 |
17th | +6 | Lead The Charge | 9 |
18th | +6 | Flow Guidance | 9 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | Aspect of War | 10 |
Class Features
As a Warmaster, you gain the following class features:
Hit Points
Hit Dice: 1d10 per Warmaster level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at higher levels: 1d10 + your Constitution modifier for every Warmaster level past 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: All weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two between Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
Equipment
You start with the following equipment, in addition to equipment granted by your background:
- (a) chain shirt or (b) a longbow and 20 arrows
- (a) two martial weapons or (b) a martial weapon and a simple weapon
- (a) a light crossbow and 20 bolts or (b) a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
Class Abilities
Dual-Wield Adept
Beginning at 1st level, you gain the Two-Weapon Fighting Style. You can also draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Athletic Frame
Beginning at 1st level, your training has left you well-built and sturdier than the average person. When calculating your Armor Class while wearing armor, you may use your Strength modifier instead of your Dexterity modifier.
Flow of Battle
Beginning at 2nd level, your familiarity with the flow of battle grants you advantages when fighting enemies for an extended period of time. When you damage a creature with a melee weapon attack, you gain a stack of Flow. Depending on how many stacks of Flow you have, you receive various benefits. You can hold stacks of Flow equal to half of your Warmaster level, rounded up, with a minimum of one. You can apply stacks of Flow to yourself an amount of times equal to your proficiency bonus per turn. You must be dual-wielding weapons to generate Flow. When you end your turn without attacking a creature, you lose half of your stacks of Flow, with a minimum of one lost. When you hit a creature that you did not attack with your previous attack, with the exception of attacks of opportunity, that attack places your amount of Flow at 1. If your weapons are magical, any damage dealt through the use of a Flow ability is also magical. You lose all stacks of Flow after one minute outside of initiative.
The abilities granted to you by your stacks of Flow are as follows:
- 1 Flow - Follow Through: While you have this many Flow stacks, you can move up to half your speed as a reaction when a creature leaves your melee range. This movement doesn’t provoke opportunity attacks.
- 3 Flow - Rush: When you kill a creature while you have this many Flow stacks on your turn, you can move half of your speed in the direction of another hostile creature and make a melee weapon attack roll against it if you are able to get within melee range of it. You can only activate this once per turn.
- 5 Flow- Unstoppable: While you have this many Flow stacks, you have advantage on ability checks and saving throws against effects that would reduce your movement speed and/or prevent you from using your action.
- 7 Flow - Takeout: While you have this many Flow stacks, your melee weapon attacks granted to you by the Attack action reroll 1’s and 2’s once on their damage dice.
- 9 Flow - Doomed: While you have this many Flow stacks, you deal an additional weapon die of damage from all of your melee weapon attacks granted to you by the Attack action.
Calling
Beginning at 2nd level, you pick your Warmaster’s Calling. The Warlord excels at carving through enemies with bladed and pointed weapons, using its Flow to inflict a bleed effect upon affected creatures. The Monarch focuses on battering foes into submission with bludgeoning weapons, using its Flow effects to prevent a creature from performing certain actions. The Hero revolves around the idea of using magical effects to provide versatile utility on the battlefield with its Flow stacks. Your chosen Calling grants you features at 2nd level and again at 6th, 10th, and 14th level.
Refocus
Beginning at 3rd level, you can take a step back from the moment and reassess the battlefield, deciding which foe is best to center your attention on. As a bonus action, you may ignore the reduction of Flow imposed by attacking a creature you did not attack with your previous attack until you deal damage to a creature with a melee weapon attack or until the end of your current turn, whichever occurs first.
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. Alternatively, you may choose to take a Feat instead.
Extra Attack
Beginning at 5th level, you may take two actions at part of your Attack action.
Flow Healing
Beginning at 7th level, you break away from combat to take care of any major or minor wounds. As a bonus action, you may reduce your stacks of Flow by any amount to heal an amount equal to 1d10 + the amount of stacks removed.
Might Makes Right
Beginning at 9th level, you are able to bond with other people who fight for a living. When speaking with a creature whose current or past occupation involves fighting, such as a pit fighter or retired veteran, you have advantage on all Persuasion and Intimidation checks. You may also use your Strength instead of Charisma for Persuasion and Intimidation checks. \columnbreak
Off-Hand Master
Beginning at 11th level, you have mastered the art of the dual-wielding style of combat. You may make two attacks as part of your off-hand bonus action attack.
Ferocity
Beginning at 13th level, you can use the ferocity of your onslaught to provide a stronger defense to yourself. When you hit with a melee weapon attack using your Attack action, you gain +1 AC until the start of your next turn, with a maximum of +2 AC. When you hit with a melee weapon attack using your off-hand attacks, you gain a +1 to your saving throws until the start of your next turn, with a maximum of +2 to your saving throws.
Flow-Filled Strike
Beginning at 15th level, some of your strikes carry extra momentum behind them. Your first melee weapon attack per turn applies two stacks of Flow instead of one.
Lead The Charge
Beginning at 17th level, you are eager to jump into combat and use the momentum of your allies to fuel your Flow. You gain advantage on all initiative rolls, receive an extra 10 feet of movement on your first turn, and all allies that attack a creature that has at least one stack of Flow on their first turn add an additional point of Flow to the creature and make their attacks at advantage.
Flow Guidance
Beginning at 18th level, your Flow is deeply connected to you, to the point where it can guide you to superhuman feats you could not normally achieve. Once per long rest, when you fail a saving throw and have at least one stack of Flow, you may remove all of your current stacks of Flow to gain 5 temporary hit points per stack and automatically succeed the saving throw.
Aspect of War
Beginning at 20th level, you have mastered combat to become the pinnacle of martial combat. You receive the following benefits:
- When attacking a creature that has 10 stacks of Flow, you may wipe all stacks of Flow off yourself at the beginning of your turn to attack one creature three times with your Attack action and off-hand attack bonus action with an additional + 3 to hit and an extra 10 damage on each hit. You do not gain stacks of Flow on the turn that you use this ability. You may use this ability once per short or long rest.
- Once per short or long rest, you may immediately gain 6 stacks of Flow upon dealing damage to a creature with a melee weapon attack.
Warlord
The Warlord is a master of using their weapons for brutal cuts and gouges, which they use to decimate the opposition. They typically choose to dual-wield two slashing weapons to make the most of this effect, but are not restricted to this.
Wound
Beginning at 2nd level, you know how to inflict vicious cuts upon your foe caused by brute force. All enemies that you damage with a melee attack roll using a slashing weapon take an amount of damage equal to the amount of Flow that you have at the beginning of their next turn. When a creature takes Wound damage at any other time, it takes damage equal to your current amount of Flow at that time.
Warpath
Beginning at 3rd level, you gain the following additional benefits when attacking creatures with stacks of Flow.
- 2 Flow - Eye Gouge: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks. On a hit, the creature is forced to make a Constitution saving throw against your Flow DC or be blinded until the start of your next turn and immediately takes Wound damage.
- 4 Flow - Precise Slice: As a bonus action, perform a melee weapon attack with your off-hand weapon with advantage against a creature while you have at least this many Flow stacks that deals one additional weapon die of damage and immediately takes Wound damage.
- 6 Flow - Hemorrhage: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks. On a hit, a creature with this many Flow stacks that deals two additional weapon die of damage. The creature must then pass a Constitution saving throw against your Flow DC or immediately take Wound damage and take Wound damage again when it uses its first action on its next turn.
- 8 Flow - Eviscerate: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks that deals two additional weapon die of damage. The creature then immediately takes its Wound damage.
- 10 Flow - Warlord’s Storm: As a bonus action, perform a melee weapon attack while you have your off-hand weapon against a creature with at least this many Flow stacks that deals an additional three weapon die of damage. The creature then takes all of the damage that you have currently dealt so far on your turn again at the start of its next turn. Your Flow stacks on the creature are then reduced to 2.
Flow DCs are equal to 8 + your proficiency modifier + your Strength modifier.
Bloodlust
Beginning at 6th level, you take strength from the fading life essence of your foes. When a creature is reduced to 0 HP from your Wound damage, you gain temporary HP equal to your Warmaster level.
Brutal Wounds
Beginning at 10th level, your Wounds cut deeper. Your Wounds deal damage to a creature equal to double its amount of Flow stacks.
Carnage
Beginning at 14th level, you have mastered the art of inflicting carnage upon the battlefield to the point where you can effortlessly dance between foes in a large area, leaving them all bleeding in your wake. Once per long rest, when you deal slashing damage to a creature, you can unleash a nearly-impossible burst of speed and slash all other creatures of your choice within 30 feet of you, immediately dealing Wound damage to each of them.
Monarch
The Monarch is a master of utilizing bludgeoning weapons to concuss and debilitate enemies, forcing them to submit to the Monarch’s superiority. While they do prefer the awesome sight of wielding two maces, for example, they are also known for taking a shield and using it just as offensively as a club.
Forceful Defense
Beginning at 2nd level, your proficiency with blunt weaponry has expanded your arsenal. You gain proficiency with shields and heavy armor. In addition, when you have a shield equipped, you can use it as a non-improvised martial weapon that you are proficient in that deals 1d6 + your Strength modifier points of bludgeoning damage. Your shield still provides its AC bonus when used to attack.
Subjugation
Beginning at 3rd level, you gain the following additional benefits when attacking creatures with Flow:
- 2 Flow - Sweep: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks. On a hit, the creature must win a contested Athletics check or be knocked prone.
- 4 Flow - Debilitate: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks that deals one additional weapon die of damage and has disadvantage on its first attack on its next turn.
- 6 Flow - Cripple: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks that deals two additional weapon die of damage and must also make a Constitution saving throw against your Flow DC or be placed under the effects of the Slow spell until the end of its next turn.
- 8 Flow - Dominate: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks that deals two additional weapon die of damage and must also win a contested Athletics check or be restrained until the start of your next turn.
- 10 Flow - Royal Decree: As a bonus action, perform a melee weapon attack with your off-hand weapon against a creature while you have at least this many Flow stacks that deals three additional weapon die of damage and must make a Constitution saving throw against your Flow DC or be paralyzed until the end of your next turn. Your Flow stacks on the creature are then reduced to 2.
Flow DCs are equal to 8 + your proficiency modifier + your Strength modifier.
Spot Weakness
Beginning at 6th level, you know how to hit a weakened foe where it really hurts. When you deal damage to a creature while you have at least one stack of Flow and the creature is affected by a Condition that you placed on it (see Appendix A of the Player’s Handbook for the full list of Conditions), you deal extra damage equal to your proficiency modifier.
Imprisonment
Beginning at 10th level, you can lock an enemy in place for an extended period of time. Once per turn, when you deal damage to a creature while you have at least three stacks of Flow and the creature is affected by a Condition that you placed on it that reduces its speed to 0, it must make a Constitution saving throw against your Flow DC or have its speed is reduced by 15 feet on the first turn that it regains movement. This ability does not stack upon itself.
Rally
Beginning at 14th level, you can call your allies to your position to quickly take out an weakened enemy. Once per short or long rest, when you deal damage to a creature while you have at least five stacks of Flow and the creature is affected by a Condition that you placed on it, any allies within 15 feet of you may use their reaction to move to an unoccupied space next to the creature and make a melee weapon attack against it, adding their proficiency modifier to the damage they deal.
Hero
The Hero is born with the ability to walk the line between might and magic, tearing open tiny holes in the Weave with their Flow to cut a tapestry of death into their foes and a shield of protection around themselves.
Weave-Touched
Beginning at 2nd level, you are familiar with the identity of the Weave, the source of magic and can protect yourself from it. While having two non-identical weapon types (such as one longsword and one shortsword) equipped, you can pick either fire, cold, or lightning damage at the end of a long rest and become resistant to them until the end of your next long rest. Additionally, all of your Flow abilities that deal damage deal the damage type that you currently resist with this ability.
Heroism
Beginning at 3rd level, you gain the following additional benefits when attacking creatures with Flow:
- 2 Flow - Barrier Shift: As a bonus action, perform a melee weapon attack with your off-hand weapon while you have at least this many Flow stacks. The weapon’s damage type changes to match the resistance currently granted to you by Weave-Touched. You may then change the resistance of your Weave-Touched ability.
- 4 Flow - Blast: As a bonus action, perform a melee weapon attack with your off-hand weapon while you have at least this many Flow stacks. On a hit, it deals 3d8 points of damage. After dealing damage with this bonus action, each creature of your choice within 10 feet of what you attack must make a Dexterity saving throw against your Flow DC or take half of this same damage.
- 6 Flow - Wave: As a bonus action, perform a melee weapon attack with your off-hand weapon while you have at least this many Flow stacks. On a hit, it deals 3d10 points of damage. After dealing damage with this bonus action, each creature of your choice in a 20 foot cone behind what you attack must make a Constitution saving throw against your Flow DC or take half of the damage dealt.
- 8 Flow - Arc: As a bonus action, perform a melee weapon attack with your off-hand weapon while you have at least this many Flow stacks. On a hit, deals 4d10 points of damage. After dealing damage with this bonus action, each creature of your choice in a 60 foot line behind what you attack must make a Dexterity saving throw against your Flow DC or take half of the damage dealt.
- 10 Flow - Blow Away: As a bonus action, perform a melee weapon attack with your off-hand weapon while you have at least this many Flow stacks. On a hit, it deals an additional 6d12 damage. After dealing damage with this bonus action, each creature of your choice within 20 feet of what you attack must make a Dexterity saving throw or take half of the damage dealt. Your Flow stacks on the creature are then reduced to 2.
Flow DCs are equal to 8 + your proficiency modifier + your Strength modifier.
Combat Mage
Beginning at 6th level, you are imbued with the essence of certain spells that grant you an upper hand in a fight. The following essences are available for you to choose from. You may have three of the essences from this list prepared at a time. You may pick which essences you have prepared at the end of a long rest. Using an essence uses your reaction, and you can use your reaction on your turn, forsaking a reaction until the start of your next turn.
- Essence of Magic Missile: Once per short or long rest, you may reroll a failed attack roll and take the higher number.
- Essence of Cure Wounds: Once per short or long rest, you may heal yourself for 1d6 + your Strength modifier.
- Essence of Shield: Once per short or long rest, you may add a +3 to your AC until the start of your next turn.
- Essence of Entangle: Once per short or long rest, you may cause a ten-foot square of terrain within 60 feet of you to become difficult terrain for one minute.
- Essence of Faerie Fire: Once per short or long rest, a creature you hit with a melee weapon attack must make an Dexterity saving throw against your Flow DC or have all attacks made against them until the start of your next turn have advantage.
Greater Essence
Beginning at 10th level, you may also select three of the following essences to prepare and your maximum amount of essences prepared increases to six.
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Essence of Haste: Once per short or long rest, you may double your speed and make an extra attack as part of your Attack action for 1d4 rounds.
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Essence of Fly: Once per short or long rest, you gain a fly speed of 60 feet for 1d4 rounds.
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Essence of Counterspell: Once per short or long rest, you may cast Counterspell on a spell targeting one creature. Strength is your spellcasting modifier for this essence.
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Essence of Slow: Once per short or long rest, a creature you hit with a melee weapon attack must make an Intelligence saving throw against your Flow DC or have its speed halved, lose its reaction, and suffer a -2 to its AC for 1d4 rounds.
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Essence of Spirit Guardians: Once per short or long rest, all creatures of your choice within a five foot radius of you for 1d4 rounds have their speed halved and take 2d8 damage when they start their turn in the radius
Mighty Magic
Beginning at 14th level, you may also select three of the following essences to prepare and your maximum amount of essences prepared increases to nine.
- Essence of Far Step: Once per short or long rest, you may teleport 60 feet.
- Essence of Temporal Shunt: Once per short or long rest, a creature you hit with a melee weapon attack must make an Intelligence saving throw against your Flow DC or vanish from reality until the start of your next turn, reappearing in the same spot it vanished from or in the closest unoccupied space.
- Essence of Circle of Power: Once per short or long rest, all creatures of your choice within 15 feet of you have advantage against spells and other magical effects that force a saving throw for 1d4+1 rounds.
- Essence of Control Winds: Once per short or long rest, you can make a 30-foot cube of air within 120 feet of you become difficult terrain that also imposes disadvantage on ranged attacks going through it that lasts for 1d4+1 rounds.
- Essence of Dominate Person: Once per short or long rest, a creature you hit with a melee weapon attack must make an Intelligence saving throw without advantage against your Flow DC or be charmed by you and follows your commands to the best of its abilities for 1d4+1 rounds. When the creature takes damage, it rolls an Intelligence saving throw against your Strength score to break the charm.
Art Credits
Elf Commander Onneisha by Grafit Studio