Primal Path: The Warrior

by CoffeeSorcerer69

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Primal Path: The Warrior

The archetypal Warrior focuses on the development of raw their physical power honed to deadly perfection. Those who model themselves on this path combine rigorous training with physical excellence to deal devastating blows as well as take them.

Fighting Style

Beginning when you choose this primal path at 3rd level, you adopt a particular style of fighting as your specialty. Chose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.


Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.


Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.


Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two handed or versatile property for you to gain this benefit.


Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Two-Weapon Fighting. When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. If you have the extra attack feature, then it applies to off hand attacks that you make.


Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Improved Critical

Also at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. If you're raging, when you score a critical hit, then you can add your proficiency bonus to the damage roll.

Remarkable Athlete

Starting at 6th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution checks you make that doesn't already use your proficiency bonus.


In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Superior Critical

Starting at 10th level, your weapon attacks score a critical hit on a roll of 18-20. If you're raging, when you score a critical hit, then you can add your Constitution modifier to the damage roll along with your proficiency bonus.

Survivor

At 14th level, you have attained the pinnacle of resilience in battle. At the start of each of your turns that you remain above 0 hit points, you regain a number of hit points equal to your Constitution modifier. And while raging, you regain hit points equal to 5 + your Constitution modifier + your Barbarian level, even if you hit 0 hit points.


Additionally, while you're raging, you can walk off status effects that threaten your physical well being, such as poisons, diseases, or even exhaustion. When you are subjected to an Effect that require you to make a Strength, Dexterity, or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Art By: u/Skaared

 

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