Warrior - Class

by Dweebie

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Warrior
5e class

Art Credit : Comissioned art by u/The_Apex_Alpha33

Warrior

A thundering sound of wood splintering as a man lands on the deck of the ship. His muscles glisten in the sunlight as he steps forward completely coated in blood. He raises his weapons with an axe in one hand and a shortsword in another and grunts loudly.

A young human woman clad completely in bronze shimmering armor, the crater around her still smoldering from the fireball thrown at her. A host of wizards stand dumbfounded across the battlefield. Her other hand grips the hilt of her greatsword as grin crosses her face. "You thought I'd go down that easily?"

An arrow rips through the darkness and into one of the many guards. They react quickly and close in on the location it was fired from, as three more arrows tear through the men from different directions. An elf in black cloaks flies out of the shadows slashing in midair at the remaining three guards with his sword before disappearing back into the shadows without a trace.

With grace like a deadly dance, a flying aarakocra wields a spear of great length fighting off dozens of foes at once, their blood staining the floor with their misplaced confidence. More soldiers of all kinds are felled at the mercy of this winged creature without even stepping close enough to return a strike.

Descended from legends of old, the Warriors still draw power from a rare old gift created by clever warriors. There are still whispers of the legendary vikings who ruled the sea with their unorthodox combat, the terrifying Ninja who struck from the shadows killing and disappearing without a trace, the invincible Gladiators who battled creatures and monsters alike for the fun of it, and the Shaolin who mastered the polearm and martial arts. These incredible lineages have powerful origins and this undeniable power from violence courses through the blood of a rare few of their descendants.

These special abilities and unnatural aptitude for violence can lie dormant in some people for their entire lives. But if pushed to the brink, some descendants of legendary warriors will have the knowledge and abilities of their ancestors flash before their eyes giving them the unnatural ability to slay their foes without remorse. Some may be drowned by the violence they cannot escape, but many others revel in the power they have been granted.

Warrior Quick Build

Choose a style of Descendant Instincts, and make the primary stat for that your highest stat. Some starting equipment and take the soldier background.

Multiclassing Warrior - when using the optional rule for multiclassing with a Warrior, the character must have a dexterity, constitution, or strength score of more than 13, and when choosing a Descendant Instincts, must have a 13 or more in that subclass's main ability score.

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 level after 1st

Proficiencies

Warriors have the following proficiencies at 1st level.

Armor: None

Weapons: Simple weapons and martial weapons not including bows

Tools: None

Saving Throws: Dexterity, Strength

Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, History, Arcana, Perception, Survival, Medicine

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • shortsword, rapier, or scimitar
  • martial weapon and shield or two martial weapons
  • two daggers or spear
  • dungoneer’s pack or explorer’s pack

Warrior Table

Level Profiency Bonus Features
1st +2 Fighting Style, Descendant Instincts
2nd +2 Whirlwind of Blades
3rd +2 Serrated Blades, Descendant Instincts Feature
4th +2 Ability Score Improvement
5th +3 Alcoholic Focus, Extra Attack (x1)
6th +3 Ability Score Improvement
7th +3 Descendant Instincts Feature
8th +3 Ability Score Improvement
9th +4 Improvised Combat
10th +4 Descendant Instincts Feature
11th +4 Rapid Combat
12th +4 Ability Score Improvement
13th +5 My Foe
14th +5 Ability Score Improvement
15th +5 Descendant Instincts Feature
16th +6 Extra Attack (x2)
17th +6 Unstoppable
18th +6 Descendant Instincts Feature
19th +6 Ability Score Improvement
20th +6 The Blood Moon Beckons

Class Features

As a warrior you gain the following class features.

Fighting Style

1st level Warrior feature

While either studying fighting, or being naturally talented, you have come together with a unique aptitude for fighting a specific way. Choose one of the following fighting styles and gain it's benefits, some fighting styles have been buffed or changed specifically for this class, they will be listed first.

a. Throwing Weapon Fighting: +2 bonus to thrown weapons and can draw thrown weapons without using a bonus action.

b. Blind Fighting: Blindsight for 15 feet, Tremorsense for 30 feet. (Double both if the character is blind.) You can also see through cover with tremorsense for 15 feet. (20 feet if blind.)

c. Defense: +1 bonus to AC if wearing armor. +1 bonus on attack against targets who have attacked you.

d. Dueling

e. Great Weapon Fighting

f. Interception

g. Protection

h. Superior Technique

i. Two-weapon Fighting

j. Unarmed Fighting

k. Mariner

l. Tunnel Fighting

Descendant Instincts

1st level Warrior feature

The fighting style of your ancestors has awoken within you granting you unique abilities and talents.

Choose from: Viking (STR), Gladiator (CON), Ninja (DEX), Shaolin (DEX), or Triblade (STR), Manastrike (CON).

Whirlwind of Blades

2nd level Warrior feature

At 2nd level, you can use the feature Whirlwind of Blades a number of times equal to (Descendant Instincts primary ability score modifier + level)/3 [Rounded Up]

Before using this ability, choose either one two handed weapon, or two dual wielded weapons to make hits with.

Charge forward 20 feet, the ability hits all enemies within 7.5 feet in either direction (a 20 x 15 area). Flying creatures cannot be hit unless they are within 5

feet of the ground. All enemies must make a CON save with a DC determined by (8 + Descendant Instincts primary ability score + proficiency bonus). If they fail this counts as a successful hit from you and the weapon(s) you choose before attacking. These hits are valid to inflict bleed if Serrated Blades is unlocked at level 3.

Each Descendant Instinct has a different effect when using this ability. These affects are listed on the Descendant Instincts.

Serrated Blades

3rd level Warrior feature

Any melee attack, a bladed throwing attack, or a ranged bow attack inflicts a bleed debuff on damage. Bleed causes the target to make a (8 + Descendant Instincts primary ability score + proficiency bonus) CON DC at the start of every turn, on a fail they take damage equal to your proficiency bonus + half your constitution modifier (rounded down), on a success the effect ends. The effect also ends if the damage would be fatal, or if the creature is healed.

All damage dealt by bleed is added to a blood point pool for the player that can be expended to use abilities. These blood points expire after a long or short rest or 48 hours. Bleed cannot be stacked on the same target twice unless your Descendant Instincts is Ninja, in which case inflicting bleed on a new target makes the CON DC on the old target be reduced to 5 (this does not affect bleed inflicted by Whirlwind of Blades or the Blood Moon Beckons).

Ability Score Increase

4th level Warrior feature

At level 4 (and again at levels 6, 8, 12, 14, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM.

Alcoholic Focus

5th level Warrior feature

When this ability is unlocked the player picks a kind of beverage. When the player drinks this beverage they gain temporary blood points equal to the cost of the beverage in gold, or the amount of hours it took the player to make it. These temporary blood points are expended first and have a maximum duration of an hour.

Extra Attack

5th level Warrior feature

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 16th level in this class.

Improvised Combat

9th level Warrior feature

You gain proficiency in improvised weapons.

Improvised weapons now deal (1d8 + Descendant Instincts primary ability score) instead of 1d4, but cost 5 blood points to use. Players can also choose to expend additional blood points to make these attacks more effective, have more effects, or increase their roll up to 5. How effective and how much these effects cost is up to the DM’s discretion.

Rapid Combat

11th level Warrior feature

30 blood points can be expended to gain another attack for this turn. (Limit of 4 additional attacks per turn.)

50 blood points can also be expended to gain an additional action for this turn. (Limit of 2 additional actions per turn, these actions are not affected by spending 30 blood points for more attacks and can only be used to attack a number of times that the player would have already been able to.)

Limit of (proficiency bonus + Descendant Instincts primary ability score [no greater than +5 mod]) uses per long rest.

My Foe

13th level Warrior feature

Pick an enemy target, spend a bonus action, and you gain advantage and 1d6 additional damage on your next attack made against them. Additionally, after you have dealt damage with bleed to the enemy once, you can see an outline of them through walls and magical barriers for 10 minutes. This affect can be removed with healing or any ability that would remove magic from the target. This ability can be used a number of times equal to your (proficiency bonus)/2 rounded down per short rest.

Unstoppable

17th level Warrior feature

This ability can be used twice per long rest. Expend 75 blood points to either, heal (half your level rounded up)d12 life, reroll any roll with advantage after rolling, or succeed on any check or saving throw for your primary ability score automatically.

The Blood Moon Beckons

20th level Warrior feature

Expend all blood points as the skies turn red and your muscles bulge in power. Gain advantage on any strength, dexterity, and constitution saves and checks. The modifier for your primary skill is doubled and the player has 2 actions every turn. All enemies within 100 feet of the caster are automatically inflicted with bleed. (This bleed does not become easier for Ninja)

Descendant Instincts

Viking

Crushing skulls for generations Vikings have no quarrels with violence. Their enemies can never predict a move they would make. Whipping out different weapons for the element of surprise or additional utility, nothing in a Viking's toolkit goes to waste, not even their fists.

Having awakened your powers you find that focusing on either precision or primal fury and both methods have their merits.

Proficiencies

1st level viking feature

Main Ability Score: STR

Assault Die: 1d4 (level 1), 1d6 (level 4), 1d8 (level 8), 1d12 (level 12)

You gain proficiency in Light Armor and Shields

When a Viking is wearing armor, they lose their bonus action.

Weapon Combos

1st level viking feature

Using the same weapon within 3 turns counts as using it subsequently.

Attacking subsequently with the same weapon will reduce its damage by assault die for each attack.

Attacking subsequently with different weapons will increase its damage by assault die for each attack.

They also gain the following bonuses when using these weapons, these effects only happen if you are not attacking subsequently:

Club: Clubs gain 1d4 bonus damage on unarmored targets.

Dagger: Daggers can be drawn and thrown with a single action.

Greatclub: Greatclubs knock small and medium enemies back 10 feet if you exceed their AC by 5 on a hit.

Handaxe: Handaxes have +2 to hit when thrown at an enemy that is facing away from you.

Javelin: Javelins gain 60 range of normal thrown range.

Light Hammer: Light Hammers stun enemies until their turn, making them unable to use reactions.

Mace: If an enemy is hit with a mace before initiative is rolled, they get surprised and can’t take actions on their first turn.

Quarterstaff: Quarterstaffs gain reach, making them the only versatile/one handed weapon with reach.

Sickle: Sickles allow you to grapple enemies limbs on their turn, if one sickle is held making an attack will grapple their arm, making them unable to use it, using two sickles requires both sickles to hit in order to restrain their arms. These restraints can be removed for an action or bonus action.

Dart: Darts can be poisoned, inflicting poison on the enemy.

Sling: Slings can lob any object that fits inside of them. This might deal 2d4 instead of 1d4 as it becomes improvised.

Battleaxe: So battleaxes can be swung at multiple targets within 5 feet of the front of you. Extra targets make a (8 + strength mod) DC DEX save.

Flail: Flails deal 1d4 additional damage against hard/metal armored targets. Natural armor, or creatures wearing wooden armor does not get this bonus.

Glaive: Glaives gain 1d4 additional damage when mounted.

Greataxe: Greataxes can spend a bonus action before making an attack roll to deal 1d4 extra damage to that target.

Greatsword: Greatswords can be used to disarm enemies if you hit 8 AC above their armor class, and they fail a (8 + strength mod) DC DEX.

Halberd: On a hit, you hook into the enemy, if they attempt to run away or flee you automatically succeed on an opportunity attack against the target with this weapon. They are hooked until your next turn or they spend an action to remove themselves. They can also make a strength check with a DC of (8 + your str mod + your prof bonus).

Lance: Lances gain 5 extra feet of range and +2 to hit when mounted.

Longsword: when wielding a longsword, you can use the perry feature as a reaction.

Maul: Mauls gain reach.

Morningstar: You gain 1d4 extra to hit on an unarmored target.

Pike: Enemies cannot enter 5 feet of you while you have a pike or you get an opportunity attack on them.

Rapier: Rapiers +2 against creatures with an AC lower than 15.

Scimitar: Scimitars inflict an additional stack of bleed per hit.

Shortsword: Shortswords can be left in enemies to make them unable to recover from bleed unless they use an action to remove it.

Trident: Tridents can cast control water twice per day as a cantrip.

War Pick: War Picks gain +2 damage against giant creatures like dragons and animated armor.

Warhammer: Warhammers knock medium and small creatures prone. Prone creatures take 1d4 extra damage from the warhammer.

Whirlwind of Blades

2nd level viking feature

When using whirlwind of blades, you can choose to make two throwing weapon attacks from the end position of the charge. These attacks cannot have advantage. (3 attacks at 11th level, and 4 at 16th.)

Reslash

3rd level viking feature

After making an attack with a light weapon, 15 blood points can be expended for an additional attack with disadvantage. This additional attack does not get bonuses. This ability can also be applied to secondary attacks from dual wielding. This can be for each attack on your turn that is not already a Reslash attack.

Weak Spots

7th level viking feature

Expend 10 blood points when attacking to target part of the creature. (targets can be like, eyes, hands, ears, wings, ect.) and if the roll is more than 5 above the creature’s AC, it is disabled in some way depending on how you attacked and how your DM rules.

Deflect

10th level viking feature

Spend 15 blood points to roll a counter attack roll with disadvantage (30 for no disadvantage) to attempt to deflect the target projectile. If the projectile is deflected it can be redirected towards an enemy within 5 feet for 25 blood points. If you are wielding a magical weapon, some spells can be deflected as well, these will more often than not be unable to be redirected, but it’s dependent on your DM.

Bloody Rage

15th level viking feature

Expend 10 temporary blood points or 20 blood points and eat something to gain resistance to all non magical melee attacks. Become immune to knockback and gain 15 additional feet of movement. Gain advantage on strength checks and gain advantage when using improvised attacks, as well as additional advantage when attacking a Foe marked target.

Spirit of the Sea

18th level viking feature

Vikings are not affected by rough terrain, and have advantage when fighting enemies in rough terrain. Additionally, Vikings gain 30 feet of swimming speed when not wearing armor, and can expend blood points to increase their movement in water by 5 feet for every 10 blood points. Vikings do not have disadvantage in water with any of their weapons.

Gladiator

Clad in an overwhelming amount of armor, gladiators have become used to taking hits as they fight humanoids and monsters alike. The old Gladiators were legendary warriors who were used in warfare to give an advantage to one side as they stunned archers and mages alike walking off arrows, fireballs, and blades. During non-warfare times gladiators were relied on for violent entertainment as they slaughtered their enemies.

Proficiencies

1st level gladiator feature

Main Ability Score: CON

Defense Die: 1d4 (level 1), 1d6 (level 3), 1d8 (level 6), 1d12 (level 10)

You gain proficiency in Light Armor, Heavy Armor, and Shields

Gladiators can only wield two-handed weapons and shortswords, rapiers, or scimitars.

Unstoppable Prowess

1st level gladiator feature

Gladiators take a defense die reduced damage from slashing and bludgeoning attacks when wearing armor. They take 1d4 increased damage from piercing attacks and flails (which are not reduced, also when wearing armor.).

Whirlwind of Blades

2nd level gladiator feature

When you use whirlwind of blades, you will knock back all small creatures in the area 15 feet. Medium creatures must make a (8 + CON mod) DC CON save or be knocked back 15 feet. And Large creatures will make a (5 + CON mod) DC CON save or be knocked back 15 feet. Larger creatures are unaffected by this. Knocked-back creatures must recover from a stun by making the same DC CON save at the start of their next turn. In the event they fail, their turn will be skipped and they will recover after this round of combat. (Number of rounds of combat needed to recover increases to 2 at 11th and 3 at 16th.)

Powerful Resolve

3rd level gladiator feature

When taking damage Gladiators can use a reaction to expend 15 blood points and gain 1 defense die of temporary hit points. The damage they would have taken is instead taken to those hit points first.

Gladiators can use this ability a number of times equal to their proficiency modifier per short or long rest.

Shield Bash

7th level gladiator feature

Expend 25 blood points to stun the target enemy with your shield. This requires them to make a (8 + constitution bonus) DC CON save or be stunned for their next action and allows you to gain advantage on attacking them.

This ability can be used a number of times equal to your constitution bonus.

Invincible

10th level gladiator feature

Gladiator’s maximum constitution score is now 26.

Increasing to 22 constitution, 24 constitution, and 26 constitution will require you to take a point out of another ability score to compensate.

Beast Warrior

15th level gladiator feature

Gladiators have advantage when fighting animals and mindless creatures.

Gladiators can expend 10 blood points to taunt enemies and cause them to make a (8 + constitution mod) DC WIS save or be required to move towards and attack the Gladiator.

Unstoppable Charge

18th level gladiator feature

When using Whirlwind of Blades, all creatures regardless of size, must make a (8 + constitution mod) DC CON save or be knocked back, and if large or larger, make a (5 + constitution mod) DC CON save or be stunned.

Ninja

Sulking from the shadows, the Ninja are legendary warriors created by a government as assassins. These assassins were capable of killing even the most legendary of warriors without detection. Their usage of bows is truly unique amongst the legendary fighters of the warriors.

Proficiencies

1st level ninja feature

Main Ability Score: DEX

Strike Die: 1d4 (level 1), 1d6 (level 6), 1d8 (level 10), 1d12 (level 14)

You gain proficiency in Bows and Crossbows

Ninja are unable to learn armor proficiencies.

Ninja are unable to make multiple attacks with dual wielded weapons.

Stealth Strike

1st level ninja feature

Ninja can expend a bonus action to add a Strike Die to their damage when not the primary target of their enemy and add 2 Strike Die to their damage if they are not seen by the target.

Precise Strikes

1st level ninja feature

Ninja can stack multiple stacks of bleed on a single target, if they inflict bleed on multiple targets at once in any way other than Whirlwind of Blades, the DC for all other bleed targets is reduced to 5. Whirlwind of Blades inflicted bleed never have their DC reduced.

Nimble as the Night

1st level ninja feature

Ninja gains (dexterity mod * 5) additional feet of movement.

Whirlwind of Blades

2nd level ninja feature

When you use Whirlwind of Blades, you can choose one target that their dash centers on to deal 2x damage to. Alternatively, the Ninja can give up any area of effect damage and deal 3x damage to the one target instead. (multipliers increase by 1 at 11th and 16th.)

Execute

3rd level ninja feature

Ninja expend 10 blood points to make an attack in between moves instead of having to stop to attack.

Leaving enemies range while doing this does not initiate an opportunity attack.

Unnoticed

7th level ninja feature

Expend 25 blood points to gain advantage on entering stealth.

When throwing weapons or using a bow from stealth, bleed is inflicted on the target for 2 stacks. The player will not be revealed when using a ranged attack from stealth.

Not Known

10th level ninja feature

Ninja can spend 15 blood points to make many stealth actions in a crowd. Actions like blending into a crowd, assassinating someone, or pickpocketing will be (usually) automatic successes when spending these points.

Delivery

15th level ninja feature

Ninja can attach items to arrows to deliver them. These items can be no more than 5 lbs. When the arrow is shot it can deliver these items to the target, people will not usually notice the arrow being fired or landing, so it’s effective for delivering messages.

Assassin

18th level ninja feature

Ninja can double their damage against their Foe target by expending 25 blood points. When they kill their target they automatically gain 50 blood points.

Shaolin

The masters of long ranged melee weapons, the Shaolin were warriors who used spears. Their spears allowed them to channel their martial arts. The styles of Shaolin tend to be far more graceful than their counterpart warriors in head to head combat.

Proficiencies

1st level shaolin feature

Main Ability Score: DEX

Impact Die: 1d4 (level 1), 1d6 (level 4), 1d8 (level 8), 1d10 (level 10), 1d12 (level 14)

You gain proficiency in Light Armor and all reach weapons

Shaolin are unable to learn armor proficiencies.

Shaolin inflict bleed on unarmed strikes.

Martial Arts

1st level shaolin feature

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Shaolin weapons, which are any simple melee weapons that don't have the two-handed or heavy property, or that have the reach property. You gain the following benefits while you are unarmed or wielding only Shaolin weapons:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Shaolin weapons. You can roll an impact die in place of the normal damage of your unarmed strike or shaolin weapon. This die changes as you gain warrior levels, as shown at the top of the page.

When you use the Attack action with an unarmed strike or a Shaolin weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

When using any weapon with the reach property, you gain an additional 5 feet of range. This extends beyond your typical 5 additional feet granted by reach.

Whirlwind of Blades

2nd level shaolin feature

When you use Whirlwind of Blades, you can also hit flying creatures up to 15 feet above the ground. The range of the ability changes from 7.5 feet to 15 feet in either direction.

Hooked Tip

3rd level shaolin feature

Shaolin expend 10 blood points to pull an enemy they attacked with a reach weapon up to 10 feet towards them.

Taunt

7th level shaolin feature

Expend 15 blood points to shout at the top of your lungs, all enemies in 50 ft must make a (8 + dex mod + proficiency bonus) DC WIS save or be forced to walk towards and attack you.

Bloody Tornado

10th level shaolin feature

Samurai can spend 25 blood points to spin your reach weapon. This makes all enemies in a 10 ft sphere around you be required to make a (8 + dex mod + proficiency bonus) DC DEX save or take half the weapons damage and begin bleeding. On a success these enemies are still afflicted with bleed, but take no damage from the attack.

Better Strength

15st level shaolin feature

You gain the following monk abilities to be used with blood points.

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 20 blood points to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 15 blood points to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 15 blood points to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. You can use your action to spend 60 blood points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

You can spend 120 blood points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Longarm

18th level shaolin feature

Shaolin can spend 25 blood points to make an unarmed strike. This can be used a number of times equal to your dexterity modifier per turn.]

Triblade

Experts of using multiple weapons, Triblades were masters with dual wield and triple wielding weapons. The triblade take hits to give openings so they can defeat their enemies.

Proficiencies

1st level triblade feature

Main Ability Score: STR

Amp Die: 1d4 (level 7), 1d6 (level 12), 1d8 (level 16), 1d10 (level 20)

You gain proficiency in Light Armor.

Warrior of Multiple Weapons

1st level triblade feature

You can use your STR modifier instead of DEX when using a sword of any kind.

You can wield three light weapons, one in each of your hands and a third one in your mouth. The first two weapons you wield act as if they were being wielded with one hand, the third weapon had disadvantage.

You can also wield up to three rapiers or longswords, if you wield two, the first weapon performs as normal, the second has no bonuses to hit, and the third has disadvantage as well as no bonuses.

You can also dual wield greatswords, but the second greatsword has disadvantage.

You can expend 25 blood points to negate the negative effects on any of these weapons, in ascending order. So the downsides of the second weapon must be cleared before the third can be cleared.

Whirlwind of Blades

2nd level triblade feature

When you use whirlwind of blades you can attack with all three of your weapons on each target.

When using this feature you do not add your amp dice from Exploitation, but you can expend 10 blood points on each target you hit in order to make it take one amp die additional damage, with the first target taking no amp die additional damage.

This additional damage is applied to the target once, not for each weapon.

Gouge

3rd level triblade feature

You can use your reaction to spend 10 blood points when you are attacked to make one attack on attacker. At 8th level, you can expend 20 points to make attacks with your first two weapons instead, and at 12th level, you can expend 30 points to use all three to attack.

Exploitation

7th level triblade feature

When wielding multiple weapons you can consecutive hits to make each additional weapon deal one more amp die damage. So the first attack would deal no additional damage, the second would deal one amp die bonus damage, and the third would deal two amp die bonus damage. If you miss an attack, you can expend (10 * number of amp dice) blood points to retain the attack streak.

Death's Door

10th level triblade feature

if more than 1/4 of your health is missing treat yourself as if you're bleeding. Do not make saves or take damage, but you gain bood points as if you were taking damage. If more than 1/2 of your health is gone you gain double the amount of blood points from this feature, and if more than 3/4's of your health is gone, the rate is tripled.

When your health hits zero, you stay alive for your next turn, where you have two actions, after which you are knocked down as normal.

This feature can only be used once per long rest.

Triweapon Master

15st level triblade feature

Your third light weapon now has it's bonuses and performs as normal.

When wielding three rapiers or longswords, your second weapon has it's bonuses and performs as normal, and your third weapon does not have disadvantage.

When wielding two greatswords, you do not have disadvantage with the second one.

Relentless

18th level triblade feature

When you are below 1/2 health, all of your abilities that cost blood points cost 25% less. When you are below 1/4th health your blood point abilities cost 50% less. And below 1/10th health your blood point abilities cost 75% less.

Manastrike

Using magical breathing, Manastrike have harnessed the magical infusion in their blood like no other warriors, using magic to coat their weapons with energy, and keep themselves alive.

Proficiencies

1st level manastrike feature

Main Ability Score: CON

Mana Die: 1d4 (level 6), 1d6 (level 10), 1d8 (level 14), 1d10 (level 18), 1d12 (level 20)

You gain proficiency in Light and Medium Armor.

Elemental Blade

1st level manastrike feature

You can choose an elemental energy type, based on this element your abilities have different powers. You can chose from the following damage types (Fire, Cold, Lightning, Poison, Force, Thunder, Acid, Radiant, Necrotic, Psychic.)

At 5th level and every time you level up after 5th level, you can choose a new elemental blade type or choose to increase your hit points by 4.

Wreath Magic

1st level manastrike feature

You can call upon your elemental blade as a bonus action at any time. This causes an element of your choice that you have gained from the elemental blade feature, to engulf the weapon, causing it to deal that damage type. After your next attack, the effect ends. Elemental Adept works on this feature

Manalock

1st level manastrike feature

You can expend 10 blood points when using wreath magic to cause the weapon to deal additional damage equal to your constitution modifier. This damage increases by one mana die at 6th level. You can also use this feature once per short or long rest for free.

Whirlwind of Blades

2nd level manastrike feature

When you use whirlwind of blades you can use wreath magic on each target that you hit, allowing you to use different magical damage types for each hit.

When you hit a target with whirlwind of blades, you can see into the target's defenses allowing you to know one of the following, the target's AC, the target's relative hit points, any one of the target's stats, or any one other ability the target may have.

Elemental Style

3rd level manastrike feature

You choose an ability to specialize in. When you do so, you gain access to a number of moves from the battle master fighter subclass equal to your proficiency bonus. You can expend 15, 20 at 10th level, or 25 at 18th level blood points instead of using a battle master die to use any of the maneuvers this determines the die you use for the ability. (d4, d6, and d8 respectively) All damage dealt by these maneuvers by default one you choose when you gain this feature from the elements you have, this is you. You can change the element you are specalized in if you take up a 4th stage ability in any element.

You can do this a number of times equal to double your proficiency bonus per long rest.

Elemental Strike

7th level manastrike feature

You gain access to elemental moves.

You gain the first stage elemental move for each element you possess. You can have a number of elemental points equal to (your constitution modifier/(7 - your proficiency bonus) + your proficiency bonus) rounded down. Second stage moves cost 1 elemental point, third stage moves cost 2, and fourth stage moves cost 3.

Every time you take a new element, you can choose to refund your elemental moves, as long as you haven't taken up a fourth stage.

If you take up all elements you can choose to refund any of your elemental points, even fourth stage, and instead put them into the solar, nebula, infinity, shadow, or time element.

Concentration

10th level manastrike feature

You can expend 10 blood points to regain a number of hit points equal to your constitution modifier.

You can also expend 25 blood points to move your entire movement speed in a line, and make an attack on each target you cross over.

This feature can be used a number of times per long rest equal to your constitution modifier.

Manaflurry

15st level manastrike feature

When using Wreath Magic, it extends to all attacks made on that turn.

Indomitable Spirit

18th level manastrike feature

When you hit zero hit points, you can expend 75 blood points to heal (your constitution modifier * 5) hit points and not be knocked unconscious. Given that you have these 75 blood points when you take this damage, if the damage would have instantly killed you, you are instead knocked unconscious and stable.

For elemental style the d4 turns into a d6 the d8 into a d10 and the d8 into a d12 respectively.

 

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