Warrior

by CalloftheWildMagic

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Warrior
The Warrior
Level Profiency Bonus Features Mastery Points
1st +2 Fighting Style, Warrior Legend -
2nd +2 Onslaught, Mastery Abilities 1
3rd +2 Warrior Legend Feature 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack (x1) 3
6th +3 Ability Score Improvement 3
7th +3 Warrior Legend Feature 4
8th +3 Ability Score Improvement 4
9th +4 Proficient Defense 5
10th +4 Warrior Legend Feature 5
11th +4 Extra Attack (x2) 6
12th +4 Ability Score Improvement 6
13th +5 Proficient Defense (2) 7
14th +5 Ability Score Improvement 7
15th +5 Press Advantage 8
16th +5 Aggressive Defense 8
17th +6 Proficient Defense (3), Onslaught (2) 9
18th +6 Warrior Legend Feature 9
19th +6 Ability Score Improvement 10
20th +6 Living Legend 10

Warrior

A determined Fire Genasi positions himself in the center of the melee, laying one end of the long red sash tied to his waist on the ground and pinning it there with a spear. Clapping club to shield, he resolves to find victory, or die there.

A young Kalashtar in gleaming armor steps forward from among her allies, quieting them with a look. With a heavy strike of her Champi, she challenges her enemy's captain to single combat. She puts her strength alone against the greatest of her enemies, to spare her people a great battle.

A mounted warrior quickly closes on his foes. He drags his serrated blade across a shoulder as he rides past, opening a bleeding wound. As he again puts space between himself and his enemies, he turns to finish the job from a distance with a bowshot, never slowing his steed.

Warriors learn their style of warfare and code of honor through the legends of their people's greatest leaders, soldiers, and champions. All of these warriors share a mastery of weapons and armor, and thorough knowledge of combat. In kind, they are well acquainted with violence and death, using it to accomplish their goals, and facing it defiantly when threatened.

Combat Trained

Driven by a warrior's code and the desire to live up to the legends they grew up hearing, Warriors overcome their foes by will and martial prowess. Beyond training with weapons and armor, each Warrior lives by an ethos based on the legends they regard. A Warrior might strike quickly and retreat, stand their ground, or attack savagely. Yet others are adept leaders or specialists in defeating magic users.

Masters of Warfare

Not every guard, soldier, or swordsman is a Warrior. Most are relatively untrained troops with only basic combat knowledge. Warriors are the best among their people, who have earned their position through experience and study on and off the battlefield.

Some Warriors feel drawn to the life of an adventurer. The dungeons, monsters, and other dangerous situations common to adventurers are second nature to a Warrior. There are greater risks in adventuring, perhaps, but also much greater rewards — few warriors employed as personal guards or enlisted soldiers truly have the opportunity to become a legend in their own right.

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Creating a Warrior

As you create your Warrior, consider how you came to embody the fighting spirit of your people in such a way as to be elevated above other fighters. Were you assigned this fate and trained from a young age? Did you fight your way up the ranks on your own? Is there a goal to your training or do you simply live for the call of battle? A single experience or years of influence could have pushed you towards a life of warfare.

You may have been trained in an academy, learning strategy, tactics, and military history. Perhaps you learned on the battlefield itself. Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you saved for years to buy them. Your armaments are now among your most valued possessions — the tools to achieve your legend.

Quick Build

You can make an Warrior quickly by following these suggestions. Choose a Warrior Legend, and make that primary attribute your highest stat, followed by Constitution or Dexterity. Take the Folk Hero or Soldier background.

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 level after 1st

Proficiencies

All Warriors have the following proficiencies at 1st level.

  • Armor: Light armor
  • Weapons: Simple and martial weapons
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, History, Perception, Survival

Starting Equipment

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

  • Legend chosen melee and ranged weapon
  • Shield or an additional martial weapon
  • One set of armor:
    • (a) leather armor
    • (b) scale mail or chain shirt
    • (c) chain mail
  • Dungeoneer’s pack or explorer’s pack
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Warrior Legend

At 1st level, you commit yourself to the ethos of your people's most venerated warriors, shaping your approach to conflict. You choose a Warrior Legend, granting you features now, and again at 3rd, 7th, 10th, and 18th levels.

When using the chosen weapons of your Warrior Legend, you use the associated primary ability modifier as your attack and damage modifier.

Fighting Style

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one from among the Fighting Styles made available to Fighters as allowed by your DM. Unless specifically stated, you cannot benefit more than once from the same fighting style.

Onslaught

At 2nd level, you weave through the battlefield, striking at enemies as you pass. As a special Attack Action, you can make a number of melee weapon attacks up to your proficiency bonus. Your movement during this turn does not provoke attacks of opportunity from any creature that you make an attack against.

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.

Mastery Abilities

At 2nd level, your dedication to training has granted you abilities that further your pursuits on and off the battlefield. These abilities are detailed in the Mastery Abilities list. You learn additional abilites as you reach higher warrior levels.

You have a well of points to be consumed when using these


abilities, as shown in the "Mastery Points" column of the Warrior table. You regain all spent mastery points when you finish a short or long rest.

Some of your mastery abilities require your target to make a saving throw. The saving throw DC is calculated as follows:

Mastery save DC = 8 + proficiency bonus + primary ability modifier

Ability Score Increase

At 4th level (and again at 6th, 8th, 12th, 14th, and 19th), 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 GM.

Extra Attack

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 11th level in this class.

Proficient Defense

At 9th level, your continued training allows you proficiency in a saving throw for which you are not already proficient.

You can choose additional proficiencies at levels 13 and 17.

Press Advantage

At 15th level, you are able to capitalize on advantageous attacks. When you have advantage on an attack, a critical strike occurs with a dice roll of 18 or higher.

Aggressive Defense

At 16th level, when you or an ally that you can see within 10ft is hit by an attack roll, you can use your reaction to respond with an attack of your own, if the attacker is within your equipped weapon's range. If your attack hits, roll 1d4 and your target's attack roll is reduced by the result.

Living Legend

At 20th level, your speed, skill, and awareness in combat is unrivaled. You gain 1 additional reaction, allowing up to 2 reactions per round of combat.

You can only use 1 reaction per turn.

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Mastery Abilities

Practiced Skills

2nd level


  • Use Time: 1 reaction, when making an ability check
  • Cost: 1 mastery point

You add a bonus to an ability check before you roll it. This bonus is equal to your proficiency bonus, regardless of proficiency in the skill.

Redoubt

2nd level


  • Use Time: 1 bonus action
  • Cost: 1 or more mastery point(s)

You grant yourself 5 temporary hit points. When you spend additional mastery points on this ability, the temporary hit points granted increase by 1d6 + your Constitution modifier for each additional point.

Empowered Movement

5th level


  • Use Time: 1 action
  • Cost: 2 mastery points

For 1 hour, your movement speed is increased by 10ft.

Powerful Attacks

5th level


  • Use Time: --
  • Cost: 2 mastery points

When you take the attack action on your turn, you can add your proficiency bonus to all weapon damage rolls during that action.

Improved Weapon

7th level


  • Use Time: 1 bonus action
  • Cost: 2 mastery points

For 10 minutes, one of your weapons becomes a +1 weapon, and ignores non-magical damage resistance.

Call for Aid

9th level


  • Use Time: 1 bonus action
  • Cost: 3 mastery points

You call on the spirits of warriors before you, granting 1d8 extra force damage to each attack you successfully make with your Warrior Legend's chosen weapon before the start of your next turn. Any creature damaged this way cannot regain hit points until the start of your next turn.

The speed of any creature starting their turn within 10ft of you is reduced by 10ft until the start of your next turn.

Steadfast Resistance

9th level


  • Use Time: 1 action
  • Cost: 2 mastery points

For 10 minutes, you have resistance to one damage type of your choice from acid, cold, fire, lightning, or thunder.

Rapid Strike

11th level


  • Use Time: --
  • Cost: 1 mastery point per extra attack, up to 2

When you take the attack action on your turn, you make one additional attack per mastery point spent on this ability. You can only make 2 additional attacks per turn.

Fervent Recovery

13th level


  • Use Time: 1 bonus action
  • Cost: 2 mastery points

Until the end of your next turn, you gain the maximum benefit of any healing effect you receive.

Painful Strike

13th level


  • Use Time: 1 attack
  • Cost: 1 mastery point

When you hit a creature with a weapon attack, you can force a Constitution saving throw. On failure, the creature is incapacitated until the end of their next turn.

Will to Live

15th level


  • Use Time: 1 reaction, , when an ally is damaged
  • Cost: 4 mastery points

When a creature within 60ft of you would drop to 0 hit points, you drive them to carry on, dropping to 1 hit point instead.

If the target has been subjected to an effect that would kill it instantaneously, that effect is negated.

To Splinters

17th level


  • Use Time: 1 reaction, when you miss an attack
  • Cost: 2 mastery points

You strike viciously at the target's armor, damaging it and reducing the AC it offers by 2. If this reduces a shield's AC to 0, or an armor's AC to 10, the item is destroyed. This ability cannot affect an enemy that is unarmored.

Unfaltering Advance

17th level


  • Use Time: 1 bonus action
  • Cost: 3 mastery points

For one hour, you suffer no movement or attack penalties due to difficult terrain or water. Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints or grapples.

Masterful Strikes

19th level


  • Use Time: 1 action
  • Cost: 5 mastery points

You flourish your weapon as if striking an invisible enemy. Choose up to five creatures you can see within 30ft, and make a melee weapon attack against each target. On a hit, the target takes 6d10 force damage.

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Legend: Dog Soldier

Dog Soldiers of legend held their ground so unwaveringly that they tethered themselves to it with sacred rope and arrows, resolved not to give an inch. These warriors are revered by their people for their aggressive spirit and unyielding resistance to encroaching threat.

Dog Soldier Features
Level Feature
1st Resolute (+1)
3rd Challenge
7th Hold your Ground, Bolstered
10th Living Shield, Resolute (+2)
18th Enduring
  • Primary Ability: Constitution
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Sharp-tooth Warclub, Light Crossbow
  • Tools: Herbalism Kit
Sharp-tooth Warclub

melee weapon (exotic, martial)
A warclub roughly 1m in length. Adorned with bladed "teeth" along the shoulder or belly of the haft, some may also have a steel striking ball at the end.

  • Damage: 1d8
  • Damage Type: Variable
  • Weight: 2
  • Properties: Versatile (1d10)

Resolute

At 1st level and for each level after, you can add an additional +1 bonus to your hit point total. At level 10, this becomes +2

In addition, your ritual practice in herbalism grants you proficiency in medicine checks, and nature or survival checks directly related to plants or foraging.

Challenge

At 3rd level, when you use Onslaught, a creature hit by one of your attacks, if starting its turn within 15ft of you, has disadvantage on attacks against any creature other than you.

This effect lasts for up to 1 minute.

Hold Your Ground

At 7th level, as a bonus action, you mark the ground in a 10ft radius from your current position for 1 minute. You and any ally starting their turn within this radius has advantage on the first attack that they make before the end of their turn, but, each enemy that targets you with a melee attack also has advantage on the first attempt during their turn.

Additionally, you and any allies within this area have advantage on saving throws against being frightened.

You cannot be pushed or moved outside of this area against your will by any means, but if you leave it, are not visible, or become incapacitated, the effect ends immediately. If you use your Onslaught ability, your targets must be within melee attack range while you remain within this radius.

Once you use this feature, you must finish a short or long rest before you can use it again.

Bolstered

Also at 7th level, when you have used your Redoubt mastery ability, spending at least 2 mastery points, you gain an added effect as they are depleted.

When an attack consumes the last temporary hit point granted by Redoubt, the damage of the next attack that hits you before the start of your next turn is reduced by half.

Living Shield

At 10th level, you can shield others from harm at the cost of your own health. When a creature within 15ft of you takes damage, you can use your reaction to take that damage in their stead. This feature only transfers damage, all other effects of the attack are still suffered by its original target.

This damage cannot be reduced in any way.

Enduring

Starting at 18th level, your endurance in battle is unrivaled. If you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated, you can recover hit points equal to 1d10 + your Constitution modifier.

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Legend: Eagle/Jaguar Warrior

Eagle and Jaguar warriors are chosen by merit and proof of courage in battle alone. Despite this, their position involves far more than impressive combat skills. Earning a place among these warriors also means a place among nobility, and an expectation of leadership to match.

Eagle/Jaguar Warrior Features
Level Feature
1st Academy Trained
3rd Hamstring
7th Cut Off, Skilled
10th Student of War
18th Experienced Combatant
  • Primary Ability: Charisma
  • Armor: Medium armor, shields
  • Chosen Weapons: Macana, Javelin
  • Tools: Herbalism Kit
Macana (Macuahuitl)

melee weapon (exotic, martial)

A paddle-like club, the sides of which are embedded with blades traditionally made from volcanic glass, though practical variants typically use steel.

  • Damage: 1d8
  • Damage Type: Slashing
  • Weight: 3
  • Properties: Versatile (1d10)

Academy Trained

At 1st level you are educated to befit your station, learning one additional language and two additional skill proficiencies from Animal Handling, Arcana, History, Investigation, Medicine, Nature, Persuasion, Religion, or Survival. You can also use the "Help" action as a bonus action.

Your study in herbalism empowers healing potions that you create. When used, add your proficiency bonus to the effect.

Hamstring

At 3rd level, when you use Onslaught, any enemy hit by your attack has their speed reduced by half until the end of your next turn.

Cut Off

By 7th level, you have trained to close off a foe's retreat. When you use a reaction in response to a foe's action, you can move up to half your speed immediately after and as part of the same reaction. This movement doesn't provoke opportunity attacks from the triggering creature.

You can use this feature once per combat round.

In addition, creatures under the effect of your Hamstring feature cannot disengage from you.

Skilled

Also at 7th level, you can spend 1 additional mastery point to use your Practiced Skills mastery ability after the roll has been made, but before success is decided.



















































Student of War

At 10th level, you may choose another fighting style. If you have already chosen Superior Technique, you may choose it again.

In addition, when you make a check with one of the proficiencies available from your Academy Trained feature, you may, before the roll, choose to add an additional bonus equal to your proficiency bonus. This benefit may be used twice, regaining expended uses when you finish a long rest.

Experienced Combatant

By level 18, when you roll initiative and have no mastery points remaining, you regain 3 mastery points.

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Warrior Legend: Greatbrother

The Greatbrother is a proven warrior captain, and often the strongest among their compatriots. Respect for their leadership was so great that when a Greatbrother fell, their comrades preserved and carried their body in a position of honor through the campaign, believing their spirit would continue to empower their living allies.

Greatbrother Features
Level Feature
1st Natural Leader
3rd Expose Weakness
7th Combat Readiness, Combat Assist
10th Reactive Support
18th Collective Triumph
  • Primary Ability: Strength
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Champi, Hand Crossbow
  • Tools: Cartographer's Tools
Champi

melee weapon (exotic, martial)
A club or mace with a heavy, star-shaped head. The points of the head may be simple points, blades similar to small axe heads, or a mixture thereof.

  • Damage: 1d8
  • Damage Type: Slashing/piercing
  • Weight: 4
  • Properties: Versatile (1d10)

Natural Leader

At 1st level, you find yourself naturally taking command in a crisis. After rolling initiative, you can choose one ally or yourself, and add your proficiency bonus to their roll. Alternatively, with their agreement, you can choose two allies to switch places in initiative order.

In addition, you have proficiency in the Persuasion skill, and you can add your proficiency bonus to Wisdom checks made during combat or combat planning.

Expose Weakness

At 3rd level, when you use Onslaught, any creature hit by one of your attacks must make a Constitution saving throw against your mastery DC. On failure, attacks against the creature have advantage until the end of your next turn.

Combat Readiness

By 7th level, when you roll initiative, you can use up to a number of hit dice equal to your proficiency modifier to heal yourself and your allies. The amount healed from these dice is calculated as it would be during a short rest, and the amount can be distributed as you choose.

Combat Assist

Also at 7th level, when you use your Redoubt or Practiced Skills mastery abilities, you may affect yourself or an ally.

Reactive Support

At 10th level, whenever an ally that can see or hear you within 30ft of you makes a saving throw in which you are proficient, you can use your reaction to roll 1d4 and add the number rolled to the saving throw.

The saving throw must be the result of a spell you can see or hear cast within 60 feet of you, and you must use this feature before the saving throw is rolled.

Collective Triumph

By level 18, whenever you roll a critical attack, or a 20 on an ability check or saving throw, each ally within 30ft of you has advantage when it makes the same type of roll currently or before the start of your next turn.

This benefit can only be used once for each type of roll, per combat round, by each affected ally.

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Warrior Legend: Raider

The Raider strikes with purpose. They don't seek to prove courage or accomplish feats in battle, but to strike deftly, accomplish a goal, and get out. A raider moves quickly and is adept at harrying enemies while avoiding attacks.

Raider Features
Level Feature
1st Stick and Move
3rd Charge
7th Bonded Mount, Agile
10th Evasive
18th Aggressive Escape
  • Primary Ability: Dexterity
  • Chosen Weapons: Stallion, Shortbow
  • Tools: Alchemist’s Tools
Stallion

melee weapon (exotic, martial)
A curved weapon for use while mounted or moving past a target. Serrated blades line the shoulder, ending in an axe blade at the head.

  • Damage: 1d8
  • Damage Type: Slashing
  • Weight: 2
  • Properties: Versatile (1d10)

Stick and Move

At 1st level, if you have made a melee attack against a creature, and subsequently moved outside of it's melee range during your turn, you can make an additional ranged attack against them as a bonus action.

In addition, you are proficient in Animal Handling and have advantage on saving throws to avoid falling from a mount.



























Charge

At 3rd level, when you use Onslaught, you can attempt to knock your targets off of their feet. A creature hit by one of your attacks can be forced to make a Strength saving throw against your mastery DC. On failure, the creature is knocked prone.

Bonded Mount

At 7th level, you can cast Find Steed, and at 15th level you can cast Find Greater Steed instead. Once you use this feature, you must finish a short or long rest before you can use it again.

Additionally, you are proficient with improvised weapon attacks to throw vials or flasks of alchemical creations.

Agile

Also at 7th level, when under the effect of your Empowered Movement mastery ability, you and your mount are unaffected by non-magical difficult terrain.

Evasive

At 10th level, when a creature ends it's turn within 5 feet of you, you can move up to half of your or your mounts movement speed as a reaction. An attack of opportunity from the triggering creature as a result of this movement has disadvantage.

Additionally, if you are forced to make a dexterity saving throw against an effect you can see, you can use your reaction to grant yourself advantage on the save.

Aggressive Escape

By level 18, you have become adept at striking quickly and continuing your attack while escaping. Once per short rest, after attacking on your turn and moving out of that target's melee attack range, you can take one additional turn immediately following the end of their next turn.

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Warrior Legend: Shorn One

A feared and highly exclusive group, only the most brutally proven soldiers earn a rank among the Shorn Ones. Known for their shaven heads, sometimes with a mohawk or single braid. These warriors prevail through overwhelming force.

Shorn One Features
Level Feature
1st Opportunist
3rd Rampager
7th No Retreat, Powerful
10th Overwhelm
18th Die Standing
  • Primary Ability: Strength
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Tepo, Blowgun
  • Tools: Poisoner's Kit
Tepo (Tepoztopilli)

melee weapon (exotic, martial)
A long staff with a paddle-like end resembling a large-headed spear. The end is lined with serrated blades similar to a macuahuitl.

  • Damage: 1d10
  • Damage Type: Slashing
  • Weight: 4
  • Properties: Heavy, reach, two-handed

Opportunist

At 1st level, when you attack a foe who targeted a creature other than you on their previous turn, and that creature is still within melee attack range of your target, you can use your bonus action to add your proficiency bonus to the damage roll if the attack hits.

In addition, your skill as a poisoner grants your blowgun an additional 1d4 poison damage.

Rampager

At level 3, when you use Onslaught, your attacks are made with advantage.

No Retreat

At 7th level, you have adopted the vow of the Shorn Ones to never take a step back in battle. You have advantage on ability checks and saving throws against being pushed, knocked prone, or frightened.

You also gain proficiency in Intimidation, or expertise if you are already proficient.

Powerful

Also at level 7, when you use your Powerful Attacks mastery ability, you can reroll one attack that misses during that action, and use the second roll.

Overwhelm

At 10th level, when an enemy within your melee range takes damage from an attack, you can make one attack against them as a reaction.

Die Standing

At level 18, when you drop to 0 hit points, frenzied determination keeps you conscious and in the fight. You have a pool of temporary hit points equal to 1/2 of your max hit point total. Once these temporary hit points are expended, you suffer the normal effects of taking damage at 0 hit points.

You cannot take reactions or benefit from any other source of temporary hit points while remaining at 0 hit points. If you are no longer at 0 hit points, the temporary hit points granted by this feature are expended.

You must make a death saving throw at the start of each turn as long as you have these temporary hit points. If you reach 3 failed death saves, you fall dead at the end of that turn if you remain at 0 hit points.

Once you use this feature, you must finish a long rest before you can use it again.

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Warrior Legend: Wanderer

Esteemed for their ability to avoid and thwart those who wield magic, Wanderers are warriors who travel the land defending their people from supernatural forces. Known to often wear masks or disguises, cunning and deception are the first armaments of the Wanderer.

Wanderer Features
Level Feature
1st Know Your Enemy
3rd Silencing Strikes
7th Supernatural Defenses, Irresistible
10th Thwart Magic
18th Antimagic
  • Primary and Spellcasting Ability: Intelligence
  • Armor: Medium armor, heavy armor, shields
  • Chosen Weapons: Kakivak, heavy crossbow
  • Tools: Disguise Kit
Kakivak

melee weapon (exotic, martial)
The head of the kakivak has 2-3 flexible arms with spikes that point inward to the main spike tip. When well aimed, the Kakivak can be used to ensnare.

  • Damage: 1d6
  • Damage Type: Piercing/slashing
  • Weight: 1
  • Properties: Special

Special: When you hit with a melee attack, you choose to grapple the creature or rip the spines out. If pulled back, the damage is 1d8, and the weapon is free for further attacks. A creature can free themselves from this grapple as an action with a DC10 Strength check.

Know Your Enemy

By 1st level, your knowledge of the supernatural grants you proficiency with Arcana checks. Likewise you add your proficiency bonus to any Intelligence or Wisdom check directly related to the use of magic, prominent magic users, or otherworldly beings.

You may also choose one proficiency from: Insight, Deception, or Stealth and you can Detect Magic as a ritual.

Silencing Strikes

At 3rd level, when you have used Onslaught, you select one space from which you have made an attack. That space is the central point of an area affected by Silence for for up to 1 minute. This effect does not require concentration, but can only affect a single area at any given time.

If using your Kakivak, all Onslaught damage rolls use 1d8 as the weapon damage die.

Supernatural Defenses

At 7th level, as an action, you can bestow one of the following effects, for 1 minute, on yourself or a creature that you touch:


































  • Warding. Aberrations, Celestials, Fey, Fiends, and Undead that touch the warded creature or hit it with a melee attack take force damage equal to your proficiency bonus.
  • Vision. The target can see creatures that are invisible or on the Ethereal Plane, and can see the original form of creatures whose form has been altered by magic.
  • Resolve. The creature cannot be possessed or charmed, and they gain resistance to necrotic and psychic damage.

You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Irresistible

Also at level 7, when you use your Improved Weapon mastery ability, it costs only 1 mastery point.

Thwart Magic

At 10th level, when a creature within 60ft of you begins to cast a spell, you can use your reaction to thwart the casting. You can cast Counterspell at 3rd level. You can do so twice, and you regain all expended uses when you finish a long rest.

Antimagic

By level 18, you can nullify magic entirely. When you use Onslaught, you can turn the silenced area to an antimagic field instead. Once you use this feature, you can't use it again until you finish a long rest.

In addition, your Thwart Magic feature casts Counterspell at 5th level.

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This is Your Life

To help you create your Warrior, you can use the suggestions found on the following tables to help you decide your character's story and goals.

Call of Battle

Many Warriors come from a long tradition of soldiers, or have had some experience that led them to adopt their craft and Warrior spirit. These callings may be quite distinct, varying from lifelong influences to recent events.

Call of Battle
d6 Call
1 As far back as you remember, you've had a dream in which your name was hailed as a Legendary warrior.
2 Your family are a long line of Warriors or soldiers that expect you to maintain the tradition.
3 You just really like fighting, and excel at it.
4 You were taken in by an academy as a child, this what you were raised to do.
5 Your village was attacked and you felt powerless, so you sought the ability to defend those you love.
6 You grew up hearing stories of great warriors and heroic deeds, and knew you had to make your own legend.

Warrior Traditions

Warriors typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, while others quest for personal glory. A sign of that cause may be permanent, or carried at important times. It may be a totem of their people, symbolic tattoos, or an emblem created for themselves.

Your character could have a specific cause, and thus already has these symbols. If that's not the case, consider devising a totem, pattern, or emblem that symbolizes an aspect of your nature or speaks to what you see as your purpose in the world.

























Warrior Nature
d6 Nature
1 A totem with a badger and falcon, representing strong will and thirst for adventure.
2 Yellow and green feathers worn on the head or across the shoulders, marking one who seeks battle.
3 A black line or block tattooed across the eyeline, suggesting spiritual insight - an ability to see "beyond."
4 A loose plume of crow feathers worn on the head or one shoulder, marking a defender of common people.
5 Three red streaks tattooed beneath the left eye, symbolizing sworn enemies.
6 A firebird emblazoned on the chest or back, an expression of an indomitable spirit.

Personal Goal

Why have you set out on your own, apart from a militia or guard? Do you believe that your abilities are better used toward a different purpose?

There is no shortage of battle to be found as a soldier, but orders rarely serve those who take them. Think of what you wish to accomplish, and how you might seek it..

Personal Goal
d6 Goal
1 You will set an example of martial prowess, and in doing so empower others.
2 You made an oath that you will honor, or die trying.
3 You fight only so that others do not have to.
4 You believe that a god has set your destiny, though it may yet be unknown to you.
5 You have been wronged, and you aim to avenge a loss.
6 You will inspire a legend of your own name, to be told with awe for generations.
11
Warrior

Design

CalloftheWildMagic

If you like the class, especially if you use it in a game, I would love to hear about it!

CalloftheWildMagic@gmail.com



Art Credits

Cover. Graey Erb - https://www.artstation.com/graeyerb

Pg 2. Angelique Shelley - https://www.artstation.com/angeliqueshelley

Pg 3. Saad Irfan - https://saadirfan.artstation.com/

Pg 5. Warhammer Armies: Lizardmen

Pg 6. Manuel Castañón - https://www.instagram.com/the_zanate/

Pg 7. Midjourney (AI Generated, no prompt image)

Pg 8. Kelly McLarnon - https://www.kellymclarnon.com/

Pg 9. Midjourney (AI Generated, no prompt image)

Pg 10. Kevin Zamir Goeke - https://www.artstation.com/kevinzamirgoeke

Pg 11. Bitrix Studio - https://www.deviantart.com/bitrix-studio

Pg 12. Oscar Römer - https://www.artstation.com/oscarrromerart

12
Warrior
 

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