Warrior

by CalloftheWildMagic

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Warrior
The Warrior
Level Profiency Bonus Legend Die Features Mastery Points
1st +2 d4 Fighting Style, Warrior Legend -
2nd +2 d4 Onslaught -
3rd +2 d4 Mastery Abilities, Warrior Legend Feature 12
4th +2 d4 Ability Score Improvement 16
5th +3 d6 Backhand, Extra Attack (x1) 25
6th +3 d6 Ability Score Improvement 30
7th +3 d6 Warrior Legend Feature 35
8th +3 d6 Ability Score Improvement 40
9th +4 d8 Heroic Resistance 54
10th +4 d8 Warrior Legend Feature 60
11th +4 d8 Press Advantage 66
12th +4 d8 Ability Score Improvement 72
13th +5 d10 Commanding Personality, Heroic Resistance (2) 91
14th +5 d10 Ability Score Improvement 98
15th +5 d10 Warrior Legend Feature 105
16th +5 d10 Extra Attack (x2) 112
17th +6 d12 Unstoppable, Legendary Resistance (3) 136
18th +6 d12 Warrior Legend Feature 144
19th +6 d12 Ability Score Improvement 152
20th +6 d12 Legendary Warrior 160

Warrior

A determined Fire Genasi positions himself in the center of the melee. He lays one end of the long red sash tied to his waist on the ground and pins 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 protectors. 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.

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 their legend. A Warrior might strike quickly and retreat, stand their ground, or attack savagely. Yet others are adept leaders or specialists in defeating magic users.

Elite Fighters

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 for 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, shields
  • Weapons: Simple and martial weapons
  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, History, Perception, Survival, Medicine

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 another martial weapon
  • Single set of armor up to 75GP
  • Dungeoneer’s pack or explorer’s pack

Warrior Legend Ability

Your primary ability is determined by your Warrior Legend. When you execute a Warrior ability, you use that modifier to set any saving throw DCs. In addition, you use that same modifier when making an attack roll with one of your legend's chosen weapons.

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

Legend attack modifier = proficiency bonus + primary ability modifier

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Fighting Style

At first Level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Archery: You gain a +2 bonus to ranged attack rolls.
  • Blind fighting: You have blindsight up to 10ft. 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.
  • Defense: +1 bonus to AC if wearing armor.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • 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 an other target within 5ft 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..
  • Protection: When a creature you can see attacks an other target within 5ft of you, you can use your reaction to impose disadvantage on the attack roll if you are wielding a shield.
  • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to






























make a saving throw to resist the maneuver's effects, this is your Legend Save DC. You gain one superiority die, which is your Legend Die (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting: You can draw a thrown weapon as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warrior Legend

The cultural fighting style of your people's venerated warriors shapes your approach to combat. At 1st level, you choose a Warrior Legend from: Dog Soldier, Eagle/Jaguar Warrior, Greatbrother, Raider, Shorn One, or Wanderer.

Onslaught

At 2nd level, you can use up to 15ft of your movement and your action to strike at all enemies within 5ft in any direction (effective 30x15 area maximum). All enemies in this area must make a Dexterity saving throw, creatures who fail take your weapon attack damage.

You do not provoke opportunity attacks during this action. You can use this feature a number of times per day equal to your primary attribute modifier.

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Mastery Abilities

At 3rd level, your training has granted you additional abilities that further your pursuits on and off the battlefield. These abilities are detailed in the Mastery Abilities list later in this text. Along with these abilities, you have a well of points to be consumed when using them. This well of points is shown on the Warrior Table as "Mastery Points," and is replenished with a long rest.

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.

Backhand

At 5th level, you can turn a miss into another strike. When you miss with a melee weapon attack, you can make another attack with that weapon as part of the same action. You may do this a number of times per long rest equal to your proficiency bonus.

This second attack cannot benefit from advantage, and deals only weapon damage, with no modifiers.

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 16th level in this class.

Heroic Resistance

Starting at 9th level, you can re-roll a saving throw that you fail. When doing so, you can roll 2 Legend Dice and add the result, plus your proficiency bonus, to the roll. You can't use this feature again until you finish a long rest.

You can use this feature twice at 13th level. At 17th level, you have 3 uses and this becomes Legendary Resistance.

Press Advantage

At 11th level, you are able to capitalize on advantageous attacks. Once per turn, when you have advantage on an attack, a critical strike occurs with a dice roll of 18 or higher.

Commanding Personality

At level 13, you and creatures within 10ft of you cannot be frightened while you are conscious and not incapacitated.

Additionally, once per Long Rest, when you succeed on an intimidation check, you can cast Detect Thoughts without using any components.

Unstoppable

At 15th level, your experience with death allows you to narrowly evade its clutch. Once per long rest, when you are reduced to 0 hit points and not killed outright, you instead fall to 1 hit point.

Legendary Warrior

At 20th level, you have 1 legendary action. At the end of another creature’s turn, you can use your legendary action to do one of the following:

  • Attack. You make a single melee or ranged attack.
  • Check. You perform a check, such as detection (Perception).
  • Move. You move up to half of your or your mounts movement speed.
  • Command Ally. You target one ally within 30ft that can see or hear you, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll.
  • Break Concentration. You target one creature within 30ft and force a concentration check against your Legend save DC.
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Mastery Abilities

Redoubt

3rd level


  • Use Time: 1 bonus action
  • Cost: variable

You grant yourself temporary hit points at a rate of 2 mastery points per hit point. You can grant a number of temporary hit points up to 3 times your Warrior level at one time.

Practiced Skills

3rd level


  • Use Time: 1 reaction
  • Cost: Variable

You can add a bonus to an ability check or attack roll that you have already rolled, but have not yet resolved. You can do so at the cost of 3 mastery points per +1 bonus, up to double your proficiency bonus.

Powerful Attacks

5th level


  • Use Time: 1 action
  • Cost: variable

You take your standard attack action, adding a bonus to all damage rolls. Doing so costs 3 mastery points per +1 bonus, up to double your proficiency bonus.

Empowered Movement

5th level


  • Use Time: 1 action
  • Cost: 15 mastery points

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

Precise Strikes

7th level


  • Use Time: 1 bonus action
  • Cost: 20 mastery points

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

Steadfast Resistance

9th level


  • Use Time: 1 action
  • Cost: 25 mastery points

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

Call for Aid

9th level


  • Use Time: 1 bonus action
  • Cost: 25 mastery points

You call on the spirits of warriors before you, granting 1d8 extra force damage to each attack you make with a favored weapon until the start of your next turn, and 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.


Quickness

11th level


  • Use Time: 1 action
  • Cost: 15 mastery points per extra attack

You take your standard attack action, adding one additional attack. You can spend extra mastery points to make more attacks, up to 5 total attacks during this action.

Alacrity

13th level


  • Use Time: 1 bonus action
  • Cost: 40 mastery points

On this turn, you gain one additional full action.

Diversion

13th level


  • Use Time: 1 attack
  • Cost: 20 mastery points

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

Will to Live

15th level


  • Use Time: 1 action
  • Cost: 35 mastery points

You inspire an ally to resist death one time within the next 8 hours. The first time the target would drop to 0 hit points, they instead drop to 1 hit point.

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

Renewed Endurance

17th level


  • Use Time: 1 action
  • Cost: 50 mastery points

You regain hit points equal to the result of half of your current hit dice (rounded up). This does not expend hit dice.

Superiority

17th level


  • Use Time: 1 reaction
  • Cost: 45 mastery points

Before rolling an ability check or saving throw that uses your primary ability modifier, you can choose to succeed automatically.

Masterful Strikes

19th level


  • Use Time: 1 action
  • Cost: 75 mastery points

You flourish your weapon and vanish. Choose up to five creatures you can see within your range of movement. Make a melee attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5ft of one of the targets you attacked.

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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 Unflinching
2nd Rebuff
3rd Powerful Resolve
7th Hold your Ground
10th Unbridled Courage
15th Enduring
18th Brutal Rebuff
  • Primary Ability: Constitution
  • Armor: Medium armor, heavy armor
  • 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)

Unflinching

At 1st level, when hit by a ranged attack, you may reduce the damage by the result of 1 Legend Die. You can do this a number of times per long rest equal to your proficiency bonus.

Rebuff

When you use Onslaught, each creature affected must make a Strength saving throw. On failure, the creature is pushed backwards 15ft, or unaffected if successful.

Creatures 1 size smaller make this save with disadvantage, and smaller creatures fail automatically. Creatures 1 size larger make this save with advantage, and larger creatures pass automatically.

Powerful Resolve

At 3rd level your ritual practice in herbalism allows you resistance to poison and disease.

In addition, you gain the effects of the Sentinel feat.

Hold Your Ground

At 7th level, as a bonus action you can tether yourself to the ground on which you stand. Your movement is limited to a 10ft radius from the point of origination, and your onslaught feature uses this as its area of effect. You select a direction, and your Rebuff feature pushes all creatures in that direction.

Any creature attempting to pass the "center line" of this area is vulnerable to an attack from you as a reaction. If they are not within your normal threatened range, you can move to them as part of this reaction without triggering attacks of opportunity. Flying creatures are not threatened when flying over this area.

You cannot be pushed or moved outside of this area by any means while tethered. Your tether remains until removed by you as an action. Doing so while hostile creatures remain nearby invokes the shame of cowardice, forfeiting 1/4 of your maximum mastery points.

Unbridled Courage

At 10th level, you and any allied creature within 30ft of you are immune to the frightened condition.

Enduring

Starting at 15th level, your endurance in battle is unrivaled. You may roll one Legend Die and regain that many hit points if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

If you are tethered using your Hold Your Ground feature, you may add your constitution modifier.

Brutal Rebuff

At 18th level, when using Onslaught, no size grants advantage or immunity against your knock-back. In addition, any affected creature is knocked prone.

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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
2nd Mire
3rd Captor
7th Cut Off
10th Rebuke
15th Student of War
18th Freedom of Movement
  • Primary Ability: Charisma
  • Armor: Medium armor
  • 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 History, Medicine, Nature, Religion, or Survival. You also increase one existing skill proficiency to expertise.

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

Mire

When you use Onslaught, the area of effect becomes difficult terrain for all enemies for one minute or until you use onslaught again. Any creature starting their turn in the area must make a Constitution saving throw or take poison damage equal to the result of one Legend Die.

Captor

Eagle and Jaguar warriors are known as skilled captors. Starting at 3rd level, you can use a bonus action to focus on one humanoid within 60ft of you that is hostile to you. You have advantage on the first attack of each turn that you make against that creature, and on any checks made to grapple them. Your speed is increased by 10ft if pursuing this creature.

You may only have this feature active on one creature at a time. If a creature that has been affected by this feature dies,





























you forfeit 1/4 of your maximum mastery points, and cannot use this feature again until you finish a long rest.

In addition, you can add your proficiency bonus to any Charisma check made in the pursuit of luring the target into capture or a trap, doubled if you are already proficient.

Cut Off

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

In addition, creatures inside of your mire cannot disengage from you.

Rebuke

At 10th level, you have the ability to make an enemy shrink from attacking you. When targeted with an attack or spell, you can immediately use your reaction to rebuke the attacker. Roll one Legend Die, the target's damage rolls until the start of their next turn are reduced up to the resultant amount.

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

Student of War

At 15th level, you may choose another fighting style. If you have already chosen Superior Technique, you may choose it again.

In addition, twice per long rest, you may roll a Legend Die and add that value to a check made with one of the proficiencies available from your Academy Trained feature.

Freedom of Movement

By level 18 you are not affected by difficult terrain, and have advantage when fighting in difficult terrain. You also have advantage to any saving throw against being grappled or restrained.

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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
2nd Redistribution
3rd Single Combat
7th Captain
10th Coordination
15th Battle Ready
18th Collective Triumph
  • Primary Ability: Strength
  • Armor: Medium armor, heavy armor
  • 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, your competence and commanding personality find you taking charge of any situation. You have proficiency in the Persuasion skill, and you can add your proficiency bonus to Wisdom checks made during combat, combat planning, or a "crisis" situation.

In addition, you gain the effects of the Inspiring Leader feat, using a Legend Die in place of your Charisma modifier.

Redistribution

When you use Onslaught, the damage you inflict can be redistributed as healing to allies within 30ft, including yourself. The maximum amount is equal to the max roll of 2 Legend Dice, and can be spread among allies as you choose.

You may do this a number of times per long rest up to your proficiency bonus.

Single Combat

At 3rd level, when you make a weapon attack on your turn, you can use your bonus action to challenge the target to a duel, forcing the target to make a Wisdom save.

On failure, the target has disadvantage on any attack roll that doesn't target you until the end of your next turn, and you have disadvantage on any attack roll against other targets. Each turn while single combat continues, you have advantage on your first attack against the target, and you can add one Legend Die to a damage roll.

Single combat ends if either target is affected by a spell or attack from an outside combatant.

Captain

By 7th level, you effectively lead your comrades on the battlefield. As an action, you can issue one of the following commands to up to 4 creatures that can see or hear you and are within 60ft. The effect of the command lasts until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.

  • Strike True! The targets add 1d4 to attack rolls.

  • Harden Your Will! The targets have advantage against being frightened or charmed. If already affected, they can repeat the saving throw as a reaction to end the effect.

  • Hold the Line! The first attack roll per turn against a target subtracts 1d4, and the target has advantage on saving throws to avoid being moved or knocked prone.

Coordination

At 10th level, the first time you hit with an attack on your turn, you can roll a Legend Die and add the result to the damage if one of your allies has hit that creature with an attack since the end of your last turn.

Battle Ready

At 15th level, you and up to three friendly creatures that you can see can each move up to 20ft when you roll initiative. A creature cannot benefit from this feature if its speed is 0.

Collective Triumph

By level 18, whenever you roll a 20 on an attack roll, 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.

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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 Sortie
2nd Harrier
3rd Stick and Move
7th Bonded Mount
10th Champing at the Bit
15th Charger
18th Follow Through
  • Primary Ability: Dexterity
  • Chosen Weapons: Stallion, Short(mounted)/Longbow
  • 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)

Sortie

At 1st level, you can effectively slip past defenses, attack, and move on. You gain the effects of the Mobile feat.

In addition, you are proficient in Animal Handling.





















Harrier

When you use Onslaught unmounted, the strikes count as melee attacks for the purpose of your Mobile feat, and you can Dash as a bonus action.

When you use Onslaught mounted, you can use up to half of your mounts movement. You must travel a straight line, and your strikes only effect the area to one side of your mount. Any creature in your mounts line of movement must make a Dexterity saving throw or take bludgeoning damage equal to the result of 1 Legend Die and be knocked prone.

Stick and Move

By 3rd level, if you have made a melee attack against a creature and moved at least 1/2 of your or your mounts movement speed directly away from them during the turn, you may make an additional ranged attack against them. This does not affect your Extra Attack Feature.

If you end your turn in a threatened space, the threatening creature has advantage on attacks against you or your mount until the beginning of your next turn.

Bonded Mount

At 7th level, you can cast Find Steed twice per long rest. At 15th level you can cast Find Greater Steed.

In addition, you can add your proficiency bonus to improvised weapon attacks with vials or flasks of alchemical creations.

Champing at the Bit

At 10th level, when you or any allies within 10ft of you roll initiative, you may all add your proficiency bonus to the roll. At 18th level, the range of this effect increases to 30ft.

Charger

At 15th level, you can run down foes while mounted or on foot. If you approach a creature in a straight line of 10ft or more, and hit it with an attack, that target must succeed on a Strength saving throw or be knocked prone.

You can use this feature only once per turn.

Follow Through

By level 18, the additional attack made with your Stick and Move feature is made with advantage, and the damage die of your weapon is replaced by your Legend Die for this attack.

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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
2nd Extension
3rd Mastery
7th Never a Step Back
10th Brutality
15th Fury
18th Final Stand
  • Primary Ability: Strength
  • Armor: Medium armor, heavy armor
  • 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 another creature on their previous turn, and that creature is still threatening, you can use your bonus action to add a Legend Die to your damage roll if the attack hits.

Extension

When you use Onslaught with your Tepo, the area of effect extends to account for it's 10ft reach.

Mastery

By 3rd level, you have mastered the use of your favored weapon. You gain the benefits of the Great Weapon Master feat.

In addition, your skill as a poisoner grants your blowgun a D6 damage die and it's damage type is poison.

Never a Step Back

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

You are unable to leave a threatened area by any means without provoking an attack of opportunity if you have previously engaged in any way with the threatening enemy. All opportunity attacks against you have advantage.

Brutality

At 10th level, you can roll one Legend Die in addition when determining the extra damage for a critical hit with a melee attack.

This increases to two Legend Dice at 13th level and three Legend Dice at 17th level.

Fury

At 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against a target, you can forgo advantage for that roll and instead make an additional weapon attack against that target, as part of the same action. You can do this once per turn.

Final Stand

By level 18, if you are reduced to 0 hit points and not killed outright, you can use your reaction to immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

You can use this feature once per long rest.

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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
2nd Silencing Strikes
3rd Mage Hunter
7th Supernatural Defenses
10th Thwart Magic
15th Study your Enemy
18th Antimagic
  • Primary Ability: Intelligence
  • Armor: Medium armor, heavy armor
  • 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 check related to the use of magic, prominent magic users, or otherworldly beings.

You may also choose one proficiency from: Insight, Deception, or Stealth.

Silencing Strikes

When you use Onslaught, the area of effect is affected by silence. This effect does not require concentration, but can only affect a single area at any given time. Using Onslaught again will release the effect on the previous area. If using your Kakivak, all Onslaught damage rolls use 1d8.

Mage Hunter

By 3rd level, you gain the effects of the Mage Slayer feat. Additionally, you can Detect Magic as a ritual.



























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 1 Legend Die force damage.
  • 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 use this feature a number of times per long rest equal to your proficiency bonus.

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. Twice per long rest, you can cast Counterspell at 3rd level.

Study your Enemy

At 15th level, you can use your action to examine a creature you can see within 30ft. You know the general type and max level of magic it is able to use, and vulnerabilities it may have. For 1 minute, you have advantage on Intelligence and Charisma checks made to interact with that creature, and advantage on attack rolls against it. You can use this feature once per short or long rest.

In addition, your Thwart Magic feature automatically effects spells of level 4 or lower.

Antimagic

By level 18, you can nullify magic entirely. Once per long rest, you can turn the silenced area of your onslaught to an antimagic field.

In addition, your Thwart Magic feature automatically effects spells of level 5 or lower.

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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.
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Design

CalloftheWildMagic



Art Credits

Cover. Kissing Dragons Studio - https://www.instagram.com/kissingdragonsstudio/

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

Pg 3. Midjourney (AI Generated, no prompt image)

Pg 4. Manuel Castañón - https://www.instagram.com/the_zanate/

Pg 6. Warhammer Armies: Lizardmen

Pg 7. Saad Irfan - https://saadirfan.artstation.com/

Pg 8. Midjourney (AI Generated, no prompt image)

Pg 9. Kelly McLarnon - https://www.kellymclarnon.com/

Pg 10. Midjourney (AI Generated, no prompt image)

Pg 11. Kevin Zamir Goeke - https://www.artstation.com/kevinzamirgoeke

Pg 12. Bitrix Studio - https://www.deviantart.com/bitrix-studio

Pg 13. Oscar Römer - https://www.artstation.com/oscarrromerart

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