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 8
3rd +2 Warrior Legend Feature 12
4th +2 Ability Score Improvement 16
5th +3 Extra Attack (x1) 25
6th +3 Ability Score Improvement 30
7th +3 Warrior Legend Feature 35
8th +3 Ability Score Improvement 40
9th +4 Honed Senses 54
10th +4 Warrior Legend Feature 60
11th +4 Extra Attack (x2) 66
12th +4 Ability Score Improvement 72
13th +5 Honed Senses (2) 91
14th +5 Ability Score Improvement 98
15th +5 Press Advantage 105
16th +5 Inspiring Presence 112
17th +6 Honed Senses (3) 136
18th +6 Warrior Legend Feature 144
19th +6 Ability Score Improvement 152
20th +6 Living Legend 160

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, shields
  • 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
  • Single set of armor up to 75GP
  • Dungeoneer’s pack or explorer’s pack

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.

Fighting Style

Also 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.
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  • 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 a target other than you, but 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 a target other than you, but 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 those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw, this is against your Legend Save DC. You gain one superiority die, which is a D6 (added to superiority dice from any other source). Your superiority dice become D10 at level 10, and D12 at level 18. Superiority dice are expended when you use them to fuel maneuvers. You regain 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.

Onslaught

At 2nd level, you can use up to your full movement and your action to strike at multiple enemies. Choose a number of enemies in this range up to your proficiency bonus, and make a melee weapon attack against each chosen creature. You do not provoke opportunity attacks from creatures you have attacked as part of this action while moving between targets.

You can use this feature once per short or long 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 later in this text. You learn additional abilites as you reach higher warrior levels.

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.

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.

Honed Senses

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.

Inspiring Presence

At 16th level, your presence in battle emboldens your allies. When an ally within 30ft of you, who can see or hear you, makes a saving throw against an effect with a detectable casting, you can use your reaction to grant your proficiency bonus to the save.

You must use this feature before the saving throw is rolled.

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.

This additional reaction can be triggered in the same manner as your standard reaction, but cannot occur on the same turn.

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Mastery Abilities

Redoubt

2nd level


  • Use Time: 1 bonus action
  • Cost: variable

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

Practiced Skills

2nd level


  • Use Time: 1 reaction
  • Cost: Variable

You can add a bonus to an ability check or attack roll before you roll it. You can do so at the cost of 2 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 or your mounts movement speed is increased by 1/3rd, rounded down.

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

After 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 Resolute
3rd Challenge
7th Hold your Ground, Fortitude
10th Living Shield
18th Enduring
  • 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)

Resolute

From 1st level, when calculating your hit point increase at each warrior level, you can add half of your proficiency bonus, rounded up.

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 claim the ground beneath you as your own. You mark the area within a 10ft radius of your current position for 1 minute. You and any ally ending their turn within this radius gain temporary hit points equal to 1d10 + your Constitution modifier, once per round.

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 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.

You can use this ability once per short or long rest.

Fortitude

Also at 7th level, when you use your redoubt mastery ability, you can grant a number of hit points up to 3 times your level.

Living Shield

At 10th level, you can shield others from harm at the cost of your own health. When a creature within 10ft of you takes damage, you can use your reaction to take that damage in their stead. This feature only transfers damage, any 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
  • 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, Persuasion, Religion, or Survival.

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, when you use your Practiced Skills mastery ability, you may spend 3 mastery points per +1 bonus, and do so after the roll has been made.



















































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, twice per long rest, when you make a check with one of the proficiencies available from your Academy Trained feature, you may add an additional bonus equal to your proficiency bonus.

Experienced Combatant

By level 18 when you roll initiative and have less than 15 mastery points, you regain 30 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 Protector
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, 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 you would 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.

Protector

At 10th level, when you or an ally that you can see within 10ft is hit by an attack roll, you can use your reaction to intervene with an attack of your own, provided the attacker is within your weapon's range. If your attack hits, your target's attack roll is reduced by your proficiency bonus.

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 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 moved at least 1/2 of your or your mounts movement speed directly away from them during your turn, you may make an additional ranged attack against them as a



























bonus action. You may make one such additional attack per combat round.

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 charge and 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 twice per long rest. At 15th level you can cast Find Greater Steed.

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

Agile

Also at 7th level, when you use your Empowered Movement mastery ability, you and your mount gain the effects of the dodge action until the beginning of your next turn.

Evasive

At 10th level, when a creature moves to within 5 feet of you, you can move up to half of your or your mounts movement speed as a reaction, without provoking an attack of opportunity from the triggering creature.

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

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 half of your movement away from your target, you can take one additional turn 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
  • 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 a D6 damage die and it's damage type is poison.

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, and use the second roll.

Overwhelm

At 10th level, when an enemy within your melee range takes damage from an attack, you can make an 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 cannot take reactions in this state, and damage dealt to you still results in failed death saves.

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

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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 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 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 use this feature a number of times per long rest equal to your proficiency bonus.

Irresistible

Also at level 7, when you use your Precise Strikes mastery ability, all weapons that you carry are affected.

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.

Antimagic

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

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



Art Credits

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

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

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12
Warrior
 

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