Warrior (WoW 5e)

by Iriazi

Search GM Binder Visit User Profile

Warrior

Armored and armed to the teeth, warriors serve both the alliance and the horde as protectors and battle hardened fighters. Trained in every weapon imaginable and in stout defensive practices, they are both hard to kill and terrifying to face in combat.

Creating a Warrior

As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane fighters around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication?

You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught -- unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms. Or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions -- the only things that stand between you and death's embrace.

Quick Build

You can make a warrior quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution.

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 death knight level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: One set artisan's tools of your choice

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) chain mail or (b) scale mail
  • (a) two martial weapons or (b) a martial weapon and a shield
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
Warrior
Level Proficiency Bonus Exploit Dice Exploit Die Exploits Known Features
1st +2 Fighting Style, Second Wind
2nd +2 2 D6 2 Martial Exploit
3rd +2 2 D6 3 Martial Archetype
4th +2 3 D6 3 Ability Score Improvement
5th +3 3 D8 4 Extra Attack (1)
6th +3 3 D8 4 Action Surge (1)
7th +3 3 D8 5 Martial Archetype feature
8th +3 4 D8 5 Ability Score Improvement
9th +4 4 D8 6 Relentlessness
10th +4 4 D8 6 Indomitable (1)
11th +4 4 D10 7 Martial Archetype feature
12th +4 5 D10 7 Ability Score Improvement
13th +5 5 D10 8 Extra Attack (2)
14th +5 5 D10 8 Indomitable (2)
15th +5 5 D10 9 Martial Archetype feature
16th +5 6 D10 9 Ability Score Improvement
17th +6 6 D12 10 Action Surge (2), Indomitable (3)
18th +6 6 D12 10 Martial Archetype feature
19th +6 6 D12 10 Ability Score Improvement
20th +6 6 D12 10 Extra Attack (3), Honed Aggression

Fighting Style

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

Defense

While you are wearing armor or wielding a shield, you gain a +1 bonus to AC.

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

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.

Martial Exploit

At 2nd level, you have learned how to fight with overwhelming ferocity and strategy and are able to channel that prowess into your attacks.

Exploits

You know two Exploits of your choice from the list at the end of this class description. The Exploits Known column of the Warrior table shows when you learn more Exploits of your choice. To learn a Exploits you must meet any prerequisites it may have, like a minimum Ability Score or a minimum warrior level.

Whenever you gain a warrior level, you can replace one of the Exploits you know with another Exploits of your choice.

Exploit Dice.

The Warrior table shows how many Exploit Dice you have to perform the Exploits you know. To use an Exploit, you must expend one of these dice. You can only use one Exploit per attack, ability check, or saving throw, and you regain your expended Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d6s, and increase in size as you gain levels in this class, as indicated in the Warrior table.

Saving Throws.

Some of your Exploits require a creature to make a saving throw to resist the Exploit’s effects. The saving throw DC is calculated as follows:

Exploit Save DC = 8 + your proficiency bonus +

your Strength modifier

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Arms, Fury, or Protection, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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 two when you reach 13th level in this class, and three when you reach 20th level.

Action Surge

Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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, but only once on the same turn.

Relentlessness

Starting at 9th level, the sight of battle reinvigorates you. You can add your Strength modifier to your initiative bonus.

Additionally, when you roll initiative and have no Exploit dice remaining, you regain one Exploit die.

Indomitable

Beginning at 10th level, your fighting spirit allows you to grasp success from the jaws of defeat. When you fail a saving throw, you can choose to succeed instead. Once you use this feature you must finish a long rest before you can use it again.

At certain warrior levels you can use this feature additional times between each long rest. You can use this feature twice starting at 14th level, and three times starting at 17th level.

Honed Aggression

At 20th level, you have become a legendary fighter. When you start your turn with no Exploit dice, you regain one expended Exploit die.

Arms: A Martial Archetype

Arms warriors are not forged in any classroom, tavern, or workshop. They instead come from the arena floor and dueling pits. These warriors fight with patience and tactical Exploit. They tend to favor heavy two handed weapons, which allow them to deliver devastating blows to fully exploit their enemy's weaknesses.

Arms Features
Warrior Level Feature
3rd Martial Prowess, Rend
7th Die by the Sword
11th Bladestorm
15th Colossus Smash
18th Sudden Death

Martial Prowess

Beginning when you choose this archetype at 3rd level, your training has allowed you to further hone your ferocity. You gain one more Exploit die and you learn one additional Exploit.

Rend

At 3rd level, you are able to tear open excruciating wounds in your enemies. Whenever you deal damage to a creature with an attack that used one or more of your Exploit dice, the target begins bleeding. At the start of a bleeding creatures turns, they take 1d4 damage. A creature continues bleeding until they use an action to perform a Medicine check against your Exploit save DC, or receive magical healing.

Die by the Sword

Starting at 7th level, you are able to parry attacks with
ease. If you take damage from an attack by creature that
you can see, you can use your reaction to harden your defenses. You gain resistance to the triggering
damage and your AC increases by an
amount equal to your Strength modifier
(minimum of one). This effect lasts until the
start of your next turn.

Once you use this ability, you cannot use it
again until you finish a short or long rest.

Bladestorm

Upon reaching 11th level, you can send yourself into a frenzy. When you take the attack action, you can enter a bladestorm. Until the start of your next turn, whenever you make a weapon attack, you can choose to hit any creatures within your reach with the attack, and your attacks deal one additional die of weapon damage.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Colossus Smash

Starting at 15th level, you can strike your enemies with terrifying ferocity. As an action, you can pummel a creature. Make a melee weapon attack with advantage. On a hit, the attack deals an additional four dice of weapon damage. When you roll maximum damage on one of the damage dice from this attack, you can reroll the die and add it to the damage roll. The creature must then succeed on a Strength saving throw against your Exploit save DC or be knocked prone.

Each creature of your choice within 5 feet of the target must succeed on a Dexterity saving throw or take half of the damage that the target took.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Sudden Death

At 18th level, you are able to fight faster and and more efficiently as the battle draws on. Whenever you expend a Exploit die, you gain a +1 bonus to attack and damage rolls you make until the start of your next turn. This bonus stacks.

Fury: A Martial Archetype

Fury warriors are among the most feared combatants. These fearless fighters wade into the fray with a lust of battle and a disregard for their own defenses. Many fury warriors favor dual wielding weapons, while legendary ones are known to dual wield truly colossal weapons.

Fury Features
Warrior Level Feature
3rd War Machine, Bloodthirst
7th Enraged Regeneration
11th Titan's Grip
15th Rampage
18th Carnage

War Machine

When you choose this archetype at 3rd level, you adopt a frenzied fighting style that puts you at ease when outnumbered and surrounded. You gain a +1 bonus to attack rolls for each enemy creature after the first within 5 feet of you.

Bloodthirst

At 3rd level, you begin to crave bloodshed. Your first attack on each turn scores a critical hit on a roll of 19 or 20.

Whenever you score a critical hit, you enter a fit of rage for a number of rounds equal to your Constitution modifier (minimum of one). While enraged, your attacks deal an additional 2 damage. This increases to 3 damage at level 7, 4 damage at level 15, and 5 damage at level 18.

Enraged Regeneration

Starting at 7th level, you are better able to heal
your wounds while in the thick of combat. While
enraged by your Bloodthirst feature, you regain hit
points at the end of your turn equal to your Constitution modifier (minimum of one).

Titan's Grip

When you reach 11th level, you bolster your strength and become able to wield mighty weapons with ease. You can dual wield weapons that have the two handed and heavy properties.

While dual wielding weapons with the heavy and two handed properties, you gain a -2 penalty to any Dexterity ability check or saving throw you make, and the first attack on each turn you make scores a critical hit on a roll of 18–20.

Rampage

Beginning at 15th level, you are able to channel your rage into your attacks. When you hit a creature with an attack while enraged by your Bloodthirst feature, you can choose to end the enraged effect. If you do, your attack can benefit from one additional Exploit (up to two), and deals an additional two dice of weapon damage.

Carnage

At 18th level, you learn how to swiftly lash out with all of your fury. Attacks you make with weapons that have the heavy and two handed properties grant you a stack of Recklessness. Attacks you make with weapons that have the heavy and two handed properties deal an additional 1 damage for each stack of Recklessness you have.

Recklessness lasts until the start of your next turn or until you miss with an attack.

Protection: A Martial Archetype

Protection warriors are rarely seen without their shield in hand. Masters of defensive fighting and protecting their allies. Being the strongest soldier means nothing to these warriors if it means friends and allies are left vulnerable.

Protection Features
Warrior Level Feature
3rd Ignore Pain, Shield Slam
7th Revenge
11th Thunderclap
15th Into the Fray
18th Shield Wall

Ignore Pain

At 3rd level, you can deaden your senses to pain temporarily. When you expend and roll a Exploit die, you also gain temporary hit points equal to the roll. If you used a Exploit that grants you temporary hit points, this feature adds to those.

Shield Slam

Additionally at 3rd level, you learn how to thwart attackers with the blunt force of your shield. As an action, you can slam your shield into an enemy. Make a melee weapon attack. You add your proficiency bonus to this attack. On a hit, the target takes bludgeoning damage equal to 1d8 + your Strength modifier + your warrior level and you gain the benefits of the Dodge action until the start of your next turn.

You can use this ability
a number of times equal
to your Constitution
modifier (minimum
of one). You regain
all expended uses
when you finish
a long rest.

Revenge

At 7th level, you are able
to swiftly strike foes. When
you are hit by an attack, you gain
a +1 bonus to the next attack you make
against the attacking creature. This bonus
stacks.

The next attack you make against that creature
also deals additional damage equal to this bonus.

Thunderclap

Starting at 11th level, you can let out a thunderous stomp. Once per turn when you take the attack action, you can substitute one of the attacks for a Thunderclap. Enemy creatures within 5 feet of you must make a Constitution saving throw against your Exploit save DC. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a success.

Into the Fray

At 15th level, creatures within 10 feet of you have disadvantage on attacks made against targets other than you. Additionally, if you are benefiting from the Dodge action, damage you take is reduced by an amount equal to you Constitution modifier.

Shield Wall

At 18th level, you can become a shining beacon of defense. When you take damage, you can use your reaction to harden your defenses. For a number of rounds equal to your Constitution modifier (minimum of one), you gain resistance to all damage.

Once you use this ability, you cannot use it again until you finish a long rest.

Exploits

Below are the Exploits available to the warrior.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Exploit Die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one Exploit Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the Exploit Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Bolster

You steel yourself for combat, preparing for incoming attacks. As a bonus action, you can expend an Exploit Die to gain temporary hit points equal to your your Exploit Die + your Constitution modifier.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Exploit Die. That creature can immediately use its reaction to make one weapon attack, adding the Exploit Die to the attack’s damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one Exploit Die and add the Exploit Die to the ability check.

Disarm

When you hit a creature with a weapon attack, you can expend one Exploit Die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Exploit Die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one Exploit Die to distract the creature, giving your allies an opening. You add the Exploit Die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one Exploit Die, rolling the die and adding the number rolled to your AC until you stop moving.

Execute

When you hit a creature with a weapon attack, if that creature is below half their hit point maximum, you can expend one Exploit Die in an attempt to finish them off. You add twice the Exploit Die to the attack's damage roll.

Feinting Attack

You can expend one Exploit Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Exploit Die to the attack’s damage roll.

Glancing Blow

When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.

Goading Attack

When you hit a creature with a weapon attack, you can expend one Exploit Die to attempt to goad the target into attacking you. You add the Exploit Die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one Exploit Die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the Exploit Die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one Exploit Die to increase your reach for that attack by 5 feet. If you hit, you add the Exploit Die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one Exploit Die to maneuver one of your comrades into a more advantageous position. You add the Exploit Die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one Exploit Die to attempt to frighten the target. You add the Exploit Die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one Exploit Die to reduce the damage by the number you roll on your Exploit Die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one Exploit Die to add it to the roll. You can use this Exploit before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one Exploit Die to attempt to drive the target back. You add the Exploit Die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one Exploit Die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Exploit Die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one Exploit Die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Exploit Die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one Exploit Die to make a melee weapon attack against the creature. If you hit, you add the Exploit Die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one Exploit Die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Exploit Die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Exploit Die and add the Exploit Die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one Exploit Die to attempt to knock the target down. You add the Exploit Die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Warding Strike

When a creature moves into the reach of a melee weapon you are wielding, you can use your reaction to expend an Exploit Die and make a melee weapon attack against that creature. On hit, you add your Exploit Die to the damage of the attack.

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Impending Victory

Prerequisite: 5th level
When a creature you can see within 10 feet of you is reduced to 0 hit points, you can expend a Exploit die and use your reaction to make a melee weapon attack against a creature you can see within reach. If the attack hits, add the Exploit die to the damage and you regain the same amount of hit points.

Overwhelming Rage

Prerequisite: 5th level, Arms
Whenever you roll a Exploit die, you can reroll that die and use either result.

Bloodcraze

Prerequisite: 5th level, Fury
When the first attack on each of your turns doesn't score a critical hit, the critical range of further attacks effected by your Bloodthirst feature is increased by 1 to a maximum of 3. This bonus lasts until you become enraged.

Brutal Vitality

Prerequisite: 5th level, Protection
Once per turn, when you hit a creature with an attack while you have temporary hit points, you gain an additional 1d4 temporary hit points.

Rallying Cry

Prerequisite: 10th level
When you use your Second Wind feature, creatures of your choice within 20 feet of you gain temporary hit points equal to half your warrior level. While a creature has these temporary hit points, they are immune to the charmed and frightened conditions.

Shockwave

Prerequisite: 10th level, Arms
As an action, you slam your weapon into the ground. Creatures in a 15-foot cone in front of you must make a Constitution saving throw. A creature takes thunder damage equal to your warrior level on a failed save, or half as much on a success. A creature that fails their saving throw is also stunned until the end of their next turn.

Once you use this talent, you can't use it again until you finish a short or long rest.

Warpaint

Prerequisite: 10th level, Fury
While you are enraged from your Bloodthirst feature, damage you take is reduced by an amount equal to your Constitution modifier.

Thunderous Roar

Prerequisite: 10th level, Protection
As an action, you can release a terrifying roar. Creatures of your choice within 20 feet of you must make a Constitution saving throw. A creature takes thunder damage equal to 2d10 + your warrior level on a failed save, or half as much damage on a success. Creatures that fail their save are also shaken until the end of their next turn. Whenever a shaken creature hits another creature with a melee weapon attack, it deals 1d6 less damage and they subtract 1d6 from any Strength or Constitution saving throws they make.

Once you use this talent, you can't use it again until you finish a short or long rest.

Avatar

Prerequisite: 15th level
As an action, you regain 2 Exploit dice and transform into an avatar of battle for a number of rounds equal to your Constitution modifier (minimum of one). While transformed, your melee weapon attacks deal an additional 1d6 damage, you become immune the the charmed, frightened, and restrained conditions, and you gain a +2 bonus to your AC.

Once you use this talent, you can't use it again until you finish a long rest.

Battlelord

Prerequisite: 15th level, Arms
When you use your Action Surge feature, up to 2 allies within 10 feet of you can use their reaction to make a weapon attack against a creature within range. If their attacks hit, they deal additional damage equal to half of your warrior level.

Reckless Abandon

Prerequisite: 15th level, Fury
When you use your Action Surge feature, you become enraged and until the start of your next turn your attacks deal additional damage equal to half your warrior level. Creatures that you hit with an attack during this time gain a -1 penalty to the next Strength, Dexterity, or Constitution saving throw they make before the start of their next turn. This penalty stacks for each attack they are hit by.

Violent Outburst

Prerequisite: 15th level, Protection
When you use your Action Surge feature, you regain up to 2 uses of your Shield Slam feature and once before the end of your turn, you can substitute one of your attacks as part of the Attack action for a Shield Slam. If you do, you gain temporary hit points equal to the damage dealt by Shield Slam.