top of page

Warrior Class Revisit


Some classes just need a a few tweaks. Today we're taking a look at the Warrior class.

CONCEPT

Masters in combat, warriors mix offensive and defensive expertise to tear their opponents down while coming out unscathed.

Their extensive training with different and armours gives them the upper hand in nearly every situation. Most Warriors become mercenaries, knights, legionaries, or back alley thugs. They are versatile in many situations, able to deal a lot of pain, take a lot of damage, protect their allies, and disarm their enemies. There are few situations a Warrior is uncomfortable in.

REVISIONS

Armsman

Some minor tweaks have been made:

Axes. The second roll now has to beat the target's AC to deal the extra damage.

Blunt. Reworded to add +1 to attacks, instead of ignoring 1 AC. This keeps consistent to the changes to the Barbarian.

Stamina

Clarifications on how this is feature works have been added. A save DC has been added to determine any stamina based abilities that require a saving throw.

Warrior Stance

The ability to adjust your stance to change the benefit from this feature has been removed. This have been replaced with:

Warrior Style

You now learn either a Defensive Style or a Fighting Style. The different styles are mostly the same as the previous stances with the following changes:

Defensive Styles

Monolith. This has been revised to be the same as the Protection Fighting Style from the Fighter class from D&D.

Stalwart Defense. Minor rewording.

Titan. An effect that allows the warrior to be less susceptible to exhaustion has been added.

Fighting Styles

Great Weapon Fighting. The Two Handed Fighting style has been renamed to the D&D equivalent.

Two-Weapon Fighting. The Dual Wield Fighting Style has been renamed to the D&D equivalent.

Warrior Archetype

The Dragon Knight archetype has been added to the class. These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them. This new archetype is detailed at the end of the class description.

Critical Mastery

This feature has been removed.

Warrior Archetypes

ASSAULT

War Tactics

This feature has been reworked to more closely resemble the Battle Master Combat Superiority feature and it's maneuvers. You now use a tactic with your attack, and roll a tactical die to determine how effective it is. The tactical die increases as you level.

Cleave. This has been updated to include a mechanic for the tactical die.

Commander's Strike. This has been added and matches its Battle Master equivalent.

Feinting Attack. This has been added and matches its Battle Master equivalent.

Low Slash. This has been removed.

Lunging Attack. This has been updated to match the Battle Master equivalent.

Menacing Attack. This has been updated to match the Battle Master equivalent.

Pierce Armor. This has been updated to include a mechanic for the tactical die.

Power Strike. With the addition of the tactical die, this is redundant and has been removed.

Precision Attack. This has been added and matches its Battle Master equivalent.

Reverse Slash. This has been removed and replaced with Sweeping Attack.

Riposte. This has been updated to match the Battle Master equivalent.

Sweeping Attack. This has been added and matches its Battle Master equivalent.

Sweep. This has been removed.

Uppercut. This has been updated to include a mechanic for the tactical die.

Mastery: Critical Charge

This feature has been removed. Being able to automatically hit and deal massive damage just didn't feel right. It could have been revised to be an attack type that required a saving throw, but that would feel better as a War Tactic than a feature. For now, this ability is gone.

Combat Sense

The "Mastery" prefix has been dropped and it has been revised to increase your initiative roll by your tactical die, instead of a fixed d6. It has also been moved to 7th level.

Additional Fighting Style

The new 10th level feature is to choose another fighting style. This has been moved from 15th level and now matches with when you receive this feature as a Champion Martial Archetype from D&D.

Improved Critical

You now critical strike your target with a roll of 19 or 20.

DEFENSE

Block

This feature has been removed as it is very similar to the revised Monolith defensive style, which offers more choice in your desired play style.

Defensive Tactics

This feature has been moved to 3rdd level and reworked to more closely resemble the Battle Master Combat Superiority feature and it's maneuvers. You now use a tactic with your attack, and roll a tactical die to determine how effective it is. The tactical die increases as you level.

Deflect Arrows. This ability has been removed.

Disarming Attack. This ability has been renamed and updated to match the Battle Master equivalent.

Evasive Footwork. This ability has been renamed and updated to match the Battle Master equivalent.

Feinting Attack. This ability has been renamed and updated to match the Battle Master equivalent.

Goading Attack. This ability has been renamed and updated to match the Battle Master equivalent.

Maneuvering Attack. This ability has been added and matches its Battle Master equivalent.

Parry. This has been updated to match the Battle Master equivalent.

Power Bash. This has been updated to include a mechanic for the tactical die.

Pushing Attack. This has been updated to match the Battle Master equivalent.

Rally. This has been updated to match the Battle Master equivalent.

Shield Charge. This ability has been removed.

Shield Wall. This has been updated to include a mechanic for the tactical die.

Trip Attack. This has been updated to match the Battle Master equivalent.

Mastery: Exhaust

This feature has been removed. It was very clunky and gamey, and seemed like far too much work to track, as well as being exceptionally overpowered if used well.

Protection

You can now use your reaction to take an attack for one of your allies. This helps fill the removal of block, and allows the defensive tactics to move in line with War Tactics.

Mastery: Shatter

Another clunky and gamey feature that has been removed.

Additional Defensive Style

Keeping in line with the Assault Archetype, this feature has been moved to 10th level.

Bulwark

Defensive warriors are skilled not only at protecting themselves. but also at protecting their allies. You can now share your Indomitable ability with an ally of your choice.

Mastery: Reflect Blows

Although I still like the idea of this feature, it required additional dice rolls and slows down the game. Also, with the reworking of Defensive Tactics and removal of Block, stamina has many more uses. The other features that have been added to this archetype do enough to create a strong defensive theme.

Survivor

The 18th level feature from the Champion is now the new 18th level feature, allowing you to become more resilient to battle and heal slowly as time goes on.

DRAGON KNIGHT

This new Warrior Archetype uses Draconic Tactics to focus their stamina into powerful ancient magic. Themed after the Elder Scrolls Online class, the Dragon Knight uses fire and earth to resist damage, deal powerful blows, and incapacitate enemies.

 

WARRIOR (Version 1.1)

CLASS FEATURES

As a warrior, you gain the following class features.

HIT POINTS

Hit Die: d10

Starting Hit points: 10+ your endurance modifier

At higher levels: 1d10 (or 4) + your endurance modifier

PROFICIENCIES

Armor: Light Armor, Medium Armor, Heavy Armor, Shield

Weapon: Axe, Blunt, Long Blade, Marksman, Pole-arm, Short Blade,

Saving Throws: Strength and Endurance

Skills: Pick two from: Acrobatics, Athletics, First Aid, Intimidation, Investigation, Nature, Perception, Speechcraft

Trade Skills: Armorer

Armsman

Starting at level 1, you are a master of melee weapons and gain the following:

Axes. On a successful attack, roll an additional d20. If you would hit the target with this roll you apply a bleed to the target, dealing 1d4 damage for this turn and next.

Blunt. Your attacks can better penetrate armor; add 1 to your attack roll.

Blades. Your attacks do additional 2 damage with bladed weapons.

Centurion

On your turn, you can use a bonus action and expend 1 stamina point to regain hit points equal to 1d4 + half your warrior level + your endurance modifier.

Stamina

You have a limited amount of stamina that you can draw on to protect yourself from harm. Your access to this energy is represented by a number of stamina points. Your Warrior level determines the number of points you have, as shown in the Stamina Points column of the Warrior table.

When you spend a stamina point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended stamina points.

Some of your stamina features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Stamina save DC = 8 + your proficiency bonus +

your Strength or Agility modifier (your choice)

Conditioning

Beginning at 2nd level, you gain superior knowledge about armor and gain benefits based on the type of armor you are currently wearing.

Light Armor. While wearing light armor, your AC is increased by 1.

Medium Armor. While wearing medium armor, you take half damage from falling.

Heavy Armor. While wearing heavy armor, your speed isn't reduced by your armor.

Also, while wearing any armor, your hand-to-hand attacks deal 1d6 bludgeoning damage.

Warrior Style

As a warrior, you have trained in both offensive and defensive fighting styles, realizing that not all battles are won with the blade alone.

Starting at 2nd level, you learn either one defensive style or one fighting style,

Defensive Style

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

Juggernaut

While you are wearing armor, your AC is increased by +1.

Monolith

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

Stalwart Defense

When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use this again until you finish a long rest.

Titan

While you are wearing armor, you are immune to being frightened, staggered, or stunned. Also, when you suffer from exhaustion, you feel the effects of the previous level of exhaustion. For example, at level 1, you feel no effects, but at level 3, you would suffer from the effects of level 2.

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain + 2 to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 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 it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warrior Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose either Assault or Defense, each detailed at the end of the class description. The archetype you choose also grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

Attribute Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an attribute 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 three when you reach 11th level, and to four when you reach 20th level.

Indomitable

Beginning at 9th level, you can reroll a saving throw you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between longs rests beginning at 17th level.

ASSAULT

The Assault archetype focuses on a nearly academic approach to combat. The warrior absorbs lessons of history, theory, and artistry that combines to create a well rounded fighter of great skill and knowledge.

War Tactics

When you chose this archetype at 3rd level, you learn tactics that are fueled by your stamina.

Tactics. You learn three tactics of your choice, which are detailed under “War Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn one additional tactic of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Tactical Dice. Each time you use a stamina point to use a tactic, you use a tactical die to determine the effectiveness of the tactic. These dice are d6's.

As you gain levels, your tactical dice increase to d8's at 10th level, and d10's at 18th level.

Combat Sense

Starting at 7th level, your keen sense allows you to react faster during combat. You add your tactical dice to your initiative roll, and all enemies have disadvantage against attacking you on the first round of combat.

Additional Fighting Style

At 10th level, you choose an additional Fighting Style. You can't choose the same Fighting Style twice.

Improved Critical

Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Warrior's Heart

At 18th level, you learn how to exploit weakened targets. You can choose to heighten your combat focus, allowing you to deal more damage inverse proportionately to the enemies health.

Enemies Health = Additional Damage

100% = 1d6

99-50% = 2d6

49-0% = 3d6

You maintain your focus as long as you are in combat. You must complete a long rest before being able to use this feature again.

War Tactics

The tactics are presented in alphabetical order.

Cleave. When you hit a creature with a weapon attack on your turn, you can expend one stamina point to cleave your weapon, striking each creature in a 90 degree cone. If the original attack roll would hit any additional creatures, they take damage equal to the number you roll on your tactical die, divided equally between the additional creatures hit. The main target only takes the damage from your original attack.

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 stamina point. That creature can immediately use its reaction to make one weapon attack, adding a tactical die to the attack's damage roll.

Feinting Attack. You can expend one stamina point 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 tactical die to the attack's damage roll.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one stamina point to increase your reach for the attack by 5 feet. If you hit, you add the tactical die to the attack's damage roll.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one stamina point to attempt to frighten the target. You add your tactical die to the attacks damage roll, and the target must make a Personality saving throw. On a failed save, it is frightened until it's next turn.

Pierce Armor. When you hit a creature that is wearing armor with a melee weapon attack, you can expend one stamina point to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one stamina point to add a tactical die to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied.

Riposte. When an enemy misses you with a melee attack, you can use your reaction and expend one stamina point to make a melee weapon attack against the same enemy. If you hit, add a tactical die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one stamina point to attempt to damage 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 tactical die. The damage is of the dame type dealt for the original attack.

Uppercut. When you hit a creature with weapon attack, you can expend one stamina point to attempt to slam the target with an upward blow, knocking the target down. You add the tactical 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, it is knocked back 5 feet and falls prone.

DEFENSE

Those who emulate this archetype employ defensive techniques passed down through the generations. Through rigorous training, your armor and shield become a like a second skin that you can use to protect yourself and your allies.

Defensive Tactics

When you chose this archetype at 3rd level, you learn tactics that are fueled by your stamina.

Tactics. You learn three tactics of your choice, which are detailed under “Defensive Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn one additional tactic of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Tactical Dice. Each time you use a stamina point to use a tactic, you use a tactical die to determine the effectiveness of the tactic. These dice are d6's.

As you gain levels, your tactical dice increase to d8's at 10th level, and d10's at 18th level.

Protection

Starting at 7th level, when a creature you can see damages a target other than you that is withing 5 feet of you, you can use your reaction to take the blow instead. This damage to you can't be reduced or prevented in any way.

Additional Defensive Style

At 10th level, you choose an additional Defensive Style. You can't choose the same Defensive Style twice.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Willpower, or Personality saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Endurance modifier if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.

Defensive Tactics

The tactics are presented in alphabetical order.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one stamina point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical 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.

Evasive footwork. When you move, you can expend one stamina point, rolling a tactical die and adding the number rolled to your AC until you stop moving.

Goading Attack. When you hit a creature with a weapon attack, you can expend one stamina point to attempt to goad the target into attacking you. You add the tactical die to the attack's damage roll, and the target must make a Willpower 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.

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

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one stamina point to reduce the damage by the number you roll on your tactical die + your Agility modifier.

Power Bash. When you hit a creature with a weapon attack, you can expend one stamina point to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one stamina point to attempt to drive the target back. You add the tactical die roll 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, it is pushed back 15 feet.

Rally. On your turn, you can use a bonus action and expend one stamina point 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 tactical die roll + your Personality modifier.

Shield Wall. When another creature attacks you, you can use your reaction and expend one stamina point to increase your AC by the number you roll on your tactical die + your Agility modifier.

Trip Attack. When you hit a creature with a weapon attack, you can expend one stamina point to attempt to knock the target down. You add the tactical 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.

DRAGON KNIGHT

These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them.

Draconic Tactics

When you chose this archetype at 3rd level, you learn tactics that are fueled by your stamina.

Tactics. You learn three tactics of your choice, which are detailed under “Draconic Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn one additional tactic of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Tactical Dice. Each time you use a stamina point to use a tactic, you use a tactical die to determine the effectiveness of the tactic. These dice are d6's.

As you gain levels, your tactical dice increase to d8's at 10th level, and d10's at 18th level.

Spiked Armor

At 7th level, you gain the ability to summon draconic spikes from your armor, which you can use as a weapon.

While wearing armor, as a bonus action, you summon draconic spikes, which sprout from your armor, and last until you use a bonus action to dismiss them. While your spikes are active, you can use you a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapples succeeds.

Draconic Haste

Beginning at 10th level, when you use your action to make a Draconic Tactic, you can make one weapon attack as a bonus action.

Dragon Blood

At 15th level, when you use your Centurion feature, your draconic blood radiates with ancient healing energy, allowing your allies to fight past their injuries. Three creatures of your choice within 60 feet of you that are allied with you regain hit points equal to your Warrior level.

Improved Draconic Haste

Starting at 18th level, when you use your action to make a Draconic Tactic, you can make two weapon attacks as a bonus action.

Draconic Tactics

The tactics are presented in alphabetical order.

Ash Cloud. On your turn, you can use your action and expend 1 stamina point to create a 20 foot radius sphere of ash and dust centered on a point within 60 feet of you. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts for up to 1 minute, as though you cast a spell using concentration.

Each creature that is completely within the cloud a the start of its turn must make an Endurance saving throw. On a failed save, the creature spends its action choking on the soot and ash. Creatures that don't require to breath automatically succeed on this saving throw.

Combustion. When you take damage from a melee attack, you can use a reaction and expend one stamina point to create a burst of flame causing every creature within 5 feet of you to take a pulse of fire damage equal to your tactical die.

Dark Talons. On your turn, you can use your action and expend one stamina point to call forth draconic talons from the ground underneath a creature that you can see within 60 feet. The creature takes 1d6 piercing damage and additional piercing damage determined by your tactical die and must make a Strength saving throw, or be grappled by the talons.

Fire Breath. On your turn, you can use your action and expend one stamina point to exhale a breath of fire. Each creature in a 30-foot cone must make an Agility saving throw. A creature takes 1d6 fire damage and additional fire damage equal to your tactical die on a failed save, and half as much on a successful one.

Inferno. On your turn, you can use your action and expend one stamina point to create flames that race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the next minute, as though you cast a spell using concentration. The flames don’t harm you.

While the aura is active, you are resistant to fire damage, and any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes fire damage determined by your tactical die.

Lava Whip. On your turn, you can use your action and expend one stamina point to create a long whip of flames that lashes out at your command toward a creature within 30 feet. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 fire damage and additional fire damage determined by your tactical die, and if the creature is Large or smaller, you pull the creature up to 10 feet towards you.

Magma Armor. When another creature attacks you, you can use a reaction and expend one stamina point to harden the molten lava in your veins. You become resistant to bludgeoning, piercing, and slashing damage until the beginning of your next turn.

Petrify. On your turn, you can use your action and expend one stamina point to attempt to envelop a creature completely in stone. The target must make a Willpower saving throw or become immobilized and unable to speak, hear, move, or make any actions. The restrained creature takes bludgeoning damage determined by your tactical die and must make a Strength saving throw at the start of each of their turns to try and break free.

If it successfully saves three times, the condition ends. If it fails saves three times, the stone permanently hardens and the creature is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

While encased, the stone shell has an AC of 5 and has 60 hit points. When the stone reaches 0 hit points the stone breaks, ending the effect.

Reflective Scales. When targeted by a ranged attack, you can use a reaction and expend one stamina point to harden your skin to become similar to a dragons scales. to reduce the damage by the number you roll on your tactical die + your Endurance modifier.

Searing Strike. When you make a melee weapon attack, you can expend one stamina point to envelop your weapon in bright white flame, dealing additional fire damage, determined by your tactical die.

.

Featured Posts
Recent Posts
Archive
Search By Tags
Follow Us
  • Twitter Basic Square
bottom of page