Warrior
A warrior is a crude fighter that relies of fury and overwhelming power to bring down foes. Frothing berserkers, unskilled brawlers, wild beasts, religious zealots, and possessed mortals are all found within the warrior class.
Hit Points
With each warrior level, a hero’s maximum hit points increases by 7 + their Constitution modifier and they add a d12 to their pool of hit dice.
Multiclassing
A hero must have a Constitution or Strength score of at least 13 to multiclass as a warrior.
Starting Equipment
If a hero starts their adventures as a warrior, they begin the game with a traveler’s pack and any three weapons they are proficient with (or two weapons and a shield).
Armaments
At 1st level, a warrior gains proficiency with light, versatile, and heavy melee weapons, thrown weapons, armor, and shields.
Ferocity
At 1st level, a warrior learns to fight hard and fast, adding their Constitution modifier to Defense in addition to their Dexterity modifier. If their Dexterity modifier to Defense is limited by encumbrance, so is their Constitution modifier.
Fisticuffs
At 1st level, a warrior becomes proficient with unarmed attacks and their unarmed attacks gain the finesse trait.
Rage
Starting at 1st level, a warrior learns to fight with a primal ferocity, represented by their Rage Dice. When a warrior first gains this feature, they have two Rage Dice, which are d4s. Rage Dice are spent to become enraged and spent Rage Dice are recovered when a warrior finishes a long rest.
A warrior that is not heavily encumbered can use a bonus action and spend a Rage Die to become enraged for 1 minute. This effect ends early if they are knocked unconscious, if they use a bonus action to end it, or if they end their turn and have neither made a melee attack or taken damage since the end of their previous turn.
While enraged, a warrior can’t cast or concentrate on spells, but is resistant to crushing, hacking, piercing, and slashing damage and adds their Rage Die to ability checks, damage rolls, and saving throws that use Constitution or Strength.
A warrior gains an additional Rage Die when they reach 3rd, 6th, and 12th levels. At 9th level, their Rage Dice increase from d4s to d6s.
Reckless Attack
Starting at 2nd level, when a warrior makes their first attack on their turn, they can do so recklessly. Doing so gives them advantage on weapon attack rolls using Strength this turn, but all attack rolls against them have disadvantage until the start of their next turn.
Robust
Starting at 2nd level, when a warrior finishes a short rest or becomes enraged, they regain hit points equal to a roll of their Rage Die + their Constitution modifier.
Warrior’s Path
When a warrior reaches 3rd level, they start down a particular path as a warrior, which provides them class features at 3rd, 6th, and 10th levels. These pathsare described in the links to the right.
- Abomination
- Berserker
- Dervish
- Dreadnaught
- Elemental Dynamo
- Warden
- Warlord
Ability Improvement
At 4th level, and again at 8th and 12th levels, a warrior can either increase one ability score by 2, increase two ability scores by 1, or gain a talent.
Extra Attack
Starting at 5th level, when a warrior uses the Attack action on their turn, they can attack twice, instead of once.
Fleet
Starting at 5th level, a warrior adds +2 yards to their Speed unless they are heavily encumbered or overloaded. This increase is cumulative with any other Fleet features the warrior has.
This bonus to Speed increases to +3 yards when the warrior reaches 9th level.
Scent of Battle
Starting at 7th level, a warrior adds their Rage Die to initiative checks. If a warrior of this level would be surprised at the start of a battle, they can choose to become enraged instead.
Brutal Critical
Starting at 9th level, whenever a warrior scores a critical hit with a weapon attack using Strength, they triple their damage dice instead of doubling them.
Never Say Die
Starting at 11th level, a warrior’s fury can keep them fighting despite grievous wounds. Whenever a warrior of this level is reduced to 0 hit points while enraged, they can gain a level of exhaustion to gain temporary hit points equal to their Rage Die + their Constitution modifier. If they do, they do not fall prone and are not unconscious.
When the warrior stops being enraged, they lose these temporary hit points, which may cause them to fall unconscious and start dying if they haven’t regained hit points in some way.