Summoner Servant: Warrior | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Summoner Servant: Warrior


Hit Points

Hit Dice: d10 per Summoner Servant: Warrior level
Hit Points at first Level: 10+Con Modifier
Hit Points at Higher Levels: 1D10 (Or 6) + Con Modifier

Proficiences

Armor: All armors
Weapons: Simple and Martial Weapons
Tools:
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose three skills from the following:
  • Acrobatics
  • Animal Handling
  • Athletics
  • History
  • Insight
  • Intimidation
  • Perception
  • Survival

Overview & Creation

Warrior servants are probably the most diverse group of servants. "Warrior" is more of an umbrella term that further diverges into three classes:

  • Archer (Bows, crossbows, firearms, and other ranged weapons)
  • Lancer (Polearms)
  • Saber (Swords)

 


Subclass Options

Pre-Class Servant


Before hitting level 2, the servant is relatively simple. The servant has its own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 handaxes, or a spear and shield. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8.

Warrior


Warrior class servants gain the following traits at 1st level:
  • You can don and doff their worn armor with an action.
  • You can stow your weapons in and out of the ethereal plane as an object interaction. Stored weapons can be withdrawn anywhere, even if you leave the original area of storage.
  • Pick a fighting style from the Fighter's list.
Warriors are further divided into 3 different types of servants. These classifications are Archer, Lancer, and Saber. They are determined based on your primary weapon of choice.  

Weapon of the True Name


At 2nd level, you can perform an hour-long ritual to attune yourself to a weapon, usually the weapon that is representative and iconic to your true identity. Once attuned, the weapon deals magic damage for the sake of overcoming resistances and immunities. Additionally, the weapon gains a damage bonus equal to 1D6.  

Personal Skills/Combative Tactics


At 3rd level, you can do one of the following maneuvers:
  • Combative Block: Use a reaction to add your current proficiency bonus to their AC as a reaction against 1 attack.
  • Combative Strike: Expend a use to give yourself a damage bonus of D4's equal to your proficiency bonus. This bonus can be applied before or after landing an attack (Can't be stacked and not affected by critical hits).
Additionally, you get to choose 2 personal skills to suit your style. Choose from the list:
  • Mana Burst: As a bonus action, you can briefly concentrate and release a strong quantity of your internal magical energy. All creatures within 5ft of you must make a strength save (using Summoner's DC). On a failed save, they are knocked back up to 15ft and prone.
  • Cleave Attack: Your next melee attack can target up to 3 additional creatures within reach. Can only be done with a slashing weapon.
  • Concussive Blow: When you strike with your melee weapon, you can expend a use to roll a Strength (Athletics) check that the target must contest. If they fail the contest, they become stunned until the start of your next turn. Can only be done with bludgeoning weapons.
  • Counter-Attack: As a reaction to a creature missing a melee attack against, you can expend a use to make a melee attack back at them.
  • Rush-Down: By expending 15ft of movement, you rush towards a creature in range with your melee weapon (avoiding opportunity attacks). On a successful hit, you additionally roll a Shove check and deal D4's equaling your PB. This ability uses one attack when you take the attack action.
  • Fighting Spirit: As a bonus action, you can give yourself THP equal to a number of D4's equaling your proficiency.
  • Protection from Arrows: As a reaction to a ranged weapon attack, you can reduce the incoming damage by 1/2 damage (round down) + your Dexterity score.
  • Tactical Instincts: As a bonus action, you can take the dodge action.
  • Burst Shot: Instead of targeting a creature, you can target an area with an explosive ranged weapon attack. All creatures within a 5ft radius must make a dexterity save (using Summoner's DC). On a failed save, they take force damage equal to a number of D4's equaling your proficiency bonus + PB.
  • Momentous Leap: Using a bonus action, you can leap forward up to 20ft using only 10ft of movement. Alternatively, can also make a standard full long jump or high jump without needing a running start.
You have a number of usage slots equal to your Summoner's spellcasting modifier. Using a maneuver takes up a slot. All slots are replenished after a short or long rest. You can pick two more skills at level 8.

Extra Attack


At 5th level, you gain the ability to attack twice when you use the attack action.

Speed Boost


At 6th level, you gain a +10 bonus to your movement speed.

Magic Resistance


At 7th level, your ability to resist magical effects increases. You have advantage on saving throws against spells and magical effects.

Supreme Strike


At 10th level, the Warrior's Grand Strike evolves into Supreme Strike. Supreme Strike, like Grand Strike, depends on the attuned weapon that's used.
  • Melee Weapon: As an action, the servant plunges or smashes their weapon into the ground. Soon after, it produces a deadly wave of rupturing energy that deals 10D10 force damage in a 15ftx120ft line. All creatures within range instantly take the damage. If the creature is a large creature or smaller, it must make a dexterity save or be knocked 30ft away from the blast line perpendicularly, taking an extra 2D6 of bludgeoning damage. The line that the blast traveled through turns the zone into rough terrain.
  • Ranged Weapon: The weapon is either thrown or shot. Choose up to 20 creatures the servant can see. The weapon will quickly fly and lethally strike them. They must make a constitution save or take 6D12 magical damage and be stunned for 1D6 rounds (1/2 damage on a success).

Martial Advantage


At 13th level, the Warrior servant will now always be able to gain the advantage in combat. They decide to attack with advantage instead of attacking twice while using the attack action. If the servant is at full health, they can use both the extra attack and add advantage to both.

Final Blast


At 20th level, the Warrior class servant achieves their final and most powerful Noble Phantasm: The Final Blast.
  • Melee Weapon: The servant's weapon is charged with an extreme amount of magical power. Afterwards, the weapon is swung, shooting out a massive blast in a 25ftx500ft line range. All creatures within range must make a constitution save. If they fail, they instantly die and their bodies are reduced to ash. If they succeed, they drop to 0 HP and remain stable. The terrain the blast went through will be rendered difficult terrain and will also deal 1D6 fire damage if a creature enters the area.
  • Ranged Weapon: Choose any amount targets that the servant can see. The weapon is shot or thrown and the weapon begins to fly everywhere. All chosen targets make a dexterity save. If they fail the save, they instantly die as the weapon strikes through their heart. If they succeed the save, they remain stunned for 1D6 rounds and take 10D12 permanent damage. This damage not only affects their current HP, it also affects their maximum HP.

 


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