Warrior Character in Ancient Greece | World Anvil
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Warrior

Warrior
  1st: Proficiency Bonus: +2, Fighting Style, Second Wind 2nd: Proficiency Bonus: +2, Action Surge (one use) 3rd: Proficiency Bonus: +2, Martial Archetype 4th: Proficiency Bonus: +2, Ability Score Improvement 5th: Proficiency Bonus: +3, Extra Attack 6th: Proficiency Bonus: +3, Ability Score Improvement 7th: Proficiency Bonus: +3, Martial Archetype Feature 8th: Proficiency Bonus: +3, Ability Score Improvement 9th: Proficiency Bonus: +4, Indomitable (one use) 10th: Proficiency Bonus: +4, Martial Archetype Feature 11th: Proficiency Bonus: +4, Extra Attack (2) 12th: Proficiency Bonus: +4, Ability Score Improvement 13th: Proficiency Bonus: +5, Indomitable (two uses) 14th: Proficiency Bonus: +5, Ability Score Improvement 15th: Proficiency Bonus: +5, Martial Archetype Feature 16th: Proficiency Bonus: +5, Ability Score Improvement 17th: Proficiency Bonus: +6, Action Surge (two uses), Indomitable (three uses) 18th: Proficiency Bonus: +6, Martial Archetype Feature 19th: Proficiency Bonus: +6, Ability Score Improvement 20th: Proficiency Bonus: +6, Extra Attack (3)
  Hit Dice: d10 Proficiencies: Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival
  Fighting Style You adopt a particular fighting style as your specialty. You can’t take the same fighting style more than once, even if you later get to choose again. Archery - You gain a +2 bonus to attack rolls you make with a ranged weapon. Defense - When you are wearing armor, you gain a +1 bonus to AC. Dueling - When you are wielding a 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 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 result, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  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 fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  Action Surge - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. One your turn, you can take one additional action on top of your regular action and a possible bonus 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.
  Martial Archetype - At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Hoplite, Archer or Cavalry, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.
  Ability Score Improvement - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Alternately, you can take a feat in place of your Ability Score Improvement.
  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, and to four when you reach 20th level in this class.
  Indomitable - Beginning at 9th level, you can reroll a saving throw that you fail. If you do, 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 long rests starting at 17th level.
 
 
  Martial Archetypes
  Hoplite The majority of trained Greek fighters aspire to master the fighting style of the Hoplite. Focused on defense and teamwork, they are known as masters of the spear and shield. Protection - Starting at third level with choosing this archetype, when a creature you can see attacks a target other than you that is within five feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Spearmaster - Starting at 7th level, you gain +1 strength. In addition, creatures provoke attacks of opportunity when entering areas you threaten. Improved Critical - Starting at 10th level, when fighting with a spear, xiphos or lakonia, your weapon attacks score a critical hit on a roll of 19 or 20. Quickdraw - Starting at 15th level, once per battle you can drop your spear and draw a xiphos or lakonia, striking swiftly. You deal an additional 5d6 damage on the attack. Stand Fast - Starting at 18th level, you gain +2 AC if the enemy moves at least 10 feet before attacking you. Further, you gain a +2 bonus on attack rolls on opportunity attacks.
  Archer Most Greeks don’t use the bow, but Cretans as well as non-Greeks are proficient with the shortbow. Other Greeks can use this archetype with javelins or slings. These archers are no guerilla fighters - but brave warriors who fire arrows even in the face of an enemy’s charge. Improved Critical - Starting at 3rd level when choosing this archetype, when fighting with a bow, sling or javelin your attacks score a critical hit on a roll of 19 or 20. Improved Range - Starting at 7th level, you add 30/60 to your ranges with a bow, sling or javelin. Precision Firing - Starting at 10th level, you gain +2 damage with ranged weapons on targets within 10 feet. Improved Critical - Starting at 15th level, when fighting with a ranged weapon your attacks score a critical hit on a roll of 18, 19 or 20. Range Finding - Starting at 18th level you can take a disengage action in place of a move action. You can do this three times before needing to recharge this ability with a long rest.
  Cavalry While not traditionally used in most Greek armies, many other people in the Mediterranean focus on mounted warfare. Whether Persian or trained in the famous cavalry of the martial city-state of Thebes, these warriors are a master of fighting from horseback. Downward Strikes - Starting at 3rd level when choosing this archetype, you gain +2 to attack rolls while mounted. Momentum - Starting at 7th level, you gain a +4 bonus to damage rolls with melee strikes when mounted. Fight as One - Starting at 10th level, you gain advantage on all handle animal rolls made to control a bonded mount (a mount is bonded after you’ve spent at least two weeks riding them daily). Furthermore, add 30 feet to the speed of a bonded mount. Evade as One - Starting at 15th level, you gain a +2 bonus to all physical saving throws (strength, dexterity or constitution) while mounted on a bonded animal. Improved Critical - Starting at 18th level, when fighting while mounted your attacks score a critical hit on a roll of 19 or 20.
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