Warrior

Warrior

Warriors are combatants that rely on their instincts and their natural talents to defeat their enemies. Their natural strength, durability and utilization of surging adrenaline make them one of the most daunting opponents. Warriors are self contained vortexes of carnage and destruction on the battlefield hewing foes with reckless abandon and ignoring all but the most grievous of wounds.
A warrior's key attribute is durability. You must have a score of at least 12 in durability to gain your first level in warrior.

Level 1

You gain the following once you have gained your first level in the Warrior Class.
  • Recovery Die: d12
  • HP Bonus: 2 per Warrior level
  • Class Attributes: strength, durability, resolve and instinct
  • Armor Proficiencies: You gain proficiency with light armor pieces twice as fast.
  • Weapon Proficiencies: You gain twice the amount of progress when training to improve your proficiency with weapons with the {bulk, and two handed} traits.
  • Skill Proficiencies: Choose two from {Animal Handling, Athletics, Intimidation, or Survival}
  • Saving Throw Proficiency: Might

Adrenaline Surge

You gain the ability to harness your adrenaline into effective surges. With the use of a half action you may Enter a level 1 Adrenaline Surge. While in a surge you gain an Adrenaline Die that represents your progress towards each level of the surge. The die operates as follows:
  • Your adrenaline die is a D20
  • Upon entering a surge your adrenaline die starts with a value equal to your warrior level.
  • Your warrior features cause your adrenaline die value to increase and decrease as combat unfolds.
  • Any time you would increase your adrenaline die beyond its maximum value, it resets to 1 and your Surge level increases.
  • Any time you would decrease the die's value below 1, it resets to your starting value and your Surge level decreases.
  • Your Surge level, and its effects can stack infinitely.
  • After one minute within a Surge you must decrease your adrenaline die by half of its maximum value at the end of each of your turns. You may maintain the surge by increasing the die value as normal but you can no longer increase your surge level.
  • At the start of your turn, if you did not increase your adrenaline die value or increase your surge level since the beginning of your last turn, your surge level decreases by 1(your die value remains the same).
  • You gain 1 point of exhaustion for every level of surge you reached during that surge. (peak surge level)

Surging Endurance

New Adrenaline Triggers:
  • When you take damage to your hit points, you may increase your Adrenaline die value by an amount equal to the damage taken.
  • When you regain hit points you must decrease your adrenaline die value by an amount equal to the healing received.
  While in an Adrenaline Surge you gain the following:
  • You ignore one point of exhaustion for each level of Surge.
  • You gain +1 grit point for each level of Surge at the start of each of your turns.
  • You gain -1 attrition for each level of Surge.
 

Surging Aggression

Adrenaline Triggers:
  • When you succeed on an attack, you may increase your Adrenaline die value by an amount equal to your STR mod.
  While in an Adrenaline Surge you gain the following:
  • You gain +1 to attack rolls that are STR based for each level of Surge.
  • You deal +1 to damage on attacks or spells that are STR or DUR based for each level of Surge.
  • You get -1 to your AC that is from armor you are wearing for each level of Surge.
  • Protection values from armor you are wearing is turned into Denial points instead.

Level 2

You gain the following once you have gained your second level in the warrior class.
 

Warrior Feature

You may select a feature from the Warrior Features list as long as you meet the prerequisites.

Level 3

You gain the following once you have gained your third level in the warrior class.
 

Warrior Prestige Path

You may select a prestige feature from the Warrior Features list as long as you meet the requirements.

Level 4

You gain the following once you have gained your fourth level in the warrior class.
 

Warrior Feature

You may select a feature from the Warrior Features list as long as you meet the prerequisites.
 

Extra Feature

You may choose a feature from the General Features list, or from your race's list in the Racial Features list as long as you meet the prerequisites.

Level 5

You gain the following once you have gained your fifth level in the warrior class.
 

Warrior Feature

You may select a feature from the Warrior Features list as long as you meet the prerequisites.


Level 6

You gain the following once you have gained your sixth level in the warrior class.
 

Warrior Prestige Path

You may select a prestige feature from the Warrior Features list as long as you meet the requirements.

Level 7

You gain the following once you have gained your seventh level in the warrior class.
 

Warrior Feature

You may select a feature from the Warrior Features list as long as you meet the prerequisites.

Level 8

You gain the following once you have gained your eighth level in the warrior class.
 

Warrior Feature

You may select a feature from the Warrior Features list as long as you meet the prerequisites.
 

Extra Feature

You may choose a feature from the General Features list, or from your race's list in the Racial Features list as long as you meet the prerequisites.

Level 9

You gain the following once you have gained your nineth level in the warrior class.
 

Warrior Prestige Path

You may select a prestige feature from the Warrior Features list as long as you meet the requirements.

Level 10

You gain the following once you have gained your tenth level in the warrior class.
 

Warrior Feature

You may select a feature from the Warrior Features list as long as you meet the prerequisites.
 

Warrior Prestige Path

You may select a prestige feature from the Warrior Features list as long as you meet the requirements.  

Extra Feature

You may choose a feature from the General Features list, or from your race's list in the Racial Features list as long as you meet the prerequisites.

             

Archived info (outdated do not use)

  The requirements to maintain your rage are as follows:
  • You spend a half action to maintain your rage.
  • Each time you take damage to your hit points.
  • You kill an enemy
  • An enemy you are engaged with is killed from any source
If you would meet any combination of these requirements 6 times in one round, your rage increases instead. (reduced to 5 at level 5, 4 at level 10, 3 at level 15 and 2 at level 20)
The requirements to increase your rage are as follows:
  • An ally that you can see or hear becomes unconscious or dies.
  • When you critically strike on an attack.
  • When you exceed a target's AC by more than 10 on an attack
  • When you roll max damage on a damage roll
  • (When you become bloodied?)
While raging you get the following benefits according to your rage level
  • You rip away restrictive pieces of your armor, reducing your AC from armor by 2/4/6/8/10 and your protection value from armor by half as much. You gain a protection bonus equal to your Con mod + 1/2/3/4/5 (change rage protection to DP?)
  • You gain Grit points equal to your durability modifier + your rage level at the start of your next turn
  • When you make a Strength check, Strength saving throw, melee or thrown weapon attack using Strength, or cast a spell using CON, gain a d4/d6/d8/d10/d12 bonus die to the checks, saves, and damage rolls. Your Crit range is increased by 1/2/3/4/5 for these uses.
  • You ignore 1/2/3/4/5 levels of exhaustion until your rage ends.
  You may rage a number of times equal to your CON modifier per long rest. You may choose to rage more times, gaining a level of exhaustion when that rage ends.
The level of rage you can achieve increases at 5th, 10th, 15th, and 20th levels.

Reactive Rage

At 2nd level, your rage becomes a viable answer to mental challenges and physical attacks. When you would be forced to make a Wis, Int, or Cha saving throw you may use your reaction to begin or increase your rage. While raging you may make a durability saving throw instead of any Wis, Int, or Cha saving throws. Each time you do so you gain one level of exhaustion. In addition when you are hit by an attack while you have grit points you may use your reaction to choose to allow it to ignore your grit points and damage your hit points instead. This damage is reduced by double the amount of protection you have (minimum of 1 for regular hit, half the total on a crit.)  

Fighting Style

At second level, you adopt a particular style of fighting as the brutality of your attacks with certain weapons become feats of wanton destruction. Choose from the applicable list of Fighting Styles.  

Momentous attacks

At 3rd level, any time you make an attack while raging, you may choose to make a momentous strike. The attack is made at disadvantage and may not benefit from any sources of advantage, but gains the cleaving weapon property. This attack deals extra damage equal to your Con modifier and is doubled if the weapon you are using has the heavy property. Due to nature of this attack you leave yourself open to counter attacks. Any attacks targeting you are made at advantage until the start of your next turn.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. If your DM allows the use of feats, you may instead take a feat.  

Primal Sorcery

At 3rd level, your rage may uncover an internal sorcerous power within you. Instead of choosing a Primal Archetype you may take a level of Barbaric Sorcerers. You still gain a level as though you are a Warrior.  

Ability Score Improvement

When you reach 4th level, you gain an additional ability score increase of your choice. As normal, you can't increase an ability score above your cap using this feature.
You may instead take a feat, or advance your Primal Sorcery feature if you wish.
 

Brutal Strikes

Beginning at 5th level, when you hit hard, it is VERY hard. Any time you roll the maximum value on a damage die, roll an additional die and add that to the damage of the attack. You may also reroll damage dice that have a value of 1 on your critical strikes.  

Unstoppable Force

Starting at 5th level, during your movement if you move at least 20 feet in a straight line without stopping you may dash as a free action. This additional movement must also be in a mostly straight line (diagonal movement in the same direction is allowed). The extra movement cannot be inhibited and you gain advantage on any melee attack or strength based ability check you make at the end of your movement, or double the effective range for a thrown attack.  

Path Feature

At 6th level, you may advance your Primal Archetype or choose an archetype if you have not already. You may instead choose to take, or advance the Primal Sorcery feature.
Primal Archetype Caster Class Overview  

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Any time you would be subjected to a surprise round before initiative you may use your reactive rage to add the bonus to your initiative for the following round.  

Ability Score Improvement

When you reach 8th level, you gain an additional ability score increase of your choice. As normal, you can't increase an ability score above your cap using this feature.
You may instead take a feat, or advance your Primal Sorcery feature if you wish.
 

Brutal Strikes

Beginning at 9th level, you can reroll damage dice that have a value of 1 or 2 on a critical strike.  

Path feature

At 10th level, you may advance your Primal Archetype or choose an archetype if you have not already. You may instead choose to take, or advance the Primal Sorcery feature.
Primal Archetype Caster Class Overview  

Undying Rage

Starting at 11th level, your rage can keep you fighting despite receiving otherwise fatal wounds. While you are raging, and have grit points, you cannot be knocked unconscious as a result of taking damage, or die as a result of taking massive damage. When you take damage that would reduce you below 1 hit point, roll a DC 10 durability saving throw. On a fail your rage level is reduced by 2. This DC is increased by 1 for every 2 points below 0 hp you are at. When your rage ends, or your Grit points are reduced to 0 your wounds catch up with you. If you are still below 1 hp you fall unconscious, if you are negative by a value that exceeds your maximum hp you die.  

Ability Score Improvement

When you reach 12th level, you gain an additional ability score increase of your choice. As normal, you can't increase an ability score above your cap using this feature.
You may instead take a feat, or advance your Primal Sorcery feature if you wish.
 

Brutal Strikes

At 13th level, you can reroll damage dice that have a value of 1, 2 or 3 on critical strikes.  

Path feature

At 14th level, you may advance your Primal Archetype or choose an archetype if you have not already. You may instead choose to take, or advance the Primal Sorcery feature.
Primal Archetype Caster Class Overview  

Persistent Rage

Beginning at 15th level, your rage is so fierce that you begin your rage at your maximum rage level.  

Ability Score Improvement

When you reach 16th level, you gain an additional ability score increase of your choice. As normal, you can't increase an ability score above your cap using this feature.
You may instead take a feat, or advance your Primal Sorcery feature if you wish.
 

Brutal Strikes

At 17th level, you can reroll damage dice that have a value of 1, 2, 3, or 4 on critical strikes.  

Path Feature

At 18th level, you may advance your Primal Archetype or choose an archetype if you have not already. You may instead choose to take, or advance the Primal Sorcery feature.
Primal Archetype
Caster Classes Overview

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

Ability Score Improvement

When you reach 19th level, you gain an additional ability score increase of your choice. As normal, you can't increase an ability score above your cap using this feature.
You may instead take a feat, or advance your Primal Sorcery feature if you wish.
 

Rage Monster

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores also increases by 4.
 
 

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