Warrior Features

Overview outline: each feature should either tie into the adrenaline feature, or give the character something it is missing to fit the desired theme of the class.   Adrenaline features should include:
  • Some sort of Adrenaline increase or decrease mechanic
  • Effects that are applied during Adrenaline surge
  • A new tool the character can use actively

Surging Fortitude/Body Over Mind (Core)

Your adrenaline allows you to use your body to push through mental and physical challenges forced upon you by enemies.
  prerequisites:   New Adrenaline Triggers: When you are forced to make a saving throw you may increase your adrenaline die value by your DUR mod.   While in an Adrenaline Surge you gain the following:
  • +1 to might saving throws for each level of surge.
  • non-armor Protection equal to your DUR mod +1 for each level of surge
  Any time you are forced to make a reflex, or will saving throw you may use your reaction to make a might saving throw instead. If you do, your adrenaline die value is reduced by the saving throw value (number you rolled plus modifiers) on a failure, half that on a success.
 

Surging Criticals


  prerequisites:
  Any time you critically succeed on an attack, saving throw, or skill check you may increase your adrenialine die value by your base proficiency bonus.
  While in an adrenaline surge you gain the following:
  • +1 to crit range for each level of surge.
  • Reroll 1s on damage dice for critical hits.
{When you critically strike your damage dice "explode" a up to a number of times equal to your current surge level.} {When this occurs your adrenaline die value decreases by 1 for each additional die rolled.}

Surging Engagements

You are able to use the effects your adrenaline has on your body and mind to effectively engage multiple targets at once.

prerequisites:

While surging you are able to engage more targets at once. For every 2 surge levels you may have one additional target engaged to you (minimum of 1).

Brutal attacks


  prerequisites:
  Any time you take the attack action while Surging, you may choose to make the attacks brutal strikes. If you do you must reset your adrenaline die value and drop one surge level. choose from the following effects for the attacks:
  • Reduce the crit range of the attack to 0 and add twice the amount reduced to the attack roll instead(this attack can not crit)
  • Reduce the attack roll modifier to 0, for every 5 reduced this way you gain true advantage for the attack roll.
Due to the reckless and aggressive nature of this attack it deals extra damage equal to your STR mod and you may reroll results of 1 on damage dice. You may not use your reaction until the start of your next turn.

Combat Surge????

You become adept at keeping your adrenaline surges going during combat.   prerequisites:
  Once per turn, at the start or end of your turn if there is an enemy within 50ft of you, your adrenaline die value increases by 1.

Berserker

You are fueled by the thrill of death, both of your enemy's and your own.
  prerequisites: Warrior Prestige
  While bloodied any adrenaline die increases you would gain are doubled, but your surge level drops by 1 at the end of each of your turns.   While in an adrenaline surge you gain the following:
  • You may add a bonus to the damage of your attacks by an amount equal to your missing health

 

Accelerated Adrenaline

Your adrenaline ramps up quickly, letting you reach more potent surges at a faster rate.

prerequisites: Level 3 warrior

Your adrenaline die decreases by 1 step. The steps are as follows. D20-D12-D10-D8-D6.
  You may take this feature multiple times.

Strong Arm (Minor)


  prerequisites: 15 strength
  When you use a weapon that does not have the bulk property, it is considered a light weapon for you. In addition when wielding {a versatile weapon you may always use the two handed damage dice.}
   

Fury

Your adrenaline is now linked to an inner rage that is difficult to control. Your surges are always right on the edge of happening, it takes more effort to hold back a surge than it takes to start one.
  prerequisites: Warrior Prestige, not goliath race
  Your adrenaline die is now also your fury die, adrenaline surges are now also surges of rage. Beginning a surge is now an instant action (1 AP) instead of a half action. Your surges can now be triggered on their own unless you use a reaction and succeed on a concentration check to prevent them. Once you begin a surge, you cannot willingly end it. Any modifiers or abilities you gain from surging have their effects doubled.
 

Feral Rage

When badly damaged your rage becomes uncontrollable and your survival instinct causes you to wildly attack everything around you to live.

prerequisites: Fury Feature.

While surging if your health is critical, or you gain the terrified condition you become feral. While feral any modifiers and abilities you gain from surging are doubled, and you are unable to tell friend from foe. You must move towards and attack the closest creature, or threatening object to you, moving towards it if necessary (creatures in range take priority). You can ignore this compelled attack if you succeed on a {Will} save against {your surge level multiplied by the number of creatures and threatening objects you can perceive}.
 

Bully

You know how to throw your physical power around and make combat around you exceptionally difficult. Your aggression and physicality wear down those around you even when your attacks aren't landing.
prerequisites: 13 strength

Movement within your melee threat range is considered difficult terrain for your opponents. When an opposing creature ends its turn within your melee threat range you may increase your adrenaline die by 1. At the start of your turn, and any time you make a STR based attack, all opposing creatures within your threat range have their grit reduced by your STR mod.

Menace

Your physical prescence and aggressive combat style goes beyond being physically draining for your opponents.   prerequisites: Bully Feature   At the start of your turn you may {increase your martial readiness} by an amount equal to the number of creatures frightened of you. When a creature enters your melee threat range you may use a reaction to force it to make a {DC__(key attribute) Will saving throw} or be frightened of you.    

{Raging Hulk}

Your surges are always right on the edge of occuring, it takes more effort to hold back a surge than it takes to start one.

prerequisites: Fury Feature.

 

{Juggernaut}


  prerequisites: Warrior Prestige
  {Look at tortle features for inspiration here. Tie into heavy armor somehow.}Your base movement speed is reduced by 5, but the bonus you get for sprinting is doubled. While in an adrenaline surge, you gain 5 base movement speed per level of surge, and . When it is reduced, the reduction cannot exceed the bonus you currently have from your surge. Any time you are dashing or sprinting while surging you are considered one size larger, and if you move enough to enter an enemy's space, you may make a special attack. This attack adds +1 to the roll for every size larger you are than the target, for every {X} points of heavy you are carrying, and for every 5 feet you have moved in a straight line prior to contacting the enemy. This attack requires you to spend the movement as if you would enter the enemy's space, but does not allow you to actually enter it unless you are able to otherwise. (this attack is modified by distance traveled not the amount of movement spent, so movement modifiers such as difficult terrain do not apply to the attack even though they consume movement.   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 Constitution 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 Constitution 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.   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.   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.   Brutal Strikes Beginning at 9th level, you can reroll damage dice that have a value of 1 or 2 on a critical strike.   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 Constitution 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.   Brutal Strikes At 13th level, you can reroll damage dice that have a value of 1, 2 or 3 on critical strikes.   Persistent Rage Beginning at 15th level, your rage is so fierce that you begin your rage at your maximum rage level.   Brutal Strikes At 17th level, you can reroll damage dice that have a value of 1, 2, 3, or 4 on critical strikes.   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.   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.