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Warrior

"I don't believe a champion is the biggest, baddest, meanest dude in the world. I think the champion is like a warrior; it's like the head knight or lead samurai: humble men of integrity, respect, and honor that treat people kindly." - Unknown   The most common battle classes of all. A warrior, a fighter with a weapon who knows what he's doing.

Career

Qualifications

Warriors might just be the most accessible of all the battle classes. However it might seem like as long as you are good with a weapon you might start calling yourself one. 
But in reality true warriors dedicate themselves to their art. Countless hours of training both with weapons and basic physical wxercises. Days, weeks, months studying techniques and sparring with other warriors.
All in all, what's needed to become a warrior is the perseverance and the strength of will to endure the training.    Many warriors have trained in Warrior Training Center

Career Progression

Warrior is the most basic concept of this battle class. As the warriors get stronger and their techniques diverge they specialize in different subclasses like: Samurai, Knight, Bladedancer, Dark Knight or Weapon Master.

Payment & Reimbursement

Warriors are hired for a wide veriety of jobs. But most of them require from them the same thing: being able to fight.   The salary of the warrior will differ depending on the task. The most common jobs for them are: Sellswords/Mercenaries, Bodyguards, Guards, Soldiers, Instructors, Bounty Hunters and Adventurers.

Other Benefits

Many warriors say that the biggest benefit of being one is the personal growth and fulfillment along with being in tiptop shape.    Some stronger warriors like knights and samourai also tend to gain reckognition and fame. Some others are in it for camaraderie and brotherhood.

Perception

Social Status

The social status of warriors range from cheep sellswords to well respected and revered knights that no one would dare to challenge. As such they are all over the place.

Demographics

Warriors are probably the most widespread profession of all and are found everywhere in some manner and form.

History

The history of warriors spans thousands of years and is deeply intertwined with the evolution of societies, cultures, and warfare techniques.

Operations

Tools

Warriors wouldn't be warriors without their armor and weapons, and sometimes shield. But most warriors also carry other tools that might be useful, like: tents, basic medical supplies, a map, a torch, an axe and a knife and other tools that might come in handy in various situations.

Workplace

Although the warrior's workplace may warry from one job to another what stays consistent (if the warrior has a place to stay and isn't traveling around) is the presence of weapon and armor racks as well as equipment to keep their weapons, armor and themselves in shape.

Provided Services

The main services provided by warriors are: Protection, Law enforcement, Conflict resolution, Training and leadership among others

Dangers & Hazards

As any combat related job there is a high chance of death or serious injuries. A warrior who has permanently lost his leg is most likely going to stay jobless.

D&D details

  Warriors share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.  
Level Proficiency Bonus Cantrips Known Features
1st +2 1 Fighting Style, Second Wind, Warrior magic
2nd +2 1 Action Surge (x1)
3rd +2 1 Martial Archetype
4th +2 1 Ability Score Improvement, Martial Versatility
5th +3 1 Extra Attack (x1)
6th +3 1 Ability Score Improvement, Martial Versatility
7th +3 1 Martial Archetype feature
8th +3 2 Ability Score Improvement, Martial Versatility
9th +4 2 Indomitable (x1)
10th +4 2 Martial Archetype feature
11th +4 2 Extra Attack (x2)
12th +4 2 Ability score improvement, Martial Versatility
13th +5 2 Indomitable (x2)
14th +5 3 Ability Score Improvement, Martial Versatility
15th +5 3 Martial Archetype feature
16th +5 3 Ability score improvement, Martial Versatility
17th +6 3 Action Surge (x2), Indomitable (x3)
18th +6 3 Martial Archetype feature
19th +6 4 Ability score improvement, Martial Versatility
20th +6 4 Extra Attack (x3)

Class Features

As a warrior, you gain the following class features.  

Hit Points

Hit Dice: 1d10 per warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st  

Proficiencies

Armor: All armor, shields
Weapons: All Melee Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Medicine and Survival  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) ring mail (c) Scale mail (or any other below it)
  • (a) a melee weapon and a shield or (b) two melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) Healer's Kit (b) a map (c) a hand axe and a knife
   

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee 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 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 roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You learn one Maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.]
  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
 

Second Wind

You have a limited well of magic 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.  

Warrior magic

Beginning at 1st level, you have adapted you magic to help you in your fights and missions. You gain one cantrip from the Warrior Spell List at first level and additional ones at 8th, 14th, and 19th levels.
Strength is your spellcasting ability for your warrior spells. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a warrior spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength modifier   Spell attack modifier = your proficiency bonus + your Strength modifier  

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Archetype
  • Battle Master
  • Bladedancer
  • Dark Knight
  • Knight
  • Samurai
  • Weapon Master
 

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice: Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.  

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.  

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 so, 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.
Alternative Names
FIghters, Champions, Swordsmen...
Demand
The demand for warriors is high as there are many who need protection or simply force.
Famous in the Field

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