Critical Warrior (5e Class)
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Critical Warrior
Success and Failure are 2 sides of the same coin. One can not exist without the other. The Critical Warrior can control these forces to their advantage.
Becoming a Critical Warrior
The origin of Critical Warriors are mysterious. Maybe you worship a god of luck and were blessed with your abilities, or stole your powers from some mysterious creature of Success and Failure.
- Quick Build
You can make a Critical Warrior quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Folk Hero background. Third, choose a shield and longsword.
Class Features
As a Critical Warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Critical Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Critical Warrior level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution and Wisdom
Skills: Choose 2 from, Athletics, Arcana, Intimidation, Acrobatics, Persuasion, Performance, History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 martial weapon and a shield or (b) 2 martial weapons
- (a) Leather Armor and a longbow with 20 arrows or (b) Scale mail
- (a) 2 hand axes or (b) 1 simple weapon
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have 10*3d4 in funds.
Level | Proficiency Bonus |
Features | Max Crit Points | Spells Known | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||||
1st | +2 | Critical Storage | 1 | -- | — | — | — | — |
2nd | +2 | Critical Method Feature | 1 | 2 | — | — | — | — |
3rd | +2 | Critical Guard, Spellcasting | 2 | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — |
5th | +3 | Extra Attack | 2 | 4 | 3 | — | — | — |
6th | +3 | Critical Method Feature | 3 | 4 | 3 | — | — | — |
7th | +3 | Tip the Scales | 3 | 5 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 2 | — | — |
9th | +4 | — | 3 | 6 | 4 | 2 | — | — |
10th | +4 | Critical Method Feature | 4 | 6 | 4 | 3 | — | — |
11th | +4 | Tip the Scales (2) | 4 | 7 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — |
13th | +5 | — | 4 | 8 | 4 | 3 | 2 | — |
14th | +5 | Critical Method Feature | 4 | 8 | 4 | 3 | 2 | — |
15th | +5 | Extra Attack (2) | 5 | 9 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | — |
17th | +6 | — | 5 | 10 | 4 | 3 | 3 | — |
18th | +6 | Critical Method Feature | 5 | 10 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 5 | 11 | 4 | 3 | 3 | 1 |
20th | +6 | Tip the Scales (3) | 6 | 11 | 4 | 3 | 3 | 1 |
Critical Storage
Beginning at 1st level, you gave the power to "store" luck, saving it for use in more dire situations. Anytime you roll a 20 on an attack roll, ability check, or saving throw, you can choose to treat the roll as a 10 and gain one Crit Point. Once you have this Crit Point, you can expend it any time you miss on an attack roll (but not critically miss) or fail an ability check or saving throw to instead treat the roll as a 10, potentially causing the attack to hit or causing you to succeed on that ability check or saving throw. The Critical Warrior table shows the maximum number of Crit Points you can have. If you finish a long rest with no Crit Points, you gain one Crit Point.
Critical Method
When you reach 2nd level, you direct your powers toward a single purpose. Choose between the Method of Defense, the Method of Offence, or Method of Failure, all detailed at the end of the class description. Your method grants you features at 2nd level and again at 6th, 11th, and 17th level.
Critical Guard
At level 3, you can extend your control over fortune to those who would harm you. If a creature critically hits against you, you can use your reaction to turn the critical hit into a normal hit. Once you use this feature, you can't use it again until you finish a short or long rest. You can expend one Crit Point to use it before then.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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
At level 5, when you take the attack action, you attack twice, instead of once. The number of attacks increases to three when you reach 15th level in this class.
Tip the Scales
Starting at 7th level, you can slightly bend fate with little effort. Whenever you make an attack roll, ability check, or saving throw, or when a hostile creature you can see within 60 feet of you makes an attack roll against you, you can change the roll of the die by 1 in either direction. You can use this feature after the die is rolled but before knowing the result. You can only use this feature once on each roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. The number of times you can use this feature on a single roll increases to two at 11th level, and to three at 20th level.
Critical Methods
Method of Critical Defense
Your powers over fate make you hard to kill.
Defensive Power
When you choose this method at level 2, you gain one Critical Defenses of your choice, the options for which are detailed under "Critical Defenses" below. These defenses augment you ability to protect yourself, even when your luck seems to have run out. You gain an additional Critical Defense at 6th, 10th, 14th, and 18th level. You can't take a Critical Defense option more than once.
Bonus Proficiencies
Also when you choose this method at 2nd level, you gain proficiency with heavy armor and shields.
Absorb Misfortune
Starting at 2nd level, you can turn other's misfortune into your own good luck. Whenever a creature rolls a 1 on an attack roll against you, you can use your reaction to treat the roll as a 10 and gain one Crit Point, potentially causing the attack to hit instead.
Critical Ward
At level 6, you can expend a Crit Point whenever you use your Critical Guard feature to cause the attack to miss instead. Once you use this feature, you can't do so again until you finish a short or long rest.
Aura of Luck
Beginning at 10th level, you can extend the reach of your abilities to nearby allies. You can use your Critical Warrior class features on willing creatures within 15 feet of you, provided you can see them.
Critical Curse
Starting at 18th level, the forces you command to protect yourself and your allies have a greater effect on the foes you face. Each time you expend a Crit Point, you may choose one creature that you can see within 60 feet of you. The next time that creature makes an attack roll, ability check, or saving throw, it rolls with disadvantage.
Critical Defenses
The defenses are listed in alphabetical order.
Armored Resistance. When you are hit by an attack from a creature you can see within 60 feet of you while wearing heavy armor, you can expend a Crit Point to cause the attack to use the minimum number possible for each die.
Chances Recovery. If you were to gain one or more death saving throw failures, you can expend a Crit Point to cancel that failure and gain advantage on the next death saving throw you make.
Critical Block. When a creature you can see within 60 feet of you scores a critical hit against you while you are wearing a shield, you can use your reaction to turn the attack into a normal hit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Critical Protection. As an action during your turn, you can expend a Crit Point to grant yourself an AC of 30 until the end of your next turn.
Fate's Endurance. Whenever you would regain hit points, you can expend a Crit Point regain the maximum amount possible for each die.
Non-Critical Immunity. When a creature you can see within 60 feet of you makes an attack roll against you, you can expend a Crit Point to gain immunity to damage from that attack unless it is a critical hit. You can choose to use this feature after the die is rolled but before you know the outcome. If the attack is a critical hit, you instead have vulnerability to damage from that attack.
Saving Throw Protection. If you would make a saving throw against an affect caused by a source you can see within 60 feet of you, you can use your reaction and expend one Crit Point to gain advantage on that saving throw. If you would take any damage on a successful save, you instead take no damage.
Swift Protection. If a creature you can see within 60 feet of you makes an attack roll against and you aren't wearing heavy armor you can use your reaction to impose disadvantage on that attack roll. You can use this feature a number of time equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Method of Critical Offense
Your powers over fate make it hard for others to withstand your attacks.
Offensive Power
When you choose this method at level 2, you gain one Critical Offense of your choice, the options for which are detailed under "Critical Offenses" below. These offenses augment you ability to defeat your foes, even when your luck seems to have run out. You gain an additional Critical Offense at 6th, 10th, 14th, and 18th level. You can't take a Critical Offense option more than once.
Bonus Proficiency
Also when you choose this method at 2nd level, you gain proficiency in either Acrobatics or Athletics.
Redirect Misfortune
Starting at 2nd level, you can use your foes' misfortunes against them, directly affecting their destiny. Whenever a creature that you can see within 60 feet of you rolls a 1 on an attack roll against you, you can use your reaction and expend a Crit Point to force that creature to remake the attack roll against another creature within the attacking creature's reach if it was a melee attack, or against another creature within the weapon's range in a line originating from the attacking creature and passing through you if it was a ranged attack. This is in addition to any other ill effects the DM may penalize the creature with.
Critical Boost
Beginning at 6th level, your attacks score a critical hit on a roll of 19 or 20. In addition, you can use your Critical Storage feature when you roll a 19 or 20.
Aura of Misfortune
Starting at 10th level, your ability to warp the good fates of others into bad destinies grows into an aura. If a creature that you can see within 15 feet of you makes an attack roll with disadvantage, it rolls three dice instead of two and chooses the lowest result.
Critical Maladies
At 18th level, you have mastered the art of changing fate to the detriment of others. Whenever you expend a Crit Point, choose one creature that you can see within 60 feet of you. The next attack roll you make against that creature has advantage or the next saving throw that creature makes against a source you control has disadvantage. This effect lasts for one minute.
Critical Offenses
The offenses are listed in alphabetical order.
Armor Bypass. When you make an attack roll against a creature you can see within 60 feet of you, you can ignore any nonmagical improvements to that creature's AC from any armor it is wearing. The creature can still benefit from a shield. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Brutal Critical. When you score a critical hit, you roll an additional damage die and add it to the total result.
Critical Damage. When you roll for damage against a creature you can see within 60 feet of you, you may expend a Crit Point to forgo rolling a number of the damage dice up to your proficiency bonus. Use the highest number possible for each of the dice you chose and roll the rest.
Critical Flurry. When you take the Attack action, you may expend a Crit Point to make one additional attack as a part of that action. That attack has advantage.
Critmaster. When you hit with an attack against a creature you can see within 60 feet of you, you may expend a Crit Point to turn the attack into a critical hit.
Determined Doom. If you miss with an attack against a creature you can see within 60 feet of you, you can choose to hit instead. Once you use this feature, you can't do so again until you complete a long rest.
Saveless Throw. When a creature you can see within 60 feet of you makes a saving throw against a source you control, you can expend a Crit Point to give the creature disadvantage on its save. If it still succeeds, it takes half the damage it avoided.
Unavoidable Failure. When a hostile creature you can see within 60 feet of you starts it's turn, you can use your reaction and expend two Crit Points to cause the first die roll that creature makes that turn to roll minimum. The creature can change any previously determined courses of action to accommodate for this bane. If that creature ends its turn without making a die roll, you regain one Crit Point.
Method of Critical Failure
You've decided you want to watch the world burn, and so your powers over fate focus on making everyone else never succeed.
Failure Power
Starting when you choose this method at 2nd level,
Bonus Proficiency(ies)
Proficiency(ies)
2nd-Level Feature
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6th-Level Feature
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10th-Level Feature
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14th-Level Feature
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18th-Level Feature
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Critical Failures
The failures are listed in alphabetical order.
Failure_1 Info
Failure_2 Info
Failure_3 Info
Failure_4 Info
Failure_5 Info
Failure_6 Info
Failure_7 Info
Failure_8 Info
Critical Warrior Spell List
You know a number of spells from the Critical Warrior spell list equal to your Critical Warrior level. Each time you gain a level in this class, you can also replace one of the spells you know with a different spell. You can only learn spells of a level for which you have spell slots. Your spellcasting ability modifier is Wisdom. Your spell save DC is 8 + your Wisdom modifier + your proficiency bonus, and your spell attack bonus is your Wisdom modifier + your proficiency bonus. You regain all expended spell slots when you finish a long rest.
- 1st Level
Bane, Bless, Compelled Duel, Comprehend Languages, Divine Favor, Ensnaring Strike, Feather Fall, Heroism, Jump, Longstrider, Shield, Thunderous Smite, Wrathful Smite
- 2nd Level
Blur, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Flame Blade, Invisibility, Magic Weapon, See Invisibility,
- 3rd Level
Blinding Smite, Elemental Weapon, Feign Death, Fly, Haste, Lightning Arrow, Meld into Stone, Tongues
- 4th Level
Fire Shield, Freedom of Movement, Greater Invisibility, Staggering Smite, Stoneskin
Multiclassing
Prerequisites. To qualify for multiclassing into the Critical Warrior class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Critical Warrior class, you gain the following proficiencies: Light Armor, Simple Weapons, Shortsword, Scimitar
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