Companion Characters (5e Other)/Human Warrior

From D&D Wiki

< Companion Characters (5e Other)
Revision as of 08:42, 26 May 2017 by Marasmusine (talk | contribs) (changing from crossbow to javelin so they don't have to relinquish the shield; correct hit points)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Human Warrior[edit]

Use a human warrior if the party is missing a front-line combatant. Warriors do their best to protect the other party members from harm, and to pick them up when they fall.

Class Features

Hit Dice: 1d10 per Human Warrior level

Saving Throws: Constitution
Skills: Athletics

A companion character has the following equipment, and is proficient with the same.

  • A morningstar and a shield
  • javelins
  • Chain mail armor (1st to 3rd level); splint armor (4th to 8th level); or plate armor (9th level or higher)

Table: The Human Warrior

Level Proficiency
Bonus
Hit Points Features
1st +2 12 Strength 16, Dexterity 13, Constitution 15, Wisdom 14, Intelligence 11, Charisma 9
Melee or Ranged Attack +5; Hit 7 (1d8 + 3) piercing damage (melee) or 6 (1d6 + 3) piercing damage (ranged)
Human Traits
2nd +2 19 Defense Style
3rd +2 26 Engaging Strike
4th +2 34 Strength 17, Dexterity 13, Constitution 16, Wisdom 14, Intelligence 11, Charisma 9
Melee or Ranged Attack +5; Hit 7 (1d8 + 3) piercing damage (melee) or 6 (1d6 + 3) piercing damage (ranged)
5th +3 42 Extra Attack
6th +3 50 Strength 17, Dexterity 14, Constitution 16, Wisdom 15, Intelligence 11, Charisma 9
Melee or Ranged Attack +5; Hit 7 (1d8 + 3) piercing damage (melee) or 6 (1d6 + 3) piercing damage( ranged)
7th +3 58 Weapon Focus
8th +3 66 Strength 18, Dexterity 14, Constitution 17, Wisdom 15, Intelligence 11, Charisma 9
Melee or Ranged Attack +8; Hit 8 (1d8 + 4) piercing damage (melee) or 7 (1d6 + 4) piercing damage (ranged)
9th +4 74 Warrior's Resolve (5)
10th +4 82 Strength 18, Dexterity 15, Constitution 17, Wisdom 16, Intelligence 11, Charisma 9
Melee or Ranged Attack +8; Hit 8 (1d8 + 4) piercing damage (melee) or 7 (1d6 + 4) piercing damage (ranged)
11th +4 90 Extra Attack (2)
12th +4 99 Strength 19, Dexterity 15, Constitution 18, Wisdom 16, Intelligence 11, Charisma 9
Melee or Ranged Attack +9; Hit 8 (1d8 + 4) piercing damage (melee) or 7 (1d6 + 4) piercing damage (ranged)
13th +5 108 Stabilization Expertise
14th +5 117 Strength 19, Dexterity 16, Constitution 18, Wisdom 17, Intelligence 11, Charisma 9
Melee or Ranged Attack +9; Hit 8 (1d8 + 4) piercing damage (melee) or 7 (1d6 + 4) piercing damage (ranged)
15th +5 126 Warrior's Resolve (10)
16th +5 135 Strength 20, Dexterity 16, Constitution 19, Wisdom 17, Intelligence 11, Charisma 9
Melee or Ranged Attack +11; Hit 9 (1d8 + 5) piercing damage (melee) or 8 (1d6 + 5) piercing damage (ranged)
17th +6 144 Blocking Style
18th +6 153 Warrior's Resolve (15)
19th +6 163 Strength 20, Dexterity 16, Constitution 20, Wisdom 17, Intelligence 11, Charisma 9
Melee or Ranged Attack +12; Hit 9 (1d8 + 5) piercing damage (melee) or 8 (1d6 + 5) piercing damage (ranged)
20th +6 173 Extra Attack (3)

Human Traits[edit]

The human warrior can speak, read, and write Common, and one extra language known already by one of the PCs.

Their base walking speed is 30 feet.

Defense Style[edit]

At 2nd level, the warrior gains a +1 bonus to AC while they are wearing armor.

Engaging Strike[edit]

At 3rd level, when the warrior hits a creature with a weapon attack, they can use their bonus action to engage the target. An engaged target has disadvantage to attack any creature other than the warrior on its next attack roll made before the start of the warrior's next turn.

Extra Attack[edit]

Beginning at 5th level, the warrior can attack twice, instead of once, when they take the Attack action on their turn.

The number of attack increases to three when they reach 11th level in this class and to four when they reach 20th level in this class.

Weapon Focus[edit]

From 7th level onwards, the warrior has a +1 bonus to weapon attack rolls.

Warrior's Resolve[edit]

Starting at 9th level, each time the warrior fails a saving throw, they gain 5 temporary hit points. This improves to 10 temporary hit points at 15th level, and 15 temporary hit points at 18th level.

Stabilization Expertise[edit]

At 13th level, when the warrior makes a Wisdom (Medicine) check to stabilize the dying, they are considered proficient in the Medicine skill, and adds double their proficiency bonus to the check (instead of their normal proficiency bonus).

In addition, when the warrior makes a death saving throw and rolls an 18, 19 or 20 on the d20, they regain 1 hit point.

Blocking Style[edit]

From 17th level onwards, friendly creatures gain a +1 bonus to AC while they are within 5 feet of the warrior, if the warrior is not incapacitated and the warrior's speed is greater than 0 ft. The warrior must be holding a shield for a creature to gain this benefit.

Home of user-generated,
homebrew pages!


Advertisements: