Adventure Warrior (5e Class)

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The Adventure Begins[edit]

Born in a small village in Oaklore, you were fed stories about great adventurers of many kinds. Many fighting great beasts, defeating evil monarchs, and basking in the light of victory. This inspired you to follow in their footsteps and step out into the world to make your own story.

But you are not nearly as refined as the heroes you read about, basically fumbling your way into adventure day after day, while constantly tantalized by the promises of treasure and fame. What adventurer will you become? What path will you follow? Which side will you fight for? Only time will tell.

Creating an Adventure Warrior[edit]

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Quick Build

Quick Build[edit]

You can make an Adventure Warrior quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength. Third, choose Charisma.

Class Features

As a Adventure Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: All Armor, Shields
Weapons: All Melee Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Athletics, Persuasion, Intimidation, Performance, Insight, Acrobatics, Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) scale mail or (c) hide Leather
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) ranged martial weapon and 20 bolts or (b) ranged martial weapon and 20 arrows
  • (a) Diplomat's Pack or (b) Explorer's Pack or (c) dungeoneer's pack

Table: The Adventure Warrior

Level Proficiency
Bonus
Features Adventure Dice
1st +2 Decisive strike, Fighting style, Adventure Dice D1
2nd +2 Imbalancing strike, Prepared Strike D1
3rd +2 Adventure Archetype D2
4th +2 Ability Score Improvement D2
5th +3 On Guard D3
6th +3 Extra Attack D3
7th +3 Adventure Warrior Feature D4
8th +3 Ability Score Improvement D4
9th +4 Indomitable D5
10th +4 Adventure Warrior Feature D5
11th +4 Extra Attack D6
12th +4 Ability Score Improvement D6
13th +5 Indomitable D7
14th +5 Expertise D7
15th +5 Adventure Warrior Feature D8
16th +5 Ability Score Improvement D8
17th +6 Indomitable,Prepared Strike D9
18th +6 Adventure Warrior Feature D9
19th +6 Ability Score Improvement D10
20th +6 Extra Attack D10

Decisive Strike[edit]

Starting at the 1st level. Your timing is impeccable. You can strike when the enemy is most vulnerable, accurately dismantling the enemy's defense.

Upon attacking an enemy, if the attack lands, you may expend an Adventure Dice, decrease their AC by 1 until next turn, and the next attack rolled against them is made at advantage.

Fighting Style[edit]

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.

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.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Adventure Dice[edit]

Adventure Dice is the core backbone of the class. Expending these dice allows you to use additional features which amp your overall efficiency in battle. But these are limited, so be very cautious about how they're used in battle. During the initiative phase, roll a 1d4 and gain temporary AD, based on what you score, then add that number to your initiative bonus. (This does not expend them.)

after the battle ends, lose the remaining Temporary Adventure Dice.

You can only use Temporary AD if you have remaining AD available; you may recover AD after a short or long rest.

Imbalancing Strike[edit]

At the 2nd level, you have gained the insight of a true Warrior Capable of seeing through the phony facades of the enemy and recognizing weak stances.

by expending an Adventure Dice, you may hit an enemy for a violent 2d8 damage. After being hit, they must roll a Constitution saving throw or be knocked prone until their next turn.

Prepared Strike[edit]

Starting at the 2nd level, you've gained the self-confidence and trust in your skills to plan ahead in battle, You may expend a die and prepare an attack for the next turn. allowing you to deliver an Imbalancing strike (Or AD archetype feature replacement), or a Decisive strike (Or AD archetype Replacement) without using one of your main attack turns. If triggered this way the cost of the original attack isn't spent.

On Guard[edit]

At the 5th level, you have gained keen insight and can react accordingly. Once per long rest, you may use a reaction. When attacked by an enemy, you may raise your AC by your AC Proficiency bonus, and until your next turn, you cannot move, dodge, or avoid attacks, unless you expend an Adventure die. In this case, if a move like Fiery Breath or Ice Storm is used. you cannot reply to the saving throw required, making it an instant fail, unless you expend an Adventure Die.

This only applies to AoE saving throws and mental or other magical effects that single target, which don't require a movement action, and can be reacted to normally.

Ability Score Improvement[edit]

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.

Indomitable[edit]

Beginning at the 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.



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Multiclassing[edit]

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