Artonian Warrior (5e Class)
Artonian Warrior[edit]
This is a world of magic, gods and dangers...and fights. There are always a goblinoid attack, a wandering monster, bands of bandits or the threat of war in some place. Against them, warriors are indispensable.
The soldier armed with sword and shield, fighting side by side with his brothers. The knight in shining armor, riding his imposing horse and wielding his lance. The mercenary, dressed in mismatched pieces of armor, taken from fallen enemies. The brave peasant who protects his village, wielding nothing more than an axe. The gladiator, who shows off in the arena, brandishing a trident and a net. The fearless general who, while in the battlefield, traces strategies and lead his man to victory. The fast and precise archer. All of them are warriors, the supreme masters of armed combat.
At first sight, the warrior can be the simplest and commonest of the heroes. Any child can brandish a weapon, and any ruler has dozens of armed soldiers at its service. But the true warrior is someone with skills that go way beyond the simple militia guard, who patrols the castle walls.
The warrior is the master of the combat techniques, the master of weapons and armor. Unlike the savage barbarian and the rustic ranger, the warrior is a sophisticated fighter, able to master several strikes and styles. They can be versatile, with a weapon or tactic for every situation - or be intensely devoted to a single armament, becoming unequal in its handling.
The warrior has many fighting styles to choose. He can wield shields and swords, halberds and axes, scythes and even more exotic options. He can wield two weapons at the same time, thrown daggers in fast succession, and fire arrows and bolts. Each warrior is unique, and their combat techniques are their greatest trump. Thus, is foolish to think in the warrior as simpleton or ignorant - each one of them hides a life of dedication to martial techniques and the skill that come from it.
Creating a Warrior[edit]
Someone trained to fight will go on adventures sooner or later, since then they will be able to employ its martial knowledge. Many warriors are sent by lords in missions, or must defend their realm or village from enemies. Many others are mercenaries, seeking fame and fortune. Some risk their lives in search of reputation, and to ensure that their names will be sung by bards around the world. And, for many born in poverty, a life of adventures as a warrior is the only option to rise up.
Although they trust less in gods and on steel, warriors will worship any god, accordingly with their race and past. There are no shortage of combative gods in the Pantheon: Azghuer, Khalmyr, Lin-Wu, Tauron, Thyatis, Valkaria and specially Keen, the War God. Curiously, many warriors worship Lena - since after many years of battles and blood, they soon enough learn the value of life and cure.
Class Features
As a artonian warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per artonian warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per artonian warrior level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Technique |
2nd | +2 | Fighting Technique |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Fighting Technique |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Fighting Technique |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Fighting Technique |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Fighting Technique |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Fighting Technique[edit]
Starting at 1st level, you learn fighting talents, that specialize your style of combat in a certain way. You gain a style at 1st level, and another at 2nd, 6th, 10th, 14th and 18th levels.
If a style has a level prerequisite, you must have that level before choosing the style.
Special Attack (Optional Class Feature, Replaces Fighting Technique)[edit]
Starting at 1st level, you can replace your fighting technique for the Special Attack, Warrior Powers and Tough features.
You gain the ability to perform special combat attack. You fuel these attacks by spending Technique Points. You start with 1 technique point, and gain more as you gain levels in this class. You regain your spent technique points when you finish a short or long rest.
Whenever you make an attack, you can spend 1 technique point to add a bonus equal to +5 to the attack or damage.
Starting at 5th level, you can spend 2 technique points to increase the bonus to +10 (or +5 to attack and damage). At 11th level, you can spend 3 points to increase the bonus to +15 (or +10 to attack and +5 to damage, and vice versa). And finally, at 17th level, you can spend 4 points to increase the bonus to +20 (or +10 to attack and damage).
Warrior Powers (Optional Class Feature, Replaces Fighting Technique)[edit]
Starting at 2nd level, you gain a few warrior powers, as shown on the Warrior Powers column on the Artonian Warrior table.
Extra Attack[edit]
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.
Fighting Styles[edit]
- Improved Critical
prerequisite: weapon focus, 10th level
Choose a weapon. You are able to unleash deadly strikes with the chosen weapon. You score a critical hit with a 19 or 20 using the chosen weapon.
- Weapon Finesse
prerequisite: Dexterity 13 or higher
You are specially agile with light weapons that require more dexterity than brute force. When you use melee weapons that lack the heavy or two-handed properties, that weapon is considered to have the finesse property on your hands.
- Improved Grapple
prerequisite: Strength 13 or higher, improved unarmed combat
You can better grapple your opponents. You have advantage on Strength (Athletics) checks made to grapple or to avoid being grappled. In addition, when you grapple a creature, and whenever a creature end its turn grappled by you, that creature take bludgeoning damage equal to a roll of your unarmed strike damage die.
Finally, your unarmed strike damage die increases in one size (if it is a d4, it becomes a d6; if it is a d6, it becomes a d8; a d8 becomes a d10; a d10 becomes a d12).
- Grab Objects
prerequisite: Dexterity 15 or higher, improved unarmed combat, deflect objects
You can grab arrows, daggers and projectiles thrown or shot against you. When you use the Deflect Objects talents, you can grab the weapon, instead of only deflecting it. You can use your reaction to make an attack with a thrown weapon you have grabbed.
Finally, your unarmed strike damage die increases in one size (if it is a d4, it becomes a d6; if it is a d6, it becomes a d8; a d8 becomes a d10; a d10 becomes a d12).
- Parry
prerequisite: Dexterity 15 or higher, weapon finesse, combat specialization, 6th level or higher.
Once in each round, without using a reaction, you can attempt to parry an attack that would hit you. Make an attack roll. If the result of the attack is equal or higher than the attacker's, you cause the attack to miss.
You can only use this feature with melee weapons affected by weapon finesse, or with melee weapons with the finesse property.
- Harmless Appearance
prerequisite: Charisma 13 or higher
For some reason you don't look dangerous, making enemies hesitate in attacking you. Any intelligent creature (Intelligence score 3 or higher) to attack you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, that creature loses its action.
This benefit lasts until you make an attack, force another creature to make a saving throw, or force another creature that can see you to make a contested check.
- Stunning Attack
prerequisite: Wisdom 13 or higher, improved unarmed strike
You know how to strike vulnerable spots in your enemies. You must declare the use of this feature before making an unarmed strike. If you hit the attack, in addition to the normal effects, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is stunned until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.
Finally, your unarmed strike damage die increases in one size (if it is a d4, it becomes a d6; if it is a d6, it becomes a d8; a d8 becomes a d10; a d10 becomes a d12).
- Improved Shield Strike
You know how to strike with a shield without sacrificing your protection. Shields are considered martial melee weapons with the light property to you, and cause 1d6 damage on a hit.
- Improved Unarmed Combat
You know how to fight without weapons. Your unarmed strikes cause 1d4 damage, instead of the regular damage for unarmed strikes, and you can use either Dexterity or Strength for attacks and damage rolls.
In addition, when you take the Attack action and make a melee weapon attack on your turn, you can use your bonus action to make an unarmed strike.
- Double Strike
prerequisite: weapon focus with the chosen weapon, 6th level or higher
Choose a weapon. You can attack with impressive speed using the chosen weapon. When you make an attack with said weapon, you can make an additional attack as part of the same action. This additional attack has a -5 to hit.
- Moving Strike
prerequisite: Dexterity 13 or higher, dodge, mobility, 6th level or higher
You can make fast strikes while moving with great speed. You don't provoke opportunity attacks after moving away from the enemy reach after attacking that enemy.
- Spinning Strike
prerequisite: Dexterity 13 or higher, Intelligence 13 or higher, dodge, mobility, moving strike, combat specialization
You can attack each opponent around you while in melee. As an action, you can make a melee weapon attack against each hostile creature within 5 feet.
- Powerful Strike
prerequisite: Strength 13 or higher
You can sacrifice your precision to deliver a destructive strike. Declare the use of this feature before making the attack. When making a melee weapon attack, you can choose to not add your proficiency bonus. On a hit, you add twice the proficiency bonus to the damage.
- Precise Strike
prerequisite: Dexterity 15, weapon finesse, combat specialization, 14th level or higher
With light blades, you can strike with mortal precision. When using a melee weapon with the finesse property or a light melee weapon, you cause additional 1d6 damage.
- Sagacious Strike
prerequisite: Intelligence 13 or higher, weapon finesse, 11th level or higher
Your sword is agile and strike the right spots. When wielding a light or finesse melee weapon, you add your Intelligence modifier, in addition to the Dexterity, to your damage rolls.
- Improved Shove
prerequisite: Strength 13 or higher, powerful strike
You are not afraid of knocking your enemies down. When you use the Shove action, the target can't use Dexterity (Acrobatics) to resist. In addition, you have advantage on your Strength (Athletics) checks made to shove.
- Ambidexter Block
prerequisite: Dexterity 15, two-weapon combat
You are able to defend yourself wielding a pair of weapons. When wielding a pair of weapons, you gain a bonus of +1 to your AC.
- Thick Skinned
prerequisite: Constitution 13 or higher
Your skin is hardened and can endure wounds. Your AC equals 10 + your Dexterity modifier + your Constitution modifier while not wearing armor.
- Mounted Combat
prerequisite: proficiency in Animal Handling
You know how to fight while riding. Once per round, you can attempt to deflect an attack against your mount. Make a Wisdom (Animal Handling) check against the attack roll made against your mount. If the result is higher than the opponent's attack, the attack misses.
- Two-Weapon Combat
prerequisite: Dexterity 15 or higher
You are trained in the use of a weapon in each hand. When wielding a one handed weapon in one hand an a light weapon on another, or two light weapons, you can make one attack with each as part of the Attack action. You have a -5 in both attacks.
If you can make more than one attack as part of the attack action, you can use two-weapon combat for each.
- Improved Two-Weapon Combat
prerequisite: Dexterity 17, two-weapon combat, 6th level or higher
- Superior Two-Weapon Combat
prerequisite: Dexterity 19, two-weapon combat, improved two-weapon combat, 10th level or higher
- Improved Trample
- Improved Disarm
- Deflect Objects
prerequisite: Dexterity 13 or higher, improved unarmed combat
You can deflect arrows, daggers and other projectiles thrown or shot against you. Make a Dexterity saving throw against the result of the attack. If the save is equal or superior to the result of the attack, you deflect the attack.
You can only use this feature if you have a free hand. You can't deflect Large projectiles, such as a catapult rock, or those created by magic.
Finally, your unarmed strike damage die increases in one size (if it is a d4, it becomes a d6; if it is a d6, it becomes a d8; a d8 becomes a d10; a d10 becomes a d12).
- Hard to Kill
You can endure wounds that would make others fall. When you take damage that reduces you to 0 hit points, you can ignore that damage.
Once you use this feature, you can't do it again until you finish a long rest.
- Powerful Grip
prerequisite: Strength 17 or higher
You can wield big weapons. Exaggeratedly big. You ignore the heavy property of weapons. In addition, you can wield weapons made for Large creatures.
- Weapon Specialization
prerequisite: weapon focus, 6th level or higher
Choose a weapon. Strikes with said weapon left deep wounds. You cause additional +2 damage with attack made using the chosen weapon.
- Improved Weapon Specialization
prerequisite: weapon focus, improved weapon focus, weapon specialization, 10th level
Choose a weapon. Strikes with said weapon left grievous wounds. The additional damage with the weapon increases in +2 (becoming +4).
- Armor Specialization
Armor Focus in the armor" Choose an armor type between light, medium or heavy. You know how to use that armor to absorb strikes. When wearing an armor from the chosen type, you reduce bludgeoning, piercing and slashing damage by 2.
- Combat Specialization
Prerequisite: Intelligence 13 or higher
You can use your combat skills for both attack and defense. When you make an attack, you can choose to do it using this talent. If you do so, you gain -5 on all attacks made until the end of your turn, but your AC increases in +5 until the start of your next turn.
- Dodge
Prerequisite: Dexterity 13 or higher
You are good in evading strikes. Your AC increases in +1 when wearing light or no armor. In addition, using a bonus action, you can choose one creature you can see within 30 feet. The next attack made by that creature until the end of your next turn is made at disadvantage.
- Improved Feinting
Prerequisite: Intelligence 13 or higher, combat specialization
You can distract your enemies in combat. Using a bonus action, you can make a Charisma (Deception) check, resisted by your target's Wisdom (Insight). If you win, you gain advantage on your next attack roll made against that creature until the end of this turn.
- Strategic Flirt
Prerequisite: Charisma 13 or higher, improved feinting
During combat, you are able to seduce or embarrass your enemies, with an audacious (and not at all polite) maneuver. For example, you are able to kiss your enemy during the fight, place a rose on its hair, use your sword to tear its clothes, revealing interesting anatomic parts. Use your Improved Feinting talent against a creature that can feel attracted by you. On a success, the target becomes embarrassed by you, having disadvantage on all its attack rolls until the end of its next turn.
- Weapon Focus
Prerequisite: proficiency with the chosen weapon
Choose a weapon. You know how to better fight with your weapon of choice. Unarmed strikes can also be chosen for this talent. You gain a bonus of +1 on attack rolls with the chosen weapon.
- Improved Weapon Focus
Prerequisite: weapon focus, 10th level
Your skills with the weapon of focus improve even further. Your bonus with the chosen weapon increases in +1 (becoming +2).
- Armor Focus
Prerequisite: proficiency with the chosen armor type
Choose a type of armor between light, medium or heavy. You are more skilled in defense and movement with the chosen armor type. You gain a +1 bonus to your AC with the armor type, and ignore disadvantage to Dexterity (Stealth) checks granted by them.
- Two-handed Strike
Prerequisite: Strength 15, Powerful Strike
You can channel all your Strength in a single weapon when you wield a two handed weapon. When wielding a melee weapon with the two-handed property, you can use your bonus action add twice your Strength modifier (instead of just your Strength modifier) to your damage rolls until the end of your turn.
- Grenadier
Prerequisite: Proficiency with alchemist supplies
Exploding everything is the surest way to cause damage to your enemies...even when, sometimes, some ally also get a little bit hurt. You can add on your proficiency bonus to your Attack and damage rolls and to the save DCs of attacks with alchemist fire, acid and other types of alchemical substances.
- Sagacious Insults
Prerequisite: Charisma 13 or higher, improved feinting
You know how to throw barbaric insults towards your foes, enraging them so much that you harm their combat performance. If you succeed on your Improved Feinting check, the target has also Disadvantage on attack rolls against all creatures other than you until the end of your next turn.
- Relentless Charge
Prerequisite: proficiency in Animal Handling, Mounted Combat, Mounted Charge.
You can make devastating attacks using your mount. When you are mounted and make a charge, your hit is a critical. If the attack is made with a lance, you roll an additional die for the critical hit.
- Mounted Charge
Prerequisite: proficiency in Animal Handling, Mounted Combat
You are more efficient making charge attacks while mounted. While mounted and making a charge attack, you can move away from the target of your attack without provoking opportunity attacks from it, in a straight line.
You can pass through the space of the target of your charge, if the target is smaller than your mount.
- Blind Fighting
You have higher odds of hitting targets you are not able to see. Whenever you miss an attack made with disadvantage against a creature you are not able to see, you can reroll the lower die and choose the lower between the new two results.
In addition, creatures don't gain advantage on attacks against you due to you not being able to see them.
- Weapon Mastery
Prerequisite: Weapon specialization, improved weapon specialization, weapon focus, improved weapon focus (all with the chosen weapon), 14th level or higher.
Choose a weapon, you are one of the best warriors on the world with the chosen weapon. When wielding the chosen weapon, you gain +1 on attacks and damage rolls with it, and your critical hit margin reduces by 1 (if you have criticals on a 19-20, it becomes 18-20).
Also, when you make an attack and misses, you can reroll the attack, choosing the new result. Once you do so, you can't do it again until you finish a long rest.
- Accurate Aim
Prerequisite: Wisdom 13, sure shot, long shot
Your shots have deadly precision. You can use a bonus action to aim towards a target. Doing so give you advantage on your next ranged weapon attack made against that target on this turn.
- Deadly Aim
Prerequisite: Dexterity 17 or higher, Wisdom 13 or higher, Accurate Aim, sure shot, long shot, 14th level or higher.
Between the eyes. In the heart. Those are the places your shots tend to hit. Your critical hit margin reduces by 1 (if you have criticals on a 19-20, it becomes 18-20).
- Mobility
Prerequisite: Dexterity 13 or higher, Dodge.
You are skilled in dodging while moving. Opportunity attacks are made at disadvantage against you. In addition, when you take the Dash action, you also gain the benefits of the Dodge action.
- Bullseye
Prerequisite: Dexterity 13 or higher, sure shot, precise shot
Your aim is impressive, and your shots hit when it hurts. You can use your bonus action to add your Wisdom modifier as a bonus to your damage rolls with ranged weapons until the end of this turn.
- Panache
- Weapon Expert
- Trample
- Quick Reload
- Combat Reflexes
Prerequisite: Dexterity 13 or higher
You can react quickly against opponents with a low guard. When you attack a surprised or incapacitated opponent, you can make an additional attack against it without requiring an action.
- Quick Draw
You can draw a weapon faster than usual. You can draw or stow weapons without requiring an action.
- Improved Breaking
- Sure Shot
You are able to fire shots at close targets. You gain +1 on attacks and damage rolls when making ranged weapon attacks against creatures within 30 feet.
Warrior Styles[edit]
There are countless styles of combat in Arton. The warriors, true students of combat, many times will specialize since the beginning of their careers. These are the warrior styles.
There are many places in Arton that teach each style - from armies and academies to retired veterans that serve as masters to greenhorns. It is also common that beginner warriors adopt a style by themselves, by only favoring certain techniques over others.
Colossus Style[edit]
Do you call this a strike?"
While the majority of combatants worry about causing damage and defeating their enemies, there are those who understand that the true victory is staying alive. And nobody is more resistant in battle as the Colossus Style Warrior.
Colossus Warriors are specialized in armor and shields. They use the heaviest protections they can find and never let their guard down. They will train their bodies to the limit, so that later they are able to endure punishment that would tear any other down. They know how to ignore pain and keep themselves firm, even before the mightiest of attacks. Thus, they are not cowards that protect themselves to avoid getting hurt - they take the frontlines amongst their allies, drawing their foes attention and laughing at their attempts of defeating them.
Physical pain is the Colossus constant companion - they need to get used to it, in order to not hesitate in its face. This makes them a lot of times short tempered and grumpy. They are also realists, because their style doesn't involve acrobatic maneuvers or flashy tricks; only perseverance and stiffness. However, colossus warriors tend to be fatherly (or motherly) and protective, always willing to endure the worst to spare their friends.
- Agoraphobia
Starting at 3rd level, as a colossus warrior, you don't like to feel exposed. You feel comfortable only when covered by metal and bearing a large shield. You must always wear the heaviest shield and armor you can, even if this lower your AC. For example, if you find a studded leather +3, but is wearing a ring mail, you can't wear the new armor, due to it being lighter than the current one.
- Metal Skin
For the colossus, armor is comfortable as a silk shirt. Starting at 3rd level, while you are wearing the heaviest armor and shield you can, your AC increases in +1. This bonus is not cumulative with magical bonus to AC.
The bonus increases to +2 at 10th level and +3 at 18th level.
- Challenger Stance
Also at 3rd level, you can use an Action to enter in a challenger stance, disdaining your enemies and provoking them, while you protect your allies. The stance has the following benefits:
- You regain hit points equal to your Constitution modifier.
- You incite your foes to attack you. Choose any enemies able to see you within 30 feet. The chosen enemies have disadvantage on attacks against creatures other than you, and advantage on attacks made against you.
- When a creature score a critical hit against you while in this stance, roll a d8. On a roll equal or lower your proficiency bonus, the critical becomes a normal hit.
- You add twice your proficiency bonus to resist shove and disarm attempts.
The effects of the Challenger Stance last until you end your turn and are not able to see a hostile creature. Once you use the challenger stance, you can't use it again until you roll initiative.
- Undaunted
From 7h level, you gain advantage on any saves you make to avoid being frightened.
In addition, if you fail a save against the frightened condition, you can still willingly move closer to the source of your fear.
- Life Hunger
You extract the maximum from each opportunity of healing. At 10th level, whenever you regain hit points through potions or spells, you gain temporary hit points equal to your Constitution modifier.
- Improved Life Hunger
At 15th level, whenever you take more than 50 hit points from a single source (a single spell or a single attack), you take only 50 hit points. This includes effects that reduce hit points without causing damage (such as the Power Word Kill spell).
- Shield Mastery
When you reach the 18th level, you can use your Action to gain a bonus equal to your proficiency bonus to your AC and saving throws until the end of your next turn.
When you do so, for the duration, failing a Dexterity saving throw reduces the damage to half and succeeding reduces the damage to 0, against effects that allow this save to reduce the damage to half.
Scholastic Style[edit]
The loser has always an excuse. The hero is always training
- Maneuver Master
The scholastic warrior masters the combat maneuvers like anyone else's. Starting at 3rd level, you double your proficiency bonus when making checks to shove, grapple or disarm an opponent.
In addition, once per turn when you succeed a grapple, shove or disarm attempt, you can make an attack against the same creature, as part of the same action.
- Master Deceiver
You are able to deceive the simple minds of your enemies. At 7th level, you can use a bonus action to make a Charisma (Deception) check against your target's Wisdom (Insight). On a success, you have advantage on the next attack made against it, and the target loses any benefit granted by a shield.
In addition, you gain proficiency in Deception, and add twice your proficiency bonus in Charisma (Deception check).
- Sudden Correction
From 10th level, you are able to change the power and direction of a strike in the middle of a movement. When you make an attack roll, you are able to roll again, and choose the best between the two results.
Once you do so, you can't do it again until you finish a long rest. You have an additional use of this feature at 15th and 18th level. In addition, at 18th level, you add +10 to the result of the second roll.
- Inferior Techniques
From 15th level onward, the fighting techniques of other combatants look pathetic and erroneous to your eyes. Whenever an opponent uses a maneuver, check, feat, spell, feature or racial trait that give it a advantage or a bonus to attack you or to defend himself against you, you can ignore this bonus.
For example, if a barbarian uses reckless attack against you, the attack is made as normal, without advantage.
- Master
At 18th level, you are able to train your allies. A number of friendly creatures equal to 1 + your Intelligence modifier within 30 feet gain a bonus of +1 to their AC or attack rolls (their choice).
In addition, all chosen creatures gain +1 on saving throws and advantage on all saving throws against checks against creatures whose level or CR is lower than yours.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the artonian warrior class, you must meet these prerequisites: 13 Strength or Dexterity, 13 Constitution.
Proficiencies. When you multiclass into the artonian warrior class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
Restriction. You can't multiclass into the fighter class.
Back to Main Page → 5e Homebrew → Classes