Aztec Warrior (5e Class)

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Aztec Warrior[edit]

Deep in the jungles of the multiverse stalk warriors of supernatural strength and ferocity. These savages give the hearts of their enemies to their bloodthirsty gods to fuel their power and conquest. They take many forms, from frenzied berserker that can put barbarians to shame, to sneaky birds of prey that strike from the dense foliage of the jungle, to frighteningly tall warriors that will drag you to your death. Many train their whole life in devotion of their fighting styles and deities

Terrors of the Jungle[edit]

Do you like to be in the thick of combat? Don’t care much for non-combat encounters? Do you want to understand what to do from the start? Aztec Warriors are highly specialized fighters that rely on their subclass to gain their tremendous power. Each Subclass has a different specialization, with Jaguar Warriors being frenzied melee DPS, Eagles Warriors are stealthy scouts and ambushers, and Skull Warriors are Massive tanks with ties to the realm of the dead. You choose one of these subclasses (called Warrior Societies) at level one, which will inform how you play. The nature of the relationship between you and your patron deity is different from a cleric or paladin (although there is some similarities). While your patron gives you great boons like similar class, most of your power comes from you and your training, not divinely given. As such your patron will not be as involved in your adventure/character, but you do not have to follow the tenets of your patron as much as a paladin or cleric. Most Aztec Warrior gods are associated with blood or war, but each Warrior Society has specific deities if you so choose.

Creating a Aztec Warrior[edit]

Quick Build

You can make a Aztec Warrior quickly by following these suggestions. Firstly, your primary stats should be based off what Warrior Society you choose. If Jaguar Warrior, then the highest stats in order are Strength, Dexterity, then Wisdom. Eagle Warriors’ primary stat should be Dexterity then Wisdom. Skull Warriors are Constitution, Dexterity, then Strength. Second, choose the Solider background. Third, choose Acrobatics and your subclass proficiency.

Class Features

As a Aztec Warrior you gain the following class features.

Hit Points

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


Armor: Padded Armor, Shield
Weapons: Simple Weapons, Martial Weapons except Sickles, Crossbows, Scimitars, Lances, Flail, Morning Star, Glaive, Trident, Whip, Rapier
Tools: None
Saving Throws: Strength and Dexterity
Skills: Pick two from Acrobatics, Athletics, Intimidation, Stealth, Religion, Nature, Animal Handling, or Survival.


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

  • (a) Short bow and 20 arrows or (b) Sling and 20 rocks or (c) 5 Javelins
  • (a) Padded Armor or (b) Military Clothes (Common Clothes)
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

You gain additional items based on your Warrior Society.

Jaguar Warrior:

  • (a) Great Sword or (b) Maul or (c) Great Axe

Eagle Warrior:

  • (a) Short Sword or (b) Halberd or (c) Spear

Skull Warrior:

(a) Short sword or (b) Hand ax or (c) Mace


  • If you are using starting wealth, you have 3d4 X 10 in funds.

Table: The Aztec Warrior

Level Proficiency
1st +2 Helmet, Warrior Society, Defenses
2nd +2 Fighting Style, Warrior Society Feature
3rd +2 Atlatl
4th +2 Ability Score Improvement
5th +3 Extra Attack, Sacrifice to the Gods
6th +3 Warrior Society Feature
7th +3 Primordial Constitution
8th +3 Ability Score Improvement
9th +4 Blessed Weapon
10th +4 Divine Damage
11th +4 Warrior Society Feature Improvement
12th +4 Ability Score Improvement
13th +5 Channel Energy
14th +5 Obsidian Reflex
15th +5 Warrior Society Feature
16th +5 Ability Score Improvement
17th +6 Channel Energy Improvement
18th +6 Battle Yell
19th +6 Ability Score Improvement
20th +6 Fury of the Gods, Channel Energy Improvement


The main sign of your patron's/deity's blessing is your helmet. Based on your subclass, your helmet reflects your chosen path. It acts like an arcane focus for all spells cast, both from this class and others. You know the location of your helmet at all times as long as both of you are on the same plane. No other enchantments can be placed on it.If lost or destroyed, you ask your patron/deity to give you a new one. It is at the DM's discretion how this is accomplished.

Warrior Society[edit]

At 1st level, you chose a Warrior Society. Choose between Society of the Jaguar (Jaguar Warrior), Society of the Eagle (Eagle Warrior), or Society of the Skull (Skull Warrior), all detailed at the end of the class description. Your choice grants you features at 1st and again at 2nd, 3rd, 6th, 11th, and 15th. Warrior Societies are like orders of knights, fraternities, or orders that venerate a particular god. Talk with your DM about how these Warrior Societies are structured and part of the world.


At 1st level, each Warrior Society teaches its members how to defend themselves differently. Additionally, Padded Armor does not give disadvantage on Stealth rolls

Jaguar Warrior

If you are not wearing armor or holding a shield, Your AC is 10+ your Strength Modifier + your Dexterity Modifier.

Eagle Warrior

Add 1/2 of your Dex Modifier (rounded up) when calculating your unarmored AC or wearing Light Armor.

Skull Warrior

While you are not wearing armor, add your Constitution Modifier to your AC. This works with shields.

Fighting Style[edit]

At 2nd level, 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.


You gain +2 to all ranged attack rolls.

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.


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.


While wearing armor, you gain +1 AC.


At 3rd level, you learn how to throw spears and javelins more effectively. You can throw Spears and Javelins at max range without disadvantage. The Spear max range is now the same as the Javelin’s (120ft).

Ability Score Increase[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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sacrifice to the Gods[edit]

At 5th Level, if you get the killing blow on a creature with a melee weapon, you can rip out its heart (or equivalent) to give to your patron deity. They are pleased by this display and give you 1d10+ your Wisdom modifier of HP back and any overhealing is turned into temp HP. Does not work on Constructs, Oozes, Elemental, Swarms, or other creature without a heart.

Primordial Constitution[edit]

At 7th level, years on the battlefield have toughened up your body. You are now proficient in Constitution Saving Throws

Blessed Weapon[edit]

At 9th level, your deity blesses your weapon. Chose one melee weapon to bless. This weapon counts as magical for determining resistance and vulnerability. You now know its location if you are on the same plane as your weapon. 19 or 20 counts as critical strikes. To bless a new weapon, you need to conduct the ritual for an hour and spend 30 gp on offerings. Only one weapon can be blessed at a time.

Divine Damage[edit]

At 10th level, you can channel your patron's power into your blade. When you attack a creature with your Blessed Weapon, you can choose to have that weapon do a different damage type based on your Warrior Society but before the actual attack hits

Jaguar Warrior


Eagle Warrior


Skull Warrior


Channel Energy[edit]

At 13th level, you can further channel you deity's power into you. Once per day, you can cast a spell at 4th level based on your Warrior Society. The Spellcasting Modifier for these spells are Wisdom. At 17th level, the spell's level is increased to 5th and at 20th level, you can cast that spell twice per day at 6th spell level

Jaguar Warrior

Aganazzar’s Scorcher

Eagle Warrior

Lightning Bolt

Skull Warrior


Obsidian Reflexes[edit]

At 14th level, your reflexes are as sharp as your blade. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Battle Yell[edit]

At 18th level, you can let out a might battle cry. As a Bonus Action, you make a battle cry with a range of 60ft. The effect it different for each Warrior Society. You can use this feature once per short rest.

Jaguar Warrior

All allies have advantage to their next weapon or spell attack rolls. If they do not use this feature within one minute, the advantage is lost.

Eagle Warrior

All enemies must make a Constitution Saving Throw (DC 8+ Proficiency Modifier+ Wisdom Modifier) or be deafened for 1 minute. Can be used while Invisible. Deafened enemies do not know where you are when you use this feature. Any enemy affected by this yell can make the saving throw again at the end of their turn to remove this condition.

Skull Warrior

All enemies must make a Wisdom Saving Throw (DC 8+ Charisma Modifier+ Proficiency Modifier) or be frightened of you for 1 minute. All affected targets must use their reactions to move as far away from you as possible. Any enemy affected by this yell can make the saving throw again at the end of their turn to remove this condition.

Fury of the Gods[edit]

At 20th level, you can become an avatar of your god's fury. As a Bonus Action, you can merge with your helmet to gain abilities based on your Warrior Society. This transformation does not interfere with holding items or spell casting. You can revert back as a Bonus Action or become unconscious.

Jaguar Warrior

You gain a jaguar head and claws. Your Base Strength increases to 22. You can make bites and claw attacks (1d6+ Strength piercing and slashing respectively) as a bonus action. Both these attacks have Deep Wounds and Jaguar Strength applied to them.

Eagle Warrior

You have an eagle's head, feathers sprouting from your arms, and talons. Your base Dexterity is 22. Your sight increases to 10 times the normal vision. Your darkvision is now like what you would see normally in daylight. You have Feather Fall on you at all times. Your talons are 1d4 finesse weapons, which you can make one attack as a bonus action.

Skull Warrior

You have bone growths emerge from you. Your base Constitution becomes 22. You have advantage to all intimidate checks. Battlefield intimidation rolls are at disadvantage.

Society of the Jaguar (Jaguar Warrior)[edit]

Jaguar Warrior.png

A two-handed weapon berserker. Patron deity is Tezcatlipoca or any god associated with cats (especially big cats).

Bonus Proficiency

At 1st level, you gain proficiency in the Athletics skill. If you are already proficient in this skill, you can double your proficiency.

Jaguar Strength

At 1st level, if you hit with a two-handed weapon or a versatile weapon with two hands, add 1/2 of your Strength Modifier to damage dealt (round down).

Critical Swing

At 2nd level, when you make a critical hit, add one damage die to the damage

Deep Wounds

At 6th level, when you hit with a melee weapon, it cause bleed damage. Every attack you make, the target makes a Con saving throw (DC 8+ proficiency modifier+ Strength Modifier), if they fail, they now have bleed. The target with bleed takes 1d4 bleeding damage at the beginning of their every turn for 30 seconds (5 rounds). Any enemy affected by Deep Wounds can make the saving throw again at the end of their turn to remove it. Does not work on undead or constructs. Bleed does not stack. Increase damage to 1d6 at 11th level.


At 15th level, you can attack three times per turn when you take the Attack action on your turn. As a Bonus Action, can go into a blood frenzy for Wisdom Modifier number of rounds. While blood frenzying, you have advantage on all melee attacks. When the blood frenzy is over, you have one level of exhaustion. You can use this feature once per day.

Society of the Eagle (Eagle Warrior)[edit]

Eagle Warrior.png

A stealthy scout. Patron deity is Quetzalcoatl, Habbakuk, Chislev, or and deity associated with birds (esp. birds of prey)

Bonus Proficiency

At 1st level, you gain proficiency in the Stealth skill. If you are already proficient in this skill, you can double your proficiency.

Suprise Attack

At 1st level, if you hit a creature that has not spotted you or is focused on an ally within 5ft of it, you deal an extra 1d6 damage against that creature on your first hit of the round. This damage increases by 1d6 at 9th and 17th levels. Can use bonus action to Hide or Disengage.

Attributes of the Eagle

At 2nd level, your speed increases by 10ft. Difficult terrain slows you down by 1/4 (rounded down). You have a darkvision of 60ft. If you already have darkvision, the distance doubles.

Wind Magic

At 6th level, the feathers on your helmet hum with magical power. You can spend two feathers to cast Darkness, Silence, or Pass without Trace(Self Target only) as an action or Feather Fall as a reaction for one feather. You have your Aztec Warrior level number of feathers. You regain the feathers after a long rest. Spellcasting modifier is Wisdom. Add Invisibility, Freedom of Movement (both self-target only), Misty Step, Blindness/Deafness as castable spells for 3 feathers at 11th level.


At 15th level, you can cast Fly on yourself by spending 4 feathers, but your speed is 120 ft. Lasts one hour and doesn’t require concentration.

Society of the Skull (Skull Warrior)[edit]

Skull Warrior.png

A big, scary tank with death powers. Patron deity is Xipe Totec, Myrkul, Nerull, or any deity associated with life-death-rebirth cycles (or just death)

Bonus Proficiency

At 1st level, you gain proficiency in the Intimidation skill. If you are already proficient in this skill, you can double your proficiency.

Battlefield Intimidation

At 1st level, as an Action, you can try to scare one creature you can see within 30 ft. To do so, you must succeed an Intimidation check contested by the target's Wisdom saving throw. If you are rolling for height and weight, add one foot to your height and 50 lbs to your weight.

Shield Skills

At 2nd level, you can make a shield bash attack as a Bonus Action. It deals 1d4+ Strength Modifier bludgeoning damage. When you pick you Fighting Style, you can choose this option:


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.

Due to the Dead

At 6th level, you learn the Spare the Dying cantrip. You can also cast Speak with the Dead and Gentle Repose as rituals. At 11th level, you can cast Raise Dead as a ritual if you have the necessary components.

Undead Friend

At 15th level, if you get the killing blow on a small or medium creature, but do not use the Sacrifice to the Gods feature, you can use your bonus action to resurrect them as a ghoul under your control. You can give them instructions telepathically or verbally. It rolls its own initiative. Lasts an hour or until end of combat, whichever is shorter. you can only use this feature once per day.


Prerequisites. To qualify for multiclassing into the Aztec Warrior class, you must meet these prerequisites: 13 in two of the following Ability Scores: Strength, Dexterity, or Constitution.

Proficiencies. When you multiclass into the Aztec Warrior class, you gain the following proficiencies: Padded Armor, Simple and Martial weapons except those detailed in the class description.

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