Mexica Warrior (5e Class)
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Mexica Warrior[edit]
A "Mexican warrior" typically refers to an Aztec warrior, particularly from the elite ranks known as "Eagle Warriors" or "Jaguar Warriors", who were highly trained fighters within the Aztec military, often adorned with symbolic attire representing their respective animal, and known for their bravery and skill in battle; the term "Mexican" here generally relates to the pre-colonial Mesoamerican culture of the Aztec people in what is now Mexico
Who were the Mexica[edit]
The Mexica are a Nahuatl-speaking people of the Valley of Mexico who were the rulers of the Triple Alliance, more commonly referred to as the Aztec Empire. The Mexica established Tenochtitlan, a settlement on an island in Lake Texcoco, in 1325. A dissident group in Tenochtitlan separated and founded the settlement of Tlatelolco with its own dynastic lineage. In 1521, their empire was overthrown by an alliance of Spanish conquistadors and rival indigenous nations, most prominently the Tlaxcaltecs. The Mexica were subjugated under the Spanish Empire for 300 years, until the Mexican War of Independence overthrew Spanish dominion in 1821. In the 21st century, the government of Mexico broadly classifies all Nahuatl-speaking peoples as Nahuas, making the number of Mexica people living in Mexico difficult to estimate.
Since 1810, the name "Aztec” has been more common when referring to the Mexica and the two names have become largely interchangeable.[5] When a distinction is made, Mexica are one (dominant) group within the Aztecs.
Key Note:Im new to using D&D Wiki and had to put "ability score improvement" on the thing twice to get it to stay on there, you only get 7 ability score increases in the entire class.
Class Features
As a Mexica Warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Mexica Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mexica Warrior level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit, jewelers kit
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, History, Insight, Nature, Perception, Religion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Short bow and 20 arrows or (b) Macuahuitl or (c) 5 Javelins
- (a) Leather armor and a set of traveler’s clothes or (b) Military Clothes (Common Clothes) or (c) (a) A round shield or (b) a small pack of healing herbs
- (a) Explorer's Pack and Priest Pack
Shield or (b) {{{item3b}}}
- If you are using starting wealth, you have 3d4 X 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style, Warrior Spirit |
2nd | +2 | Totem Weapon (Weapon Bond) |
3rd | +2 | Warrior Class Feature |
4th | +2 | Ability Score Improvement, ability score improvement |
5th | +3 | Extra Attack, Solar Strike |
6th | +3 | Warrior Society Feature |
7th | +3 | (Subclass feature) |
8th | +3 | Ability Score Improvement, ability score improvement |
9th | +4 | Blessing of the Eagle, Jaguar and Skull |
10th | +4 | Radiant Armor of the Gods |
11th | +4 | (Subclass Feature) |
12th | +4 | Ability Score Improvement, ability score improvement |
13th | +5 | ability score improvement |
14th | +5 | Celestial Form |
15th | +5 | (Subclass Feature) |
16th | +5 | Ability Score Improvement, ability score improvement |
17th | +6 | Radiant Armor of the Gods(x2) |
18th | +6 | Champion of the Sun |
19th | +6 | Ability Score Improvement, (Subclass Feature) |
20th | +6 | Divine Sacrifice |
Class Features[edit]
1st Level: Fighting Style[edit]
At 1st 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.
- Archery
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.
- 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.
- Defense
While wearing armor, you gain +1 AC.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
1st Level: Warrior's Spirit[edit]
Divine Connection: You can speak with the spirits of animals and draw power from their guidance. You gain the Guidance cantrip. Warrior’s Endurance: As a bonus action, you can channel resilience and gain temporary hit points equal to your level + Constitution modifier. This ability recharges after a long rest.
Level 2: Totem Weapon (Weapon Bond)[edit]
You can perform a ritual to connect with a chosen weapon, granting it divine properties. While bonded with your weapon, it counts as magical for overcoming resistance and immunity to non-magical attacks.
Level 3: Warrior Class feature[edit]
Choose between 3 warrior classes of the jaguar warrior, Eagle warrior or Skull warrior to define your fighting style and spiritual connection.
Level 5: Solar Strike[edit]
Your weapon becomes empowered by the sun. When you hit with a weapon attack, you can add radiant damage equal to half your level (rounded up) to the attack once per turn. At level 10, this damage increases to your full level. You may use this ability number of times equal to your proficiency modifier You regain all expended uses after a long rest
Level 5: Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Level 7: Subclass feature[edit]
(Insert Subclass feature here)
Level 9: Blessing of the 3[edit]
You gain a temporary mystical connection to either the swift eagle, the fierce jaguar, or the terrifying skull, drawing strength and agility from each. Whenever you finish a long rest you may choose one blessing.
- Eagle’s Sight
- You have advantage on Wisdom (Perception) checks, and you ignore disadvantages imposed by dim light, additionally Your ranged weapon attacks have double their normal range (but not their maximum range).
- Jaguar’s Reflexes
- You can add half your proficiency bonus (rounded up) to initiative rolls, and you gain advantage on Dexterity saving throws against effects you can see, such as traps or spells.
- Skull of the Ancestors
- you may add your constitution modifier to death saving throws and you gain proficiency on constitution saves
This benefit lasts until you finish a long rest.
Level 10: Radiant Armor of the Gods[edit]
Radiant Armor of the Gods: Once per short or long rest, as a bonus action, you can surround yourself with divine, radiant armor. This armor glows faintly with sunlight or moonlight, granting you temporary hit points equal to your level + your Constitution modifier. While Radiant Armor is active:
- You have advantage on saving throws against being frightened.
- Any creature that hits you with a melee attack takes radiant damage equal to half your level (rounded up).
- The armor lasts for 10 minutes or until it is depleted.
At level 17, you can activate this armor twice per short or long rest
Level 11 :Subclass feature[edit]
(Insert Subclass feature here)
Level 14: Celestial Form[edit]
Once per long rest, requiring no action, you can channel the power of the gods and transform into a radiant figure for 1 minute. You gain resistance to non-magical damage, advantage on all attack rolls, and emit bright light in a 10-foot radius. Each turn, enemies within 5 feet take 1d8 radiant damage at the start of their turn.
Level 15: Subclass feature[edit]
(Insert Subclass feature here)
Level 17: Radiant Armor of the Gods(x2)[edit]
you gain a second use of "Radiant Armor of the Gods"
Level 18: Champion of the Sun[edit]
You embody the power of the Mexica gods. You have advantage on saving throws against magical effects, and whenever you score a critical hit, you regain 10 hit points.
Level 19: subclass feature[edit]
(Insert Subclass feature here)
Level 20: Divine Sacrifice[edit]
You gain the ability to call upon the gods for aid. Once per long rest, as an action, you may sacrifice half of your current HP to gain +5 to all attack rolls, saving throws, and AC for 1 minute, inspiring your allies who also gain +2 to all their rolls for the same duration.
(Jaguar Warrior)[edit]
- Level 3 - Jungle Stalker
Your attunement to the shadows of the jungle allows you to move undetected and strike suddenly. You gain proficiency in Stealth, and if you already have proficiency, you gain expertise in Stealth instead. Additionally, you can attempt to hide as a bonus action whenever you are in dim light or darkness, and creatures you surprise have disadvantage on their first saving throw against any spell or effect you impose on them.
- Level 7 - Ambush Predator
- Your speed and instincts allow you to close in on foes swiftly. When you move at least 20 feet toward a creature and hit it with a melee weapon attack, you can deal an additional 2d8 damage.
- You can use this ability a number of times equal to your proficiency bonus, regaining expended uses after a short or long rest
- Level 11 - Savage Rend
- Once per turn, when you make a melee weapon attack and hit, you can unleash a savage rend, tearing at your opponent. This attack deals an additional 3d6 damage, and the target must make a constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be "Staggered".
- You can use this feature a number of times equal to your proficiency bonus per long rest.
- Staggered
- The creature has disadvantage on attack rolls it makes, and attack rolls targeting it have advantage. While within reach of a creature hostile towards it, the affected creature uses 1 additional foot of movement for each foot it moves
- Level 15 - Predator’s Fury
- You enter a state of primal fury, moving with deadly precision and instinct. As a bonus action, you can activate Predator’s Fury, gaining the following benefits for 1 minute
- Your movement doesn’t provoke opportunity attacks.
- You gain advantage on melee weapon attacks against any creature that hasn’t taken a turn yet in the current round.
- If you hit a creature with a melee weapon attack, you can make one additional melee weapon attack as part of the same action along with your extra attacks.
- Once you use this feature, you can’t do so again until you finish a long rest.
- Level 19 - Fury of the Wild
When you roll initiative, you may choose to enter a frenzied state as part of the same action that lasts for 1 minute. While in this state, you gain the following benefits:
- You gain an additional attack along with another extra attacker you have at this point.
- Your movement speed increases by 20 feet, and you ignore difficult terrain.
- When you make a melee weapon attack, you can choose to deal additional damage equal to your Dexterity modifier (minimum of 1).
- Once you use this feature, you can’t use it again until you finish a long rest.
Eagle Warrior Subclass - Agile Attacker[edit]
Eagle Warriors are the elite soldiers of the Mexica, embodying the strength, courage, and sharp vision of the eagle. They strike swiftly, their attacks empowered by the radiant energy of the sun, and soar above their foes with agility and perception that few can match.
- Level 3
- Eagle’s Strike
Starting at 3rd level, you gain the ability to unleash a precise, radiant strike inspired by the eagle’s fierce hunting instinct. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d6 radiant damage. This damage increases to 1d8 at level 10 and 1d10 at level 15. Additionally, you can channel your focus for a critical strike. Once per short rest, you can choose to make an attack with advantage. If this attack hits, it is automatically considered a critical hit.
- Level 7
- Wings of the Sun
At 7th level, your bond with the divine essence of the eagle grants you the power to move with incredible speed and grace. You gain the following benefits: Enhanced Jump: Your jump distance is doubled, and you always land on your feet when you jump. Soaring Dash: You can use the Dash action as a bonus action. When you use this ability, you can move through enemies’ spaces, and any creature you pass through must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone.
- Level 11
- Solar Wings
At 11th level, you gain the ability to briefly manifest ethereal, radiant wings, allowing you to soar above the battlefield. As a bonus action, you can manifest wings made of sunlight, giving you a flying speed of 30 feet for 1 minute. While the wings are active, you radiate bright light in a 10-foot radius and dim light for another 10 feet. Any creature that ends its turn within 10 feet of you takes radiant damage equal to your Wisdom modifier (minimum of 1). You can use this ability once per short or long rest.
- Level 15
- Sight of the Sun
At 15th level, your vision is as sharp as an eagle’s, allowing you to see with supernatural clarity. You gain the following benefits:
- You have advantage on all Wisdom (Perception) checks.
- You gain darkvision out to a range of 120 feet. If you already have darkvision, its range is extended by 60 feet.
- You can see invisible creatures and objects within 30 feet of you, as well as through magical darkness.
- Level 19
- Celestial Talons
At 19th level, you gain the power to call upon the full might of the eagle warrior spirit, dealing devastating strikes. Once per long rest, as an action, you can channel radiant energy into your weapon, causing it to glow with blinding light for 1 minute. While active, you gain the following benefits:
- Your melee attacks deal an additional 1d10 radiant damage.
- When you reduce a creature to 0 hit points with a melee attack, you can immediately make another attack as a bonus action.
- Creatures within 10 feet of you have disadvantage on attack rolls against you, as they are overwhelmed by the radiant energy.
Skull Warrior - Resilient Tank Subclass[edit]
The Skull Warrior faces danger head-on, embodying resilience and the strength of those who defy death. This tank subclass can absorb high amounts of damage, protect allies, and create fear in their enemies.
- Level 3 - Death’s Resilience
When you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. The DC resets to 10 after a long rest.
- Level 7 - Grim Determination
Your connection with the dead grants you the ability to withstand powerful attacks. When you take damage that would reduce you to half your hit points or lower, you can use your reaction to make a Constitution saving throw (DC 15). On a success, you reduce the damage by half. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses after a long rest.
- Level 11 - Deathless Guardian
You become an unyielding protector for your allies. As a reaction, when an ally within 10 feet of you takes damage, you can reduce that damage by 1d12 + your Constitution modifier. If this reduces the damage to zero, you gain temporary hit points equal to the damage prevented. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
- Level 15 - Aura of Dread
Your presence strikes fear into the hearts of your enemies. As an action, you can emit an aura of dread in a 30-foot radius for 1 minute. Enemies within this radius must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened of you for the duration. While frightened in this way, creatures take 4d8 psychic damage whenever they start their turn within the aura. Once you use this ability, you can’t do so again until you finish a long rest.
- Level 19 - Eternal Bastion
Eternal Bastion While at half or below your maximum hit points, you gain the following benefits You have resistance to all damage except radiant and force. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You may still gain this benefit if you have 0 hit points but are not killed outright Your weapon attacks deal an additional 1d10 necrotic damage as the spirits of fallen warriors rally to your side. These benefits disappear when the HP you regain equal your maximum HP.