Warrior (Theous)

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A master of stamina and martial prowess, adaptable to any battlefield situation through grit, speed, and skill.

The Warrior is the pinnacle of martial prowess, a relentless force on the battlefield who thrives in the heart of combat. With unparalleled endurance, skill, and adaptability, they carve their own path through sheer determination and unwavering resolve. Whether standing unarmored with nothing but their own strength, clad in armor like an immovable bulwark, or moving like the wind, they embody the very essence of mastery in battle.

Gimgar warrior.jpg


Class Features[edit]

As a Warrior, you gain the following class features.

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

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose any three skill proficiencies

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

Warrior Table[edit]

Level Proficiency Bonus Stamina Features Skills
1st +2 Unarmored Defense, Warrior Archetype, Skill Gain F-Rank
2nd +2 2 E-Rank, Stamina, Fighting Style E-Rank
3rd +2 4 Warrior Archetype Feature, Warrior Maneuvers
4th +2 6 Ability Score Improvement E-Rank
5th +3 8 D-Rank, Warrior Archetype Feature, Extra Attack (1x) D-Rank
6th +3 10 Ability Score Improvement E-Rank
7th +3 12 Advanced Movement D-Rank
8th +3 14 C-Rank, Warrior Archetype Feature, ASI C-Rank
9th +4 16 Additional Fighting Style D & E-Rank
10th +4 18 Overflowing Stamina, Quickened Maneuvers C-Rank
11th +4 20 B-Rank, Warrior Archetype Feature, Extra Attack (2x) B-Rank
12th +4 22 Ability Score Improvement D & C-Rank
13th +5 24 Unshakeable Resolve B-Rank
14th +5 26 A-Rank, Warrior Archetype Feature A-Rank
15th +5 28 Warrior’s Reflex C & B-Rank
16th +5 30 Indomitable Warrior A-Rank
17th +6 32 Warrior Archetype Feature
18th +6 34 Master of War B & A-Rank
19th +6 36 Apex Combatant
20th +6 40 Warrior Archetype Feature, Extra Attack (3x) A & S-Rank

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Strength or Dexterity modifier + your Constitution modifier.

However, if you choose to wear armor, you can instead treat your Armor Class as 16, unless it would otherwise be higher.


Class Features (continued)[edit]

Skill Gain[edit]

Starting at 1st level, you possess an innate talent or a bestowed blessing that elevates your physical prowess and combat skill beyond the ordinary. As you advance in Warrior levels, you gain a variety of Ranks detailed in the Skill section.

Warrior Archetype[edit]

At 1st level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 1st level and again at 3rd, 5th, 8th, 14th, and 20th level.

E-Rank Aptitude[edit]

At 2nd level, you gain the ability to take an E or F-Rank Skill of your choice in place of an Ability Score Improvement.

Stamina[edit]

Also at 2nd level, your martial training grants you a pool of stamina you can draw upon to perform techniques, each costing a specific amount:

  • Rapid Attack. As a bonus action, you can spend 1 stamina to perform two unarmed strikes.
  • Block. As a reaction, when you take damage from a source you can see, you may reduce the damage by Xd6, where X is the amount of stamina spent (up to your proficiency bonus).
  • Step. Once per turn, you can spend 1 stamina to move 10 feet without provoking opportunity attacks.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the options from the Warrior Fighting Styles list. You gain a second Fighting Style at 9th level.

Warrior Maneuvers[edit]

At 3rd level, you learn two E-Rank and one D-Rank Warrior Maneuver from the Warrior Maneuvers list. Warrior maneuvers that require a saving throw use your Strength or Dexterity modifier, depending on the maneuver.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can't increase an ability score above 20 using this feature. Alternatively, you may choose a skill of your choice that you meet the rank requirement for via Skill Aptitude.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level and four attacks at 20th level.

D-Rank Aptitude[edit]

At 5th level, you gain the ability to take a D-Rank Skill in place of an Ability Score Improvement.

Advanced Movement[edit]

At 7th level, you gain the following movement-based features:

  • Enhanced Speed. Once per turn, you can spend 1 stamina to gain an extra 10 feet of movement.
  • Unhindered Mobility. Difficult terrain doesn't cost you extra movement.
  • Wall Runner. You can move along vertical or horizontal surfaces without falling, as long as you end your movement on solid ground.
  • Evasive Step. When an enemy makes an opportunity attack against you, you can use your reaction to spend 3 stamina and gain +5 AC to the triggering attack.

C-Rank Aptitude[edit]

At 8th level, you gain the ability to take a C-Rank Skill of your choice in place of an Ability Score Improvement.

Quickened Maneuvers[edit]

At 10th level, the action cost of performing a Warrior Maneuver is reduced by 1 step (Full Turn → Action → Bonus Action → Free Action). However, the stamina cost increases by 4.

Overflowing Stamina[edit]

Also at 10th level, as an action, you can regain 5 stamina. You may use this feature three times per long rest. If this would increase your stamina past your maximum, you gain the excess as temporary stamina for 10 minutes.

B-Rank Aptitude[edit]

At 11th level, you gain the ability to take a B-Rank Skill in place of an Ability Score Improvement.

Unshakeable Resolve[edit]

At 13th level, you add your Constitution modifier to saving throws against exhaustion and mind-affecting conditions (charmed, frightened, stunned). You may also reroll one death saving throw per long rest.

A-Rank Aptitude[edit]

At 14th level, you gain the ability to take an A-Rank Skill in place of an Ability Score Improvement.

Warrior’s Reflex[edit]

At 15th level, when an attack would miss you, you may use your reaction to move up to half your movement speed toward the attacker and make a melee weapon attack against them.

Indomitable Warrior[edit]

At 16th level, choose one of the following traits. You may change this choice during a long rest:

  • Titan's Endurance. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage while you have at least 1 stamina.
  • Unstoppable Force. Once per turn, you may spend 3 stamina when you hit a creature to ignore resistance to the attack’s damage type. Immunity is instead treated as resistance.
  • Tactical Supremacy. When rolling initiative, roll an additional d20 and choose which result to keep. Additionally, twice per turn, when making an attack roll or ability check, you may add 1d6 to the result.

Master of War[edit]

At 18th level, when you roll initiative, choose two of the following effects:

  • Gain +10 to your initiative roll.
  • Gain temporary HP equal to your Warrior level + Constitution modifier.
  • Gain one extra reaction this round.
  • Your first turn of attacks are made with advantage.

Apex Combatant[edit]

At 19th level, choose one of the following traits. You may change this choice during a long rest:

  • Unbreakable Will. You are immune to the charmed and frightened conditions. If you would be affected, instead gain 20 temporary hit points and may use your reaction to move toward the source (if in range) and make a melee attack.
  • Relentless Assault. When you take the Attack action, you can make one additional attack as part of that action. This stacks with Extra Attack.
  • Limitless Stamina. Your Overflowing Stamina now restores 10 stamina and can be used five times per long rest. Temporary stamina lasts 1 hour.


Subclasses[edit]