Warrior Poet (5e Class)

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Warrior Poet[edit]

Among the flowering blossoms and against the pale moonlight, a hint of motion amongst the wind catches the attention of a nearby hunter. As the hunter investigates, he comes across a scene of pure awe. A beautiful woman wearing mixture of cloth and plate dances with eerie grace, a blade in both hands, weaving to and from with perfect precision. Her steps are perfectly timed, swinging her blades with deadly fervor, yet the hunter cannot tell whether this is a dance or the art of swordplay itself. In a tavern, far away, a crowd cheers and cries out for the performer tonight; a man in bright clothing, concealing his face with a mask performing impossible feats of acrobatics and dexterity. As he juggles a handful of razor-sharp knives, he tosses them across the tavern, perfectly nailing his targets: four men amongst the crowd. He savors the gasps of surprise, drinking in the attention before he flees, escaping to find his next job.

Weapon and Song[edit]

Violence and art stand hand in hand to the small niche band of warrior poets. Their purposes can range from good to evil, but a set of common traits appears all the time: grace and artistry. You will never find a warrior poet without a sharp blade and a silver tongue. Warrior poets are hired most often as a replacement for bards, though it is not unheard of to find one among mercenaries or assassins.

Creating a Warrior Poet[edit]

Not everyone has the will or desire to perfect violence to an art. As you create your Warrior Poet, keep in mind some questions: Why did your character decide to pursue this life? Were they born into a traveling theatrical troupe or did they witness a skilled Warrior Poet save their life as a child? Does your character use these skills to entertain those around them, choosing to be the center of attention? Do they use these skills in combat to fight for the weak or the highest bidder?

Quick Build

You can make a Warrior Poet quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer or Charlatan background. Third, choose up to two finesse weapons.

Class Features

As a Warrior Poet you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Disguise Kit or Any Musical Instrument
Saving Throws: Dexterity and Charisma
Skills: Choose 2 from the following: Acrobatics, Athletics, Deception, Perception, Performance, Persuasion, Sleight of Hand

Equipment

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

  • (a) Scimitar or (b) Any two simple weapons
  • (a) Scimitar or (b) Whip
  • (a) Disguise Kit or (b) Any Musical Instrument
  • If you are using starting wealth, you have 2d4x10 gp in funds.

Table: The Warrior Poet

Level Proficiency
Bonus
Features
1st +2 Exotic Fighting, Weaponsong
2nd +2 Expertise
3rd +2 Born Poet, Weaponsong Feature
4th +2 Ability Score Improvement
5th +3 Stance Swap
6th +3 Ability Score Improvement, Weaponsong Feature
7th +3
8th +3 Ability Score Improvement, Enthralling Dance
9th +4 Chosen Devotion
10th +4 Skillmaster, Weaponsong Feature
11th +4
12th +4 Ability Score Improvement
13th +5 Advanced Stance Swap
14th +5
15th +5 Immaculate Grace, Weaponsong Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Reflexive Intuition
19th +6 Ability Score Improvement
20th +6 The Legendary


Exotic Fighting[edit]

Your skills have been seen by few and documented by fewer making your strikes more difficult to predict and assess.

Beginning at the 1st level, whenever you are using a weapon with the Finesse property, you may add your Charisma modifier to your attack and damage rolls.

Weaponsong[edit]

At 1st level, you chose a Weaponsong, a choice that dictated your training. Choose between Bladedancer, Jester, or Unseen Savant, all of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 15th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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.

Expertise[edit]

Years of dedication to specific arts have left you more skilled than others.

At the 2nd level you may choose two skills you are already proficient in. You gain expertise in these two skills.


Born Poet[edit]

The words you write meld together flawlessly as they come to you. Your gift for wordplay is unnatural partly due to your talent, but mostly your extensive studies on the world around you.

Beginning at the 3rd level, you may learn to read and write an additional language. Additionally, you become proficient in History and have advantage on any History checks directly related to the language you chose in this feature.


Stance Swap[edit]

Your exotic fighting has granted you the skillful ability to seamlessly swap between various weaponry in the blink of an eye.

At the 5th level, once per turn, you may swap your currently equipped weapon with another weapon that is within 5 feet of you. This is counted as a free action. You may not use the weapon if it is already being wielded by another creature or if it is stuck in place. You gain bonuses depending on the weapon you swapped to until the start of your next turn.


Swapping to any Slashing Weapon: +1 to attack rolls until the start of your next turn

Swapping to any Bludgeoning Weapon: +1 to damage rolls until the start of your next turn

Swapping to any Reach Weapon: You gain an opportunity of attack on any creatures approaching you until the start of your next turn

Swapping to any Ranged Weapon: You ignore the loading property of any ranged weapon until the start of your next turn

If a weapon has more than one applicable property, you must choose only one bonus from this list.


Enthralling Dance[edit]

Your footwork has evolved to look more like a dance than actual battle.

Beginning at the 8th level, you may spend a bonus action to focus on the art of your dance. You may choose a number of creatures equal to your charisma modifier. These creatures must succeed a Wisdom saving throw equal to 10 + Your Charisma Modifier + Proficiency bonus or become enthralled for one turn. Enthralled creatures cannot move or attack until the beginning of their next turn. Taking damage will end this effect early. On a successful save, creatures instead have disadvantage on all rolls until the start of their next turn. A creature must be able to see the dance and have an Intelligence of at least 8 to be affected. You must complete a long rest before using this feature again.


Chosen Devotion[edit]

After much time experimenting with every weapon imaginable, every form of art imaginable, you have finally come to choose one that suits you.

At the 9th level, you may choose one among Slashing, Bludgeoning, Reach, Ranged, and Artistry.

Upon choosing a weapon style, you gain a +1 bonus to attack rolls and damage rolls. Additionally, you cannot be imposed with disadvantage on attack rolls while using your chosen devotion by anything short of a Wish spell or Divine influence.

Upon choosing to devote yourself to Artistry, you may choose three artisan's tools. You gain expertise with whichever tools you choose. Additionally, you cannot be imposed with disadvantage while using these three tools by anything short of a Wish spell or Divine influence.

Skillmaster[edit]

You have little free time, almost never resting. You practice different skills daily in efforts to improve your performance.

At the 10th level, you may choose two skills you are not already proficient in. You become proficient in these skills, OR, you may choose one other skill you are proficient in and gain expertise in this skill.


Advanced Stance Swap[edit]

Repeated practice swapping between various weaponry has left you more skilled and efficient than ever.

At the 13th level, your Stance Swap becomes more efficient.

Swapping to any Slashing Weapon: +3 to attack rolls until the start of your next turn

Swapping to any Bludgeoning Weapon: +3 to damage rolls until the start of your next turn

Swapping to any Reach Weapon: You gain an opportunity of attack on any creatures approaching you until the start of your next turn. Attacks of opportunity made this way do not require a reaction

Swapping to any Ranged Weapon: You ignore the loading property and do not have disadvantage on ranged attack rolls until the start of your next turn


Immaculate Grace[edit]

There are few, if any, that could ever hope to match your graceful movements.

Beginning at the 15th level, you may add your Charisma modifier to your initiative rolls. Additionally, you may use a free action to make your initiative roll with advantage if you so choose. You can use this feature an amount of times equal to your Charisma modifier. Regain all expended uses after finishing a long rest.


Reflexive Intuition[edit]

You have honed your senses to the peak, giving you unnatural reflexes and a gut feeling to make changes on the fly.

Beginning at the 18th level, upon failing a saving roll, you may instead choose to succeed it. Additionally, you may also expend a use of this feature to reroll a failed roll of any kind. You must use the new roll. You may use this feature a number of times equal to your Charisma modifier. Regain all expended uses after finishing a long rest.


The Legendary[edit]

Joyous gossip amongst friends at a tavern or shadowy whispers in a dark alleyway, the very mention of the legendary Warrior Poet brings excitement to some and fear to others through the sheer force of skill you have acquired.

At the 20th level, you gain permanent advantage on all Charisma based checks. You may also spend a week studying scrolls or books of languages you have not learned. After studying for this week, you may learn the language. You may learn a number of languages equal to your Charisma modifier this way. Additionally, you gain an additional feat.

Bladedancer[edit]

As a Bladedancer, you strive to meld the act of weapons strikes seamlessly together in an eerie and graceful display of skill.

Fighting Style

Similar to other warriors of your caliber, you adopt a specific fighting style tailored to your preferences.

Upon choosing the Bladedancer subclass at level 1, you may choose any fighting style from the Fighter class.


Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

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.

Protection

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.

Two-Weapon Fighting

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


Dexterous Muscles

Thorough training wielding weapons has assured you that you will never lose your footing nor your grip.

Beginning at the 3rd level, you may spend a free action to ignore disadvantage imposed on your attack rolls. You may use this feature an amount of times equal to your Charisma modifier. Regain expended uses after finishing a long rest. Additionally, you have advantage on any saves for the purpose of resisting being disarmed or knocked prone.


Exotic Defense

Your unique fighting style not only encompasses offense but defense as well.

Starting at the 6th level, you may add your Charisma modifier to your AC as well as your Dexterity modifier depending on armor type.

Light Armor - You may add your Charisma Modifier to your AC, up to a maximum of 3

Medium Armor - You may add your Charisma Modifier to your AC, up to a maximum of 2

Heavy Armor - You may add your Charisma Modifier to your AC, up to a maximum of 1

Additionally, you may make an extra attack during your turn.


Advanced Fighting Style

You are an accomplished warrior, improving upon techniques already though to be mastered.

At the 10th level, you may pick a second fighting style. Additionally, each fighting style is improved slightly.


Archery

You gain a +3 bonus to attack rolls you make with ranged weapons. Additionally, you ignore half cover.

Defense

You gain a +2 bonus to AC, regardless if you're wearing armor.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1, 2, or 3 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, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit. Additionally, your critical range is increased by 1 when using these weapons.

Protection

When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll. You no longer require a shield to use this feature.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, if the first attack succeeds, the second attack automatically succeeds.


Masterful Stance Swap

Even among other skilled Warrior Poets your skill reigns supreme in direct combat and weaponry.

Upon reaching the 15th level, your Stance Swap is again improved.

Swapping to any Slashing Weapon: +3 to attack rolls until the start of your next turn. Additionally, you have advantage on Dexterity saving throws until the start of your next turn.

Swapping to any Bludgeoning Weapon: +3 to damage rolls until the start of your next turn. Additionally, you gain a +1 bonus to your AC until the start of your next turn.

Swapping to any Reach Weapon: You gain an opportunity of attack on any creatures approaching you until the start of your next turn. Attacks of opportunity made this way do not require a reaction. Additionally, these attacks cannot miss.

Swapping to any Ranged Weapon: You ignore the loading property and do not have disadvantage on ranged attack rolls until the start of your next turn. Additionally, you may make attacks of opportunity against any creatures in range of your weapon.

Additionally, you may make three attacks per turn.


Jester[edit]

You thrive upon attention from others and desire to be at the center of the action at all times; you are willing to step into the spotlight, for better or for worse.

Performer At Heart

You love having the spotlight, to sing, to dance. Anything that gives you attention.

At the 1st level, you gain proficiency in Performance. If you are already proficient in Performance, you may gain expertise in it instead. Additionally, you have advantage on all Charisma(Performance) checks.


Juggler

You have trained extensively on juggling various items, including weaponry.

Beginning at the 3rd level, you gain the ability to accurately throw any weapon that does not have the "Heavy" property up to 60ft. The attack and damage rolls for a thrown weapon will use your Dexterity modifier at all times. Additionally, all thrown weapons have a +1 bonus to attack and damage rolls.


Skilled Poet

Your desire to please the crowd has motivated you to learn skills you otherwise would not have.

At the 6th level, you may choose three of any skills that rely on Charisma or Dexterity to become proficient in. If you are already proficient in any of these skills, you may instead choose to obtain expertise in them. Additionally, you learn another language of your choice.


Deceptive Strike

You know what to say and what to do to make others question themselves.

Beginning at the 10th level, you may use a bonus action to feint a weapon attack against a creature that can see you within 30ft. Target creature must make a Wisdom saving throw equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, your next weapon attack against the target creature will critically hit. The target will take an additional 3d6 damage on top of the critical hit. This feature can be used an amount of times equal to your Charisma modifier. Regain all expended uses after finishing a long rest. Additionally, you gain proficiency in Deception and advantage on all Charisma(Deception) checks.


Master of Wit

You're an amazing liar, but you're even better at picking lies apart.

Beginning at the 15th level, you gain proficiency in Insight. If you're already proficient in Insight, you instead gain expertise. You have advantage on all Wisdom(Insight) checks for the purpose of detecting lies or ulterior motives. Additionally, whenever you fail a Deception or Performance check, you may choose to instead reroll with advantage. You must use the new roll. You can use this feature a number of times equal to your Charisma modifier. Regain all expended uses after finishing a long rest.

Unseen Savant[edit]

As the Unseen Savant, your only desire stems from the need to perfect your footwork. To become a shadowy whisp. There is no need to please others when you are satisfied with yourself.

Loner

You have never felt the need to interact with others; you actively find ways to avoid interaction with people.

Beginning at the 1st level, you gain proficiency in Stealth. Additionally, you gain advantage on all Wisdom(Perception) checks.


Pinpoint Accuracy

Your sharp vision and muscle memory allow you to conduct brutally accurate attacks on unprepared enemies.

At the 3rd level, you gain the ability to use Sneak Attack. Your sneak attack will deal 3d6 damage. This damage increases to 4d6 at level 8, 5d6 at level 13, and 6d6 at level 18. Additionally, you gain a +1 to attack rolls with weapons in which you are proficient.


Friend of Darkness

You are used to training in pitch-black darkness, your eyes have grown accustomed to the lack of light.

Beginning at the 6th level, you gain Superior Darkvision up to 120ft. Additionally, you can discern magical darkness from natural darkness.


Opportunist

You have learned to be patient and wait for the right moment to strike at all times.

Beginning at the 10th level, you may now make your Sneak Attack any time a friendly creature is within 5ft of the target creature. The friendly creature must not be incapacitated for this effect to occur. You may use Disengage as a bonus action. When you disengage, you may make a weapon attack against a creature in range of your weapon. You may use this feature a number of times equal to your Charisma modifier. Regain all uses after finishing a long rest.


Master of Darkness

You are little more than a whisper while you stand in the shadows. Nothing sees you unless you will it.

At the 15th level, you gain expertise in Stealth and advantage on all Dexterity(Stealth) checks. When you fail a Stealth check, you may instead choose to succeed. After using this feature you must complete a long rest before using it again. Additionally, you gain Blindsense up to 60ft.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Warrior Poet class, you must meet these prerequisites: You must have a Charisma score of 13 or higher

Proficiencies. When you multiclass into the Warrior Poet class, you gain the following proficiencies: Performance, Acrobatics

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