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Warrior Class

Warrior

Where others see steel, you see an extension of your spirit. Where others swing wildly, you move with precision, grace, and power. Warriors are martial paragons—individuals who push the limits of physical prowess and tactical brilliance to the edge of the supernatural. They fight not with spells, but with unrelenting focus, honed instincts, and explosive momentum.   A Warrior does not merely fight—they perform battle, stringing together graceful techniques into devastating combos, overwhelming foes through speed, precision, and unbreakable resolve. While others rely on magic or brute force, you are a living weapon—shaped by discipline, hardened by experience, and driven by the pursuit of perfection.
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
armor proficiencies: All armor, shields
weapon proficiencies: All simple and martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from: Acrobatics, Athletics, Insight, Perception, Performance, Stealth, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather, 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
  • spellcasting:
    class features:

    Martial Edge

    At level 1, you tap into your inner vitality, mastering a martial energy that fuels your extraordinary techniques. You gain access to a pool of Vitality Points, which you use to perform Battle Techniques.
  • You start with 4 Vitality Points.
  • You regain all expended Vitality Points when you finish a short or long rest.
  • Your maximum Vitality Points increase as you gain levels in this class.
  •  

    Battle Techniques

    At level 1, you learn to channel your Vitality into Battle Techniques—powerful martial maneuvers with various effects and action types.
  • You learn 3 Battle Techniques at level 1.
  • Your maximum Techniques known increase as you gain levels in this class.
  • You can replace a known Battle Technique with another one of the same tier whenever you gain a level in this class.
  •   You can access a list of the Battle Techniques here: Warrior Battle Techniques  

    Combos

    At level 2, you select 2 Combos, which grant special bonuses or effects when you perform specific combat behaviors. These encourage creative and tactical play.
  • You gain additional Combos at levels 6, 10, 14, and 17, for a total of 6 Combos known.
  •   You can access a list of the Combos here: Warrior Combos  

    Martial Path

    At level 3, you choose a Martial Path, which defines your personal style of martial mastery. Each path grants:
  • A unique Signature Move
  • Access to exclusive Battle Techniques
  • Features at levels 7, 10, 15, and 18
  •  

    Signature Move

    At level 3, you learn a Signature Move granted by your Martial Path. This powerful maneuver embodies your unique style and is usable once per short rest.
  • Signature Moves do not require Vitality Points to activate.
  • You choose the action type of the move based on your subclass (usually an action or Attack replacement).
  • You gain additional uses and improved effects at higher levels.
  •  

    Ability Score Improvement

    At levels 4, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Extra Attack

    At level 5, you can attack twice instead of once whenever you take the Attack action on your turn. At level 11, this increases to three attacks per Attack action.  

    Superhuman Talent

    At level 6, you gain a Superhuman Talent, which represents a permanent, supernatural physical ability beyond the limits of normal mortals.
  • You gain a second Superhuman Talent at level 11, and a third at level 16
  • Talents are always active and do not require Vitality Points or actions to use.
  •   You can access a list of available talents here: Warrior Superhuman Talents  

    Improved Signature Move

    At level 9, and 13 your Signature Move improves. You may now use it twice per short rest, and its effects are enhanced—either increasing its damage, area, or applying additional conditions (based on your subclass).  

    Combo Finishers

    At level 10, you gain the ability to perform Combo Finishers, powerful chained effects triggered through coordinated moves. Combo Finishers require a number of previous combos to have been performed, based on the specific Finisher   You can access a list of available Combo Finishers beneath the Regular Combo section here: Warrior Combos  

    Master Combo

    At level 18, you unlock a unique Master Combo, a mythic martial sequence that can only be performed once per long rest. To activate your Master Combo, you must perform at least 2 combo finishers. The effect is a powerful, cinematic ability that can turn the tide of battle.
  • To perform a Master Combo, you must use at least 2 combo finishers with combined value of at least 6 combos.
  • Your Master Combo is based on your subclass
  •  

    Apex Warrior

    At level 20, you reach the peak of martial perfection.
  • Once per combat, you may use your Signature Move and Mastery Combo together as part of the same Action.
  • LevelProficiency BonusVitality PointsTechniques KnownFeatures
    1+243Martial Edge, Vitality Points, Battle Techniques
    2+254Tactical Feats (2)
    3+265Martial Path, Signature Move
    4+275Ability Score Improvement
    5+386Extra Attack
    6+396Tactical Feats (3rd), Superhuman Talent
    7+3107Martial Path Feature
    8+3117Ability Score Improvement
    9+4138Improved Signature Move
    10+4148Martial Path Feature, Tactical Feats (4th)
    11+4169Extra Attack (2), Superhuman Talent
    12+4179Ability Score Improvement
    13+51910Improved Signature Move
    14+52010Tactical Feats (5th)
    15+52211Martial Path Feature
    16+52311Ability Score Improvement, Superhuman Talent
    17+62512Tactical Feats (6th)
    18+63612Martial Path Feature, Master Combo
    19+62813Ability Score Improvement
    20+63013Apex Warrior

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