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
You start with the following equipment, in addition to the equipment granted by your background:
spellcasting:
class features:
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.
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
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
A unique Signature Move
Access to exclusive Battle Techniques
Features at levels 7, 10, 15, and 18
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.
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
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
Once per combat, you may use your Signature Move and Mastery Combo together as part of the same Action.
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.Battle Techniques
At level 1, you learn to channel your Vitality into Battle Techniques—powerful martial maneuvers with various effects and action types.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.Martial Path
At level 3, you choose a Martial Path, which defines your personal style of martial mastery. Each path grants: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.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.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 CombosMaster 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.Apex Warrior
At level 20, you reach the peak of martial perfection.subclass options:
Lord of Lightning Void Dancer String Weaver Arsenal Warden Chronoshifter Flameheart Wind Reaver Earth Master Deathmarked Shadow Veil Warlord Blade Saint
Lord of Lightning Void Dancer String Weaver Arsenal Warden Chronoshifter Flameheart Wind Reaver Earth Master Deathmarked Shadow Veil Warlord Blade Saint
Level | Proficiency Bonus | Vitality Points | Techniques Known | Features |
---|---|---|---|---|
1 | +2 | 4 | 3 | Martial Edge, Vitality Points, Battle Techniques |
2 | +2 | 5 | 4 | Tactical Feats (2) |
3 | +2 | 6 | 5 | Martial Path, Signature Move |
4 | +2 | 7 | 5 | Ability Score Improvement |
5 | +3 | 8 | 6 | Extra Attack |
6 | +3 | 9 | 6 | Tactical Feats (3rd), Superhuman Talent |
7 | +3 | 10 | 7 | Martial Path Feature |
8 | +3 | 11 | 7 | Ability Score Improvement |
9 | +4 | 13 | 8 | Improved Signature Move |
10 | +4 | 14 | 8 | Martial Path Feature, Tactical Feats (4th) |
11 | +4 | 16 | 9 | Extra Attack (2), Superhuman Talent |
12 | +4 | 17 | 9 | Ability Score Improvement |
13 | +5 | 19 | 10 | Improved Signature Move |
14 | +5 | 20 | 10 | Tactical Feats (5th) |
15 | +5 | 22 | 11 | Martial Path Feature |
16 | +5 | 23 | 11 | Ability Score Improvement, Superhuman Talent |
17 | +6 | 25 | 12 | Tactical Feats (6th) |
18 | +6 | 36 | 12 | Martial Path Feature, Master Combo |
19 | +6 | 28 | 13 | Ability Score Improvement |
20 | +6 | 30 | 13 | Apex Warrior |
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