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Warrior

Class • WC5E

The Warrior

Masters of the Art of Battle

Hit Point Die: d10

Primary Abilities: Strength

Saving Throw Proficiencies: Strength, Constitution

Skill Proficiencies: Choose 2 from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival

Weapon Proficiencies: Simple Weapons, Martial Weapons

Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields

Tool Proficiencies: None

Starting Equipment: Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelins, Dungeoneer’s Pack, and 4 GP; (B) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP; or (C) 155 GP

Subclasses: Arms, Fury, Protection

For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons.

The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel. Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war.

Rage Maneuvers

If a rage maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Charge. Learned with Inner Rage. When you take the Dash action and move at least 20 feet toward a target, you can spend 1 rage point and make one weapon attack against it as part of the Dash action, this attack is made with advantage.

Disarm. Learned with Inner Rage. You can spend 2 rage points when you make an attack roll to attempt a disarming strike. If the attack hits, you deal normal weapon damage and the target drops one item of your choice it is holding.

Raging Blow. Learned with Inner Rage. When you roll damage for a melee weapon attack, you can spend 1 or more rage points to reroll 1 damage die for each rage point spend. You must use the new roll.

Berserker Rage. You can use your action and spend 3 rage points to end one effect that is causing you to be charmed or frightened.

Bloodthirst. When you hit a creature with a melee weapon attack, you can spend 3 rage points to bolster yourself in the moment. When done, you gain temporary hit points equal to 1d8 + your Warrior level. These hit points lasts for 1 minute.

Cleave. Prerequisite: 6th level. When you hit a creature with a melee weapon attack, you can spend 4 rage to attempt to cleave another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, roll damage for it as if it was a normal attack.

Deep Wounds. Prerequisite: 6th level. When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt a deep wound. The target must succeed on a Constitution saving throw or lose 1d4 hit points due to blood loss. The deep wound lasts for 1 minute. At the end of its turn, the target loses another 1d4 hit points. It then makes another Constitution saving throw, ending the bleeding on a successful save.

Execute. Prerequisite: 6th level. When you hit a creature with a melee weapon attack, you can spend 6 rage points to make your attack into a critical hit. This has no effect if the attack roll was already critical.

Forceful Blow. When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt to force a target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.

Hamstring. When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt to knock the target down. If the target is Large or smaller, it must succeed on a Strength saving throw. On a failed save, you knock the target prone.

Ignore Pain. You can use your reaction and spend 3 rage points when hit by a weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage until the start of your next turn.

Mortal Strike. When you hit a creature with a melee weapon attack, you can spend 2 rage points to attempt to deliver a mortal blow. The target must succeed on a Constitution saving throw or be unable to have hit points restored until the start of your next turn.

Shield Slam. When you hit a creature with a melee weapon attack, you can spend 2 rage points and use your bonus action to slam the target with your shield, dealing damage equal to 1d4 plus your Strength modifier. To do so, you must be wearing a shield.