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Warrior

Class • WC5E

Warrior Class Features

As a Warrior, you gain the following class features when you reach the specified Warrior levels. These features are listed in the Warrior Features table.

LevelProficiency BonusFeaturesRage ReserveManeuvers KnownWeapon Mastery
1+2Fighting Style (Warrior)--3
2+2Inner Rage1-3
3+2Subclass123
4+2Ability Score Improvement (Level 4)224
5+3Extra Attack224
6+3Indomitable334
7+3-334
8+3Ability Score Improvement (Level 8)434
9+4Action Surge, Indomitable434
10+4-535
11+4-545
12+4Ability Score Improvement (Level 12)645
13+5Indomitable (2), Indomitable (2)645
14+5Tactical Master745
15+5-745
16+5Ability Score Improvement (Level 16)856
17+6Action Surge (2)856
18+6-956
19+6Epic Boon956
20+6Extra Attack (2)1056

Level 1: Fighting Style (Warrior)

You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5). Defense is recommended.

Whenever you gain a Warrior level, you can replace the feat you chose with a different Fighting Style feat.

Level 1: Second Wind

You can draw upon your stamina to protect yourself from harm. As a bonus action, you may expend a Hit Die to instantly recover from your wounds, as if you’ve taken a short rest, regaining hit points equal to the total plus your Constitution Modifier.

Level 1: Weapon Mastery (Warrior)

Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Warrior levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Warrior Features table.

Level 2: Inner Rage

You learn to fight with overwhelming ferocity in battle and can harness that fury into your attacks.

Rage

You gain 1 rage point whenever you deal damage to a creature with a weapon attack that you did not spend rage points on. You can spend these rage points to fuel various maneuvers. To use one of these maneuvers, you must expend rage points equal to its cost.

You can never have more rage points than your Warrior level. Your accumulated rage points remain for 1 hour before dissipating and returning your pool of rage to 0.

Rage Maneuvers Known

You start by knowing three maneuvers: Charge, Disarm, and Raging Blow. Each of which are detailed below.

The Maneuvers Known column of the Warrior table shows when you when you learn new rage maneuvers of your choice. Your maneuver options are detailed at the end of the class description.

Additionally, when you gain levels in this class, you can choose one of the maneuvers you have learned and replace it with another maneuver you could learn at that level. You can not change Charge, Disarm, or Raging Blow.

Rage Reserve

You can use a bonus action on your turn to tap into your inner reserve of rage and gain a number of rage points equal to the Rage Reserve column of the Warrior table. Once you use your reserve of rage, you can’t do so again until you finish a short or long rest. Maneuver Saving Throw Some of your rage maneuvers require your target to make a saving throw to resist the maneuver’s effect. The saving throw DC is calculated as follows: Rage save DC = 8 plus your proficiency bonus plus your Strength modifier

Rage Maneuvers

You start by knowing three rage maneuvers:

Charge. 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. 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. 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.

Level 3: Subclass

You gain a subclass of your choice. A subclass is a specialization that grants you features at certain levels of this class. For the rest of your career, you gain each of your subclass’s features that are of your level or lower.

Level 4: Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 8, 12, and 16.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 6: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.

Level 8: Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 12 and 16.

Level 9: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

Level 9: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.

Level 12: Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at level 16.

Level 13: Indomitable (2)

You can now use Indomitable twice before a Long Rest.

Level 13: Indomitable (2)

You can now use Indomitable twice before a Long Rest but only once on a turn.

Level 14: Tactical Master

When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.

Level 16: Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify.

Level 17: Action Surge (2)

You can now use your Action Surge twice before a rest but only once on a turn.

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.

Level 20: Extra Attack (2)

You can now attack trice, instead of twice, whenever you take the Attack action on your turn.