LEVEL |
Proficiency Bonus |
Features |
1 |
+2 |
Fighting Style, Powerful |
2 |
+2 |
Threaten (once a day) |
3 |
+2 |
Warrior Tree |
4 |
+2 |
Ability Score Improvement |
5 |
+3 |
Extra Attack |
6 |
+3 |
Ability Score Improvement |
7 |
+3 |
Warrior Tree |
8 |
+3 |
Ability Score Improvement |
9 |
+4 |
Death Blow (once a day) |
10 |
+4 |
Warrior Tree |
11 |
+4 |
Extra Attack (x2) |
12 |
+4 |
Ability Score Improvement |
13 |
+5 |
Death Blow (twice a day) |
14 |
+5 |
Ability Score Improvement |
15 |
+5 |
Warrior Tree |
16 |
+5 |
Ability Score Improvement |
17 |
+5 |
Treaten (twice a day), Death Blow (three times a day) |
18 |
+5 |
Warrior Tree |
19 |
+5 |
Ability Score Improvement |
20 |
+5 |
Extra Attack |
CLASS FEATURES
Hit Dice: 1d10 per level
HP: 10 + Con modifier (at additional levels, add 1d10)
Proficiencies: All armor and shields, simple and martial weapons
Saves: Str and Con
Skills: Combat Training, Survival
Equipment: Start with the following= [Longsword & Leather Armor]
TANKS AND BRAWLERS-
- Dual-Wielding: +1 to attack rolls
- Sword & Shield: When a creature you can see attacks a friend within 5 feet of you, you can use a reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Handed: When you roll a 1 or 2 on a damage die for an attack you make with a weapon 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.
- Powerful: With hard work, you have grained greater health and reduced the penalty of damage. On your turn, you can use an action to regain HP equal to 1d4 plus your level. You can use this every long rest.
- Threaten: Starting at 2nd level, the warrior adopts a challenging posture that increases enemy hostility, drawing them away from other allies while this mode is active. Once a long rest, you may also take one additional action on top of your regular action. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
- Death Blow: Beginning at 9th level, you can reroll a saving throw that you fail. You must use the new roll, and it can only be used every long rest. Starting at level 13, you can use it twice every long rest, and three times every long rest starting at 17th level.
WARRIOR TREE
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Templar, Berserker, or Reaver.
TEMPLAR The holy knights of the Chantry, Templars train to dispel and resist magic. While mages often resent the templars as symbols of the Chantry’s control over magic, the people of Thedas see them as saviors and holy warriors for all that is good.
- Righteous Strike- At level 3, your weapon attacks score a critical hit on a roll of 19 or 20.
- Divine Will- At level 7, you can add half your proficiency bonus to any Str, Dex, or Con check that doesn't already use your proficiency bonus.
- Starting at level 10, choose a second option from the Warrior Tree. Gain adv against spell save throws.
- Holy Smite- At level 15, weapon attacks score a critical hit on a roll of 18-20.
- Cleanse Area- At level 18, at the start of each turn, you regain HP equal to 1d6 + your Con modifier if you have no more than half of your HP left (but more than 0 HP).
BERSERKER A fighting class founded by dwarves but now practiced by all, these warriors are known for their strength and resilience more than their finesse. Aggressive in battle, the inimitable tank.
- Resilience- At level 3, after you make a weapon attack roll against a creature, you can choose to expend 1d4 HP to add it to your damage roll.
- Rally- At level 7, on your turn, you can use a bonus action and bolster the resolve of one companion. That companion gains temporary hit points equal to 1d10 + your Cha modifier. Temporary HP lasts for the duration of battle.
- Starting at level 10, choose a second option from the Warrior Tree. Gain 1d20 to max HP.
- Final Blow- At level 15, when you make the final strike on an enemy, regain 1d12 HP (up to max HP).
- Destroyer- At level 18, when you hit a creature with a melee weapon attack, you can expend 1d10 HP to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach.
REAVER Legend says the Reavers gained their powers by feasting upon the souls of their slain opponents. Using demonic skills, reavers terrorize their enemies, and are stronger the closer they are to dying.
- Ravage- At level 3, you can prepare a reaction to attempt to disarm your target after you successfully attack them. The target must make a Str saving throw, and the weapon lands at the target's feet.
- Overpower- At level 7, you can roll to use a bonus action on your turn to knock a small or medium creature prone when you hit it with a melee weapon attack.
- Starting at level 10, choose a second option from the Warrior Tree. Gain advantage on Con Save Throws.
- Aura of Pain- At level 15, you only take half damage from piercing, bludgeoning, or slashing damage.
- Blood Frenzy- At level 18, you are a force of nature. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
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*CHAMPION* Unlocks with saving Redcliffe Village. Veteran warriors that inspire allies and intimidate foes. These are heroes that plunge headlong into battle, and they make it look easy.
- Starting at level 10, you gain an extra 4 to Charisma, with a max of 21.
- Superiority- At level 15, you can’t be charmed or frightened while in battle. If you are charmed or frightened when you enter battle, the effect is suspended for the duration.
- War Cry- At level 18, no attack roll has advantage against you while you aren't incapacitated, and you never have disadvantage on attack rolls.