Warrior
Now, watch them attack me. Pitiful! Do they think to take
vengeance for their fallen? Do they come to challenge ME?
I, who have won a hundred wars? I, who stood alone
against thousands and still shouted for my enemies to
come? No, these saurok will crumple before me like paper
before the flame!
— Skeer the Bloodseeker
A human in clanging plate armor holds her shield high
before her as she charges toward the massed kobolds. A
night elf behind her, clad in studded leather armor, peppers
the kobolds with arrows loosed from his exquisite bow. The
dwarf nearby shouts orders, helping the two combatants
coordinate their assault to the best advantage.
An orc in chainmail interposes his shield between the
ogre's club and his companion in a swift action, knocking
the deadly blow aside. His companion, a blood elf in scale
armor, swings two scimitars in a blinding whirl as she
circles the ogre, looking for a blind spot in its defenses.
A gladiator fights for sport in an arena, a master with his
trident and net, skilled at toppling foes and moving them
around for the crowd's delight, and his own tactical
advantage. His opponent's sword flares with blue light an
instant before she sends lightning forth to smite him.
Ancient Practice
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 ham-
strings 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.
Warriors are the quintessential fearless
fighters on the battlefield, and their pure martial
prowess inspires courage in allies and despair in
enemies. Experts in all manner of melee weaponry and
possessing incredible physical strength and skill, Warriors
are perfectly suited to serve as frontline combatants and
battlefield commanders.
Well-Rounded Specialists
Warriors learn the basics of all combat styles. Every
warrior can swing an axe, fence with a rapier, wield a
longsword or a greatsword, use a bow, and even trap foes in
a net with some degree of skill. Likewise, a warrior is adept
with shields and every form of armor. Beyond that basic
degree of familiarity, each fighter specializes in a certain
style of combat. Some concentrate on protection their
allies from mortal blows, some on fighting with two
weapons at once, and some prefer a single large weapon
able to be wielded with extraordinary force. This
combination of broad general ability and extensive
specialization makes fighters superior combatants on
battlefields and in dungeons alike.
PART 1 | CLASSES 1
The Warrior
Proficiency Rage Maneuvers
Level Bonus Features Reserve Known
1st +2 Fighting Style, Second Wind — —
2nd +2 Inner Rage 1 —
3rd +2 Martial Archetype, Inner Rage improvement 2 2
4th +2 Ability Score Improvement 2 2
5th +3 Extra Attack 3 2
6th +3 Action Surge (one use) 3 3
7th +3 Martial Archetype feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 — 5 3
10th +4 Indomitable (one use) 5 3
11th +4 Martial Archetype feature 6 4
12th +4 Ability Score Improvement 6 4
13th +5 — 7 4
14th +5 Indomitable (two use) 7 4
15th +5 Martial Archetype feature 8 4
16th +5 Ability Score Improvement 8 5
17th +6 Action Surge (two uses) 9 5
18th +6 Martial Archetype feature 9 5
19th +6 Ability Score Improvement 10 5
20th +6 Extra Attack (2) 10 5
Creating a Warrior Class Features
As you build your warrior, think about two related elements As a warrior, you gain the following class features.
of your character's background: Where did you get your
combat training, and what set you apart from the mundane Hit Points
fighters around you? Were you particularly ruthless? Did Hit Dice: 1d10 per warrior level
you get extra help from a mentor, perhaps because of your Hit Points at 1st Level: 10 + your Constitution modifier
exceptional dedication? Hit Points at Higher Levels: 1d10 (or 6) + your
You might have enjoyed formal training in a noble's army Constitution modifier per warrior level after 1st
or in a local militia. Perhaps you trained in a war academy,
learning strategy, tactics, and military history. Or you might Proficiencies
be self-taught -- unpolished but well tested. Did you take up Armor: All armor, shields
the sword as a way to escape the limits of life on a farm, or Weapons: Simple weapons, martial weapons, firearms
are you following a proud family tradition? Where did you Tools: None
acquire your weapons and armor? They might have been
military issue or family heirlooms. Or perhaps you Saving Throws: Strength, Constitution
scrimped and saved for years to buy them. Your armaments Skills: Choose two skills from Acrobatics, Animal
are now among your most important possessions -- the only Handling, Athletics. History, Insight, Intimidation,
things that stand between you and death's embrace. Perception, and Survival
Quick Build Equipment
You can make a warrior quickly by following these sugges- You start with the following equipment, in addition to the
tions. First, put your highest ability score in Strength, equipment granted by your background:
followed by Constitution. (a) scale mail or (b) chain mail
(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
2 PART 1 | CLASSES
Fighting Style Rage Reserve
You adopt a particular style of fighting as your You can use a bonus action on your turn to tap into your
specialty. Choose one of the following options. inner reserve of rage and gain a number of rage points
You can't take a Fighting Style option more equal to the Rage Reserve column of the Warrior table.
than once, even if you later get to choose again. Once you use your reserve of rage, you can't do so again
until you finish a short or long rest.
Defense Maneuver Saving Throw
While you are wearing armor, you gain a +1 bonus to AC. Some of your rage maneuvers require your target to make
a saving throw to resist the maneuver's effect. The saving
Dueling throw DC is calculated as follows:
When you are wielding a melee weapon in one hand and no Rage save DC = 8 + your proficiency bonus +
other weapons, you gain a +2 bonus to damage rolls with your Strength modifier
that weapon.
Great Weapon Fighting Rage Maneuvers
When you roll a 1 or 2 on a damage die for an attack made You start by knowing three rage maneuvers:
with a melee weapon that you wield with two hands, you Charge. When you take the Dash action, you can spend
can reroll the die and must use the new roll, even if the new 1 rage point to charge. If you move at least 20 feet toward a
roll is a 1 or a 2. The weapon must have the two-handed or target you can make one weapon attack against it as part of
versatile property for you to gain this benefit. the Dash action, this attack is made with advantage.
Disarm. You can spend 2 rage points before making an
Protection attack roll to attempt to disarm the target. If the attack hits,
When a creature you can see attacks a target other than the target loses grip on one weapon their wielding (your
you that is within 5 feet of you, you can use your reaction to choice). The weapon falls to the ground in it's space.
impose disadvantage on the attack roll. You must be Raging Blow. When you roll damage for a melee
wielding a shield. weapon attack, you can spend 1 or more rage points to
reroll 1 damage die for each rage point spend. You must
Two-Weapon Fighting use the new roll.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack. Martial archetype
At 3rd level, you choose a martial archetype that you strive
Second Wind to emulate in your combat styles and techniques. Choose
You can draw upon your stamina to protect yourself from Arms, Fury, or Protection, all detailed at the end of the
harm. As a bonus action on your turn, you can expend 1 hit class description. Your archetype grants you features at 3rd
dice, as if you had finished a rest, and regain hit points level and again at 7th, 11th, 15th, and 18th level.
equal to the total + your Constitution modifier.
Ability Score Improvement
Inner Rage When you reach 4th level, and again at 8th, 12th, 16th, and
At 2nd level, you learn to fight with overwhelming ferocity 19th level, you can increase one ability score of your choice
in battle and can harness that fury into your attacks. by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20
Rage using this feature.
You gain 1 rage point whenever you deal damage to a
creature with a weapon attack that you did not spend rage Extra Attack
points on. You can spend these rage points to fuel various Beginning at 5th level, you can attack twice, instead of
maneuvers. To use one of these maneuvers, you must once, whenever you take the Attack action on your turn.
expend rage points equal to its cost. You can never have The number of attacks increases to three when you
more rage points than your Warrior level. reach 20th level in this class.
Your accumulated rage points remain for 1 hour before
dissipating and returning your pool of rage to 0. Action Surge
Rage Maneuvers Known Starting at 6th level, you can push yourself beyond your
You start by knowing three maneuvers: Charge, Disarm, normal limits for a moment. On your turn, you can take one
and Raging Blow. Each of which are detailed below. additional action on top of your regular action and a
The Maneuvers Known column of the Warrior table possible bonus action.
shows when you when you learn new rage maneuvers of Once you use this feature, you must finish a short or long
your choice. Your maneuver options are detailed at the end rest before you can use it again. Starting at 17th level, you
of the class description can use it twice before a rest, but only once per turn.
Additionally, when you gain levels in this class, you can
choose one of the maneuvers you have learned and replace Indomitable
it with another maneuver you could learn at that level. You Beginning at 9th level, you can reroll a saving throw that
can not change Charge, Disarm, or Raging Blow. you fail. If you do so, 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 between long rests
starting at 13th level.
PART 1 | CLASSES 3
Martial Archetypes Fury
Different warriors choose different approaches to Fury warriors are among the most feared of combatants,
perfecting their fighting prowess. The martial archetype these fearless fighters venture into the fray with a lust for
you choose to emulate reflects your approach. battle, disregarding their own defense to deliver punishing
blows with brute force. Many fury warriors favor weapons
Arms capable of being wielded in one-hand to unleash a flurry of
attacks carving their opponent to pieces.
Arms warriors are forged not in the classroom, tavern, or
workshop, but in the dueling pits and on the arena floor. Rampage
These warriors are patient fighters, waiting to capitalize on Beginning when you choose this archetype at 3rd level, you
moments when their opponent is left exposed. Many arms can throw aside all concern for defense to attack with
warrior gravitate towards two-headed weapons, weapons fierce desperation. When you make your first attack on
that allow them to deliver devastating, overpowering blows, your turn, you can decide to rampage. Doing so gives you
fully exploiting their enemies’ weaknesses. advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have
Overpower advantage until your next turn.
Beginning when you choose this archetype at 3rd level, you
learn to use your weapon as a barrier. When you are hit by Fearful
a melee attack, you can use you reaction to roll 1d10 and At 3rd level, you gain proficiency in the Intimidation skill if
add the total to your Armor Class. If your overpower causes you don't already have it and when you make an ability
the attack to miss you, you can make one weapon attack check with it, you can choose to use your Strength modifier
against the target as part of the same reaction. instead of your Charisma modifier for the check.
You can use this feature twice. You regain expended uses
when you finish a short or long rest. Titan's Grip
Starting at 7th level, your brutish strength allows you to
Dauntless wield weapons with might unmatched by other warriors.
At 3rd level, your rage is replenished even as you pour it When you wield a weapon that deals a single damage
into your attacks. You regain 1 rage at the end of your turn die, the damage die of the weapon is increased by 1. For
if you hit a creature with a rage move during it. example, a shortsword that normally deals 1d6 damage
instead deals 1d8 damage. A weapon's damage die can't
Commanding Shout be increased beyond a 1d12.
Starting at 7th level, you are able to command an ally to
attack your quarry. As a bonus action, choose a friendly Thirst for Blood
creature within 60 feet of you who can see or hear you. At 11th level, when a hostile creature within 20 feet of you
That creature can immediately use its reaction to make takes damage, you can use your reaction to move up to half
one melee weapon attack. your speed towards the creature without provoking oppor-
tunity attacks. If this movement brings you within reach of
Colossus Smash the creature, you may make one weapon attack against the
Upon reaching 11th level, when you hit a creature with a creature as part of the reaction.
melee weapon attack, you are able to sunder their defenses
and give the next weapon attack made against the target Devastating Critical
before the end of your next turn advantage. You can only Beginning at 15th level, when you score a critical hit with a
sunder a target's defenses once per turn. weapon attack, you gain a bonus to that weapon’s damage
roll equal to your level in this class.
Deadly Calm
Starting at 15th level, you instinctively enter a defensive Frothing Berserker
stance when things get rough. While you are below half At 18th level, if you take damage that reduces you to 0 hit
of your hit point maximum, you have advantage on any points and doesn't kill you outright, you can use your
Strength, Dexterity, or Constitution saving throw you make. reaction to delay falling unconscious and immediately take
an extra turn. While you have 0 hit points during that extra
Opportunity Strikes turn, taking damage causes death saving throw failures as
At 18th level, you respond to openings in enemies defense normal, and three death saving throw failures can still kill
with unmatched ferocity. In combat, you get a special you. When the extra turn ends, you fall unconscious if you
reaction that you can take once on every creature's turn, still have 0 hit points. Once you use this feature, you can't
except your turn. You can use this special reaction only to use it again until you finish a long rest.
make an opportunity attack, and you can't use it on the
same turn that you take your normal reaction.
4 PART 1 | CLASSES
Protection Bloodthirst
Protection warriors demonstrate a knack for the use of a When you hit a creature with a melee weapon attack, you
shield, nullifying opponent’s advances and creating oppor- can spend 3 rage points to bolster yourself in the moment.
tunities for counterattacks. For them, being the toughest When done, you gain temporary hit points equal to 1d8 +
soldier on the front means nothing if allies are left vulner- your Constitution modifier.
able to the enemy's attack. These stalwart defenders are Cleave
integral to the success of any military campaign. Prerequisite: 6th level
Taunt When you hit a creature with a melee weapon attack, you
Beginning when you choose this archetype at 3rd level, you can spend 4 rage to attempt to cleave another creature with
can use your action to taunt creatures within 30 feet of you. the same attack. Choose another creature within 5 feet of
Any creature of your choice within range must succeed on the original target and within your reach. If the original
a Wisdom saving throw against your Rage save DC or have attack roll would hit the second creature, roll damage for it
disadvantage on attack rolls against creatures other than as if it was a normal attack.
you for 1 minute. A creature can repeat the save at the end
of each of their turns, ending the effect on a success. Deep Wounds
Once you use this feature, you can't use it again until you Prerequisite: 6th level
finish a short or long rest. When you hit a creature with a melee weapon attack, you
can spend 2 rage points to attempt a deep wound. The
Anger Management target must succeed on a Constitution saving throw or lose
At 3rd level, your rage is renewed by blows made against 1d4 hit points due to blood loss. The deep wound lasts for
you. When a hostile creature hits you with an attack, you 1 minute.
immediately gain 1 rage point. You can only benefit from At the end of its turn, the target loses another 1d4 hit
this effect once per turn. points. It then makes another Constitution saving throw,
ending the bleeding on a successful save.
Intercept
Beginning at 7th level, when a creature you can see attacks Execute
a target other than you that is within 5 feet of you, you can Prerequisite: 6th level
use your reaction to intercept the attack, forcing the attack When you hit a creature with a melee weapon attack, you
to target you instead. can spend 6 rage points to make your attack into a critical
You can use this feature a number of times equal to your hit. This has no effect if the attack roll was already critical.
Constitution modifier (minimum of 1). You regain all spent
uses after finishing a long rest. Forceful Blow
When you hit a creature with a melee weapon attack, you
Softened Blows can spend 2 rage points to attempt to force a target back. If
Beginning at 11th level, even the strongest of blows will not the target is Large or smaller, it must make a Strength
fault your defense. Any critical hit against you becomes a saving throw. On a failed save, you push the target up to 10
normal hit and you have advantage on any check or saving feet away from you.
throw made to avoid being knocked prone.
Hamstring
Inspiring Presence When you hit a creature with a melee weapon attack, you
Starting at 15th level, you can extend the benefit of your can spend 2 rage points to attempt to knock the target
Indomitable feature to an ally. When you use Indomitable down. If the target is Large or smaller, it must succeed on a
to reroll an Intelligence, a Wisdom, or a Charisma saving Strength saving throw. On a failed save, you knock the
throw and you aren't incapacitated, you can choose one ally target prone.
within 60 feet of you that also failed its save against the
same effect. If that creature can see or hear you, it can Ignore Pain
reroll its saving throw and must use the new roll. You can use your reaction and spend 3 rage points when
hit by a weapon attack to give yourself resistance towards
Never Surrender bludgeoning, piercing, and slashing damage until the start
At 18th level, whenever you start your turn below half of of your next turn.
your hit point maximum, you gain 1d10 + your Constitution
modifier temporary hit points. You don't gain this benefit if Mortal Strike
you have 0 hit points. When you hit a creature with a melee weapon attack, you
can spend 2 rage points to attempt to deliver a mortal blow.
Rage Maneuvers The target must succeed on a Constitution saving throw or
be unable to have hit points restored until the start of your
If a rage maneuver has prerequisites, you must meet them next turn.
to learn it. You can learn the maneuver at the same time
that you meet its prerequisites. A level prerequisite refers Shield Slam
to your level in this class. When you hit a creature with a melee weapon attack, you
can spend 2 rage points and use your bonus action to slam
Berserker Rage the target with your shield, dealing damage equal to 1d4 +
You can use your action and spend 3 rage points to end one your Strength modifier.
effect that is causing you to be charmed or frightened. To do so, you must be wearing a shield.
PART 1 | CLASSES
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