Warrior
Warrior Table
| Level | Proficiency Bonus | Rage Damage | Technical Points | Traits |
|---|---|---|---|---|
| 3 | +2 | +2 | Technical Points, Primal Rage, Reckless Abandon, Innate Immunity | |
| 4 | +2 | +2 | Ability Score Increase | |
| 5 | +3 | +2 | Additional Attack (2) | |
| 6 | +3 | +2 | Primal Alliance | |
| 7 | +3 | +2 | Blood Bath | |
| 8 | +3 | +2 | Ability Score Increase | |
| 9 | +4 | +3 | Protective Clarity | |
| 10 | +4 | +3 | Hellish Burst | |
| 11 | +4 | +3 | Additional Attack (3), Unending Rage | |
| 12 | +4 | +3 | Ability Score Increase | |
| 13 | +5 | +3 | Overclass | |
| 14 | +5 | +3 | – | |
| 15 | +5 | +3 | – | |
| 16 | +5 | +4 | – | |
| 17 | +6 | +4 | – | |
| 18 | +6 | +4 | – | |
| 19 | +6 | +4 | – | |
| 20 | +6 | +4 | – |
Specialties
- Two-handed weapons, heavy weapons, axes, hammers
Skill Proficiencies
- Choose three from: Athletics, Animal Handling, Food & Drink, Geography, Intimidation, Investigation, Medicine, Nature, Navigation, Perception, Stealth
Job Traits
Technical Points. Upon taking on the mantel of the Warrior, you gain access to Technical Points which you may use to power various traits. You begin with 4 Technical Points and gain 2 additional TP each time you gain the Ability Score Increase trait. You regain half of your total Technical Points upon finishing a Short Rest and all of them upon finishing a Long Rest.
Primal Rage. You can call upon the primal energy of the earth to enter a flying frenzy. As a Quick Action, you can expend one TP to enter an Enraged state. While Enraged, you resist all physical damage and you deal additional damage when you land Melee Attacks according to the Warrior Table. You also have Advantage when performing any Strength-related checks and Saving Throws. While Enraged, you cannot concentrate, nor can you cast spells. Your Rage ends after 1 minute, or after you begin your turn having not dealt any damage during the previous round.
Reckless Abandon. When you become Enraged, you may choose to expend another TP and throw caution to the wind to become Reckless. While you are Reckless, you make all of your Melee Attacks with Advantage, however, all Attacks made against you are also made with Advantage. Your recklessness ends when your rage ends.
Innate Immunity. You are immune to Poison damage caused by venomous bites and Weapon Attacks, and cannot be poisoned by food or drink.
Ability Score Increase. At level 4, and again at levels 8, 12, 16, and 19, you may increase one Ability Score by 2, or two Ability Scores by 1. Alternatively, you may choose to take a Cross-class Trait or Optional Trait instead of increasing your Ability Scores. You may not take more than one Cross-class Trait in this way.
Additional Attack. Beginning at level 5, when you perform the Attack Action, you may execute two Attacks. At level 11, this becomes three Attacks.
Primal Alliance. Starting at level 6, while you are Enraged and you are within 15ft of an animal which is Friendly to you, that animal also benefits and suffers the same effects of your Rage and they may also make use of your Additional Attack trait if they cannot already.
Blood Bath. Beginning at level 7, when you land a Melee Attack, you may expend one TP to regain a number of hit points equal to the damage dealt as a Quick Action.
Protective Clarity. Beginning at level 9, you may end your Rage early as a Quick Action. Ending your Rage in this way causes an explosion of primal energy that wraps around friendly creatures within 30ft of you, granting them a barrier equal to your Rage Damage. Additionally, when you would be put to sleep, mind controlled, or similarly affected, your Rage protects you if you fail the saving throw and simply ends instead.
Hellish Burst. Beginning at level 10, your Rage becomes explosive. When you become enraged and again as a Quick Action each turn after, you may expend one TP to let out a surge of primal energy. Every creature within 5ft of you must succeed a Dexterity Saving Throw against your passive Constitution or take unaspected damage equal to 1d10 + your Constitution Bonus or half as much on a success.
Ceaseless Rage. Beginning at level 11, you can use your Rage to pull yourself from the brink of death. When you would be reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Ethereal, flaming chains surround both you and the creature which originated the damage. For three turns, you and the creature are compelled to move towards each other in a straight line, changing direction only to pass obstacles and pitfalls which stand between you. During this time, your Rage damage is doubled, your Rage cannot end, you cannot be reduced below 1 hit point, and healing has no effect on you. At the end of the creature's third turn, or when the creature is incapacitated, the effect ends and you gain two levels of exhaustion. You must not be exhausted in order to use this trait again.