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The Warrior

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

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

B
loodied but unbowed, the half-orc raises their

head, spitting into the dirt. He looks his

opponent, who stands a full foot taller, square in

the eye. "That all you got?"

Fists flying, the bruises on his knuckles

barely registering, the human's unrelenting

assault boxes off his opponent from the rest of

his party. Each swing keeps the axe of his enemy off of his

friends.

No thought but destruction coursing though her mind, the

untamed force of rage channeling through the dwarf 's mind

struck fear in her opponents, as their comrades skulls

cracked open beneath her fists.

Warriors are those who have been granted a fighting spirit

so unrelenting that they dedicate their lives to the art of

battle. They train day in and day out, seeking to achieve the

highest level of strength available to them. However it is not

war that they crave, it is battle, the thrill of being put to the

limit, and rising above. A warrior would rather die than admit

defeat on the battlefield.


A warrior derives their strength from the spirit that resides

within them. It is something intrinsic to them, something they

can likely never escape. This spirit drives them to fight,

pushing them until their body would collapse. The best

warriors can manifest this spirit, using Ki to bolster their

abilities, allowing them to achieve even greater victory

against foes that the average warrior would have no hope to

defeat.

To a warrior, the fight itself is the reward, victory is merely

the result of an opponent's failure to challenge them. In

honorable combat, a warrior can accept when they have been

bested, and will spend weeks re-living every detail to learn

from their mistakes. In a life-or-death battle, there could be

no more fearsome and tenacious opponent. 


The adventuring life is an easy one for a warrior to take up.
When creating a warrior, consider first the nature of their
The varying conditions, constant peril, and endless
fightning spirit. Did they acquire it at birth? Or was it ignited
challengers can push a warrior to and past their limit, a fact
within them after a painful loss? Why does your warrior seek
that has called many to join their own adventuring party. In a
to be the strongest?
group they will likely head for the largest target and try to
When you have your warriors motivation figured out, come
lock them down in single combat, keeping them busy while
up with a reason why they are ok working in a team. Your
their party deals with any other threats.
warrior may desire to be the strongest, but they must also be

 open to collaboration. Perhaps they seeks to challenge a

specific individual, or they only desire to fight others of their

Warriors are more than simply a fighter or soldier. They live race in single combat. Or perhaps they naturally find their

and breath the spirit of combat. Their life revolves around it, thrill in battle when fighting as a team.

and when they aren't training, they're eating or resting to

prepare for their next training session. They spend their quiet

time meditating, honing their spirit, until it is a fine blade

used to cut down their foes. This singular focus is what

separates a warrior from other combatants.



You can make a warrior quickly by following these
suggestions. First, put your highest ability score in
Strength, followed by Constitution, then the mental
stat aligned with your desired Fighting Spirit.
Second, choose the folk hero background.

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The Warrior

Level Proficiency Bonus Ki Die Ki Points Features


1st +2 — — Warrior Blood, Warrior Training
2nd +2 1d6 2 Combat Lessons, Ki
3rd +2 1d6 3 Fighting Spirit, Face Off
4th +2 1d6 4 Ability Score Improvement
5th +3 1d8 5 Extra Attack, Interrupting Strike
6th +3 1d8 6 Ki Empowered Strikes, Ki Sense
7th +3 1d8 7 Spirit Form, Fighting Spirit Feature
8th +3 1d8 8 Ability Score Improvement
9th +4 1d8 9 Combat Instinct
10th +4 1d8 10 Ability Score Increase, Clear Mind
11th +4 1d10 11 Fighting Spirit Feature
12th +4 1d10 12 Ability Score Improvement
13th +5 1d10 13 Indomitable (one use), Spirit Form (two uses)
14th +5 1d10 14 Beyond the Limit
15th +5 1d10 15 Perfected Spirit Form
16th +5 1d10 16 Ability Score Improvement
17th +6 1d12 17 Fighting Spirit Feature
18th +6 1d12 18 Indomitable (two uses), Spirit Form (three uses)
19th +6 1d12 19 Ability Score Improvement
20th +6 1d12 20 Ultimate Battle


 Beginning at 1st level, while you are wearing light armor and
As a warrior, you gain the following class features not wielding a shield, you can calculate your AC as 13 + your

Constitution modifier. Any magical bonus granted to your AC

 by your armor applies as normal.

Hit Dice: 1d10 per warrior level

Hit Points at 1st Level: 10 + your Constitution modifier 


Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
At 1st level, your life of combat has given you great strength
modifier per warrior level after 1st
and technique. You gain the following benefits while

 unarmed, not wielding a shield, and wearing light armor:

Armor: Light You can roll a d6 in place of the normal damage of your
Weapons: Simple weapons unarmed strikes.
Tools: Choose one type of artisan’s tools or one musical When you take the Attack action on your turn, you gain
instrument temporary hit points equal to your proficiency bonus. They
Saving Throws: Strength, Constitution last until the beginning of your next turn.
Skills: Choose two from Acrobatics, Athletics, Insight, When you take the Attack action on your turn, your
Intimidation, Perception, Survival movement speed increases by 10 feet, and you may

 expend movement to move up to 10 feet in any direction

before making your first attack. If a creature you hit with


You start with the following equipment, in addition to the
an unarmed strike this turn as part of the Attack action
equipment granted by your background:
makes an opportunity attack against you before the end of

Studded leather your turn, you can make an unarmed strike against them

(a) A dungeoneer’s pack or (b) an explorer’s pack (no action required). If the opportunity attack hits, you gain

An artisan’s tool or musical instrument resistance to any damage dealt by it.

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 
Over your life you’ve been taught many hard lessons on the Starting at 3rd level, your assault can overwhelm an

battlefield. You keep these lessons in mind to guide your first opponent's senses, demanding an answer. After you take the

through the enemy. Attack action, if you hit a creature with an unarmed strike

At 2nd level, you choose one lesson of the body and one and that creature made an attack roll on its last turn, you can

lesson of the mind. Your lesson options are detailed at the use your bonus action to force that creature to make a

end of the class description. When you finish a short or long Wisdom saving throw against your Ki save DC. On a failed

rest, you can swap out one of your chosen lessons for another save, that creature must make an opportunity attack against

lesson of the same type. you that turn if able.

If a combat lesson has prerequisites, you must meet them

to learn it. A level refers to your level in this class. 


 When you reach 4th level, and again at 8th, 10th, 12th, 16th,

and 19th level, you can increase one ability score of your

Starting at 2nd level, you can channel a fearsome strength of choice by 2, or you can increase two ability scores of your

will through your battle-hardened body, represented as Ki choice by 1. As normal, you can't increase an ability score

dice, which start out as a d6. You have a number of these dice above 20 using this feature.

equal to your warrior level, as shown in the Ki Points column Using the optional feats rule, you can forgo taking this

of the Warrior table. The size of your Ki die increases when feature to take a feat of your choice instead.

you reach certain levels in this class, as shown in the Ki Die

column of the Warrior table. 


You can spend your Ki die to fuel various ki features. You
Beginning at 5th level, you can attack twice, instead of once,
starting knowing three such features: Brazen Charge,
whenever you take the Attack action on your turn.
Fearsome Strike, and Practiced Counter. You learn more ki

features as you gain levels in this class.

When you spend a Ki die, it is unavailable until you finish a



short or long rest, at the end of which you recover all your Starting at 5th level, when you use your Practiced Counter
expended ki. feature and hit with the unarmed strike, the target must

Brazen Charge. As a bonus action, you can spend 1 Ki die succeed on a Constitution saving throw against your Ki save

to move up to 60 feet in a straight line toward a hostile DC, otherwise its speed drops to 0 until the beginning of its

creature you can see, ignoring difficult terrain. If you have a next turn, and the remainder of its current action is wasted

flying speed, you can fly with this movement. You may then (ie, a creature using the Multiattack action cannot perform

make an unarmed strike against that creature, and your any attacks or actions it has yet to perform as part of its

speed drops to 0 until the end of your turn (Warrior Training Multiattack).

can still increase your speed to 10 feet).

Fearsome Strike. Once per turn, when you hit a creature 
with an unarmed strike, you can spend 1 Ki die to deal
Starting at 6th level, your unarmed strikes count as magical
additional force damage to the target equal to the expended
for the purpose of overcoming resistance and immunity to
Ki die plus the maximum value of your Ki die (ie, if your Ki
nonmagical attacks and damage.
die is a d6, the target takes 1d6 + 6 force damage).


Practiced Counter. When you are hit by a melee attack,

you can spend 1 Ki die as a reaction to gain resistance to the

damage dealt and make an unarmed strike against the


At 6th level, you can sense the lifeforce of other creatures.
creature that hit you.
You gain blindsight out to 10 feet. Within that range, you can
Some of your ki features will require your target to make a effectively see anything that isn’t behind total cover, even if
saving throw, or make an attack roll with a stat other than you’re blinded or in darkness. Moreover, you can see an
Strength. Your Fighting Spirit, which you choose at 3rd level invisible creature within that range, unless the creature
in this class, will determine what your Ki save DC and attack successfully hides from you.
modifier are.
You can spend any number of Ki dice up to your proficiency

bonus to increase the radius of your blindsight by 10 feet for


 each Ki die spent for one minute.

When you reach 3rd level, your fighting spirit manifests in full

display on the battlefield. Choose one of the spirits detailed at

the end of the class description, your choice grants you

features at 3rd level, and again at 7th, 11th, and 17th level.

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 
Starting at 7th level, as a bonus action you can spend one Ki By 15th level, you have mastered the use of your spirit form.

die to channel your fighting spirit, bolstering your physical Activating your spirit form no longer costs a Ki die, and you

form with spiritual energy. Your spirit form lasts for one can activate it at the start of your turn as a free action, so long

minute, and ends early if you are incapacitated or you die. as you have not yet moved or taken an other actions. Your

When you activate your spirit form, you regain hit points spirit form also now lasts for 10 minutes.

equal to your Ki die, and while its active, you gain the

following benefits: 


You have a flying speed equal to your walking speed. At 20th level, you have ascended far beyond the average

You have advantage on Strength checks and Strength warrior. You permanently gain the previously stated effects of

your spirit form even when it isn't active, and when you
saving throws.
activate your spirit form, you gain these additional benefits:

Once you use this feature, must finish a long rest before

you can use it again. You can use this feature twice between Your AC increases by 2.

long rests at 13th level, and three times at 18th level. You regain 4 Ki dice.

Your Strength and Constitution scores, and the maximum

 for those scores, increases by 2.

At 9th level, you have honed your instincts to alert you at the

slightest hint of danger. When you roll initiative, you can add

your Ki die to the roll. If you are surprised at the beginning of

combat and aren’t incapacitated, you can act normally on your

first turn, but only if you use Brazen Charge before doing

anything else on that turn.



If you use the optional multiclassing rule in the
Player's Handbook, here's what you need to know
 if you choose warrior as one of your classes.
By 10th level, you have steeled your mind against fear and
Ability Score Minimum. As a multiclass character
hesitation, granting you immunity to the frightened condition.
you must have a Strength and Constitution score
of at least 13 to take a level in this class, or to
 take a level in another class if you already are a
Beginning at 13th level, you can reroll a saving throw that you
warrior.
fail. If you do so, you must use the new roll, and you can
Proficiencies Gained. If warrior is not your initial
spend one Ki die to add it to the roll. You can’t use this feature
class, you only gain proficiency with light armor.
again until you finish a long rest.
Ki Points. If you multiclass into another class that
You can use this feature twice between long rests starting
grant Ki points, such as the monk, combine the
at 18th level.
Ki points from both classes to determine your Ki
point maximum.

At 14th level, you can push your body beyond its limits. You

can use your action to expend one Hit Die and regain one

expended Ki die. You cannot have more Ki die than the

number shown for your level in the Ki Points column of the

Warrior table. You may use this action a number of times up

to your proficiency bonus, and you regain all expended uses

when you finish a long rest.

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
 17th-level Spirit of Battle feature

A warrior's fighting spirit can be motivated by many things, When you start your turn with no Ki dice, you can choose

be it pride in there abilities, a simple love for battle, or sheer to gain temporary Ki dice equal to your proficiency bonus,

all-consuming rage. The nature of their fighting spirit shapes which last for one minute. While you have them, your

their style of combat, and their expression of Ki energy. unarmed strikes deal additional damage equal to your Ki die

and attacks against you have disadvantage.

 Once you use this feature, you can't do so again until your

finish a long rest.


Warriors with a spirit of battle find pure elation in the midst

of battle. They love the challenge, the adrenaline, and the

satisfaction of a battle well fought.


3rd-level Spirit of Battle feature

You can make one unarmed strike when you take the

Dodge action, and taking the Dodge action activates your

Warrior Training feature as if you had taken the Attack action.


3rd-level Spirit of Battle feature

You gain another Ki feature, Spirit Beam. The save DC for

it is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +


your Wisdom modifier

Spirit Beam. As an action, you can spend spend any number

of Ki dice up to your proficiency bonus to shoot a beam of

spirit energy 5 feet wide and 30 feet long from you in a

direction you choose. The length of the beam increases by 30

feet for each additionally die spent, and each creature in the

beam must make a Dexterity saving throw against your Ki

save DC, taking force damage equal to the expended Ki dice

on a failed save, or half as much damage on a success.


7th-level Spirit of Battle feature

While your spirit form is active, you gain the following

additional benefits:

When you are hit by an attack, you can use your reaction

to spend a Ki die and roll it, adding the number rolled to

your AC until the beginning of your next turn and

potentially turning the hit into a miss.

Once per turn, when a creature misses you with an attack,

you can force that creature to make a Dexterity saving

throw against your Ki save DC. On a failed save, you

automatically hit them with an unarmed strike.


11th-level Spirit of Battle feature

When you use Brazen Charge, instead of moving, you can

teleport to an unoccupied space within 5 feet of a hostile

creature you can see within 60 feet of you. You may then

make an unarmed strike as normal.

Additionally, you gain proficiency in Wisdom saving throws.

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
Warriors with a spirit of pride reveal in being the best. They

will take on any challenge that comes there way, and salivate

at the prospect of fighting the strongest foes.


3rd-level Spirit of Pride feature

When a hostile creature misses you with a melee attack,

you have advantage on the next unarmed strike you make

against that creature. Additionally, your unarmed strikes

score a critical hit on a roll of 19 or 20.


3rd-level Spirit of Pride feature

This fighting spirit grants several ways to use your Ki, and

their attack modifier and save DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +


your Intelligence modifier

Ki attack modifier = your proficiency bonus +


your Intelligence modifier

You gain a ranged unarmed strike, which uses your Ki attack

modifier. Its range equals 20 feet times your proficiency

bonus, and on a hit the target takes force damage equal to

1d6 plus your Intelligence modifier.


7th-level Spirit of Pride feature

While your spirit form is active, you gain the following

additional benefits:

Once on each of your turns, you can choose to gain

advantage on an unarmed strike.

When you use Fearsome Strike, you can force the target

to succeed on a Strength saving throw against your Ki

save DC or be pushed away from you a number of feet

equal to 5 times your proficiency bonus and be knocked

prone.

You can spend 3 or more Ki dice to cast lightning bolt or

fireball requiring no material components at a level equal

to the number of Ki die expended, but you can't spend

more Ki die than your proficiency bonus when you do. The

spells deal force damage when cast this way, and their

save DC is your Ki save DC.


11th-level Spirit of Pride feature

When you use Brazen charge, instead of moving straight

towards a hostile creature, you can move up to 60 feet in any

direction, though it must still be a straight line.

Additionally, you gain proficiency in Intelligence saving

throws.


17th-level Spirit of Pride feature

When you score a critical hit with an unarmed strike, you

have advantage on your next unarmed strike that turn against

the same creature. If that unarmed strike hits, it is a critical

hit (triggering this ability again).

7
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 
17th-level Spirit of Rage feature
Warriors consumed with a spirit of rage will fight until they
If you would drop to 0 hit points, you can instead choose to
collapse or until every challenger is dead. They want for
enter a bersek fervor. Your spirit form activates, even if you
nothing but the merciless destruction of their enemies.
have no uses left, and you regain half your hit points. Each

 creature within 30 feet of you that can see or hear you must

succeed on a Wisdom saving throw against your Ki save DC


3rd-level Spirit of Rage feature
or become frightened of you until the beginning of your next
While benefiting from your Warrior Training feature, the
turn.
damage die for your unarmed strikes increases to a d8, and
Once you use this feature, you can't do so again until you
when you hit with the unarmed strike of your Warrior
finish a long rest.
Training feature, you can sacrifice temporary hit points up to

your proficiency bonus to add that much additional damage

to the damage roll.


3rd-level Spirit of Rage feature

You gain another Ki feature, Spirit Blast. The save DC for

it is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +


your Charisma modifier

Spirit Blast. As an action, you can spend spend any number

of Ki dice up to your proficiency bonus to throw a ball of spirit

energy that explodes at a point you can see within 60 feet of

you. The radius of the explosion equals 5 feet per Ki die

spent, and each creature in the blast must make a Dexterity

saving throw against your Ki save DC, taking force damage

equal to the expended Ki dice on a failed save, or half as

much damage on a success.


7th-level Spirit of Rage feature

While your spirit form is active, you gain the following

additional benefits:

While benefiting from your Warrior Training feature, you

can roll a d12 instead of a d8 for the damage of your

unarmed strikes.

You gain a temporary Ki die at the beginning of each of

your turns. This die can only be used for Fearsome Strike,

and it disappears at the beginning of your next turn if not

spent.

When you take the Attack action, the temporary hit points

gained from your Warrior Training feature are doubled.


11th-level Spirit of Rage feature

When you use Brazen Charge, you can move through

spaces occupied by hostile creatures. Each hostile creature

whose space you pass through must succeed on a Dexterity

saving throw against your Ki save DC or take force damage

equal to your Ki die and be knocked prone if it is large or

smaller.

Additionally, you gain proficiency in Charisma saving

throws.

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Combat 

 
These lessons focus on bolstering your physical capability, These lessons focus on sharpening your mind, allowing you

allowing you to push your body past its limit. to keep focus on the battlefield.

 
Your movement speed increases by 10 feet, and you can You gain a +2 bonus to initiative rolls. This bonus increases

expend 5 feet of movement to get up from being prone. This to +3 at 7th level, +4 at 13th level, and +5 at 18th level.

movement bonus increases to 15 feet at 13th level, and 20

feet at 18th level. 


You gain proficiency in Perception, or expertise if already

 proficient.

When you hit a creature with an unarmed strike, your AC

increases by 1 until the beginning of your next turn. The 


maximum increase you can receive from this lesson starts at You have advantage on saving throws against being charmed.
1. That maximum increases to 2 at 13th level.


 You gain proficiency in Athletics and Acrobatics. If you have

You gain a +1 bonus to your attack rolls for unarmed strikes. proficiency in either of these skills already, you instead gain

This bonus increases to +2 at 13th level. expertise in that skill.

 
Your reach with unarmed strikes increases by 5 feet. You gain proficiency in Insight, or expertise if already

proficient.


You have advantage on saving throws against being poisoned, 
and resistance to poison damage. Prerequisite: 7th level

You gain a +1 bonus to Intelligence, Wisdom, and


 Charisma saving throws. This bonus increases to +2 at 13th

Prerequisite: 7th level level, and +3 at 18th level.

You have resistance to necrotic damage.


 Prerequisite: 7th level

Prerequisite: 7th level You gain resistance to psychic damage.

You gain a +1 bonus to Strength, Dexterity, and

Constitution saving throws. This bonus increases to +2 at 


13th level and +3 at 18th level. Prerequisite: 13th level

When you roll your Ki die, you can treat any roll lower than
 2 as a 2. At 18th level, treat any roll lower than 3 as a 3.

Prerequisite: 13th level

When you roll a Hit Die to regain hit points, you can reroll

the die and use either result. You can spend a Hit Die as an

action to roll it and regain hit points equal to the number

rolled plus your Constitution modifier.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Changes


Initial class creation.

10
The Warrior
By u/23BLUENINJA
A martial class that locks down opponents with a barrage of
fists

Art Credits
Mobius-9 - pg 1
Nikita Abakumov - pg 2
Faozan92 - pg 6
u/wubbdub - pg 7
Dominic Glover - pg 8
u/brenohtl - pg 11

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

are property of Wizards of the Coast. ©Wizards of the Coast LLC.


 

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