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B
loodied but unbowed, the half-orc raises their
his party. Each swing keeps the axe of his enemy off of his
friends.
battle. They train day in and day out, seeking to achieve the
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
A warrior derives their strength from the spirit that resides
defeat.
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.
prepare for their next training session. They spend their quiet
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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
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
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
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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
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.
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).
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,
When you reach 3rd level, your fighting spirit manifests in full
features at 3rd level, and again at 7th, 11th, and 17th level.
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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
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.
At 9th level, you have honed your instincts to alert you at the
slightest hint of danger. When you roll initiative, you can add
first turn, but only if you use Brazen Charge before doing
can use your action to expend one Hit Die and regain one
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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
Once you use this feature, you can't do so again until your
3rd-level Spirit of Battle feature
You can make one unarmed strike when you take the
3rd-level Spirit of Battle feature
it is calculated as follows:
feet for each additionally die spent, and each creature in the
7th-level Spirit of Battle feature
additional benefits:
When you are hit by an attack, you can use your reaction
11th-level Spirit of Battle feature
creature you can see within 60 feet of you. You may then
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will take on any challenge that comes there way, and salivate
3rd-level Spirit of Pride feature
3rd-level Spirit of Pride feature
This fighting spirit grants several ways to use your Ki, and
7th-level Spirit of Pride feature
additional benefits:
When you use Fearsome Strike, you can force the target
prone.
more Ki die than your proficiency bonus when you do. The
spells deal force damage when cast this way, and their
11th-level Spirit of Pride feature
throws.
17th-level Spirit of Pride feature
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creature within 30 feet of you that can see or hear you must
3rd-level Spirit of Rage feature
it is calculated as follows:
7th-level Spirit of Rage feature
additional benefits:
unarmed strikes.
your turns. This die can only be used for Fearsome Strike,
spent.
When you take the Attack action, the temporary hit points
11th-level Spirit of Rage feature
smaller.
throws.
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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
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.
proficient.
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
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
Prerequisite: 7th 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.
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
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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
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