Archetype - Warrior

## The Disciplined Warrior

The Warrior represents Characters in fiction who are defined by their pursuit of martial prowess or bodily improvement. They include Warriors from a range of settings and backgrounds, from the Spartan Warriors of Ancient Greece and Knights of Medieval Europe to the Martial Artists of Eastern Cultures. They also feature heavily in modern day Anime where the physical capabilities of characters are frequently fantastical in nature.

### Features

The Warrior gains access to more Stamina than the other Archetypes, using this resource to fuel physical feats of prowess which often exceed the normal capabilities people. They also demonstrate remarkable discipline and mobility, which they use to their advantage in combat. When they reach Level 12, Warriors are able to improve their abilities beyond the limits of what is typically possible, increasing them beyond +5.

### Recommended Ability Bonuses

* High Strength or Dexterity
* Good Focus
* Good Endurance

### Alternate Names

* High Fantasy Settings: Monk
* Historic and Modern Settings: Warrior
* Futuristic Settings: Soldier

## Level 0

You gain the following features for starting your adventure as a Warrior.

### Skill

* You gain the Athletics Skill.
	+ If you already have this Skill, you gain another Skill of your Choice.

### Weapon and Armor Training

* Trained in Basic, Advanced and Complex Weapons
* Trained in Light Armor, Medium Armor, Heavy and Difficult Armor and Shields

### Saving Throw Skills

* Skilled in Strength Saving Throws
* Skilled in Dexterity Saving Throws

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 6 for each level of this Archetype you have.

### Martial Arts

* You gain the benefits of the Fighting Style: Martials Arts Feat:
	+ When you make an Attack with a Weapon with the Finesse Property or an Unarmed Strike, you may treat it as having a Damage Rating equal to half the maximum value of your Martial Die (i.e. a d4, d6, d8, d10 and d12 would have a Damage Rating of 2, 3, 4, 5, 6 respectively).
	+ You may make an Unarmed Strike as a Minor Action.
	+ You lose these benefits while you are wearing a Shield.
* If you already have this Feat, you instead gain the benefits of the Minor Improvement Feature.
	+ Once your initial Ability Bonuses have been determined, you may Train one Ability or choose one Basic Feat from the Basic Feats Section.
		- You may not increase an Ability Bonus above +3 with this feature.
		- If choosing a Basic Feat, we recommend choosing a Basic Martial Feat such as a Fighting Style Feat.

### Weapon Finesse

* You may treat your Unarmed Strikes and any Melee or Thrown Weapons which lack the Heavy Property as having the Finesse Property
	+ The Finesse Property allows you to use either your Strength or your Dexterity Bonuses when determining Ability Bonuses to Attack Rolls and Damage.

### Stamina

* You gain a resource called Stamina Points, which you can spend in order to use powerful physical abilities, such as the Warrior's Flurry of Blows feature.
* When you gain this feature, you have two Stamina Points.
* You regain all your Stamina Points when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum number of Stamina Points you may have increases whenever you gain the Improved Stamina feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Flurry of Blows

* Once during your Turn you may expend one Stamina Point to make an Unarmed Strike (no action required)
	+ As you gain levels in this Archetype, you may use this feature additional times per Turn.

### Martial Die

* At Level 1 your Martial Die is a d4.
* This die represents your Character's ability to push themselves past their normal limits to achieve their goals.
* At levels 5, 9, 13 and 17 of Warrior, the Improved Martial Die feature increases the die size to a d6, a d8, a d10 and a d12 respectively.
	+ If you gain the Improved Martial Die feature from another source (such as the Brute or Hero Archetypes), increase the Martial Die by one size category, up to a maximum die size of 12.

### Focused Defense

* While you are not wearing Difficult or Heavy Armor, your minimum Armor Class can be determined as follows:
	+ Armor Class = 8 + Dexterity Bonus + Focus Bonus
* You may add the AC bonus of a Shield to this Armor Class as well as effects which grant bonuses to Armor Class.

### Warrior's Save DC

* Many of the features of the Warrior Archetype require a Character make a Saving Throw to resist it's effects. The Warrior uses their Focus of an Opponent's Weaknesses, consequently their Saving Throw DC is given by:
	+ Warrior Save DC = 8 + Skill Bonus + Strength, Dexterity or Focus Bonus

## Level 2

### Quick Dodge

* You may spend one Stamina Point to take the Dodge Action as a Minor Action.
* When you use this feature you also gain the benefits of the Disengage Action.

### Quick Dash

* You may spend one Stamina Point to take the Dash Action as a Minor Action.
* When you use this feature you also gain the benefits of the Disengage Action, and your Maximum Jump Distances (both vertical and horizontal) are Doubled.

### Disciplines

* You have learned a number of important Disciplines from your dedication to your training.
* You gain two Disciplines of your choice. Disciplines are presented at the end of this Archetype.
* When you gain levels in this Archetype, you will gain additional Disciplines of your choice, as shown in the Disciplines Known column of the Warrior Archetype Features Table.
* A level prerequisite for a Discipline refers to your Level in this Archetype, and some Disciplines require other prerequisites.
* When you gain a level in this Archetype, you can choose any number of Disciplines you know and replace them with other Disciplines which you could learn at that Level.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Combat Mastery Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 4

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 5

### Improved Attack

* When you take the Attack Action, you may make up to two separate Attacks during your Turn.

### Improved Martial Die

* Your Martial Die increases from a d4 to a d6.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Targeted Strike

* When you damage a Target with a Melee Weapon Attack with the Finesse property, you may spend one Stamina Point to cause additional damage equal to one Roll of your Martial Die and attempt to cause one of the following effects: Blind, Halt or Stun:
	+ **Blind:** The Character must succeed on an Focus Saving Throw against your Warrior Save DC. If they Fails they are Blinded until the End of your Next Turn.
	+ **Halt:** The Character must succeed on a Dexterity Saving Throw against your Warrior Save DC. If they Fails their Movement Speed is reduced to 0 until the End of your Next Turn.
	+ **Stun:** The Character must succeed on an Endurance Saving Throw against your Warrior Save DC. If they Fails they are Stunned and unable to speak until the End of your Next Turn. A Character has Advantage on this Saving Throw if they are more than 100 Damage away from their Damage Limit, and Disadvantage if they are 50 or less Damage Away from their Damage Limit.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Deadly Precision

* The Damage caused by your Weapon Attacks and Unarmed Strikes ignores Resistances to Physical Damage Types (Bludgeoning, Piercing and Slashing Damage).

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 7

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Resilient Mind

* You become Skilled in Focus Saving Throws.
	+ If you are already Skilled in Focus Saving Throws, you become Skilled in one other Saving Throw of your choice.

## Level 8

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 9

### Improved Martial Die

* Your Martial Die increases from a d6 to a d8.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 11

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Resilient Body

* You become Skilled in Endurance Saving Throws.
	+ If you are already Skilled in Endurance Saving Throws, you become Skilled in one other Saving Throw of your choice.

### Improved Flurry of Blows

* You may use the Flurry of Blows feature up to two times per Turn.

## Level 12

### Legendary Abilities

* From Level 12 onwards, Major Improvements you gain from this Archetype may increase your Ability Bonuses above +5.

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 13

### Improved Martial Die

* Your Martial Die increases from a d8 to a d10.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 15

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Resilient Spirit

* You become Skilled in all Saving Throws.
* Whenever you fail a Saving Throw, you can spend one Stamina point to reroll one d20 on the Check, taking the second result. (no Action required)
	+ You cannot use this feature more than once for any given Saving Throw.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 17

### Improved Martial Die

* Your Martial Die increases from a d10 to a d12.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Improved Flurry of Blows

* You may use the Flurry of Blows feature up to three times per Turn.

## Level 18

### Perfect Defense

* As an Action, you can spend 10 Stamina Points to allow your instincts to take complete control over your bodies actions.
	+ For 10 Minutes, you are Immune to all forms of Damage.
	+ This benefit is suppressed if your Movement Speed is reduced to Zero.

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

## Level 20

### Improved Stamina

* Your maximum number of Stamina Points increases by one.

### Fists of Fury

* Once per Turn, you do not expend a Stamina Point when you use the Flurry of Blows feature.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Disciplines

Disciplines the Warrior may learn are presented in order of their Level Prerequisites. Some Disciplines include other pre-requisites also. We provide a brief summary of the options available in the Disciplines Summary Table, and a full description following that.

### No Level Prerequisite

#### Resilience

* When you use Quick Dodge, you gain Resistance to Physical Damage (Bludgeoning, Piercing and Slashing) until the Start of your Next Turn.

#### Deflect Missiles

* When you are Hit by a Ranged Attack which you can see, you may use your Reaction to reduce the damage taken by a number equal to two rolls of your Martial Die + your Warrior Level.
* If you successfully mitigate all of the Attack's Damage, you may expend a Stamina Point to make a Ranged Attack against a Target you can see using the Deflected Missile.
	+ Treat the Deflected Missile as an Improvised Weapon with the Thrown, Ranged and Finesse properties. You are considered Skilled with this Weapon.
	+ The Short Range of this Improvised Weapon is 20 feet and it's long range is 60 feet, and you may use either your Strength or Dexterity Bonus for the Attack Check.
	+ The Damage dealt by this Attack is equal to the Damage the missile would originally have caused, and is of the same Damage Type(s).
	+ If your Attack is a Critical Hit, the Attack causes Additional Damage equal to two rolls of your Martial Die.

#### Uncanny Agility

* While you are not wearing Heavy or Difficult Armor you gain the following benefits:
	+ Your Movement Speed increases by 10ft.
	+ You may use either the Dash or Disengage Actions as a Minor Action.

#### Martial Training

* You gain one Basic Martial Feat from the Basic Martial Feats section.
	+ You may change your choice of Feat when you Level Up.

#### Heavy Weapon Finesse

* You may apply the effects of the Weapon Finesse feature to Melee and Thrown Weapons with the Heavy Property.

#### Finesse Grappler

* You may use your Dexterity Bonus instead of your Strength Bonus when determining the Save DCs for Shoving Characters as well as initiating and maintaining Grapples,

#### Diplomacy

* You gain the Social Skill.
	+ If you already have this Skill, you gain another Skill of your Choice.
* You may use the Negotiate Action as a Minor Action.
* Whenever you make a Social Skill Check you may add a Roll of your Martial Die to the Result.

### Disciplines Available from Level 5

#### Further Martial Training

* You learn two Martial Maneuvers of your choice, or two Martial Stances of your choice, or one of each.
* You may change your choice of Maneuvers and/or Stances when you level up.

#### Evasion

*Prerequisites: Level 5, Uncanny Agility*

* While you are not wearing Heavy or Difficult Armor you gain the following benefits:
	+ When you Succeed on a Dexterity Saving Throw to avoid the Damage of an effect, you take no Damage instead of half, and only half damage if you Fail.

#### Endure

*Prerequisites: Level 5, Resilience*

* You have Advantage on Strength and Endurance Saving Throws.
* You have Resistance to Poison Damage, and you are Immune Diseases and the Poisoned Condition.

#### Disciplined Mind

*Prerequisites: Level 5, Diplomacy*

* You have Advantage on Charisma, Intelligence and Focus Saving Throws.
* You are Immune to the Frightened and Charmed Conditions.

#### Meditative Healing

Prerequisite: Level 5, Resilience

* When you take the Dodge Action, you may expend one Stamina Point to reduce your Damage by an amount equal to two rolls of your Martial Die plus your Focus Bonus.

#### Insight

Prerequisite: Level 5, Diplomacy

* You can understand all forms of spoken or gesture based languages to a limited degree and you can clearly communicate your intentions to Characters who can speak a language even if they do not share a language with you.
* You have Advantage on Focus Checks to determine the emotional state of a Character and whether they are being truthful or not.

### Float

*Prerequisites: Uncanny Agility, Level 5*

* While you are not wearing Heavy or Difficult Armor you gain the following benefits:
	+ Your Movement Speed increases by 10ft.
	+ When you use the Dash Action, you may move up, down, and across vertical surfaces and upside down along ceilings and you may treat the surface of liquids as solid for purposes of moving across them., while leaving your hands free.
		- You retain this until the Start of your Next Turn, whereupon you may immediately use the Dash Action again to maintain these benefits.
	+ You are able to fall safely from great heights. Provided your Movement Speed is greater than Zero, you take no Damage when you fall and you land safely on your feet.

### Disciplines Available from Level 9

#### Deflect Strikes

*Prerequisites: Level 9, Deflect Missiles*

* When you are Hit by a Melee Attack which you can see, you may expend a Stamina Point to use your Reaction to reduce the Damage taken by a number equal to two rolls of your Martial Die + your Warrior Level.
* If you successfully mitigate all of the Attack's Damage, you may make a Melee Attack against a Target you can see within 5ft of you.
	+ Treat the Attack as being made with an Improvised Weapon with the Finesse property. You are considered Skilled with this Weapon.
	+ The Damage dealt by this Attack is equal to the Damage it would originally have caused, and is of the same Damage Type(s).
	+ If your Attack is a Critical Hit, the Attack causes additional Damage equal to two rolls of your Martial Die.

#### Morale Boost

Prerequisite: Level 9, Diplomacy

* As a Minor Action or in place of an Attack, you may end the Charmed or Frightened condition on a Character of your choice within 30ft of you who can see or hear you.

#### Bodyguard

Prerequisite: Level 9, Resilience

* When a Character you can see is Hit by an Attack, you may as a Reaction move up to your Movement Speed to a position with 5ft of that Character, and take the Attack's Damage and other effects it causes.

#### Nimble Escape

Prerequisite: Level 9, Uncanny Agility

* While you are not wearing Heavy or Difficult Armor you gain the following benefits:
	+ Your Movement Speed increases by 10ft.
	+ When a Character you can see makes an Attack against you, you may as a Reaction spend 1 Stamina Point to have that Attack made at Disadvantage.
	+ Whether the Attack misses or Hits you, you gain the benefits of the Quick Dash feature as part of this Reaction.

### Disciplines Available from Level 15

#### War of Words

Prerequisite: Level 15, Diplomacy

* As a Minor Action or in place of an Attack you may speak unsettling words to a Character within 30ft of you who can understand you.
* The Character must make an Focus Saving Throw against your Warrior's Save DC or be Charmed or Frightened of you (your choice) until the end of your Next Turn.

#### Improved Resilience

Prerequisite: Level 15, Resilience

* When you use Quick Dodge you gain Resistance to all Damage Types until the Start of your Next Turn.

#### Impossible Speed

Prerequisite: Level 15, Uncanny Agility

* Your Movement Speed increases by a further 10ft.
* When you use Quick Dash you can choose to become Invisible.
	+ This Invisibility lasts until the Start of your Next Turn, whereupon you may immediately use either Quick Dash to remain Invisible without interruption.
	+ If an effect would reduce your Movement Speed or set your Movement Speed to Zero, you immediately become visible.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode