Class: Warrior

There are those who take up arms for various reasons – glory, wealth, revenge. Some engage in battle to prove their worth, to safeguard others, or simply because warfare is all they know. Yet, others delve into the intricate craft of weapon mastery, honing their bodies in the crucible of combat and transforming themselves into formidable instruments of war. These are the lords of the battlefield, known as Warriors, a diverse assembly of individuals who train with a multitude of weapons or devote themselves to perfecting a single form. They delve deep into the intricacies of armor, familiarize themselves with the combat techniques of exotic masters, and immerse themselves in the art of warfare, all in pursuit of becoming living weapons.

Beyond being mere brutes, these skilled warriors unveil the true potency of their weapons, transforming chunks of metal into implements capable of subduing kingdoms, vanquishing monstrous foes, and inspiring legions of soldiers. They encompass the ranks of soldiers, knights, hunters, and war artists, standing as unparalleled champions in their craft. Woe befalls those who dare to oppose them, for warriors possess an indomitable spirit and unmatched prowess that strikes fear into the hearts of their adversaries.

Role: Warriors are masters of combat, skilled in defeating enemies, exerting control over the battlefield, and ensuring their own survival. With their extensive training in various weapons and fighting techniques, warriors possess a diverse range of tactics at their disposal. Their exceptional battle prowess sets them apart, making them formidable adversaries that few can rival.

## Creating a warrior

Hit Die: 1d10

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Starting wealth may be changed to better represent the character, but only if its lesser than the average.

Class Skills: Choose two between Acrobatics, Animal Handling, Athletics, Deception, Intimidation and Survival

Saving Throws: Choose two between Strength, Dexterity, Constitution or Will.

### Proficiencies

Armor: All armor, shields

Weapons: Simple weapons and martial weapons, both melee and ranged.

Tools: None

### Equipment

* (a) chain mail (or other armor) or (b) leather armor, longbow and 20 arrows
* (b) 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

## Archetypes

### Executioner

#### Cleave!

At 1st level, as a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

#### Action Surge

Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

#### Brutal Execution

At 6th level, when you deliver a coup de grace (full turn to eliminate helpless enemy) with the selected weapon and kill the target, enemies within 30 feet of you who can see or hear you must succeed at a Will saving throw (DC = 10 + 1/2 your character level + your Charisma bonus) or become shaken. This is a mind-affecting fear effect.

#### Critical Expertise

At 9th level, when dealing a critical hit, you may choose one of the following effects to apply to the affected creature:

* Bleeding Critical - The target receives 1d8 Bleed for 1d2+1 rounds
* Blinding Critical - The target is Blinded for 1d2+1 rounds
* Censoring Critical - The target is unable to speak for 1d4+1 rounds
* Crippling Critical - The target's speed is halved for 1d2+1 rounds
* Deafening Critical - The target is Deafened for 1d2+1 rounds

#### Deadly Finisher

At 15th level, when you hit with a melee attack and deal a critic to a target who has 40 HP points or less, you may try to instantly execute them. When dealing damage to this target, you throw a d10. On a 9 or 10 the enemy is instantly killed.

### Final Stand

#### Second Wind

At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.

#### Desperate Battler

At 3rd level, you gain the ability to stay in battle for more time. Take the number of PCs in your party at the begginer of the encounter. You gain +1 to attack, damage and saving throws per fallen ally. If you see one of your allies die, the bonus is increased to +2 per dead ally.

#### Final Ferocity

At 6th level, you get the chance to attack while on negative hit points. Your attacks have a -5 penalty to attack, but get +2 damage per 10 negative hitpoints accumulated. You receive one point of exhaustion and 15 points of stress per round on this mode, and you can't use any action that is not a direct attack.

#### Indomitable

Beginning at 9th level, you can reroll a saving throw that 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 and three times between long rests starting at 17th level.

#### Last Stand!

At 15th level, you may heal an HP amount equal to your Warrior level everytime you see an ally fall to the ground. If you see an ally die, you receive physical damage resistance (magical or otherwise) and are inmune to the Bleed status.

### Field Sargeant

#### Ambush Squad

You act first on surprise rounds, putting you on top of the iniciative order. You also receive an extra bonus action for the duration of that turn.

#### Bolstering Cry

At 3rd level, you may let out a cry that grants allies a +1 bonus on attack rolls and +4 bonus on saves against fear.

#### Dazzling Display

At 6th level, while wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

#### Flag Bearing

At 9th level, you may raise a flag into the air, causing allies within 30 feet who can see the flag (including yourself) to gain a +1 morale bonus on attack rolls, weapon damage rolls, and mental saving throws.

#### Tactical Striking

At 15th level, whenever an allied creature you can see within 60 feet hit an enemy with an attack, you can use your reaction to make one attack against it, if you are within range. The attack is made at advantage.

### Unyielding Tower

#### Come at Me!

At 1st level, you may open yourself to attacks. You may use your move action to mark yourself against your opponents, causing them to target you. You receive a +4 AC bonus until your next turn.

#### Just a Scratch!

At 3rd level, when an opponent confirms a critical hit against you with a melee weapon, you can attempt a special Deception check against that opponent as an immediate action.

The DC of this check is the same as the DC to demoralize the opponent with the Intimidate skill. If you are successful, the attacking opponent is shaken for 1 round as if you had successfully demoralized it with Intimidate.

If you fail the special Deception check granted by this feat, you can attempt it against opponents who saw you attempt the earlier check and fail, but you take a –2 cumulative penalty on that Deception check and any subsequent Deception checks attempted in conjunction with this feat against those opponents for 24 hours.

#### Bodyguard

At 6th level, You may use your bonus action to add a bonus to an adjacent ally’s AC equal to half your Constitution modifier.

#### Martyrdom

At 9th level, while using the bodyguard action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as a reaction, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

#### Combat Reflexes

At 15th level, you may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. You may also make attacks of opportunity while surprised.

## Class Advancement

### Combat Feats

At 1st level, and at selected levels, warriors gain a bonus feat in addition to their regular progression. These bonus feats must be chosen from the list of Combat Feats, commonly referred to as "warrior bonus feats."

### Bravery

Starting at 2nd level, a warrior gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

### Armor Training

Starting at 3rd level, a warrior learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum of +4 increase of the maximum Dexterity bonus allowed. His speed reduction while wearing heavy armor is removed as well.

#### Alternate Rule

Beginning at 7th level, instead of increasing the benefits provided by armor training (Increasing its maximum Dexterity bonus by 1), a warrior can choose an advanced armor training option (see Advanced Armor Training).

### Weapon Training

Starting at 5th level, a warrior can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th\*, 13th, and 17th), a warrior becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each.

A warrior also adds this bonus to any combat maneuver checks made with weapons from his group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

* Axes and picks
* Bows
* Close Quarters (Gauntlets, knuckles...)
* Crossbows
* Double (Two Bladed Swords and similar)
* Firearms
* Flails and maces
* Greatswords and Longswords
* Hammers and Greathammers
* Light Swords
* Monk Weapons
* Natural
* Polearms
* Siege Weapons
* Spears
* Thrown

#### Alternate Rule

Beginning at 9th level, instead of selecting an additional warrior weapon group, a warrior can choose an advanced weapon training option (see Advanced Weapon Training below) for one warrior weapon group that he previously selected with the weapon training class feature.

### Armor Mastery

At 17th level, a warrior gains damage reduction of 5/- whenever he is wearing armor or using a shield.

### Weapon Mastery

At 19th level, a warrior chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

### Veteran of Endless Wars

At 20th level, the warrior has seen more combat than entire platoons of soldiers put together. The bonuses granted by his armor training and weapon training increase by 2 each.

## Subclasses

* Cataphract
* Cavalier