The Warrior is a master adventurer who excels both in and out of combat.
Creating a Warrior
When you create a character whose first class is Warrior you gain these benefits.
Ability Adjustment: +1 to your Strength, Dexterity, or Constitution score. You need Strength and Dexterity for weapon use and a high Constitution provides extra hit points.
Starting Hit Points: 10 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All weapons
Level Bonus Class Features
1 +3 Heroics, Warrior’s Talent
2 +3 Bonus Feat
3 +3 Weapon Mastery +1[W]
4 +4 Warrior’s Talent
5 +4 Bonus Feat
6 +4 Weapon Mastery +2[W]
7 +4 Warrior’s Talent
8 +4 Bonus Feat
9 +5 Weapon Mastery +3[W]
10 +5 Warrior’s Talent
Level 1: Heroics
The warrior always has a trick up his sleeve for when the going gets tough. You gain a single point of stamina and know the following three heroic exploits: Action Surge, Champion’s Effort, and Second wind. You can spend stamina to use any of the heroic exploits you know. You regain all spent Stamina at the end of a short rest.
Action Surge: As a free action on your turn you may spend a point of stamina to take an extra action.
Champion’s Effort: As a free action you may spend a point of stamina to re-roll a single attack roll, saving throw, or ability check.
Second Wind: You may spend a point of stamina as an action to gain temporary hit points equal to ½ your maximum hit points. You may only use this exploit while you are at ½ your maximum hit points or less. These temporary hit points only last for one minute.
Level 1: Warrior’s Talent
The adventuring life gives the warrior a chance to pick up many unique talents over the course of their career. You gain a single ability of your choice from the list of Warrior’s Talents. You gain an additional talent from this list at levels 4, 7, and 10.
Level 2: Bonus Feat
At second level you gain a bonus feat of your choice. You gain an additional bonus feat at levels 5 and 8.
Level 3: Weapon Mastery
You are a master of attacking with weapons. At level 3 your weapon attacks deal an additional +1[W] damage. At level 6 this additional damage increases to +2[W] and at level 9 this additional damage increases to +3[W] damage. [W] is equal to the unmodified damage dice of your weapon.
Brawn: You gain advantage with all Strength ability checks.
Charm: You gain advantage with all Charisma ability checks.
Finesse: You gain advantage with all Dexterity ability checks.
Improved Heroics: You gain an additional point of stamina.
Insight: You gain advantage with all Wisdom ability checks.
Intimidating Roar: As a free action you may initiate a Charisma contest against all enemies within 30 feet of you. Each creature who fails is frightened until the end of your next turn. You may only use this ability once per round and only after dropping an enemy to 0 HP or less with a weapon attack.
Mettle: You gain a +2 bonus to all saving throws.
Steel Skin: You may use your Constitution modifier in place of your Dexterity modifier to determine your AC.
Sweep: As an action you may make a single weapon attack with a melee weapon against all creatures adjacent to you. Make one attack roll and compare that result to the AC of each adjacent creature. You deal ½ normal damage to each creature hit by this attack.
Vigor: You gain advantage with all Constitution ability checks.
Wit: You gain advantage with all Intelligence ability checks.
Weapon Specialization: Choose a weapon you are proficient with. You can score critical hits with this weapon on a natural roll of 19 or 20.