Warrior (Theous Supplement)

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A master of stamina and martial prowess, adaptable to any battlefield situation through grit, speed, and skill.

The Warrior is the pinnacle of martial prowess, a relentless force on the battlefield who thrives in the heart of combat. With unparalleled endurance, skill, and adaptability, they carve their own path through sheer determination and unwavering resolve. Whether standing unarmored with nothing but their own strength, clad in armor like an immovable bulwark, or moving like the wind, they embody the very essence of mastery in battle.

Gimgar warrior.jpg


Class Features[edit]

As a Warrior, you gain the following class features.

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 modifier per Warrior level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose any three skill proficiencies

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- chain mail or (b) leather or (c) Clothes Set of your choice, longbow, and 20 arrows
- (a) 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

Warrior Class Table[edit]

Level Proficiency Bonus Stamina Features Skills
1st +2 - Unarmored Defense, Warrior Archetype, Skill Gain F-Rank
2nd +2 4 E-Rank, Stamina, Fighting Style E-Rank
3rd +2 6 Warrior Archetype Feature, Warrior Maneuvers -
4th +2 8 Ability Score Improvement E-Rank
5th +3 10 D-Rank, Warrior Archetype Feature, Extra Attack (1x) D-Rank
6th +3 12 Ability Score Improvement E-Rank
7th +3 14 Advanced Movement D-Rank
8th +3 16 C-Rank, Warrior Archetype Feature, Ability Score Improvement C-Rank
9th +4 18 Additional Fighting Style D & E-Rank
10th +4 20 Overflowing Stamina, Quickened Maneuvers C-Rank
11th +4 22 B-Rank, Warrior Archetype Feature, Extra Attack (2x) B-Rank
12th +4 24 Ability Score Improvement D & C-Rank
13th +5 26 Unshakeable Resolve B-Rank
14th +5 28 A-Rank, Warrior Archetype Feature A-Rank
15th +5 30 Warrior's Reflex C & B-Rank
16th +5 32 Indomitable Warrior A-Rank
17th +6 34 Warrior Archetype Feature -
18th +6 36 Master of War B & A-Rank
19th +6 38 Apex Combatant -
20th +6 40 Warrior Archetype Feature, Extra Attack (3x) A & S-Rank

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Strength or Dexterity modifier + your Constitution modifier.

However, if you choose to wear armor, you can instead treat your Armor Class as 16, unless it would otherwise be higher.

Skill Gain[edit]

Starting at 1st level, you possess an innate talent or a bestowed blessing that elevates your physical prowess and combat skill beyond the ordinary. As you advance in Warrior levels, you gain a variety of Ranks detailed in the Skill section.

Warrior Archetype[edit]

At 1st level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 1st level and again at 3rd, 5th, 8th, 14th, and 20th level.

E-Rank Aptitude[edit]

At 2nd level, you gain the ability to take an E or F-Rank Skill of your choice in place of an Ability Score Improvement.

Stamina[edit]

Also at 2nd level, your martial training grants you a pool of stamina you can draw upon to perform techniques, each costing a specific amount:

Stamina Abilities:

  • Rapid Attack: (1 Stamina) Bonus Action: make two unarmed strikes.
  • Block: (X Stamina, max=PB) Reaction: reduce damage by Xd6.
  • Gale Step: (1 Stamina) Bonus Action: Dash or Disengage.
  • Reaching Strike: (1 Stamina) Increase melee reach by 5ft.

While at or below half HP, regain 1 Stamina at start of your turn in combat.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the options from the Warrior Fighting Styles list. You gain a second Fighting Style at 9th level.

Warrior Maneuvers[edit]

At 3rd level, you learn two E-Rank and one D-Rank Warrior Maneuver from the Warrior Maneuvers list. Warrior maneuvers that require a saving throw use your Strength or Dexterity modifier, depending on the maneuver.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can't increase an ability score above 20 using this feature. Alternatively, you may choose a skill of your choice that you meet the rank requirement for via Skill Aptitude.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level and four attacks at 20th level.

D-Rank Aptitude[edit]

At 5th level, you gain the ability to take a D-Rank Skill in place of an Ability Score Improvement.

Advanced Movement[edit]

At 7th level, you gain the following movement-based features:

  • Enhanced Speed. Once per turn, you can spend 1 stamina to gain an extra 10 feet of movement.
  • Unhindered Mobility. Difficult terrain doesn't cost you extra movement.
  • Wall Runner. You can move along vertical or horizontal surfaces without falling, as long as you end your movement on solid ground.
  • Evasive Step. When an enemy makes an opportunity attack against you, you can use your reaction to spend 3 stamina and gain +5 AC to the triggering attack.

C-Rank Aptitude[edit]

At 8th level, you gain the ability to take a C-Rank Skill of your choice in place of an Ability Score Improvement.

Quickened Maneuvers[edit]

At 10th level, the action cost of performing a Warrior Maneuver is reduced by 1 step (Full Turn → Action → Bonus Action → Free Action). However, the stamina cost increases by 4.

Overflowing Stamina[edit]

Also at 10th level, as an action, you can regain 5 stamina. You may use this feature three times per long rest. If this would increase your stamina past your maximum, you gain the excess as temporary stamina for 10 minutes.

B-Rank Aptitude[edit]

At 11th level, you gain the ability to take a B-Rank Skill in place of an Ability Score Improvement.

Unshakeable Resolve[edit]

At 13th level, you add your Constitution modifier to saving throws against exhaustion and mind-affecting conditions (charmed, frightened, stunned). You may also reroll one death saving throw per long rest.

A-Rank Aptitude[edit]

At 14th level, you gain the ability to take an A-Rank Skill in place of an Ability Score Improvement.

Warrior’s Reflex[edit]

At 15th level, when an attack would miss you, you may use your reaction to move up to half your movement speed toward the attacker and make a melee weapon attack against them.

Indomitable Warrior[edit]

At 16th level, choose one of the following traits. You may change this choice during a long rest:

  • Titan's Endurance. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage while you have at least 1 stamina.
  • Unstoppable Force. Once per turn, you may spend 3 stamina when you hit a creature to ignore resistance to the attack’s damage type. Immunity is instead treated as resistance.
  • Tactical Supremacy. When rolling initiative, roll an additional d20 and choose which result to keep. Additionally, twice per turn, when making an attack roll or ability check, you may add 1d6 to the result.

Master of War[edit]

At 18th level, when you roll initiative, choose two of the following effects:

  • Gain +10 to your initiative roll.
  • Gain temporary HP equal to your Warrior level + Constitution modifier.
  • Gain one extra reaction this round.
  • Your first turn of attacks are made with advantage.

Apex Combatant[edit]

At 19th level, choose one of the following traits. You may change this choice during a long rest:

  • Unbreakable Will. You are immune to the charmed and frightened conditions. If you would be affected, instead gain 20 temporary hit points and may use your reaction to move toward the source (if in range) and make a melee attack.
  • Relentless Assault. When you take the Attack action, you can make one additional attack as part of that action. This stacks with Extra Attack.
  • Limitless Stamina. Your Overflowing Stamina now restores 10 stamina and can be used five times per long rest. Temporary stamina lasts 1 hour.


Subclasses[edit]

Argonaut[edit]

Center


An Argonaut is more than just a warrior, they are legends in the making, champions whose feats of strength and resilience inspire all who witness them. Whether standing on the front lines of battle or rallying allies with their sheer presence, Argonauts embody the essence of heroism. They wield their martial prowess not just as a tool of combat, but as a testament to their indomitable will. Those who walk the path of the Argonaut do not seek power for their own sake, they fight to prove their worth, protect those in need, and leave behind a legacy that will never fade.

Martial Prowess

Starting at 1st level, Argonaut's are known for one main thing, their strength! No one can fight quite like you, as martial arts is a part of who you are. You gain the following benefits: If you would deal damage with an Unarmed Strike, you can choose to deal no damage and instead knock the creature Prone. If you would deal damage with a Melee Weapon, you can choose to deal no damage and instead force the creature away from you by 5ft.

Heroes Favor

Now at 1st level, people are known to treat you more favorably than others as you are treated as a friend by a majority of people. Additionally, any Persuasion or Intimidation checks you make can use your Strength or Charisma modifier.

Heroic Resolve

At 3rd level, you gain a pool of Heroic Points equal to your Charisma modifier. These points are recovered on a Short or Long Rest and you can spend them in these ways:

  • When you would fail a Saving Throw against the Charmed or Frightened condition, you can spend 1 point to succeed.
  • When you go to 0 Hit Points but are not instantly killed, you can spend 2 points to go to 1 Hit Point instead as a Reaction.
  • When you make an Attack Roll or Saving Throw before the roll is made, you can add Xd4 to it. X being how many Heroic Points you spend on the feature.

Additionally every level you gain one extra stamina point.

Argonaut Martial Arts

Now at 3rd level, you gain these additional Warrior Martial Arts at the listed levels:

3rd Level. Vault Strike & Inspiring Charge 5th Level. Triple Kick & Sure Strike 8th Level. Enhanced Magic Resistance & Evasion 14th Level. Hawk Dive & Relentless Assault 20th Level. Revenge Strike & Ten-Fold Slash

Rising Star

Now at 5th level, your critical hit chances have improved. As you can now critically hit on attack rolls of 19-20 with Unarmed Strikes and Melee Weapons, and when you land a Critical Hit you regain 2 Heroic Points. Additionally at 11th level the chances increase to 18-20.

Unyielding Resolve

Starting at 8th level, you can spend Heroic Points to grant you Temporary Hit Points. At the start of your turn you can spend up to 6 Heroic Points. You gain Temp HP equal to 5x the Heroic Points spent. Additionally you add your Proficiency Bonus to the number of Heroic Points you have.

Last Stand

At 14th level, when you would be below 1/4th of your Maximum Hit Points you can activate this ability to gain these benefits:

  • Your Unarmed Strike, Improved Weapons, and Weapon attacks deal an additional 8 damage on each attack.
  • You reduce all damage you take by your Strength Score.
  • When you take the Attack Action you make an additional attack.

This benefit remains active for 1 minute, and is recharged at the end of a Long Rest.

Limit Removal

Starting at 20th level, you can remove any limits you have as a bonus action and upon doing so you can enter your ultimate form for 1 minute, gaining the following benefits:

  • All your attack rolls add a +6 and deal an extra 2d12 damage of your weapon’s damage type.
  • You regain 5 HP at the start of each of your turns.
  • You are immune to the frightened and charmed conditions.
  • You can use this feature once per long rest, or you can spend 5 Heroic Points to use it again.


Barbarian[edit]

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Legends whisper of warriors born beneath the ancient branches of Yggdra, their spirits woven from the essence of the world itself. These barbarians do not merely fight—they embody the primal forces of nature, bearing tattoos that mark them as heirs to an untamed legacy. Each inked symbol is more than a mark; it is a covenant, a bond forged between the warrior’s soul and the spirits infused within them. The true power of these warriors lies not just in their rage, but in their spirit. With each battle, they awaken deeper echoes of their lineage, channeling elemental forces bound to their blood. Their tattoos shift and glow, their forms becoming something beyond mortal flesh. When they stand on the battlefield, they do so as living avatars of nature’s wrath—champions of an undying legacy.

Spirit Implant

Starting at 1st Level you gain access to your Spirit Imprint. It’s a strengthening technique unique to barbarians, its principle is that it bestows the body with a special ability by infusing the “spirit” present in magical ingredients into the body. A process that gives barbarians their unique tattoos. These tattoos are given at birth and best match the recipient. You choose one of two paths listed below:

Immortality Path

Immortality Path
Your Hit dice becomes a d12 instead of the standard. You gain a damage reduction equal to half your constitution modifier. (Rounded down). This applies to bludgeoning, piercing, and slashing damage. You gain advantage on constitution saving throws.

Slayer Path

Slayer Path
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time. You gain additional damage to your rolls equal to half your strength modifier.(Rounded down). You gain advantage on strength saving throws.

Additionally while in battle, you fight with primal ferocity with your path affecting how this potent blood awakens. On your turn, you can enter a rage as a bonus action and gain the benefits counting on your Path. However you cannot concentrate on spells or abilities while this is active, and do not gain the benefits of Shields. The number of times you can rage is as follows:

  • 2 at 1st level
  • 3 at 3rd level
  • 4 at 6th level
  • 5 at 12th level
  • 6 at 17th level

You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Immortality Rage

Immortality Path (Rage Benefits)
While raging, you gain the following benefits if you aren’t wearing heavy armor: You have resistance to bludgeoning, piercing, and slashing damage. At the start of your turn you gain temporary hit points equal to your level.

Slayer Rage

Slayer Path (Rage Benefits)
While raging, you gain the following benefits: You gain an additional 1d4 of force damage to your attacks You can unarmed strike as a bonus action when you take the attack on your turn.

Barbarian Constitution

Barbarian’s Unique Constitution
At 1st Level, those born of the Barbarian clans are stated to be born of Yggdra’s own branches, due to their unique nature they are ill adept at handling different types of magics similar to the mother tree herself only possessing one element with the blessed amongst them being able to handle two elements.

Due to your unique constitution, you can only have two Elemental Affinities, even if you would normally have more than 2. However you gain the following benefits:

  • At the start of your turn during combat you recover 1 Stamina point. (This is only applied in combat)
  • You select one of the tattoos listed below and gain its benefits, this cannot be changed or swapped out later.

Absorption. You can supernaturally draw on unyielding strength to shrug off harm. When you take damage, you can use your reaction to roll a d12 reducing the damage by the amount rolled. Grasping. You channel some of the world tree’s roots through your tattoos. As an Action you can target a creature within 30ft, forcing the creature to make a Strength Saving Throw or be pulled within 5ft of you and Grappled by you. Life Giving Force. While rage is active, you can target another creature within 10ft of you. Granting it any number of your Temporary Hit Points you choose to give, if you do not have Temp HP to give you can roll one of your Hit Dice and give the creature Temp HP you would gain from it. Shadow Essence. You gain Darkvision of 60ft and proficiency in Stealth checks, and if you already have proficiency you gain expertise in the skill. Spellwrought. You gain one F-Rank spell of your choice, using your Strength or Constitution modifier for the attack or saving throws.

Soul Succession

Soul Succession
Starting at 3rd level, your connection to the world tree allows you to inherit the resilience and wisdom of your ancestors, channeling their strength in times of need. You gain the features listed below counting on your Spirit Imprint.

Echo of Endurance (Immortality Path). When you are reduced to 0 hit points but not outright killed, you can instead drop to 1 hit point and immediately gain hit points equal to your Barbarian level. This can be used once per short or long rest. Ancestral Onslaught (Slayer Path). If you are at 25% of your maximum hit points or fewer, you can choose one of your attacks to be a critical hit and gain temporary hit points equal to your Barbarian level. You can only do this once per long rest.

Barbarian Martial Arts

Barbarian Martial Arts
Now at 3rd level, you gain these additional Warrior Martial Arts at the listed levels:

3rd Level. Heavy Strike & Taunting Roar = E & D 5th Level. Tenacious Recovery & Unyielding Defense = D & C 8th Level. Combative Instinct & Flow Acceleration = C & B 14th Level. Evasion & Greater Strength Boost = B & A 20th Level. Revenge Strike & Strike of Perfect Clarity = A & S

Improved Paths

Improved Paths
Starting at 5th level, the power of your Spirit Imprint flourishes, amplifying both your chosen path and the primal fury of your rage.

Immortality Path - Enduring Bastion. Your damage reduction now equals your full constitution modifier rather than half. This applies to bludgeoning, piercing, and slashing damage. You gain resistance to a damage type corresponding to your elemental affinities. Slayer Path - Relentless Onslaught. The Bonus damage you deal now equals your full strength modifier instead of half The additional force damage you deal increases from 1d4 to 1d6.

Improved Tattoos

Improved Tattoos
Now at 8th Level, your tattoos improve and you can select a 2nd tattoo and gain it:

Absorption. You can supernaturally draw on unyielding strength to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Grasping. You can now target a creature within 60ft, and they make the Saving Throw with Disadvantage. Life Giving Force. You can now select an ally within 15ft of you, and any Temporary Hit Points you give them is now doubled. Shadow Essence. Any Stealth checks you make are with Advantage, and any allies within 5ft of you who make Stealth checks also gain an additional +3. Spellwrought. You gain access to one E-Rank spell of your choice, and you can add your Strength or Constitution modifier to the spell’s damage or healing. You can cast this spell a number of times per day equal to your Proficiency Bonus.

Primal Soul Awakening

Primal Soul Awakening
At 14th level, your connection to the world tree deepens, allowing your spirit imprint to manifest even greater power.

Immortality Path - Eternal Guardian. Your damage reduction now applies to all damage types, except psychic. Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10. Slayer Path - Apex Predator. Your Critical hit range expands to 19-20 While raging. If you score a critical hit, you gain temporary hit points equal to your strength modifier and can immediately make an additional melee weapon attack as a bonus action, you can make a DC 10 strength saving throw. If you succeed, you cleave attacking the next creature of your choice within 5 feet. Each time you use this feature, after the first, the DC increases by 5. When you finish a Short or Long rest, the DC resets to 10.

True Spirit Incarnation

True Spirit Incarnation
At 20th level, you ascend beyond mortal limitations, embodying the ultimate expression of your Spirit Imprint.

Immortality Path - Titan’s Legacy. Your Constitution score increases by 6 and so does it maximum. When you succeed three death saving throws, you instantly regain hit points equal to half your maximum HP. Slayer Path - Armageddon Warrior. Your Strength score increases by 6 and so does it maximum. Your critical hit range expands to 18-20, if you land a critical you can make another attack as part of the same action.

Dreadnought[edit]

Berserk-Manga.jpg

The Dreadnought stands as an unshakable titan on the battlefield, clad in unyielding armor and bolstered by sheer physical resilience. Those who walk this path embrace the philosophy that defense is the ultimate form of offense, weathering the fiercest of blows before retaliating with crushing force. Wielding overwhelming strength, these warriors strike with punishing force, shrugging off wounds that would cripple lesser fighters. Their mastery of armor allows them to move through battle with unwavering confidence, turning even the most devastating assaults into mere glancing blows. Enemies who attempt to break a Dreadnought will soon learn. Breaking a mountain is no simple feat.

As a Dreadnought, you do not simply fight battles; you endure them, ensuring that no force, no warrior, and no fate can ever bring you down.

Heavy Striker

Starting at 1st level, you gain the two of the following benefits listed below while wearing armor, and you gain an additional benefit at 5th and 14th level.

Dull Pain. At the start of your turn you gain a number of Temporary Hit Points equal to your Constitution Modifier.

Slam. Once per turn when you would damage a weapon with a melee weapon, you can choose to double your weapon’s base damage dice. However upon doing so your movement speed is reduced by 10ft until the start of your next turn.

Rush Them Down. When you move at least 15ft towards a creature and hit them with a melee weapon attack, you can force them to make a Strength Saving Throw or be knocked back 15ft and Prone.

Master Armorer. While wearing armor your Armor Class is treated as 18 unless it would be higher from the armor you're wearing. However you do not benefit from shields.

DC being 8 + pf + strength modifier

Unshakeable

Now at 1st level, you gain advantage on saving throws against the Frightened condition, and at 9th Level you are immune to the Frightened condition. Additionally when you succeed a saving throw or against an effect which would Frighten you, you have advantage on your next attack against the creature which attempted to Frighten you.

Unbreakable

Starting at 3rd level, when you would be reduced to 0 hit points, you can choose to remain standing with 1 hit point, allowing you to act for the next two rounds.

While in this state, you continue making death saving throws as normal, but their negative effects do not take hold until this duration ends.

At 9th level, this duration increases to three rounds.

This ability can be used once per Short or Long Rest.

Dreadnought's Maneuvers

Now at 3rd level, you gain these additional Warrior Martial Arts at the listed levels:

3rd Level. Stance (Upward Cut) & Fortress Stance = E D 5th Level. Taunting Roar & Intercepting Rush = D C 8th Level. Tenacious Recovery & Blade Cyclone = C B 14th Level. Chain Pull & Adamant Guard = B A 20th Level. = A S

Forever Ready

Forever Ready
Now at 5th level, whether it be due to magical reasons or you being ready for combat, you're always ready for a fight.

You cannot be Surprised, and you can replace the Dexterity modifier for Strength in your Initiative modifier.

Battered Body

At 8th level your body’s been bruised and battered in your adventures for so long that it’s become resistant to it. As you gain resistance to bludgeoning damage. This resistance includes damage from aura based attacks.

Additionally at 14th & 20th level, you can choose to gain resistance to slashing or piercing damage.

Unmoveable

Now at 14th level, your armor makes it very difficult for enemies to move you. As you gain the following benefits while wearing armor:

You gain advantage on checks to resist being moved, and if you are forcibly moved you reduce the forced movement by half. To a minimum of no movement. You have advantage on checks to resist being knocked Prone.

Unkillable

Starting at 20th level, any effects which would instantly kill only reduces you to 0 Hit Points, and when you would go to 0 Hit Points you can instead gain following benefits and you gain Temporary Hit Points equal to half your maximum hit points.

You recover a number of HP equal to your Constitution Score at the start of your turn. Dull Pain now grants you 10 Temporary Hit Points. Slam can now be performed any number of times, instead of once per turn. When you roll Death Saving Throws, any 8-9s rolled are treated as a 10, and a roll of 19-20 is treated as a Natural 20.

This ability can be used once per Long Rest.

Spellblade[edit]

Skelly.jpg


Wielding both steel and sorcery, the Spellblade dances between the realms of martial prowess and arcane mastery, channeling the raw forces of nature through their blade. A fusion of warrior and mage, a Spellblade’s very soul is attuned to the elements, allowing them to weave elemental energy into every strike. Whether igniting their blade with fire, summoning gusts of wind to evade attacks, or freezing their foes in place, the Spellblade is a force of nature in both name and power.

As they grow in strength, a Spellblade’s bond with the elements deepens, allowing them to seamlessly blend offense and defense with fluidity. At their peak, they become avatars of destruction and creation, their body and blade moving as one with the natural forces of existence.

Elemental Spellcasting

Elemental Spellcasting
Now at 1st level, you gain access to spellcasting, drawing from different magical traditions based on your Elemental Affinity. When you finish a Long Rest you select one spell list based on one Elemental Affinity you have and gain access to it. You can only have access to one Spell-List at a time.

Fire. Sorcerer Water. Wizard Earth. Ranger Air. Paladin Lightning. Druid Ice. Bard Light. Cleric Darkness. Warlock

Spellblade Spellcasting Rules

Spellblade Spellcasting Rules
Spell Points. You have half as many Spell Points you would have if you were a Mage, rounded up. Using your Charisma for the modifier. Cantrips. You learn two cantrips from your current Elemental Affinity's spell list, and you can select a third cantrip at 10th level. At 1st Level you gain one spell slot. Spells Known. Choose a number of spells from your current Spell-list equal to your Charisma modifier + half your Warrior level, rounded down (minimum of one spell). Spellcasting Ability. Charisma is your spellcasting ability for these spells.

Spell Save DC = 8 + proficiency bonus + Charisma modifier Spell Attack Modifier = proficiency bonus + Charisma modifier

Stronger Affinity

Stronger Affinity
Starting at 1st Level, your affinity for magic is greater than most. When rolling for the number of elemental affinities you possess, use the following table instead:

d100 Roll Number of Affinities Gained
1–50 1 Element
51–54 2 Elements
55–84 3 Elements
85–89 4 Elements
90–94 6 Elements
95–97 7 Elements
98–100 All 8 Elements

Additionally, you add your level to the number rolled, making it possible to unlock more affinities as you level up.

Elemental Style

Elemental Style
At 3rd Level, you gain access to the Elemental Styles listed below, which matches your Elemental Affinity. You can have one Elemental Style active at a time which ends after 1 minute, and you can activate your style as a bonus action.

Fire. Once per turn, when you hit a creature you can force the creature to make a Dexterity saving throw (DC = 14 + Charisma modifier), or take Fire damage equal to your Charisma modifier. Additionally, creatures that take fire damage from this effect have disadvantage on Constitution saving throws to maintain concentration.

Water. Once per turn, when you hit a creature, you can push it back a number of feet equal to 5 × your Charisma modifier. Additionally, the target must make a Strength saving throw (DC = 14 + Charisma modifier) or be unable to take the Dash or Disengage action until the start of your next turn.

Earth. Once per turn, when you hit a creature, you can force it to make a Strength saving throw (DC = 14 + Charisma modifier) or be knocked prone. Additionally, if the creature fails the saving throw by 5 or more its AC is reduced by 2 until the start of your next turn as cracks spread through its defenses.

Air. On a critical hit, you force all creatures within 5ft of you to make a Dexterity saving throw (DC = 14 + Charisma modifier). On a failure, a creature takes half of the critical damage dealt to the original target. Additionally, when you take the Attack action, you can move up to 10 feet without provoking opportunity attacks.

Lightning. Once per turn, when you hit a creature, you can force it to make a Constitution saving throw (DC = 14 + Charisma modifier) or lose its reactions and cannot take the Dodge Action until the start of your next turn.

Ice. Once per turn, when you hit a creature its movement speed is reduced by 15ft until the start of your next turn, to a minimum of 5ft. Additionally, if the creature moves at least 10ft while under this effect, it must make a Dexterity saving throw (DC = 14 + Charisma modifier) or fall prone.

Light. Once per turn, when you hit a creature, you can force it to make a Constitution saving throw (DC = 14 + Charisma modifier). On a failure, the next attack roll against the creature is made with advantage, and it cannot become invisible until it has been hit by an attack made with advantage or the effect naturally ends. Additionally, if the creature fails the saving throw, it cannot benefit from Cover until the end of your next turn.

Darkness. Once per turn, when you deal damage you can inflict an additional 1d8 necrotic damage and regain that in Hit Points. Additionally, if the creature hit would have some form of healing. It cannot gain the benefit of the healing until the start of your next turn unless they pass a Constitution saving throw against your Spell Save DC.

Spellblade Martial Arts

Spellblade Martial Arts
Now at 3rd level, you gain these additional Martial Arts at the listed levels:

3rd Level. Clean Cut & Air Cutter = E D 5th Level. Counter & Enhanced Magic Resistance = D C 8th Level. Vault Kick & Flicker Step = C B 14th Level. Shock Advance & Flickering Step = B A 20th Level. Weapon Clash & Judgement Cut = A S

Stronger Styles

Stronger Styles
Now at 5th level, you can have two Elemental Style’s active at once and can activate two using the same Bonus Action, and they get stronger in these ways:

Fire. The Fire damage you deal is now 1d6 + your Charisma Modifier.

Water. The DC increases to 16 + your Charisma modifier.

Earth. The DC increases to 16 + your Charisma modifier.

Air. The movement you can move is now 20ft instead of 10ft.

Lightning. The DC increases to 16 + your Charisma modifier.

Ice. The movement speed reduction is now 20ft instead of 15ft.

Light. The DC increases to 16 + your Charisma modifier.

Darkness. The necrotic damage you deal is now 1d12 + your Charisma modifier.

Body's Attunement

Body's Attunement
Starting at 8th Level, due to the elements coursing through your body while using your Elemental Styles, you take less damage from the element. While you have Elemental Style active, you reduce the appropriate damage type by 1d4 + your Charisma modifier when you take that damage.

Fire - Fire Water - Bludgeoning Earth - Thunder Air - Slashing Lightning - Lightning Ice - Cold Light - Radiant Darkness - Necrotic

Quickened Casting

Quickened Casting
Now at 14th level, you can reduce the Action cost of a spell by one if you spend 5 Stamina when casting the spell. (Action > Bonus Action > Free Action).

Additionally when you take the Attack Action on your turn you can replace two of the attacks with the casting of a F, D, or E-Rank Spell. The spell must have the casting time of an Action.

Avatar Of the Arcane Blade

Avatar Of the Arcane Blade
Starting at 20th level you gain the following features:

Once per turn when you critically hit a creature or reduce a creature to 0 Hit Points, you regain one D-Rank or lower spell slot. Any damage you deal with a spell adds your Charisma modifier to it, even if it already would. You can have three Elemental Styles active at once, and can activate them as a Bonus Action or Free Action.

Archer[edit]

Grimgar.jpg

An Archer is a master of ranged combat, delivering precision shots that control the battlefield and cripple foes from afar. They are keen-eyed tacticians who use every arrow with intent, turning combat into a deadly game of angles, speed, and anatomical exploitation.

Aimed Shot

Starting at 1st level, your skill with ranged weaponry allows you to target specific parts of a creature’s body with precision. Once per round when you make a ranged weapon attack, you can choose to target one of the following areas on a creature that has the appropriate anatomy: however you suffer a penalty to the attack roll as listed below.

  • Head. On a hit, the attack deals maximum damage instead of rolling. This option is always Lethal. (-10)
  • Torso. On a hit, the target begins bleeding and takes 1d6 damage at the start of each of its turns. This effect ends if the creature regains at least 1 hit point or if a creature succeeds on a DC 10 Wisdom (Medicine) check to treat the wound. (-1)
  • Hands. On a hit, the creature must make a Strength saving throw or drop one item it is holding (your choice if it holds multiple). (-2)
  • Legs. If the creature has moved at least 15 feet on its last turn and you hit, it must make a Strength saving throw or fall prone. (-2)

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Close Shooting

Starting at 3rd level, when you make a ranged weapon attack against a creature within a number of feet equal to 5 × your proficiency bonus, your weapon's critical hit range increases to 19–20 against that target.

Archer Martial Arts

Now at 3rd level, you gain these additional Warrior Martial Arts at the listed levels:

3rd Level. Power Shot & Leaping Shot = E D 5th Level. Dexterity Boost & Tracking Shot = D C 8th Level. Combative Instinct & Arrow Storm = C B 14th Level. Evasion & Greater Dexterity Boost = B A 20th Level. = A S

Designated Target

Starting at 5th level, you can use your Action to designate one creature you can see within 30 feet as your Designated Target, marking them. The target remains designated until it moves more than 120 feet away from you, breaks line of sight, or you designate a different creature. While designated, the target is affected by the following effects:

  • The creature does not benefit from cover (except total cover) against your ranged weapon attacks.
  • The creature takes an additional 1d4 damage from any source of damage it takes from you. This extra damage increases by one die step at certain levels: 1d6 at 8th level 1d8 at 14th level 1d10 at 20th level
  • Once per round, when you hit the designated creature with a ranged weapon attack, it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or have its movement speed reduced by 20 feet until the start of your next turn (minimum speed of 5 feet).
Precise Shot

Starting at 8th level, you can target additional limbs using the same rules as the Aimed Shot feature. When you hit with an attack, you may choose to target one of the following body parts:

  • Ears. On a hit, the creature must succeed on a Constitution saving throw or be deafened until the end of your next turn.
  • Feet. On a hit, you can target a Medium or smaller creature. Its speed is reduced to 0, and at the start of its next turn, it must spend an action to remove the arrow before it can move again.
  • Arms. On a hit, the creature must succeed on a Constitution saving throw or have disadvantage on attack rolls that involve its arms or hands until the start of its next turn.
Phantom Shot

Starting at 14th Level, you can use a Full Turn Action to fire a Phantom Shot. You make one ranged weapon attack against a creature within 80ft, with the effects below:

  • The base weapon’s damage dice is considered a 3d12, unless it would be higher.
  • The creature cannot use reactions in response to this attack.
  • If it drops the target to 0 HP, the shot leaves no visible wound.
Legendary Archer

Now at 20th Level, when you make an Attack Roll with a Ranged Weapon, you can remove your Proficiency Bonus for the Attack Roll and instead use half of it to increase the critical range of the attack.


Star Sword Style[edit]

Shipwright Star sword.jpg
Form Mastery

Starting at 1st level, you learn to enter a special stance as an action on your turn. While in this stance, you must maintain concentration as if concentrating on a spell. While active, each successful maneuver attack with the name “Form” progresses your Form Chain.

The Form Chain progresses from 1st to 5th Form, and you may only progress to a form equal to your proficiency bonus (e.g., at +2 proficiency, you may only reach Form 2).

At each step, your attacks deal an additional Form Die of damage. This die starts as a d4 and increases as follows:

  • d6 at level 3
  • d8 at level 5
  • d10 at level 8
  • d12 at level 14
  • d20 at level 20

While in this stance, you also gain the following additional benefits:

Star Advent Stance

You adopt this base stance, flooding your body with celestial energy that sharpens your senses and motion.

At the start of each of your turns, you must spend 1 Stamina to maintain the stance. While active:

  • Your movement speed increases by 10 feet.
  • Each successful melee attack deals 1 Form Die of additional damage.
  • At the end of your turn, you may use a bonus action to teleport to any bright light within 15 feet.
  • Your attack and damage rolls gain a +1 static bonus (this stacks with magic weapons or effects).

If your concentration is broken or ended, you cannot re-enter a stance until 1 round (6 seconds) has passed.

Quick Draw

At 3rd level, you can enter your stance as a bonus action instead of an action. At 8th level, you may instead enter it as a reaction. At 14th level, you may automatically activate your stance whenever you roll initiative. You may also reactivate it once per encounter as a reaction.

Star Sword Style Martial Arts

Now at 3rd level, you gain these additional Warrior Martial Arts at the listed levels:

3rd Level. Meteor Step & Double Star Crash = E D 5th Level. Orbiting Slash & Blazing Cross = D C 8th Level. Falling Comet & Starlight Mirage = C B 14th Level. Astral Divide & Heavenfall Execution = B A 20th Level. Heavenfall Execution & Seven Stars = A S

Additionally, once per long rest, you may swap one maneuver you know from this list with another maneuver of the same rank that has a Form Requirement.

Form Stability

At 5th level, you’ve trained to remain centered in your stance even under pressure. You gain advantage on all concentration checks to maintain your stances.

Elemental Star Stances

At 8th level, you can transition into an Elemental Star Stance as a bonus action while in Star Advent. You must have the corresponding Elemental Affinity to activate that stance. While active, your Form Die changes to the stance’s associated damage type, and you gain an additional effect listed below. You may only have one Elemental Stance active at a time.

  • Null Star – Prerequisite: No elemental affinity

Your attacks act as if under the effects of Dispel Magic on hit, targeting magical effects on the creature.

  • Red Star – Prerequisite: Fire affinity – Fire Damage

You may forgo one attack action to cast Scorching Ray, using Strength, Dexterity, or Constitution as your casting stat.

  • Blue Star – Prerequisite: Water affinity – Bludgeoning Damage

Creatures hit by your attacks cannot take reactions against you until the start of their next turn.

  • Green Star – Prerequisite: Earth affinity – Thunder Damage

You gain temporary hit points equal to your Constitution modifier at the start of each of your turns while in this stance.

  • White Star – Prerequisite: Light affinity – Radiant Damage

When you hit a creature, allies within 5 feet of that creature gain 5 temporary hit points.

  • Dark Star – Prerequisite: Lightning affinity – Lightning Damage

Once per turn when you hit, the target must make a Constitution saving throw (DC = 8 + PB + Mod) or be stunned until the end of their next turn.

  • Silver Star – Prerequisite: Air affinity – Slashing Damage

You gain +10 feet of movement speed. Creatures you hit must make a Strength saving throw or be pushed 5 feet in a direction of your choice.

  • Black Star – Prerequisite: Ice affinity – Cold Damage

When you hit a creature, its movement is halved until the end of its next turn.

  • Void Star – Prerequisite: Darkness affinity – Necrotic Damage

When you deal damage to a creature with a Form Die, you regain hit points equal to the amount dealt.

Elemental Rebirth

At 14th level, you’ve achieved harmony with your elemental spirit. While in a Star stance, you may switch between elemental stances once per round as a bonus action.

Additionally:

  • You gain resistance to the damage type of your current elemental stance.
True Starlight Form

At 20th level, you unlock your final stance—True Starlight Form.

As a bonus action, you may activate this stance once per long rest while keeping all other stances active. For 1 minute:

  • Your Form Die becomes a d12 and deals radiant damage, regardless of elemental stance.
  • You ignore resistance to all bludgeoning, piercing, slashing, and elemental damage types.
  • You make one additional weapon attack as part of your Attack action.
  • All maneuvers cost 5 less Stamina, to a minimum of 1.



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