Warrior (Character Creation)

"War must be, while we defend our lives against a destroyer
who would devour all; but I do not love the bright sword for
its sharpness, nor the arrow for its swiftness, nor the warrior
for his glory. I love only that which they defend."

Hirdman, einherjar, weaponmasters, knights and shield biters. The names vary, but the meaning stays the same. These are the men and women that has dedicated their life to the ways of combat. While a strong warrior will find respect wherever he or she goes, the standing of warriors vary from region to region. The greatest standing has the warriors of the Stormlands, where they get an extra voice in the moot for the weapon they carry.

Class Features
As a Warrior, you gain the following class features.
Hit Points
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
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Chose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, Survival,
and Traditions

Equipment
You start with the following extra equipment, in addition
to equipment granted by your culture.

  • a) double chain mail or b) hardened leather, longbow, and 20 arrows
  • a) a martial weapon and a shield or b) two martial
    weapons
  • a) a shortbow and 20 arrows or (b) two handaxes
Level Proficiency Bonus Features
1 +2 Fighting Style, Second
Wind
2 +2 Action Surge (one use)
3 +2 Martial Archetype
4 +2 Character Improvement
5 +3 Extra Attack
6 +3 Character Improvement
7 +3 Martial Archetype Feature
8 +3 Character Improvement
9 +4 Defender of the Fallen
10 +4 Martial Archetype Feature
11 +4 Extra Attack (2)
12 +4 Character Improvement
13 +5 Indomitable (one use)
14 +5 Character Improvement
15 +5 Martial Archetype Feature, Indomitable (two uses)
16 +5 Character Improvement
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Martial Archetype Feature
19 +6 Character Improvement
20 +6 Extra Attack (3)

Fighting Style
You adopt a particular fighting style as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons. 
Defence  While you are wearing armour, you gain a +1 bonus to AC.
Duelling  When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-handed or Versatile property for you to gain this benefit.
Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be
wielding a shield.
Two-Weapon Fighting - When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

Second Wind
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.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can
take one additional action on top of your regular action and a possible bonus 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.

Martial Archetype
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose between the Knight, Horseman, Weaponmaster, Champion, and Einherjar (all are detailed at the end of the class description). The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Character Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Cultural or
Open Virtue. As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th
level in this class.

Defender of the Fallen
At 9th level, if an ally is reduced to 1/5th or less of their maximum hit points by an attack, you may Dash as a reaction as long as your Dash brings you closer to that wounded ally.

Indomitable
Beginning at 13th level, you can re-roll 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 at 15th level, and three times between long rests starting at 17th level.

Martial Archetypes

Different warriors choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

The Knight

Sworn to serve and defend a liege lord in the form of a king or a jarl, the Knight  places their body between those who would do violence and their charge. Steadfast and resolute, a Knight must always be alert for danger and ready to intercept it. They have a special standing in Westermark, where they are often organized in orders, the most famous being the Rortwardens.

Sworn Defender
Upon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest you
can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).

Marks of Honour
Also at 3rd level, your faithful service is recognised with a mark of honour. You gain another mark at 7th , 10th, 15th
and 18th levels. Choose from the following marks.
Reward: Gain a Cultural Heirloom from your liege-lord’s culture. You may take this mark multiple times.
Inspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you
cannot do so again until you finish a long rest.
Minstrel’s Tales: After completing a task for your liege lord, you may declare that your deed has passed into song. In any social encounter, improve the starting attitude towards you by one step. For example, if you would normally be considered a Friend by another culture, you are now Favoured in their halls. If you would normally be looked upon Askance, they are at least now Neutral towards you. If your culture is Unknown in these parts, you at least are seen in a Neutral light. You may take this mark multiple times; each time it improves attitudes by one step. Of course, if your task insulted or injured another culture, then you gain no benefit from having tales sung of your deeds in those parts.
Officer: When you take this mark, you gain four Command dice, which are d6s. A Command die is expended when
you use it. You regain all of your Command dice when you finish a short or long rest. As a bonus action you can give
a Command die to any ally who serves your liege-lord, is within 60 feet and in line of sight. That ally can roll their
Command die and add the number rolled to any ability check, attack or damage roll. Only fellow Knights or soldiers of your liege lord can benefit from this ability. You may only give these dice to fellow player-heroes if they have been introduced to your liege and been accepted as allies of your cause.
Knight’s Strike: You may spend Inspiration to strike with added fury, adding 3d6 damage to your attack.



Famed Protector
At 15th level, so long as you are within 30 feet of your Charge, you are immune to the Charmed, Frightened and Stunned conditions. Furthermore, you cannot become unconscious or incapacitated unless you have failed three death saves (at which point you die).

Sacrifice
At 18th level, any time your Charge takes hit point damage or suffers a condition, if you are within 30 feet of your charge you may throw yourself in harm’s way, suffering the damage or condition instead. If the source of damage or condition grants a saving throw, you are assumed to have failed it; however, if it is an ongoing condition that grants saving throws, you may attempt them as normal beginning on the round after you used this feature.

The Horseman

The archetypal horseman excels at mounted combat. The warriors of Mittland especially revere their mounts as companions in combat.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Performance, or Persuasion. You can choose to gain one tool proficiency in place of one skill proficiency.

Born to the Saddle
At 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount, you always land on your feet if you are capable of taking actions. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice - You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice - You can expend superiority dice to gain a number of different benefits:

• When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• When you deal damage with a weapon attack, you can expend one superiority die to add it to your damage roll. In addition, if you make an attack with a lance while mounted, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
• If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it.

Ferocious Charger
At 7th level, you gain additional benefits when you use superiority dice to increase your damage when you attack. You can expend up to two superiority dice on the attack, adding both to the damage roll. If you spend two dice while attacking with a lance while mounted, the target has disadvantage on its Strength saving throw to avoid being knocked prone.

Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

The Weaponmaster

Seeking mastery over themselves as opposed to others, the Weaponmaster specialises in a style of fighting, sometimes even a specific weapon, to a degree other warriors can only dream of. These are the warriors most often enqountered in Mittland, often wielding the blade of an ancestor-hero.

Style Focus
When you choose this archetype at 3rd level, you become even more fearsome a foe with your chosen Fighting Style. The Fighting Style chosen at 1st level gains additional abilities.
Archery - You may spend your action aiming. If you attack with your bow next turn, you gain a +2 bonus to the attack and do not suffer disadvantage for attacking at long range. 
Defence - You ignore disadvantage to Stealth checks due to your armour.
Duelling - When you are wielding a melee weapon in one hand and no other weapons, you may exchange your +2 bonus to damage from Duelling for up to a +2 bonus to attack. 
Great Weapon Fighting - You have advantage while wielding a weapon with the Two-handed or Versatile traits if you are fighting against a creature your size or smaller. 
Protection - As a bonus action you may attack with your shield, inflicting 1d6 + Strength modifier points of damage on a hit.
Two-Weapon Fighting - When wielding two weapons, you may forsake an attack with either one to give the next opponent to attack you disadvantage on their attack roll.



Masteries
Also at 3rd level, you have mastered a specific weapon. You gain another mastery at 7th , 10th, 15th and 18th levels. Choose from the following masteries. 
Birthright - You have acquired a weapon of fine make and long lineage. Give your weapon a name. When you first acquire this weapon, you gain advantage on any Charisma (Intimidation) or (Persuasion) ability checks while you carry it. At 3rd level, the weapon grants a +1 bonus to all attack and damage rolls. At 7th level the weapon gains one of the following qualities, and gains a further quality at 10th and 15th level.
• Balanced: At the start of your turn, you may transfer the weapon’s bonus to attack to your AC. This bonus remains until the start of your next turn.
• Baleful: A baleful weapon inflicts a critical hit on a natural roll of 19 or 20.
• Bitter: The weapon now grants a +2 bonus to all attack and damage rolls, instead of +1.
• Enduring: Enduring weapons cannot be broken by mischance or the attacks of enemies.
• Infamous: Your enemies know the name of your weapon, and it strikes fear into their hearts. Pick a group (Stormlanders, Wildfolk, Sea Wolves, Trolls, or a similar group); whenever you inflict a critical hit with your weapon, all nearby creatures of the chosen group must make a Wisdom save (at DC 8 + your proficiency bonus + either your Strength or Dexterity modifier, as you see fit) or be Frightened of your weapon for the rest of the battle.
• Vicious: On a natural roll of a 20, this weapon inflicts +7 damage.

Force of Will
You have truly become one with your weapon; it acts as an extension of your will and you will not be denied. Any damage dealt by this weapon is considered to deal radiant damage, enabling it to bypass resistances and immunities that normally protect against your weapon type.

Guild Member
You have gained membership in an organisation of warriors, such as the Bogwarths of Majnjord. That organisation’s base becomes a Sanctuary for you and any companions, and the organisation will happily provide support for your endeavours in the form of food, shelter, access to training grounds and lore, and other means short of marching to war (though they might be convinced to do so).

Lethal
You must be 10th level or higher to take this Mastery. 
You know how to strike and strike hard. Your attacks add your proficiency bonus or your ability modifier; whichever is higher, to their damage.

Old Enemies
Choose a foe, preferably one you personally have fought for your people regularly battle against. You gain that foe’s language and have advantage on Charisma (Deception) and (Intimidation), and Wisdom (Insight) ability checks involving them. When you are fighting against your chosen foe, whenever you roll for damage, you can re-roll your weapon’s damage dice and use either total.

Weaponmaster’s Challenge
Nominate another ally in this battle. As long as the number of enemies you have slain in this encounter remains within 3 of the number of enemies the nominated ally has slain, you both gain a +1 bonus to attacks. After you have used this ability, you cannot use it again until you have finished a long rest.

The Champion

Not all who have the ability to become dimwatchers walk that path, but rather take a martial approach. Often trained as knights of gerbanis or nidendom, or becoming heroes of Mittland, you learn to overcome a variety of unnatural defenses and attacks, including those of dimcreatures, vaesen and other creatures of horror.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: History, Insight, Investigation, Lore, Nature, Perception or Traditions. You can gain proficiency with a tool of your choice in place of one skill choice.

Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice - You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice - You can expend superiority dice to gain a number of different benefits:

• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
• When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
• When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

Champion of the Gods
At 3rd level, your study of the supernatural gives you a limited ability to use God Gifts. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Draketounge, Ioimal or Jotnamal.

Monster Slayer
At 7th level, whenever you expend divinity dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is a dimcreature, drakebeast, giant or vaesen, you deal maximum damage with both dice, instead of rolling them.

Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

The Einherjar

Mostly found in the eastern lands,the  Einherjar is the warrior spirit of the Stormlanders embodied. These are the ultimate physical warriors, who have honed their bodies to perfection, through rigorous training and practice.

Improved Critical
Beginning when you choose this archetype at 3rd
level, your weapon attacks score a critical hit on a
roll o f 19 or 20.

Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor
At 18th level, you attain the pinnacle o f resilience in battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution modifier if you have no more than half o f your hit points left. You don’t
gain this benefit if you have 0 hit points.

Warrior (Character Creation)

Trudvang for 5e Tedeman