Foundations

Required Abilities

Str, Dex, Per

Axiom

Disciple

Affinity

Null

Spell Casting

Spell Attack

Saving Throws

Con

Hit Dice

D12

HP @ Lvl 1

Your Con Modifier + 1d12 or 7.

HP @ Higher Lvls

Your Con Modifier + 1d12 / Level After 1st

Introduction

Not everyone can use magic. And for many, the response to that may be “that isn’t fair”, but for Warriors, the response is nearly uniformly “who the hell cares?”.

Soldiers, Guardsmen, Fighters, warlords – the history of the world has shown that just because you have magic does not mean that you are untouchable, that you are invincible or invulnerable.

And who is it that took down those wizards who forgot that? Warriors.

There are those who can fight well, those who can stand against a host and come out the other side, but there are few who can do it with style, with others, with the unique mix of wisdom, knowledge, and skill that creates a person whose ability to end a fight is as important as the ability to start one, and for whom winning is a concept that few will ever truly understand.

The Profession of Warrior is considered the oldest of all of them. It is the one that is most needed, and the one that doesn’t require much more than unswerving dedication to the art and science of battle, the ebb and flow of a fight, the tide and circumstance of war. Warriors know more and are taught more about blood and death than any others, because that is their trade: defense, assault, survival, honor.

A warrior grand master can stand against a grand master wizard, and only the skill and knowledge of the two will determine the outcome, for there is no one who is better at fighting than a warrior. Rangers and Paladins may know how to fight, may understand battle at the cellular level, but they will not have the arsenal of talents that a warrior has – and as many know, even a warrior can use magic if they really want to.

They just don’t always want to. They want to learn the most incredible tricks, the higher order stuff that allows a man to be taken down from ten yards away in a single move. They want to ability to stand before the mightiest things on the planet and smile because they know it will be a good death, but an even better life.

Role

Proficiencies

Skills (Pick 2)

Any skill

Spell Proficiency

None

Armor Training

Standard, Light, Medium, Heavy, Shield

Weapon Training

Simple, Common, Adept, Expert, Specialist

Wyrlde is not a safe place. Wyrlde is always at war, always fighting, always having a need for someone who will step up and stand against those who would kill, would harm, would end the lives of others.

Patrols roam the area a day out around a settlement, working hard to ensure that the people who live there are as safe as they can make them.

Nobles and wealthy people need bodyguards and defenders for their homes.

The Armies always need people and will conscript them in order to have enough to send to the Crusades every year.

The local Watches and Guard posts aren’t manned by Reeves – it is soldiers and fighters who do the hard work. Grizzled, enduring, everywhere, Warriors are the oldest profession foa simple reason: there is always something to fight about, and if people are fighting, there are always people who will pay you to fight for them, no matter what form your coin may take.

Fortes

Honored Weapon

An honored weapon is a special weapon. Honored Weapons start with two Weapon Properties, and you can add 1 every four levels to each of your Honored Weapons.

You start with 1 Honored Weapon. An honored weapon allows you to apply your proficiency bonus to damage rolls.

At 5th Level, you gain a second honored weapon, or you can move up 1 place on the die chain on damage rolls for one honored weapon.

At 9th Level, you gain a third honored weapon, or you can move up 1 place on the die chain on damage rolls for one honored weapon.

At 13th Level, you gain a fourth honored weapon, or you can move up 1 place on the die chain on damage rolls for one honored weapon.

At 17th Level, you gain a fifth honored weapon, or you can move up 1 place on the die chain on damage rolls for one honored weapon.

Extra Attacks

At 1st Level, you start with 2 attack rolls per Turn. Both count as your attack action.

At 5th Level, you gain a third.

At 9th Level, you gain a fourth.

At 13th Level, you gain a fifth.

At 17th Level, you gain a sixth.

Fighting Spirit

Your intensity in battle can shield you or help you strike more swiftly.

At 1st Level, you can use this to give yourself 1d6 temporary hit points as part of your action.

At 5th Level, you can either add 2d6 hit points or you can take a Bonus action.

At 9th Level, you can either add 3d6 hit points or you can take a Bonus action.

At 13th Level, you can either add 4d6 hit points or you can take a Bonus action.

At 17th Level, you can either add 5d6 hit points or you can take a Bonus action.

You can use this feature between long rests a number of times equal to your proficiency bonus, but you regain only one use of it when you finish a long rest and cannot use more uses than you have stored.

Defender

Starting at 1st Level, you can expend one of your Fighting Spirit uses to defend another person within five feet of you.

1st Level: reduces damage by Strength modifier plus proficiency bonus.

5th Level: redirects attack on next turn to you, reduces damage by Strength modifier plus proficiency bonus.

9th Level: redirects attack on next turn to you, and reduces damage by Strength modifier plus proficiency bonus plus your Dexterity modifier.

Apprenticeship

Starting Gear

Gear

Any 3, but one must be a crafting skill.

Tools or Kit

any 2, but one must match a crafting skill.

Focus

none

Armor

Any 1 set.

Weaponry

Any 2 Melee, any 2 ranged.

Wealth Bonus

35

The most common apprenticeship for a Warrior is to serve in an army of one of the realms. They may have served as guards or fought in a crusade or performed Patrols, but the thing they all have in common is that they are generally about three years older than most fresh-faced apprentices from other professions, because a warrior is only ever a warrior once they have been blooded – that is, once they have fought a battle and lived to tell the tale of it.

Regardless, all Warriors train under a Sergeant initially, for at least a year. Some then move into officer ranks (Sergeant, Captain, etc.), but most stay at Corporal or Private and leave after their first tour to seek their fortune. A tour is the standard apprenticeship, and Warriors are trained to fight in groups as well as individually, and taught to master weapons suited for both, as well as essential tactics and knowledge of how to effectively kill someone.

Warriors are, without any doubt, the best fighters there are – despite their gifts, Rangers, Paladins, and others cannot hope to match them.

Aspects

Orders

At 1st Level, you gain 1 First Order.

At 5th Level, you gain 1 Second Order, or 1 First Order.

At 9th Level, you gain 1 Third Order, or 1 Second Order, or 2 First Orders.

At 13th Level, you gain 1 Fourth Order, or 1 Third Order, or 2 Second Orders, or 3 First Orders.

At 17th Level, you gain 1 Fifth Order, or 1 Fourth Order, or 2 Third Orders, or 2 Second Orders, or 3 First Orders.

Precepts

At 3rd Level, you can choose one aspect from the Postulant list.

At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.

At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

Maxims

At 4th Level, you can choose one Dedicated Maxim.

At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.

At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.

Esoterica

At 2nd Level, you can choose one aspect from the Postulant list.

At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.

At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.

Proficiencies

At 2nd Level, you gain 2 proficiency slots.

At 6th Level, you gain 2 proficiency slots.

At 10th Level, you gain 3 proficiency slots.

At 14th Level, you gain 2 proficiency slots.

At 18th Level, you gain 2 proficiency slots.

Ability Score Increases

At 3rd Level, You gain 2 points.

At 7th Level, You gain 2 points.

At 11th Level, You gain 3 points.

At 15th Level, You gain 2 points.

At 19th Level, You gain 1 point.

Leveling Table

Level

Mastery

Prof Bonus

Skill

Forte

ASI

Maxims

Precepts

Mysteries

Orders

Esoterica

1

Novice

0

Yes

Simple

First

2

0

Yes

Yes

3

0

Yes

Yes

4

+1

Yes

Rudiments

5

Yeoman / Doyen

+1

Yes

Second

6

+1

Yes

Yes

7

+1

Yes

Yes

8

+2

Yes

Medial

9

Adept

+2

Yes

Third

10

+2

Yes

Yes

11

+2

Yes

Yes

12

+3

Yes

Advanced

13

Master

+3

Yes

Fourth

14

+3

Yes

Yes

15

+3

Yes

Yes

16

+4

Yes

Expert

17

Grand Master

+4

Yes

Fifth

18

+4

Yes

Yes

19

+4

Yes

Yes

20

+5

Yes

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