Warrior

= Warrior =

Hit Points

 * Hit Dice: 1d8 per Warrior level
 * Hit Points at Higher Levels: 1d8 + your Constitution modifier per Warrior level after 1st

Proficiencies

 * Armor: 2 Types of Armor of your Choice, Shields
 * Weapons: 3 Types of Weapons of your choice
 * Saving Throws: Strength, Dexterity, or Constitution(Your choice)

Class Feats

 * Martial: 2/3rds Level
 * Arcane: None
 * Divine: None
 * Elemental: None
 * Fiendish: None
 * Primal: None
 * Psionic: None

Synergy (Warrior 0)
As a warrior, your Planar Allegiance grants you additional abilities tied to your physicality.

Blue. Your connection to the Arcane Dead allow you to fuel your power through sacrifice, filling your bones and blood with Blue energies. When you make an attack roll, damage roll, or saving throw, you may spend and roll one of your hit dice and increase the roll by an equal amount. Your maximum and current hit points are also reduced by this number, though this is not considered damage. When you regain these hit dice, you regain all the hit points sacrificed with them.

Green. Your connection to the Warlike Fey grant a you a Wyld Heart, a second heart that that beats in your chest and vanishes when you die. While in combat or another stress-situation, you may take extra reactions equal to your proficiency modifier each round.

Orange. Your connection to the Elemental Chaos infuses your bones with earth, your heart with fire, your blood with water, and your mind with air. When you suffer Cold, Fire, or Lightning damage, you may use your reaction to halve that damage.

Red. Your connection to the Warring Fiends of the Red boil your blood and grant you a thirst for violence. When a creature moves within the reach of a melee weapon you're wielding, you may use your reaction to make an attack with that weapon against that creature.

Violet. Your connection to the Aberrant Nightmares release your mind's potential, making it more resilient against manipulative forces. You gain a Mental Defense eequal to your proficiency modifier.

Yellow. Your connection to the Divine Celestials uplifts your soul. You gain Light and Dark Resist equal to your proficiency modifier.

Worldly. Your connection to Illlria itself grounds your existence to the world. You double the number of racial hit points you possess at 0th level, and each level if the hit points you gain from your warrior hit die(Not including your constitution modifier) is less than the normal racial hit points for your race, you replace the die roll with the racial hit points.

Martial Specialization (Warrior 1)
At 1st level, you choose a specialization which shapes the way you wield your martial talents. You gain your choice of Elemental Warfare, Martial Enlightenment, Martial Expertise, Martial Oath, Martial Superiority, Martial Wrath, Mental Warfare, or Tactical Warfare.

Elemental Warfare
You learn to wield the powers of the Orange alongside your martial talents.

Combat Alchemy. You learn an Alchemy: Rune of your choice appropriate to level 0 or 1 characters. You act as though your Warrior level were your level of magic to enact the Rune. You can create the Rune without spending magic, though if you have no magic to spend, the Rune lasts only 10 minutes.

In addition, you use 1/3rd your Warrior level for Elemental Class Feats.

Martial Enlightenment
You learn meditations fueled by an internal energy known as Ki.

Ki. You possess 1/3rd-level Grey magic. All Grey Magic uses Ki as it's Mode, and you possess Ki points equal to your Grey magic level times your Warrior level, rounded up.

Meditations. You learn 3 Meditations at 1st level, then an additional Meditation every other Warrior level.

In addition, you use your Full Warrior level for Martial Class Feats.

Martial Expertise
You learn to use certain procedures and knowledges to increase your martial talents.

Favoured Enemy. You choose a type of enemy from the following list; Beasts, Celestials, Constructs, Fiends, or Humanoids. Dwarves may also choose "Begrudged," which are Giants, Dragons, Beastmen, and Dreadwalkers. When you roll an Intelligence- or Wisdom-based skill check pertaining to the chosen type of creature, you gain a bonus equal to your Wisdom or Intelligence modifier, respectively. In addition, when you make an attack roll against this type of creature, you increase the attack roll by your proficiency modifier, and the damage roll by your Warrior level. If you take the Help action to assist another towards this effort, they gain the bonus to attack and damage.

In addition, you gain one Primal Class Feat and use 1/3rd your Warrior level for Primal Class Feats.

Martial Oath
You learn to conduct miracles fueled by divine energy, starting with the ability to smite the villanous.

Smite. Once per turn, when you hit with a weapon attack, you may deal additional magical radiant damage equal to your Warrior level. If you have it, you may spend Divine magic to increase the radiant damage by 1d8 per level of magic expended. Against creatures whose Alignment is Blue, Violet, or Red(Arcane, Psionic, or Fiendish), you deal 1d8 additional damage, and the radiant damage from the Smite ignores Shield.

In addition, you gain one Divine Class Feat and use 1/3rd your Warrior level for Divine Class Feats.

Martial Superiority
You learn maneuvers that are fueled by special dice called superiority dice.

Superiority Dice. You have superiority dice equal to twice your proficiency modifier, which are d6's. You regain these dice at the end of a short or long rest. These improve by one step every 5 Warrior levels you gain.

Maneuvers. You learn 2 maneuvers at 1st level, and gain an additional maneuver every 3 levels therafter(Levels 4, 7, etc.)

In addition, you use your Full Warrior level for Martial Class Feats.

Martial Wrath
You learn to channel a fiendish rage through your body.

Rage. As a bonus action on your turn, you may enter a rage for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You may Rage a number of times equal to your proficiency modifier, regaining the ability to do so at the end of a long rest.

While raging, you have resistance to bludgeoning, piercing, and slashing damage, you possess advantage on all strength-based skill checks and saving throws, and you add your proficiency modifier to the damage dealt by any melee weapon you are wielding.

In addition, you use 1/3rd your Warrior level for Fiendish Class Feats.

Mental Warfare
Your mind's training allows you to access the Violet in subtle ways.

Mind Trick. When you make a Diplomacy, Manipulation, or Intimidation check, or through talking to a creature for 10 minutes or more, you can call the violet to cloud their minds slightly. The subject makes a wisdom saving throw, on a failure losing much of their ability to reason clearly; Your charisma-based and intelligence-based checks made against them have advantage, and they are at disadvantage rolling these attributes against you.

In addition, you use 1/3rd your Warrior level for Psionic Class Feats.

Tactical Warfare
Your studies of the fallen warriors of the Blue teach you how to command and lead tactfully.

Forgotten Strategem. As an action, you may grant a creature who may hear you the ability to move half their movement and take an action as a reaction. As part of this action, you may convey any amount of simple information to the target and all other creatures who hear you.

In addition, you use 1/3rd your Warrior level for Arcane Class Feats.

Weapons Training (Warrior 2, 4, 8)
You choose a type of weapon(Such as "Longsword", "Shortsword", "Battleaxe", etc.) If you aren't proficient in the use of this weapon, you gain proficiency in using that weapon. If you are already proficient, however, whenever you wield this type of weapon, you may choose to increase the damage die by one step, add a property to the weapon, or remove one of the weapon's properties. You choose these changes when you draw the weapon, or as a reaction taken on your turn.

Martial Talent (Warrior 3, 7)
You choose one of the following Talents to gain the benefits of.

Action Surge
Once per short rest, you may use your action to grant yourself the ability to take two actions this turn.

Power
You gain points of Power equal to your strength score. When you deal melee damage, you may spend one of these points to deal additional damage equal to your level.

Resilience
When you make a saving throw to reduce the damage of an effect, on a success you take no damage, while on a failure you suffer the effects as though you succeeded the save. This ability only affects the damage of the effect, thus a failure may still leave you frightened, charmed, etc.

Swiftness
You gain points of Swiftness equal to your dexterity score. When you move on your turn, you may spend one of these points to increase your speed by half your walking/swimming speed, whichever is higher.

Vitality
You gain points of Vitality equal to your constitution score. When you take damage, you may spend one of these points to reduce the damage by twice your level.

Martial Focus (Warrior 5, 10)
You gain your choice of one of the following features;

Cleave
If you reduce a creature's hit points to 0 with a weapon attack, you inflict the overkill damage onto another creature within the reach of your weapon, if your initial attack roll would hit that creature.

Extra Attack
When you take the Attack action on your turn, you make two weapon attacks rather than one.

Great Strike
When you roll damage for a weapon attack, you roll twice as many dice as your weapon would ordinarily roll, and you add your level to the damage.

Volley
As an action on your turn, you choose a 5-foot radius within the range of your weapon and make a weapon attack against each creature within the radius.

Whirlwind Attack
As an action on your turn, you may make a single weapon attack against all creatures within your melee weapon's reach.

Versatility (Warrior 6)
You choose one of the following benefits to gain.

Arcana
You gain Arcane Magic(Your choice of Mode), using 1/3rd your Warrior level for this progression.

Divinity
You gain Divine Magic(Your choice of Mode), using 1/3rd your Warrior level for this progression.

Elementalism
You gain Elemental Magic(Your choice of Mode), using 1/3rd your Warrior level for this progression.

Enlightenment
You gain Ki equal to your Warrior level, which you regain at the end of a long rest. You also learn Meditations equal to 1/4th your Warrior level.

Fiendishness
You gain Fiendish Magic(Your choice of Mode), using 1/3rd your Warrior level for this progression.

Mentalism
You gain Psionics(Your choice of Mode), using 1/3rd your Warrior level for this progression.

Naturae
You gain Primal Magic(Your choice of Mode), using 1/3rd your Warrior level for this progression.

Training
You gain proficiency in two skills, and expertise in one skill you are already proficient in.

War
You gain superiority dice equal to your proficiency modifier. You further gain Maneuvers equal to 1/3rd your level.