Strength | Endurance
Delvebound Class | Martial
Class Overview. The Warrior is a martial class specializing in finely honed skills in combat with all manner of arms and armor.
An Imperial in clanging plate armor holds her shield before her as she runs toward the massed goblins. A Bosmer behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A Nord in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a Dunmer in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defense.
A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight – and his own tactical advantage. His opponent’s sword flares with red light an instant before she sends flames flashing forth to smite him.
All of these heroes are warriors, perhaps the most diverse class of characters in the world of Tamriel. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings – as warriors, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Warriors learn the basics of all combat styles. Every warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity, each warrior specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes warriors superior combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a warrior. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are warriors.
Some warriors feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a warrior, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards – few warriors in the city watch have the opportunity to discover a magic flame tongue sword, for example.
Creating a Warrior
As you build your warrior, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.
You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught – unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.
|Level||Proficiency Bonus||Class Features|
|1||+2||Warrior Style, Second Wind|
|4||+2||Attribute Score Improvement|
|6||+3||Attribute Score Improvement|
|7||+3||Warrior Archetype Feature|
|8||+3||Attribute Score Improvement|
|10||+4||Warrior Archetype Feature|
|11||+4||Extra Attack (2)|
|12||+4||Attribute Score Improvement|
|13||+5||Indomitable (2 uses)|
|14||+5||Attribute Score Improvement|
|15||+5||Warrior Archetype Feature|
|16||+5||Attribute Score Improvement|
|17||+6||Action Surge (2 uses), Indomitable (3 uses)|
|18||+6||Warrior Archetype Feature|
|19||+6||Attribute Score Improvement|
|20||+6||Extra Attack (3)|
If your group uses the optional rules on multiclassing in the 5e Core Rules and the Basic Rules, here’s what you need to know if you choose warrior as one of your classes.
Attribute Score Minimum. As a multiclass character, you must have at least a Strength or Agility score of 13 to take a level in this class, or to take a level in another class if you are already a warrior.
Proficiencies Gained. If warrior isn’t your initial class, here are the proficiencies you gain when you take your first level as a warrior: All armor, shields, all weapons.
You can make a warrior quickly by following these suggestions. First, Strength or Agility your highest attribute score, depending on whether you want to focus on melee weapons or on archery (of finesse weapons). Your next highest score should be Endurance. Second, choose the soldier background.
|Hit Dice||1d10 per Warrior level|
|HP at 1st Level||10 + your Endurance modifier|
|HP at Higher Levels||1d10 (or 6) + your Endurance modifier per Warrior level after 1st|
|Armor||Light Armor, Medium Armor, Heavy Armor, Shield|
|Weapons||Axe, blunt, blade, marksman, polearm|
|Saving Throws||Strength, Endurance|
|Skills||Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.|
|You start with the following equipment, in addition to the equipment granted by your background: |
As a warrior, you gain the following class features.
1st-level warrior feature
As a warrior, you have trained in both offensive and defensive fighting styles, realizing that not all battles are won with the blade alone.
You learn either one defensive style or one fighting style.
You adopt a particular style of defense as your specialty. Choose one of the following options. You can't take a Defensive Style option more than once, even if you later get to choose again.
Defense. While you are wearing armor, your AC is increased by +1.
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.
Stalwart Defense. When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use this again until you finish a long rest.
Titan. While you are wearing armor, you are immune to being frightened, staggered, or stunned. Also, when you suffer from exhaustion, you feel the effects of the previous level of exhaustion. For example, at level 1, you feel no effects, but at level 3, you would suffer from the effects of level 2.
You adopt a particular style of fighting as your specialty. 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.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain + 2 to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
1st-level warrior feature
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.
2nd-level warrior feature
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.
3rd-level warrior feature
You choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose also grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.
|Gladiator||Legionnaire's Guide to Cyrodiil|
|Legionnaire||Legionnaire's Guide to Cyrodiil|
|Mercenary||Legionnaire's Guide to Cyrodiil|
Attribute Score Improvement
4th-level warrior feature
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores by 1. You can't increase an attribute score above 20 using this feature.
5th-level warrior feature
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, and to four when you reach 20th level.
9th-level warrior feature
You can reroll a saving throw 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 starting at 13th level and three times between longs rests beginning at 17th level.
Different warriors choose different approaches to perfecting their fighting prowess. The archetype you choose to emulate reflects your approach.
Spending much of their life toiling over gaining the upper hand in combat, many gladiators can be seen as either honorable combatants, or dirty and underhanded cheats. A gladiator has one chance to leave their mark upon the world and make their name known. How they do so is up to them.
Always the first to fight and the first to drink, Mercenary Warriors are the select few who embrace the role of a rowdy brawler. Never one to back down from a challenge or a contract, these fighters are without a doubt trouble to both their superiors andthose who stand against them.