Warrior Those who call them selves a Warrior employ martial techniques passed down through generations. To a Warrior, combat is just part of life, but sometimes that includes subjects beyond battle such as weapon smithing and calligraphy. Not every Warrior absorbs the lessons of history, theory, and artistry that are reflected in some of the Warrior Kits, but those who do are well-rounded fighters of great skill and knowledge. Combat Superiority When you choose this archetype at 3rd level, you gain a number of features that display your superiority in combat. Improved Critial. Your weapon attacks score a critical hit on a roll of 19 or 20. Warrior Kit. You gain a kit of your choice, containing three maneuvers, detailed under "Warrior Kits" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. Unless otherwise stated, the saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Student of War At 3rd level, you gain proficiency with one type of artisan's tools of your choice. Remarkable Athlete Starting at 7th level, you can add your proficiency bonus 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 twice your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Improved Combat Superiority At 15th level you gain additional benefits to your Combat Superiority Class features. Superior Critial. Your weapon attacks score a critical hit on a roll of 18–20. Additional Warrior Kit. You gain an additional kit of your choice, containing three maneuvers, detailed under "Warrior Kits" below. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. The Champion & Battle Master? The Warrior was created to unify the Champion and Battle Master archetypes into a single archetype using the design style of the Champion. Included in this subclass are fixes for underpowered Fighting Styles as well as a reworking of many combat related feats as Warrior maneuvers. If you plan on using the Warrior archetype and you use feats in your game, you should consider removing the feats listed below and instead using the Martial Training feat. Removed Feats Charger, Crossbow Expert, Defensive Duelist, Dual Wielder, Grappler, Great Weapon Master, Inspiring Leader, Mage Slayer, Martial Adept, Mobile, Mounted Combatant, Polearm Master, Sentinel, Sharpshooter, Shield Master, Skulker, and Tavern Brawler. Martial Training Choose a Warrior Kit from the Warrior archetype in the fighter class. You gain a maneuver from that kit. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You can select this feat three times. Fighting Styles The fighting styles below have been updated. 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 add your proficiency bonus to the target's AC for that attack, potentially causing the attack to miss. You must be wielding a shield. Two-Weapon Fighting You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. In addition, you can add your ability modifier to the damage of the second Attack. Warrior Kits Warriors have as many outlooks on life, as techniques in battle. The kits below represent the most iconic of warriors. Brawler A muscled bruiser, punishing the malcontent. Clinch Fighting. When you make a melee weapon attack roll while you are restrained by a creature, you do not have disadvantage on the attack roll against that creature and your unarmed strike can use a d8 for the damage roll.

Grappling Blow. When you hit a creature that is Large or smaller with a melee weapon attack, you can use a bonus action to attempt to grapple it. If you are already grappling the creature, you can attempt to restrain it instead. Make a grapple check against the creature. If you succeed, you and the creature are both restrained. Cheap Shot. When you make a melee weapon attack roll with advantage, you can forgo advantage on the attack roll to instead use your reaction to make an unarmed strike against the target. That unarmed strike can use a d8 for the damage roll. Cavalier A mounted banneret, trampling his prey. Overwhelming Strikes. When you make a melee weapon attack roll while mounted against an unmounted creature that is smaller than your mount, you have advantage on the attack roll. Trample. While mounted, you can use a bonus action on your turn to Dash and use all of your movement to move in a straight line. When you do so, you can shove each unmounted creature that you move through. If the target is smaller than your mount, it must make a Strength saving throw. On a failed save, this movement does not provoke opportunity attacks from the target, and you can knock it prone or push it up to 15 feet away from you. Justice Prevails. When a creature hits your mount with an attack, you can redirect that attack to yourself. If you do, you can use your reaction to make a weapon attack against that creature. Deadeye A dastardly devil, who always wins. Debilitating Strikes. When you hit a creature with a weapon attack, your movement does not provoke opportunity attacks from that creature. Throw & Stab. When you hit a creature with a ranged weapon attack with a melee weapon on your turn, you can use a bonus action to move up to your speed and make a melee weapon attack against the target. This movement does not cost against your movement this turn. Interrupting Strike. When a creature begins to concentrate on a spell, you can use your reaction to make a weapon attack against that creature. That creature has disadvantage on the saving throw it makes to maintain its concentration. Knight A devoted champion, protecting his allies. Hindering Blows. When you hit a creature with a melee weapon attack, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Shield Bash. While wielding a shield, you can use a bonus action on your turn to attempt to shove a creature within reach. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone or push the target up to 15 feet away from you. Parry. When a creature hits you with a melee attack while you are wielding a melee weapon or shield, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Marksman An expert soldier, unparalleled in skill. Sharpshooter. When you make a ranged weapon attack roll against a creature within 5 feet of you or at long range, you do not have disadvantage on the attack roll. Pinning Shot. When you hit a creature with a ranged weapon attack on your turn, you can use a bonus action to attempt to pin the enemy in place. The target must make a Dexterity saving throw. On a failed save, the creature’s speed becomes 0, and it can’t benefit from any bonus to its speed until the start of your next turn. Rapid Shot. When you make a ranged weapon attack roll with advantage, you can forgo advantage on the attack roll to instead use your reaction to make an additional ranged weapon attack against the target. Scout A clever guerrila, outwitting his oponents. Stalker. When you are at least lightly obscured from a creature, you can try to hide from it. While you are hidden from that creature and you miss it with a weapon attack, making the attack doesn't reveal your position. Covering Assault. When you hit a creature with a weapon attack on your turn, you can use a bonus action to cover an ally so that they can reposition. Choose a friendly creature that can see or hear you. That creature can use its reaction to move up to its speed. This movement does not provoke opportunity attacks from the target of the attack. Marked... For Death. When you make a weapon attack roll with advantage, you can forgo advantage on the attack roll to instead use your reaction to mark a creature. Each friendly creature who can see or hear you has advantage on the next attack roll they make against that creature until the start of your next turn. Slayer A grim conqueror, crushing those seen before him. Charge. When you use your action to Dash, if you move at least 10 feet in a straight line, you can make a melee weapon attack. On a hit, you deal extra damage equal to your weapon damage die for each attack granted to you by the Extra Attack class feature. In addition, If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone or push the target up to 15 feet away from you. Grim Visage. When you hit a creature with a melee weapon attack on your turn, you can use a bonus action to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the start of your next turn. Cleave. When you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack, you can use your reaction to make a melee weapon attack. Swordsman A masterful swordsman, vanquishing his foes. Vital Strikes. When you hit a creature with a melee weapon attack, you can ignore the creature's resistance to bludgeoning, piercing, and slashing damage for the attack.