"Stay!  For you have no errand to the South.  Neither have those other who go with thee.  They go only because they would not be parted from thee – because they love thee."

The Wise know that strength is a dangerous gift, and whenever arms are taken up in anger, fell deeds await.  But when the world is on the brink of ruin, it is the duty of all those of worth to rise and draw swords, whatever the risk.

You have decided to put your strength to the service of others, to sally forth and join battle in this dark hour.  You are a warrior abroad, one who has left their hearth and home to take the fight to the Enemy.  Skilled in the arts of war you seek glory on the field of battle.

You fight with discipline and forethought; unlike the oft-barbaric and brutal fighting style of the Slayer, you are either a trained soldier or noticeably controlled and cool-headed.  Even when roused to anger, you are always wise in your choice of foes.

After all, more than your own life hangs in the balance – if you die needlessly, what becomes of the cause for which you fight?

Play a Warrior if you want to…

  • Defend the Free Folk with force of arms.
  • Wear heavy armor and fight with discipline and courage.
  • Command followers or master weapons to their fullest extent.

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.


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Traditions.


You start with the following extra equipment, in addition to equipment granted by your Standard of Living.

Poor or Frugal: A leather corslet, a martial weapon, and a shield.
Martial: A corslet of mail, a martial weapon, a shield, a short bow with a quiver of 20 arrows.
Prosperous: Ring mail, a martial weapon, a shield, a short bow or a great bow with a quiver of 20 arrows.

Rich: Heavy mail, a martial weapon, a shield or great shield, a short bow or a great bow with a quiver of 20 arrows.

Shadow Weakness

Lure of Power

Fighting Style

You adopt a particular fighting style 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.


You gain a + 2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a + 1 bonus to AC.


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.


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.  Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction.  The ally must use the Action Surge immediately.

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 Knight or Weaponmaster (both are detailed below).

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 bonus action as long as your Dash brings you closer to that wounded ally.


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.



Warrior Archetypes


A Warrior may choose between two archetypes – the stalwart Knight and the deadly Weaponmaster.



Sworn to serve and defend a liege lord, 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.

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 modifier 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 judgment 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.

Marks of Honor

Also at 3rd level, your faitful service is recognized with a mark of honor.  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 Favored 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.

For example, if Thranduil sends one of his Knights to challenge the best archer in Lake-town to a contest of archery and the Elf-knight wins, then takes this benefit, word of the Elf-knight's prowess with a bow would win him friends in all cultures other than Lake-town.

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 characters 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).


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.



Seeking mastery over themselves as opposed to others, the Weaponmaster specializes in a style of fighting, sometimes even a specific weapon, to a degree other warriors can only dream of.

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:


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.


You ignore disadvantage to Stealth checks due to your armor.


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.


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.


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:

1) 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 grants 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 (Dunlendings, Haradrim, Wainriders, Orcs, Trolls, Spiders, 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.
2) 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 for the purpose of bypassing resistances and immunities that normally protect against damage of your weapon type.

3) Guild Member

You have gained membership in an organization of warriors, such as the Bowman's Guild of Lake-town or the Royal Archers of Dale.  That organization's base becomes a Sanctuary for you and any companions, and the organization will happily provide support for your endeavors 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).

4) Lethal

You know how to strike and strike hard.  Your attacks add your proficiency bonus or your ability modifier (whichever is higher) to their damage.

You must be 10th level or higher to take this Mastery.

5) Old Enemies

Choose a foe, preferably one you personally have fought or 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.

6) 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.









Leaf and Land MichaelPerry