Remove these ads. Join the Worldbuilders Guild

FF XIV D&D Compendium

Warrior

hit dice: 1d12
hit points at 1st level: 12 + Constitution Modifier
hit points at higher levels: 1d12 (or 8) + Constitution Modifier
armor proficiencies: All Armor, Shield
weapon proficiencies: Simple Weapons, Martial Weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, History, Intimidation, Insight, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background
(a) a martial weapon
(a) a short bow and 20 arrows or (b) two hand axes
(a) an explorer's pack or (b) a dungeoneer's pack
chain mail and a carved wooden idol related to your heritage.
spellcasting:
class features:
Fighting Style
Beginning at the 1st level, 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.

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

Dueling
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 reroll 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.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Berserk
Beginning at the 1st level, on your turn, you can enter a Berserk state of mind, letting your inner beast act freely. While under the effect of Berserk you gain the following benefits:   you have advantage on Strength checks and saving throws   when you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Warrior, as shown in the Berserk Damage column of the Warrior table.   When you take slashing, piercing or bludgeoning damage, you reduce the damage by half your Constitution modifier rounded up.   If you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.   Some warrior class features require target creatures to make saving throws. This is contested by your Berserk DC, calculated below.   Berserk DC = 8 + your proficiency modifier + your Strength modifier.   Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk state on your turn as a bonus action. For a number of rounds equal to 5 minus your Constitution modifier after your berserk state ends, you may not use the extra attack ability and your base movement speed is halved due to fatigue.   Once you have gone berserk the number of times shown in for your warrior level in the Berserks column of the Warrior table, you must finish a long rest before you can go Berserk again.

Reckless Attack
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

Beastly Demeanor
Beginning at the 2nd level you gain a passive Intimidation score which you may use to replace rolls when making Intimidation ability checks. This passive Intimidation score is equal to 10 + your Strength modifier.

Warrior Archetype
At 3rd level, you select the tradition under which your warrior has trained. The Beast of Defiance tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed.   The Beast of Deliverance tradition focuses on allowing the inner beast to run wild, fighting alongside its power to lay your enemies low. The Marauder has turned from harnessing their inner beast to become fierce fighters on their own power.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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. As normal, you can't 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.

Raw Intuition
Also beginning at 7th level, when you are struck by a melee weapon attack, as a reaction you may move directly back 5ft. from the creature and reduce the damage you have taken by 1d6. This damage reduction is increased to 2d6 at the 13th level and 3d6 at the 18th level. You can do this once. You must then finish a long rest to use Raw Intuition again.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level.

Bellow of the Beast
Beginning at the 7th level, you are able to attempt to dominate a conversation with the assistance of your inner beast. You may expend one use of Berserk to intimidate a creature with advantage and doubling all of your bonuses to the intimidate skill.

Onslaught
Beginning at the 9th level, when you use the dash action, you may make a melee weapon attack as a bonus action. You deal bonus damage on the attack equal to your Constitution modifier.

Revenge
Beginning at the 11th level, when a creature resolves an melee weapon attack action against you, as a reaction you may make one weapon attack against that creature.

Shake it Off
Beginning at the 13th level, while under the effects of Berserk, when you make a saving throw to resist a condition (excluding: Exhaustion, Grappled, Incapacitated, Prone, Restrained, Stunned and Unconscious) you may choose to end your Berserk state to automatically succeed on the saving throw. You may do this after your roll but before the outcome of the resist has been declared.

Upheaval
Beginning at the 15th level, while you are under the effects of Berserk, you are able to unleash a powerful blow fueled by your vigor. You make an unarmed strike, if you hit, you may declare you are using Upheaval. The creature makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure your unarmed strike deals #d12 force damage, where # is equal to your Constitution modifier with a minimum of 1d12 force damage and half as much damage on a success. Your Berserk state immediately ends after delivering the blow.

Beastly Reflexes
Beginning at the 17th level, while you are under the effects of Berserk you are able to make two reactions per round.

Holmgang
| Beginning at the 18th level, while under the effects of Berserk, as a bonus action you are able to enter an indomitable state known as Holmgang. For a number of rounds equal to half your Constitution modifier, rounded down, your hit points can not fall below 1. Additionally, you may attempt to link yourself to a creature within 10ft. of you. If the creature is Large sized or smaller the target creature must make a Strength saving throw against your Berserk DC or be dragged to a space within 5 ft. of you. The creature cannot leave the 5ft. radius around you and your movement speed becomes 0ft. for the duration of Holmgang. You may only do this once. You must then finish a long rest to use Holmgang again.

Infuriate
Beginning at the 20th level, if you have no uses of Berserk left when you roll for initiative, you recover 2 uses of Berserk instantly.
subclass options:
LevelProficiency BonusFeaturesBerserksBerserk Damage
1+2Fighting Style, Berserk2+2
2+2Reckless Attack, Beastly Demeanor2+2
3+2Warrior Archetype3+2
4+2Ability Score Improvement3+2
5+3Extra Attack3+2
6+3Archetype Feature4+2
7+3Raw Intuition, Bellow of the Beast4+2
8+3Ability Score Improvement4+2
9+4Onslaught4+3
10+4Archetype Feature4+3
11+4Revenge4+3
12+4Ability Score Improvement5+3
13+5Shake It Off5+3
14+5Archetype Feature5+3
15+5Upheaval5+3
16+5Ability Score Improvement5+3
17+6Beastly Reflexes6+4
18+6Holmgang6+4
19+6Ability Score Improvement6+4
20+6Infuriate6+4

Created by

ZaraLillith.

Statblock Type

Class Features

Link/Embed