Brave. The warrior has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the warrior hits with it (included in the attack).
Blood Frenzy. The warrior has advantage on any attack against a creature that’s missing any hit points.
Bloodstained. Whenever the warrior sees a creature, it is automatically hostile to that creature unless that creature was a friend of the warrior before they were cursed, in which case the warrior must make a DC 18 Wisdom saving throw or become hostile towards that creature.
Athlete. The warrior can make a running long jump or a running high jump after moving only 5 feet, rather than 10 feet, and climbing doesn’t cost it extra movement. Additionally, standing up from being prone only costs it 5 feet of movement.
Multiattack. The warrior makes three melee attacks.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Pike. Melee Weapon Attack: +9 to hit, reach 10 ft. and range 30/120 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Curse of the Bloodstained (Recharges after a Short or Long Rest). The warrior is overcome with bloodlust for 1 minute. For that duration, the warrior critically hits on an attack roll of 18-20 and it deals an additional damage die of weapon damage on a hit with its weapon attacks.
Parry. The warrior adds 4 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.
Previous Versions
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