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Warrior

Blade·Bone

Official
Evasion11
Hit Points6

Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.

Core Rulebook

Starting Equipment — Choose One

drawing of a lover
sharpening stone

Hope Feature

No Mercy

Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.

+1 Attack Roll (Any) ⏱ until Rest

Class Features

Attack of Opportunity

If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:

  • They can’t move from where they are.
  • You deal damage to them equal to your primary weapon’s damage.
  • You move with them.

Combat Training

You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.

+level to Physical Damage
Subclasses

Choose one subclass during character creation to define your specialisation within the Warrior.

Call of the Brave

Play the Call of the Brave if you want to use the might of your enemies to fuel your own power.

Foundation

Courage

When you fail a roll with Fear, you gain a Hope.

Battle Ritual

Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.

Battle Ritual · ×1 · Long Rest

Specialization

Rise to the Challenge

You are vigilant in the face of mounting danger. While you have 2 or fewer Hit Points unmarked, you can roll a d20 as your Hope Die.

Mastery

Camaraderie

Your unwavering bravery is a rallying point for your allies. You can initiate a Tag Team Roll one additional time per session. Additionally, when an ally initiates a Tag Team Roll with you, they only need to spend 2 Hope to do so.

Core Rulebook

Call of the Slayer

Play the Call of the Slayer if you want to strike down adversaries with immense force.

Foundation

Slayer

You gain a pool of dice called Slayer Dice. On a

roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.

Specialization

Weapon Specialist

You can wield multiple weapons with dangerous ease. When you succeed on an attack, you can

spend a Hope to add one of the damage dice from your secondary weapon to the damage roll. Additionally, once per long rest when you roll your Slayer Dice, reroll any 1s.

Weapon Specialist Reroll 1s · ×1 · Long Rest

Mastery

Martial Preparation

You’re an inspirational warrior to all who travel with you. Your party gains access to the Martial Preparation downtime move. To use this move during a rest, describe how you instruct and train with your party. You and each ally who chooses this downtime move gain a d6 Slayer Die. A PC with a Slayer Die can spend it to roll the die and add the result to an attack or damage roll of their choice.

Core Rulebook