Warrior
Warriors, as the start of the name implies are attuned with the art of war. They are the ones to rush into a battle head first, fists at the ready. Their abilities are determined by their biology and what they choose to study. Their styles are made up of things like basic sheer force, complex water manipulation, electrical exertion, mechanical workings, powerful body control and imitation of old greats.
Choosing to be a warrior is choosing to put yourself at the very front of any fight. You don’t offer very much support to your friends because you will for the most part be the one handling the conflict. No one has ever fulfilled a grand goal without some fighting involved. If you’d like to come out on top in your fights, be a warrior.
Class Overview
| Level | Proficiency Bonus | Features | Will Points / Water Points (optional) |
|---|---|---|---|
| 1 | +2 | Fighting Style, Archetype Techinique | 2 |
| 2 | +2 | N/A | 4 |
| 3 | +3 | Fearsome Foe, Archetype Technique | 6 |
| 4 | +3 | Stat Increase | 8 |
| 5 | +4 | Archetype Technique | 10 |
| 6 | +4 | Stat Increase | 12 |
| 7 | +5 | Archetype Technique | 14 |
| 8 | +5 | Stat Increase | 16 |
| 9 | +6 | N/A | 18 |
| 10 | +6 | Stat Increase, Archetype Technique | 20 |
Class Features
Hit Points
- Hit Dice: 1d12 per level for first three levels, then 2d12 per level.
- Hit Points at First Level: 12 + Your Con mod
- Hit Points at Higher Levels: 12 + Your Con mod until level 3, then 24 + Your Con mod.
Proficiencies
- Armor: Heavy Armor
- Weapons: N/A
- Saving Throws: Str + Con/Dex (Electro and Rokushiki)/Wis (Fishman Karate)/Int (Cyborg Tactics)
- Skills: Athletics, Intimidation/Persuasion (choose one), Survival, Nature
Equipment
- an Explorer’s Pack and 5 days Rations
Level 1 Abilities
Fighting Style
- For your Unarmed Strike, you roll 1d12 + Strength bludgeoning damage.
- Your AC is calculated as 10 + Str + Con/Wis/Int/Dex depending on your Archetype as dictated by your Saving Throws.
Level 1 Options
Warrior's Spirit
Your training allows you to harness your inner will, giving your Will Points. Your will points are determined by 2 times your level. Expended points come back after a long rest. Some of your will features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is 10+Str+Con. The techniques you learn at 1st level are Reckless Attack, Strong Deflection, and Leaping Strike.
- Reckless Attack. For one point, you can throw aside all concern for defense to attack with fierce determination. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Strong Deflection. Starting at 1st level, you can use your reaction to deflect or catch a medium projectile when you are about to be hit by a ranged weapon attack. When you do so, the damage you would take from the attack is reduced by 1d10 + Str mod + Level. If you reduce the damage to 0, you can catch the projectile. If you catch a projectile in this way, you can spend 1 will point to make a ranged attack with a range of 60 ft using the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
- Leaping Strike. Instead of your movement, you can leap 5 times your level feet (Minimum 20 feet). If you land within 5 feet of a creature, you can can expend 1 will point as a bonus action to make a Warrior’s Spirit attack against them.
Rokushiki
- Prerequisite: Being a Human and getting training for Rokushiki
You gain a basic understanding of the techniques Rokushiki Finger Pistol, Rokushiki Tempest Kick, and the Rokushiki Paper Arts. If there is a saving throw, the DC is 10 + Str + Dex. There is no limit to the amount of times you can do these techniques a day.
- Finger Pistol. As an action against a creature within 5 feet of you, you make an AC check by attempting to pierce them with your pointer finger. If you hit, it deals 1d12 + Str or Dex piercing damage, as well as leaving a lingering bleed effect that lasts until the creature heals. It deals your level d6’s, and doesn’t stack.
- Tempest Kick. As a bonus action, you create an air slash by kicking forward in a 30 foot line. Every creature within that line must make a Dex saving throw or take 1d12 + Str or Dex slashing damage and be pushed back to the end of the line unless the tile is occupied by another creature.
- Paper Arts. As a bonus action, you fold and contort your body in near unhuman ways to become better in combat. For a number of turns equal to your Proficiency bonus, you gain a +2 to your current AC and your Dex score to a maximum of 30. Additionally, every Rokushiki technique gains an additional 10 feet of maximum range.
The Fist
- Prerequisite: Picking the Haki subclass from level 1
As a bonus action, you enter your Prime state, giving you access to several moves in combat. It stays up until you reach 50% of your total health, at which point it becomes concentration to keep. While in the mode, you gain a +5 to your Str and Con score (maximum 30) and regenerating HP equal to 2 times your level at the start of every turn, at the cost of no longer being able to use damaging fruit abilities. If there is a saving throw, the DC is 10 + Str + Con.
You gain no attacks at level 1.
Fishman Karate
Starting at 1st level, your training allows you to bend water to assist in your fighting. Your access to this energy is represented by a number of points. Your Warrior level determines the number of points you have, being two times your Warrior level. You can spend these points to fuel various fighting features. You start knowing three such features: Fist Rain, Watery Ward, and Wave Push. You learn more fighting features as you gain levels in this class. When you spend a Water point, it is unavailable until you finish a short or long rest.
- Fist Rain. Immediately after you take the Attack action on your turn, you can spend 1 water point to make two Unarmed Strikes as a bonus action.
- Watery Ward. You can spend 1 water point as a bonus action to raise your AC by 2 until the end of your next turn. You can spend more than 1 water point as a bonus action to a maximum of half your level rounded up.
- Wave Push. When you take an Unarmed Strike, you can spend 1 water point to add 1d12 bludgeoning on top of the damage, as well as pushing 15 feet away from you in a straight line.
Electro
As a bonus action, you produce lightning and electrically charge yourself to fight. The mode stays up for 4 + Your level rounds or until you are not conscious. While it is active, you have advantage on Dex checks and Dex saving throws, resistance to thunder and lightning damage, and 15 extra feet of movement. You can only activate this twice per long rest.
- When you make a weapon attack or unarmed strike using Dex, you gain a bonus to the damage roll that increases as you gain levels as a Warrior. It starts at 2d6 thunder damage and increases by a d6 per Warrior level.
Cyborg Tactics
As a bonus action, you tap into your robotic nature and gain several buffs.
- Your Unarmed Strikes have a range of 10 feet, you gain a +2 bonus to AC that goes up by 1 every other level, and you have resistance to bludgeoning damage.
- Additionally, if you end your turn within 5 feet of a party member, you both gain 2 x Warrior level temp hp.
- This mode lasts until your health reaches 50%, at which point it is concentration to maintain. Once you lose concentration, it is another bonus action to activate again.
Level 3 Abilities
Blow for Blow
- As a reaction to a melee attack, you swing your fist out against the creature attacking. You roll to hit and if your roll is higher than the creature’s against you, you deal your Unarmed Strike damage and push back the creature back 5 x Your Level feet. If you fail the save, you take the damage as normal and are pushed back 20 feet.
Level 3 Options
Warrior's Spirit: Up and Coming
- Concussive Wave. As a bonus action, you can expend 2 will points to punch so hard that the air in front of you moves quickly away and acts as a projectile. It deals 2d12 + Str bonus force damage in a 20 ft cylinder. If a creature is within 5 feet of you and in range, they take 3d12+Str.
- Jawbreaker. As an action, you can expend 2 will points to punch a creature so hard they hit the floor. Make an unarmed strike and add 1d12. The creature also becomes prone until the end of their next turn.
Rokushiki: Advanced Paper Arts
- Paper Pistol. When you make an Unarmed Strike on your turn, you can choose to add 2d12 and 3 times your level feet rounded to the nearest increment of 5, also making this attack un-reactable. You can do this a number of times a day equal to your proficiency bonus.
- Cannonfold. As a bonus action, you fold your legs like paper and jet forward from the propulsion. You dash 30 feet in a straight line. If you collide with a creature, they must roll a Str saving throw or take 2d12 + Str mod bludgeoning damage and fall prone or half as much damage on a successful save.
The Fist: Thrill of The Fight
- Meteor Fist. As an action or reaction to an object coming from above, you grab either one of your highest or two of your second highest weight of an object. Make a ranged attack to throw all available objects as a bonus action, with the damage being a number of d6 that multiply by 2 every size, starting at 1. This attack cannot crit. If you use the reaction, the max force used is your max carry. At 5th level, your damage increases d8’s. At 7th level, the damage increases to d10’s. Additionally, there is no limit to the amount you can catch from above.
- Chokeslam. As an action, you dash 15 feet forward. If you collide with a creature, you stop before their square and force them to make a Dex saving throw or be thrown into the ground, dealing 3d12 + Str mod bludgeoning damage a number of times a day equal to your Str mod.
Fishman Karate: Wisdom of the Water
- Dry Spell. As an action, you expend 1 water point and make an unarmed strike against a creature within range. If you hit, you cut their dex score in half and lower their movement speed by 15 feet until the end of their next turn, as you push the water out of their body. After you use this attack, you can use your bonus action to absorb the water, granting you +2 to your AC and Str score to a max of 30.
- Spear Wave. You make a ranged weapon attack with hardened water from the atmosphere in the shape of a spear. If you hit, it deals 2d12 Piercing damage. You can also expend 2 water points to drag the target hit 15 ft closer to you, dealing an extra 1d12 Piercing damage.
Blunt Style: Warming Up
- Lightning Jab. As an action when you have Electro-Insulated Attack active, you jolt your fist so quickly forward that it is isn’t reactable. You add 3d6 lightning damage to an unarmed strike and the creature becomes Stunned until the end of their next turn. If you use this move, your mode counter goes down by 2.
- Blinding Shock. As an action, you charge up your electricity to produce a large bright ball of electricity. Creatures within a 10 foot radius of you take 4d6 + Dex lightning damage on a failed save on a failed dex saving throw. Any creature within a 20 foot radius must also make the save or become Blinded if they are facing you, but take no damage. This doesn’t work if the creature is blind. If you use this action, your mode counter goes down by 1.
Cyborg Tactics: Rev Your Engines
- Strong Right. As an action, you fire off your fist from a chain to hit a creature. You roll to hit as normal, but the damage increases by a number of d10’s equal to your Int mod. This attack has a range of 30 feet and can be used as many times a day equal to your proficiency bonus.
- Fresh Fire. As a bonus action, you can make a 15 foot cone of fire shoot from your mouth. Creatures within range make a dex saving throw. They take 2d10 fire damage or half as much on a successful save. You can do this as many times as your Str + Int modifier (minimum 1).
Level 5 Ability Options
Warrior's Spirit: Indomitable Will
Your Reckless Attack, Strong Deflection, and Leaping strike all get stronger with new names.
- Furious Barrage. You now make two attacks when you do Reckless Attack. The attacks do not have to be Unarmed Strikes.
- Mighty Deflection. The damage reduction now becomes 4d10 + Str mod + your Level.
- Bounding Strike. Your area damage now hits everyone within 15 feet of the target. Additionally, you can leap 15 + 5 times your level feet.
Human Weapon
Your Finger Pistol, Tempest Kick, and Paper Arts all get stronger with new names.
- Finger Pistol Barrage. Your Finger Pistol range increases to 10 feet, 4d12 piercing, and the bleed damage is now d12’s. When attacking with Finger Pistol, you can choose between making one attack that deals 4d12 or four attacks that deal 1d12 each, but require individual checks.
- Tempest Kick: Victory Bird. Your Tempest Kick now has a range of 60 feet, a width of 15 feet, and deals 3d12 as opposed to 1.
- Paper Arts: Life Return. The bonuses to Paper Arts increase, with the AC and Dex score bonus going up to 6, and attacks gaining an extra 30 feet of range. Additionally, once per short rest, you can increase or decrease your size by one for a number of turns equal to your Con mod. When 1 size larger, you gain a +2 to your Str score to a max of 30 and 3d12 Temp HP. When 1 size smaller, you gain a +2 to your Dex score to a max of 30, and +15 movement speed. You can deactivate this at any time as a free action.
The Fist: Made Perfect
- Battleship Bags. Through rigorous fist training, when you use an unarmed strike, you can choose to increase attack bonus by 1 per level, damage by 1d4 per level, knockback by 5 feet per level or range by 5 feet per level. Additionally, a number of times per long rest equal to your con mod, you can stack all effects at once. At 7th level, all effects are now active for every Unarmed Strike. You can choose to turn each one on or off before you punch.
- Cobalt Crater. Your Chokeslam dash is now 30 feet. In addition, you can choose to hold the creature, meaning they are grappled, guaranteeing your next move hits, or throw them into the ground for 5d12 + Str in to the creature and knock them prone, and half the damage you rolled in a 10 foot radius. That radius act as rough terrain until the fight is over.
Fishman Karate: Tidal Current
Your Fist Rain, Watery Ward, and Wave Push all become stronger and get new names.
- Fist Downpour. When you use Fist Rain, you make as many unarmed strikes as your strength modifier (Min 2).
- Bubble of Protection. When you use Watery Ward, the bonus applies to all friendly creatures within 10 feet of you. You also gain an additional number of temp HP based on how many friendly creatures you apply the bonus to rolled as d8’s.
- Tsunami Crash. When you take the Attack action, you can spend 3 water points to push the target back 25 feet and knocking them prone.
Electro: Increased Volts
- A number of times equal to your proficiency bonus a day, you can make any attack that deals thunder damage have a chance to incapacitate the target. The target must make a dex saving throw or become incapacitated until the end of their next turn.
- Your Electric attacks that deal d6’s become d8’s
- Instead of your movement, you can charge in a straight line for your full movement. If you collide with another creature, you both make a Dex saving throw. Whoever gets the lesser score takes 6d8 bludgeoning damage.
- You don’t have to make Wis saves to not go crazy during Sulong.
Cyborg Tactics: Armored Me
- You also add your Int and Str mod for attack and damage while in mechanical augment mode.
- Your unarmed strikes deal an extra 1d10 on top of having that longer range.
- Your Fresh Fire attack now does 5d10 starting at 5th level.
- If you end your turn within 10 feet of a party member, you and them both gain 5 x Warrior level temp hp.
Level 7 Ability Options
Warrior's Spirit: Juggernaut
On the start of every turn you take in combat while you remain conscious, you gain a +1 to either Str and Con (your choice). The only limit to this feature is the maximum cap of 30 and resetting if you become unconscious.
- Every time a creature misses an attack against you, you gain your level d4 HP.
- You score a critical hit on a 19 or 20.
- Champion Driver. As an action, you make a Grapple check against a creature within 5 feet of you. If they fail, you leap 50 feet in the air with the creature in hand, spin several times, and Pile Drive the creature on their head upon impact. It deals 6d12 + Str bludgeoning damage and knocking the creature Prone.
- King Punch. As an action, you begin charging a punch that takes 10 turns to charge. The initial damage is 3d12 + Str and increases by a d12 for every turn it is charged. If you are hit, it is concentration to maintain or the charge ends. You cannot move or take reactions while charging. You can release the punch early as an action on your turn. You only get one King Punch per short rest, but it resets if it is interrupted.
Rokushiki: Killing Machine
- You can now make your Shave movement as a bonus action, as well as the Shave movement now being three times your movement.
- Upon successfully hitting a creature, you gain a +1 in both your Str and Dex scores, capping at a score of 30.
- Every time you kill a creature, every other hostile creature around you in a 20 foot radius becomes frightened of you.
- Every time you kill a creature of your level or has a CR of your Str mod, you gain an extra die an all Warrior attacks.
- Hand Pistol. As an action, you make a Unarmed Strike check against a creature within 10 feet of you, as you attempt to pierce them with your whole hand. If you hit, you deal 5d12 + Str or Dex piercing damage and cause the person to begin bleeding out. The bleed damage remains the same, but at the start of the creature’s every turn, they must make a Con saving throw or they drop due to blood loss, meaning their movement is cut in half, they can’t take reactions, and have disadvantage on Str and Dex saving throws until the bleed effect ends.
- Iron Body: Empty Tree. Whenever you take the Iron Body reaction, you gain a bonus to your AC equal to your Con mod + your Proficiency bonus instead of just your Con mod.
The Fist: Raw Power
- Infinitum Explosion. As an action once per short rest, you make a number of Unarmed Strikes against a creature equal to your Str mod.
- Fist of Love. For two individual turns per short rest, you can choose to go through resistances with Unarmed Strikes. However, you can get another use of Fist of Love back if you hit the attack.
- Blue Hole. The Chokeslam dash is now 120 feet. Creatures frightened of you have disadvantage on the Dex saving throw. The damage increases to 8d12 not halved in a 30 ft. radius. The hole created is so deep that it can no longer be walked on, and any creature in the hole must jump out somehow.
- Galaxy Divide. You do not have access to this attack if 50% or more of your damage in the fight has been from an unawakened Devil Fruit. You move to anywhere on the battlefield. 5 feet around any square you cover becomes rough terrain. You deal 10d12 to any creature in the cone’s area. Any structure or natural terrain is completely leveled and blown away.
Fishman Karate: Splash Zone
As an action, you expend 3 water points to cover the battlefield in condensed moisture from the air by slamming it into the ground. Hostile creatures within a 20 foot radius of you touching the ground makes a dex saving throw or takes 6d8 + Str bludgeoning damage, and that area becomes covered in water.
- Hostile creatures have rough terrain while in the zone of water.
- You add a number of d8’s equal to your current water point total to your unarmed strikes in that area.
Electro: Electrical Luna
As an action, you gain the ability to channel your current through the ground to shock people.You shock the ground in a 45×45 foot square. Every creature in that range must make a Dex saving throw or take 8d8 thunder damage and become stunned. If you use this move, you decrease the amount of turns Eletro-Insulated Attack stays up by one.
- Every time a creature fails an attack roll against you, you can take half of your movement.
- Your movement speed increases by 5 times your level, even while out of Electro-Insulation.
Cyborg Tactics: Iron Boxing
As an action against a creature within your Unarmed Strike range, you make as many unarmed strikes as you want, as long as you keep hitting their AC. Every attack you successfully hit pushes you and the creature you are attacking back 5 feet. If you punch them against a wall, you break it after 3 more punches successfully land. You can use this a number of times a long rest equal to your Int mod.
Level 10 Ability Options
Warrior's Spirit: Honesty Impact
For 5 will points, you leap 150 feet in the air and send a concussive wave downward. Every creature within a 50 foot radius where you jumped from must make a dex saving throw or take 8d12 + Str force damage, or half as much on a successful save.
- If you have the haki subclass and if the creatures don’t have conqueror’s haki, they must make a con saving throw or fall unconscious.
Rokushiki: Rokuogan
As an action, you shave to anywhere that you can see on the battlefield next to a creature. That creature must make a Con saving throw or take 6d12 + Str + Dex and gain one exhaustion level. You can only use this a number of times equal to your proficiency bonus.
The Fist: Galaxy Impact
As an action, you leap 300 feet in the air and send a concussive wave downward. Every creature within a 100 foot radius where you jumped from must make a dex saving throw or take 12d12 + Str force damage. If the creatures don’t have conqueror’s haki, they must make a con saving throw or fall unconscious. Every building or natural terrain in the area gets completely blown away or leveled in the impact. You can do this once per long rest.
Fishman Karate: One With Water
- You gain the benefits of being in your Splash Zone even while it is inactive.
- As an action, you create a surge of water in a 30×50 ft cylinder. Everybody in range takes 7d10 bludgeoning damage and must make a Dex saving throw or become incapacitated. If they succeed on the save, they just take half damage.
- Every creature you land an Unarmed Strike on a creature, you cover them in water. Creatures soaked have disadvantage on attack rolls and saving throws against you unless they take their action to get the water off. This also gives Devil Fruit users disadvantage on Fruit Mod checks.
Electro: Supercharged
- As an action, you release your true inner beast and gain a handful of buffs. Is is in effect for the entire fight. This lasts as many turns as your dex mod and can only be used once per long rest. Once this wears off, you gain two levels of exhaustion.
- Your base movement speed is 75 ft and every Electro move’s range and area of effect increases by 20 feet, with melee attacks dealing just lightning damage in the area.
- Your Dex score increases by five. Every turn you remain in Sulong increases your Dex by 2 to a maximum of 30. This additional Dex doesn’t add to your active turns for the mode.
- Your electric damage increases to d10’s.
Cyborg Tactics: General
- As an action, you assemble a large robot to pilot and hop in.
- The base +2 to AC becomes a +5
- You count as size Huge, as you are now 30 feet tall.
- You gain small jet propulsion when making jumps up to DM discretion.
- As an action, you make a ranged attack with a barrage of rockets and bullets in a 20 ft by 35 ft cone, dealing 6d10 + Str + Int damage to anyone hit.
- As a reaction against incoming ranged attacks, you can choose to launch rockets to stop the incoming attacks on a successful int saving throw against the projectile’s attack bonus.