Guild Wars 2 - Guerrero
Guild Wars 2 - Guerrero
Guild Wars 2 - Guerrero
Warrior
Fighting Style
Class Features At 1st level, you adopt a particular style
of fighting as your specialty. Choose one
As a warrior, you gain the following of the following options. You can’t take a
class features. Fighting Style option more than once,
even if you later get to choose again.
Hit Points
Hit Dice: 1d10 + Constitution modifier Archery
Hit Points at 1st Level: 10 + Constitution You gain a +2 bonus to attack rolls you
modifier make with ranged weapons.
Hit Points at Higher Levels: 1d10 (or 6)
+ your Constitution modifier per Warrior
Defense
level
While you are wearing armor, you gain a
+1 bonus to AC.
Proficiencies
Armor: All armor, shields
Dueling
Weapons: Simple weapons, martial
weapons While you are wielding a melee weapon
Tools: None in one hand and no other weapons, you
Saving Throws: Strength, Constitution gain a +2 bonus to damage rolls with that
Skills: Choose two skills from Acrobatics, weapon.
Athletics, History, Insight, Intimidation,
Perception, Persuasion, and Survival Two-Weapon Fighting
When you engage in two-weapon
Equipment fighting, you can add your ability
You start with the following equipment, modifier to the damage of the second
in addition to the equipment granted by attack.
your background:
● (a) chain mail or (b) leather Protection
armor, longbow, and 20 arrows When a creature you can see attacks a
● (a) a martial weapon and a shield target other than you that is within 5 feet
or (b) two martial weapons of you, you can use your reaction to
● (a) a light crossbow and 20 bolts impose disadvantage on the attack roll.
or (b) two handaxes You must be wielding a shield.
● (a) a dungeoneer’s pack or (b) an
explorer’s pack
you can add your Burst Dice to the
damage roll.
Weapon Swapping Burst Dice begin at 1d4, increase to 1d6
Once per turn, you can swap to any of at 9th level, and to 1d8 at 16th level.
your weapons for free. This could be Burst Skill saving throw DC = 8 +
switching from a greatsword to a proficiency bonus + Strength or
longsword and a shield or vice versa. Dexterity modifier (your choice)
Whenever you do this, you gain one
Adrenaline point. Skull Crack - When wielding a
At 9th level, you gain two Adrenaline bludgeoning melee weapon, you can
points whenever you swap weapons. spend your Adrenaline to perform a
Skull Crack. The target must make a
Constitution saving throw. On a failure,
the target is stunned until the end of
Adrenaline their next turn. Examples of weapons
that use this burst skill: Maul, Greatclub,
Starting at 2nd level, you gain the ability
Warhammer, etc.
to harness your adrenaline during
combat to increase your fighting ability.
Eviscerate - When wielding a slashing
Your access to this ability is represented
melee weapon, you can spend your
by Adrenaline. The maximum number of
Adrenaline to perform an Eviscerate
Adrenaline you can have at one time is
attack. The target must make a
six. Whenever you hit with an attack,
Constitution saving throw. On a failure,
you gain one point of Adrenaline.
the target has to subtract 1d4 from all
Whenever you take damage, you gain
attack, saving throw, and ability check
one point of Adrenaline. If you haven’t
rolls, until the end of their next turn.
been hit with an attack or made an
Examples of weapons that use this burst
attack for a round, you lose two
skill: Longsword, Scimitar, Handaxe, etc.
Adrenaline.
Impale - When wielding a piercing
melee weapon, you can spend your
Burst Skills Adrenaline to perform an Impale attack.
If the attack hits, the target must make a
Starting at 2nd level, you gain the ability Dexterity saving throw. On a failure, the
to utilize your Adrenaline, channeling it next attack against the target also deals
into powerful Burst Skills. Burst Skills Burst Dice damage. Examples of
cost six Adrenaline points. Whenever weapons that use this burst skill: Rapier,
you hit with a weapon attack you can Spear, Lance, etc.
choose to use a Burst Skill. Burst Skills
are dependent upon the weapon you are Crippling Shot - When wielding a
currently wielding and modify weapon piercing ranged weapon or throwing a
attacks. Whenever you use a Burst skill piercing weapon, you can spend your
Adrenaline to perform a Crippling Shot.
If the attack hits, the target must make a
Dexterity saving throw. On a failure, the
target’s speed is reduced to 0 until the
Extra Attack
end of their next turn. Examples of Beginning at 5th level, you can attack
weapons that use this burst skill: twice, instead of once, whenever you
Longbow, Shortbow, Dart, etc. take the Attack action on your turn.
The number of attacks increases to
Head Shot - When wielding a three when you reach 11th level in this
bludgeoning ranged weapon or throwing class and to four when you reach 20th
a bludgeoning weapon, you can spend level in this class.
your Adrenaline to perform a Head Shot.
If the attack hits, the target must make a
Constitution saving throw. On a failure, Sprint
the next attack against the target has
Beginning at 13th level, you can spend
advantage. Examples of weapons that
one point of Adrenaline to move an
use this burst skill: Sling, Light hammer
additional 10 ft on this turn. You can
(thrown), etc.
spend up to three points of Adrenaline
per turn this way.
Elite Specialization
At 3rd level, you choose a specialization Endure Pain
that allows you to further hone your
Starting at 17th level, you can spend two
skills. Choose between Tactician,
Adrenaline points to reduce the
Berserker, or Spellbreaker, all detailed at
incoming damage you take by 1d8 until
the end of the class description. The
your next turn.
specialization you choose grants you
features at 3rd level and again at 7th,
10th, 15th, and 18th level.
Elite Specializations
Warriors are the master of all weapons
and martial combat, but each has their
Ability Score Improvement
preferred methods. The elite
When you reach 4th level, and again at specialization you choose to follow
6th, 8th, 12th, 14th, 16th, and 19th level, reflects that method.
you can increase one ability score of
your choice by 2, or you can increase
two ability scores of your choice by 1. As Tactician
normal, you can’t increase an ability
score above 20 using this feature. The Tactician believes in not just their
own strength, but in complimenting the
strength of their allies. Those who follow
this specialization are more than just a
soldier, they are a presence on the
battlefield. “Shake It Off”
Starting at 10th level, you can use a
bonus action and spend one Adrenaline
“On My Mark” to shout at an ally within 60 ft of you to
Starting at 3rd level, you can use a bonus help them shake off conditions. This
action and spend one point of allows an ally to automatically remove
Adrenaline to mark an enemy for your the Frightened or Charmed condition.
allies to attack. The next attack against
the target has advantage.
“Shields Up”
Starting at 15th level, you can use a
Battle Standard bonus action and spend one point of
Starting at 7th level, you gain the ability Adrenaline to shout at all allies within
to carry a battle standard into battle. You 5ft of you. Each of them gains +2 to their
can choose one of the four banners AC until the end of your next turn.
below. Each of the banners affects a 10ft
radius around the Warrior. The Warrior Improved Battle Standard
can place the banner at a location, as a
Starting at 18th level, your battle
bonus action. This banner can be
standards radius increases to 20ft. Also,
changed at the end of a long rest.
once per long rest, you can slam your
banner down, allowing all allies inside
Banner of Strength - While an ally is
the radius to spend a hit dice to heal
under the effects of this banner, they
themselves, including unconscious ones.
gain advantage on Strength saving
throws.
Banner of Discipline - While an ally is
under the effects of this banner, they
gain advantage on Dexterity saving Berserker
throws.
Banner of Tactics - While an ally is For some Warriors, there is no choice
under the effects of this banner, they but to attack. The Berserker trades their
gain advantage on Wisdom saving defenses for an all out frenzied assault
throws. on their enemies. The Berserker relies
Banner of Defense - While an ally is on fire to fuel their rage. They either
under the effects of this banner, they burn their enemies or are consumed by
gain advantage on all Constitution their own flames.
saving throws.
Torch Proficiency
Starting at 3rd level, you gain
proficiency with a flaming torch,
allowing you to use it as a light melee
weapon. It deals 1d6 fire damage. You Warrior level, or half on a successful
can add your Strength modifier to one.
damage of attacks with the torch.
Spellbreaker
Primal Burst Skills
Starting at 3rd level, you gain the ability Spellbreakers are an ancient order of
to use Primal Burst Skills. Primal Burst Warriors who have spent centuries
Skills allow you to use a Burst Skill for studying how to turn their enemies
only three Adrenaline points. They deal strengths against them. The Spellbreaker
an additional Burst Dice that deals fire is fluid and reactive, countering attacks
damage. Primal Burst Skills have and delivering deadly ripostes.
advantage on the attack roll. Whenever
you use a Primal Burst Skill, all attacks Dagger Mastery
against you have advantage until the Starting at 3rd level, you learn the
start of your next turn. secrets of dagger mastery passed down
by the Spellbreaker Order. Your dagger
Headbutt attacks now deal 1d6 piercing damage.
Starting at 7th level, as an action you can
spend one point of Adrenaline to make a Full Counter
headbutt attack. Make an unarmed Starting at 3rd level, you gain a new
strike, if the attack hits, instead of doing Burst Skill: Full Counter. Full Counter
damage, the target is stunned until the can be used with any weapons.
end of your next turn.
Full Counter - As a weapon attack, you
King of Fires can instead go into a meditative
Starting at 10th level, you gain resistance defensive stance. The next melee
to fire damage. weapon attack against you automatically
misses. You can then make a melee
Blood Reckoning attack roll against the attacker, adding
your Burst Dice to the damage if it hits. If
Starting at 15th level, once per turn, you are targeting by any spell that
whenever you hit with an attack you can requires a saving throw while Full
spend a hit die to heal yourself. Countering, you have advantage on it.
Break Enchantments
Starting at 15th level, you have
advantage on saving throws against
spells and other magical effects. You also
cannot be charmed by magical means.
Winds of Disenchantment
Starting at 18th level, you can use your
action to begin channelling Winds of
Disenchantment. While channelling this
ability, a 10 ft radius golden sphere
surrounds you. Inside the sphere, any
magical creature, object, or effect you
choose is dispelled (as if a successful
Dispel Magic was cast on it).
Additionally, the spell deflects all ranged
magic trying to enter the sphere. You can
maintain Winds of Disenchantment for
up to one minute. You must maintain
concentration on Winds of
Disenchantment as if it was a spell. This
ability can only be used once per long
rest.