Focused Warrior (Barbarian reskin)
Hit Points
Hit Dice: d12 per Focused Warrior (Barbarian reskin) level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Overview & Creation
A tribeswoman strides through a blizzard, draped in fur and hefting her axe. She draws in a sharp breath, bringing her mind into sharp focus as she charges toward the frost giant who dared poach her people’s elk herd.
For some warriors, their strength comes from a place of unbridled rage. For others, their anger is quenched by a disciplined calmness, forming the unrelenting edge of a blade honed sharp.
Class Features
Table of Focused Warrior Features
Level |
Proficiency Bonus |
Features |
Trances |
Trance Damage |
1st |
+2 |
Battle Trance, Unarmored Defense |
2 |
+2 |
2nd |
+2 |
Fearless Attack, Danger Sense |
2 |
+2 |
3rd |
+2 |
Disciplined Path |
3 |
+2 |
4th |
+2 |
Ability Score Improvement |
3 |
+2 |
5th |
+3 |
Extra Attack, Fast Movement |
3 |
+2 |
6th |
+3 |
Path Feature |
4 |
+2 |
7th |
+3 |
Instinctive Trance |
4 |
+2 |
8th |
+3 |
Ability Score Improvement |
4 |
+2 |
9th |
+4 |
Brutal Critical (1 die) |
4 |
+3 |
10th |
+4 |
Path Feature |
4 |
+3 |
11th |
+4 |
Unyielding Trance |
4 |
+3 |
12th |
+4 |
Ability Score Improvement |
5 |
+3 |
13th |
+5 |
Brutal Critical (2 dice) |
5 |
+3 |
14th |
+5 |
Path Feature |
5 |
+3 |
15th |
+5 |
Persistent Battle Trance |
5 |
+3 |
16th |
+5 |
Ability Score Improvement |
5 |
+4 |
17th |
+6 |
Brutal Critical (3 dice) |
6 |
+4 |
18th |
+6 |
Indomitable Might |
6 |
+4 |
19th |
+6 |
Ability Score Improvement |
6 |
+4 |
20th |
+6 |
Focused Champion |
Unlimited |
+4 |
Battle Trance
In battle, you fight with a singular focus. On your turn, you can enter a battle trance as a bonus action. While in a battle trance, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength 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 Focused Warrior, as shown in the Trance Damage column of the Focused Warrior table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while in your battle trance. Your battle trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your battle trance on your turn as a bonus action.
Once you have entered the battle trance the number of times shown for your Focused Warrior level in the Trances column of the Focused Warrior table, you must finish a long rest before you can enter the battle trance again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Fearless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with perfect focus. When you make your first attack on your turn, you can decide to attack without fear of pain or reprisal. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Disciplined Path
At 3rd level, you choose a path that shapes the nature of your battle trance. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Instinctive Trance
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your battle trance before doing anything else on that turn.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Unyielding Trance
Starting at 11th level, your battle trance can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in the battle trance and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
This increases to three additional dice at 17th level.
Persistent Battle Trance
Beginning at 15th level, your will while in the battle trance is so focused that the trance ends early only if you fall unconscious or if you choose to end it.
Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Focused Champion
At 20th level, you embody the power of discipline. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Subclass Options
Path of the Ancestral Guardian
Some Focused Warriors hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a focused warrior who follows this path enters their battle trance, the warrior contacts the spirit world and calls on these guardian spirits for aid.
Warriors who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, warriors who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Path of the Ancestral Guardian Features
Focused Warrior Level |
Feature |
3rd |
Ancestral Protectors |
6th |
Spirit Shield (2d6) |
10th |
Consult the Spirits, Spirit Shield (3d6) |
14th |
Vengeful Ancestors, Spirit Shield (4d6) |
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your battle trance. While you’re in your battle trance, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your battle trance ends.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are in the battle trance and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.