Summoner Servant: Warrior
Hit Points
Hit Dice: d10 per Summoner Servant: Warrior level
Hit Points at first Level: 10+Con Modifier
Hit Points at Higher Levels: 1D10 (Or 6) + Con Modifier
Proficiences
Armor: All armors
Weapons: All Weapons
Tools:
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose three skills from the following:
- Acrobatics
- Animal Handling
- Athletics
- History
- Insight
- Intimidation
- Perception
- Survival
Overview & Creation
Warrior servants are probably the most diverse group of servants. "Warrior" is more of an umbrella term that further diverges into three classes:
- Archer (Bows, crossbows, firearms, and other ranged weapons)
- Lancer (Polearms)
- Saber (Swords)
Subclass Options
Pre-Class Servant
Before hitting level 2, the servant is relatively simple. The servant has its own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 handaxes, or a spear and shield. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8.
Warrior
Warrior class servants gain the following traits at 1st level:
- You can don and doff you worn armor with an action. Doffed armor is dematerialized into the ether.
- You can stow your weapons in and out of the ethereal plane as an object interaction. Stored weapons can be withdrawn anywhere, even if you leave the original area of storage.
- Pick a fighting style from the Fighter's list.
Warriors are further divided into 3 different types of servants. These classifications are Archer, Lancer, and Saber. They are determined based on your primary weapon of choice.
Weapon of the True Name
At 2nd level, you can perform an hour-long ritual to attune yourself to a weapon, usually the weapon that is representative and iconic to your true identity. Once attuned, the weapon deals magic damage for the sake of overcoming resistances and immunities, as well as gaining the Finesse trait if it doesn't have the Heavy property. Additionally, the weapon gains a damage bonus equal to 1D6 (this D6 deals the same damage as your weapon, or some other type of damage, should your lore and DM permit it). Only one weapon can be your True Name Weapon at any given time.
Personal Skills/Combative Tactics
At 3rd level, you can do one of the following maneuvers:
- Combative Block: Use a reaction to add your current proficiency bonus to their AC as a reaction against 1 attack.
- Combative Strike: Expend a use to give yourself a damage bonus of D4's equal to your proficiency bonus. This bonus can be applied before or after landing an attack (Can't be stacked and not affected by critical hits).
Additionally, you get to choose 2 personal skills to suit your style. Choose from the list:
- Mana Burst: As a bonus action, you can briefly concentrate and release a strong quantity of your internal magical energy. All creatures within 5ft of you must make a strength save (using Summoner's DC). On a failed save, they are knocked back up to 15ft and prone.
- Cleave Attack: Your next melee attack can target up to 3 additional creatures within reach. Can only be done with a slashing weapon.
- Concussive Blow: When you strike with your melee weapon, you can expend a use to roll a Strength (Athletics) check that the target must contest. If they fail the contest, they become stunned until the start of your next turn. Can only be done with bludgeoning weapons.
- Counter-Attack: As a reaction to a creature missing a melee attack against, you can expend a use to make a melee attack back at them.
- Rush-Down: By expending 15ft of movement, you rush towards a creature in range with your melee weapon (avoiding opportunity attacks). On a successful hit, you can additionally roll a Shove check. This attack replaces your weapon's damage dice with a number of D4's equal to your PB (no modifiers). This ability uses one attack when you take the attack action.
- Fighting Spirit: As a bonus action, you can give yourself THP equal to a number of D4's equaling your proficiency.
- Protection from Arrows: As a reaction to a ranged attack, you can reduce the incoming damage by 1/2 damage (round down) + your Dexterity modifier.
- Tactical Instincts: As a bonus action, you can take the dodge action.
- Burst Shot: Instead of targeting a creature, you can target an area with an explosive ranged weapon attack. All creatures within a 5ft radius must make a dexterity save (using Summoner's DC). On a failed save, they take force damage equal to a number of D4's equaling your proficiency bonus + PB. (1/2 damage on success)
- Momentous Leap: Using a bonus action, you can leap forward up to 20ft using only 10ft of movement (you can travel the full 20ft even if you go over your max speed). Alternatively, can also make a standard full long jump or high jump without needing a running start.
You have a number of usage slots equal to your Summoner's spellcasting modifier. Using a maneuver takes up a slot. All slots are replenished after a short or long rest.
You can pick two more skills at level 8.
Extra Attack
At 5th level, you gain the ability to attack twice when you use the attack action.
Speed Boost
At 6th level, you gain a +10 bonus to your movement speed.
Magic Resistance
At 7th level, your ability to resist magical effects increases. You have advantage on saving throws against spells and magical effects.
Warrior Associated Skill
At 9th level, you can choose a special associated skill. This usually pertains to the type of Warrior class you are (Saber, Lancer, Archer)
- Magic Resistance Boost: Along with the advantage, you can add a +2 whenever you roll a saving throw against a spell/magical effect.
- Riding: You gain proficiency with Animal Handling and with land, water, and air vehicles. You can add proficiency whenever you're rolling to remain mounted.
- Independant Action: If your Summoner Master drops to 0 HP, you don't suffer the penalties of not having a mana supply. Additionally, your speed increases by another 10ft.
Supreme Strike
At 10th level, the Warrior's Grand Strike evolves into Supreme Strike. Supreme Strike, like Grand Strike, depends on the attuned weapon that's used.
Melee Weapon: As an action, the servant plunges or smashes their weapon into the ground. Soon after, it produces a deadly wave of rupturing energy that deals 10D10 force damage in a 15ftx120ft line. All creatures within range instantly take the damage. If the creature is a large creature or smaller, it must make a dexterity save or be knocked 30ft away from the blast line perpendicularly, taking an extra 2D6 of bludgeoning damage. The line that the blast traveled through turns the zone into rough terrain.
Ranged Weapon: The weapon is either thrown or shot. Choose up to 20 creatures the servant can see. The weapon will quickly fly and lethally strike them. They must make a constitution save or take 6D12 magical damage and be stunned for 1D6 rounds (1/2 damage on a success).
Martial Advantage
At 13th level, the Warrior servant will now always be able to gain the advantage in combat. They decide to attack with advantage instead of attacking twice while using the attack action. If the servant is at full health, they can use both the extra attack and add advantage to both.
Final Blast
At 20th level, the Warrior class servant achieves their final and most powerful Noble Phantasm: The Final Blast.
- Melee Weapon: The servant's weapon is charged with an extreme amount of magical power. Afterwards, the weapon is swung, shooting out a massive blast in a 25ftx500ft line range. All creatures within range must make a constitution save. If they fail, they instantly die and their bodies are reduced to ash. If they succeed, they drop to 0 HP and remain stable. The terrain the blast went through will be rendered difficult terrain and will also deal 1D6 fire damage if a creature enters the area.
- Ranged Weapon: Choose any amount targets that the servant can see. The weapon is shot or thrown and the weapon begins to fly everywhere. All chosen targets make a dexterity save. If they fail the save, they instantly die as the weapon strikes through their heart. If they succeed the save, they remain stunned for 1D6 rounds and take 10D12 permanent damage. This damage not only affects their current HP, it also affects their maximum HP.