Here is the initial draft for the warrior class in the upcoming Long Night campaign that begins next month. The campaign will be using a modified version of original Dungeons & Dragons (chainmail & three original booklets). Those familiar with the OD&D retroclone Delving Deeper will notice obvious influences, although there are changes in how saving throws, hit dice, initiative, and attack bonuses are handled. There are other changes as well that will become obvious to those familiar with that system, or OD&D in general.
I’m still on the fence about including the option to choose from a short list of talents and exceptional traits for each class (see below). The purpose would be to add a small level of mechanical variation between characters playing the same class. However, I certainly do not want some bloated “feat” system, nor do I want such talents and traits baked into the leveling system. Again, the goal is to add a modest level of customization to a game with only three classes (warriors, magic-users, and priests). I may speak about this more later after I have given the idea some more thought. Now, onto the warrior class.
The Warrior
“I am Hrothgar, son of Heard, son of Naegling, son of Aesc, son of Woden, who is the All-Father. After slaying you, I will boast of my deed in the mead hall tonight and drink to your courage.”
Hrothgar, Son of Heard
- Prime Requisite: STR (warrior’s STR modifier also affects damage rolls)
- Armor Permitted/Shield: Any
- Weapons Permitted: Any
- Hit Dice: 1d6+1 per level
- Attack Bonus: +1 per level
- Initiative Bonus: +1
- Save Bonus: +1 vs. Death & Poison
Fighting is a way of life and the warrior’s path to a great name. The rattle of spears on shields, the weight of the axe, and the beauty of a well-made sword are things the warrior loves. Freedom, family, and land are of utmost importance, but warriors know that only the strength of one’s sword arm can ensure that these things are protected.
Since the coming of the Long Night, the land is littered with far too many abandoned homesteads, strange creatures, and cold mead halls filled with fearful talk. The warrior’s skill with all manner of weapons, shield, and armor earns them a respected place in any warband trying to survive these perilous times.
Combat
Martial Efficiency: Due to experience and training, warriors are capable to dealing more deadly blows.
In addition to applying the STR modifer to melee attack rolls, warriors apply the STR modifier to both melee and thrown weapon damage rolls.
Martial Prowess: As warriors become more experienced, they are able to engage multiple weaker foes in a single exchange of blows.
In melee combat against 1HD opponents, a player may opt to roll a number of attacks equal to the warrior’s level. When attacking multiple times in a combat round, each attack is made as a 1st level warrior.
Inspiring: Heroic warriors increase the morale of their allies, and weaker enemies wisely seek easier targets rather than engage a heroic warrior in combat.
Beginning at 4th level, warriors add +1 to morale checks for any NPC allies they lead in combat, and they will not be targeted by 1HD opponents while there are other targets available.
Warrior Awareness: Legendary warriors have honed keen senses that allow them to detect even invisible opponents by noting surrounding sounds, smells, changes to the terrain, and so forth.
8th level and higher warriors can detect invisible opponents within 3″ of their position.
Intimidating: Legendary warriors are feared on the battlefield and only the very brave (or stupid) stand against their terrible charge.
1HD opponents require a successful morale check to stand their ground if an 8th level or higher warrior charges them.
Stronghold
A warrior that achieves 9th level will be declared a Lord (Hlaford) and can establish a stronghold with a mead hall. If the surrounding countryside is kept clear of bandits and monsters, this holding will attract settlers and thegns to support and protect the Lord and the Lord’s land.
Warrior Level Progression | ||||
Level | XP | Hit Dice (1d6+1) | Attack Bonus | Saving Throw* |
1 | 0 | 1 | +1 | 15 |
2 | 2,000 | 2 | +2 | 14 |
3 | 4,000 | 3 | +3 | 13 |
4 | 8,000 | 4 | +4 | 12 |
5 | 16,000 | 5 | +5 | 11 |
6 | 32,000 | 6 | +6 | 10 |
7 | 64,000 | 7 | +7 | 9 |
8 | 120,000 | 8 | +8 | 8 |
9 | 240,000 | 9 | +9 | 7 |
10 | 360,000 | +3 hp/level | +10 | 6 |
Warrior Talents
Select one of the following:
- Melee Weapon Efficiency: +1 damage with one specific melee weapon category.
- Thrown Weapon Efficiency: +1 damage with one specific thrown weapon category.
- Shield Master: Additional +1 AC bonus with shields.
- Two-Weapon Fighting: If fighting defensively, the character gains a +1 bonus to AC; if attacking, the characters gains a +1 attack bonus. Rolled damage is as a one-handed weapon (e.g., 1d6). A character may only attack or fight defensively in a round, not both.
- Dirty Fighting: Inflict double damage when successfully attacking an opponent from behind.
Warrior Exceptional Traits
Select one of the following:
- Fearless: +4 to saves vs. fear-based attacks.
- Hardy: +4 to saves vs. poison, disease, and death.*
- Tough: +4 hit points.
- Resilient: Major wounds heal 1d3 HP after a day of rest instead of 1 HP per day.
- Quick: +2 Initiative.*
[*These bonuses would be added to the warrior’s inherent bonuses in these two areas.]