TEXT: EN World EN5IDER | A Present for Every Class: Warriors
  EN World EN5IDER | A Present for Every Class: Warriors
   
  writing Mike Myler
   color art Sade
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  A Present for Every Class
  warriors
  M
  agic iteMs are an 
  essential part of high 
  fantasy RPGs—bags 
  of holding, flame tongues, and holy 
  avengers come part and parcel with 
  majestic winged serpents, fallen 
  angels, corrupt monarchs, and 
  many-eyed monsters. Acquiring 
  new enchanted equipment (or even 
  forging your own*) is a major part 
  of playing an adventurer but not 
  always. Many stories revolve around 
  heroes that gradually unlock the 
  power of an arcane sword or magic 
  suit of chainmail, their treasured item 
  gaining potency as they themselves 
  accrue experience and power. In 
  these instances tailored magic items 
  might be more appropriate for a PC, 
  becoming as important to their arsenal 
  and repertoire as a wizard’s spellbook.
   Below are several tailored 
  magic items for martially-minded 
  adventurers, but the mages and 
  priests among you should not fret—
  enchanted equipment for bards, 
  clerics, druids, sorcerers, warlocks, 
  and wizards will appear in “A Present 
  for Every Class: Spellcasters.”
   * Kiel Chenier, “A Blade for All Seasons,” EN World EN5ider, 
  https://www.patreon.com/posts/blade-for-all-of-7298103
  
  A Present for Every Class: Warriors | EN World EN5IDER
  A Present for Every Class: Warriors | EN World EN5IDER
  New Feat
  Signature Regalia
  You find, are gifted, or miraculously possess a 
  signature regalia—a tailored magic item specific 
  to a class that you have levels in (see below). 
   You gain one of the following magic items when 
  you take this feat, with its flavor determined by 
  your Game Master. This item is bound to you; it 
  becomes a mundane item in the hands of anyone 
  but you. You treat your signature regalia item 
  with the same reverence you would a holy book 
  or symbol, and if you cast spells you are able to 
  use it as an arcane or divine focus.
   The item grants you certain features while 
  you have it in your possession that are based 
  on your level in the related class, not your total 
  character level, except if no class is specified in the 
  item’s name, you gain its features based on your 
  character level.
   You can take this feat multiple times, but only 
  once for each class you have levels in. Each time 
  you take this feat, you gain a second signature 
  regalia item that you do not already possess.
  Barbarian’s Greataxe
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. 
   Frighten. As a bonus action when you are 
  raging and reduce a creature to 0 hit points, you 
  may make a Charisma (Intimidation) check. You 
  have advantage on this ability check. Any number 
  of creatures you choose within 30 feet of you 
  must make a Wisdom saving throw against your 
  Charisma check’s result or be frightened until the 
  end of your next turn. After successfully saving 
  against this ability, a creature is immune to its 
  effects for 24 hours. 
   Death Blow. Beginning at 10th level, while you 
  are raging you may declare an attack that you 
  do not have disadvantage on to be a Death Blow 
  before making your attack roll. If your attack roll 
  with a Death Blow is a success, the attack becomes 
  a critical hit. Once you use this ability, you can’t 
  use it again until you finish a short or long rest.
   Terrify. Starting at 15th level, while you are 
  raging you may use your barbarian greataxe’s 
  Frighten feature to affect creatures within 50 feet, 
  and you may activate it after scoring a critical hit. 
  The duration of the frightened condition increases 
  to 2 rounds, and if you activate it while scoring a 
  critical hit that reduces a creature to 0 hit points, 
  saving throws against the ability are made with 
  disadvantage.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  Restricting Access
  If PCs are allowed to take the Signature Regalia feat 
  whenever they choose, it may appear to be a “feat 
  tax,” or a feat they have to take in order to keep up 
  with the expected power level of the game. Addi-
  tionally, PCs suddenly gaining access to a powerful 
  magic item just by taking a feat, with no in-universe 
  explanation, may strain the credibility of your game 
  world. As a GM, you have several options available:
   
  ▶
  Allow PCs to take this feat as part of their usual 
  progression, but create an in-universe explana-
  tion. Perhaps these artifacts are provided by 
  a wealthy benefactor of the heroes, or it is a 
  weapon that appears to chosen heroes in times 
  of great need. In this method, it is expected that 
  all PCs will take this feat, since it is generally 
  more powerful than other feats. 
   
  ▶
  Make this feat a bonus feat that a PC gains when 
  they find their regalia or complete a specific ritual. 
  In this way, the character encounters no “feat tax” 
  and only gains a power increase over their fellows 
  insofar as they found a powerful magic item.
  
  EN World EN5IDER | A Present for Every Class: Warriors
  EN World EN5IDER | A Present for Every Class: Warriors
  Paladin’s Shield 
  While holding this shield, you gain a bonus to AC 
  equal to half your proficiency bonus. When you 
  take the Dodge action, this bonus to AC doubles.
   Symbol of Devotion. The paladin’s shield is 
  emblazoned with the symbol of your faith. As a 
  reaction, you may cause your paladin’s shield to 
  disappear, forgoing its bonus to AC, to cast shield 
  upon an ally or another creature that shares your 
  faith. Your paladin’s shield reappears in your hand 
  when the spell ends.
   Angelic Choir. Beginning at 10th level, your 
  shield sings your praises or accompanies your 
  words with inspiring music appropriate to 
  your beliefs. While wielding the paladin’s shield, 
  healing you do with your Lay on Hands feature is 
  doubled so long as the shield is allowed to make 
  its music while you heal. It costs no action to stop 
  or start your paladin’s shield making music.
   Mantle of Righteousness. Starting at 15th level, 
  your paladin’s shield becomes a beacon of your 
  faith. Whenever you use your Symbol of Devotion 
  feature, the target also may use your Divine 
  Smite and Lay on Hands class features as long as 
  they are affected by your shield spell. Their uses 
  of Divine Smite and Lay on Hands expend your 
  spell slots and healing pool.
  Fighter’s Longsword
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. 
   Celerity. You can use your Action Surge feature 
  an additional time before requiring a rest to 
  recharge it (but only once per turn).
   Bloodletting. Beginning at 10th level, when 
  you score a critical hit against a living creature 
  with your fighter’s longsword, you deliver a 
  terrible wound. At the end of each of its turns, 
  the creature you wounded in this way takes an 
  amount of damage equal to your proficiency 
  bonus until it is healed magically (by a potion 
  or spell), regenerates hit points, or receives a 
  Wisdom (Medicine) check with a DC equal to the 
  damage from your attack.
   Parrying Stance. Starting at 15th level, when 
  you take the Dodge action, your AC increases 
  by an amount equal to your fighter’s longsword’s  
  bonus to attack and damage rolls.
  Monk’s Staff 
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. 
   Vault. Your reach is increased by 5 feet 
  when you make an attack with the monk’s staff. 
  Additionally, while you wield the staff, your long 
  jump distance is increased by 50%. 
   Lunge. Starting at 10th level, you may spend 
  a bonus action to increase your reach by 10 feet 
  instead of 5 feet. Additionally, once per turn, 
  when you deal damage with a melee weapon 
  attack, you may choose to move adjacent to 
  your target. This does not count against your 
  movement this turn.
   Extend. Beginning at 15th level, you may spend 
  a bonus action to cause the monk’s staff to extend 
  great distances. While extending, you may treat 
  the monk’s staff as though it were a ranged weapon 
  with a range of 50/100 (though it never leaves 
  your hands). 
  
  A Present for Every Class: Warriors | EN World EN5IDER
  A Present for Every Class: Warriors | EN World EN5IDER
  Ranger’s Longbow
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. 
   Hunter’s Instincts. While wielding the ranger’s 
  longbow, you have advantage on Constitution 
  saving throws made to maintain concentration on 
  your hunter’s mark. Additionally, you may choose 
  to gain advantage on a single ranged attack roll 
  against your quarry. You must complete a short 
  rest before using this feature again. 
   Hawkeye. Starting at 10th level, your attacks 
  with the ranger’s longbow score a critical hit on a 
  roll of 19 or 20. Additionally, the ranger’s longbow 
  increases its normal range by 5 feet per ranger 
  level.
   Perfect Shot. Beginning at 15th level, arrows 
  you fire from your ranger’s longbow are unaffected 
  by weather, submersion in water, and other 
  environmental effects. Additionally, your attacks 
  with the ranger’s longbow score a critical hit on a 
  roll of 18–20. 
  Rogue’s Kukri
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. 
   Burglar’s Torch. While in an area of dim light 
  or darkness, the rogue’s kukri glows with light that 
  only you can see, illuminating in a 30 foot radius. 
   Serpent’s Fang. Beginning at 10th level, when 
  you deal sneak attack damage with your rogue’s 
  kukri, you deal an amount of poison damage 
  equal to your proficiency bonus. When you score 
  a critical hit with a sneak attack with your rogue’s 
  kukri, the target also gains the poisoned condition 
  until it takes a short rest, is cured of poison, or is 
  treated by a Wisdom (Medicine) check with a DC 
  equal to the damage from your attack.
   Blackjack. Starting at 15th level, whenever 
  you deal sneak attack damage against a living 
  creature with your rogue’s kukri, it must make a 
  Constitution saving throw with a DC equal to 
  half the damage dealt. On a failure, the target is 
  stunned until the end of your next turn. 
  Warrior’s Breastplate 
  While wearing this breastplate, you gain a bonus 
  to AC equal to half your proficiency bonus. 
   Bulwark. As a reaction, you can turn a critical 
  hit against you into a regular hit. Each time you 
  do so, the warrior’s breastplate’s AC bonus is 
  reduced by 1. The warrior’s breastplate regains 
  its original AC bonus after you take a long rest. 
  Additionally, the warrior’s breastplate grants you 
  resistance to one type of randomly determined 
  damage (as armor of resistance); determine the 
  damage type each time you finish a long rest.
   Adamantine Finish. Starting at 10th level, 
  choose bludgeoning, piercing, or slashing damage. 
  The warrior’s breastplate grants you resistance to 
  that type of damage, and you can change this 
  damage type by completing a short rest.
   Mercurial Shield. Beginning at 15th level, while 
  wearing the warrior’s breastplate, you can cast the 
  fire shield spell. Unlike the normal fire shield spell, 
  the spell you cast causes your warrior’s breastplate 
  to deal 3d8 damage of the type of energy it is 
  granting you resistance against. Once used, this 
  property of the armor can’t be used again until 
  the next dawn. Additionally, you can speak a 
  command word to don or doff the warrior’s 
  breastplate as an action.
  
  EN World EN5IDER | A Present for Every Class: Warriors
  EN World EN5IDER | A Present for Every Class: Warriors
  Warrior’s Crossbow 
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. The warrior’s crossbow does not have the 
  loading property.
   If you take the Signature Regalia feat more than 
  once, you can choose to gain a warrior’s crossbow 
  twice.
   Precision. You may sacrifice the bonus to 
  damage rolls you gain from your warrior’s 
  crossbow this round to gain advantage on all 
  attack rolls you make with the warrior’s crossbow 
  this round. You retain the bonus to attack rolls it 
  grants.
   Casual Marksman. Beginning at 10th level, 
  your warrior’s crossbow loses the two-handed 
  property. When you have advantage on an attack 
  roll made with the warrior’s crossbow, your attack 
  scores a critical hit on a roll of 19–20. 
   Self-Sustaining. Starting at 15th level, your 
  warrior’s crossbow loses the ammunition property. 
  In addition, both the normal range and long range 
  of the warrior’s crossbow doubles.
  Warrior’s Maul 
  You gain a bonus equal to half your proficiency 
  bonus to attack and damage rolls made with this 
  weapon. 
   Pinch Hitter. You can use your reaction to 
  deflect a missile with the warrior’s maul when you 
  are hit by a ranged weapon attack. When you 
  do so, the damage you take from the attack is 
  reduced by 2d6 + your Strength modifier + your 
  level.
   Arcane Slam. Starting at 10th level, you are 
  able to deflect spell attacks using the warrior’s 
  maul. You can use your reaction to make a melee 
  weapon attack roll with disadvantage opposed by 
  the spell attack roll. On a success, you deflect the 
  spell into a random adjacent square. If a creature 
  is in that square, they are the new target of the 
  spell attack (which uses your melee weapon 
  attack roll). You cannot deflect spells that do not 
  require an attack roll.
   Arcane Deflector. Beginning at 15th level, you 
  no longer have disadvantage on attack rolls made 
  to deflect spell attacks with the warrior’s maul. You 
  are now also able to reflect spell attacks using the 
  warrior’s maul. You can use your reaction to make 
  a melee weapon attack roll with disadvantage 
  opposed by the spell attack roll. On a success, you 
  may choose a new target for the spell within the 
  spell’s range. This spell attack uses the attack roll 
  you used to deflect it.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 118 - Present for Every Class Warriors.pdf