Complete Warrior Classes

Wizards of the Coast released the Complete Warrior in November 2003, launching a line of player-oriented books focused on the basic character types. The Complete Warrior updates previously released material to 3.5 compatibility and adds more information on how to make all character classes more effective in combat.

The Complete Warrior is designed to be setting-neutral, with generic classes and prestige classes that can be used in nearly any game. This article takes those classes and approaches them with the goal of giving each class a specific place in the Eberron campaign setting. In the case of prestige classes, most of these examples tie a fairly generic Complete Warrior prestige class to a specific culture or set of groups. Cultural ties help make prestige classes feel more special, but they should be considered a recommendation rather than a requirement. The decision of whether or not to allow a certain prestige class, and the determination of how it fits in the world, is always something a player should discuss with the DM.

Remember, prestige classes should be relatively rare in a world with few surviving heroes. When introducing certain prestige classes within the context of an organization, keep in mind the prestige class represents its champions and exemplars, not its average members.

If a class is not mentioned below, it is not recommended for conversion into the setting, usually because it is specific to a culture or deity not included in the Eberron campaign setting.


Basic Classes

Hexblade
"Damn hexblades. What they lack in honor, they make up for in treachery."
Throughout Eberron there are warriors who have learned how to augment physical might with a somewhat underhanded approach to arcane spellcasting. These hexblades have traditionally trained in isolation, teaching themselves to manifest curses that provide an edge in personal combat. During the Last War, though, King Kaius II of Karrnath commissioned the Twelve to conduct a more disciplined study of hexblade powers. The Arcane Congress became aware of this program and instituted their own training program. Some hexblades from Karrnath and Aundair still work to advance their kingdoms' agendas, while others strike out to seek their own fortunes.

Swashbuckler
"Say it again, scoundrel! Say it again and then throw down your shield, because now we duel like men!"
From Regalport to Stormreach, swashbucklers are a major part of the adventuring world in Eberron. Anywhere a fast blade and a sharp tongue can provide an edge, swashbucklers will be swinging their way to success. They are perhaps most common among the dragonmarked houses, where swashbucklers value family honor above all else, and in the Lhazaar Principalities, where they sail the high seas with unparalleled mastery.

Prestige Classes

Bladesinger
"They say the most honored human warrior ever recognized by the Valenar elves was a Karrnathi knight who fought a great bladesinger ...and survived long enough to hear the entire history of the Valaes Tairn."

Among the elves of Eberron, respect for ancestral history is paramount. Bladesingers are elves who combine arcane experience with combat excellence, weaving spells into songs that praise their elven forbears. While bladesingers are found among all elves, they are most common among the Valenar, who place particular value on glorifying their ancestors in combat.

Cavalier
"As long as Thrane is surrounded by enemies on all sides, we shall ride to her defense. As far as we are concerned, the Last War is not over."
Cavaliers in Eberron take many forms. During the Last War, while infantry represented the backbone of every army, almost every army made use of elite cavalry. The most talented riders in Eberron are the Valenar elves, but mounted knights are found in all four surviving human nations. While human cavaliers can't match Valenar horsemanship, they compensate with physical might and a greater emphasis on gentility.

Dark Hunter
"Today you are eleven years old. Today you learn our family's purpose, the dark places you must go, the responsibility you will bear for the rest of your life."
Even in the most prosperous regions of Eberron, evil constantly lingers beneath the surface. The Dragon Below holds many secrets, all of them dark. Powerful fiends and aberrations trapped within Khyber are sometimes deep enough to be forgotten, but constantly pose a threat to humanoid life. Dark hunters are the descendents and students of those who originally bound the monsters in Khyber. They patrol the lightless caverns and ruins beneath the cities of Eberron, pursuing agents of twisted cults, seeking Khyber dragonshards, and guarding communities against monsters that must be kept underground.

Dervish
"She looked like a child on the battlefield, a child wearing a colorful mask, dancing and laughing as she cut down five of our best men."
As peculiar as it may sound, the fusion of dance and swordplay is actually found in multiple regions of Khorvaire. It is unclear where dervish dancing originated, but it is most prominent in the nomadic culture of the Talenta halflings, where dance is an art form that brings the community together during tribal gatherings. Talenta dervish dancers armed with curved sharrash blades are diminutive but deadly, weaving easily through crowds of larger foes. Some Valenar elves, particularly female warriors, have been known to use their own dance-derived style. The entertainer-spies of House Phiarlan have imitated this, spreading it throughout Khorvaire and inspiring a few self-taught dervish dancers in the Lhazaar Principalities.

Drunken Master
"
I'll drink to anyone who insults my god. Drink to ye, then break your spine with the back of my hand."
Throughout Khorvaire, monks are known for combining scholarly discipline with a spiritual approach to martial arts. Not all unarmed combatants follow such a straight and narrow path, however. In the Mror Holds, some dwarves practice a more chaotic form of unarmed combat. For centuries, they have taken the dwarven zeal for fine liquor and translated it into an unorthodox fighting style that blends inebriation with unpredictable punches and kicks. While the drunken masters are a tiny group, they are willing to share their techniques with anyone who has strong arms and stronger stomach.

Exotic Weapon Master
"I don't care where you learned how to use it. That chain is a filthy hobgoblin weapon, and you won't enter Thrane unless you enter without it."
While the Last War was primarily fought with longbows and broadswords, many warriors desperate for an edge explored unusual and archaic weapons. The background of exotic weapon masters is as diverse as their weaponry, and they are found in all cultures. Some of the most respected exotic weapon masters in Eberron are Talenta halflings who specialize in the sharrash or tangat. Monks, who often study the use of unusual weapons, may focus their martial training by choosing this path. Exotic weapon masters are also found among goblinoids who continue the martial traditions of the ancient Dhakaan empire.

Frenzied Berserker
"
Remember, stealth and subtlety are of utmost importance to this operation. If we wait here for another hour, it will be time for the changing of the guards, and then -- by the nine sovereigns! Karrashk, come back here!" 
Much is to be said for the order and regimentation of the modern army, but in the strict organization of rank-and-file troops, some say a certain passion for battle has been lost. This spirit has been wholeheartedly embraced by frenzied berserkers, the barbarian masters of enraged combat. Frenzied berserkers can be found among barbarians in every uncivilized culture, from the orcs of the Shadow Marches to the dragon-revering men and women of Seren. While those who have observed the disciplined wardens of House Kundarak would be surprised to hear it, dwarves were among the first frenzied berserkers, waging bloody havoc during wars that wracked the Mror clans thousands of years ago.

Halfling Outrider
"I'll never understand why the tall folk choose mounts without sharp teeth or claws. What good is a companion who won't fight to protect you when you fall?"
The halflings of the Talenta Plains are unmatched animal handlers. Through a combination of fearlessness, charm, and ingenuity, they have successfully tamed some of the fiercest creatures in their environment. Halfling outriders are present in every Talenta community, riding fastieth, clawfoot, and glidewing mounts. Rarely leaving their saurian companions, they are capable of navigating a battlefield as nimbly as combatants on foot.

Hulking Hurler
"
Droaam goblins fight to end battles quickly. If their ogre companions ever run out of boulders to throw, the goblins know they'll be the first to be conscripted as ammunition."
With enough brute strength and the leverage inherent in a massive body, anyone large enough can become a hulking hurler. In Eberron, they are most commonly found among the ogres of Droaam, where they serve the Sisters of Sora Kell as imposing mercenaries. The savage descendents of true giants who live in the ruins of Xen’drik also include hulking hurlers, eager to repel smaller humanoids that come to explore the giants’ ancient home.

Hunter of the Dead
"Tell these children who call themselves 'Stillborn' that the Blood of Vol is no path to sacred deathlessness. It is a perversion, and we will ensure that its followers find oblivion rather than eternity."
While the elves of Aerenal use magic and rituals to keep their ancestors’ souls from departing to Dolurrh, Priests of the Transition use positive energy that creates a hallowed form of undying life. They see undead creatures as perversions of this process, total abominations that offend the Aereni reverence for life. For thousands of years, an elite Aereni organization called the Deathguard has been dedicated to the destruction of negatively-charged undead. While all of these hunters of the dead are currently Undying Court clerics, it is possible that members of other life-revering religions could adopt similar techniques.

Invisible Blade
"Do you feel the point of the knife in your back? Held by a hand you never saw? Try applying again when you can do that to someone else."
Among the humanoid races, there have always been quick-fingered rogues who favor the use of daggers and knives. In the depths of Sharn, a gang of these peerless knife fighters call themselves the Invisible Blades. The group is remarkably diverse, ranging from petty thieves to bored dilettante nobles. They meet regularly to spar, trade tall tales, and decide whether to admit aspiring members to their highly skilled ranks.

Justiciar
"If you want someone to bore you with endless talk of clues and evidence, find an inquisitive. If you want your man in chains by sundown, talk to Rikard d'Tharashk." 
In a continent full of war criminals, those who commit themselves to tracking down lawbreakers will never be at a loss for work. From the righteous Sharn vigilante who wages a personal war against powerful crime guilds to the most ruthless House Tharashk bounty hunter, the justiciar knows how to find those who don’t want to be found. While humans and half-orcs with the Mark of Finding make the best justiciars, anyone with a zeal for justice and an independent approach to law enforcement is qualified to pursue this path.

Kensai
"The Bright Lady is merciful. She ignites the weapons of her greatest servants with a glowing fire, warning the weak to stand down or face certain death."
The warrior-monks of Dol Arrah glorify their sovereign by turning their own bodies into finely-honed weapons, tempered with discipline and gentle restraint. A few learn how to extend this inner power, channeling the strength of their devotion into the very weapons they wield. They carry halberds, spears, and other weapons into combat against the enemies of law and goodness, adhering to a stricter code of loyalty and honor than most faithful of the Sovereign Host.

Knight Protector
"It's like these guys don't even know that Jarot is dead. For all their grand talk of reuniting Galifar, most of them spend their lives in a backwater settlement, fighting lizardfolk in the name of the Great Kingdom."
Before the Last War, Galifar ruled for nine glorious centuries. In the midst of Galifar’s collapse into regional nationalism, a few true patriots remain. The Knight Protectors preserve the memory of Galifar. They follow a rigid code and struggle to maintain their ideals in an increasingly unprincipled world. While most Knight Protectors focus on preserving the order itself, a few support the royal heir who they feel has the greatest potential to unite Khorvaire once more. Their base of operations is located in Newthrone, where they gather to work toward the reconstruction of Galifar and recite stories of a kingdom and time that only the eldest members knew as children.

Master Thrower
"The Talenta halflings know what goes around comes around... and some know this better than others."
While anyone with a keen eye and strong arm can follow the path of the master thrower, the unmatched masters of thrown weapons are halflings. In the Talenta Plains, master throwers specialize in the boomerang. With unerring aim, they can toss boomerangs that hit multiple enemies in one blow or sweep opponents off their feet.

Nature's Warrior
"The might of steel and spell are nothing compared to the weapons of Eberron's true children."
During the Last War, the druids of the Eldeen Reaches briefly became soldiers, defending their sovereignty and confronting those who challenged their borders. The largest druidic sect, the Wardens of the Wood, fielded the bulk of these militant druids.
The nature's warriors were druids who focused on their wildshaping abilities, taking the form of fearsome beasts to slay those would defile the great forest. Still trained most often by the Wardens, today's nature's warriors remain respected by druids and feared by their enemies.

Occult Slayer
"I have known mages who were not careless and destructive, and have even called one a friend. But that does not change the truth: arcane magic will doom this world if it is not stopped."
Occult slayers are the elite warriors of the Ashbound, a druidic sect dedicated to the destruction of arcane magic. While some Ashbound are evil, many are simply concerned about the potential for catastrophe and suffering inherent in arcane magic. They preach a return to nature and a banishment of wizardry. Occult slayers hunt spellcasters who have gone too far, or who simply represent too great a risk to the natural order. They are trained to resist magic's effects while eliminating its practitioners.

Order of the Bow Initiate
"Thrane's master archers can fell a dragonhawk from hundreds of yards away. The Knights Arcane have learned to fly fast and prepare spells that soften falls from high places."
For hundreds of years, Thrane's tradition of archery has been one of the country's sources of pride. While most bowmen of Thrane are simply well-trained foot soldiers, the finest archers are invited to join the Order of the Bow. These master archers fire arrows with unearthly precision and devastating force. It's unclear whether their missiles are guided by a devotion to the Silver Flame or a more abstract philosophy. Most of their members fell in the Last War, making it challenging for any potential initiate to find a mentor.

Rage Mage
"You have not tasted a spell's true power until you have screamed its incantation at the top of your lungs."
Among the orc-blooded races of the Shadow Marches, arcane spellcasters are relatively rare. The rare half-orc who develops bookish tendencies and an interest in magic is more likely to leave for Aundair or Breland than to stay in the swamps. A few, however, learn how to study magic while embracing their barbaric heritage. They become rage mages, harnessing the power of natural fury while wielding arcane energy. Rage mages are most often found in Cults of the Dragon below, revering the abominations that their more heroic counterparts dedicate themselves to fighting.

Ravager
"Join with me! Join with me in the divine revelry that can only be found in the pain of innocents!"
The ravagers are a sadistic group of humanoids who believe that the only true passion lies in the pursuit of destruction and chaos. They revere the Fury and draw power from their devotion to the Dark Six. While sahuagin are the most common ravagers, small bands of ravagers can be found among all the supposedly civilized races.

Reaping Mauler
"Afraid? Yesterday I arm-wrestled a hill giant and pinned a minotaur twice my size. I think you'll understand if I'm not afraid."
While most of Khorvaire's masters of unarmed combat train in monasteries, a few learned their art in the arenas of Droaam and Darguun. Reaping maulers are gladiators who challenge opponents with holds and grapples rather than weapons or precise blows. The few that have escaped or won their freedom are respected as exotic warriors, and are highly sought as self-defense instructors.

Spellsword
"I am a creation of magic, so I never understood why magic did not come more easily to me. Surprisingly enough, it was by studying armed combat that I learned superior control over my spellcraft."
Over the course of the Last War, wizards who had once dedicated themselves to theories and esoteric formulas were forced into battle. Many died, and those who survived learned to be cautious. These spellswords taught themselves techniques for casting spells in heavy armor, many of which can still be learned from talented tutors in the Five Nations. Almost all warforged who study magic, whether or not they were originally intended to be spellcasters, naturally learn spellsword techniques over time.

Tattooed Monk
"I wasn't lucky like you, brother. I wasn't born with a mark. But see here... I have marked myself."
The tattooed monks do not worship any of Eberron's gods, though many among their number once served in religious monasteries. Instead, they are dedicated to unlocking the mystery of dragonmarks and inner power. While most monks see chi energy as a manifestation of faith, tattooed monks liken it to the inner power that dragonmarked humanoids can tap into. They tattoo themselves with imitations or embellishments of those marks, and while these rarely duplicate the power of true dragonmarks, they confer unique and powerful abilities.

War Chanter
"This battlefield is ours to win. Dhakaani lords will rise again. Our foes will lose their will to fight when we sing of our fathers' might."
The first war chanters preceded the arrival of most humanoid races in Eberron. War chanters were the foremost heroes of ancient Dhakaan, warrior-poets who passed on the history of the goblin empire while forging their own legends on the battlefields. Only a few goblins preserve these ancient traditions, most notably among the Kech Volaar. A few great heroes of Zilargo have been war chanters, though most are long forgotten. While the gnomes have strategically avoided war during recent history, Zilargo'
s few soldiers are often bardic historians who use ancient lore to inspire today's warriors.

Warshaper
"I expected the unarmed mongrel to shift and come at me with his claws. I didn't expect the claws to be the size of a dragon's."
Most warshapers are druids who have mastered the manipulation of natural forms, using their wildshaping abilities to grant otherwise humanoid forms the claws or tusks of fearsome monsters. Druidic warshapers belong to the Gatekeeper sect, which used similar techniques to create horrid creatures during the Xoriat incursion in millennia past. Some of the most talented warshapers, both within the Gateepers and outside the organization, are shifters. The shifters' natural intuition for shapechanging serves them well, as they learn to augment their natural weaponry and morphic traits.


This article was written and written by Johnny "Jhonen Olain" O'Neal, with help and ideas from Jeddy "jedi8187" Kight and the members of the official Eberron message board. All associated copyrights are property of Wizards of the Coast.

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