Aran (5e Subclass)

Aran is a fighter subclass that specializes in the use of polearms and ice to perform combo attacks.


Polearm Mastery

When taking this subclass at 3rd level you gain the Polearm Expert feat.


Combo King

At 3rd level, if you kill a creature/enemy on your turn in combat, any attack you make before your next turn in combat deals an additional 1d6 damage of your weapon's type.


Snow Charge

At 7th level, using a bonus action you may infuse your polearm with powers of the ice spirit, while this is in effect your polearm deals an additional 1d6 cold damage. This lasts until the end of your turn in combat.


Rolling Spin

At 10th level, once per combat you may make an attack with your polearm by spinning clockwise in a circle dealing damage to each creature caught in your attack range. You must make a separate attack roll for every creature in this attacks range.


Maha's Domain

At 15th level, once, you may summon a giant polearm in front of you that turns the terrain in a 60ft diameter circle around it into difficult terrain for enemies, while standing in this area allies can heal 1d4 hit points on their respective turn. Also when using this ability is you are poisoned, or blinded you may remove one of these conditions. This ability recharges on a long rest.

Maha's Carnage

At 18th level, by expending one of your action surge uses you may make a melee attack against one enemy this attack creates a gust of snow and ice in a 30ft cone based on the direction of your melee attack. Every creature in range of this gust makes a DC15 dexterity save. Maha's carnage deals 3d10 cold damage and 3d10 force damage on a failed save or half as much on a successful save. You must make an attack roll for each enemy affected by this ability.



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