Champion (Berserk Supplement)

Champion

Champions obliterate all in their path with the unyielding force of their two-handed weapons. From armor-clad bulwarks to dexterous pikemen, inspiring paladins, and even cleaving slayers, champions come in many different forms.

Class Features

As a Champion you gain the following class features.

Hit Points

Hit Dice: 1d10 per Champion level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Champion level after 1st

Proficiencies

Armor: 1 armor tier
Weapons: 1 two-handed melee weapon tier
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose any two skills not including Arcana, and potentially including Riding

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Champion

LevelProficiency
Bonus
Features
1st+2Fighting Style
2nd+2Action Surge (one use)
3rd+2Fighting Styles feature
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Extra Feat
7th+3Fighting Styles feature
8th+3Ability Score Improvement
9th+4Indomitable
10th+4Fighting Styles feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Second Wind
14th+5Extra Feat
15th+5Fighting Styles feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses)
18th+6Fighting Styles feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Fighting Style

At 1st level, you determine in what direction your one-handed prowess develops. You may choose between Bulwark, Pikeman, Paladin, or Slayer. You gain additional features at 3rd, 7th, 10th, 15th, and 18th level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Extra Feat

At 6th level, you may gain a feat of your choice, or take a level in another class, counting both this level and this class and that level in that class as the same level but only gaining the other class's hit die and any multiclassing proficiencies. You may do this again at 14th.

Indomitable

Beginning at 9th level, you can reroll any Constitution or Strength saving throw, or Strength, Charisma, or Wisdom skill check that you fail. If you do so, you must use the new roll. You may do this a number of times equal to your Dexterity or Strength modifier, whichever is higher, regaining all uses at the end of a long rest.

Second Wind

At 13th level, your time in combat has unlocked a deeper well of stamina. On your turn, you can use a bonus action to regain hit points equal to 2d8 + your champion level. Once you use this feature, you must finish a short or long rest before you can use it again.

Bulwark

Body Block

At 1st level, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to cause the attack to target you instead. On a hit, you take half as much damage. You must be wielding a two-handed weapon.

Might

At 3rd level, you gain proficiency in one additional armor tier. Additionally, while wielding a two-handed melee weapon and wearing heavy armor, you gain a +1 bonus to your AC.

Valor

Starting at 7th level, as an action, you gain 5 temporary hit points at the beginning of each of your turns for 1 minute. You may do this a number of times equal to half your Constitution modifier (rounded up), regaining all uses at the end of a long rest.

Reverse Momentum

At 10th level, as a reaction when you are moved against your will, you may make a melee attack with a two-handed weapon against the source of the effect immediately before moving. This counts as an attack of opportunity.

Hold the Line

Starting at 15th level, as a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your champion level, and the target’s speed is reduced to 0 until the end of this turn.

Defender's Blade

At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armor.

Pikeman

Spear Fighter

At 1st level, when you make an attack with a two-handed weapon with the reach property, you gain a +1 bonus to attack and damage rolls.

Pole Block

At 3rd level, as a reaction when a creature makes a melee attack with a weapon against you while you are wielding a two-handed weapon with the reach property, you may contest Strength saving throws. On your success, the attack fails. On the other creature's success, the attack hits as normal.

Thrust

Starting at 7th level, when you take the attack action, you may forgo making 1 attack to increase the reach of all other attacks made in that same action by +5 ft.

Quick

At 10th level, as part of a successful attack, you may roll an additional 1d4 as a bonus action, dealing an equal number of additional damage. This additional damage counts as part of the original roll for the sake of incurring the bleeding condition (i.e. on a d8 roll of 4 and a d4 roll of 4, the target would begin bleeding). You may do this a number of times equal to your Strength modifier, regaining all uses at the end of a long rest.

Rapid Block

Starting at 15th level, you can block more rapidly. You may take 1 additional reaction each round. You may use Pole Block when you are targeted by a ranged attack, contesting your Strength saving throw with the ranged attack's attack roll. When you use Pole Block on a melee attack, you may immediately make an attack against the creature as a second reaction.

Pole Master

At 18th level, every element of the terrain benefits your combat. Difficult terrain does not affect your movement. If a creature is at least 1 foot above or below you, your attacks with two-handed weapons with the reach property have advantage. You may make 1 additional reaction each round.

Paladin

Great Weapon Fighting

At 1st level, when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Inspire

Starting at 7th level, you learn how to inspire your allies to fight on past their mental state. As an action for 1 superiority die, up to 4 creatures within 60 feet of you that are allied with you lose the charmed, frightened, confused, inebriated, pained, and taunted conditions.

Superior Strike

At 10th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal.

Undying Warrior

Starting at 15th level, your superiority dice become d10s, Second Wind counts as a Maneuver for the sake of number of uses, and size of the die rolled.

Superior

At 18th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. Additionally, your superiority dice become d12s.

Slayer

Cleaving Strike

At 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal twice as much damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a heavy two-handed melee weapon.

Improved Critical

At 3rd level, your attacks with heavy melee weapons score a critical hit on a roll of 19 or 20.

Intimidating Stature

Starting at 7th level, while you are wielding a heavy two-handed melee weapon, you have advantage on Intimidation skill checks, and you count as one size larger for the sake of how much you can push, pull, or lift.

Haphazard Counter

At 10th level, you can grant one creature advantage to hit with attacks until the end of their turn. If they hit, you gain advantage against them on attack rolls or grappling checks until the end of your next turn. This can be done up to 3 times, regaining use at the end of a long rest.

Superior Critical

Starting at 15th level, your heavy melee weapon attacks score a critical hit on a roll of 18–20.

Butcher

At 18th level, when you have advantage against a creature from Haphazard Counter, you may roll the dice from attacks with heavy two-handed melee weapons against them an additional time, adding the totals together. Your attacks with two-handed melee weapons gain a +1 bonus to attack and damage rolls.

Multiclassing

Prerequisites. To qualify for multiclassing into the Champion class, you must meet these prerequisites: 15 Dexterity, proficiency in at least 1 tier of one-handed melee weapons if you do not gain it from multiclassing proficiencies.

Proficiencies. When you multiclass into the Champion class, you gain the following proficiencies: choose two from Acrobatics, Animal Handling, Riding, History, Insight, Persuasion, Perception, Survival, or 1 one-handed melee weapon tier.


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