Labrys Knight (5e Class)
Labrys Knight
The hardened warrior approaches the giant Ogre and winks. The Ogre firmly plants his feet in preparation for battle. As the Ogre swings his massive club, the warrior parries with his axe and in a swift movement sweeps underneath the club and slices through the Ogre's stomach. The warrior stands, wipes his brow, and watches as the Ogre's bust slides off it's lower torso falling to the ground.
A group of adventures charge into battle. In the front line, an aged warrior charges, taunting his opponents. He stops and surrounds himself with the most dangerous creatures in the battle. He glares at them and within moments the battle begins. The warrior is sliced and diced by many creatures, but this does not stop him. He pushes on and vanquishes his opponents. As he cleans his blood drenched eyes, he smirks and says, "Is that all you got".
Creating a Labrys Knight
Did you learn your skills from an experienced warrior or did you learn them yourself? Do you work as a mercenary? A soldier? Maybe you’re a gladiator. These are some important things to consider when you are designing a Labrys Knight.
- Quick Build
You can make a Labrys Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Strength or Dexterity.
Class Features
As a Labrys Knight you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Labrys Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Labrys Knight level after 1st
- Proficiencies
Armor: light armor, medium armor, heavy armor
Weapons: simple weapons, martial weapons (melee only)
Tools: none
Saving Throws: Constitution,Strength
Skills: choose two from: Athletics, Insight, Intimidation, Perception, Persuasion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two battle axes or (b) two hand axes
- (a) hide armor or (b) ring mail
- (a) A dungeoneer’s pack or (b) an explorer’s pack
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus | Features | Intimidate |
---|---|---|---|
1st | +2 | Dual Wielding | -- |
2nd | +2 | Intimidate | 1 |
3rd | +2 | Granda, Subclass Feature | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Subclass Feature | 2 |
7th | +3 | Master Warrior | 2 |
8th | +3 | Ability Score Improvement | 2 |
9th | +4 | Block | 2 |
10th | +4 | Improved Critical | 3 |
11th | +4 | Subclass Feature | 3 |
12th | +4 | Ability Score Improvement | 3 |
13th | +5 | Focused Strike | 3 |
14th | +5 | Restoration | 3 |
15th | +5 | Subclass Feature | 4 |
16th | +5 | Ability Score Improvement | 4 |
17th | +6 | Improved Critical | 4 |
18th | +6 | Thunderwave | 4 |
19th | +6 | Ability Score Improvement | 4 |
20th | +6 | Last Man Standing | 4 |
Dual Wielding
At 1st level, you have training with using two weapons at once, even though these weapons do not have the light property. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. When you take the Attack action and attack with a weapon that you’re holding in one hand, you can use a bonus action to attack with a different weapon that you’re holding in the other hand. You can add your ability modifier to the damage of the bonus attack. You may draw or stow two weapons when you would normally be able to draw or stow one. You cannot stack this ability with the Dual Wielder feat.
Intimidate
Starting at 2nd level, your mere presence strikes fear into your opponents. Your labrys knight level determines your Charisma (Intimidation) bonus. This bonus can be used in several different ways. The bonus must be announced before initiative is rolled, and must be used as the same modifier for the duration of the battle. You can use the bonus the following ways: add the bonus to initiative, to Attack rolls, or to your armor class. After a long rest your choice is reset.
At 2nd level your intimidate bonus is 1, this number increases to 2 at 5th level, at 10th level it increases to 3, and at 15th level it increases to 4.
Granda
At 3rd level, you are able to deal more damage when making a melee attack. When making a melee attack you can choose to add your current level proficiency bonus to your attack damage. This may be used a number of times equal to your Strength modifier (minimum once). Once you have used the max number of Granda, you must finish a long rest before you can use Granda again.
Subclass
At 3rd level, you chose an archetype between Savitar or Apollo, which grant you features at 3rd, 6th, 11th, and 15th levels. These archetypes are detailed at the end of the class description.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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, rather than once, whenever you take the Attack action on your turn.
Master Warrior
At 7th level, you have become a master warrior in combat. For 1 minute, your speed is doubled, you gain +2 AC, and you gain an additional action on each turn. This action can be used only to take Attack(one weapon only), Dash, Hide, or Use an Object action. You must complete a short or a long rest before you can use this feature again.
Block
Starting at 9th level, you can choose to forgo one of your attacks as part of the Attack action to block the next attack made to you. After the attack has been made you can then roll d20 adding your Strength modifier + your proficiency bonus to your roll. If the result is higher than the attack made on you, you successfully block and take no damage.
Improved Critical
At 10th level, you get a critical hit on a roll of 19-20. This increases to a roll of 18-20 at 17th level.
Focused Strike
At 13th level, you can give yourself advantage to attack rolls, a number of times equal to your proficiency bonus. You regain all uses of this ability after you finish a short or long rest.
Restoration
After being in combat so many times, your body has learned to heal itself far more quickly. At 14th level, as a bonus action you may regain hit points equal to 4 x your proficiency bonus. You can use this ability a number of times equal to half your Constitution modifier (rounded up). You regain all expended uses after you finish a long rest.
Thunderwave
At 18th level, you have learned to harness the power of thunder. You slam your axes to the ground creating a wave of thunderous force from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the effect, and emits a thunderous boom audible out to 300 feet.
You may only use this once, being unable to use it again until you complete a long rest.
Last Man Standing
At 20th level, once your hit points reach 15 or lower, you regain hit points equal to you Labrys Knight level plus your Constitution modifier (minimum 21).
Labrys Knight Archtype
Savitar
A Savitar has dedicated themselves to attacking with speed and agility over power.
- Quick Strikes
Starting at 3rd level, when you make your first attack on your turn, you can decide to perform several quick strikes. You can make 1d4 + 1 additional attacks. These additional attacks are made using only your proficiency bonus, don't receiving any other type of bonus (like ability score modifiers or magic bonuses).
- Teleportation
At 6th level, you can successfully teleport 30 ft to an unoccupied space that you can see. You may use this as many times equal to your Dexterity modifier. Once you have expended all uses, you must finish a short or long rest to use again.
- Athletics
At 11th level, you become proficient in Strength (Athletics). If you are already proficient then add double your proficiency bonus to Strength (Athletics) checks. In addition, you have advantage on all Strength saving throws.
- Agile Warrior
At 15th level, you have master the art of dual axe wielding. You can add both, Strength and Dexterity modifiers, to your attack rolls while wielding one axe in each hand.
Apollo
An Apollo is a fearless warrior, charging into battle at the head of the party with speed and aggression that freezes the average person in their tracks.
- Death Touch
At 3rd level, when making a melee attack, you can use Death Touch. On a hit, the target takes 3d6 necrotic damage, and you regain a number of hit points equal to half the damage dealt. You can use this ability a number of times equal to half your proficiency bonus (rounded up). Once you use this ability, you must finish a long rest before being able to use it again.
- Shield
At 6th level, you can use your bonus action to cast a magical shield, adding a +5 bonus to your AC for 2 turns. Once you use this ability, you are unable to do it again until you finish a long rest.
- Resistant
At 11th level, you become resistant to slashing, piercing, and bludgeoning damage.
- Hardened Warrior
Beginning at 15th level, you can double your Constitution modifier when rolling for hit points for leveling up or regaining lost hit points.
Multiclassing
Prerequisites. To qualify for multiclassing into the Labrys Knight class, you must meet these prerequisites: Strength 13, Dexterity 13
Proficiencies. When you multiclass into the Labrys Knight class, you gain the following proficiencies: light armor, medium armor, simple and martial weapons (melee only)
Last Edit: 15/8/2020
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