Momentum Warrior (5e Class)

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Momentum Warrior


Creating a Momentum Warrior

Class Features

Class Features

As a Momentum Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: All melee bludgeoning weapons
Tools:
Saving Throws: Stength, Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Investigation, Perception, and Survival

Equipment

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

  • (a) steel gauntlets or (b) a simple melee weapon
  • an explorer's pack and a padded armor

Table: The Momentum Warrior

LevelProficiency
Bonus
Features
1st+2Charging Force, Thundering Feet
2nd+2Unimpeded, Wild Tackle
3rd+2Momentum Warrior Archetype, Armored Brawler
4th+2Ability Score Improvement
5th+3Devastating Assualt, Shield Denter
6th+3Archetype Feature
7th+3Flying Haymaker
8th+3Ability Score Improvement
9th+4Skyward Uppercut
10th+4Archetype Feature, Armored Brawler Upgrade
11th+4Hammer Arm
12th+4Ability Score Improvement
13th+5Forceful Blows
14th+5Archetype Feature
15th+5Vault Breaker
16th+5Ability Score Improvement
17th+6Trained Body
18th+6Master Endurance, Armored Brawler Upgrade
19th+6Ability Score Improvement
20th+6Relentless Onslaught

Charging Force

You gain access to the charge attack. To charge you must move at least 10 feet straight toward a target right before hitting it with a melee attack. The charge's distance is reset if you change directions. The attack made at the end of the movement is considered a charge attack and deals an additional 1d10 bludgeoning damage if it hits.

Thundering Feet

Your speed increases by 10 feet. While charging, targets that you pass by have disadvantage on opportunity attacks. If a creature fails to hit you with an attack of opportunity, they take 1d6 thunder damage.

Unimpeded

Starting at 2nd level, you ignore difficult terrain while you are charging. Also, you may perform an attack as a bonus action after using the Dash action but do not add the Charging Force bonus damage if it would apply.

Wild Tackle

Once you reach 2nd level, when you charge or attack a creature you may turn the attack into a tackle. When you choose to tackle and the attack hits, in addition to them taking the attack's damage, the target is knocked prone with you on top, grappling them. If the attack misses, you must succeed on a Dexterity saving throw or be knocked prone. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Momentum Warrior Archetype

At 3rd level, you choose an archetype that grants you specialized abilities and powers: Enforcer or Juggernaut, both detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at the 6th, 10th, and 14th level.

Armored Brawler

Starting at 3rd level, you gain the following benefits while you are unarmed and not using a shield:

• You may add a value equal to your AC -12 (minimum of 0) to the attack and damage rolls of your unarmed strikes. This bonus value changes to your AC -5 (minimum of 0) at the 18th level.

• You gain martial arts(as in the monk feature)

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Devastating Assault

Once you reach the 5th level, every additional 10 feet you charge before attacking a target increases the bonus damage by 1d10. Changing directions while charging resets the distance.

Shield Denter

Starting at 5th level, when you land an attack against a target wearing metal armor or wielding a shield you may choose to deal half damage and to lower the target's AC by 2. One target can only have its AC lower by this feature up to a maximum of two times. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. If you reduce a creature's AC to 10 or below using this feature your speed is increased by 15 feet for 10 minutes.

Flying Haymaker

Starting at 7th level, while you are charging you may choose to jump into the air, moving forward up to an additional 10 feet. While moving through the air, you can make an attack against a target taking a -5 penalty to the attack roll. If the attack hits you add 3d10 to the damage. If you miss or do not attack with this feature you must make a dexterity save with a DC15 or take 2d10 damage and fall prone after moving the 10 feet. You can’t use this feature again until you finish a long rest.

Skyward Uppercut

Starting at 9th level, as an action, you may add 20 feet to your jump height and perform an attack while high jumping. This attack is considered a charge attack. If you do not land on a surface upon reaching your maximum jump height or after falling 10 feet, you fall back to where you jumped from and must take a Dexterity saving throw with a DC equal to your current AC. If you fail, you take 2d10 damage upon landing. You can’t use this feature again until you finish a long rest.

Hammer Arm

Starting at 11th level, your speed increases by 15 feet while you are charging. When you make a non-charge unarmed attack against a creature you may add your AC/2 to the damage dealt (rounded down). If you do this, you must choose to either lower your AC by 2 or to reduce your speed by 20 feet for 1 hour.

Forceful Blows

Once you reach the 13th level, as a bonus action you may change any bludgeoning damage you deal until the end of your next turn into force damage and consider all attacks you make magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Vault Breaker

Starting at 15th level, charge damage dealt to constructs and to structures increases by 5d10. While unarmed, all charge attacks against structures that hit are considered critical hits.

Trained Body

Starting at 17th level, your speed increases by 10 feet and you do not suffer disadvantage on stealth checks from wearing armor. In addition, your AC is increased by 1 while wearing metal armor and the time required to don or doff armor is reduced by half.

Endurance of Steel

Once you reach the 18th level you gain one additional use of Wild Tackle, Shield Denter, Flying Haymaker, Skyward Uppercut, and Forceful Blows. You regain all of these expended uses when you finish a long rest.

Relentless Onslaught

Starting at the 20th level, your charges become akin to a force of nature. When you reduce a creature's hit points to 0 with a charge attack, you can take a bonus action to continue charging forward up to half of your speed plus any remaining movement and make another charge attack if you come into melee range of a creature. In addition, you may change direction up to two times without resetting your charge distance. However, you must first have traveled at least 10 feet and you may never turn to face the opposite direction during a charge.

Enforcer

Hungry Predator

Once you reach the 3rd level, you can cast the hunter's mark spell at 1st level twice per day. Constitution is your spellcasting ability for this spell. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Hunting Instinct

Starting at the 6th level, when a creature within 5 feet of you moves away from you and you successfully land an attack of opportunity on the target as your reaction, you may move up to 15 feet to follow the creature as part of the same reaction. In addition, you automatically succeed any Constitution saving throws to maintain concentration on hunter's mark if you took 10 or less damage from any attacks that threaten to break your concentration on the spell.

Chasing Charge

Once you reach the 10th level, while charging towards a target that you have targeted with hunter's mark or towards a target that has disengaged from you as part of its last turn, you may follow the same path the target took without resetting the charge distance due to direction change. If you do this, creatures do not have disadvantage on opportunity attacks made against you during this charge.

Unstoppable Force

Starting at the 14th level, you have advantage on all saving throws to resist spells or abilities used on you by creatures you've targeted with hunter's mark. After you or an allied creature have reduced 3 creatures targeted by your hunter's mark spell to 0 hit points, all during the original spells duration, you regain one of your daily casts of hunter's mark automatically.

Juggernaut

Thick Muscles

Once you reach the 3rd level, you can cast the thunderwave spell at 1st level once per day. Constitution is your spellcasting ability for this spell. In addition, your hit point maximum increases by 3 and further increases by 1 whenever you gain a level in this class.

Heavy Fists

Starting at the 6th level, when you land a charge attack against a standing creature the target must take a Constitution saving throw with a DC equal to your AC - 3. On a failure, the creature is stunned until the end of its next turn.

Crashing Charge

Once you reach the 10th level, when you come to the end of a charge, as a bonus action, you may cast the thunderwave spell after you perform the attack. If the charge was at least 40 feet in distance, casting the spell in this way does not consume your daily use of the spell.

Immovable Object

Starting at the 14th level, you have advantage on all saving throws to resist being moved or knocked prone by a spell or ability. In addition, when you cast the thunderwave spell at the end of the charge you gain 1d8 temporary hit points per target hit that failed the thunderwave saving throw and 1d4 temporary hit points per target hit that passes the thunderwave saving throw.

Multiclassing


Prerequisites. To qualify for multiclassing into the Momentum Warrior class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the Momentum Warrior class, you gain the following proficiencies:


Back to Main Page 5e Homebrew Classes

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