Spartan, 2nd Variant (5e Class)

This page was marked as abandoned on 10:21, 24 November 2019 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Spartan



Creating a Spartan


Quick Build

You can make a Spartan quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a spartan you gain the following class features.

Hit Points

Hit Dice: 1d12 per spartan level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per spartan level after 1st

Proficiencies

Armor: Medium armor, heavy armor, shields
Weapons: Shortswords, pikes, spears, and javelins
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, Insight, History

Equipment

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

  • (a) a pike or (b) a spear
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) breastplate with shin and arm guards or (b) half plate
  • Shortsword and a shield
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The spartan

LevelProficiency
Bonus
Ferocity PointsFeatures
1st+22Shield Bash, Ferocity, Energy Rush
2nd+22Fighting Style
3rd+23Spartan Training
4th+24Ability Score Improvement
5th+35Extra Attack
6th+36Battle Cry
7th+37Spartan Training feature
8th+38Ability Score Improvement
9th+49Improved Shield Bash
10th+410Spartan Training feature
11th+411Extra Attack (2)
12th+412Ability Score Improvement
13th+513Phalanx
14th+514Improved Battle Cry
15th+515Spartan Training feature
16th+516Ability Score Improvement
17th+617Improved Energy Rush
18th+618Spartan Training feature
19th+619Ability Score Improvement
20th+620Unstoppable Warrior

Ferocity

You are one of the most skilled warriors known to man, and with that training, calls a deep rage that burns within you. Your access to this ferocity is represented by a number of Ferocity points. Your spartan level determines the number of points you can call upon, as shown in the Ferocity Points column of the Spartan table. You may spend these points to fuel yourself in certain actions. You start knowing two such abilities: Shield Bash and Energy Rush. You learn more of these actions as you gain levels in this class. Once a Ferocity point is spent, it is unavailable until you finish a short or long rest, at the end of which gain all expended ferocity is regained. Certain Ferocity actions require your target to make a saving throw to resist the action's affects. The saving throw is calculated at follows:

Ferocity save DC =

8 + your proficiency bonus + your Strength modifier

Shield Bash

While you are wielding a shield, you are able to attack fiercely with it. On your turn, you can make an attack with your shield as an bonus. The attack modifier for this is as any melee attack would be, Strength plus proficiency. This attack deals 1d6 bludgeoning damage you may also spend one ferocity point to attempt to knock the enemy prone. The enemy must make a Strength saving throw (Ferocity DC) or be knocked prone.

Energy Rush

Within you dwells a powerful force that you can draw from to protect yourself from harm. On your turn, you can use your bonus action to spend 2 Ferocity Points and regain 1d8 hit points. Once you reach 13th level in this class, the number of hit points you regain increases to 1d10.

Fighting Style

Though you are very skilled, at 2nd level, you adopt a fighting style as a main focus. You cannot choose a fighting style more than once, even if you get to choose again later.

Defense

When you are wearing armor, you gain a +1 bonus to AC.

Shield Brother

If an ally within 5 feet of you is also wielding a shield, you both gain a +3 bonus to AC.

Hoplite

While wielding a shield and spear, you gain a +2 bonus to attack.

Spear Thrower

When making a ranged attack with a spear or javelin, you have a +2 to hit.

Spartan Training

At 3rd level, you choose an archetype that hones your capabilities to further your combat prowess. Choose Path of Honor or Path of the Kings, both detailed at the end of class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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, instead of once, whenever you take the attack action on your turn. The number increases to three when you reach 11th level in this class.

Battle Cry

Beginning at 6th level, the very shout of your voice can make your enemies quiver. You can now use an action to spend 3 Ferocity points and attempt to frighten someone. When you do so, choose one creature that you can see within 20 feet of you. If that creature can hear or see you, it must succeed a Wisdom saving throw (Ferocity DC) or be frightened until the end of your next turn. If the creature succeeds the saving throw, you can't use this ability on it for 24 hours. At 14th level, you may spend your action on subsequent turns to spend 1 Ferocity point and extend the duration of the effect on the frightened creature, if the target is within 20 feet of you.

Phalanx

Beginning at 13th level, your shield can be an impenetrable defense. When you or an ally is attacked, within 5 feet of you, you may use your reaction to spend 4 ferocity points to give yourself or your ally a +4 bonus to AC.

Unstoppable Warrior

Beginning at 20th level, you are almost unkillable. When you reach 0 hit points, instead of falling unconscious, or dying out right, you may spend 5 Ferocity points to make a DC 10 Constitution saving throw to return to one fourth hit points. Every time you make this saving throw, the DC increases by 5. You may also spend 2 Ferocity points to reduce the DC by 1 to a minimum of 10.



PATH OF HONOR

You fight down the Path of Honor and you stand tall and are hard to knock down.

An Aura Of Heroes

Beginning at the 3rd level, you give off an aura of heroes that when in combat any ally within a range of 10 feet of you receives a 1+ bonus to all melee attack rolls this also applies to you but only if have at least one ally within the range.

Stand your ground

Beginning at the 7th level, You can’t be charmed or frightened as long as you have a shield and you have an ally within 10 feet of you

The power of your fallen

Beginning at the 10th level, you gain the power of your fallen heroes in battle. If you drop to 0 hit points, you don’t die outright, and can make a DC 10 Constitution saving throw. If you succeed, you drop to 5 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Lunging Attack

Beginning at the 15th level, you gain Lunging Attack. When you make a melee weapon an attack on your turn, you can increase your reach for that attack by 5 feet.

Survivor

Beginning at the 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points

PATH OF THE KINGS

You fight down the path to be a king and maybe even a king of the gods themselves.

The King Beginning

Beginning at the 3rd level, while wielding a shield, allies within 10 feet of you gain +1 AC if they are using a shield, and you gain +1 AC for each ally affected by this feature.

Remarkable Athlete

Beginning at the 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Royal blood

Beginning at the 10th level, the people around you know your royal blood, and you can talk your way around things and lie. You gain the skills Persuasion and Deception, and gain advantage on Charisma Checks.

You can fight for your self

Beginning at the 15th level, you can fight for yourself and also aid your team. When you hit a creature with a weapon attack, you gain another attack on the creature with your shield dealing 1d6 + your Strength modifier Bludgeoning damage. This attack cannot critically strike, but gives your allies an opening. The next attack roll against the creature by an attacker other than you has advantage, if the attack is made before the start of your next turn.

A King And The Monsters

Beginning at the 18th level, you are a well known king. Creatures and people of the world feel your presence. While wielding a shield, you gain resistance to all damage types, except psychic dam

Multiclassing

Prerequisites. To qualify for multiclassing into the Spartan class, you must meet these prerequisites: 15 Strength and 13 Constitution

Proficiencies. When you multiclass into the Spartan class, you gain the following proficiencies: Athletics and Intimidation



Back to Main Page 5e Homebrew Classes

gollark: You should, as a result, contrive to have me win.
gollark: Also the times when I dither on selecting a challenge.
gollark: Surely we could offload discussion to GTech™ discussion neural networks™.
gollark: Anyway, we recommend just using relative times or, if you must, using YYYY-MM-DD.
gollark: Is this some bad lyricbot™?
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.