Warchief (5e Class)

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Warchief


Warchief

You have risen in the ranks either by might, luck, or charismatic means. The way you got here does not matter. The way you got to this rank does not matter, but how you use it does. Your armies will not respect you if you do not respect them. You can rule anyway you want with your army and treat them how you see fit, but your actions can have consequences. If you treat you army poorly enough your DM can step in and start an attempt on your life or position. If you lose your position, you loss any abilites related to it. Attempts on your life could be duels, assassinations, ambushes, straight out attacks, or any other way the DM deems fit and all enemies must be creatures of only evil intent.

Creating a Warchief

A warchief is a strong and proven captain. He leads orcs and other creatures of evil into battle. Playing as a warchief you should be Lawful Evil. You may be Lawful Good if you lead an army of evil creatures for a good goal. All creatures that serve you are loyal to you and obey your commands to the best of their abilites. If you disrespect them, they may end up being your downfall.

Quick Build

You can make a Warchief quickly by following these suggestions. First, Str or Dex should be your highest ability score depending on what path you choose, followed by Con. Second, choose whatever background you want to roleplay with. Third, choose whichever equipment will best serve your choice of War Path.

Class Features

As a Warchief you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium, heavy
Weapons: simple, martial, ranged
Tools: Medicine Kit
Saving Throws: Str, Con
Skills: Choose 4 from athletics, perception, animal handling, intimidation, persuasion, deception, medicine, and survival

Equipment

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

  • (a) Longsword or (b) Spear or (c) Warhammer or (d) Heavy Crossbow
  • (a) Shield or (b) 2 Simple Weapons
  • Horn and 1 Instrument of your choice
  • (2) Medicine Kit
  • If you are using starting wealth, you have 10d10+20 gold in funds.

Table: The Warchief

LevelProficiency
Bonus
FeaturesFollowers
1st+2Morale Boost, Followers, Evil Speech1
2nd+2Honed Skills, Instrumental Expertise1
3rd+2Charge, War Path1
4th+2Ability Score Improvement1
5th+3Extra Attack1
6th+3Killer Instincts2
7th+3Beast Riding, War Path Feature2
8th+3Ability Score Improvement2
9th+4Beast Slayer2
10th+4Refresh2
11th+4Scouting, War Path Feature3
12th+4Ability Score Improvement3
13th+5Medicinal Practices3
14th+5Hearty3
15th+5No Retreat3
16th+5Ability Score Improvement, War Path Feature4
17th+6Bodyguards4
18th+6Honorable Duel4
19th+6Ability Score Improvement4
20th+6War Band5

Morale Boost

At level 1, you can use your horn to give any friendly or other target you choose that can hear it 5 THP. At level 5, increase to 6 THP, level 11, 7 THP, level 17, 8 THP, and level 20, 10 THP. You can use this ability 3 times per short rest. Once per long rest you can use your horn to give everyone adv. on skill checks and saves for 5 min.

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.

Followers

Starting at level 1, you gain followers who fight with you. They are creatures of evil so make sure they are evil alignment when you pick them. They follow your commands to the best of their abilities. You can have a creature of half or less CR than your level as a follower (Your DM can scale the cretures as needed to balance them). You can talk to your DM about what is not allowed to be used as a follower. Alternatively orcs and goblins are always available and can be scaled appropriately by your DM. If a hit would kill you after damage is calculated, your follower can save you by taking the damage if it is close enough according to its stats and abilities. For example a creature that can teleport could teleport to take the damage instead of you, but a follower that is 20 ft. away and has no special movement type abilities can only watch you die. This save counts as your reaction. If a follower dies, you must wait until the next dawn for a new follower to join you.

Evil Speech

At level 1, you can talk to any creature of evil alignment and it will understand you and you understand evil creatures. This does not mean you can understand a creature that speaks the same language as an evil creature if it is not evil.

Honed Skills

At level 2, your long time as a warrior has come with lots of training and experience. You gain +2 to initiative rolls for your quick reactions. You also can show dominance on the battlefield. Whenever you kill an enemy you can attempt to scare or intimidate the rest of your enemies. All other enemy creatures that can see you kill an enemy creature without another ally or enemy of the creatures within 10 ft. they must make a DC(8+Cha+Str) Cha save or suffer from the fear condition. Any creature that is fleeing can make this check every turn rather than only the normal conditions to end this effect.

Instrumental Expertise

At level 2, you gain proficiency in whatever instrument you choose in your starting equipment. You can play it to calm your army and your friends. You can use it to end the effects of fear. You can use it to inspire your friends and army giving them all +2 initiative at the start of combat and adv. on their first action when you are not surprised. There is no effect if all they do is move or if they are lowered to 0 HP on their first turn or before it. Do this only once a day.

Charge

At level 3, you can fully commit to a charge at your enemies. You charge quickly forward to a distance in a straight line away equal to your movement+5 ft. Your target can make a DC(8+Dex+Str) Dex save to try to dodge this charge. If they fail they are hit being dealt 1d6 bludgeoning damage or 1d8 if you are using a shield and be knocked prone. On a success you can attempt to hit them as they dodge with disadvantage.

Extra Attack

At level 5, you can attack twice, instead of once, whenever you take the attack action on your turn.

Killer Instintcs

You are a born killer. It runs in your blood. At level 6, you can go into a rage 3 times per long rest. The rage grants you resistance to slashing, piercing, and bludgeoning damage. It increases your AC by 1 for the duration and increases your rolls to hit with any weapon by +2. Each rage lasts 1 minutes and is activated as a bonus action.

Beast Rider

At level 7, you are now able to ride beasts such as wargs and animals such as horses. Whenever you find a beast or animals that is mountable according to your size and weight and is not tame you can attempt to tame it. You must pass an animal handling check based on that creatures CR and level of hostility. You can also talk to any creature you ride and it will understand you. It can preform tasks while you are riding or not riding it.

Beast Slayer

At level 9, your experience has also given you a better understanding on beasts and how to fight them. When fighting a beast that is larger than you, you can dodge its moves on successful acrobatics checks with specified DC from the DM based on the attack, terrain, and creature. You also have +1 initiative when fighting a beast. When you make a skill check relating to a beast you have adv.

Refresh

At level 10, you can heal yourself with your supplies gathered by your followers. You have 3 charges per day that heal 1d6+Con mod.

Scouting

At level 11, your army now can scout out cities and other terrain. Once a day you can use your scouts to learn more about a location before you go there or to see if the area outside or inside of a building is safe. If the scouts don't ever return they are either dead or captured. They, if you treat your army poorly, could also have deserted you. Scouts are not spies and will not infiltrate. They will watch and learn about locations and surroundings and tell you all they learned. Your DM can make you roll or roll themselves to see if they die if the location is that dangerous for any reason. Your DM will tell you what the scouts learn.

Medicinal Practices

At level 13, you can use your medicinal knowledge that your medics have taught you to help out your friends, army, or other creatures including animals and beasts. Heal creature for 1d12+Con mod. You can heal 4 times per long rest and must be within your reach of that creature. You can attempt to do surgery or fix broken bones or cast them. If someone is dying you can attempt to save them, the more saves they have left, the easier it will be. If they ran out of saves, it will be very difficult, but you can attempt to save the creature. DC medicine skill checks will be provided to you by your DM according to varying severity, lengths of time since a wound occurred, and the amount of saves left if they are dying.

Hearty

At level 14, when you fail a Str or Con save you can attempt to re-roll to pass the save. You keep the higher number. You also increase your HP by 14. Each time you level up increase your health by 1 extra HP. Alternatively you can swap Str for Dex if you choose the Crossbow Expert War Path.

No Retreat

At level 15, when you have an opportunity attack on a creature you have adv. and can also try to grapple the target. If a creature is trying to flee the battle you can dash as a reaction and attempt to stop the retreat with a melee or ranged attack, grapple, or an attempt to tackle the target. You still have adv. for attempting to stop a fleeing target. If you do not make it to the fleeing target with the dash, you may not use this ability again until your next turn to dash towards the target.

Bodyguards

At level 17, 2 of your followers are now elite and become your personal bodyguards. They will always stay right next to you to be able to take a hit if possible unless you say otherwise (Still counts as your reaction). They do an extra 1d4+Str or 1d4+Dex, depending on weapon type, when attacking. They have better stats than their normal counterparts. They have +1 more to each stat. They have 1d10+creature's Con(creature's Con includes the +1 to their total stat when calculating health) more health than their normal counterparts as well. Your bodyguards try to keep an active watch including while you are sleeping or resting and have adv. on skill checks involving you.

Honorable Duel

At level 18, you can challenge a leader of a group or a single creature that understands you to a 1 on 1 duel. The fight is to the death and if either party's companions interfere by consent of the one fighting, they forfeit their lives and are seen as a coward. Anything goes in the duel without help from anyone, but the combatants' selves. If you die in the fight you can be saved by your friends or your army, but this lowers your reputation.

War Band

At level 20, once per day you can call in 15 members of your army to help in a fight or situation. They will stay for 2 hours or to the end of a conflict if it exceeds the time limit. Some examples for exceeding the time limit exceptions are battles, sieges/raids, and protective duty if you are threatened. Your War Band act the same as your follower would, but you also gain one more bodyguard during this time as well.

War Paths

Pick a War Path at Lvl. 3. Gain the effects of its different abilities at Lvl. 3, lvl. 7, lvl. 11, and lvl. 16.

Shield Bearer

You wield a spear and shield. Stop damage entirely for you or your friends or halt advances by your enemy. You gain expertise in spears and other one handed weapons that are spear like in nature when you pick this path at level 3.

Tower Shield Level 3

You now have and use a tower shield. It adds +4 to your AC.

Shield Tactics Level 7

You can use your shield to defend your allies and take a hit or possibly block a hit entirely for them when an enemy that is attacking them is using a ranged attack or is 5 ft. from you.

Shield Bash Level 11

You can use your shield to knock creatures down. They must pass a DC(8+Str+Con) Dex save or be knocked prone.

Arrow Fodder Level 16

You have restience to ranged attacks that are not spells. If your oppenent uses magic missle they must role to hit you.

Crossbow Expert

You are an expert when it comes to Crossbows.

Crossbow Mastery Level 3

Your mastery of the crossbow gives you expertise in any type of crossbow. You may also reroll any 1 for damage when using a crossbow, but you must keep the new roll even if it is a 1.

Elemental Ammunition Level 7

Choose a type of damage and gain the effects, you can set the damage you deal a creature to be of the type you are using or normal damage, you may switch the damage type after a long rest or at the dawn of a new day: Fire-add 2 fire damage to attack rolls, 19+ sets target on fire for 3 turns dealing 1d4+1 fire damage each time, automatically set flammable objects on fire if you wish Lightning-add 2 lightning damage to damage total, 19+ paralyze target for 3 turns, if someone else touches the paralyzed target during this time they are dealt 1d4+1 lightning damage to damage total, can be used to electrify surfaces if the DM says the surface is able to conduct electricity Poison-add 2 poison damage to damage total, 19+ poison target for 3 turns and deals 1d4+1 poison damage durning this time, you can use this poison to attempt to poison drinks and food Acid-add 2 acid damage to damage total, 19+ target suffers from acid burns causing 1d10 acid damage, they must make a DC(8+Dex+Con) Con save or suffer disadvantage whenever doing something requiring the limb that was shot Cold-add 2 cold damage to damage total, 19+ target freezes for 3 turns and takes an inital 1d6+1 cold damage, can be used to freeze objects, can create diffucult terrain in appropriate land which is a 10 ft by 10 ft square and any creature that moves on it must make a DC(8+Dex+Con) Dex save or fall prone Necrotic-add 2 necrotic damage to damage total, 19+ necrotic energy flows through the body of the target dealing 1d4+1 for 3 turns, advantage on attacks against the undead Force-add 2 force damage to damage total, 19+ bolt explods in a burst of energy dealing 3d6 force damage and pushes the target back 15 ft. or only 5 ft. if they pass a DC(8+Dex+Con) Dex save

Bayonet Level 11

You have attached a bayonet to the front of your crossbow. It does not impair you and deals 1d4+Dex slashin damage. You are proficent with it and you use your to add a bonus to hit.

Sharpshooter Level 16

Your range doubles and you ignore up to 3/4 cover. You can take -5 to your roll to hit to add 10 damage. You can take more off your roll to increase your damage even farther (-6 for 11, -7 for 12, -8 for 13, -9 for 14, -10 for 15)

Heavy Melee

You fight with a single melee weapon and no shield, you can use any heavy weapon or two-handed weapon with ease.

Heavy Weapon Fighting Level 3

When you are using a heavy or other two-handed melee weapon, you have expertise in that weapon. You can reroll any 1 on a damage die, but must keep the new roll even if it is another 1.

Hammer Time Level 7

When using a heavy or two-handed weapon you can attempt to knock over a target when you hit with an attack when you roll a 18+. The target must pass a DC(8+Str+Con) Dex save or be knocked prone. If you are using a hammer you can do this off a 15+ hit unless you don't hit the target.

{{#Varient Strikes}} Level 11

You can use the hilt of a sword or other weapon that does slashing damage to instead do bludening damage and if you are using a weapon that does bludening damage you can use a pick on the weapon to do piercing damage. You can use a bludening attack to break a targets shield or a creature's natural armor such as scales on a successful DC(8+target's Dex+Con) Str check.

Wide Swing Level 16

Attempt to hit multiple targets in one attack. You must hit the target before the next to move onto the next target. If you do not hit it stops the target stops your weapon or you swing to far or short. All tarets must be in your reach in order to hit.

Dual Wielding

You fight with a weapon in each hand.

Dual Fighting Style Level 3

You can use both weapons you are holding in one attack action rather than for a bonus action. You may also attack two seperate targets in one attack action that are in your reach.

Climb Level 7

You can use weapons of approiate use to attempt to climb a surface or hold onto a surface. You gain a climbing speed of 20 ft. If you are knocked off a surface where you would fall you can attempt to lodge a weapon into the ground or a wall to stop the fall. You must pass a DC14 Dex save to not fall.

Stab N' Grab Level 11

Attempt to grapple a target by stabing them with both of your weapons deal normal attack damage and using normal grapple rules. If the weapons are lodged into the target they take 1d4 damage from blood loss a turn. While grappling in this way you cannot attack conventionally, but can still do things such as kicking and headbutting the target. While grappled in this way you can also attempt to rip the oppenent in two. Over 3 turns on a target with a CR of your level or lower you can attempt to pull them farther and farther apart. You must pass a DC(8+target's Str+Con) Str check. Each success deals 1d6 damage and pulls the target farther apart. You must get 3 successful checks in a row or it will fail and the target is freed from your grasp. The target may also attempt to free itself every time you try to rip it in two.

Skilled Throw Level 16

Throw one of your weapons at a target and if it hits you have adv. on your next attack on that target. You may rechieve your weapon from the enemy it hit after you make another successful hit on the target. If you miss the throw the weapon can be retrieved by the enemy if it wishes as it falls 5 ft. in front of it. When you throw a weapon in this way you are proficent and do a normal roll to hit as you would to melee.

Multiclassing

Prerequisites: Lawful Evil

Proficiencies: none



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