Warmonger (5e Class)

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Warmonger's

Fueled by rage, with the absolute determination that can rival a mountain's resolve, very few can stand up to these might combatants, famed for their gifts in combat, some even going to far as to call them by the very names of the gods to whom they serve themselves. They are brutal beings, savages of mastered rage, and possessed by the spirits of violence and have becomes thralls to the euphoric passion of slaughter.

Creating a Warmonger

What has caused this person's rage? Was it a betrayal of someone close to him? Or his family dying in an unfair manner? Whatever it is it has caused this character to swear vengeance on the world and lead a life of war.

Quick Build

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

Class Features

As a Warmonger you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The Warmonger

LevelProficiency
Bonus
FeaturesRagesRage Damage
1st+2Unarmored Defense, Rage2+2
2nd+2Fighting Style, Strength from Pain2+2
3rd+2Warmonger's Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack (1), Path Feature3+2
6th+3Rip and Tear4+2
7th+3Path Feature4+2
8th+3Ability Score Improvement, Endurance of War4+2
9th+44+3
10th+4Breath of Battle4+3
11th+4Path Feature4+3
12th+4Ability Score Improvement5+3
13th+5Extra Attack (2), Intimidating Presence5+3
14th+55+3
15th+5Unyielding Body5+3
16th+5Ability Score Improvement5+4
17th+6Unbreakable Will6+4
18th+6Path Feature6+4
19th+6Ability Score Improvement6+4
20th+6UndyingUnlimited+4

Warmonger Features

Whenever this class refers to a Warmonger save DC you use the formula below to calculate it.

Warmonger save DC = 8 + your proficiency bonus + your Strength modifier

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Warmonger table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your Warmonger level in the Rages column of the Warmonger table, you must finish a long rest before you can rage again.

Unarmored Defense

Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Dexterity modifier.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options that best suits your Warmonger nature:

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Obstruction

Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must have a weapon with the heavy property or shield in your hand to use this.

Protection

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 impose disadvantage on the attack roll.

Strength from Pain

What doesn't kill you makes you stronger. This is the creed of all warmongers and you know it well. Starting at 2nd level, when a creature deals damage to you, you can use that pain to fuel your combat prowess. On your next turn, as a bonus action, you can deal additional damage on your next successful melee attack equal to half the total damage that creature would have delt. For example, if an opponent rolls a 12 on their greatsword strike and adds 4 due to their Strength modifier, you can deal 8 additional damage with this feature, regardless of resistances. This damage can only apply to the target that dealt that damage to you. You can use this feature a number of times equal to your Constitution modifier and you regain all expanded uses once you finish a long rest.

Warmonger's Path

At 3rd level, a Warmonger defines his call to battle by either the Path of Self Refinement, destroying their body in pursuit of natural power, or they follow the Path of the Enhancement, fusing their body with weapons, using their victims weapons as reminders to others of their power.

Ability Score Improvement

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 of attacks increases to three when you reach 13th level in this class.

Rip and Tear

Starting at 6th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target possesses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded down. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier.

Endurance of War

Starting at 8th level, when you make a Constitution saving throw and the result is less than your Constitution score, you can use that score in place of the total. You may do this a number of times equal to your proficiency bonus. You regain expanded uses of this feature when you complete a long rest.

Breath of Battle

You live, breathe, and thrive in the heat of combat. Starting at 10th level, you have advantage on your initiative rolls.

Intimidating Presence

Starting at 13th level, your presence alone is enough to break both man and monster, triggering their most primal instinct, fight or flight. You gain proficiency in the Intimidation skill. If you are already proficient with the Intimidation skill, you may add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, when you make a Intimidation check against a creature within 30 feet you may attempt to instil fear in the target creature, who must succeed on a Wisdom saving throw against your Intimidation check or becoming frightened of you for one minute. A frightened creature may repeat their save at the end of their turn, ending the condition on a success. You may intimidate creatures this way a number of times equal to your Charisma modifier and regain all expanded uses when you complete a long rest.

Unyielding Body

Starting from 15th level, your Strength score, your Constitution score, and your hit point maximum cannot be reduced. In addition, anytime you come under the effect of exhaustion you can treat it as one level less then it actually is.

Unbreakable Will

Your experience on countless battlefields has made you as wise as you are strong, especially when confronting some of the most potent of magical effects. At 17th level, you gain proficiency in Wisdom saving throws.

Undying

At level 20, just as the idea of war cannot be defeated itself, so to can neither the Warmonger. So long as war is present somewhere in the world, should you be slain you are resurrected as if by the spell True Ressurection 1d12 months later in a random location you have been to before your death. Whats more, you are forevermore treated as a Native Outside rather then as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the Warmonger can be brought back from the dead as if she were a member of her previous creature type.

Path of Self Refinement

Warmongers that go down the path of Self Refinement choose to utilize their bodies to the fullest. Using the iron in their bloods to enhance themselves, creating weapons and armor out of the blood used.


Blood Manipulation lv 3

The Warmonger gains the ability to control his body in frightening aspects. As a bonus action, The Warmonger is able to create a sword-like protrusion that extends out of his wrist. This blade does damage based on the Monks Unarmed Strike. No matter what size the blade is, it is always considered a light weapon. They cannot be dropped, only dematerialized at will or when sleeping. The following weapons are treated as +1 weapons of ordinary make, except that the Hémorragie Osseuse is already proficient with them. The Hémorragie Osseuse may materialize two weapons at once, but takes the appropriate penalties for two-weapon fighting.

Blood Armor lv7

The Warmonger's bloody battles has caused a bloody cloth to form over his body. It grants him a +2 to AC.

Adamantine Body lv18

The control other the Warmonger's body has reached the point he can halt deadly attacks in their path. When a critical hit would effect the Warmonger, it is considered a normal attack.

Eternal Siphon lv11

His power of the body has granted power over other's bodies as well. Whenever the Warmonger deals damage to an enemy with his Blades, he gains temporary HP equal to the damage dealt.

Path of Enhancement

Warmongers that go down this route truly understand the power and strength within weapons and magical tools. They enhance themselves by adding magical tools onto their bodies and wielding them perfectly.

Blades of the Wrathful lv 3

The Warmonger seeks out a set of chains and through the heat of fire, their own will power, and some grit, they fuse chains to their body, becoming a extension of their being. These chains are just chains by themselves and may serve as a whip if without a weapon on the end. However, all Warmongers must fuse 2 weapons of their choice on the two ends of it that they like the most. The weapons chosen must be able to be wielded in one hand. These chains do not give any extra benefits except for range and when you are disarmed. If you are disarmed, you may as a bonus action pull on your chain to have your weapons in hand once more.

Should a Warmonger find a more fitting weapon to use on his chain, an hour of time is needed to fuse the new weapon onto the chain.

A body with no Bounds lv7

When the Warmonger finds an item and it requires Attunement, the Attunement happens instantly. Also, the Warmonger may now attune to 4 items at once.

More Metal than Man lv11

The Warmonger continues to search out gear that will make him stronger. Now his equipment begins to fuse to his body. Any items that are worn can now be permanently casted onto his body. He is also considered to qualify for any prerequisites a weapon or item might have and can take full benefit of said item.

Truly Metallic lv18

The Warmonger has now gone past what is normal for a Mortal. He gains 5 attunement slots and he is considered a Warforged for the following aspects: - You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - You are immune to disease. - You don’t need to eat, drink, or breathe. - You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Multiclassing

To Multiclass into a warmonger, one must be dealt a traumatic blow that makes you want revenge.

Prerequisites. To qualify for multiclassing into the Warmonger class, you must meet these prerequisites: Strength 15

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

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