Blitzkrieger (5e Subclass)

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Blitzkrieger[edit]

Fighter Subclass

Blitzkriegers are fighters focused on one thing: speed. Their dogma is to strike so fast and so hard that the enemy has no time to retaliate. Quick to act, blitzkriegers often lack patience needed for slower endeavors such as sieges or proper diplomacy. Additionally, while these warriors sport amazing penetrating power, their speed can often leave them too far ahead of slower allies to receive support when they invariably run out of steam. Despite their shortcomings, these fighters bring great enthusiasm and awesome firepower to military forces and adventuring parties alike.

Light-footed

Beginning when you choose this archetype at 3rd level, you gain the following bonuses while you are not wearing medium or heavy armor or using a shield:

  • You have advantage on initiative rolls
  • You ignore difficult terrain.
  • Opportunity attacks made against you are rolled with disadvantage.
  • Your walking speed increases by 10 feet. It increases by an additional 5 feet at 7th (+15), 10th (+20), 15th (+25), and 18th level (+30).
Linear Momentum

Also at 3rd level, if you move at least 10 feet in a straight line towards a target immediately before making a weapon attack against it, you cause additional damage on a hit. The damage equals +1 for each 10 feet you have moved.

Lightning Reflexes

Beginning at 7th level, your speed protects you from danger both in and out of battle. You gain proficiency in Dexterity saving throws.

Your quick thinking and agility also assists you when falling. While not wearing medium or heavy armor or using a shield, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your fighter level.

Overdrive

At 10th level, you learn to increase your speed past its mortal limits. While not wearing medium or heavy armor or using a shield, you can use the unique additional Action granted by your Action Surge feature to cast the haste spell on yourself. This special casting does not require any components or the expending of a spell slot. The spell ends early if you're wearing medium or heavy armor or using a shield.

Unstoppable Force

At 15th level, your speed while in your heightened state allows you to ignore certain hazards that would otherwise hinder you. While using your Overdrive ability, you gain the following additional benefits:

  • You take only half damage from opportunity attacks.
  • You can move along vertical surfaces and across liquids on your turn without falling during the move.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Booming Blitz

At 18th level, your incredible speed allows you to break the very sound barrier while rushing your enemies. As an action while not wearing medium or heavy armor or using a shield, you can teleport yourself to an unoccupied space you can see within 100 feet. Immediately after you reappear, a thunderous boom sounds, and each creature within 10 feet of you must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. Creatures that fail this save also become stunned until the end of your next turn. The DC for this save is equal to 8 + your proficiency bonus + your Dexterity modifier. The thunder can be heard from up to 300 feet away.

You can bring along objects or creatures you are carrying as long as their weight doesn’t exceed what you can carry. Such creatures make their saving throw with advantage.

Once you use this feature, you cannot use it again until you finish a short or long rest.

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