Chosen (5e Class)

From D&D Wiki

Jump to: navigation, search

HIM[edit]

HIM serves as a frontline combatant and a commander. With abilities that enhance both their combat efficiency and the capabilities of their allies, they are crucial in tipping the scales of any fight. Their leadership qualities make them natural choices for party leaders, and their robustness in combat ensures they can withstand the toughest of enemies.

Creating a HIM[edit]

HIM is a master of combat and an inspiring leader, known for their unmatched prowess on the battlefield and their ability to rally and lead others. Unlike spellcasting classes, HIM rely on their martial skills, charisma, and tactical acumen to dominate the field. They stand as imposing figures, whether leading a charge or defending their allies, and they are adept at turning the tide of battle through sheer force of will and presence. HIM excel in roles where strength, leadership, and courage are paramount, and they are often seen at the forefront of armies or as the head of elite squads.

Quick Build

Primary Ability: Strength or Charisma should be your highest ability score, depending on whether you prefer to focus on direct combat or leadership and tactical abilities. Strength enhances your combat prowess, while Charisma boosts your leadership and some HIM abilities. Secondary Ability: Constitution should be high to ensure durability in combat. Tertiary Ability: Depending on your focus, the other of Strength or Charisma not chosen as primary. Races: Any race can work, but those that give bonuses to Strength, Charisma, or Constitution, such as Humans, Half-Orcs, or Dragonborn, are particularly effective. Skills: Choose Intimidation and Persuasion to make full use of your Charisma, and Athletics to benefit from your physical strength. Insight is also a good choice for understanding and outmaneuvering opponents. Equipment: As a HIM, starting with martial weapons (like a longsword or a battleaxe) and medium armor will maximize your effectiveness in early levels. Consider a shield to boost your defense.

Class Features

As a HIM you gain the following class features.

Hit Points

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

Proficiencies

Armor: ALL
Weapons: ALL
Tools: ALL
Saving Throws: Strength, Charisma
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Persuasion and Religion

Equipment

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

  • (a) one simple weapon or (b) one martial weapon or (c) one range weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 5d4 x 100 gp in funds.

Table: The HIM

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Unarmed Strike, Imposing Presence, Dominant Strike, Intimidating Shout
2nd +2 Combat Superiority, Unarmored Movement, Parry and Riposte, Disarming Blow
3rd +2 Steadfast Resolve, Menacing Advance, Dauntless
4th +2 Ability Score Improvement, Ability Score Improvement, Remarkable Athlete, Physical Conditioning
5th +3 Fierce Combatant, Overwhelming Force, Tactical Strike
6th +3 Menacing Presence, Commanding Voice, Unbreakable
7th +3 Aura of Confidence, Inspiring Presence, Heroic Rescue
8th +3 Ability Score Improvement, Ability Score Improvement, Tireless Warrior, Enduring Spirit
9th +4 Enhanced Superiority, Precise Maneuvers, Guardian's Oath
10th +4 Unarmed Strike (5d8), Combat Reflexes, Unyielding Spirit, Counterstrike
11th +4 Fierce Combatant(x2), Frightful Command, Battlefield Dominance
12th +4 Ability Score Improvement, Ability Score Improvement, Extended Superiority, Unrelenting Force
13th +5 Aura of Invincibility, Mighty Resilience, Quick Reflexes,
14th +5 Ability Score Improvement, Battlefield Acumen, Lead by Example, Iron Will
15th +5 Relentless, Terrifying Presence, Inspiring Victory
16th +5 Ability Score Improvement, Ability Score Improvement, Eternal Vigilance, Momentum
17th +6 Master of Combat, Tactical Genius, Defensive Command
18th +6 Supreme Confidence, Immovable, Leader of Legends
19th +6 Ability Score Improvement, Ability Score Improvement, The Indomitable Human Spirit, Master Tactician
20th +6 Legendary Status, The Presence, Ultimate Combatant, Unarmed Strike (10d8)

Unarmored Defense[edit]

As long as you are not wearing armor or wielding a shield, your AC equals 8 + your Dexterity modifier + your Strength modifier + your Charisma modifier.

Unarmed Strike[edit]

At 1st level, you grant yourself the ability to damage your enemies more effectively. You can roll a 1d8 in place of the normal damage of your unarmed strike. At 10th level, this die changes to 5d8. At 20th level, this die changes to 10d8. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

Imposing Presence[edit]

At 1st level, You can add your Charisma modifier to your initiative rolls. Additionally, as a bonus action, you can impose disadvantage on the next attack roll made against you until the end of your next turn. This can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Dominant Strike[edit]

At 1st level, On your turn, you can give yourself advantage on your first attack roll.

Intimidating Shout[edit]

At 1st level, As a bonus action, attempt to intimidate a creature within 30 feet. If you succeed, the target is frightened until the end of your next turn. Range of Intimidating Shout is doubled at 10th level, tripled at 15th level, and quadrupled at 20th level.

Combat Superiority[edit]

Starting at 2nd level, Gain a pool of superiority dice to use for combat maneuvers. Gain 2 combat maneuvers of your choice from the combat maneuner list.(5 Superiority Die)

Unarmored Movement[edit]

At 2nd level, your speed increases by 30 feet while you are not wearing armor or wielding a shield.

Parry and Riposte[edit]

At 2nd level, Use a superiority die to add to your AC against one attack.

Disarming Blow[edit]

At 2nd level, Use a superiority die to attempt to disarm a target.

Steadfast Resolve[edit]

Starting at 3rd level, Gain advantage on saving throws against being frightened and death saving throws.

Menacing Advance[edit]

At 3rd level, Move up to your speed toward a hostile creature without provoking opportunity attacks.

Dauntless[edit]

At 3rd level, You can use your reaction to reduce damage from an attack by 1d10 + your Paragon level.

Ability Score Improvement[edit]

When increasing your ability scores, HIM may increase them by 3 instead of the normal 2. In other words, you can increase one ability score by 3, or one by 2 and another by 1, or three by 1 each. These ability score increases occur at levels 4, 8, 12, 14, 16, and 19. Additionally, your ability scores may be increased to a maximum of 30 instead of 20.

Remarkable Improvement[edit]

At 4th level, Gain Proficiency in all skills you aren't proficient in and gain expertise in all skills you were proficient in.

Physical Conditioning[edit]

At 4th level, As a Bonus Action, prep yourself gaining advantage on all incoming attacks, and on all physical checks and saves until your next turn.

Fierce Combatant[edit]

At 5th level, when you take the attack action on your turn you can make a second attack. Increases to a third attack at 11th level.

Overwhelming Force[edit]

At 5th level, You can add as many of your superiority dies to your damage roll.

Tactical Strike[edit]

At 5th level, Use your action to give all allies advantage on their next attack roll against a target that you hit this turn.

Menacing Presence[edit]

Starting at 6th level, As an action, you exude an aura of menace, forcing one creature of your choice within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Commanding Voice[edit]

At 6th level, As a bonus action, you can issue a tactical command to one ally you can see within 60 feet. The chosen ally can immediately use their reaction to make one weapon attack against a target of your choosing. At later levels your can command two allies at 12th, 3 at 18th, and 4 at 20th.

Unbreakable[edit]

At 6th level, Gain resistance to bludgeoning, piercing, or slashing damage.

Aura of Confidence[edit]

Starting at 7th level, All allies within 60 feet gain a bonus to damage rolls equal to your Charisma modifier.

Inspiring Presence[edit]

At 7th level, As a bonus action, give temporary hit points to allies equal to your Charisma modifier x your Persuasion roll.

Heroic Rescue[edit]

At 7th level, Use a reaction to move up to your max movement speed to intercept an attack targeting an ally within range, taking the attack instead. Max movement speed adds in your base movement speed + your dash.

Tireless Warrior[edit]

Starting at 8th level, You have honed your body and mind to withstand the rigors of prolonged combat and strenuous activities. You gain resistance to exhaustion, meaning you suffer only half the usual effects of exhaustion levels.

Enduring Spirit[edit]

At 8th level, Your will allows you to cling to life against all odds. Whenever you are reduced to 0 hit points but are not killed outright, you automatically stabilize without needing to make death saving throws.

Enhanced Superiority[edit]

Starting at 9th level, Your superiority dice turn into d10s. At level 20 they become d12s.

Precise Maneuvers[edit]

At 9th level, Gain four additional maneuvers from your Combat Superiority options.

Guardian's Oath[edit]

At 9th level, Use a reaction to grant disadvantage on an attack targeting a creature other than you within 30 ft.

Combat Reflexes[edit]

Starting at 10th level, Your keen awareness and quick reflexes allow you to exploit openings in your enemies' defenses. When a hostile creature within your melee reach ends its turn, you can use your reaction to make one melee attack against that creature.

Unyielding Spirit[edit]

At 10th level, Your mental fortitude and battle-hardened resolve render you immune to fear. You cannot be frightened by any means, whether magical or mundane.

Counterstrike[edit]

At 10th level, When hit by a melee attack, use your reaction to make a melee attack against the attacker.

Indomitable Might[edit]

Starting at 11th level, Harnessing your exceptional force of will and physical strength, you can reroll a failed Strength or Charisma check once, but you must use the new roll. When rerolling you'll have advantage on that roll.

Frightful Command[edit]

At 11th level, As a bonus action, all enemies within 60 feet that can see and hear you, and that are frightened by you. Must make Wisdom saving throw if failed, they then make a Charisma saving throw, if failed they are under your command until your knocked unconscious. If they succeed the Wisdom saving throw they no longer have to do the next Saving throw.

Battlefield Dominance[edit]

At 11th level, Your tactical acumen and rapid responsiveness allow you to seize more opportunities in combat. You gain an additional reaction each round, which can be used only to make opportunity attacks or to use features that require a reaction.

Extended Superiority[edit]

Starting at 12th level, Through intense training and battlefield experience, you have honed your combat techniques to a finer edge. Your pool of superiority dice increases by five, allowing you greater flexibility and endurance in using your combat maneuvers.

Unrelenting Force[edit]

At 12th level, Empower your strikes with overwhelming momentum. Once per turn, when you hit with a weapon attack, you can choose to unleash a burst of force that pushes the target up to 15 feet away from you. Additionally, if the target is pushed into a solid object or another creature, it takes additional bludgeoning damage equal to your Strength modifier. Additionally, you can use your superiority dies to add more feet to the push and damage.

Aura of Invincibility[edit]

Starting at 13th level, As a bonus action, all allies within 30ft of you gain your immunities and resistances until your knocked unconscious.

Mighty Resilience[edit]

At 13th level, gain resistance to all elemental damage and magic damage.

Quick Reflexes[edit]

At 13th level, Gain two additional bonus actions.

Battlefield Acumen[edit]

Starting at 14th level, You and nearby allies within 30ft gain a +4 bonus to AC during the first round of combat.

Lead by Example[edit]

At 14th level, When you use a superiority die on your turn, allies you can see can use the same maneuver without spending a superiority die.

Iron Will[edit]

At 14th level, You gain advantage on all Charisma and Wisdom saving throws. Additionally, you gain immunity to being charmed or controlled by any means.

Relentless[edit]

Starting at 15th level, Regain five superiority dies when you have none upon rolling initiative.

Terrifying Presence[edit]

At 15th level, When you kill an enemy, all enemies within 60 feet must make a Wisdom saving throw if failed the enemies fall prone and paralyzed by fear, the saving throw can be done at the beginning or end of each the enemies turns.

Inspiring Victory[edit]

At 15th level, After defeating an enemy, allies within 60 feet gain temporary hit points equal to your Charisma modifier x your HIM level.

Eternal Vigilance[edit]

Starting at 16th level, Gain permanent advantage on initiative rolls. Additionally, gain +10 to perception, Investigation, and Insight.

Momentum[edit]

At 16th level, After moving straight towards a target and then hitting it with a weapon attack, add double your Strength modifier x your proficiency bonus to your damage.

Master of Combat[edit]

Starting at 17th level, Spend superiority dies a to add dice to a single maneuver. Additionally, you learn the rest of the maneuvers from the list.

Tactical Genius[edit]

At 17th level, your battlefield awareness reaches its peak, allowing you to adapt swiftly to changing combat situations. Once on each of your turns as a bonus action, you can issue a new tactical command that provides one of the following benefits until the start of your next turn:

Focus Fire: Designate a target within your line of sight. Allies attacking this target gain a bonus to their attack rolls equal to your Charisma modifier.

Guard Stance: Command one ally within 60 feet to enter a defensive stance, increasing their AC by 5 and giving them advantage on saving throws against spells and other magical effects.

Maneuvering Order: Direct up to three allies to reposition themselves up to thier movement speed without provoking opportunity attacks.

Defensive Command[edit]

At 17th level, Use a reaction to give an ally within 120 feet a +10 bonus to AC against one attack.

Supreme Confidence[edit]

Starting at 18th level, Add double your Charisma modifier to all rolls of your choice.

Immovable[edit]

At 18th level, When subjected to an effect that would move you against your will, you can choose to not be moved.

Leader of Legends[edit]

At 18th level, Allies within your aura can reroll any die once per turn

Indestructible[edit]

Starting at 19th level, When you would be reduced to 0 hit points, you are reduced to 1 hit point instead. You can this an amount equal to your Proficiency Bonus.

Master Tactician[edit]

At 19th level, your understanding of combat strategy and tactics is unparalleled. Once on each of your turns, when you take the Attack action, you can perform a tactical combination. This special action allows you to make two additional attacks as part of your Attack action. Each of these additional attacks can be accompanied by a different combat maneuver from your Combat Superiority list without expending a superiority die.

Legendary Status[edit]

Starting at 20th level, Treat a d20 roll as a natural 20. You can use this an amount equal to your Proficiency Bonus.

The Presence[edit]

At 20th level, you embody an overwhelming aura that commands the battlefield. Once per turn, as an action, you can unleash the full might of your presence. All enemies within 120 feet who can see and hear you must make a Wisdom saving throw and Charisma Saving Throw. On a failed save, each enemy is Knocked Unconcscious until the end of your next turn. On a successful save, enemies are instead slowed for 1 minute, as their movements become hesitant under your imposing gaze.

Ultimate Combatant[edit]

At 20th level, your mastery of combat reaches its zenith, allowing you to exert control over the battlefield with unmatched efficiency. Once per long rest, you can declare a state of Total Dominance at the start of your turn. For the duration of this state, which lasts for 1 mintue, you gain the following benefits:

Your movement speed is doubled. You gain advantage on all attack rolls, and your attacks automatically deal maximum damage. You can use your reaction to make an attack of opportunity against any enemy that moves within your reach. You can combine three Combat maneuvers into one attack action without using superiority dies.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into HIM, you must meet these prerequisites: 15 Dexterity, 15 Strength and 15 Charisma

Proficiencies. When you multiclass into the HIM class, you gain the following proficiencies: Persuasion and Intimidation

4.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: