Multiattacker (5e Class)

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Multiattacker[edit]

A fierce warrior that gets to make multiple attacks every round.


Creating a Multiattacker[edit]

How are you so fast at attacking? Why did you choose a class that makes you roll so many d20s? These are the questions you should ask yourself.

Quick Build

You can make a multiattacker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution and then Strength. Second, choose any background.

Class Features

As a Multiattacker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Multiattacker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Multiattacker level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Friction-proof clothes
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Acrobatics, Insight, Perception, Sleight of Hand and Stealth

Equipment

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

  • (a) a longsword or (b) a rapier
  • (a) shortbow and quiver with 20 arrows or (b) light crossbow and 20 bolts
  • friction-proof clothes, leather armor, two daggers

Table: The Multiattacker

Level Proficiency
Bonus
Features
1st +2 Quick Attack, Sudden Strike, No Shortcuts
2nd +2 Multi-Attack (1)
3rd +2 Attacker Style
4th +2 Ability Score Improvement
5th +3 Extra Attack (2), Multi-Attack (2)
6th +3 Many Targets
7th +3 Attacker Style Feature
8th +3 Ability Score Improvement
9th +4 Multi-Attack (3), Combo Strikes (1)
10th +4 Attacker Style Feature
11th +4 Extra Attack (3)
12th +4 Ability Score Improvement
13th +5 Multi-Attack (4), Combo Strikes (1)
14th +5 Multiattack
15th +5 Attacker Style Feature
16th +5 Ability Score Improvement
17th +6 Multi-Attack (5), Combo Strikes (1)
18th +6 Attacker Style Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (4)

Quick Attack[edit]

Starting at 1st level, you can use your bonus action to make an attack with a dagger or unarmed strike. As you gain levels in this class, your options of weapons that can be used for a quick attack increases:

At 5th level you can use any weapon that has both the light and finesse property, at 11th level you can use any one handed weapons, and at 17th level you can use any type of weapon for these attacks.

Sudden Strike[edit]

Also at 1st level, you can make a quick strike using your bonus action. On a hit, you add your Multiattacker level to the damage dealt.

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

No Shortcuts[edit]

You must use a separate d20 for each attack roll

Multi-Attack[edit]

Starting at 2nd level, you become able to unleash a volley of attacks against your opponents. Once per turn when you take the Attack action, you can make one additional attack as part of that action.

This increases to two additional attacks at 5th level, three at 9th level, four at 13th level and five at 17th level.

You can use this feature twice, and regain your uses after completing a short or a long rest.

Attacker Style[edit]

At 3rd level, you choose a style of attacking that you strive to achieve in combat. Choose Rapid Attacker, Bulldozing Attacker, or Elemental Attacker, all detailed at the end of the class description. The attacking style you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Ability Score Increase[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

This increases to three attacks at 11th level and four attacks at 20th level.

Many Targets[edit]

At 6th level, whenever you hit a creature with an attack, you can use your reaction to make another attack against a creature within 5 feet of that target.

Combo Strikes[edit]

At 9th level, when you roll a 20 on an attack roll, you can make one additional attack.

This increases to two additional attacks at 13th level, and three additional attacks at 17th level.

Multiattack[edit]

At 14th level, you gain options to deal with a huge variety of enemies. Choose one of the following options below. You can change the chosen option when you complete a long rest.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

Whirlwind Attack

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Attacker Styles[edit]

Rapid Attacker[edit]

If you want to roll more dice than the entire table has, this is the subclass for you!

Rapid Movement

When you choose this style at 3rd level, you can use your bonus action to move half your movement speed without provoking opportunity attacks.

In addition, you can use this rapid movement to attack in a blink of an eye, quickly return to your previous position. You can use your bonus action to give your next melee attack 10 additional feet of reach.

Extra-Extra Attack

Starting at 3rd level, when you take the Attack action, you can make one additional attack as part of that action.

You can use your Extra-Extra Attack a number of times equal to your Constitution modifier (minimum of 1) and regain your uses after finishing a long rest.

At 15th level, you can use this feature a number of times equal to twice your Constitution modifier (minimum of twice) between long rests.

Enhanced Quick Attack

At 7th level, whenever you take an action that is not the Attack action on your turn, you can make two quick attacks with your Quick Attack feature, instead of one.

Quick Parry

Starting at 10th level, you can use your great speed to completely parry an attack. Whenever you are hit by an attack, you can use your reaction to completely nullify its effects, causing it to miss.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Rapid Fire Attacks

Starting at 18th level, you gain the ability to temporarily push yourself to attack faster, using your bonus action. When you activate this ability, you can make two additional attacks whenever you take the Attack action on your turn.

Once you use this ability, you can't use it again until you finish a long rest. If you choose to do so again, you suffer one level of exhaustion when the duration of this feature ends.

Bulldozing Attacker[edit]

This Attacking Style is for when you want your strikes to have extra impact at the cost of attacks.

Focused Strikes

Beginning at 3rd level, you can choose to focus your attacks, sacrificing speed for strength and accuracy. When you hit a creature with an attack, you can spend a use of your Multi-Attack feature to, instead, deal additional damage equal to 2 rolls of your weapon's die (or dice if the weapon use multiple dice).

The amount of die (or dice) rolled increases to 3 rolls at 5th level, 4 rolls at 9th level, 5 rolls at 13th level and 6 rolls at 17th level.

Brutal Strike

Also at 3rd level, when you hit a creature with an attack, you can use your bonus action to increase the damage dealt by 1d4. The damage increase to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

In addition, you score critical hits on a roll of 19-20 on the d20.

Extra Focus

At 7th level, whenever you take the Attack action, you can choose to forgo your additional attack granted by your Extra Attack feature.

If you do so, you have advantage on the attack roll, and your attack cause additional damage equal to the damage die of your weapon. This increases to two damage rolls of your weapon at 11th level and three damage rolls of your weapon at 20th level.

Mighty Strike

At 10th level, whenever you roll a 1 or 2 on a damage roll with a weapon attack, you can reroll the die. You must use the new result.

Improved Critical

At 15th level, you score critical hits on a roll of 18-20 on the d20.

Greater Mighty Strike

At 18th level, once per turn you can give yourself advantage on an attack roll. On a hit, you deal additional 1d10 damage. If you already have advantage on this attack, you roll three d20's, instead of two, choosing the highest number between them.

Elemental Attacker[edit]

The power of the elements enhances you, increasing your combat effectiveness.

Elemental Imbuement

At 3rd level, you gain the ability to imbue your attacks with elemental energy, using your bonus action. The first successful attack made until the end of this turn causes additional 1d4 damage.

The damage die of your elemental imbuement increases as you gain levels in this class: becoming 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Elemental Attack

Starting at 3rd level, you can hurl blasts of elemental energy, in place of any of attack you are able to make. You must have at least one free hand two do so (or two if you are using your quick attacks to hurl elemental attacks).

Make a ranged weapon attack against a target within 30 feet. On a hit, you deal damage equal to your elemental imbuement die + your Constitution modifier. The damage type is your choice of acid, cold, fire, lighting or thunder.

Being within 5 feet of a hostile creature doesn’t impose disadvantage on these attack rolls.

Elemental Specialization

At 7th level, choose one damage type from the following: acid, cold, fire, lightning or thunder. You ignore resistances and immunities from creatures when causing damage of the chosen type.

You can replace your elemental specialization whenever you gain a level in this class.

Elemental Empowerment

At 10th level, you gain resistance against the damage type chosen on your Elemental Specialization feature.

In addition, whenever you use your Multi-Attack feature, you can move additional 10 feet on your turn. This movement doesn't provoke opportunity attacks.

Elemental Barrage

At 15th level, you can unleash a barrage of elemental energy using your action. You can make elemental attacks against any creatures of your choice in a 30-foot cone.

Elemental Magic

At 18th level, you can cast Investiture of Flame, Ice, Stone or Wind. Any ability that requires an action to be used on the duration of the spell, you can use as a bonus action.

Once you cast this spell, you can't do it again until you finish a long rest.

Multiclassing[edit]

Prerequisite In order to multiclass into the multiattacker class, you must have 13 Dexterity. Proficiencies. When you multiclass into the multiattacker class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons


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