4's Dead (5e Subclass)

From D&D Wiki

Jump to: navigation, search

4's Dead[edit]

Fighter Subclass 4's Dead, is an organization that similar to mercenary they specialize in killing and deal with mortal being, they usually use a longsword for weapon.for reason to be an adventurer you maybe need to spread your organization name to every where possible or maybe you're the spy that have a target that require you to go on quest to get closer to them.

Specialized's ways

Start at level 3, your well trained and strength in physical body make yourself stronger than normal person, you can choose one Specialize on table below to determine what is your path.(This benefits will work only when you don't attack with any weapon except 4's weapon for 4 days)

  • Exhausted/Grand Master : You're the one who trained and try harder than anyone so that make you the strongest Specialize but it make you always exhausted. When you choose this Specialize you will always suffer 1 exhaustion level, but your attack with any melee weapon will get +2 to attack, damage roll and any skill check you made, Any attack that deal damage to you will decrease depend on your fighter level by 2 on level 3-4 by 4 on level 5-10 by 8 on level 11-16 by 16 on level 17+ ,In additional You can't multiclass anymore.
  • Flashing/Swift as light : You're the one who are the fastest and swiftness than anyone your light feet is always be a best friend for you. When you choose this Specialize you will gain +10 bonus movement speed and you can't provoke any opportunity attack from any source when you didn't wear medium/heavy armor.
  • Death/Death's strike : You're the one who swear to any possible thing to kill your target with any cost. When you choose this Specialize your melee weapon attack will critical on 19-20 on d20 roll, if you land critical hit on any creature your attack will deal 1 more set of dice (2d6 = 6d6 instead of 4d6), After you hit a creature with an attack you can use your bonus action to attack 1 more time and if you critical hit creature with this attack you will heal your HP equal to your proficiency bonus, In additional everytime you missed a creature with your attack you will upset so much and take psychic damage equal to your proficiency bonus + half of your fighter level(This damage won't applies if you have hp equal to damage and can't be resist), and you can't multiclass anymore.


Weapon choice

At 3rd level, you must choose any type of melee weapon that deal slashing weapon to be your 4's weapon and you need to choose a bonus for this weapon type, but these weapon will get benefit only when wielder is you!

  • Finesse : When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls and get bonus +1 to attack roll.
  • Min/Max : When you're going to attack with this weapon as a part of that attack you need to roll d2 on 1 all attack will roll min damage possible, on 2 all attack will roll max damage possible.
  • Sharp : When you hit an enemy with this weapon they will bleed (this effect won't happen if they can't bleed), when hit target creature need to make con save DC equal to your strength + proficiency bonus +8, on fail they will bleed and take bleed damage equal to bleed stack(max stack equal to 10-constitution modifier of target) on every start of it turn. they can get rid of bleeding by magical healing or medicine check with action DC equal to your strength + proficiency bonus +8
Experienced

Starting at 7th level, You can use every drop of your will power to finish your job, when you use Second wind feature your healing will x2 but you can't use Second wind again until you finish long rest.

Minor Manifestation

At 7th level, your life began to imbue with fabric of magic around you allow you to begin Manifestation state as a bonus action you can let your uncontrollable emotion surge out and appear to reality. You can be in this state number of round equal to your Constitution modifier +1. You can use this feature 2 times per long rest.(These benefit will base on your previous Specialize.)

  • Exhausted/Tireless : Your exhaustion is now a power to push you forward instead of dragging you down, When you activate this state you will instantly gain 2 more exhaustion level but you won't suffer any effect from exhaustion, during this moment your attack with any melee weapon will get +2 more bonus to attack, damage roll and any skill check you made.

Risk state : You can choose stay in this state more than normal duration but every round after that duration on the end of you turn your will gain 1 more exhaustion level

  • Flashing/Flashing blade : Faster faster! that is only the word in your mind right now, While you are in this state you will gain +10 bonus movement speed and can stand or move on any surface(solid or not), If you move at least 10 feet before attack your next attack will deal extra 1d10[weapon damage].

Risk state : You can choose stay in this state more than normal duration but every round after that duration on the end of your turn you will gain +10 more movement speed but you will suffer damage equal to your movement speed / 3 round up.

  • Death/Death's stance : Kill...., While you are in this state your attack will critical on 18-20 instead of 19-20 on d20, Your first attack of that turn will have adv(This attack will always have advantage no matter what your DM say, and can't be negate with disadvantage).

Risk state : You can choose stay in this state more than normal duration but every round after that duration your attacker will get advantage when they attack you and every end of your turn you will suffer psychic damage equal to number of attack that hit you from the start of your Manifestation x4.(This damage will max at 40 damage and can't be resist by any mean.)

I want to have a normal day

At 10th level, you will grant high access to special place that known only by you and another member of 4's Dead, when you're here you can do any downtime-activity with just halve cost of life styles and if you want some information you might pay for some of it here to get a truthful information (Ask your DM if you can do it but they won't lie to you no matter what).

Death

Starting at 15th level, You can use an action to make a deadly attack if you choose to did you will begin to breath in and calm your mind for a second and rush toward your target in 60 feet and slash through them with a ultimate edge of death, This attack didn't require an attack roll or saving throw you just roll 1d4 and if you roll a 4 you will deal x4 damage of your normal attack with your 4's weapon, but on other roll you will deal damage equal to your normal attack with your 4's weapon. You can use this feature once per short rest.


Distortion/E.G.O

At 18th level, You will and emotion begin to become more powerful than ever before but in the same time you need to deal with a chance of breakdown of your mental power, right after 18th level next time immediately after you choose to active Manifestation you will face a greatest challenge of your will and emotion you need to ask yourself what you want to become or what you want to be... You use this power because of your decisiveness WILL or because of your uncontrollable EMOTION right now you have to choose (DM might choose for you if they must.)And you will gain benefits up to your state.

Distortion state
  • You will always benefits from your Minor Manifestation state because of your breakdown you will do anything to fulfill your endless emotion.
  • You won't suffer any negative effect from risk state.
  • You will gain +1 to AC, Attack and damage roll
  • Your Minor Manifestation now call Distortion from now on and your appearance will change to something that maybe an image of your perfect form in your breakdown mind.

Let the emotion consume you for ETERNAL POWER!

E.G.O (Will activate at state that you have half of your hit point while activating Minor Manifestation last until the end of battle or you choose to flee out of combat)
  • Exhausted/I'm more tired than ever but I won't go down If I still have these body!!!! : If you're at half of your current hit points you will gain +2 to AC, attack, damage roll and any skill check you made In addition every time you succeed on death saving throw you will get up with 1 hit points.
  • Flashing/I always too late for everything but this time it will be different!!!! : If you're at half of your current hit points you will gain +30 bonus to movement speed and your attack will deal more 1d4 [weapon damage] everytime. In addition you can use your reaction to move to another creature that will get hit by an attack or in a AOE spell range and drag them out of that position(This reaction use your movement that you have left at your previous turn so calculate wisely before run at full speed in your turn.) If you can drag them out of range of that spell or range of attacker they will automatically immune to that effect and damage for this time.
  • Death/I want you all to be dead for sake of my irreplaceable one!!!! : If you're at half of your current hit points your attack will crit on 17-20 instead of 18-20 on d20 and if you critical hit a creature you will deal 1 more set of dice (2d6 = 8d6 (Already calculate Death's strike)instead of 6d6) and your attack that missed won't deal any damage back to you.

Your Mini Manifestation will be call Manifest E.G.O From now on

Additional Maneuvers

This maneuvers is exclusive by this subclass only, If you have ability to access maneuvers from any source you can learn just 1 of these maneuver per character and these maneuver is a passive ability that mean it will active anytime you still have benefit of Specialized's ways feature. And you can expend use of superiority dice to active extra ability.

  • Desperate struggle : Your well trained body make you stronger and can struggle through any encounter, When you choose this maneuver you will gain bonus HP equal to your fighter level and every level after this level you will gain +1 bonus HP.

Superiority - You can spend superiority dice to reduce incoming damage by superiority dice * your fighter level / 2.

  • Flashing strike : Your well trained hand make you strike at fast as possible before your opponent or you can react, When you choose this maneuver first time on your turn when you make melee attack with 4's Dead weapon you can choose to have -2 penalty to attack roll and gain extra 1d8 to that attack.

Superiority - You can spend superiority dice to deal extra 2d8 to that attack.

  • Extreme edge : Your bond with weapon is greater than anyone your blade can easily slice a clean cut through body of target, When you choose this maneuver your attack will cut a large wound on your enemy if you hit creature with 4's Dead weapon that creature need to make Constitution saving throw DC equal to your strength + proficiency bonus + 8 or take -1 penalty to attack roll, saving throw or ability check for 1 minute

Superiority - You can spend superiority dice to add -1 more to penalty.

  • Tactical positioning : Your command is always final for every situation, At anytime you can command willing creature to move 5 feet to unoccupied space, If that creature can hear or see you it can use it reaction to move 5 feet to unoccupied space.

Superiority - You can expend superiority dice to increase movement for that order to full speed that creature can move.

  • Assassinate : Your can lower your presence for an easy assassination, When you choose this maneuver you will gain +2 to every check that will make you hidden to creature, In addition your attack make after you break your stealth in that round will have +4 to attack roll

Superiority - When you break your stealth and successfully hit creature you can spend superiority dice to deal additional 5d2 damage to that attack.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: