Attacker (5e Class)
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- 1 Attacker (5e Class)
- 1.1 Creating an attacker
- 1.2 Class Features
- 1.3 Attack Prowess
- 1.4 Attacker Training
- 1.5 Ability Score Improvement
- 1.6 Magic Blast, Whirlwind Attack and Explosive Magic Blast
- 1.7 Extra Action
- 1.8 Adrenaline
- 1.9 Martial Training
- 1.10 Multiclassing
Attacker (5e Class)
The attacker is surrounded, and all seems lost. Out of nowhere, however, the attacker, filled with determination, takes his weapon and sweeps around the entire regime, knocking them back, and providing an opening for not only him but providing opportunity for his allies to be able to attack, the rogue to slash their throat, and the mage to blast the enemy away. Behold, the attacker.
Creating an attacker
Before creating an attacker, ask yourself: am I willing to take on the role of physically damaging the enemy? Am I willing to take a hit or two for my allies while my fellow combatants cast away behind me? Will I be brave enough to distract the enemy with my weaponry? Can I keep an enemy prone in times of digress?
Think about why you chose the adventuring life. Was it to pursue glory? To find your god? Or was it something more selfish, like money, wealth or pleasure? Or even something as dark as death itself; carrying out the will of god just to deceive them and become death?
- Quick Build
You can make an attacker quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on whether you wish to use melee or ranged attacks, followed by Charisma, and then Constitution. Second, choose the Soldier background. Third, choose light or medium armor, along with a choice favored weapon.
As a Attacker you gain the following class features.
- Hit Points
Armor: Light and Medium armor, Shields
Weapons: Simple and Martial weapons, bows, guns (If DM alloted)
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, or Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 melee martial weapons or (b) a ranged weapon with 20 ammunition or (c) a melee martial weapon and a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4x10 gp in funds.
|Features||Extra Action||Attack Prowess|
|4th||+2||Ability Score Improvement||+0||1d6|
|5th||+3||Martial Training Feature||+0||1d6|
|8th||+3||Ability Score Improvement||+0||1d6|
|9th||+4||Martial Training Feature||+0||1d6|
|12th||+4||Ability Score Improvement||+1||1d8|
|13th||+5||Martial Training Feature||+1||1d8|
|15th||+5||Explosive Magic Blast||+1||1d8|
|16th||+5||Ability Score Improvement||+1||1d8|
|17th||+6||Martial Training Feature||+1||1d8|
|19th||+6||Ability Score Improvement||+1||1d8|
Your training in the field has given you bonuses to attacking, even at level 1. Add 1d6 to your damage rolls made with your weapon. This increases to 1d8 at 10th level, and 1d10 at 20th level.
At 2nd level, your experience in combat has become important enough to warrant a diversion in training: choose from either Dragoon Training or Synthesis Training. You gain bonuses from your choice at 2nd level, and again at 5th, 9th, 13th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, the raw power and potential of your character grow. 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.
Magic Blast, Whirlwind Attack and Explosive Magic Blast
As they progress through their travels, attackers learn a multitude of abilities, usable of which are Magic Blast at 6th level, Whirlwind Attack at 10th level and Explosive Magic Blast at 15th level.
As a bonus action, the attacker launches a non-elemental orb of magic at a single target, dealing 1d4 + Charisma Modifier + Attack Prowess force damage to a creature of your choice within 30 feet that you have line of sight of. This damage increases to 2d4 at level 9, 3d4 at level 13, and 4d4 at level 17.
Whirlwind Attack has two different effects: one for melee weapons and one for ranged weapons. Each effect is stated below.
Whirlwind Attack (Melee) - As an action, the attacker makes a sweeping blow around them with their melee weapon, dealing their weapon's damage to each enemy within 5 feet of the attacker, and knocking each creature within a 10 foot radius prone unless they make a DC 12 + (The attacker's Strength or Dexterity modifier, whichever the player chooses) Strength or Dexterity saving throw.
Blitz (Ranged) - As an action, the attacker fires 3 ammunition at once, hitting up to 3 targets of your choice within a 20 foot cone in front of the attacker. This increases to 4 ammunition and targets at 10th level and 5 ammunition and targets at 20th level.
Explosive Magic Blast
As an action, also consuming a bonus action and the attacker's movement speed, the attacker launches a non-elemental orb of magic at a single target, which explodes and deals 3d6 + Charisma Modifier + Attack Prowess force damage to a target creature that you have line of sight with and each creature within a 10 foot sphere centered around the target. This damage increases to 4d6 at level 20.
At 11th level, the attacker becomes so proficient with coordination that they can perform additional actions during combat. Once per round, you can make a second action, bonus action, reaction, or dash action.
Adrenaline - At 20th level, the attacker becomes filled with adrenaline aligning with peak performance. Whenever your hit points are high, you gain a boost in magic and physical attack power. You gain a temporary +2 Strength or Dexterity, the player's choice, and +2 Charisma whenever you have at least 3/4 of your maximum hit points. This effect ends when the encounter does.
Attackers at 2nd level must choose a road to train on. Do you prefer attacking those on the ground and taking advantage of them in the air, like a dragoon? Or do you prefer working with your allies to deal the maximum amount of damage, like a synthesizer? Choose from either Dragoon Training or Synthesis Training; the training you choose determines which benefits you gain at 2nd, 5th, 9th, 13th and 17th levels.
Dragoon Attackers take advantage of the sky, gaining every advantage they can, whether it comes from launching an enemy high in the sky to coming down with a deadly blow.
Starting at 2nd level, the dragoon learns to take advantage of a desperate situation. As a bonus action, you may attack an enemy within 5 feet of another enemy that has just fallen unconscious.
At 5th level, dragoons can learn to push their reaction time to the limit. Attacks deal an extra die of damage, the die equaling the weapon's normal die that you roll for damage, as long as the target has not taken a turn in the initiative or is within 1 turn of recovering from being prone. Magic Blast deals an extra die of damage at level 6, with the same conditions.
At 9th level, dragoons can force creatures to be prone. Attacks now cause a blunt force to the creature, forcing the creature you attack to make a DC 8 + (the attacker's Strength or Dexterity modifier, whichever the player chooses) Strength or Dexterity saving throw or be knocked prone for one round.
At 13th level, the dragoon can force an enemy into the air to gain the advantage. As an action, launch a creature of your choice that is prone 10 feet into the air. This creature remains prone until it has not been attacked for a total of 3 turns, falling to the ground.
At 17th level, the dragoon can now put all their force into damage in an attempt to deal as much damage as possible to a prone enemy. Attacks deal maximum damage to creatures you target, as long as that target is prone or within 1 turn of recovery, as long as they are in the air.
Synthesis attackers learn to derive their attack's power from the help of their allies, but can still function without them. Synthesis attackers do not generally take advantage of a prone enemy, but rather the help of their allies.
At 2nd level, you can already sense your allies helping you. Whenever you attack an enemy that is afflicted with a debuff, you may add a +1 bonus to your initiative, until you tie with the highest creature initiative. Then, reset your initiative back to 1. This effect ends at the end of combat.
At 5th level, you gain an advantage against those on the ground. Attacks deals maximum damage to a creature either prone or within 1 turn of recovering from being prone, as long as they are grounded.
At 9th level, you can take advantage of a distracted enemy to deal even more damage. Attacks gain an extra die and Magic Blast deals 1d6 extra damage when you target a creature not targeting you.
At 13th level, the synthesizer can use arcane magic to their advantage. When a non-KO'd, Charisma-using, Full-Spellcasting class party member, such as a sorcerer or warlock, is active in the party, Whirlwind Attack and Explosive Magic Blast deal 1d6 more damage to all creatures it affects. Otherwise, this effect activates on turns that the attacker has also used Magic Blast.
At 17th level, a synthesis attacker can sense approaching death on an enemy. Attacks now have a chance to instantly slay the creature. Whenever you attack a creature with less than 1 HD + (the creature's constitution modifier) of its total hit points remaining, it must make a DC 8 + (the attacker's strength or dexterity modifier, whichever the player chooses) strength or dexterity saving throw or instantly be brought to 0 hit points.
Prerequisites. To qualify for multiclassing into the attacker class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13.
Proficiencies. When you multiclass into the attacker class, you gain the following proficiencies: Athletics(Strength), Acrobatics(Dexterity), dungeoneer's tools