Behemoth (5e Class)
From D&D Wiki
- 1 Behemoth
- 1.1 Creating a Behemoth
- 1.2 Class Features
- 1.3 Instinctive Nature
- 1.4 Variant Rules
- 1.5 Multiclassing
A behemoth is a warrior of steel and might. An immovable melee class that specializes in being able to deal great amounts of damage in a single attack, all while being armored to the teeth. Other classes tend to rely on situational advantages or circumstantial bonuses, but the behemoth is one that wants consistency and as such, focuses on static effects and the best equipment one can find. When the behemoth finds the sweet spot of its target, ancient instincts begin to course through them. Whether it’s their savage nature hitting with devastating effects or their feral nature bleeding their foes to death, a behemoths animosity and primal behavior is uncontested.
Creating a Behemoth
- Quick Build
You can make a behemoth quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score depending on what weapon and armor you want to you to use, followed by Constitution. Second, choose the folk hero background.
As a Behemoth you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength and Constitution
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) studded leather or (b) chain shirt or (c) chain Mail
- (a) flail and a shield or (b) rapier and a shield or (c) maul or (d) greatsword
- (a) a dungeoneer's pack or (b) an explorer's pack
- a sling with 20 bullets
|4th||+2||Ability Score Improvement|
|7th||+3||Instinctive Nature feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Resistance Training improvement|
|10th||+4||Instinctive Nature feature|
|11th||+4||Behemoth's Strength improvement, Unstoppable Force|
|12th||+4||Ability Score Improvement|
|15th||+5||Instinctive Nature feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Vicious Critical, Behemoth's Strength improvement,|
Resistance Training (2)
|18th||+6||Instinctive Nature feature|
|19th||+6||Ability Score Improvement|
Beginning at 1st level, when you are hit by a weapon attack, you may use a reaction to gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute. Once you use this feature, you must finish a short or long rest before you can use it again.
At 9th level, when you take damage, you may choose to instead gain resistance to all damage for 1 minute.
The number of times you can use this feature before rests increases to two at 11th level and three at 17th level.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Sword and Shield
When you are wielding a melee weapon in one-hand and a shield in the other, you gain a +1 bonus to damage rolls with that weapon. If you were to be hit by an attack you may use your reaction to gain a bonus to your AC equal to your half proficiency bonus, rounded up, until the end of your next turn.
Starting at 3rd level, you choose an Instinctive Nature that resembles the primal aspects of ancients behemoths, Savage or Feral, both detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 10th, 15th, and 18th.
Ability Score Increase
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. You can't increase an ability score above 20 using this feature, unless otherwise specified.
Starting at 5th level, your focus of putting your all into a single attack shows. The first melee attack you make on a turn deals 2d6 additional damage. This feature cannot be used when wielding a light weapon.
At 11th level it increases to 4d6, and at 17th level, this damage increases to 6d6.
Starting at 6th level, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to the damage types inflicted by your melee weapon.
Starting at 11th level, your base speed increases by 10ft and cannot be reduced while you are wearing armor by difficult terrain or spells. In addition, you are immune to the paralyzed and stunned conditions, and you have advantage on all Strength checks and saving throws against being knocked prone.
Beginning at 13th level, when you are subjected to an effect that allows you to make a Constitution or Strength 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.
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an opportunity attack against the creature that just hit you.
Starting at 17th level, when you critically hit an opponent you take the maximum damage from the damage dice.
Starting at 20th level, you can channel all your energy into a roaring shout. All enemies within 30 feet that can hear you must pass a Wisdom saving throw, DC 8 + proficiency bonus + your Strength modifier, or become frightened for 1 minute. Your movement speed is doubled if you move towards a frightened creature and when you use the Attack action against a frightened creature, you may use a bonus action to make a melee attack against the same creature. Treat this extra attack as if it were the first attack of your turn. You must finish a short or long rest to use this feature again.
As a savage behemoth, your attacks hit harder than anything else known. Reenacting the raw strength of fabled behemoths, a single blow from a savage could destroy anything. A savage does not lose control or rage like that of others. Its nature is controlled but primal. The strikes are decisive and its enemies targeted.
Weapons That Hurt
Starting at 3rd level, upon choosing this instinctive nature, you may put more force behind your attacks. When you hit a creature with a melee weapon, you deal an additional 2 damage. This damage increases to 3 at 7th level, 4 at 10th level, 5 at 15th level, and 6 at 18th level.
Beginning at 7th level, you gain proficiency in the Athletics and Acrobatics skills. If you already have proficiency in these skills, your proficiency bonus is doubled for any ability check you make using these skills.
Starting at 10th level, a melee weapon deals one extra die of its damage when you hit with it.
Weapons That Hit
Starting at 15th level, when you roll a 1 on an attack roll, you can reroll the die and must use the new roll, even if the new roll is a 1.
Starting at 18th level, you swing with no mercy, especially when hitting vital spots. Critical hits with melee weapons deal triple damage instead of double damage.
Feral behemoths are a bit more bloodthirsty than their counterparts and focus on wounding their adversaries. Their blades cut deeper, their spears go deeper, and the mauls crush wider. Feral behemoths make any weapon in their hands more lethal than your average warrior.
Beginning at 3rd level, when you select this Instinctive Nature, your melee weapon attacks wound enemies. When you hit an unwounded creature, they must pass a Constitution saving throw, DC equal to 8 + your proficiency bonus + half the weapon damage or be wounded. A wounded creature takes 1 point of damage at the end of its turn every round until it is healed by magical means or if it makes a DC 8 + your proficiency bonus + your Strength modifier Wisdom (Medicine) check.
Beginning at 7th level, the damage a wounded creature takes is increased by 1. In addition, due to their weakened state, you have advantage on your first weapon attack you make each turn against them.
Beginning at 10th level, the damage a wounded creature takes is increased by 1 again, to a total of 3 damage at the end of its turn. In addition, when you hit a wounded creature with a melee weapon attack, you deal an additional 1d6 damage.
Beginning at 15th level, the damage a wounded creature takes is increased by 1 again, to a total of 4 damage at the end of its turn. In addition, your ability modifier damage with melee weapon attacks is doubled.
Beginning at 18th level, the damage a wounded creature takes is increased by 1 again, to a total of 5 damage at the end of its turn. In addition, the additional damage you deal when hitting a wounded creature with a melee weapon attack increases to 2d6.
The following options replace features at the appropriate levels.
Starting at 3rd level, when you select this Instinctive Nature, you can fuel your attacks with savagery. You have 4 savage dice that are d4s. A savage die is expended when you use it. You regain all of your expended savage dice when you finish a short or long rest. You gain another savage die at 6th level, another at 10th level, and one more at 15th level. You can expend savage dice to add a bonus to your attack rolls or damage rolls. You must declare you are using a savage die for an attack roll before knowing the result. At level 10, your savage die increases to d6.
Proficiencies. When you multiclass into the behemoth class, you gain the following proficiencies: heavy armor, shields, martial weapons.