Dreadnought (5e Subclass)
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|“||There are few things that I will never do in my life: Make a deal with a shady person about anything, refuse a fight for the benefit of my research, and try an arm wrestle contest with a dwarven dreadnought again. That bastard nearly broke my arm when I wrestled him.||”|
|—Gustav Ingomar, a human fighter in his quest to finish his book Mastery of Fighting|
Dreadnoughts are fighters known for their great strength and constitution. Trying to harm them will only hurt the attacker. Few can say that they have defeated a dreadnought in any form of athletic activity. However, this doesn't mean that they are invincible, just that they are hard to kill.
- Quick Build
You can make a Dreadnought fighter quickly by following these suggestions: first, make Constitution your highest ability score, followed by Strength. Second, choose the Soldier background.
At 3rd level, while you are wearing medium or heavy armor, you ignore disadvantage on stealth due to the armor, and you gain a bonus of +1 to your AC.
At 3rd level, you can use an Action to slam the ground with your fist, leg, or your weapon to shake the earth. Any creature within a 5 ft. radius of you must make a Dexterity saving throw DC equal to (8 + your Strength modifier + your proficiency bonus). On a fail, a creature is knocked prone. You can use this ability a number of times equal to your Strength modifier. You regain all expended uses of this feature when you finish a long rest.
The radius increases to 10 ft. at level 7.
The radius increases to 20 ft. at level 18.
At 7th level, when an enemy critically hits you, you can treat the critical hit as a normal attack. You can use this feature a number of times equal to your constitution modifier. You regain all expended uses of this feature when you finish a long rest.
At 10th level, you gain an additional use of your second wind feature.
At 15th level, when you are forced to make a saving throw against being grappled, incapacitated, paralyzed, knocked prone, restrained, or stunned, you can spend your reaction to automatically succeed on the save. You can use this feature a number of times equal to your constitution modifier. You regain all expended uses of this feature when you finish a long rest.
At 18th level, you gain advantage on death saving throws. Furthermore, at the start of each of your turns if you have less than half your hit points and you are not incapacitated, you regain 5 + your Constitution modifier hit points.