Frenzied Warrior (5e Class)

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Frenzied Warrior[edit]

Mixing feral instincts with combat cunning, Frenzied Warriors are deadly fighters that let their emotions control their movements in battle. Far from being mindless beast while fighting, they constantly train their combat abilities to become able to let their bodies react to danger in a natural and reflexive manner.

Creating a Frenzied Warrior[edit]

When creating a frenzied warrior, ask yourself the following questions? How and when you learned how to fight? Do you have innate combat instincts or did you hone your fighting abilities trough training and experience? Why do you fight? Do you seek glory, gold, survival or a blend between the three?

Quick Build

You can quickly build a frenzied warrior following these steps. First, Strength should be your higher ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Frenzied Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Frenzied Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Frenzied Warrior level after 1st

Proficiencies

Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons and Martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from acrobatics, athletics, animal handling, intimidation, perception, and survival

Equipment

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

  • (a) Studded leather and an explorers pack and 4 javelins or (b) Hide armor and an explorers pack and 4 javelins
  • (a) A martial ranged weapon with 20 pieces of ammunition and a longsword or (b) Two martial weapons and a longsword

Table: The Frenzied Warrior

Level Proficiency
Bonus
Features Rages Rage Damage
1st +2 Rage, Archetype 2 +2
2nd +2 Combat Superiority, Action Surge 2 +2
3rd +2 Archetype Feature 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Intimidating Presence 3 +2
6th +3 Mindless Rage 4 +2
7th +3 Archetype Feature 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical 4 +3
10th +4 Archetype Feature 4 +3
11th +4 Frenzy 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical 5 +3
14th +5 Retaliation 5 +3
15th +5 Archetype Feature 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical 6 +4
18th +6 Archetype Feature 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Rage[edit]

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your frenzied warrior level in the Rages column of the Frenzied Warrior table, you must finish a long rest before you can rage again.

Combat Superiority[edit]

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to frenzied warriors, described on the maneuvers list below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 17th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Action Surge[edit]

Also at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can spend 3 superiority dice to take one additional action.

Extra Attack[edit]

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

Intimidating Presence[edit]

Also at 5th level, when raging, you can forgo one of your attacks to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

Mindless Rage[edit]

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Brutality[edit]

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal.

If the target of your attack is an object or construct, you deal maximum damage with both dice, instead of rolling them.

Brutal Critical[edit]

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

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

Frenzy[edit]

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead and can make one additional melee attack in each of your turns when you take the Attack action.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Retaliation[edit]

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 a melee weapon attack against that creature.

Primal Champion[edit]

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Subclasses[edit]

Champion[edit]

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Improved Critical

Beginning when you choose this archetype at 3rd level, while raging, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Superior Critical

At 10th level, while raging, you score critical hits on a roll of 18-20 on the d20.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. While raging, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns

Savage[edit]

Savage Endurance

At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

In addition, you add 1 to the amount of hit points you recover during a short rest for each hit dice spent.

Reckless Attack

Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. While raging, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Danger Sense

At 10th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Maneuvers[edit]

Precision Attack

When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

Sharpened Attack

When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.

Sharpened Senses

When you make an Intelligence (Investigation) check or a Wisdom (Survival) check, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

Superior Athleticism

When you make an Strength, a Dexterity, or a Constitution saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

Savage Evasion

If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Survival Superiority

When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.

Second Wind

On your turn, you can expend one superiority die as a bonus action to regain hit points equal to the number rolled on the superiority die + your Constitution modifier.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Frenzied Warrior class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Frenzied Warrior class, you gain the following proficiencies:

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