Frenzied Warrior (5e Class)
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- 1 Frenzied Warrior
- 1.1 Class Features
- 1.1.1 Table: The Frenzied Warrior
- 1.1.2 Fighting Style
- 1.1.3 Rage
- 1.1.4 Reckless Attack
- 1.1.5 Action Surge
- 1.1.6 Frenzy
- 1.1.7 Combat Superiority
- 1.1.8 Ability Score Improvement
- 1.1.9 Extra Attack
- 1.1.10 Danger Sense
- 1.1.11 Mindless Rage
- 1.1.12 Feral Instinct
- 1.1.13 Brutal Critical
- 1.1.14 Intimidating Presence
- 1.1.15 Relentless Rage
- 1.1.16 Indomitable
- 1.1.17 Retaliation
- 1.1.18 Persistent Rage
- 1.1.19 Improved Superiority
- 1.1.20 Primal Champion
- 1.1 Class Features
A disgraced knight swings his spear wildly as he succumbs to rage. A temple guard falls victim to an dark curse in order to protect the temple's relics. A former hero, long since corrupted by dark powers in a gambit for strength. All of the previous examples highlight the Frenzied Warrior. Frenzied Warriors are created when, in a dark bid for power, potent fighters trade their sanity for strength. The Frenzied Warrior class can call upon their rage to fight (for) their friends.
As a Frenzied Warrior you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons and Martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from acrobatics, athletics, animal handling, intimidation, perception, and survival
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
|1st||+2||Fighting Style, Rage|
|2nd||+2||Reckless Attack, Action Surge|
|3rd||+2||Frenzy, Combat Superiority|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Danger Sense|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement, Extra Attack (2)|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (2), Brutal Crit (2)|
|19th||+6||Ability Score Improvement|
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.
You gain a +2 bonus to attack rolls you make with ranged weapons. Defense 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.
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.
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 barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Starting at 3rd Level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your frenzy ends, you suffer one level of exhaustion.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice (Reference PHB pg. 74 for maneuvers).
You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, 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 7th level and one more at 15th 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:
save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Ability Score Improvement
When you reach 4th level, and again at 8th, 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. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
This increases to two attacks at 12th level
At 5th 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.
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.
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.
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 17th level
Beginning at 10th level, you can use your action 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.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
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.
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.
Beginning at 13th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
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.
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.
At 18th level, your superiority dice turn into d12s
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.