Furserker (5e Class)
From D&D Wiki
- 1 Furserker
- 1.1 Creating a Furserker
- 1.2 Class Features
- 1.3 Feral Warrior
- 1.4 Furtive Predator
- 1.5 Rakish Alpha
- 1.6 Multiclassing
Fueled by a powerful desire to mete out justice, crush worthy foes, or simply bathe in the blood of unsuspecting victims, Furserkers are convicted warriors who wield great power and speed granted to them by their bestial blood, alongside temperance of their body through rigorous training methods that are nothing short of astounding. While some act as adjudicators or enforcers within their own tribes, others travel the lands, destroying the wicked and upholding their race's values. Some wield their strength for ill, however, and prefer to exhibit their power to the world by conquering other tribes and decimating any and all opposition. Not everyone has the willpower to endure the Furserker's training, but all who can are destined to be peerless warriors.
Creating a Furserker
When creating a Furserker, consider what motivated you to undergo the Furserker's training. Were you ostracized by society and forced into seclusion, motivating you to seek greater power to take revenge on those who scorned you? Or are you a tribesman who wished to support his people more effectively? Only the convicted bear the will required to become a Furserker, and only the convicted can maintain the strength of body required to truly call oneself a Furserker.
- Quick Build
You can make a Furserker quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Outlander background.
As a Furserker you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Greatsword or (b) any Martial melee weapon
- (a) Hide Armor or (b) Leather Armor, four javelins
- an Explorer's Pack
- If you are using starting wealth, you have 2d4 × 10 gp in funds.
|1st||+2||Unyielding Assailant, Furred One's Might|
|4th||+2||Ability Score Improvement|
|6th||+3||Furred One's Might Increase|
|8th||+3||Ability Score Improvement|
|11th||+4||Furred One's Might Increase|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Furred One's Might Increase|
|19th||+6||Ability Score Improvement|
|20th||+6||Wrath of the Hirsute|
You have trained your body to an astounding level of durability. Beginning at 1st level, you can calcuate your AC using your Constitutuion modifier rather than your Dexterity modifier.
Furred One's Might
You are adept at rushing the enemy and striking before they can react. Also at 1st level, your melee attacks deal an additional damage die if you have moved at least 15 feet before attacking. This effect increases to two additional damage dice at 6th level, three additional damage dice at 11th level, and four additional damage dice at 17th level.
Additionally, your Speed increases by 10 feet.
You are able to unleash the fury of your beast blood against any attackers. Beginning at 2nd level, upon taking damage, you can use your reaction to make two attacks against the foe, one with your weapon, and one with an unarmed strike. You can use this ability three times, regaining all uses upon taking a Long Rest.
Additionally, you can wield two-handed weapons that you are proficient with in one hand.
At 3rd level, you have honed your abilities keenly, but in order to further strengthen oneself with efficaciousness, you will need to focus your talents on a particular style. Choose between the Feral Warrior, the Furtive Predator, and the Rakish Alpha, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th level, 10th level, 15th level, and 18th level.
Ability Score Improvement
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. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action.
The number of attacks increases to three when you reach 13th level in this class.
You have endured strenuous training sufficient to kill the average person, and your body has accustomed to the constant strain. Starting at 9th level, you treat accumulated Exhaustion as if it were one level lower.
Additionally, when you suffer Disadvantage on an attack roll, ability check, or saving throw, you can choose to disregard it. You must take a Long Rest before you can use this feature again.
You have honed your senses to a fine point, and the speed at which you can react is incredible. Upon reaching 14th level, you can take one Reaction every turn, rather than every round.
Wrath of the Hirsute
You have reached the highest echelon of physical prowess, a level that others could only dream of. Beginning at 20th level, your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Additionally, your damage dealt with melee weapons increases by an amount equal to half of your AC.
While most Furserkers combine instinctual fury with combat expertise, some forgo the pursuit of the latter, focusing solely on annihilating any opposition with their fierce bestial strength. These Furserkers undergo a different type of training, tossing aside finesse and discipline to eliminate those that would attempt to harm them or their allies.
Your path is one of blood and steel, and you fight with reckless abandon. Beginning at 3rd level, your damage with melee weapons increases by a number equal to double your Proficiency Bonus, and you suffer a penalty to your attack rolls equal to your Proficiency Bonus.
- Blistering Destruction
You are adept at crushing your foes at blinding speeds. Starting at 7th level, your critical hits deal maximum damage.
- Monster's Mercilessness
You are an unrelenting murderer, refusing to end your assault even when the foes plead for mercy. Beginning at 10th level, you have advantage on attacks against foes who are below half of their hit point maximum. In addition, you deal an additional damage die against them.
- Sanguinary Conqueror
Wherever you go, bloodshed follows. Starting at 15th level, upon killing a creature, you gain an amount of temporary hit points equal to the damage you dealt.
Additionally, you have advantage on Charisma (Intimidation) checks.
You have mastered the art of destruction, and remorse is a lost quality. Beginning at 18th level, if your attack roll exceeds the foe's AC by an amount equal to half of your Proficiency Bonus or more, your attack becomes a critical hit, and you add an additional damage die to the critical's damage.
Typically, Furserkers charge into battle against large hordes of foes, relying only on their immense strength and skill to bring about victory. However, some pursue a different aspect of beasts, that being, a prowess for ambush tactics. These predators relentlessly hunt their enemies, keeping to the shadows of the forest and striking when their mark lets down their guard.
- Unseen Hunter
Your practice in stealth combined with your bestial strengths have made you one to be feared. Beginning at 3rd level, you may add double your Proficiency Bonus to Dexterity (Stealth) checks, but only if you are already proficient. In addition, successful melee attacks you make against foes who are surprised deal two additional damage dice.
- Mighty Ambusher
You combine the strength of a beast with the precision of an assassin effortlessly. Starting at 7th level, you can treat any weapon as a Finesse weapon.
You are an expert at making others disappear without a trace. Beginning at 10th level, attacks you make against foes who have not taken a turn yet deal an additional damage die.
Additionally, you can take the Hide action as a bonus action.
- Heave Weapon
You are strong enough to throw a weapon with great force, and skilled enough to hit your mark. Starting at 15th level, all weapons gain the Thrown property (20/60) as long as you are wielding them. Additionally, if you land a critical hit by throwing a weapon, the foe must take a Constitution saving throw or be Stunned until the end of their next turn. This DC equals 8 + your Strength or Dexterity modifier + your Proficiency Bonus. Features that would only affect melee attacks are applied to this feature as well.
- Predator and Prey
You have achieved a level of prowess superior to most, and all are mere prey compared to your skill. Beginning at 18th level, whenever you successfully attack a foe you have already damaged in the same battle, you add two additional damage dice, and if you are Hidden, you do not reveal your location.
Additionally, you have mastered the art of sneaking. While in darkness, you are invisible to creatures that do not rely on Blindsight or Tremorsense.
While primal strength and tribal tendencies are the most iconic aspects of the Furserker, they are incomplete without their carefully honed skill. While all Furserkers acknowledge this, some adhere to it almost exclusively, preferring to focus on their skill. These warriors adopt a new style of training, perfecting techniques that can turn the tides of battle in an instant.
- Alpha's Fangs
You have learned numerous techniques, passed on from Furserker to Furserker. These techniques, called Fangs, are powerful tools to emerge victorious in an otherwise hopeless battle. Beginning at 3rd level, you learn three Fangs. You learn one more at 7th level, 10th level, and 15th level. Each time you learn new Fangs, you can also replace one Fang you know with a different one.
You have four alpha dice, which are d10s. An alpha die is expended when you use it. You regain all of your expended dice when you take a Short or Long Rest. You gain another alpha die at 7th level and one more at 15th level.
Some of your Fangs impose a saving throw to resist its effects. The DC equals 8 + your Strength or Dexterity modifier + your Proficiency Bonus.
- Bravura Counter
You are an expert at swiftly dodging attacks and unleashing deadly strikes in reprisal. Starting at 3rd level, when you are subject to an attack, you can use your reaction to increase your AC against the attack by an amount equal to your Proficiency Bonus, potentially causing the attack to miss. If the attack misses due to this feature, you can make a single melee attack against that foe. You add an additional damage die to the damage of this attack.
- Irreproachable Offense
You have mastered relentless assault that does not expose your weak points. Beginning at 7th level, your first attack on each turn has Advantage. In addition, whenever you hit with an attack that has Advantage, you can add two additional damage dice if the lower roll would also hit the target.
Additionally, when you successfully hit a target, you can move up to half of your speed in any direction. This movement doesn't provoke opportunity attacks.
- Lissome Champion
Your combat expertise has earned you admiration from even adept soldiers. Starting at 10th level, you can take the Dash action as a bonus action. In addition, if you make an attack after taking the Dash action, your attack has Advantage, and if your attack lands, you deal additional damage equal to the amount of feet you moved ÷ 10 rounded up.
Additionally, your Speed increases by 10 feet.
- Flourishing Force
You are constantly aware of your surroundings in battle, searching for the precise moment to unleash your assault. Beginning at 15th level, every turn you do not make an attack, your next attack deals an additional damage die, up to a maximum equal to your Proficiency Bonus.
Additionally, when you Ready an attack, your attack has Advantage, and you add an additional damage die.
- Cognoscente of Consonancy
You perfectly balance your bestial strength with precise skill and peerless agility. Starting at 18th level, your AC increases by a number equal to your Speed ÷ 20 rounded up, and your Fangs gain additional damage dice equal to your Speed ÷ 20 rounded up.
Additionally, you regain 1 alpha die upon reducing a creature to 0 hit points.
Below is a list of Fangs, available to the Rakish Alpha.
- Piercing Fang
When you hit with a melee weapon attack, you can expend one alpha die to lower the foe's AC against your attack by a number equal to the roll. You can spend an additional alpha die and add it to the damage dealt.
- Razor Fang
When you hit with a melee weapon attack, you can expend an amount of alpha dice equal to your Proficiency Bonus, adding them to the damage dealt.
- Deadly Fang
When you land a critical hit with a melee weapon attack, you can expend three alpha dice to double the total damage dealt.
- Lethal Fang
When you hit with a melee weapon attack against a foe below half of their hit point maximum, you can expend two alpha dice, adding them to the damage dealt and forcing the target to make a Constitution saving throw. On a failed save, they cannot take any actions until the end of their next turn.
- Perpetual Fang
When you hit with a melee weapon attack, you can expend an amount of alpha dice equal to your Proficiency Bonus. You roll them at the start of each of the target's turns, dealing damage to them every turn until you have rolled an amount equal to however many you expended. You do not roll any alpha dice on the initial damage roll.
- Venomous Fang
When you hit with a melee weapon attack, you can expend one alpha die and add it to the attack's damage roll. The foe must pass a Constitution saving throw or be Poisoned for 1 minute. The damage from the alpha dice is treated as poison damage for this attack.
- Furious Fang
When a creature hits you with a melee attack, you can use your Reaction and expend any amount of alpha dice up to an amount equal to your Proficiency Bonus. You make a melee weapon attack against that foe, adding the alpha dice's rolls to the damage dealt.
- Faultless Fang
When you make a melee weapon attack roll, you can expend one alpha die and add it to the attack roll. You can activate this Fang before or after the attack roll, but before any effects of the attack are applied.
- Successive Fang
When you miss with a melee attack, you can expend one alpha die and make another attack roll, adding the alpha die's roll to the damage if you hit. You must use the new roll, even if it misses.
Upon reaching 15th level, you can choose between three special Fangs. You cannot replace a known Fang with one of these Fangs.
- Runic Fang
When you hit with a melee attack, you can expend any amount of alpha dice up to an amount equal to your Proficiency Bonus, adding them to the damage roll. The target is treated as vulnerable to the damage dealt by the alpha dice.
- Vampiric Fang
When you hit with a melee attack, you can expend an amount of alpha dice equal to your Proficiency Bonus, adding them to the damage roll. You gain temporary hit points equal to the total damage dealt.
- Sacrificial Fang
When you hit with a melee attack, you can expend an amount of alpha dice equal to your Proficiency Bonus, adding them to the damage roll. Your attack, including the damage from the alpha dice, is maximized. You suffer damage equal to half of the damage you inflicted, rounded up.
Prerequisites. To qualify for multiclassing into the Furserker class, you must meet these prerequisites: Strength 13 or Dexterity 13, Wisdom 13, a race with fur.
Proficiencies. When you multiclass into the Furserker class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.