Gifted Warrior (5e Class)

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Gifted Warrior[edit]

This class means that at some point a higher power gifted you with the types of powers that many only dream of. This class is not for the faint of heart nor the weak of will as if those who gave them power fall, they become no better than the average fighter. These Fighters are given phenomenal powers by one of many benefactors, however, this benefactor made no deal nor are these buffs permanent. The gift has gone beyond your skin and has permeated your blood.

Creating a Gifted Warrior[edit]

Quick Build

First Constitution and for your second highest stat either wisdom for divine, intelligence for mystic, and charisma for Demonic. Go with Heavier armor and melee weapons for divine and fiendish and lighter armor and distance weapons for mystic.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple Weapons, glaive, halberd, longsword, pike, rapier, shortsword, greataxe, scimitar, longbow
Tools: Any artisan tool
Saving Throws: Strength and Wisdom
Skills: Chose three from Athletics, Deception, Insight, Intimidation, History, Perception, Persuasion, Religion, Stealth, Survival

Equipment

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

Table: The

Level Proficiency
Bonus
Features Cantrips Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Hemomantic Origin, Spellcasting 1 2 2
2nd +2 1 3 3
3rd +2 Hemomantic Origin Feature 1 4 4 2
4th +2 Ability Score Improvement 2 5 4 3
5th +3 Hemomantic Origin Feature 2 6 4 3 2
6th +3 3 7 4 3 3
7th +3 Hemomantic Origin Feature 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
10th +4 Hemomantic Origin Feature 4 10 4 3 3 3 2
11th +4 4 11 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 11 4 3 3 3 2 1
13th +5 4 12 4 3 3 3 2 1 1
14th +5 Hemomantic Origin Feature 5 12 4 3 3 3 2 1 1
15th +5 5 13 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 13 4 3 3 3 2 1 1 1
17th +6 5 14 4 3 3 3 2 1 1 1 1
18th +6 Hemomantic Origin Feature 6 14 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Writ of Completion 6 15 4 3 3 3 3 2 2 1 1

Hemomantic Origin[edit]

At some point in your life, some powerful being gifted you with powers beyond the capabilities of an average fighter. Your benefactor either gave you Divine Blood, Mystic Blood, or Fiendish Blood.

Spellcasting[edit]

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Your Hemomantic Origin has your spellcasting detailed apon selecting it.

Cantrips

At 1st level, you know 1 cantrip of your choice from the Hemomantic Origins spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the gifted Warrior table.

Spell Slots

The gifted Warrior table shows how many spell slots you have to cast your gifted Warrior spells of 1st level and higher. To cast one of these gifted Warrior spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from your Hemomantic Origin's. The Spells Known column of the gifted Warrior table shows when you learn more Hemomantic Origin spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Hemomantic Origin's spells you know and replace it with another spell from the Hemomantic Origin's spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Your Hemomantic origin determines is your spellcasting ability for your spells. You use the ability that your subclass dictates, whenever a spell refers to your spellcasting ability. In addition, you use that same ability's modifier when setting the saving throw DC for a gifted warrior spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Hemomantic Origin's ability

Spell attack modifier = your proficiency bonus + your Hemomantic Origin's ability

Ability Score Increase[edit]

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.

Writ of Completion[edit]

At level 20, For thriving as the champion of some being of immense power you receive a pendant that will cast teleport and you will teleport to any place with 100% accuracy this pendant can be used a number of times equal to your Hemomantic Origin's ability modifier. This number resets at dawn each tenday.

Divine Blood[edit]

Your abilities come from the gods themself and are divine.

I will be your shield

At level 1, you Gain Medium armor proficiency and Spellcasting(Wisdom is your spellcasting modifier) with a cleric spell list. In addition, your blood becomes your Spellcasting focus (it functions in your body) and you can add a +1 to all saving throws

Safety in Crowds

At 3rd level, When 2 or more enemies are within 30 ft of you, you gain a +1 to AC and to melee weapon attacks, & You also gain an extra 5ft to your attack and opportunity attack range regardless of your current weapon

Divine Protection

At 5th level, you gain an aura the extends 10 ft around you when attacking enemies in this aura you may deal an extra 1d6 radiant damage. This damage increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

In Your Heart, Their Will Burns

At 7th Level, Once per Short rest, you can regain half the points of damage you dealt over the course of the encounter and do not take your turn next round

A Job Well Done

At 10th level, You’ve learned to harness encouragement into a healing chant and, can now heal one ally that you can see by 4d4 + your spellcasting modifier as an action. You can do this as many times as your Wisdom Modifier. You also gain proficiency in Persuasion and Insight.

Pure of Mind and Body

At 14th Level, Gain resistance to Poison and Necrotic Damage and Immunity to all diseases.

Divine Champion

At 18th Level, Your benefactor has recognized your skills and prowess in battle and grants you the following abilities to use as an action and they last an hour or until you dismiss these effects as a bonus action

  • 17-20 is a critical hit
  • Fly speed of 30ft (In the form of angelic wings)
  • +2 to all damage rolls
  • Resistance to all non-magic damage

Mystic Blood[edit]

Your Blood and the weave have intertwined in a way akin to gods.

Sacred Knowledge

Your Spellcasting has Intelligence as your spellcasting modifier, with the Wizard's spell list, in addition, your blood becomes your Spellcasting focus(it functions in your body), and you can cast spells as a ritual (see ritual casting in PHB), and can recover spell slots up to half your gifted warrior level(round up) on a short rest. Additionally, Gain Expertise in arcana and Gain Proficiency Intelligence saving throws instead of Strength saving throws,

Higher Understanding

At 3rd level, you can choose one of the following benefits when you cast a spell:

  • You add +4 to spell attacks.
  • You add +2 to your spell save DC.
  • You can take the Cast a Spell action as a bonus action on your turn.

All of these effects end at the end of your next turn. You can use this feature a number of times equal to your intelligence modifier, you regain all uses after finishing a long rest

Enpowered Magic

At 5th level, you add your Intelligence modifier to the damage you deal with any grifter warrior cantrip.

Quite Capable

At 7th level, You Gain one of the following benefits:

  • Quick Attack:

You can cast any single target cantrip and preform one weapon attack at the same time but both attack rolls are made at a non-negatable disadvantage.

  • Otherworldly Understanding:

You can change any element from a spell with the following elements; Fire, Cold, Lightning, Thunder, Poison, Acid, Psychic, Necrotic, Radiant,

  • Magical Volley

You can etch any single-target spell into a quiver of arrows, or any other ammunition and the arrows become magical and the spell's effects activate on impact with a target. This process takes an hour per quiver of arrows

Elementary, My Dear

At 10th level, Gain Proficiency in investigation and Insight (if you already have proficiency double your proficiency bonus). Additionally, you may gain any information you would like on your opponent as a bonus action by making an investigation check, contested by their deception

Beyond Capable

At 14th level, Gain another benefit from the Quite Capable class feature or take one of the three listed below:

  • Patient and Ready—

Gain Proficiency in one mental save and add your Intelligence modifier to your dexterity modifier for initiative rolls

  • Flight Study--

Can use a bonus action summon ethereal wings that give you a fly speed of 50ft that last until you dismiss them as a bonus action

  • Thorough understanding—

Can change the save of any spell to any other ability as many times as your intelligence modifier, Recharges on a long rest

Sages' Wrath

At 18th level, Once per long rest you can allow your benefactor to grant you ultimate destructive power. This grants you the following abilities to use as an action and they last 10 minutes or until you dismiss these effects as a bonus action

  • The area around you becomes as if ice storm at its base level was cast centered on you (however this does not affect allies of the caster)
  • You can cast lightning bolt at 4th level without expending a spell slot once (this does not affect allies of the caster, only once)
  • You can cast fireball at 4th level without expending a spell slot once (this does not affect allies of the caster, only once)
  • You gain immunity to spell damage and effects.

Fiendish Blood[edit]

Your abilities come from either demons or devils.

I Will Be Your Demise

At level 1, Gain All Weapon (Including improvised weapons), Medium & Heavy Armor proficiency, However you lose the ability to use spell slots above 5th. You may not cast any leveled spells that deal damage from the warlock's Spell list. Your spellcasting ability is Charisma and your Blood is your spellcasting focus. For the purposes of spellcasting you are considered a half-caster. Additionally, when you hit a creature with a weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 necrotic for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

An extension of myself

At 3rd level, You gain the ability to place all of the following abilities on equipment as magical brands. You may have a max of 2 brands active at the same time. These brands last until you are separated from that weapon for 6 hours or choose to end the brand's effect and take 30 seconds to make.

  • Place a Brand on any melee weapon and give the weapon the thrown property with a range of 20/120 and the weapon magically returns to you after you throw it.
  • Place a brand on a melee weapon and add your proficiency bonus to the damage of your attacks.
  • Place a brand on a quiver and it can refill itself a number of times equal to your charisma modifier, once its charge runs out you must place the brand again or the quiver will become ash
  • Place a Brand on a ranged weapon of any kind and add double your proficiency bonus to attack rolls with that weapon.
  • Place a brand on the armor you are wearing, gain bonus AC equal to half your proficiency bonus rounded down.


Extra Attack

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

My will manifested

At 7th Level, You may add 1d10+Charisma Modifier fire damage to all branded weapons

Surrender Unto me your soul

At 10th level, You gain all the following benefits

  • You gain proficiency in charisma saving throws.
  • You also gain proficiency in intimidation checks (Or double proficiency bonus if already proficient)
  • You may create a max of 3 brands.
You Shall Fall

At 14th Level, Your 1d10 fire becomes 2d10 fire and if you only have one active brand you may add double the ability you're attacking with to the weapon's damage.

Fiendish Master

At 18th Level, Your benefactor has recognized your skills and prowess in battle and grants you the following abilities to activate as an action and they last an hour or until you dismiss these effects as a bonus action.

  • 17-20 is a critical hit
  • Fly speed of 30ft (In the form of Demonic wings)
  • Add double proficiency bonus damage to all Branded weapon damage rolls.
  • Resistance to all damage done from melee attacks.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gifted Warrior class, you must meet these prerequisites: 15 Wisdom and 15 Constitution

Proficiencies. When you multiclass into the Gifted Warrior class, you gain the following proficiencies: None

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