Labrys Knight (5e Class)

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Labrys Knight[edit]

The hardened warrior approaches the giant Ogre and winks. The Ogre firmly plants his feet in preparation for battle. As the Ogre swings his massive club, the warrior parries with his axe and in a swift movement sweeps underneath the club and slices through the Ogre's stomach. The warrior stands, wipes his brow, and watches as the Ogre's bust slides off it's lower torso falling to the ground.

A group of adventures charge into battle. In the front line, an aged warrior charges, taunting his opponents. He stops and surrounds himself with the most dangerous creatures in the battle. He glares at them and within moments the battle begins. The warrior is sliced and diced by many creatures, but this does not stop him. He pushes on and vanquishes his opponents. As he cleans his blood drenched eyes, he smirks and says, "Is that all you got".

Creating a Labrys Knight[edit]

Did you learn your skills from an experienced warrior or did you learn them yourself? Do you work as a mercenary? A soldier? Maybe you’re a gladiator. These are some important things to consider when you are designing a Labrys Knight.

Quick Build

You can make a Labrys Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Strength or Dexterity.

Class Features

As a Labrys Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Labrys Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Labrys Knight level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: choose two from Athletics, Insight, Intimidation, Perception, Persuasion, and Survival

Equipment

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

  • (a) two battle axes or (b) two hand axes
  • (a) hide armor or (b) ring mail
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Labrys Knight

Level Proficiency
Bonus
Features Intimidate
1st +2 Dual Wielding
2nd +2 Intimidate 1
3rd +2 Granda, Subclass Feature 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack 2
6th +3 Block 2
7th +3 Subclass Feature 2
8th +3 Ability Score Improvement 2
9th +4 Improved Critical 2
10th +4 Master Warrior 3
11th +4 Subclass Feature 3
12th +4 Ability Score Improvement 3
13th +5 Focused Strike 3
14th +5 Improved Critical 3
15th +5 Subclass Feature 4
16th +5 Ability Score Improvement 4
17th +6 Restoration 4
18th +6 Thunderwave 4
19th +6 Ability Score Improvement 4
20th +6 Last Man Standing 4

Dual Wielding[edit]

At 1st level, you are skilled at fighting with two weapons. You gain the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Intimidate[edit]

Starting at 2nd level, your mere presence strikes fear into your opponents. You have a bonus of +1 to your Initiative and Charisma (Intimidation checks).

In addition, you can use this ability to reduce the offensive or defensive abilities of your enemies. At the start of your turn, choose to apply it to your offense or defenses.

Offensive. If you choose to apply offensively, you can choose to reduce the AC of your target by 1 against until the start of your next turn or until that creature is hit by an attack (whichever happens first).

Defensive. If you choose to apply Defensively, as a reaction when you are hit by an attack, you can reduce the result of the attack by 1, potentially causing the attack to miss.

As you gain levels in this class, your intimidate bonus and penalties increase, as shown in the Intimidate column on the Labrys Knight table.

Granda[edit]

At 3rd level, you are able to deal more damage when making a melee attack. When you hit a creature with a melee attack, you can choose to add your current level proficiency bonus to your attack's damage. This may be used a number of times equal to your Strength modifier (minimum once). Once you have used the max number of Granda, you must finish a long rest before you can use Granda again.

Subclass[edit]

At 3rd level, you chose an archetype between Savitar or Apollo, which grant you features at 3rd, 6th, 11th, and 15th levels. These archetypes are detailed at the end of the class description.

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.

Extra Attack[edit]

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

Restoration[edit]

After being in combat so many times, your body has learned to heal itself far more quickly. At 6th level, as a bonus action, you can regain hit points equal to 2 x your proficiency bonus.

You can use this ability a number of times equal to your Constitution modifier (minimum 1). You regain all expended uses after you finish a long rest.

Improved Critical[edit]

At 9th level, you get a critical hit on a roll of 19-20. This increases to a roll of 18-20 at 13th level.

Master Warrior[edit]

At 10th level, you have become a master warrior in combat. For 1 minute, your speed is doubled, you gain +2 AC, and you gain an additional action on each turn. This action can be used only to take Attack(one weapon only), Dash, Hide, or Use an Object action.

You must complete a short or a long rest before you can use this feature again.

Block[edit]

Starting at 14th level, when you are hit by an attack, you can use your reaction to make one weapon attack against the attacker. You make this attack immediately before making the saving throw. On a hit, your attack provokes no damage, but you cause the attack made against you to miss.

Focused Strike[edit]

At 17th level, once in each of your turns, you can give yourself advantage to a melee weapon attack you make.

Thunderwave[edit]

At 18th level, you have learned to harness the power of thunder. As an action, you slam your axes to the ground creating a wave of thunderous force from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the effect, and emits a thunderous boom audible out to 300 feet.

Last Man Standing[edit]

At 20th level, when you are reduced to 0 hit points, you can roll a hit die and be reduced to an amount of hit points equal to the number rolled + your Constitution modifier instead.

Labrys Knight Archetype[edit]

Savitar[edit]

A Savitar has dedicated themselves to attacking with speed and agility over power.

Agile Warrior

At 3rd level, you have master the art of dual axe wielding. Once per turn you can add your Dexterity modifier to the result of one of your attacks. You must use this feature before you know if your attack hit or misses.

Athletics

At 7th level, you become proficient in Strength (Athletics). If you are already proficient then add double your proficiency bonus to Strength (Athletics) checks.

In addition, you have advantage on all Strength saving throws.

Quick Strikes

Starting at 11th level, whenever you make an attack, you can choose to make that attack at disadvantage. If you do so, you can make one additional attack at disadvantage, without using an action.

You can't use this feature if you already have disadvantage on the attack.

Teleportation

At 15th level, on your turn, you can teleport to an unoccupied space that you can see within 30 feet without using an action. You can use this a number of times equal to your Dexterity modifier (minimum 1). Once you have expended all uses, you must finish a long rest to use again.

Apollo[edit]

An Apollo is a fearless warrior, charging into battle at the head of the party with speed and aggression that freezes the average person in their tracks.

Hardened Warrior

Beginning at 3rd level, your hit point current and maximum increase by 3, plus 1 for each additional level you gain on this class. Also, whenever you spend a hit dice, you regain 1 hit point per hit dice spent.

Finally, you have a pool of hardening dice equal to 3 + your Constitution modifier. The hardening die is a d8. As a bonus action, you can spend any amount of dice from that pool and gain temporary hit points equal to the number rolled. Your pool replenishes after a short or a long rest.

Shield

At 7th level, If you or a creature you can see within 5 feet of you is hit by an attack, you can use a reaction if you're wielding a melee weapon to block the attack, increasing the AC of the target in +5. If the attack still hits, the attack's damage is halved.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Death Touch

At 11th level, when you are below half your maximum hit points, you can use your Death Touch as part of your attack action, without using an action.

Make a melee weapon attack using your Constitution modifier, instead of Dexterity. On a hit, the target takes 3d6 necrotic damage, and you regain a number of hit points equal to half the damage dealt. You can't have more hit points than half your maximum due to using this feature, and any hit point above that is wasted.

Resistant

At 15th level, you become resistant to non-magical slashing, piercing, and bludgeoning damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Labrys Knight class, you must meet these prerequisites: Strength 13, Dexterity 13

Proficiencies. When you multiclass into the Labrys Knight class, you gain the following proficiencies: light armor, medium armor, simple and martial weapons (melee only)

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