Meteor Knight (5e Class)

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Creating a Meteor Knight[edit]

The Meteor Knight is a moving tank, roaming through enemies with ease to reach a more advantageous position on the battlefield. Clad in their order's heavy armor, and wielding heavy weapons, these Knights are not afraid to use superior physical force to knock down an opponent. A Meteor Knight is part of an Order, or Organization, where they might have received their training, but are not necessarily bound to it. DM's may create their own, or choose completely different ways for you to obtain your armor, abilities, and tabards.

Do you want to be a tank on the battlefield, able to sustain yourself and weave through enemy lines? Are you a heavy hitting warrior, smashing foes down with a huge mace? Do you want to be completely ridiculous, and use propulsion to launch yourself into your enemy? Then this is the class for you.

Quick Build

You can make a Meteor Knight quickly by following these suggestions. First, Strength should be your highest ability score, it will be a requirement to wear heavy armor. This is followed by Constitution, to extend your duration on the battlefield. Then, choose the Soldier background. Lastly, choose a blunt weapon, either two handed or one handed with a shield.

Class Features

As a Meteor Knight you gain the following class features.

Hit Points

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


Armor: Medium and Heavy, Shields
Weapons: Simple and Martial Weapons (However, the class is thematically and in some cases mechanically focused on Bludgeoning)
Tools: One of Choice
Saving Throws: Strength and Constitution
Skills: Choose two skills from: Animal Handling, Athletics, History, Insight, Performance, Perception, Persuasion, and Religion


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

  • (a) Martial Weapon or (b) Simple Weapon and Shield
  • (a) Meteor Armor or (b) Medium Armor up to Breastplate/Heavy Armor up to Chain
  • (a) Dungeoneers Pack or (b) Explorers Pack
  • Tool of Choice
  • A tabard of the basic school of the Meteor Knight, a sword being broken by a flaming stone.

Table: The Meteor Knight

Level Proficiency
1st +2 Meteor Armor, Bash
2nd +2 Heightened Defense
3rd +2 Class Path
4th +2 Ability Score Improvement, Combat Ready
5th +3 Improved Heightened Defense, Extra Attack
6th +3 Endurable
7th +3 Class Path Feature
8th +3 Ability Score Improvement
9th +4 Improved Bash, Strength of Stone
10th +4 Improved Heightened Defense, Class Path Feature
11th +4 Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Sweep
14th +5 Cripple
15th +5 Class Path Feature
16th +5 Ability Score Improvement
17th +6 Quake
18th +6 Class Path Feature
19th +6 Ability Score Improvement
20th +6 True Meteor

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. Your DM may allow the variant rule, exchanging the previous benefits in order to gain a feat.

Meteor Armor - Class Specific Equipment[edit]

This heavy plate is made with thicker pieces of metal, and a more rounded exterior. It is more effective versus maces, clubs, and bludgeoning weapons, but slightly more vulnerable in its weaker areas, as the sloping has widened the gap for piercing or slashing weapons to reach into. It is custom made to its wearer, and Knights must pay for any new armor they have to commission. It may be chosen upon character creation.

This equipment is made to be exclusive to the Order that the Meteor Knight came from.

Meteor Armor

AC of 16. It requires a Strength of 15 to wear, and gives Disadvantage on Stealth. All Bludgeoning Attacks against you have Disadvantage on Attack Rolls while wearing this armor. It weighs 70 lbs, and is worth 500 GP.

Bash - At Level 1[edit]

With a bludgeoning weapon, make a particularly strong attack to stumble your opponent with the force of your blow.

You can use this feature a number of times equal to your proficiency modifier. You regain your uses when you finish a long rest. You may apply it to any attack roll before rolling it.

Deal an additional d8 of Force Damage with your attack, or a d4 if the weapon deals piercing or slashing damage. If your attack roll is 5 above the enemies AC, the enemy must make a Con Save DC equal to 8+Proficiency+the number on the added die. On failure, the target is Stunned until the end of the next round.

The die sizes increase to 2d8 and a 1d8 if non Bldg at Level 9.

Heightened Defense - At Level 2[edit]

As a heavily armored combatant, perception of the battlefield is key, and staying alive is better.

Gain +1 to AC, +2 to Perception Checks (including passive Perception)

Improvement: This increases to a +2 AC, +3 Perception at Level 5, and to +3 AC, +4 Perception at Level 10.

Combat Ready - At Level 4[edit]

A Meteor Knight is incredibly tough, able to take many hits. This hardens their combat durability. While in combat, gain temporary hit points equal to +2 per Level of Meteor Knight. This would not apply to a sneak attack dealt outside a combat, or a surprise round. This health regenerates after completing a Short Rest.

Enduring - At Level 6[edit]

In combat, when being reduced below 1 HP, a Meteor Knight may make a Constitution Save equal to 8+Half the Damage taken to remain standing. A successful save sets HP back to 1, and restores 1 Hit Dice+Con of HP. A Meteor Knight may not be saved by this ability more than once before finishing a Long Rest.

  • This feature does not apply to damage that would instantly kill the Knight.

Strength of Stone - At Level 9[edit]

Become as hardy and strong as stone itself, steeling yourself against incoming damage. Once per finished Long Rest, gain resistance to non-magical bludgeoning, slashing, and piercing damage for 1 Minute.

Sweep - At Level 13[edit]

Using your skill with your weapon, the Meteor Knight quickly attacks the surrounding enemies.

You may use this ability once before needing a Short Rest. You may activate this as an Action.

Make an attack against up to three opponents of your choice within melee range, applying Bash to every attack as well.

Cripple - A Level 14[edit]

With great strength, strike to damage an opponent's ability to protect themselves, whether reducing their footwork or their armors protection.

You can use this feature a number of times equal to your proficiency modifier. You regain your uses when you finish a long rest. You may activate it upon any attack roll. It may not stack with other features with similar applications, such as Bash.

Armor - A successful hit permanently reduces the armor of the opponent by 1 (or a crit by 2). If an armor is reduced to 10 (before Dex), it is considered broken. This can not apply to non-metal armors. (May apply to natural armor at DM digression. Example: the DM may decide that the scales of a giant snake are not damaged in the same crippling way that an Iron Golems material is.)

Leg - A successful hit reduces movement speed by 5 feet, and provides a -4 to Dex (-2 Modifier) added to AC. from a combination of physical damage and pain slowing it down. If Dex is reduced to 4, the target can not move, and will fall to the ground as if prone. This counts as temporary ability damage, and disappears once the targeted creature takes a long rest, or the use of Greater Restoration.

  • Creatures with multiple legs may require multiple to be damaged before taking effect. This is again at DM digression. Example: A centipede has a lot of legs. It probable doesn't care about losing one. )

Quake - At Level 17[edit]

Smash your bludgeoning weapon into the ground with the strength of a Meteor, sending a wave of force that can even crack open the ground beneath it. This technique is very tiring, consuming the users stamina.

Every opponent within a 15 foot cone or a 30 foot line must make a Dex Saving Throw versus DC of 8+Prof+Str to take half damage. You may deal your weapons physical damage, (adding your modifiers) + 3d8 to each opponent affected. Some enchantments on weapons may be added in to the attack, fire may burst forth from the cracks, lightning sends out a shocking wave. The eligibility to add in enchantments is up to your DM. This technique bestows 1 point of exhaustion to the user.

True Meteor - At Level 20[edit]

You are the embodiment, nay, a champion of the Meteor Knights. Regardless of your path of training, you have proved your strength. You are awarded with a Meteor Tabard, emblazoned with a meteor streaking straight towards the ground.

This Tabard is enchanted, providing a +2 to your Strength and Constitution, raising your AC by 1 (as Ring of Protection), and may be used to summon a flaming stone from the sky once per day (resetting at noon), dealing damage as a 9th Level Fireball (14d6) with a radius of 40 ft, and a Dexterity Save DC of 22 for half damage.

Class Paths[edit]


Using your own body and armor as a weapon has the fortunate effect of surprising the enemy. However, the teachings of this school can be devastating to both the enemy and yourself, if not careful. If you visit your order, gain the Cannoneer Tabard - A Flaming Meteor crashing into a horde.

Armored Assault - At Level 3

Make a quick rush forward, smashing a thick armor plate into the enemy.

You must be wearing metal armor. You may use this feature once before needing to complete a short rest. Activating this feature requires an Action.

Make an attack with proficiency and strength against Touch AC. Touch AC = 10+Dex. Any AC that does not count as armor or natural armor is added in as well. This attack deals 2d4+Str Bludgeoning damage, and you may make a contested Strength Check with advantage to knock the enemy Prone.

  • Spiked Assault - You may use armor spikes to do Piercing damage if you have them, however, your Strength Check loses advantage to knock Prone.
Crash - At Level 7

You are on the right path to turn yourself into a humanoid projectile.

You need to finish a long rest before activating this feature again. So long as you move at least 10 feet, you may crash into your enemy.

Roll as if using Armored Assault for damage and to hit, as well as the Strength Check. If you fail to hit, you fall prone behind the enemy. If you succeed the attack, you instantly deal an additional 2d6 of damage. If you succeed the check, you will deal additional 2d6 of crushing (bludgeoning) damage per turn afterwards on top of the enemy. You are both considered prone and grappled until the target wins a strength check (You no longer have advantage on this check). Losing the Strength check means you are rolled off the target.

Cannoneer Armor Modifications - At Level 10

Those who follow this path gain proficiency in Cannon Armor Modifications. The DM may wish to have it be rewarded, or bought. Regardless, the Cannon Armor is a modification that may be applied to Meteor Armor, Half-Plate, Full Plate, or similar plate-like armors.

The Cannon Armor Mod give a +1 Modifier to the Armors AC. They require a Strength of 15 to wear, and give Disadvantage to Stealth if the armor does not already include this. It adds an additional 20lbs to armor weight, and costs 500 GP.

The Cannon modifications give the current armor a much more rounded appearance, thick plates curve widely, and an additional, unique back plate is added on. This back plate will become important as the Cannoneer may now acquire Propulsion Charges from the Order.

Gain Propulsion Charge Usage.

Propulsion Charge Usage - At Level 10

Several charges (4) may be placed on the Cannon Armor Mod back plate, However, the Cannoneer is only ready for one to be used at a time at Level 10. This increases to 2 at Lvl 13, 3 at Lvl 15, and 4 at Lvl 18. Trying to use more than ready for deals any additional damage as Bludgeoning damage to the wearer, ignoring Bludgeoning Resistance (but not immunity) if any, and providing a -2 to hit per extra charge used.

Each Charge weighs 5 Lbs, costs 25 Gold, and is created using a mixture of explosives and magic. Thin thread-work and systems are added into the armor, allowing easy detonation by the wearer. Immediate Action to use Charges. Full Round Action to add a charge onto the back.

Usage in Armored Assault - Add 1d4+2 Damage, and a +2 to the Contested Check per charge. Usage in Crash - Add 1d6+2 to Initial Damage per charge. Usage in Movement - A Charge Pack can be used to add 10 feet of horizontal movement in a round. Using extra has a 10% chance to set you off course, and a 5% chance to fall per extra used. Example using a D100: 0-5 fall, 6-15 off course. Using two extra packs, 0-10 fall, 11-30 off course.

Launch - At Level 15

You become even more of a master of the Cannoneer, your experience of throwing yourself showing.

You may now use Propulsion Packs to move vertically at half the distance, this can combine with horizontal movement to cross gaps that you may have otherwise jumped over. You may take another action in the air, and will fall at the end of the combat round. (or 1 turn). If you hit an opponent, including an Aerial target, you may make a Crash against it. This counts as an extra usage of the feature per long rest.

  • The Cannoneer still takes falling damage normally.
Blastoff - At Level 18

The ultimate in heavy mobility, you have become a humanoid projectile. You also learn the riskiest tactic available. The Human Meteor.

Your movement propulsion adds an additional 5 feet, even vertically.

By expending all 4 Propulsion Packs at once, launch yourself at an enemy up to 75 feet away, or 40 feet in the air. (You may do this at an angle as well, say 20 feet in the air and 55 feet away.) Make an attack roll with twice your proficiency against touch AC (10 + Dex Mod + any other non-armor modifiers).

Deal 8d6+8 Bludgeoning damage to the target, and half as much to yourself. You may add additional Packs (up to 8 total), each adding 2d6+2 Damage, but providing a -2 to hit. Missing throws you 20 feet past the target, and you still receive damage to yourself.

  • Height Variant - You may use this in conjunction with height, each 10 feet traveled down (not added by propulsion packs) adds 1d6 into the damage.


With a sturdy weapon in your hand, you will deal crushing blows to all opponents who face you, for the cause you fight for. The Commando teachings are brutal, yet effective. If you visit your order, gain the Commando Tabard - A Bloodied Maul.

Brutal Strikes - At Level 3

All Bludgeoning Damage you deal has its damage increased by 2. Furthermore, when you critically hit, one of your die can not roll less than its average amount (a d8 would do 4, even if a 2 was rolled.)

Cracking Blow - At Level 7

Deliver a mighty strike that even breaks through Bludgeoning Resistance.

You need to finish a short rest before using this feature again. Cracking Blow may be applied to any attack roll, but may not stack with similar features, such as Bash. Adds 2d6+3 Points of damage to the damage, and ignores Bludgeoning Resistance, but not immunity.

Weighted Weapon - At Level 10

Those who follow this path gain proficiency in Commando Weapon Weights. The DM may wish to have it be rewarded, or bought. Regardless, the Commando Weapon modification adds an additional propensity for damage onto the users weapon of choice. This weapon weight is custom fit to the users weapon, smartly adding weight to the areas that generate the most force. The Weapon is considered Masterwork if it wasn't before.

Commando Weapon Weights add an additional die of damage, a +1 to hit, and a +2 modifier to damage to the chosen weapon. It adds 5 lbs to the weapons weight, and costs 500 GP.

Crush - At Level 15

You may use this feature once before needing to finish a short rest. Activating Crush requires an Action.

Make a melee attack against the enemy. You have advantage to hit and add 2x Str to damage instead of 1x. Your damage roll also has advantage (reroll and take the highest total). Your attack has a chance to cause a paralyzing effect on a successful hit. The target must make a Con saving throw DC = 8+Prof+Str Mod. Failure applies the stunned condition.

Whirlwind - At Level 18

Become a whirlwind, your weapon moving faster than you ever thought it could to dish out as much punishment as possible.

You may use this ability once before needing a Long Rest. Your attacks for this combat round are doubled, but you cannot take a bonus action or movement action during this round.


The Juggernaut is the epitome of a human tank on the battlefield. Equipped with even more durable armor, many weapons stand no chance, and the Juggernaut is free to advance through the battleground where they wish. If you visit your order, gain the Juggernaut Tabard - A figure in heavy plate, surrounded by monsters.

Roam - At Level 3

You use your armor as an effective block as you move forward, subverting enemies attacks with ease.

A number of attacks equal to your Proficiency modifier have disadvantage on Attacks of Opportunity against you. This resets after completing a short rest.

Shift the Blow - At Level 7

Tilt your body to have your armor catch the blow, narrowly avoiding a devastating attack.

You may use this feature once per long rest, turn a critical hit against you into a regular hit.

Juggernaut Armor Modifications - At Level 10

Those who follow this path gain proficiency in Juggernaut Armor Modifications. The DM may wish to have it be rewarded, or bought. Regardless, the Juggernaut Armor is a modification that may be applied to Meteor Armor, Half-Plate, or Full Plate, or similar plate-like armors.

Juggernaut Modifications add a +2 Modifier to AC. They require a Strength of 16 to wear, and give the armor Disadvantage on Stealth Checks if it does not already. It adds an additional 20 lbs to the armors weight, and costs 600 GP.

Juggernaut Modifications are heavy plates, many of a smaller size, that are added around armor weak points and critical areas. It slows the wearer down and lessens agility, but the bodily protection is usually well worth it. The following penalties are added. Speed is reduced by 5 ft. Dexterity is counted as 2 Points less (-1 Modifier).

Tank - At Level 15

Your actions are all geared to your survival and your enemies downfall.

Whenever an Opportunity Attack is made against you, you may make one as well on that opponent. You may also use a Bonus Action to make an Opportunity Attack as well. (Giving you two per combat round.)

You may use one of these actions before needing to finish a short rest.

Juggernaut's Power: When making a Strength or Constitution Saving Throw or Check, you gain advantage.

Rush: Your movement occurs no attack of opportunity, and can move through enemy squares. You cannot end your turn in an enemy square. Deal 1d6+Str Bludgeoning to all enemies in path, this cannot apply more than once per enemy.

Deflecting Armor: Choose to have your armor take the hit of an attack, reducing it by 1 AC per 20 damage taken. If AC is reduced to 10 (Juggernaut Mod destroyed last) you take any leftover damage. Armor cannot lose more than 2 AC per use of this feature, you take any damage past that absorbed.

Titanic - At Level 18

You are the last standing Knight on the battlefield, subverting hits, taking them, and dealing damage.

You may assume a stance that makes you invulnerable to the unconscious state for 1 Minute. While in this stance, you have advantage on the Save DC for Endurable, and after that, you may remain standing when at less than 1 HP. Make a Saving Throw with the same DC as Endurable when struck. If successful, you do not take a Death Save Failure. If you receive 3 Death Save Failures, you perish where you stand. This feature may be used once before needing to finish a long rest.


To become a Meteor Knight, your DM may wish for you to train at the Order. A Meteor Knight is not necessarily good or evil, though they tend to stick with a code of honor in battle.

Prerequisites. To qualify for multiclassing into the Meteor Knight class, you must meet these prerequisites: Strength 15, Constitution 15

Proficiencies. When you multiclass into the Meteor Knight class, you gain the following proficiencies: Athletics and History (History accounts for the learning of techniques and battles that the Order training includes.)

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