Myrmidon Warrior (5e Class)

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Myrmidon[edit]

Fighter Variant

Do you know what's there, waiting, beyond that beach? Immortality! Take it! It's yours!
—King Achilles, Human Myrmidon

"In Greek mythology, inhabitants of the island of Aegina in the Gulf of Saronikós, the followers of Achilles during the Trojan War. During the reign of Achilles' grandfather Aeacus, Hera, the wife of Zeus, sent a plague that destroyed the island's inhabitants, because Zeus loved Aegina, the maiden for whom the island was named. Aeacus, in despair, prayed to Zeus; seeing a troop of ants as he did so, he asked that they be transformed into people numerous enough to fill his empty city. Zeus answered his prayer in this manner, and because Aegina was repopulated from an anthill, its people became known as Myrmidons, from the Greek word meaning "ants" (myrmêkes)" -[1].

A Myrmidon is the pinnacle of trained combat. He specializes in striking fast and hard without being seen, heard, or hit, running at great speeds. If he does get hit, he is able to take massive attacks with little to no effect. He is extremely tough regardless and is the paragon of Greek combat.

Myrmidons do typically stick together to fight for honor and few true original myrmidons ever leave the phalanx; however, sometimes the call is too alluring for particular myrmidons. Those who know of the mythology behind the myrmidons look down upon them as they are not technically real members of a civilized race. However, this does not stop many from training in their styles.

In relation to adventures, they often start their journy for one reason: the pursuit of glory. They despise mundane tasks that are often devoid of such honor and glory. As such, they will put themselves into harm's way just to be immortalized like their great king before them.

Creating a Myrmidon[edit]

peter-kovacs-achilles.jpg
Achilles

by Péter Kovács

When creating your myrmidon, bear in mind that a myrmidon must will more often than not relentlessly seek glory. As a myrmidon, you will be inclined to never surrender or do anything to hinder his hunt for glory. Glory, however, may represent different things for different myrmidons. Some want to leave a mark on the world, fighting for fame and reputation, in an attempt of leaving a mark in the history, letting the history about their deeds become their legacy. Others seek to honor a higher power, being that a king, a country, a mentor or the gods, fighting for their ideals and motives.

Quick Build

First, choose Strength as your primary attribute, as it is important for a myrmidon because of its role in combat, and several myrmidon class features are based on Strength. Second, Dexterity is also useful to myrmidons, who must wear light armor. Third, Charisma is also important for class features and class skills. Fourth, a high Constitution score gives a Myrmidon more hit points to live longer. Finally, choose the soldier background.

Class Features

As a myrmidon warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per myrmidon warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per myrmidon warrior level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Vehicles (land) or (sea)
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The myrmidon warrior

Level Proficiency
Bonus
Features Fast Movement
1st +2 Power Attack, Fast Movement +10 ft.
2nd +2 Leap Attack +10 ft.
3rd +2 Martial Archetype +10 ft.
4th +2 Ability Score Improvement +10 ft.
5th +3 Extra Attack +10 ft.
6th +3 Shielded Evasion +15 ft.
7th +3 Martial Archetype feature +15 ft.
8th +3 Ability Score Improvement +15 ft.
9th +4 Might of Achilles +15 ft.
10th +4 Zeus Will +20 ft.
11th +4 Blessed by the Gods +20 ft.
12th +4 Ability Score Improvement +20 ft.
13th +5 Wrath of the Titans +20 ft.
14th +5 Diehard +25 ft.
15th +5 Martial Archetype feature +25 ft.
16th +5 Ability Score Improvement +25 ft.
17th +6 Supernatural Dodge, Inspiring +25 ft.
18th +6 Martial Archetype feature +30 ft.
19th +6 Ability Score Improvement +30 ft.
20th +6 Wrath of the Gods +30 ft.

Power Attack[edit]

At 1st level, you can trade accuracy on your strikes for power. You can choose to make a melee weapon attack without adding your proficiency bonus. When you do so, you add twice your proficiency to the damage, on a hit.

In addition, on your first turn of combat, you gain advantage on any Power Attack made until the end of that turn.

Fast Movement[edit]

Also at 1st level, while not wearing heavy armor, your movement speed increases in 10 feet. This movement speed increases as you gain levels in this class, as shown on the Fast Movement column on the Myrmidon Warrior table.

In addition, this increases your jump height and distance by the same amount.

Leap Attack[edit]

At 2nd level, if you move at least 10 feet by jumping right before attacking a creature, and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, knock the creature prone. You can use this feature only once on each of your turns.

Martial Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

You can choose the same archetypes available to the Fighter class.

You can also choose one of the following subclass, shown at the end of the class description.

Ability Score Improvement[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, instead of once, whenever you take the Attack action on your turn.

Shielded Evasion[edit]

At 6th level, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

As a reaction, you can also extend this benefit to one creature of your choice within 5 feet.

Might of Achilles[edit]

At 9th level, you can call upon the gods favor during battle. When a creature fails the saving throw against your Leap Attack feature, that attack is considered a critical.

Zeus Will[edit]

At 10th level, you can continue fighting after damage that would kill a normal hero. When you succeed on a Death Saving Throw, you regain 1 hit point.

In addition, when you fail three death saving throws, you can avoid death, choosing to, instead, regain a number of hit points equal to half your fighter level. When you do so, you can't benefit from Zeus Will again until you complete a long rest.

Blessed by the Gods[edit]

At 11th level, being blessed by the gods and through many battles, you have attuned your senses, and always know when dodge or strike. When you roll initiative, you can choose to activate one of the following blessings, that lasts for the next minute:

Blessing of Aries

You gain a bonus equal to your Charisma modifier to your damage rolls with the shortsword, spear or longsword.

Blessing of Athena

Once per turn, you can give yourself a bonus equal to your Charisma modifier to an attack roll you make with the shortsword, spear or longsword.

Blessing of Heracles

You gain a bonus equal to your Charisma modifier to your saving throws.

Blessing of Hephaestus

You gain a bonus equal to your Charisma modifier to your AC.

Wrath of the Titans[edit]

Also at 13th level, when the creature fails a saving throw against your Leap Attack feature, the target is stunned until the end of your next turn.

Diehard[edit]

At 14th level, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

Supernatural Dodge[edit]

At 17th level, a myrmidon gains the ability to react to danger before his senses would normally allow him to do so. No attack roll has advantage against you while you aren't incapacitated.

Inspiring[edit]

Also at 17th level, the myth surrounding a myrmidon grows and those fighting alongside him begin to believe they can never be defeated. All friendly creatures other than you within 10 feet gain half the bonus you gain from your Blessed by the Gods feature (rounded down).

Wrath of the Gods[edit]

At 20th level, whenever a creature fail a saving throw against your Leap Strike feature, it is paralyzed on a failed save, until the end of your next turn, or stunned, on a success.

Martial Archetypes[edit]

Legendary Hero[edit]

Heroes from myths and legends often have a wondrous and glorious life. They must endure attacks from deadly monsters, marching hordes of tyrannical armies and magical assaults, while keeping their families safe from attacks of neighboring hordes and devilish schemers. These events forge true heroes of the legends, that are remembered for ages ahead for their great deeds of bravery and honor, using their bodies as a shields to the innocent from attacks of monsters, and their weapons the swords used by the gods themselves. They have the bravery to stand against legendary monsters and even face the gods with nothing more than pure guts and courage to do so.

Athleticism

At 3rd level, you have the peak physique among your peers. You add half your proficiency bonus to all ability checks made with Strength, Dexterity and Constitution that don't already add your proficiency bonus.

Hero Endurance

At 3rd level, you have the endurance of a hero. You add your proficiency bonus to all your Constitution checks and Death Saving Throws.

In addition, when you are reduced to 0 hit points, you can spend 1 hit die and roll it, to be reduced to 1 hit point instead.

Hellenic Weapons

Starting at 3rd level, you are extremely apt into using the spear and the shortsword. You gain a bonus of +2 to attacks rolls with these weapons. In addition, whenever you take the Attack action and make an attack with this weapon, you can make a second attack with it using your bonus action.

Inspiring Bravery

Starting at 7th level, a hero stand his ground against monsters and demons is a inspiring sight to behold. You become immune to fear.

In addition, all creatures within 10 feet that are able to see you are also immune to fear.

Shield Bash

At 10th level, you can use your shields as weapons. You add your proficiency bonus to your attack rolls made with a shield, and the shield is considered a Hellenic weapon for you.

In addition, while wielding a shield, you can take the Shove action as a bonus action.

Honored Challenge

Starting at 15th level, you can challenge your foes to a duel. As a bonus action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

Once, before the duration ends, you can make an attack with advantage against that creature. On a hit, you cause the attack normal effects, plus the effects of your Leap Attack, and the challenge ends.

Mythical Warrior

Starting at 18th level, your skill is only rivaled for those who have been touched by the gods. Once per turn, when you make an attack roll, you can choose to make that attack at advantage.

Melee Tactician[edit]

Martial geniuses, masters in controlling the space in the battlefield, melee tacticians are warriors who use positioning as their best weapon against their opponents. They have a great spacial awareness, and can choose the best way to move unharmed, or to guide their allies through a dangerous combat rid with enemies.

They can push their enemies around like pawns on a game of chess, and find gaps in the enemies formations, destabilizing their defensive lines and exploiting these moments of chaos and disorder to spearhead decisive strikes against their opponents.

Strategical Maneuvers

Starting when you choose this archetype at 3rd level, you can control your foe's position on the battlefield. Whenever you hit a creature with a melee attack, you can use your bonus action to attempt one of the following tactics:

  • You can choose one allied creature within 30 feet that is able to see and hear you. That creature, if willing, can move up to half its movement speed using its reaction. This movement doesn't provoke opportunity attacks from the target.
  • You can force a target Large or lower to succeed on a Strength saving throw. If it fails, you can push it to an unoccupied space within 5 feet of him, and step 5 feet forward, occupying its last position.
  • You can move 15 feet. This movement doesn't count against your maximum movement speed on the turn, and doesn't provoke opportunity attacks from the target.
Versatile Combat

Also at 3rd level, you can adapt to battle with great ability. You can use your bonus action to Grapple and Shove creatures. In addition, you can use your bonus action to take an "Use an Object" action, instead of using an action.

Tactical Retreat

By 7th level, you improve your hit and run tactics. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Defensive Combat

Starting at 10th level, whenever you take the Dodge action in combat, you can make a single weapon attack as part of the same action.

Agile Counter

At 15th level, you gain the ability to counterattack when your enemies swiftly. Whenever the target of your Strategical Maneuvers makes an attack against you, you can use your reaction to make one weapon attack against that creature. If the attack hits, the creature's attack fails, in addition to the attack’s normal effects.

Improved Tactics

At 18th level, you no longer need to use your bonus action to benefit from your Strategical Maneuvers, being able to use them in each successful attack.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the myrmidon warrior class, you must meet these prerequisites: 13 Strength, 13 Charisma.

Proficiencies. When you multiclass into the myrmidon warrior class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

Restriction. You can't multiclass into the fighter class.

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