Spartan, 2nd Variant (5e Class)
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- 1 Spartan
- 1.1 Creating a Spartan
- 1.2 Class Features
- 1.2.1 Table: The spartan
- 1.2.2 Ferocity
- 1.2.3 Shield Bash
- 1.2.4 Energy Rush
- 1.2.5 Fighting Style
- 1.2.6 Spartan Training
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Battle Cry
- 1.2.10 Phalanx
- 1.2.11 Unstoppable Warrior
- 1.2.12 PATH OF HONOR
- 1.2.13 An Aura Of Heroes
- 1.2.14 Stand your ground
- 1.2.15 The power of your fallen
- 1.2.16 Lunging Attack
- 1.2.17 Survivor
- 1.2.18 PATH OF THE KINGS
- 1.2.19 The King Beginning
- 1.2.20 Remarkable Athlete
- 1.2.21 Royal blood
- 1.2.22 You can fight for your self
- 1.2.23 A King And The Monsters
- 1.3 Multiclassing
Creating a Spartan
- Quick Build
As a spartan you gain the following class features.
- Hit Points
Armor: Medium armor, heavy armor, shields
Weapons: Shortswords, pikes, spears, and javelins
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, Insight, History
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a pike or (b) a spear
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) breastplate with shin and arm guards or (b) half plate
- Shortsword and a shield
- If you are using starting wealth, you have 5d4 x 10 in funds.
|1st||+2||2||Shield Bash, Ferocity, Energy Rush|
|4th||+2||4||Ability Score Improvement|
|7th||+3||7||Spartan Training feature|
|8th||+3||8||Ability Score Improvement|
|9th||+4||9||Improved Shield Bash|
|10th||+4||10||Spartan Training feature|
|11th||+4||11||Extra Attack (2)|
|12th||+4||12||Ability Score Improvement|
|14th||+5||14||Improved Battle Cry|
|15th||+5||15||Spartan Training feature|
|16th||+5||16||Ability Score Improvement|
|17th||+6||17||Improved Energy Rush|
|18th||+6||18||Spartan Training feature|
|19th||+6||19||Ability Score Improvement|
You are one of the most skilled warriors known to man, and with that training, calls a deep rage that burns within you. Your access to this ferocity is represented by a number of Ferocity points. Your spartan level determines the number of points you can call upon, as shown in the Ferocity Points column of the Spartan table. You may spend these points to fuel yourself in certain actions. You start knowing two such abilities: Shield Bash and Energy Rush. You learn more of these actions as you gain levels in this class. Once a Ferocity point is spent, it is unavailable until you finish a short or long rest, at the end of which gain all expended ferocity is regained. Certain Ferocity actions require your target to make a saving throw to resist the action's affects. The saving throw is calculated at follows:
- Ferocity save DC =
8 + your proficiency bonus + your Strength modifier
While you are wielding a shield, you are able to attack fiercely with it. On your turn, you can make an attack with your shield as an bonus. The attack modifier for this is as any melee attack would be, Strength plus proficiency. This attack deals 1d6 bludgeoning damage you may also spend one ferocity point to attempt to knock the enemy prone. The enemy must make a Strength saving throw (Ferocity DC) or be knocked prone.
Within you dwells a powerful force that you can draw from to protect yourself from harm. On your turn, you can use your bonus action to spend 2 Ferocity Points and regain 1d8 hit points. Once you reach 13th level in this class, the number of hit points you regain increases to 1d10.
Though you are very skilled, at 2nd level, you adopt a fighting style as a main focus. You cannot choose a fighting style more than once, even if you get to choose again later.
When you are wearing armor, you gain a +1 bonus to AC.
- Shield Brother
If an ally within 5 feet of you is also wielding a shield, you both gain a +3 bonus to AC.
While wielding a shield and spear, you gain a +2 bonus to attack.
- Spear Thrower
When making a ranged attack with a spear or javelin, you have a +2 to hit.
At 3rd level, you choose an archetype that hones your capabilities to further your combat prowess. Choose Path of Honor or Path of the Kings, both detailed at the end of class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
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, instead of once, whenever you take the attack action on your turn. The number increases to three when you reach 11th level in this class.
Beginning at 6th level, the very shout of your voice can make your enemies quiver. You can now use an action to spend 3 Ferocity points and attempt to frighten someone. When you do so, choose one creature that you can see within 20 feet of you. If that creature can hear or see you, it must succeed a Wisdom saving throw (Ferocity DC) or be frightened until the end of your next turn. If the creature succeeds the saving throw, you can't use this ability on it for 24 hours. At 14th level, you may spend your action on subsequent turns to spend 1 Ferocity point and extend the duration of the effect on the frightened creature, if the target is within 20 feet of you.
Beginning at 13th level, your shield can be an impenetrable defense. When you or an ally is attacked, within 5 feet of you, you may use your reaction to spend 4 ferocity points to give yourself or your ally a +4 bonus to AC.
Beginning at 20th level, you are almost unkillable. When you reach 0 hit points, instead of falling unconscious, or dying out right, you may spend 5 Ferocity points to make a DC 10 Constitution saving throw to return to one fourth hit points. Every time you make this saving throw, the DC increases by 5. You may also spend 2 Ferocity points to reduce the DC by 1 to a minimum of 10.
PATH OF HONOR
You fight down the Path of Honor and you stand tall and are hard to knock down.
An Aura Of Heroes
Beginning at the 3rd level, you give off an aura of heroes that when in combat any ally within a range of 10 feet of you receives a 1+ bonus to all melee attack rolls this also applies to you but only if have at least one ally within the range.
Stand your ground
Beginning at the 7th level, You can’t be charmed or frightened as long as you have a shield and you have an ally within 10 feet of you
The power of your fallen
Beginning at the 10th level, you gain the power of your fallen heroes in battle. If you drop to 0 hit points, you don’t die outright, and can make a DC 10 Constitution saving throw. If you succeed, you drop to 5 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Beginning at the 15th level, you gain Lunging Attack. When you make a melee weapon an attack on your turn, you can increase your reach for that attack by 5 feet.
Beginning at the 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points
PATH OF THE KINGS
You fight down the path to be a king and maybe even a king of the gods themselves.
The King Beginning
Beginning at the 3rd level, while wielding a shield, allies within 10 feet of you gain +1 AC if they are using a shield, and you gain +1 AC for each ally affected by this feature.
Beginning at the 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Beginning at the 10th level, the people around you know your royal blood, and you can talk your way around things and lie. You gain the skills Persuasion and Deception, and gain advantage on Charisma Checks.
You can fight for your self
Beginning at the 15th level, you can fight for yourself and also aid your team. When you hit a creature with a weapon attack, you gain another attack on the creature with your shield dealing 1d6 + your Strength modifier Bludgeoning damage. This attack cannot critically strike, but gives your allies an opening. The next attack roll against the creature by an attacker other than you has advantage, if the attack is made before the start of your next turn.
A King And The Monsters
Beginning at the 18th level, you are a well known king. Creatures and people of the world feel your presence. While wielding a shield, you gain resistance to all damage types, except psychic dam