War Hulk (5e Class)

From D&D Wiki

Jump to: navigation, search

War Hulk

The War Hulk is a creature of great size and strength who is specifically trained to shock and awe opposing massed troops. They specialize in fighting against large groups and tend to struggle more when they only need to be rid of but one opponent. Some War Hulks come from smaller races who have grown abnormally large. Others come from naturally larger races and play to their strengths. Temperaments can vary greatly from the schoolyard bully to the gentle giant who will fight when cornered.

Creating a War Hulk

You are big and you are strong and you smash things, but how did you become this like this? Did you train to become like this or is unleashing your fury on others natural? What is your specialization, unarmed strikes, throwing boulders, speed, or grappling?

Quick Build

You can make a War Hulk quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier or a similar martial background.

Class Features

As a War Hulk you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armour, Shields
Weapons: Simple weapons, Martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose three skills from Acrobatics, Athletics, Insight ,Intimidation, Perception, and Survival

Equipment

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

  • (a) One martial weapon or (b) Two simple melee weapons and shield
  • (a) Leather armor or (b) Hide armor
  • (a) Explorer's Pack or (b) Dungeoneer's Pack

Table: The War Hulk

Level Proficiency
Bonus
Features Brute Force
1st +2 Big and Tough, Brute Force 1d4
2nd +2 Painkiller 1d4
3rd +2 Hulking Path, Dynamic Durability 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Great Swing Extra Attack 1d6
6th +3 Ability Score Improvement 1d6
7th +3 Large Size 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Hulking Path feature 1d8
10th +4 Ability Score Improvement 1d8
11th +4 Hulking Regen 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Hulking Path feature 1d10
14th +5 Ability Score Improvement 1d10
15th +5 Hulking Intimidation 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Archetype Feature 1d12
18th +6 Unstoppable Toughness 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Might of the Hulk 1d12

Big and Tough

Starting at 1st level, your hit point maximum increases by 5 hit points and whenever you gain a level in this class thereafter your hit point maximum increases by an additional 5 hit points. If you are Small size or smaller, your size becomes Medium as well. While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Brute Force

Starting at 1st level, you’re able to strike with your attacks with brutal force. Whenever you hit with unarmed stirke or a weapon that you’re proficient with and deal damage, the damage increases by 1d4 damage. This additional damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. (Brute Force Damage also applies to the damage on the Grappler Subclass)

Painkiller

At the 2nd level, you have the ability to withstand pain and recover incredibly fast from wounds. Whenever you take nonmagical damage, you reduce the damage taken with your Brute Force die + your Constitution modifier. You may only use this ability equal to your proficiency + constitution times per long rest

Hulking Path

At 3rd level, you choose an path that you strive to emulate in your combat styles and techniques, such as Grappler, Pugilist, Thrower, or Thunderer. The path you choose grants you features at 3rd level and again at 9th, 13th, and 17th level.

Dynamic Durability

At third level, You are durable and you have gained resistance to certain types of damage. Choose three damage types and you now resistance those types of damage. At 5th, 10th, 15th and 20th levels choose another damage type to gain resistance to.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.

Great Swing

Starting at 5th level, you are able to make a great, sweeping swing whenever you make a melee attack during an attack action. Choose the form the attack takes below:

Great Sweeping Swing: You can choose three enemies adjacent to one another (you must be within melee range of all of them). Your attack applies to all creatures. Make one attack roll and apply that roll as an attack against each defender. At 15th level the user of this may target two more enemies with this swing.

Great Ranged Swing: You can choose to instead increase the range of your attack up to 15 feet. Increase the range of this ability by 15 feet at 10th, 15th and 20th level.

Great Slamming Swing: Gain disadvantage on the attack however if you hit deal 2X damage instead of the normal amount. Increase the damage to 4X at 15th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 9th level in this class and to four when you reach 17th level in this class.

Huge Size

When you reach 7th level, your base size increases by one category (medium -> large, large -> huge, huge -> gargantuan). Due to the sheer force behind your blows, your weapon attacks made using Strength score a critical hit on a roll of 19 or 20. At 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Larger Weapons

Your size allows you to wield larger weapons with which you are proficient. Large weapons deal double the weapon's damage dice on a hit. (Example: A large club does 2d4 damage on a hit, and a Large greatsword does 4d6 damage on a hit.)

Hulking Regen

Once you reach 11th level, your sheer toughness becomes the stuff of legend. You regain 5 hit points at the start of each of your turns, provided you have at least 1 hit point.

Hulking Intimidation

Starting at 15th, you gain proficiency in Intimidation or double the proficiency bonus if you are already proficient in intimidation. In addition, you can use your Strength modifier instead of Charisma modifier on all intimidation checks.

Unstoppable Toughness

At 18th level your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Might of the Hulk

At 20th level, you realize your full potential. As a bonus action you may activate this feature once per long rest. After activated for1 minute the user grows one size category larger, gains resistance to all damage types and doubles their brute force dice.

Grappler Subclass

Rather than use a weapon, you prefer to Grapple your opponents and toss your opponents around.

Grappler

You have become a expert at using your strength to keep your enemies in your grasp beginning when you choose this subclass at 3rd level, you gain proficiency in Athletics if you already have proficiency you gain expertise. Additionally you have an advantage on attack rolls against a creature that is grappled by you. Additionally, your speed is not reduced if you are carrying or dragging a grappled creature with you. Once per turn when you take the Attack action and make an attack with a melee weapon, you can make a grappling or shove attempt as part of that same action.

Toss

Starting at 3rd level, using at least one free hand, on a successful grapple check, instead of grappling a creature you may choose to toss it 10 feet away from you in any direction, including up. A tossed creature takes 1d8 + your Strength modifier bludgeoning damage, and must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. The damage of this feature increases to 2d8, and the distance you may throw a creature increases to 20 feet if you are a Large creature and increases to 3d8 if you are a Huge creature and the distance you may throw a creature increases to 30 feet. You may also use the Attack action to toss a creature that is grappled by you at the start of your turn. If you toss a creature into a space occupied by another creature, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take the same damage and be knocked prone.

Hand Catch

Starting at 9th level, you can use your open hand to harmlessly absorb blows, opening your unfortunate attacker to a quick snatch and grab. When you are hit by a melee weapon attack that you are aware of, you may use your reaction to reduce the damage of the attack by 1d10 + your Strength modifier + your war hulk level. If you reduce the damage to 0, you may immediately make a grapple check against the creature that made the attack.

Lifting Strength

Once you reach 9th level, when grappling you are considered one size category larger and your carrying capacity, along with the amount you can push, lift, or drag, doubles.

Thickened Skin

Starting at 13th level, you gain a +1 bonus to your Armor Class. This bonus increases to +2 at 17th level.

Massive Bear Hug

Beginning at 17th level, a creature that is grappled by you is restrained, in addition to being grappled.

Pugilist Subclass

Rather than use a weapon, you prefer to pummel your opponents with your fists.

Huge Power

Starting at 3rd level, the damage die tier of your unarmed strikes increases once and additionally amount of damage dices increases once for every size larger than Medium. Additionally, when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

Overpowering Strike

At 9th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Whallop

At 9th level, you can swing your meaty fists so hard that your opponents see stars. Once per turn when you hit a creature with an unarmed strike, you can attempt to stun the creature. When you do so, the creature must make a Constitution saving throw (DC = 10 + your Strength modifier + your proficiency bonus) or be stunned until the end of your next turn.

Thickened Skin

Starting at 13th level, you gain a +1 bonus to your Armor Class. This bonus increases to +2 at 17th level.

Furying Blows

Beginning at 17th level, you can attack Mutiple times, instead of once, whenever you make an unarmed strike using the Attack action on your turn. Roll 4 Attacks and each attack you hit with deals 3d6 instead of normal damage

Thrower Subclass

War Hulk throwers like to hurl mighty boulders at the enemies to crush them beneath a pile of rocks.

Mighty Rock Throwing

At 3rd level, you gain a powerful rock throwing ability. Provided you have at least one free hand, you can use the Attack action to pick up and throw a boulder as a ranged weapon attack that uses Strength. You are proficient with thrown rocks, which have the thrown (range 20/60) property and deal 1d10 bludgeoning damage on a hit. Starting at 7th level, you can throw Large rocks, which deal 2d10 bludgeoning damage.

Sweeping Boulder

Starting at 9th level, you are able to throw your rocks with such force that they affect two enemies in the same path as an Attack action. Make one attack roll and apply the result to each target. You still have disadvantage on the attack roll when attacking creatures beyond the normal range.

Increased Range

Starting at 13th level, you are able to throw weapons further. The range of weapons you throw are doubled.

All in the Path

Starting at 17th level, your Sweeping Boulder Attack action can target 2 additional creatures in the path of the attack, making up to 4 total.

Thunderer Subclass

As a thunderer, you hone your speed and agility, combining brute force with surprising swiftness to deadly effect.

Fast Movement

At 3rd level, your speed increases by 10 feet. Your speed increases by another 10 feet at 9th level (20 feet), and 17th level (30 feet).

Trample

Starting at 3rd level, you can move through the spaces of hostile creatures which are no larger than Medium size, and you do not treat creatures as difficult terrain. If you move through a hostile creature's space, that creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take 2d6 + your Strength modifier bludgeoning damage. A creature can only make this saving throw once per round.

Crushing Charge

At 9th level, you gain the ability to use your velocity to cause the most damage, plowing headlong into your enemies for devastating effect. When you take the Dash action on your turn, you can use your bonus action to take the Attack action (one attack only, although you can still use your Great Swing feature) at the end of your movement. If you move at least 20 feet straight towards the target of your attack, and you hit, the target takes 10 additional damage, and if the target is a creature, it must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be pushed 20 feet and knocked prone.

Adroitness

Once you reach 13th level, you gain proficiency in Dexterity saving throws.

War Wind

At 17th level, your Great Swing feature drastically improves. When you use the Attack action on your turn to make a melee attack, you may apply the result of your attack roll to all creatures you choose within your reach, rather than just two adjacent creatures.

Multiclassing

Prerequisites. To qualify for multiclassing into the war hulk class, you must meet these prerequisites: Strength 13 or higher.

Proficiencies. When you multiclass into the war hulk class, you gain the following proficiencies: none.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: