Warforged Destroyer (5e Class)

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Warforged Destroyer[edit]

Design Note: A Warforged Destroyer is a composite character. You do not choose a separate race and class, your race is Warforged, your class is Warforged Destroyer. You begin play with one level of the Warforged Destroyer class. You cannot take a level of the Warforged Destroyer class if you are any other race.

One of the most advanced Warforged warriors crafted for the final battle. Taking a radical new direction in design and purpose. Able to shift from a slow, dangerous, battle machine capable of light spell slinging, to a speedy rolling platform

Radical New Design[edit]

Constructed to be a magic wielding heavy ranged support unit. Your designers broke from standard building designs and went with a radical new approach, creating an incredibly deadly but abysmally slow 3 legged platform, so with yet another radical approach to the design, a form shifting platform was created. Able to roll into the battle and then "deploy" into the battle form, early tests are extremely promising. Will you be able to secure more resources for your creators to put your design into mass production?

Creating a Warforged Destroyer[edit]

Quick Build

You can make a Warforged Destroyer quickly by following these suggestions. You must select Warforged as your race. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.

Class Features

As a Warforged Destroyer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Warforged Destroyer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warforged Destroyer level after 1st

Proficiencies

Armor: Light, Medium, Heavy, Shield
Weapons: Simple Weapons
Tools: Tinker Tools
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, History, Insight, Intimidation, Investigation, Perception, Survival,

Equipment

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

  • (a) Dagger or (b) Spear
  • (a) Scale Mail or (b) Chain Mail
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack

Table: The Warforged Destroyer

Level Proficiency
Bonus
Features
1st +2 Mode Shift, Force Cannons
2nd +2 Protection Emitter
3rd +2 Warforged Destroyer Specialty
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Weak Point
7th +3 Warforged Destroyer Specialty
8th +3 Ability Score Improvement
9th +4 Purpose Built
10th +4 Commanding Presence
11th +4 Warforged Destroyer Specialty, Extra Attack (2)
12th +4 Ability Score Improvement, Potection Emitter (2)
13th +5 Locked On
14th +5 Weak Point (2)
15th +5 Warforged Destroyer Specialty
16th +5 Ability Score Improvement
17th +6
18th +6 Lay Waste
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Mode Shift[edit]

You have 2 modes of operation, Transport mode and Battle mode, you swap between modes with the use of your bonus action.

Transport mode
Your body panels shift, contracting and sliding together into a rolling wheel, you gain +1 AC, and your speed increases by +20 feet (50 feet), you are unable to take any action other than movement actions while in this mode.
Battle mode
Your three legs deploy, instantly stopping your movement, allowing your body to unfold, and your arms to deploy, allowing you to use your Force Cannons, your speed decreases by 10 Feet (20 feet).

Force Cannons[edit]

When you deploy into your battle mode, each of your arms ends at the elbow, connecting to a Force Cannon. With an attack action you may make ranged attacks as if fighting with two weapons, as if they both had the "light" weapon attribute. Dealing 1d8+Wisdom modifier Force damage, the range of these attacks is 80/320.

Protection Emitter[edit]

Upon reaching Level 2, you learn how to operate your Protection Emitter, with a bonus action you can activate the emitter, causing a visible blue sphere to envelope you. You gain +2 AC for 1 minute. This feature grows to +3 AC at level 6, +4 AC at level 10, +5 AC at level 16 and you gain a second use of this feature. You regain all spent uses upon completion of a short rest.

Warforged Destroyer Specialty[edit]

At 3rd level, you chose a Specialty. Choose between Spell Slinger, Suppressionist or Mobile Artillery all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Weak Point[edit]

Upon reaching Level 6, you are so in tune with your Force Cannons that you can pinpoint weak points. You critically strike on a 19-20 with your Force Cannons. At Level 14 you critically strike with your Force Cannons on an 18-20.

Purpose Built[edit]

Upon reaching level 9, you add your proficiency bonus to your Initiative roll.

Commanding Presence[edit]

Upon reaching level 10, you start to take stock of the entire battle, on your turn you may use your action to direct another creature to take an action with up to a 5 foot movement. You may use this feature once, regaining use of this feature upon completion of a long rest.

Locked On[edit]

Upon reaching level 13, you gain the ability to seek out the tougher opponents. At the beginning of your turn designate a target that you can see, you add your proficiency bonus a second time, to your attack rolls made against the designated target, until the targets HP is reduced to 0, or you are incapacitated. You regain the use of this feature upon completion of a short rest.

Lay Waste[edit]

Upon reaching level 18, you gain the ability to lay waste to an entire area. By rooting yourself in place your movement speed equals 0 for this turn, you designate a 50 feet sphere centered on a point no farther than the range of your Force Cannons. You target every creature in the area, and make 2 Force Cannon attacks as normal against each creature. You may only use this feature once, regaining the use of this feature after a Long rest.

Warforged Destroyer Specialty[edit]

Spell Slinger[edit]

Choosing to instead enhance your spell casting abilities instead of focusing on direct abilities.

Spell Casting[edit]

Spell Slinger Spellcasting
Warforged Destroyer Level Mana Points Cantrips Known Spells Known Spells
1st
2nd 3rd 4th
3rd 2 2 3 2 - - -
4th 3 2 4 3 - - -
5th 4 2 4 3 - - -
6th 5 2 4 3 - - -
7th 6 2 5 4 2 - -
8th 7 2 6 4 2 - -
9th 8 2 6 4 2 - -
10th 9 3 7 4 3 - -
11th 9 3 8 4 3 - -
12th 10 3 8 4 3 - -
13th 11 3 9 4 3 2 -
14th 12 3 10 4 3 2 -
15th 13 3 10 4 3 2 -
16th 14 3 11 4 3 3 -
17th 15 3 11 4 3 3 -
18th 16 3 11 4 3 3 -
19th 17 3 12 4 3 3 1
20th 18 3 13 4 3 3 1

Spells Known of 1st Level and Higher

You know three 1st-level Evocation spells, from the Wizard and Sorcerer spells lists.

The Spells Known column of the Warforged Destroyer Spellcasting table shows when you learn more Evocation School spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots and only Evocation school spells from the Wizard and Sorcerer spell lists. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Evocation School spell lists of the Wizard and Sorcerer. The new spell must be of a level for which you have spell slots.

Spell Slinging

Upon reaching Level 3, you learn how to install your Spell Launchers underneath your Force Cannons, these Spell Launchers are your arcane focus, and they negate Material components for your Warforged Destroyer Spellcasting. You can "program" a cantrip you know into your secondary Spell Launcher and this Spell Launcher can be used by expending 1 mana point and utilizing your bonus action for a cantrip, or 2 mana points and your bonus action for a level 1 spell, regaining the use of this feature upon completion of a short rest. At level 11 this Spell Launcher can accept a level 1 spell you know, allowing you to "program" a cantrip and a 1st level spell, or 2 1st level spells. These spells are pre-loaded upon completion of the short rest and cannot be changed until completing another short rest.

Mana Pool: As shown in the Spell Slinger Spellcasting table, you gain a number of Mana Points according to your Spell Slinging level, you spend you Mana Points an certain subclass features to empower your spellcasting. You regain all spent mana points upon completion of a long rest.

Greater Spellcasting

Upon reaching level 7 your spellcasting abilities increase. You gain an extra spell slot per spell level as shown in the Spell Slinger Spellcasting table.

Enhanced Spellcasting

Upon reaching level 11 you learn how to empower your spells. At the beginning of your turn, you may expend 2 mana points, all spells you cast this turn gain a +2 on spell attack and damage rolls as well as your spell save DC.

End Game

Upon reaching level 15 you learn to harness more powerful spells. By expending 6 mana points you are able to cast a single spell one spell level higher than you currently have a spell slot allowed for. For example you currently only have access to 3rd level spells, this lets you cast a single 4th level spell, or a lower level spell up cast to 4th level. This feature grows to a single 5th level spell at level 19. If used to cast a higher level spell than what you know, immediately gain 1 level of exhaustion upon completion of casting the higher level spell. You regain the use of this feature upon completion of a long rest.

Suppressionist[edit]

You have chosen to put your life in your hands... er... well... cannons.

Firepower Dice You have four Firepower dice, which are d8s. At 10th level, your Firepower dice turn into d10s. At 18th level, they turn into d 12s. Firepower save DC = 8 + your proficiency bonus + your Dexterity modifier. You regain any spent Firepower Dice upon the completion of a short or long rest.

Rapid Fire

Upon reaching level 3 you learn how to relentlessly blast away at an opponent, albeit not very accurately, but hey accuracy by volume is a thing. When you attack with your Force Cannons you may use your bonus action and one of your Firepower Dice to attack 2 additional times, each at a -3. This feature grows to 4 additional attacks, each at -5 at level 11, and 6 additional attacks, each at -10 at level 20. Add your Firepower Dice to the damage roll of any successful hits. This feature cannot be used with another feature.

Suppresive Fire

Upon reaching level 7 you know how to make the enemy keep their heads down. You spend one of your Firepower Dice to designate a 15 foot radius area centered on a point, all creatures in the area make a Dexterity save. Success means half damage, failure means full damage and -5 on their attack rolls until the end of their next turn. The damage dealt is your Firepower Dice + Dexterity Modifier.

Pinning Fire

Upon reaching level 11 you know how to force the enemy to flee, or seek cover. Whenever you score a hit with your Force Cannons you can spend one of your Firepower Dice adding it's damage to the attack, and force the target to make a Wisdom savings throw, on a success the target seeks cover from you until the end of it's next turn. On a fail the target becomes frightened, and the only actions it can take are to seek full cover from you, until the end of it's next turn. This feature cannot be used with another feature.

Withering Fire

Upon reaching level 15 you have learned how to affect an area with your Force Cannons. Whenever you make an attack with your Force Cannons you can spend one of your Firepower Dice to instead choose to affect a 50 foot cone, all creatures in the affected cone make a Dexterity saving throw, on a success they take half damage, on a fail they take the full 4d8+Wisdom modifier damage, this circumvents features that reduce all/half effects to half/none. This feature cannot be used with another feature. You regain the use of this feature after a short rest.

Mobile Artillery[edit]

It's all about who has the biggest gun.

Big Bore

Upon reaching level 3 you learn how to increase the power of your Force Cannons, your damage die changes to 1d10+Wisdom modifier. Your damage die changes again to 2d10+Wisdom modifier at level 8. Your damage die changes again to 3d10+Wisdom modifier at level 12. Your damage die changes again to 4d10+Wisdom modifier at level 16, your range becomes 150/600.

Splash

Upon reaching level 7 the power of your Force Cannons grows even more. Your Force Cannon attacks now also attack every creature within 5 feet of the target for half damage. This effect increases to 10 feet at level 14.

Overload

Upon reaching level 11 you learn how to temporarily amp up your Force Cannons. At the start of your turn you may use a bonus action to Overload your Force Cannons for one turn, increase the rolled damage die by 1. Any attack made this round that rolls a natural 2-6 forces one of your Cannons into a hard stop, requiring 1 hour to reboot, a natural 1 causes the cannon to explode dealing the increased damage to yourself and the cannon to go offline requiring a repair with your tinker tools. This repair requires a long rest. This feature cannot be used with another feature.

Fire For Effect

Upon reaching level 15 you learn how to target an area. As an action you designate 4 separate 20 foot areas centered on different points out to 150 feet from you, area of effects can overlap. All creatures in the designated areas must make Dexterity saving throws on a success they take half damage, this circumvents features that reduce all/half effects to half/none. Creatures that fail the save take the full 4d10+Wisdom modifier damage. You may use this feature twice, regaining all spent uses upon the completion of a long rest. This feature cannot be used with another feature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Warforged Destroyer class, you must meet these prerequisites: You cannot multiclass into a Warforged Destroyer.

Proficiencies. When you multiclass into the Warforged Destroyer class, you gain the following proficiencies: N/A

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