Woad Warrior (5e Class)

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Woad Warrior[edit]

A great army marches to take a peaceful, unarmed city. The inhabitants have no way of defending themselves, the walls are simple palisades that will not stop the attackers, and no other city is brave enough to give a helping hand. The peasants are ready to give in to the thousands of invaders, but suddenly a loud boom of thunder is heard across the land. The attacking great army stops, the peasants halt, and a huge figure emerges from the hills around the city. The army sees a lone warrior before them- he does not carry any armor for armor is for the weak. Instead, armed with an axe and his courage, the Woad Warrior extends his hand towards the enemy, shouts, and lightning smashes from above, killing hundreds. The army attacks with all their force, but as the arrows fire and hit the Woad Warrior, as the storm of blades reaches the Lone Hero, the woad paintings on the hero's skin light up, and a massive discharge is released, sending thousands of soldiers flying through the air. The warrior then jumps into the fray, and swings his axe. Dealing one blow on one enemy brings down hundreds, and the remains of the invading army retreat. The peasants of the city are saved, and rush out of the city buildings to thank the hero. However, the hero is not done with war, nor has he had enough blood spilled. Full of massive rage, he swings his axe, and the stone buildings collapse, the peasants fall, and the Woad Warrior runs off into the hills, storm clouds following his trail of rage.



Creating a Woad Warrior[edit]


Quick Build

You can make a Woad Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Reaver background. Third, choose an axe or hammer, and some ranged weapons like javelins.

Class Features

As a Woad Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor.
Weapons: Simple Melee Weapons, Martial Melee Weapons.
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from the following: Intimidation, Athletics, Acrobatics, Nature, Survival, Religion, Medicine.

Equipment

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

  • (a) Battleaxe or (b) Warhammer
  • (a) Hide Armor or (b) Studded Leather Armor
  • (a) 1d10 Javelin or (b) One simple melee weapon
  • 1d10 gp + background/race gp, and 4 woad jars with all level 1 woad paintings in them.

Table: The Woad Warrior

Level Proficiency
Bonus
Features
1st +2 Woad, Fighting Style
2nd +2 Weaken Heart
3rd +2 Path Of War, Woad Summon
4th +2 Ability Score Improvement
5th +3 Extra Attack, Hard Blood
6th +3 Lightning Overlord (1d6)
7th +3 Path Of War Feature
8th +3 Ability Score Improvement, Woad Overflow
9th +4 Lightning Overlord (1d10)
10th +4 Natural Climber
11th +4 Path Of War Feature
12th +4 Ability Score Improvement, True Woads
13th +5 Eternal Existence
14th +5 Lightning Overlord (1d12)
15th +5 Quick Storm
16th +5 Ability Score Improvement
17th +6 Intimidation Master
18th +6 Hillsmen
19th +6 Ability Score Improvement, Path Of War Feature
20th +6 I am God!

[edit]

Woad[edit]

You can apply woad to your skin to give you combat advantages over your enemies. At level 1 you can only have one woad on you at a time. During a short/long rest, you can choose a woad to apply to yourself. The process of painting woad onto yourself takes up 1 hour. The process of unpainting the woad off yourself also takes 1 hour. Your woad paintings are stored in any sort of jars ( you must have at least a pound of woad painted on you for it to work) and cannot be mixed with others or they will lose their magic properties. The following woads are:
Red Woad: This woad increases the attack and damage of all your melee weapons by 3 at level 1, 4 at level 4, 5 at level 8, and 7 at level 12.
Blue Woad: This woad increases your armor class by 6 at level 1, 8 at level 4, 10 at level 8, and 12 at level 12.
Green Woad: This woad increases the amount of hit points you regain when healed. When you are healed by a spell or potion, you heal by your current level additional hit points.
Yellow Woad: This woad makes your body blur to enemies, making it harder for them to hit you. Every time you are attacked by a melee weapon, the attacker must succeed on a DC 5 Wisdom check or become frightened by you for 10 minutes. At level 10 the DC increases to 7.
Woads are not washed off by water. Also you may not use woads if you have any armor other than light or no armor. Also, woads DO work while a shield is equipped.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once.
Defense: While wearing armor you gain +1 to your AC.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the heavy, two-handed, or versatile property for you to gain this benefit.
Berserk:" While you are not wearing armor, you gain +3 to your AC.
Rebellious: When fighting an NPC who was non-hostile to you 6 hours ago, you get a +3 to attack rolls made against that target.

Weaken Heart[edit]

Your muscular shape is a great fear to your enemies- the concept of having to fight a giant beast like you. When rolling initiative, you can choose an enemy whose challenge rating is at least 2 lower than your level, and that creature will become frightened of you for 10 minutes after initiative is rolled. Once you reach level 10 and above, the creature's challenge rating must be 11 or lower for this feature to work on it.

Woad Summon[edit]

You can now summon a woad plant starting at level 3. During a short/long rest, you may spend 1 hour meditating to summon a woad plant. The plant will then appear 5ft before you, or around you if the spot is already taken by another object. Once the plant is summoned, you may spend another hour harvesting it and converting it into woad painting, and then roll a d8:
1: The woad harvested is red.
2: The woad harvested is blue.
3: The woad harvested is green.
4: The woad harvested is yellow.
5: The woad harvested is black.
6: The woad harvested is white.
7: The woad harvested is orange.
8: The woad harvested is purple.

The woad is now turned into a pound worth of woad painting and may be applied to your skin.

Extra Attack[edit]

Starting at 5th level, you may attack twice instead of once when using the Attack action your turn.

Hard Blood[edit]

The blood in your veins hardens, and makes you harder to poison. Starting at 5th level, you are immune to poison, and you gain resistance to piercing damage.

Lightning Overlord[edit]

Starting at 6th level, you gain the ability to summon lightning in open spaces. You can use this feature as an action to summon great storm clouds which will shoot lightning at one target of your choice. The damage is 1d6+your proficiency modifier+your wisdom modifier+your intelligence modifier+your level. The damage increases to 1d10 at 9th level, and 1d12 at 14th level. You must finish a short/long rest before using this action per day, and you have to be in the open to use this action.

Woad Overflow[edit]

Starting at 8th level, your character may have two woads painted on you at a time, but must paint them on yourself separately. Also you gain two additional woads that you can now paint onto yourself:
Black Woad The woad engulfs your body in shadow, and thus when used, the woad increases your dexterity modifier by +1 and stealth modifier by +2.
White Woad This woad increases your eyesight, and helps you spot things that others can't see. While wearing this woad, your passive perception increases by +2.

Natural Climber[edit]

You muscles build up to let you climb higher and higher, and thus you can scale most castles walls or climb whole mountains without resting. Starting at 10th level, you gain advantage on all checks that involve climbing of any type.

True Woads[edit]

At level 12 you gain the ability to paint two new woad colors on yourself:
Orange Woad This woad allows you to speak one additional language of your choice for the duration of the woad painting on you.
Purple Woad This woad grants you resistance to any one type of elemental damage while it is painted onto your skin.

Eternal Existence[edit]

Having fought so many battles and come so close to death, you become harder to kill, as all hits towards you only make you stronger. Starting at 13th level, you gain advantage on all death saving throws, and upon a successful death saving throw you regain 1d20+your current level hit points.

Quick Storm[edit]

The winds and storms of this world lend you their speed, and starting at level 15 your base walking speed increases by 10ft.

Intimidation Master[edit]

You have developed into a powerful figure, earning a strong aura of dread and fear around you. Starting at 17th level, you gain advantage on all intimidation checks made against anyone whose maximum hit points is higher than yours, and your intimidation modifier doubles.

Hillsmen[edit]

Starting at 18th level, the hills channel their eternal power to you, building up your strength. When you are in the hills, you heal 1d20+your proficiency modifier hit points per hour and your speed increases by 15ft.

I am God![edit]

Here you are. From humble beginnings of a lone hero, you can now challenge whole armies and destroy whole empires. You are everybody's God and King, and all the world is your humble servant. Starting at level 20, you gain the ability to turn yourself into an Ancient Brass Dragon for 2 minutes. While in this form, your intelligence, wisdom and charisma remain the same, but all else is true dragon. You must finish a long rest before using this action again.

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 you 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.

Path Of War[edit]

Your thirst for blood throws you into the Path Of War from which you will never emerge, but hey, all things have their benefits.

Path Of Total War[edit]

You channel all your available power and strength to the last drop of blood into war. You set yourself on a one-man crusade against the whole world, and your new powers will help you gain total domination over all peoples.

Endless Stamina

Starting at level 3 your stamina increases to allow you to move faster than ever before, and make quick blows at your enemies. Your swimming speed increases by 10ft and you gain +1 to all attack rolls.

Large Arsenal

Your weapons and armor arsenal expands to allow for additional tools of war. When you reach level 11 you may choose 2 additional weapon proficiencies, and you gain proficiency with shields.

Mass Murder

The world shakes as you walk it, and you gain pleasure at every killing blow you deliver. Starting at level 19, for each killing blow you deliver upon an enemy, you regain the enemy challenge rating d6 hit points (round the challenge rating up).

Path Of Warlords[edit]

Your power spreads beyond anyone's control, but you no longer wish to simply destroy, you wish to conquer! Now as you head into battle you have an army of personal slaves marching behind you, ready to die at your command.

Leadership Of Strength

Your strength now determines your powers of intimidation! Starting at level 3, you can add half your strength modifier to your intimidation modifier.

Your Wildest Dreams!

At level 11 you gain the ability to control people's minds through lies and false promises. You gain +2 to your persuasion modifier, and +1 to your deception modifier.

Warlord Of The World

Starting at level 19, everyone who dares not challenge you accepts your position as the world's true master! When rolling initiative, choose one enemy creature to extend your dominion upon. Once initiative is rolled, that creature becomes paralyzed and frightened of you for 4 hours, and loses 1d12+your charisma modifier hit points every time it attacks you. You must finish a short/long rest to reuse this feature. The creature must also have a challenge rating of 12 or lower.



Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Woad Warrior class, you must meet these prerequisites: Strength 13, Constitution 13.

Proficiencies. When you multiclass into the Woad Warrior class, you gain the following proficiencies: Intimidation, all axes and hammers.



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