Way of the Crow Brawler (5e Subclass)

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Crow

Creating a Crow


Quick Build

You can make a Crow quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.

Class Features

As a Crow you gain the following class features.

Hit Points

Hit Dice: 1d6 per Crow level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Crow level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: thieves tools, poisoner's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from Acrobatics, Stealth, Sleight of Hand and Survival

Equipment

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

  • 3 daggers and leather armor
  • (a) explorer's pack or (b) dungeoneer's pack
  • (a) thieves tools or (b) 10 GP or (c) poisoner's tools
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Crow

Level Proficiency
Bonus
Features Dagger Points
1st +2 Poisonous Pursuit, Dagger Mastery 0
2nd +2 Nimble Escape 0
3rd +2 Crow Archetype 0
4th +2 Ability Score Improvement 0
5th +3 Swoop, Extra Attack 0
6th +3 Crow Archetype Feature 0
7th +3 Poisonous Pursuit Upgrade 0
8th +3 Ability Score Improvement 0
9th +4 Dagger Points, Dagger Dance 10
10th +4 Swoop Upgrade 12
11th +4 On Your Toes 14
12th +4 Ability Score Improvement 16
13th +5 Out Of The Shadows 18
14th +5 Crow Archetype Feature 20
15th +5 Fast recovery 22
16th +5 Ability Score Improvement 24
17th +6 Poisonous Pursuit Upgrade, Swoop Upgrade 26
18th +6 Incredible Agility 28
19th +6 Ability Score Improvement 30
20th +6 Ultimate Assassin 30

Poisonous Pursuit

You master the powers of poison. At 1st level your daggers have a deadly poison that deals 1 damage per turn. When you hit an enemy, the target creature must succeed on a DC 17 Constitution Saving Throw or be poisoned for 1d4 + Your Wisdom Modifier turns. This feature gets improved to 4 damage per turn at 7th level and to 10 damage per turn at level 17.

Dagger Mastery

You are a master with your weapon of choice - the dagger. At 1st level you add your proficiency bonus to the base damage of the dagger.

Nimble Escape

You're very frail and you know it. At 2nd level, when your hit points are below 25% (rounded down) your movement speed is increased by 10 ft.


Crow Archetype

At 3rd level, you chose a Crow Archetype. Choose between Toxic Crow and Team Player Crow, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th 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.

Swoop

You unleash your true power. At 5th level, as an action, you gain the ability to jump forward 20 ft. Everything in a 10 ft. circle from where you landed is damaged for 1d6 + Wisdom modifier damage. This feature's damage increases to 1d8 + Wisdom at level 10, and to 2d8 + 2x Wisdom at level 17.

Extra Attack

At 5th level, whenever you take the attack action on your turn you can attack twice, instead of once.

Dagger Points

At 9th level, you have tapped into your sealed talents and now posses special Dagger Points you can use on different abilities. These points increase as you progress in levels, as stated in the Crow feature table. You regain all lost Dagger Points after you take a long rest.

Dagger Dance

At 9th level, you gain the ability to throw multiple daggers in one action.You can throw them at different targets, or you can throw them on one. Your daggers return to you after that. This is limited to however many daggers you have. This feature costs 5 Dagger Points to use. While Dagger Dance is active, your daggers cannot be destroyed by magic.

On Your Toes

You know everyone is trying to get you, so you stay aware of your surroundings. At 11th level you gain proficiency in Perception, and you can't be suprised by enemies. You also sense traps whenever there are any nearby.

Out Of The Shadows

At 13th level, you master the power of stealth. You can use the Hide action as a Bonus action, and you deal double base damage when stealthed.

Fast recovery

At 15th level, you can spend 10 Dagger Points to leech the hit points of the next target you kill. You take the hit points it had last BEFORE dying.

Incredible Agility

At 18th level you gain expertise for all Dexterity based skills. Your movement speed increases by 10 ft.

Ultimate Assassin

At 20th level, you have mastered the power of the daggers. You can spend Dagger Points to increase your base dagger damage, where: X Dagger Points = X damage increase.

Toxic Crow

You master the power of poison and acid and use them to their full potential. You gain resistance to poison and acid damage.

Acidic Pain

At 6th level, your poison damage also becomes acid and magical to avoid resistances and immunities.

Uncurable Poison

At 14th level, your attacks ignore 50% of temporary hit points (Rounded down). Also, while an enemy is under the poison effect of YOUR attacks, they cannot heal any amount of regular hit points. The poison effect doesn't have this feature. (Example: If you do 11 damage, 5 is going to hit the temporary hit points, and 6 is going to hit the normal hit points)

Team Player Crow

You realize that teamwork is going to get much farther, so you master in aiding your teammates in battle. You gain proficiency in the Medicine and Insight skills.

Slowed and poisoned

At 6th level, while the enemy is poisoned by YOUR attacks, its movement speed is halved and it can't take reactions.

Healing Pain

At 14th level, while an enemy is poisoned by YOUR attacks, you and your teammates regenerate 1d4 health per turn (can stack with multiple enemies)

(Example: If an enemy is poisoned for 3 turns, you and your teammates each regenerate 1d4 every turn for 3 turns. If 3 enemies are poisoned for X turns - 3d4 for X turns)


Multiclassing

Prerequisites. To qualify for multiclassing into the Crow class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom

Proficiencies. When you multiclass into the Crow class, you gain the following proficiencies: Acrobatics, Stealth, Daggers

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