Warrior of Fenris (5e Class)
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Warrior of Fenris
Followers of the giant wolf Fenris, these warriors worship the fury and power of this divine monster. Warriors of Fenris are common on the wintry regions of north, living on the outskirts of society, leading rustic and primitive lives as the beast they follow.
Those who gather in societies are called Wulfsarks, due to the wolf skins they bear and even, sometimes, are able to manifest. Due to this dedication, they are blessed by the gods with the power of the wolf, and are usually either accompanied by dire wolfs or can assume the form of a wolf hybrid.
Devourer of Gods
According to the legends, Fenris will eventually devour the father of all gods and the sun itself when the Ragnarok comes, and some Warriors of Fenris believe they will play a major role in this event, and such they wait the calling for this apocalyptic event.
Creating a Warrior of Fenris
When creating your character, ask yourself why do you have this connection with the monstrous wolf Fenris. Are you part of a cult or sect that worships the apocalyptic prophecy tied to this Fenris? Or maybe you just find in the image of the godly monster inspiration when hunting or fighting, and are blessed by embodying what he represents. Either way, Warriors of Fenris are ruthless and braver warriors and hunters, and were they tread destruction soon follows.
- Quick Build
You can make a Warrior of Fenris quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
Class Features
As a Warrior of Fenris you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Warrior of Fenris level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warrior of Fenris level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Martial and Simple Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Survival, Acrobatics, Animal Handling, Intimidation, Perception, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) scale mail
- (a) a martial weapon and a shield or (b) two martial weapons
- shortbow and 20 arrows
- (a) explorers pack or (b) dungeoneer's pack
Level | Proficiency Bonus |
Features | Fury Points |
---|---|---|---|
1st | +2 | Aggressiveness, Wolf's Run | 1 |
2nd | +2 | Fury | 2 |
3rd | +2 | Pack Choice | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack, Wolf Companion Upgrade | 5 |
6th | +3 | Pack Choice Feature, Coordinated Attacks | 6 |
7th | +3 | Evasion | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Surprise Attack | 9 |
10th | +4 | Supernatural Senses | 10 |
11th | +4 | Mark of Fenris | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Pack Choice Feature | 13 |
14th | +5 | Natural Armor | 14 |
15th | +5 | Careful Dash | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Champion of Fenris | 17 |
18th | +6 | Horde Rage | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Pack Choice Feature | 20 |
Aggressiveness
You are usually the first to rush to combat. Starting at 1st level, you have advantage on your initiative rolls.
Wolf's Run
At 1st level, you can move at break-necking speed. Your movement speed increases in 10 feet. In addition, you can take the Dash action as a bonus action.
Fury
Beginning at 2nd level, you start to channel the furious rage of the giant wolf into special abilities. This rage is represented by a number of fury points, that are determined by your Warrior of Fenris level, as shown on the Furry Points column on the Warrior of Fenris table.
You can spend these points to fuel various fury features. You start knowing the following fury features, and learn more as you gain levels in this class.
Some fury features require a saving throw to avoid these effects. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.
- Withstand Pain
When a creature hit you with an attack, you can shrug of the pain, spending 1 fury point to reduce any damage taken, including the triggering one, by an amount equal to your proficiency bonus.
- Pack Hunt
Whenever an allied creature is within 5 feet of you, you can spend 1 fury point and use your bonus action to gain advantage on your next melee weapon attack. If you hit this attack, your ally also gain advantage on its next melee weapon attack.
- Wolf's Dash
When you end your movement within 30 feet of an hostile creature without taking the Attack action on your turn, you can spend 1 fury point and use your reaction to move up to your movement speed towards it and make a single melee weapon attack.
Fenris Blessing
Starting at 2nd level, you begin to manifest characteristics of the legendary wolf fenris. You gain two blessings of your choice. Your options are detailed at the end of the class description. You have a total number of blessings equal to your proficiency bonus.
In addition, when you gain a level in this class, you can choose one of the blessings you know and replace it with another you could learn at that level.
Pack Choice
At 3rd level, the power of fenris is manifested on you in different manners, depending on the pack you choose. You can choose the Wulfsark Pack, Alpha Hunter Pack and Elemental Aspect Pack. Your choice give you features at 3rd level, and again at 6th, 13th and 20th levels.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Coordinated Attacks
Starting at 6th level, whenever a you or an allied creature within 5 feet of you make a melee weapon attack, you can spend 1 fury points and use your reaction to give advantage to that attack.
Evasion
Starting at 7th level, when you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, or only half damage if you fail.
Surprise Attack
Starting at 9th level, the first attack you make on first turn of you combat, if you haven't be surprised and if the attack is a melee weapon attack, is made at advantage.
In addition, whenever you take the Dash action and move at least 20 feet before making a melee weapon attack, you have advantage on the attack.
Supernatural Senses
Starting at 10th level, you have the fine senses of the wolf. You can't roll less than 9 on Wisdom checks.
Mark of Fenris
At 11th level, whenever you make an attack roll, you can choose to give advantage to one ally within 5 feet of you to its melee weapon attack. If the attack already have advantage, you can make that ally roll 3d20, instead of 2.
In addition, you can use a bonus action on your turn to take the Help action. When you take the Help action to aid a creature with an attack roll, on a hit the target takes additional damage equal to your Wisdom modifier (minimum of +1).
Natural Armor
Starting at 14th level, your skin become resistant as the hide of the legendary wolf. The first time you take bludgeoning, piercing and slashing damage in each round, you reduce the damage by an amount equal to your level in this class.
Careful Dash
Starting at 15th level, you don't provoke opportunity attacks when you take the Dash action on your turn.
Champion of Fenris
When you reach the 17th level, you are the embodiment of the great strength of Fenris, giving you resistance to slashing, piercing and bludgeoning damage.
In addition, you can cast polymorph to assume the shape of a Wolf or Dire Wolf, once, being able to do it again after finishing a short or long rest. When you cast this spell, you retain your Intelligence, Wisdom and Charisma scores.
Horde Rage
Starting at 18th level, whenever you or an allied creature you have granted advantage score a critical hit, you regain 1 fury point.
Fenris Pack
Wulfsark
You have been blessed with the soul of the fenris, being able to be become one with the legendary great wolf, eventually becoming a great wolf yourself.
- Furious Attacks
Starting at 3rd level, when you spend a fury point, all your melee attacks until the start of your next turn deal additional damage equal to your proficiency bonus.
- Primal Senses
At 3rd level, you gain proficiency in the Perception skill. You add double your proficiency bonus to all checks made with this skill. In addition, you have advantage on any Wisdom (Perception) checks that rely on smell or hearing.
- Wolf Bite
Starting at 6th level, once in each of your turns, when you hit a creature with size Large or lower with a melee weapon attack, you can choose to knock that creature prone.
- Hybrid Warrior
At 13th level, your appearance start to become more and more wolf-like. While not wearing armor, your AC equal 8 + your proficiency bonus + your Dexterity modifier.
In addition, you can regenerate the damage taken. As a bonus action, you can spend 1 hit die to regain a number of hit points equal to the number rolled + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus.
- Son of Fenris
At 20th level, you a dire wolf. The transformation lasts for 1 hour or until you are reduced to 0 hit points. The transformation has the same statistics as the dire wolf, with the following benefits:
- You add your proficiency bonus to your AC and attack bonus.
- You retain your skill proficiencies and class features.
- Your ability scores are replaced by the ones of the wolf, unless yours are higher.
- Your hit points are equal to 5 + your Constitution modifier x 20 in your wolf form.
- Your bite attack deal additional damage equal to your proficiency bonus. The damage type is cold.
Once you use this feature, you can't use it again until you finish a long rest.
Alpha
You have a supernatural connection to wolfs, and are able to bond with them, fighting and hunting alongside the monstrous wolfs.
- Wolf Companion
At 3rd level, you gain a wolf that accompanies you on your adventures and fights alongside you. Uses the statistics of a wolf (found in appendix A of the Monster Manual), but it is a monstrosity instead of a beast and have a Intelligence score of 6. You add your proficiency bonus to your wolf’s AC, saving throws, attack rolls, and damage rolls.
For each level you gain after 3rd, your wolf gains an additional d8 hit die and increases its hit points accordingly. You can use a bonus action on each of your turns to verbally command your wolf to take the Attack, Dash, Disengage, Dodge, or Help action that turn. It does not have its own turn unless you are incapacitated or absent.
If you are incapacitated or absent, the wolf acts on its own (continuing to act on your turn, if you are incapacitated), focusing on protecting you and itself. The wolf never requires your command to use its reaction, such as when making an opportunity attack.
If your wolf dies, you can obtain a new one by praying to Ferris, which can be done over the course of a long rest.
- Giant Wolf
Starting at 6th level, you can use your bonus action to make your wolf to grow, becoming large in size. While your wolf is in its large size, it can be used as a mount by a medium creature. You can revert its size as a bonus action.
In addition, whenever your wolf can see you, it can communicate telepathically to you and adds your Wisdom modifier to its saving throws.
- Alpha Predator
Starting at 13th level, your wolf have advantage on its initiative rolls while it is able to see you. Whenever you use your bonus action to use your Giant Wolf feature, you transform your Wolf into a dire wolf.
In addition, you can spend 5 fury points to cast conjure animals spell to conjure wolfs or dire wolfs. Once you use this spell, you can't use it again until you finish a long rest.
- Spirit of Fenris
Starting at 20th level, you can use your bonus action to make your Wolf assume the form of a winter wolf as an action, for 1 hour.
While in this form, whenever you make an attack using your Attack action, you can command your wolf if it is able to see you as part of the same action.
Once you use this, you can't do it again until you finish a long rest.
Elemental Aspect
You have a deep connection with the elements that define the north: the fire, used to forge weapons and wage war; the ice, who engulfs the environment in a white desert; and thunder, that represents the voice of the gods talking to the mortals. You are aware of the connection between the great wolf and these sacred elements, and use your connection to fenris and to these elements to manifest magical elemental powers.
- Aspects of the Wolf
Starting at 3rd level, when you finish a short or a long rest, you can choose one of the following aspects: aspect of ice, aspect of fire or aspect of thunder. Each aspect grant's you elemental magical powers.
You cast this spells as 1st level spells at 3rd level. The level of the spell increases to 2nd level at 9th-level of this class, 3rd level at 13th level and 4th level at 19th level.
You can cast your the aspect spells twice, and regain its uses after finishing a short or a long rest.
The save DC of these abilities is calculated as follow:
- Aspect save DC = 8 + your proficiency bonus + your Wisdom modifier.
Aspect of Ice. You can cast the frostbite cantrip. At 9th level, you can also cast ray of frost. In addition, you can cast the following spells while manifesting this aspect:
- 3rd-level: armor of agathys
- 7th-level: hold person
- 13th-level: sleet storm
- 19th-level: ice storm
Aspect of Fire. You can cast the green-flame blade cantrip. At 9th level, you can also cast fire bolt. In addition, you can cast the following spells while manifesting this aspect:
- 3rd-level: burning hands
- 7th-level: scorching ray
- 13th-level: fireball
- 19th-level: fire shield
Aspect of Thunder. You can cast the booming blade cantrip. At 9th level, you can also cast thunderclap. In addition, you can cast the following spells while manifesting this aspect:
- 3rd-level: thunderwave
- 7th-level: shatter
- 13th-level: thunder step
- 19th-level: storm sphere
- Wolf Aspect's Dash
At 6th level, you can momentarily transform into a wolf made out of elemental energy. Whenever you cast a spell or use your Wolf's Dash feature, you can teleport instead of moving on your turn, up to a range equal half your movement speed.
- Elemental Run
At 13th level, you gain resistance to one damage type, depending on the aspect you manifest in the moment.
In addition, your elemental aspect constantly carry you trough the environment. You gain fly movement speed equal to your walking speed.
- Aspect of the Elemental Wolf
Starting at 20th level, you can assume the form of an elemental wolf, as a bonus action. You gain the following benefits for 10 minutes:
- You become immune to the damage type of the aspect you are currently manifesting.
- You gain resistance to one damage type, depending on the aspect you manifest: cold (fire wolf aspect), lightning (thunder wolf aspect) or fire (ice wolf aspect).
- Any creature that moves within 5 feet of you for the first time on a turn or end its turn there takes 1d10 damage from the type of your wolf aspect.
- You can create a cone made out of the damage type of your wolf's aspect. The cone have 15-foot cone, and all creatures in the area must succeed on a Dexterity saving throw against your Aspect save DC, or take 4d6 damage from the type of the aspect, or half as much on a success. In addition, on a failed save, the creature have one of the following effects, until the start of your next turn: movement speed halved (ice), pushed 15 feet back (thunder), 1d8 of additional fire damage on the end of the target turn (fire).
You can use this feature once, and regain your use after finishing a long rest.
Fenris Blessings
- Instinctive Hunter
You have proficiency in Perception and Survival skills. In addition, you can use your bonus action to mark a creature by its scent. To do so you need to either be within 60 feet of the creature or be able to discover the smell of that creature trough its clothes or possessions, requiring a Survival check with a DC of 15. On a success, you have advantage to your Survival checks to track that creature. You can't mark more than one scent at the same time.
- Monstrous Jaws
Your teeth mutate into powerful wolf like jaws. Your jaws are considered light and finesse simple weapons you are proficient with, and deal 1d6 piercing damage.
- Though Hide
While not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
- Wolf Rush
You can run towards your prey with the speed of wolfs. On your turn, you can spend 1 fury point to increase your movement speed in 10 feet for 10 minutes. This movement ignores difficult terrain.
- Predator Senses
You gain proficiency in the Survival skills. In addition, you gain advantage on Wisdom (Perception) and (Survival) checks that rely in smell or hearing.
- Heightened Awarenes
You can't no longer be surprised. In addition, you gain a bonus of +5 in your passive Wisdom (Perception).
- Howling
You gain the ability to talk with animals at will. You gain advantage on Wisdom (Animal Handling) with wolfs, dire wolfs, worgs and winter wolfs.
In addition, whenever you take the attack action, you can instead howl, forcing all creatures in a 5 foot radius to make a Wisdom saving throw or take psychic damage equal to 1d4 + your Wisdom modifier.
- Ravage
Whenever you take the attack action with a light melee weapon, you can make an attack with a unarmed strike or natural attack or howl (with Howling) as a bonus action.
- Marking Scent
Choose two creature types. You have advantage on Intelligence checks to recall information about this creature, and on Wisdom (Survival) checks to track it. If you already have advantage on it, you roll one additional dice.
- Bashing Bite
Whenever you hit a creature with a melee attack, you can spend 1 fury point and spend your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone.
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