Atlas (5e Subclass)
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Atlas
Fighter Subclass
Have you ever wanted to be a superhero, well with this archetype now you can. You have amazing strength and durability, plus the ability to fly. You’re powerful enough to be almost immune to forcible restraint. If you’re a hero, you’re law-abiding or honorable because of your personal convictions; if you’re a villain or anti-hero, you’re driven by a sense of superiority to ordinary mortals.
- Unnatural Strength
When you choose this archetype at 3rd level,You become extremely strong counting as one size category larger for the purpose of determining your carrying capacity, wielding weapons, or for shoving and grappling creatures. When you successfully shove a creature, the target takes bludgeoning damage equal to your Strength modifier (minimum 0). Whenever you shove to push a creature, you can push it an additional 5 feet, and whenever you shove to knock a creature prone, you can push it up to 5 feet away from you. You can take the shove action as a bonus action when you hit a creature with a melee attack.
- Body Enhancement
At 7th level you gain a fly speed of 30 feet. If you already have a fly speed, it increases by 30 feet. If your fly speed is restricted by armor, you can wear armor one grade heavier without restricting your fly speed.
- Siege Weapon
Once you reach 10th level, Your melee attacks and unarmed strikes become very devestating, a weapon now deals an extra die of damage of its type when you hit with it, and you can add your proficiency bonus to damage rolls.
- Unstoppable
At 15th level, You gain resistance to all damage except for psychic, necrotic, radiant, force, and bludgeoning, piercing, and slashing damage from magical attacks. You also gain immunity to the charmed and frightened conditions. Your fly speed increases by 30 feet.
- Ultimate
Starting at 18th level you gain the ability to perform incredible feats of strength. Your strength and constitution scores increase by 2 as well as their maximums. You also gain the power to fire destructive blasts from your eyes. As a bonus action you can fire lasers in a straight line that is 5 feet wide to a range of 120 feet. The target must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save the target takes 12d6 + 40 radiant damage and on a success, takes half. You can use this ability three times before you must take a short or long rest.
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