Assaulter (5e Class)

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Assaulter[edit]

Most Adventurers seek out quests out of a desire to better themselves, fulfil a personal goal or do the right thing, but not everyone is so lucky. Assaulters rarely choose their path because becoming one is a terrible experience. Assaulters are often the result of magical experiments gone right(or wrong) and have special powers unique to them. The purpose-built ones are also trained vigorously in the use of all weapons as they work very well with their new powers. Typically an Assualter is covered in magical tattoos or piercings which cannot be removed and is the source of their abilities. It is typical for an Assaulter to glow vividly while in combat as they release the magic stored within.

A Person Turned Weapon[edit]

The procedure to make Assaulters is a closely kept secret among dark wizards and mysterious orders. Still, they do sometimes get created by accident when reckless mages experiment with arcane tattoos or magical augmentations. Additionally, when the subject is a willing participant in the procedure they end up becoming some of the most dangerous weapons there are and are often fanatics of an order or fiercely loyal bodyguards of mages. Most subjects do not survive the process, however, as it puts and extreme strain on the body, and they often explode from being overloaded with magical energy.

Creating an Assaulter[edit]

When you create your Assaulter, consider whether they became like this willingly, were tricked into it, or were forced into it. Do they resent being what they are, or do they revel in the power they now possess?

Quick Build

You can make an Assaulter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal background.

Class Features

As a Assaulter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, and martial weapons
Tools: smith's tools
Saving Throws: Dexterity and Strength
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Perception, Investigation, Intimidation, Persuasion, and Survival. (placeholder)

Equipment

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

  • 2 simple or martial weapons
  • (a) Scalemail or (b) Leather armor and 1 simple weapon
  • (a) Explorer's kit or (b) Dungeoneer's kit
  • Smith's tools
  • If you are using starting wealth, you have 5d6 gp in funds.

Table: The Assaulter

Level Proficiency
Bonus
Features Weapon Sets Mastery of Arms Assault Charges
1st +2 Weapon Sets, Assault Space, Weapon Switch 2
2nd +2 Assault Charges, Mastery of Arms 3 3 2
3rd +2 Purpose, Elemental Force 3 4 3
4th +2 Ability Score Improvement 3 5 4
5th +3 Extra Attack 4 5 5
6th +3 Empowered Weaponry, Whirl of Weapons 4 6 6
7th +3 Purpose Feature 4 6 7
8th +3 Ability Score Improvement, Into the Breach 4 6 8
9th +4 Extreme Combatant 4 7 9
10th +4 Attuned Sets 5 7 10
11th +4 Purpose Feature, Perfected Mastery 5 7 11
12th +4 Ability Score Improvement 5 8 12
13th +5 Elemental Force 5 8 13
14th +5 Purpose Feature 5 9 14
15th +5 Living Weapon 5 9 15
16th +5 Ability Score Improvement 6 10 16
17th +6 Purpose Feature 6 10 17
18th +6 Eternal Assault 6 11 18
19th +6 Ability Score Improvement 6 12 19
20th +6 Deadly Force 7 10 20

Weapon Sets[edit]

Starting at 1st level, you can sort your weapons into Weapon Sets. A weapon set can be up to two items, preferably weapons if it is to be useful, plus ammunition if a weapon requires it. This will be the basis for a number of abilities. If a weapon requires attunement you must be attuned to it before you can make it part of a weapon set. You may dual wield any two weapons in a weapon set, provided they do not have the Two-Handed or Special properties.

Assault Space[edit]

Also at 1st level, you gain access to the Assault Space, a pocket dimension where you can store Weapon Sets. You can store a number of weapon sets equal to the number in the Weapon Set column corresponding to your level.

Weapon Switch[edit]

Lastly, at 1st level, you can switch between weapon sets without using any action to do so, and you may do so between attacks, as long as the weapon sets are stored in your Assault Space. By default, weapon sets should be considered stored in the Assault Space.

Assault Charges[edit]

Starting at 2nd level, your body enchantments can be harnessed through Assault Charges. Your Assaulter level determines the number of charges you have, as shown in the Assault Charge column of the Class table.

You can spend these points to fuel various Assault features. You start knowing three such features: Barrage, Aggression, and Make Distance. You learn more assault features as you gain levels in this class.

You regain all spent assault charges on a short or long rest, but you may regain charges by pushing yourself. You may take a bonus action to regain a number of charges equal to your proficiency bonus. You can use this feature once per long rest for free, but any further uses of the feature will cost a level of exhaustion.

Some of your assault features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Assault save DC = 8 + your proficiency bonus + your Constitution modifier

Barrage When you take the Attack action on your turn, you can spend 1 assault charge to make an extra attack as part of your attack action.

Aggression If you move 15 feet or more before taking the attack action, and pay 1 assault charge, you can deal extra damage on attacks made as part of that attack action equal to your proficiency bonus. This feature may only be used the first time you attack a creature.

Make Distance You can pay 1 assault charge and use your bonus action to move up to half your speed without triggering attacks of opportunity.

Mastery of Arms[edit]

Also at 2nd level, you gain access to Mastery of Arms, showing just how good you are at using weapons. The Mastery of Arms Features can be found at the end of the class description, and mostly affects weapons based on traits, but can be specific, such as Dual Wielding, or Longswords. You gain access to 2 Mastery of Arms Features, and more become available as you level up. You may replace one Mastery of Arms feature you have when you level up.

Purpose[edit]

Starting at 3rd Level, you choose one of three Purposes. Choose between Purpose of Devastation, Purpose of Nullification, and Purpose of Control. All are detailed at the end of the class description. Your choice grants you features at 3rd level, 7th level, 11th level, 14th level, and 17th level.

Elemental Force[edit]

Also at 3rd level, you unlock some of the stored power within your enchantments. Once per turn, when you land a hit with a Weapon Set you may spend up to 3 Assault Charges and deal 1d6 damage per charge spent. The damage is either fire, acid, cold, lightning or thunder.

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.

Empowered Weaponry[edit]

Starting at 6th level, your Weapon Set attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Whirl of Weapons[edit]

Also at 6th level, when you are attacked with a melee attack, you may use your reaction to summon one of your Weapon Sets and whirl it between you and your attacker, adding your proficiency bonus to your AC. If the attack misses, you may spend an assault charge to instantly attack with the Weapon Set you whirled for defence, if the attacker is within your reach.

Into the Breach[edit]

At 8th level, you no longer fear combat in any way, and will charge into it with no fear. On your first turn during combat, you have advantage on all attacks.

Extreme Combatant[edit]

At 9th level, your mastery of weapons has reached such levels that you do things with weapons few others can imagine. Depending on the weapon, you may use the Expert ability in the weapon-specific Mastery of Arms features, if you have the Mastery of Arms Feature for that weapon. Most features cost 1 assault charge to use.

Attuned Sets[edit]

At 10th level, you have learned how to optimise your use of magical weapons in your weapon sets. Your number of attunement slots is equal to your number of Weapon Sets, and each weapon set can only use one attunement slot, even if there are two attuned weapons in the set.

Perfected Mastery[edit]

At 11th level, You have perfected your mastery of weapons. You may use the abilities described in the Extreme Combatant Feature once per short rest without spending an assault charge. Abilities with no cost are not affected.

Elemental Flow[edit]

At 13th level, the elemental magic that is stored in you overflows with every attack. When you deal damage with a Weapon Set, you may add 1d4 to the damage. The 1d4 can be acid, fire, cold, lightning or thunder damage.

Living Weapon[edit]

At 15th level, you are truly a living weapon. If you bring a creature to 0 hit points on your turn, you regain 1 assault charge, and you may make a free attack against a creature you can reach. You are allowed to move before taking the free attack.

Eternal Assault[edit]

At 18th level, when you roll for initiative and have no assault charges remaining, you regain 3 charges.

Deadly Force[edit]

At 20th level, you can unleash the power stored in you. As a bonus action, you can spend 5 assault charges to enter a Charged State for 1 minute. While in the Charged State, you gain the following benefits:

  • You are resistant to slashing, piercing and bludgeoning damage.
  • Your elemental flow damage is 2d6 instead of 1d4
  • You may make an extra attack as part of your attack action
  • If you reach 0 hitpoints during this state, you do not fall unconscious but continue fighting. You still roll death saves as normal, and if you die, you will die at the end of the duration.

Once the Charged State ends, you gain 2 levels of exhaustion, up to 5, and you are stunned for until the end of your next turn.

Purpose of Devastation[edit]

Primal Force[edit]

At 3rd Level, your purpose is to devastate. When a feature of this class allows you to pick which type of elemental damage to deal, you can also pick force damage. Additionally, the first attack on each of your turns deals an extra 1d6 force damage.

Full Barrage[edit]

At 7th Level, when you use Barrage, you may pay 3 assault charges instead of 1 to attack two additional times instead of 1.

Eviscerator[edit]

At 11th Level, your Primal Force dice increase to a 1d8, and when you use Extreme Combantant features you may add 1d8 force damage to damage as well, regardless of whether it is the first attack or not.

Scorn[edit]

At 14th Level, You can pay 4 Assault Charges to Scorn the area around you. Every creature in 15-foot radius around you must make a Dexterity saving throw or take 10d8 force damage. The damage is halved on a success. You do not take damage from this ability. You can only use this feature once per long rest. All plants and small animals in the radius die instantly.

Devastate[edit]

At 17th Level, when you take the attack action, you may instead choose to Devastate, making an attack with each of your weapon sets. You may Devastate once per long rest.

Purpose of Nullification[edit]

Nullify[edit]

At 3rd Level, Your purpose is to nullify threatening actions. When you hit a creature, you may spend 1 assault charge to make them make a Wisdom saving throw against your Assault DC. If they fail they cannot cast spells or activate magical items until the end of their next turn.

Resist[edit]

Also at 3rd Level, when an attack is aimed at you or a creature within 5 feet of you, you can use your reaction to give it disadvantage. Additionally, if you are aware of a spell being cast on you, you have advantage on saving throws against it.

Passify[edit]

At 7th Level, when an area of effect hits you, you can spend 2 assault charge to give yourself or other creatures hit by the effect resistance to damage, or advantage on saving throws against the effect.

Reverse[edit]

At 11th Level, if a spell effect hits you and you resist the damage, you can spend 2 assault charges and your reaction to deal the same damage you took to the creature that caused the effect.

Anti-Magical[edit]

At 14th Level, creatures within 10-foot of you must make Wisdom saving throw against your assault DC when they try to cast a spell. If they fail they cannot cast a spell this turn and take your Constitution modifier as damage.

Spell Eater[edit]

At 17th Level, Once per long rest, when a spell targets you, you can nullify the spell completely and regain a number of assault charges equal to your proficiency bonus. You may then use your reaction to deal 1d10 force damage to the caster of the spell for each spell level of the spell you nullified.

Purpose of Control[edit]

Grasp[edit]

At 3rd Level, Your purpose is to control your surroundings. When you hit a creature one size category bigger than you or smaller, you may spend 1 assault charge to grapple the creature after dealing damage. Additionally, when you are grappling a creature, your attacks against it have advantage.

Grounding[edit]

At 7th Level, When you have dealt damage to at least 2 creatures on your turn, you can spend 2 assault charges to affect the elements around the enemies and restrict them. Creatures you have attacked this turn must make a Dexterity saving throw or be knocked prone and restricted until the end of your next turn.

Slow Down[edit]

At 11th Level, you can use your action and spend 3 assault charges to cast slow on 6 creatures within 40 feet of you. They save as normal with your Assault DC as the spell's DC, and you are concentrating on this spell. You cannot use this effect again until you take a short rest.

Control[edit]

At 14th Level, Once per long rest, you may cast Dominate Person on a humanoid within 60 feet. The creature does not get advantage on its saving throw if you are fighting them, and if it succeeds you concentrate on this spell for its duration.

Hanged Man[edit]

At 17th Level, When you deal damage to a creature you are grappling, hits crit on an 18 or higher. If you crit a creature you have grappled, the weapon damage is maximised.


Mastery of Arms[edit]

Two-Handed[edit]

You benefit from the "Great Weapon Fighting", fighting style while wielding a weapon with two hands. Creatures of your choice within 5 feet of creatures hit with a two-handed weapon take half your strength modifier, rounded down, as damage.

Dual wielding[edit]

You benefit from the "Two-Weapon Fighting", fighting style while wielding two weapons. You also gain a +1 to your AC while wielding the two weapons.

Heavy[edit]

When you hit a creature with a heavy weapon, you may spend 1 assault charge to attempt to knock it over. The creature makes a strength saving throw against your Assault DC, falling prone on a failure.

Light[edit]

Attacks with light weapons cannot have disadvantage.

Reach[edit]

Your first attack on a turn can hit two adjacent creatures. The attack only hits both creatures if the attack roll hits both creatures.

Finesse[edit]

If you have advantage on an attack, you may add 2d6 damage to the attack's damage. You can only use this effect once per turn.

Slashing[edit]

You may add your proficiency bonus to your first attack which deals slashing damage each turn.

Piercing[edit]

You may add your proficiency bonus to your first attack which deals piercing damage each turn.

Bludgeoning[edit]

You may add your proficiency bonus to your first attack which deals bludgeoning damage each turn.

Greataxe[edit]

When you land a critical hit a Greataxe, add your modifier to the damage a second time.

Expert: Rend

When you land a hit with a greataxe, you can pay 1 assault charge and roll 1d4. The creature must subtract the result from its AC. This loss lasts for 1 minute or until you use Rend on it again. A creature can only be affected by one Rend effect at a time.

Greatsword[edit]

You can add your proficiency to your first attack roll with a greatsword each turn as if you had expertise.

Expert: Whirlwind

When you take the attack action, you can spend 1 assault charge to perform a Whirlwind attack, hitting all creatures around you. You roll one attack and one damage roll. If the attack roll hits a creature it takes the damage. You may only use this move once per turn.

Maul[edit]

When you hit a creature with a maul, you can push them away from you, moving them 5 feet.

Expert: Groundshaker

instead of rolling an attack, you can pay 1 assault charge and make creatures within 5 feet of you make a dexterity saving throw. On a failure, they take critical hit damage from your maul as you slam it down with inhuman strength. You may use this feature once per turn.

Dual Weapons[edit]

When you switch to dual weapons and make an attack with two weapons for the first time on your turn, you can pay 1 assault charge and deal damage with both weapons on a hit.

Expert: Weapon Flurry

If you land an attack with your attack action and your bonus action, you may pay 1 assault charge to make an additional attack as part of your bonus action.

Longsword[edit]

You can add your proficiency to your first attack roll with a longsword each turn as if you had expertise.

Expert: Drive Through

When you hit a creature with a longsword attack, you can pay 1 assault charge to drive the blade through, causing heavy bleeding. The creature has disadvantage on attacks on its next turn.

Shortsword[edit]

You can add your proficiency to your first attack roll with a shortsword each turn as if you had expertise.

Expert: Hamstring

When you hit a creature with a shortsword you can pay 1 assault charge to half their movement on their next turn.

Battleaxe[edit]

When you land a critical hit with a Battleaxe, add your modifier to the damage a second time.

Expert: Deep Chop

When you hit a creature with a battleaxe, you can pay 1 assault charge to leave a deep cut. The next time the creature moves or takes an action, it takes the original attack's damage again.

Trident[edit]

The first time you hit a creature with a trident on your turn, you can whirl the weapon and hit with the other end, dealing an additional 1d4 bludgeoning damage. The 1d4 does not require an additional attack.

Expert: Sea Hunter

You make attacks at advantage with a trident while submerged in water.

Rapier[edit]

You can add your proficiency to your first attack roll with a rapier each turn as if you had expertise.

Expert: Puncture

When you hit a creature with a rapier you can pay 1 assault charge to Puncture it. The creature makes a constitution saving throw. On a failure, they can only take an action or bonus action on their next turn.

Shields[edit]

You can make an unarmed attack with your shield.

Expert: Shield Bash

When you hit a creature with an unarmed strike while having a shield equipped, you can pay 1 assault charge to Shield Bash instead of dealing unarmed damage. You deal 1d6 bludgeoning damage + strength modifier, and you can push the creature 5 feet back if it is one size category bigger than you or smaller.

Warhammer[edit]

When you hit a creature with a warhammer, you can push them away from you, moving them 5 feet.

Expert: Crack

Once per turn when you hit a creature with a Warhammer, you can pay 1 assault charge to Crack their head. The creature makes a Constitution saving throw, on a failure, they are stunned until the start of their next turn.

Dagger[edit]

The first time you deal damage with a dagger each turn, roll the weapon damage twice, so 2d4, like a critical hit. No other dice associated with the attack are doubled. If the first attack landed with a dagger is a critical hit, the double is doubled, i.e. 4d4.

Expert: Slice and Dice

After the first time you have landed a hit with a dagger on your turn, you can pay 1 assault roll damage for another dagger attack and deal it to the creature you just hit without rolling an attack roll.

Glaive[edit]

The first time you hit a creature with a glaive on your turn, you can whirl the weapon and hit with the other end, dealing an additional 1d4 bludgeoning damage. The 1d4 does not require an additional attack.

Expert: Long Cleave

When you make an attack with a Glaive you can pay 1 assault charge to hit all creatures in your reach with the attack. The attack still has to hit the creatures' AC to deal damage.

Halberd[edit]

The first time you hit a creature with a halberd on your turn, you can whirl the weapon and hit with the other end, dealing an additional 1d4 bludgeoning damage. The 1d4 does not require an additional attack.

Expert: Rend

When you land a hit with a halberd, you can pay 1 assault charge and roll 1d4. The creature must subtract the result from its AC. This loss lasts for 1 minute or until you use Rend on it again. A creature can only be affected by one Rend effect at a time.

Morningstar[edit]

When you attack a creature wearing armor with a morningstar, you consider their AC to be 1 less than it is.

Expert: Smash

Once per turn, when you land a hit with a morningstar, you can pay 1 assault charge to smash the target. The target makes a Constitution saving throw. On a failure, the target cannot move on its next turn and if it has a multi-attack, it loses one of those attacks.

Pike[edit]

The first time you hit a creature with a pike on your turn, you can whirl the weapon and hit with the other end, dealing an additional 1d4 bludgeoning damage. The 1d4 does not require an additional attack.

Expert: Long Charge

If you are 15 feet or more away from a creature, but within your movement range, and holding a pike, you may pay 1 assault charge close that distance for free. The first pike attack on that creature has advantage.

Scimitar[edit]

The first time you deal damage with a scimitar each turn, roll the weapon damage twice, so 2d6, like a critical hit. No other dice associated with the attack are doubled. If the first attack landed with a dagger is a critical hit, the double is doubled, i.e. 4d6.

Expert: Exotic Flourish

When you land an attack with a scimitar, you may pay 1 assault charge to roll 1d4. You add the result to your damage and to your AC until the end of your next turn.

War Pick[edit]

When you attack a creature wearing armor with a war pick, you consider their AC to be 1 less than it is.

Expert: Disarm

When you hit a creature wielding a weapon or a shield, you can pay 1 assault charge to attempt to disarm them. Roll an Athletics contest, if you win, you may disarm one of the target's held items, throwing it to the floor.

Whip[edit]

Whips have a 15-foot reach.

Expert: Reach Around

When you make your first attack with a whip on your turn, you can pay 1 assault charge to hit all creatures in a 15-foot automatically, dealing the whip's damage to them.

Flail[edit]

When you hit a creature with a Flail, you can push them away from you, moving them 5 feet.

Expert: Out Reach

Your attack with a flail has a reach of 10 feet.

Spear[edit]

The first time you hit a creature with a spear on your turn, you can whirl the weapon and hit with the other end, dealing an additional 1d4 bludgeoning damage. The 1d4 does not require an additional attack.

Expert: Keep distance

You may use your reaction to make an attack of opportunity against a creature that enter your reach.

Mace[edit]

When you hit a creature with a Mace, you can push them away from you, moving them 5 feet.

Expert: Smash

Once per turn, when you land a hit with a mace, you can pay 1 assault charge to smash the target. The target makes a Constitution saving throw. On a failure, the target cannot move on its next turn and if it has a multi-attack, it loses one of those attacks.

Handaxe[edit]

When you land a critical hit with a handaxe, add your modifier to the damage a second time.

Expert: Fling

When you make a ranged attack with a handaxe, it returns to your hand afterwards. This feature is free.

Unarmed[edit]

you are considered to be dual-wielding when you are unarmed.

Expert: Elemental Fists

When you make an unarmed attack, you use your Elemental Force feature for 1 assault charge less, meaning you can deal 1d6 elemental damage for free, or up to 3d6 for 2 assault charges. With Perfected Mastery, the cost for the first use of Elemental Fists each short rest is reduced by an additional assault charge.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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