Attacker (5e Class)
From D&D Wiki
Attacker[edit]
The attacker is surrounded, and all seems lost. Out of nowhere, however, the attacker, filled with determination, takes his weapon and sweeps around the entire regime, knocking them back, and providing an opening for not only him but providing opportunity for his allies to be able to attack, the rogue to slash their throat, and the mage to blast the enemy away. Behold, the attacker.
Creating an Attacker[edit]
Before creating an attacker, ask yourself: am I willing to take on the role of physically damaging the enemy? Am I willing to take a hit or two for my allies while my fellow combatants cast away behind me? Will I be brave enough to distract the enemy with my weaponry? Can I keep an enemy prone in times of distress?
Think about why you chose the adventuring life. Was it to pursue glory? To find your god? Or was it something more selfish, like money, wealth or pleasure? Or even something as dark as death itself; carrying out the will of god just to deceive them and become death?
- Quick Build
You can make an attacker quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on whether you wish to use melee or ranged attacks, followed by Charisma, and then Constitution. Second, choose the Soldier background. Third, choose light or medium armor, along with a choice favored weapon.
Class Features
As a Attacker you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Attacker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Attacker level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, or Perception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two martial weapons or (b) a melee martial weapon and a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Attack Prowess |
---|---|---|---|
1st | +2 | Attack Prowess | 1d4 |
2nd | +2 | Martial Training | 1d4 |
3rd | +2 | Special Attack | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Multiattack | 1d6 |
6th | +3 | Martial Training Feature | 1d6 |
7th | +3 | Versatile Attack | 1d6 |
8th | +3 | Ability Score Improvement | 1d6 |
9th | +4 | Martial Training Feature | 1d6 |
10th | +4 | Ability Score Improvement | 1d6 |
11th | +4 | Extra Action | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Martial Training Feature | 1d8 |
14th | +5 | Explosive Magic Blast | 1d8 |
15th | +5 | Martial Training Feature | 1d8 |
16th | +5 | Ability Score Improvement | 1d8 |
17th | +6 | Special Attack Improvement | 1d10 |
18th | +6 | Attack Prowess Improvement | 1d10 |
19th | +6 | Ability Score Improvement | 1d10 |
20th | +6 | Adrenaline | 1d10 |
Optional Rule: Firearm Proficiency[edit]
The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your attacker has been exposed to the operation of such weapons, your attacker is proficient with them.
Attack Prowess[edit]
Starting at 1st level, your combat training has made your attacks extra deadly. Once per turn, you add a d4 to your damage rolls with weapon attacks. This damage increases as you gain levels in this class, as shown on the Attack Prowess column on the Attacker table.
At 18th level, you add your attack prowess damage to the damage of all attacks made on your turn.
Attacker Training[edit]
At 2nd level, your experience in combat has become important enough to warrant a diversion in training: choose from either Dragoon Training or Synthesis Training. You gain bonuses from your choice at 2nd level, and again at 5th, 9th, 13th, and 15th level.
Special Attack[edit]
Starting at 3rd level, you learn a special type of attack you can made, that can be either mundane or magical in nature. You can choose one of the following options:
- Magical Blast
You can use your action to make a ranged spell attack against a creature within 30 feet. Charisma is your spellcasting ability for the magic blast. On a hit, you force damage equal to your proficiency bonus x your Attack Prowess Die + your Dexterity modifier.
In addition, when you use your action to cast a Magical Blast, you can make an attack using your bonus action.
- Unarmed Flurry
You can use your action to make an unarmed strike. If you do so, you roll your Attack Prowess die for damage, instead of the normal die for your unarmed attacks. In addition, you can add either Strength or Dexterity for attacks and damage rolls with it. This unarmed strike ignore resistance and immunity to non-magical damage.
Starting at 5th level, you can make two unarmed strikes when taking this action. This increases to three attacks at 11th level and finally four attacks at 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, the raw power and potential of your character grow. 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.
Multiattack[edit]
Starting at 5th level, you gain the following attack options:
- Whirlwind
You can use your action to make melee attacks against up to two creatures within 5 feet of you, with a separate attack roll for each target. You attack up to four targets within 5 feet at 11th level, and six targets at 20th level.
- Blitz
As an action on your turn, you can target two creatures make a ranged weapon attack against two creatures within a 15-foot cone. This increases to three creatures at 11th level, and four creatures at 20th level. Make a separate attack roll for each creature.
Versatile Attack[edit]
Starting at 7th level, when you use your Special Attack as an action, you can make a weapon attack using your bonus action.
Extra Action[edit]
At 11th level, you become extremely quick and coordinated, being capable of performing additional actions in combat. On your turn, you can take two actions, instead of one.
You can't take the same action twice on the same turn.
Special Attack Improvement[edit]
Starting at 14th level, your chosen special attack gain one of the improvements below:
- Explosive Blast
When you hit a creature with a magical blast, you can cause it to explode using your bonus action. When you do so, all creatures within 10 feet of your target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take force damage equal to two rolls of your Attack Prowess. The target take half damage on a failure. This increases to three rolls at 11th level and four rolls at 17th level.
The area of the explosion increases to 30 feet at 17th level.
- Tactical Striking
When you hit a creature with an unarmed strike, you can choose to push the creature 10 feet back, knock the creature prone or make it unable to take reactions.
At 17th level, you can move 10 feet without provoking opportunity attacks after each attack.
Adrenaline[edit]
At 20th level, the attacker becomes filled with adrenaline aligning with peak performance. If you have less than half your maximum amount of hit points, your Strength, Dexterity and Charisma increase by 4, up to a maximum of 24.
Martial Training[edit]
Attackers at 2nd level must choose a road to train on. Do you prefer attacking those on the ground and taking advantage of them in the air, like a dragoon? Or do you prefer working with your allies to deal the maximum amount of damage, like a synthesizer? Choose from either Dragoon Training or Synthesis Training; the training you choose determines which benefits you gain at 2nd, 6th, 9th, 13th and 15th levels.
Dragoon Training[edit]
Dragoon Attackers take advantage of the sky, gaining every advantage they can, whether it comes from launching an enemy high in the sky to coming down with a deadly blow.
- Life Siphon
Starting at 2nd level, you learn how to take advantage of a desperate situation. When you reduce a creature to 0 hit points with a weapon attack, you can attack another creature within range.
You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after finishing a long rest.
- Power Chain
At 6th level, you learn how to push your reaction time to the limit. When you hit a creature that haven't taken an action in combat yet, you cause additional damage equal to the damage die of your weapon or one additional Magical Blast die.
- Jeopardize
Starting at 9th, once in each turn when you hit a creature with an attack, you can cause additional 2d6 damage and knock that creature prone. If the creature is already prone, its movement speed is reduced to 0 until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest. The damage increases to 4d6 at 15th level.
- Launch
At 13th level, you can force an enemy into the air with your strikes. As an action, you can make a contested Strength (Athletics) check against a creature within 10 feet. If you win, the creature is tossed 10 feet into the air and fall into the ground, prone. In addition, the movement speed of that creature is reduced to 0 for 1 minute.
The creature can make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) at the end of each turn to end this effect.
- Smite
At 15th level, you can put all your power into a single attack when taking advantage of your target's weaknesses. When you hit a prone creature, you don't roll your Attack Prowess and your weapon damage, choosing the maximum instead. You can use this feature after rolling the damage, replacing the number rolled.
You can use this feature a number of times equal to your Constitution modifier, and regain your uses after finishing a long rest.
Synthesis Training[edit]
Synthesis attackers learn to derive their attack's power from the help of their allies, but can still function without them. Synthesis attackers do not generally take advantage of a prone enemy, but rather the help of their allies.
- Fault Siphon
At 2nd level, you can take advantage from the opportunities created by your allies. When an ally causes an enemy to fail a saving throw, you can make an attack against that creature, without taking action.
You can use this feature a number of times equal to your proficiency bonus, and you regain your uses after finishing a long rest.
- Scourge
At 6th level, you benefit from the presence of your allies nearby you. Whenever you have an allied creature within 5 feet of your target, you can use your bonus action to give yourself advantage on that attack.
- Blindside
At 9th level, when you attack a creature that haven't targeted you since your last turn, you can give yourself advantage on an attack against that creature. On a hit, you deal additional 3d6 damage. This increases to 4d6 at 15th level and 5d6 at 19th level.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
In addition, while you still have at least one use of this feature, you make Dexterity saving throws and opportunity attacks at advantage.
- Ravage
At 13th level, the synthesizer can use arcane magic to their advantage. When you hit a creature that have been affected by a spell within the last turn, or are currently under the effect of a spell, you add 1d6 fore damage to your attacks, once per turn.
- Deathblow
At 15th level, a synthesis attacker can sense approaching death on an enemy. Attacks now have a chance to instantly slay the creature. When you hit a creature with an attack, if that creature have less than 100 hit points it must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (depending in which one was used in the attack). On a failed save, the target is reduced to 0 hit points. On a success, or if the target have more than 100 hit points, it takes 10d10 points of necrotic damage.
You can't use this feature again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the attacker class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13.
Proficiencies. When you multiclass into the attacker class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons
Back to Main Page → 5e Homebrew → Classes