Avatar of War, 2nd Variant (5e Class)

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Avatar of War, 2nd Variant[edit]

Barbarian Variant 5.5e edition

You are the War in mortal form. Or inmortal should i say?

Choosen to be the Bearer[edit]

The Legend of The Avatar Of War
"Once in a small nordic village, in the most cold part of the nordic forests, one village trive as best as possible, the tribe was loyal to Tyr, The Norse God Of War.
They were so Loyal, that every single day, they would perfect the art of war and battle, while they trained their minds to be as righteous and honorable as possible.
Until one day, the elders of that village had the privilege of Tyr himself coming down and speaking to them, he was telling them about a war that would require the best warrior possible and asked this tribe to prepare this warrior.
And so it was done, Tylian was born and raised to fulfill the wishes of the god of war, after years of serving the god and being the body for the deity Tyr.
Tylian and Tyr became one, their minds and bodies were almost one now, the difference between Tylian and Tyr was almost nil"
The Born of First Avatar Of War

Creating a Avatar Of War[edit]

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"Tyr", The First and Strongest Avatar of War, (Beast Monarch by Gi So-Ryeong and Jang Sung-Rak)

How you became the incarnation of war? you are the avatar of the god of war? you were so good at fighting that you reached a level, that even the gods or primordial had to acknowledge? remenber that you are now something out of the usual, even to adventures level

Quick Build

You can make an Avatar of War quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Constitution. Second, choose the Soldier or Outlander background. Third, choose any martial weapon

Class Features

As a Avatar of War you gain the following class features.

Hit Points

Hit Dice: 1d12 per Avatar of War level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Avatar of War level after 1st

Proficiencies

Armor: all armor and shields
Weapons: simple and martial weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose any 3: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival

Equipment

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

  • (a) greataxe or (b) any martial weapon
  • (a) 2 hand axes or (b) any simple weapon

Table: The Avatar of War

Level Proficiency
Bonus
Features Unarmed Attack Rages Rage Damage
1st +2 Rage, Tempered Body 1d6 2 3
2nd +2 Reckless Attack, Danger Sense, Monstrous Strength, Rage Enhancement, Savageries 1d6 2 3
3rd +2 Primal Path, Primal Knowledge 1d8 3 3
4th +2 Ability Score Improvement, Grasp of the Titan 1d8 3 3
5th +3 Extra Attack, Fast Movement 1d10 3 3
6th +3 Ability Score Improvement, Destructive Force 1d10 4 4
7th +3 Feral instinct, Rip and Tear, Resilience of War 1d10 4 4
8th +3 Ability Score Improvement, Shoulder of the World 1d12 4 4
9th +4 Brutal Strike, Rage Actions 1d12 4 4
10th +4 1d12 4 4
11th +4 Relentless Rage 1d12 4 5
12th +4 Ability Score Improvement 2d8 5 5
13th +5 Improved Brutale Strike 2d8 5 5
14th +5 2d8 5 5
15th +5 Persistent Rage 2d8 5 6
16th +5 Ability Score Improvement 2d8 5 6
17th +6 Improved Brutale Strike 2d10 6 6
18th +6 Indomitable Might 2d10 6 6
19th +6 Ability Score Improvement, Epic Boon 2d10 6 7
20th +6 War Champion 3d8 Unlimited 7


Rage[edit]

In battle, you fight with primal ferocity. On your turn, you can enter a spartan rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

Phisical Advantage
You have advantage on Strength and Constitution checks and Strength, Constitution saving throws.
Damage Bonus: When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Spartan Warrior, as shown in the Rage Damage column of the table. All other weapon attacks only gain half of this bonus rounded up.
Damage Resistances: You have resistance to bludgeoning, piercing, and slashing damage.
Duration: The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following
Make an attack roll against an enemy. Force an enemy to make a saving throw. Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.


Tempered Body[edit]

Beginning at 1st level, your life as a warrior has turned your fists into dangerous weapons. You gain the following benefits:

You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain levels, as shown in the Unarmed Attack column of the table. Additionally when you attack with your unarmed strikes using the attack action, you can make one additional unarmed strike as a bonus action.

You can choose one weapon that you are holding to use your unarmed damage rather than its normal damage.

While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.


Reckless Attack[edit]

At 2nd level you can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.


Danger Sense[edit]

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.


Monstrous Strength[edit]

Starting at 2nd level, you count as a Huge size when determining your carrying capacity and the weight you can push, drag, lift or grapple (You times the total by 10 when it is calculating your carrying capacity). In addition, starting at 6th level, you instead count as a Gargantuan creature for the purposes of determining your carry capacity and the weight you can push, drag, lift or grapple. And lastly, at 9th level you instead count as Colossal size when determining your carrying capacity and the weight you can push, drag, lift or Grapple. In addition; you may use a two-hand and/or heavy weapon in one-hand for the purposes of duel-wielding or using a weapon as a weapon and shield where you gain proficiency in all melee attacks made with a Str-Based Melee Weapon on your turn aswell as being able to add your proficiency bonus to your damage rolls.

Rage Enhancement[edit]

When you reach 2nd level, and again at 4th, 6th, 10th, 14th and 18th level, your rage takes on a unique form. You gain an additional effect from raging chosen from any of the following choices below:

Assault

When you kill or get a critical hit on a creature, you may move up to half your movement speed towards another creature.

Blank Mind

You have advantage on Intelligence, Wisdom and Charisma saving throws when raging.

Relentless

Your unarmed attack damage gains the Rage Damage bonus to all attacks and a +2 to the attack rolls.

Primal Fury

On the turn when you enter a rage, your first two attack rolls are made with advantage. If chosen again, you make your first four attack rolls with advantage on the turn when you enter a rage.

Resilience

You gain resistance to another damage type of your choice while raging. Once chosen the damage type can not be changed.

Savage Attacks (Simple Weapons)

Your simple melee weapons and simple ranged weapons deal 2 additional damage while raging.

Savage Attacks (Martial Weapons)

Your martial melee weapons and martial ranged weapons deal 2 additional damage while raging.

Controlled Rage (Simple Weapons)

Your simple melee weapons and simple ranged weapons gain a +2 to attack rolls.

Controlled Rage (Martial Weapons)

Your martial melee weapons and martial ranged weapons gain a +2 to attack rolls.


Savagery[edit]

Starting at 2nd level, you can use your savagery and natural predisposition of war to manifest supernatural powers. You have 2 savagery points, and gain an additional savagery point whenever you gain a new level in this class. You can spend these points on savagery features you know. Once you spend a savagery point, is unavailable to you until you finish a short or long rest.

You start by knowing four of the savagery features below, and learn more as you gain levels in this class: 1 at 5th, 9th, 13th and 17th levels. Whenever you gain a new savagery feature, you can replace one feature you know for a new one.

Beast Monarch

You are able to communicate with beasts and make them make them susceptible to your will. You can spend 1 savagery point to use the effects of beast sense and speak with animals together without requiring material or somatic components giving you advantage on intimidation and persuasion checks against beasts until your next rest.

Soul Gaze

Your eyes are now affected by the power of the Norse Gods. You can spend 1 savagery point as a bonus action to gain advantage on Wisdom (Survival) checks. When you do so, you also gain truesight, and the ability to see into the ethereal plane until the start of your next turn.

You Will Not Fall

When a creature within your movement speed range becomes targeted by an attack or spell, you can spend 1 savagery point as a reaction to move up to your movement speed towards an unoccupied space within 5 feet of them, becoming the target of the effect instead. This moviment do not trigger opportunity attacks and you can not receive a opportunity attack in the movement path.

You can spend 1 additional savagery point to give this creature resistance to bludgeoning, slashing and piercing damage until the start of your next turn, or until the creature is no longer within 5 feet.

Resilience of War

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you can spend 1 savagery point to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Enhanced Strike

Prerequisite 5th Level When you hit a creature with a weapon attack or unarmed strike using Strength, you can spend 1 savagery point to cause double the damage.

Packing a Punch

During a short rest, if you have a reduction in Strength, Constitution or Dexterity scores, you can spend 1 savagery point at the end of the rest to end that reduction in one of them.

Alternatively, you can spend 1 savagery point to recover from one level of exhaustion at the end of a short rest.

Once you use this savagery, you can't do it again until you finish a long rest.

Enhanced Sight

You can spend 1 savagery point to enhance your eyesight for the next minute. For the duration, you are able to see up to 1 mile away without difficulty as if it were something that is at most 100 feet away from you, moreover the low light does not cause you a disadvantage in perception rolls.

A War Is Not Made By Only One

As a bonus action, you can spend 1 savagery point to unleash a battle cry from the deepest parts of your own soul. Choose a creature of your choice within 60 feet of you that can hear you. That creature gain advantage on attack rolls, saving throws and resistance to slashing, piercing and bludgeoning damage until the start of your next turn.

The same creature can't gain the benefits of this feature until it completes a short or long rest.

Brutal Wounds

Prerequisite 3rd Level When you hit a creature with an attack, you can spend 1 savagery point to roll the weapon's damage dice one additional time.


Primal Path[edit]

At 3rd level, you chose a Primal Path. Choose between primal paths in the base manual, detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th and 14th


Primal Knowledge[edit]

When you reach 3rd level you gain proficiency in one skill of your choice from the list of skills available to the avatar of war at 1st level. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.


Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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.


Grasp of the Titan[edit]

Starting at 4th level, you gain proficiency in Athletics if you already have proficiency you gain expertise. Additionally you have an advantage on attack rolls against a creature that is grappled by you. Additionally, your speed is not reduced if you are carrying or dragging a grappled creature with you


Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times instead of twice, whenever you take the Attack action.


Fast Movement[edit]

Upon reaching 5th level, your movement speed increases by 10 feet, your movement speed increases by another 10 feet once you reach 10th level. Starting at 17th level, your base speed increases by 10ft and cannot be reduced by difficult terrain or spells. In addition, you you have advantage on all saving throws against being knocked prone, stunned or paralyzed conditions


Destrutive Force[edit]

Starting at the 6th level, you deal double damage to objects, structures and constructs. Furthermore, weapons that use your Strength modifier gain a bonus to damage equal to your proficiency bonus


Feral Instinct[edit]

At 7th level, your instincts are so honed that you have Advantage on Initiative rolls. Additionally as part of the Bonus Action you take to enter your Rage, you can Move up to half your Speed.

Rip and Tear[edit]

Starting at 7th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target possesses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded up. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier.

Resilience of War[edit]

Starting at 7th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shoulder of the World[edit]

Starting at 8th level, whenever you attempt to grapple a creature whose size is no larger than two sizes larger than yours, they have disadvantage when attempting to escape, and you can crush them in your grip, dealing 2d8 bludgeoning damage at the start of your turn every turn you hold them. You can also throw them a number of feet equal to your Strength modifier x your proficiency bonus, dealing 6d6 bludgeoning damage on impact plus any damage they may have sustained from the fall to them as well as other creature you hit with the throw.

Brutal Strike[edit]

At 9th level, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d112 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Furthermore when you score a critical hit you add one die to the damage dealt

  • Forceful Blow: The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
  • Hamstring Blow; The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

This feature improves at level 13 and again at level 17

Rage Actions[edit]

Starting at 9th level, your rage becomes extraordinarily violent and lets out your inner rage burning deep inside you. While in Rage, you may freely put away your weapons and unarmed yourself. Allowing you to go berserk and crush your enemies with your bare hands. This feature counts as an attack in order to use the extra attack feature.

In addition, the cost of each feature below costs an action and a number of Savageries

Fury Strike:
  • 1 Savagery

As an action, you make up to 2 unarmed strike attacks and each fist deals double of the damage of your unarmed strikes + Strength modifier + Rage Damage of bludgeoning damage

Fury Drive:
  • 2 Savageries

As an action, you deliver a forceful haymaker that knocks enemies backward at great speed. You combining 2 unarmed strike attacks into a single attack. Dealing x4 damage of your unarmed strikes + Strength modifier + x2 Rage Damage of force damage. On hit, the target creature must roll a Strength saving throw, or be knocked back 5 x your Constitution modifier and be knocked prone on a failed save.

Raging Smash:
  • 2 Savageries

As an action, you slam both your fist into the ground and create a massive shockwave. Creature(s) within a 20 foot cone in front of you must roll a Constitution saving throw, or take 3 x your unarmed strikes damage + Strength modifier thunder damage and stunned for 1 round. On a successful save, creature(s) take half damage and aren't stunned.

Seething Earth:
  • 3 Savageies

As an action, you bury both your hands in the ground and pull or rip off a large chunk of a boulder and then throw it within 60 feet of you. Creature(s) within a 15 feet radius of the of the impact must roll a Strength saving throw, or take 6 x your unarmed strike damage + Strength modifier bludgeoning damage, be knocked back 15 feet, and be knocked prone. On a successful save, creature(s) take half damage, aren't knocked back, and isn't prone.

Spartan Stomp:
  • 1 Savagery

As an action, you slam your foot to the ground that disrupts all nearby enemies. Creature(s) within 20 feet of you most roll a Constitution saving throw, or take 3 x your unarmed strike damage + Strength modifier thunder damage and be knocked prone. On a successful save, creature(s) take half damage and aren't knocked prone.


Relentless Rage[edit]

At 11th level Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

When you reach 0 hit points you are stabilized


Improved Brutal Strike[edit]

When you reach 13th level you have honed new ways to attack furiously. The following effects are now among your Brutal Strike options. Additionally your critical strikes do 2 additional damage dies

  • Staggering Blow: The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
  • Sundering Blow: Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.


Persistent Rage[edit]

At 15th level your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage ends early if you have the Unconscious or don Heavy Armor.


Improved Brutal Strike[edit]

At 17th level the extra damage your Brutal Strike deals increases to 2d12. In addition, you can use two different Brutal Strike effects when you use your Brutal Strike feature. and your critical strikes do 3 extra damage dies


Indomitable Might[edit]

At 18th level if your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.


Epic Boon[edit]

At 19th level you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.


War Champion[edit]

Starting at 20th level, you embody the power of war itself. Your Strength and Constitution scores increase by 4, up to a maximum of 25.


Path of the Primal gods (work in progress)[edit]

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Avatar Of War class, you must meet these prerequisites: You mush have 13 Strength in and 13 in Constitution Proficiencies. When you multiclass into the Avatar of war class, you gain the following proficiencies: Light and medium armor, all weapons and shields

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