Avatar of War (5e Class)

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Avatar Of War

You are the brutality and determination of war embodied as a mortal. Or, should I say, Immortal perhaps?

Choosen to be the Bearer

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

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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 a Avatar Of War quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose any background of your liking. Third, choose any equipment of your choose

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: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose any two

Equipment

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

  • (a) a greataxe or (b) any martial weapon
  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) An explorer's pack and five javelins or (b) An dungeoneer's pack and two handaxes

Table: The Avatar Of War

Level Proficiency
Bonus
Features Wrath Of War Wrath Damage
1st +2 Wrath Of War, Manifestation of Wrath 2 +2
2nd +2 Danger Sense, Savagery 2 +2
3rd +2 Enhanced Body, Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 Primal Path Feature, Ability Score Improvement 4 +2
7th +3 Ready To Anything 4 +3
8th +3 Ability Score Improvement 4 +3
9th +4 Cold Blood 4 +3
10th +4 Primal Path Feature 4 +3
11th +4 You Will Fight Along With Me? 4 +3
12th +4 Ability Score Improvement, Implacable Wrath 5 +3
13th +5 Immortal Wrath 5 +3
14th +5 Primal Path Feature 5 +3
15th +5 The Ground Will Not Hold You 5 +4
16th +5 Ability Score Improvement 5 +4
17th +6 Survivor's Wrath 6 +4
18th +6 Strength Of The Aesirs 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Call Of Ragnarok Unlimited +4

Wrath Of War

Wrath is Stronger than Rage, and you know that, your body will get buffer and your eyes glow with a golden light, burning to kill those against you!


At 1st level, In your heart, the emotion of Rage is not a word used to describe it anymore, your heart burns with Wrath!, as a Bonus Action in your turn. While in Wrath, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • 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 Avatar Of War, as shown in the Wrath Damage column of the Avatar Of War table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while in wrath.

Your Wrath lasts for 1 minute. It ends early if you are knocked unconscious or with a bonus action to do it. Once you unleash your wrath the number of times shown for your Avatar Of War level in the Wrath of War column of the Avatar Of War table, you must finish a short or a long rest before you can unleash your Wrath again.

Manifestation of Wrath

You manifest your controlled Wrath with more than an extra punch. At 1st level, you gain the following benefits:

  • 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.
  • Your damage die with unarmed strikes and improvised weapons is 1d6, if it is lower.
  • You add your proficiency bonus to your attack rolls with improvised weapons.
  • While unarmed and not wearing a shield, you can try to guard yourself against attacks. You can give yourself +1 to your AC by using your reaction.

Danger Sense

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.

Savagery

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 three 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. You can spend 1 fury point to cast beast sense or speak with animals without requiring material or somatic components.

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 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 Constitution 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

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

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

Enhanced Body

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.

Furthermore, at 5th level, your legs become powerful, increasing your movement speed by 10 feet while you are not wearing armor.

By 10th level, you can choose between having either a climbing or swimming speed equal to your movement speed.

Primal Path

At 3rd level, you choose that path which you tread to honor the gods. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

You can choose any of the paths available to the Barbarian class. Whenever a feature is active during a rage, it is now active while the Wrath is active.

You can also choose the Path of the Warrior of the Gods shown below.

Ability Score Improvement

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ready For Anything

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Wrath before doing anything else on that turn. As part of the bonus action you take to enter your Wrath, you can move up to half your speed.

Cold Blood

Starting at 9th level, you can bond with a weapon, filling it with the power of jotunheim. The weapon must be a melee weapon you are proficient with, and have the following benefits:

  • The weapon gains the thrown (60/120) property, and returns to your hand after each attack.
  • You can cause cold damage, rather than the regular damage for that weapon.
  • When you score a critical hit with the cold weapon, the target need to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or have its movement speed reduced by 10 feet until the end of its next turn, or until it takes any amount of fire damage.
  • If you lose the Cold Blood but both of you are in the same plane, when you complete a short or long rest, it will return to its possession.

You can bond with a weapon by spending a long rest with the weapon within 5 feet of you. You can have only a single weapon at the same time as your cold blood weapon.

You Will Fight Along With Me?

By 11th level, you can spend a long rest bonding with friendly and willing creature of your choice. When you finish this bonding period, your companion gains the following benefits:

  • Their hit point maximum is increased by your Avatar of War level.
  • While under Wrath of War, as part of your attack action, you can allow the bonded creature to make a single weapon attack with advantage against a creature of your choice using its reaction. The creature must be within 60 feet of you and be able to see or hear you.

You can only be bonded to one creature at a time.

Implacable Wrath

Starting at 12th level, your wrath is so brutal that it can only ends prematurely if you fall unconscious or if you decide to end it.

Immortal Wrath

By the 13th level, you now when in Wrath of War, you can keep fighting even in the brink of death. While you're in wrath, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your wrath ends, and you die then only if you still have 0 hit points.

The Ground Will Not Hold You

By 15th level, the ground of this war will be flooded with blood, bodies and the cries of those who died, you must not let this hold you. While wrath of war is active, you gain the benefits of freedom of movement.

Survivor's Wrath

By 17th level, the Wrath in your body inspire your allies to survive. When you enter in Wrath, all friendly creatures within 30 feet can roll a hit dice, and gain temporary hit points equal to the amount rolled plus their Constitution modifier. In addition, each creature affected gain the benefits of Wrath until the end of your next turn.

You can use this feature twice, and can't use it again until you finish a short or a long rest.

Strength Of The Aesirs

At 18th level, whenever you make a Strength check that adds your proficiency bonus, and roll a 9 or lower, you can choose a 10 instead.

In addition, your Strength score increase in 2, to a maximum of 24.

Call Of Ragnarok

At 20th level, you can raise the dead to return to life and fight again. You can cause a creature that have been dead for less than 1 minute within 60 feet to return to life, with all its hit points.

Alternatively, if you die and have a use of this feature, you can choose to return to life, with all your hit points. When you return to life in this manner you summon three berserkers. Each berserker add your proficiency bonus to their attacks rolls and saving throws. Whenever you enter in Wrath Of War while the berserkers are summoned, they gain the benefits of your Wrath Of War. They disappear after 1 hour.

You have two uses of this feature, but if you use to bring you back, you will have to wait 10 - Constitution modifier of days to use it again.

Path of the Warrior of Gods

You are the chosen weapon of gods. With incredible divine might, you can deliver powerful blows and perform unnatural feats of strength. You carry the will of the gods of war, unleashing their fury upon mortals, and honing your body and technique, waiting for the moment you will be summoned to fight in the ragnarok.

Adapting Yourself

Your body is more than prepared for the worst that is to come. When you are in a Wrath, you have resistance to all damage types except psychic.

Might Of Gods

Your might is powerful enough to make those who oppose you fall to the grave. At 6th level, while in Wrath of War, you can cause additional 2d6 force damage when you hit a creature with a melee weapon attack.

In addition, your attacks with weapon using Strength ignore resistance and immunity to non-magical damage while under the effects of this feature.

Titanic Might

Your strength has reached a level that only titans should have. At 10th level, your strength atribute goes up +2 (to a maximum of 22) and you count as a Large sized creature for dragging, lifting and carrying weight. While in wrath you count as Huge instead.

Sky Warrior

The sky will not be at easy in the battle in the end of the World. At 14th level, while in Wrath of War, gain a flying speed equal to your movement speed, that lasts until the end of your turn. Ending your turn in the air results in a fall.

In addition, the extra damage delt by you Might of Gods increase to 3d6

Multiclassing

Prerequisites. To qualify for multiclassing into the Avatar Of War class, you must meet these prerequisites: One God Of War or Any Primordial related to War, must choose you as their avatar OR you need to discover about the end of the world and start to improve yourself at a near divine level goal

Proficiencies. When you multiclass into the Avatar Of War class, you gain the following proficiencies: All Simple and Martial Weapons and any two skills

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