Blood-fueled Juggernaut (5e Subclass)

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Blood-fueled Juggernaut Version 1.0 (V1)

Fighter Subclass

You must be a Contruct type to take this subclass.

You come from a from a land and time unknown to all in the realms. A being fueled by blood and violence, you become stronger the more you kill. The Blood-fueled Juggernaut Version 1.0 (V1 for short) is a being that knows only three things, from its reality, and according to it, those ideas are still true, even if in reality, they are not. To become truly free of your animalistic nature is a task that is all but impossible.


(this is not a reference to popular first person shooter game Ultrakill)


Mankind is dead.

Blood is fuel.

Hell is full.

Paint the world red.

These are the only things a new V1 begin to completely believe if they awaken their V1 code and traits when they are not strong of mind.


Protocol: Blood Fuel

Upon choosing this subclass at Level Three, the buried V1 code in you is fully awakened, as well as new traits inside your mechanical frame. After killing an enemy, gain 1d4 temporary hitpoints that disappear after a short/long rest. Every level you put into the V1 subclass, increase how much temporary hitpoints you gain by 1. However, when initially choosing this subclass, you must make an intelligence saving throw with a DC of 15. If failed, you will be put under the effects of Crown of Madness either for 24 hours or you fall unconscious. You must try again to awaken your V1 code if you fail this way.


System Update: Limbs

Upon reaching Level Seven with this class, choose between two replacement prosthetics to one of your old arms. Both have separate abilities but still have the basic functions of an arm.

OPTION 1: Feedbacker: Upon gaining the Feedbacker arm, you gain the ability to Deflect Missiles as a reaction with a number of charges equal to your proficiency bonus that you regain at the end of a long rest.

OPTION 2: Knuckleblaster: Upon gaining the Knuckleblaster, using an action you can Blast an enemy with concussive force, forcing them to make a Dexterity saving throw equal to 10+your strength modifier+ your dexterity modifier. If they fail that save, they take 1d2 force damage and are knocked 10 feet back. If they save, they take no damage and are not knocked back. You have a number of charges equal to your proficiency bonus that you regain at the end of a long rest.


Advanced Weaponry: Initial Weaponry

At Level Fifteen, at the price of 750 GP each, gain one of two magical weapons. You do not gain these weapons until the price is paid. You can summon/resummon these weapons, with each weapon going into an invincible pocket plane where they cannot be harmed. If the weapon is broken beyond use, you can pay 500 GP to repair it. If these weapons are picked up by another entity, they automatically go into the pocket plane and can be resummoned. In order to actually buy the weapon, you must melt the gold pieces down, at which point they will shape into the form of the weapon you choose and become that weapon.

OPTION 1: Sharpshooter: 1d20+dexterity modifier. On hit: 3d8+1d4 piercing damage. Once every short rest, you can use the alternative fire and shoot a bolt that bounces off 3 targets of your choosing, each hit doing 2d8 piercing damage. You can choose the same target twice, but not three times. If there is only one target, you can choose to have it bounce off a surface within 20 feet of the target using one of the bounces. If there is one target and no surface within 20 feet, the ability bounces one time before stopping.

OPTION 2: Pump Charge: a 5x5 cone originating from the Pump Charge. Anything in the cone must make a Dexterity saving throw with a DC of 16 or take 6d6 force damage, taking half on a success. You have charges equal to double your proficiency modifier, which replenish halfway during a short rest, or fully with a long rest. Using a bonus action, you can charge your Pump Charge up to three times, using a charge each time. Each pump increases the force damage by 1d6, but if you charge all three times, your Pump Charge will overload, causing your next shot to explode, increasing the cone to 8x8, dealing an extra 2d6 force damage to yourself and anyone caught in the blast. After this, the Pump Charge cannot be used for 6 seconds (one round.)

Supreme Weaponry: Godslaying Armaments

At Level Eighteen, at the price of 4500 GP each, gain one of two magical weapons. You do not gain these weapons until the price is paid. You can summon/resummon these weapons, with each weapon going into an invincible pocket plane where they cannot be harmed. If the weapon is broken beyond use, you can pay 1000 GP to repair it. If these weapons are picked up by another entity, they automatically go into the pocket plane and can be resummoned. In order to actually buy the weapon, you must melt the gold pieces down, at which point they will shape into the form of the weapon you choose and become that weapon.

OPTION 1: Electric Railcannon: At a maximum of three charges, this weapon regains one charge every hour exposed to direct sunlight. You must use an action charging this weapon with energy and expend a charge to do so as well. After charging, you may fire it. 1d20+dexterity modifier, with a range of 120 feet. On hit: 10d8 thunder damage. After firing, regardless if it hit or missed, you must wait a turn for it to cool before charging it again.

OPTION 2 S.R.S Rocket Launcher: You must use an action to load this weapon with a synthesized rocket. After loading the Rocket Launcher, you can either use an action to charge it, increasing its volatility. You can charge it a maximum of 3 times, each time increasing its damage by 2d10 and range by 10. After finishing charging (or not charging), you can fire with a range of 75 feet+extra range from charging, causing a 10 foot sphere to explode, dealing 6d10+extra damage from charging force damage, and causing any creature within 30 feet of the point where the rocket exploded to be deafened.


(Im not sure if this is allowed since Ultrakill is copyrighted and while I did write the subclass myself im not sure if its allowed purely because the amount of "ultrakill stuff" in this subclass.)


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