Champion of He (5e Subclass)

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Champion of He[edit]

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A champion of He upon his steed.

Barbarian Subclass

The universe has always needed a hero. Be it one or many, someone must rise to fight back the darkness. The Champions of He, supreme warriors who wield unimaginable power, have been fighting that battle since time immemorial. But, they were never alone. Mighty as they were, the Champions of He always had a team alongside them: those who charged into battle with them, and those who granted the champions their power.

Champions from across time have had many different benefactors. But, regardless of who, or what was granting the champions their power, they had to be wary as to not upset their patrons. Should a champion be deemed no longer worthy, they will lose their powers. You can choose the source of your power and the title that comes with it, or determine it by rolling on the Source of Power and Title Tables.

Source of the Power
1d4 Source
1 An ancient structure houses untold power, and you have the power.
2 A great master of magic has smiled favorably upon you and answers your call for aid.
3 A deity has marked you as their chosen and grants you a small piece of their power.
4 A mighty spirit dwells within you, allowing you to harness its abilities.
Champion Title
1d4 Title
1 He-Maan
2 He-Ro
3 He-Ra
4 He-Os
Call the Power

Starting at 3rd level, your rage acts as a spark to call down the power. As the power courses through you, your body evolves and changes. Unless a creature knows of your abilities or has seen you transform before, they are unable to recognize you. In addition, while raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You can roll a 1d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.
  • When you enter rage and as a bonus action on subsequent turns, all hostile creatures within 10ft of you must succeed a Strength saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take 1d8 thunder damage. This increases to 2d8 at 10th level.
Harness the Power

The power you call upon is pure and wild. Unless you wish destruction upon yourself and others, you need a conduit to harness it. At 3rd level, you can touch one weapon that you are proficient with at the end of a long rest to make your conduit. Your conduit has the Thrown (20/60) and Returning properties.

You cannot enter Rage if you do not have your conduit. However, your rage can now last for 10 minutes and does not end if you do not attack or take damage.

Share the Power

At 6th level, you can call forth a steed to share your power with and ride into battle. While raging, you can use your action to cast Find Steed. This becomes Find Greater Steed at 14th level. Your steed shares the benefits of your rage.

You can only have one steed at a time and it disappears when you stop raging.

Antimagic Juggernaut

Despite lacking in arcane prowess yourself, the power granted to you allows you to go to toe-to-toe with the strongest of mages. Beginning at 10th level, you have advantage on saving throws against spells while raging.

True Champion

You have already proven yourself worthy, but you were not experienced enough to wield the full power you call upon. But, now you can unleash it all. Starting at 14th level, you are placed under the effects of Tenser's Transformation, without requiring concentration, and are resistant to all damage while raging.

The effects of this ability can only be activated once per long rest and do not apply to your steed.

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