Combatant (5e Class)

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Combatant[edit]

Specially trained to fight, able to use all kinds of weapons, with the skill and bravery to face all dangers ahead, the combatant is the type of agent that favor direct approaches, striking first and asking questions later.

From the mercenary specialized in firearms to the expert in the use of swords, combatants have a huge variety of abilities and special techniques that enhance their efficiency in the battlefield, turning them into essencial members in any extermination missions.

Besides training their bodies, the combatant is also an expert in leading their allies in battle, taking care of their arsenal and is always ready to go to the frontlines when the situation becomes dire.

Creating a Combatant[edit]

You can create a combatant by following these steps: Strength or Dexterity should be your higher ability score, followed by Constitution. Choose the Soldier background.

Class Features

As a combatant you gain the following class features.

Hit Points

Hit Dice: 1d10 per combatant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per combatant level after 1st

Proficiencies

Armor: Light Armor, medium armor
Weapons: Simple weapons, martial weapons, firearms (if available)
Tools: Smith's Tools, tinker tools
Saving Throws: Strength and Constitution or Dexterity (choose one)
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Sleight of Hand or Survival.

Equipment

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

Table: The combatant

Level Proficiency
Bonus
Features
1st +2 Effort, Special Attack (+5)
2nd +2 Combatant Power
3rd +2 Combat Path
4th +2 Ability Score Improvement
5th +3 Extra Attack, Special Attack (+10)
6th +3 Combatant Power
7th +3 Path feature
8th +3 Ability Score Improvement
9th +4 Combatant Power
10th +4 Path feature, Versatility
11th +4 Extra Attack, Special Attack (+15)
12th +4 Ability Score Improvement
13th +5 Combatant Power
14th +5 Path feature
15th +5 Combatant Power
16th +5 Ability Score Improvement
17th +6 Special Attack (+20)
18th +6 Combatant Power
19th +6 Ability Score Improvement
20th +6 Extra Attack, Path feature

Effort[edit]

At 1st level, you gain the ability to push yourself beyond your normal limits by putting more effort on your task. You have a number of effort points equal to your Charisma modifier (minimum 1) + 2 + your level in the combatant class, and regain spent points at the end of a short or a long rest.

Special Attack[edit]

At 1st level, you can spend 2 effort points to add +5 on an attack or damage roll.

When you reach 5th level you can spend 4 effort points for a +10 bonus (or +5 on both), 6 EP for a +15 bonus (or +10 on one and +5 on the other) at 11th level and finally 8 EP for a +20 (or +10 on both) at 17th level.

This damage is doubled on a critical hit.

Combatant Powers[edit]

At 2nd level, you gain one of the combatant powers of your choosing. You gain a new combatant power at the levels indicated on the combatant table.

Weapon Finesse

You can use your Dexterity, rather than Strength, for attacks and damage rolls with melee weapons.

Opportunity Attack

You can spend 1 EP to make an opportunity attack against a creature whose movement would generally make it not trigger this reaction (including disengage).

Two Weapon Fighting

You can spend 2 EP to allow you to make one attack with each one handed weapon you are holding.

Degree of Training[edit]

At 7th level, choose a number of skills you are proficient with equal to 2 + your Intelligence modifier. You gain proficiency in the chosen skills.

Again at 14th level, choose a number of skills you are proficient with equal to 2 + your Intelligence modifier. You either become proficient in those skills or double your proficiency bonus on them (if you are already proficient).

Versatility[edit]

At 10th level, you can learn the 3rd level feature of any combatant path of your choice (other than your own.

Combatant Paths[edit]

Annihilator[edit]

Favored Weapon

Starting at 3rd level, choose one of your weapons to become your favorite weapon. The first attack you make in a turn with your Favored Weapon is a Special Attack (no points required).

In addition, the chosen weapon occupies have the space and is considered to weight half the normal weight for matters of encumbrance.

Secret Technique

At 6th level, when you make an attack with your favorite weapon, you can spend 2 EP to execute one of the following effects below as part of the attack. You can spend more EP to add more effects:

  • Wide: The attack can hit an additional target within 5 feet of the first one (use the same attack bonus for both).
  • Destructive: On a critical, you multiply the damage dice by three, rather than two.
Sublime Technique

At 13th level, you add the following effects to your list of Secret Techniques:

  • Lethal: You score a critical on a 18-20 (2 EP) or 15-20 (5 EP). You can use this technique after you know the number rolled in the attack.
  • Piercing: Your attack ignore damage resistance and sources of damage reduction (such as temporary hit points).
Murder Machine

At 18th level, your favored weapon scores critical hits on a 18-20 and its damage die increases by one size.

Battlefield Commander[edit]

Inspire Trust

At 3rd level, your leadership inspire your allies into giving their best. You can spend 2 EP as a reaction when you see an ally within 30 feet fail a save to allow it to reroll that save.

Strategist

At 6th level, you can spend a number of EP equal to your Intelligence modifier (minimum of 1) to direct the same number of allies you can see within 30 feet. Until the end of their next turns, the chosen allies can move additional 30 feet.

Guard Breach

At 13th level, once in each of your turns when an ally deals damage to an enemy you can see within 30 feet, you can spend a reaction and 2 EP to allow you or another ally within that distance to make an attack against the same enemy.

Officer Commander

At 18th level, you can spend 5 EP as an Action to allow each ally you can see within 60 feet to take an additional action on their next turns.

Warrior[edit]

Powerful Strike

At 3rd level, when you use your Special Attack with a melee weapon, you score a critical hit on a 18-20 with that attack.

Counter

Starting at 3rd level, whenever a melee attack against you misses, you can spend 2 EP to make a melee weapon attack against that enemy as a reaction.

Oppressive Force

At 13th level, when you hit a melee attack, you can spend 1 EP to shove a target. If you choose to push the target, you gain +5 on the shove check for each 10 points of damage dealt to the target.

If the target is knocked prone, you can instead spend 1 EP to make an additional attack against that target.

Maximum Potency

At 20th level, when you use your special attack with melee weapons, your bonuses are doubled.

Special Forces[edit]

Adrenaline Surge

At 3rd level, when you use Special Attack, you can use a bonus action to take the Dash, Disengage, Dodge, Hide, Search or to make a single attack with a weapon.

Improved Initiative

Starting at 6th level, you gain a +5 on initiative rolls.

Additional Attack

At 13th level, once per turn when you make an attack, you can spend 2 EP to make an additional attack.

Always Alert

At 18th level, you can use Adrenaline Surge for free on your first turn of a combat.

Shock Trooper[edit]

Tough as Nails

You gain additional 3 hit points, plus 1 for each level you gain in this class.

Bring it On
Diehard
Unbreakable

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the crusader class, you must meet these prerequisites: Strength 13 and Constitution 13.

Proficiencies. When you multi-class into the crusader class, you gain the following proficiency: medium armor, heavy armor, simple weapons, swords, and shields.

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