Destroyer (5e Subclass)

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Destroyer[edit]

Fighter Subclass

Destroyers are fighters with so much pent-up rage that they can unleash it in a blaze of glory. They gain the ability to cause massive amounts of damage and destroy almost everything in their path.

Bonus Proficiencies

At 3rd level, you gain proficiency with the Athletics and Intimidation skills.

Destructive Fury

Starting at 3rd level, you can enter into a murderous rage, as bonus action. You gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • As a bonus action you can make one additional melee weapon attack. On a hit, you deal damage equal to your 1d4 die + your Strength modifier, from the weapon's type. The die increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.
  • Once during your fury, if you are reduced to 0 hit points, you can be reduced to 1 hit points instead and immediately use your reaction to make one attack against a creature in range. Your fury ends after you use this reaction.
  • Whenever you take damage, you can use your reaction to halve the damage taken.

Your fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your fury on your turn as a bonus action. If you are able to cast spells, you can't cast them or concentrate on them while in fury.

You can do this twice, increasing to three times at 10th level and four times at 18th level. Once you spend all uses of this feature, you can't use it again until you finish a long rest.

Wreaking Might

At 7th level, you cause maximum damage to objects, instead of rolling for damage, and the AC of non-magical objects is considered always 10 for your melee weapon attacks.

In addition, you have advantage on Strength checks made to break objects.

Empowering Strike

At 10th level, you become stronger with each impactful strike from your weapon. When either you hit a target with a melee weapon without the light or finesse properties, you can generate one of the following effects:

  • You deal additional damage equal to the damage dice of your weapon.
  • You gain a number of temporary hit points equal the damage die of your weapon. As normal, these temporary hit points are not cumulative and lasts until your next rest.

You can use this energy a number of times equal to your Strength modifier (minimum of once), but you can't do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Indomitable Pursuer

Starting at 15th level, you can use your reaction when you end your movement within 30 feet of a creature, or when a creature ends its movement within 30 feet of you, to move up to your movement speed towards it, without provoking opportunity attacks. You must end your movement closer to the creature than when you started.

Mighty Strikes

At 18th level, when you take the Attack action, you can forgo two of your attacks to perform a single and powerful strike with a melee weapon while using your Strength. Roll this attack with advantage, and on a hit, you deal double damage.

In addition, on a critical hit you multiply your damage die by 3, instead of 2.

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