Dizzy Master (5e Subclass)

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Dizzy Master[edit]

Barbarian Subclass

Care for a spin?
—Franco Filbert, Human Dizzy Master

The dizzy master has learned how to take advantage of disorientation. He becomes a whirlwind of swirling blades and force, managing to be in control of being out of control. He is the eye of a storm of destruction. Through experiencing constant disorientation, the dizzy master experiences a sense of clarity through the chaos he creates. This clarity makes the dizzy master a powerful opponent, and a unique choice for any character.

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Momentum Smash

Also at 3rd level, you learn how to better use the momentum of her weapons. You roll one additional die whenever you score a critical hit with a melee weapon attack, if you have moved at least 5 feet on your turn before making that attack. In addition, when Topsy Turvey is active, you score critical hits with melee weapon attacks on a roll of 19-20 on the d20.

Topsy Turvey

Starting at 3rd level, you learn the Topsy Turvey, the pride of the dizzy master, she spins faster and faster, swirling her weapons around her, becoming an unstable and disoriented whirlwind of momentum. When raging, if you are able to move, you can make a 5 feet step and use your bonus action to start to spin. While topsy turvey is active, you can use an action to make one melee attack against each creature within reach. You can't use Reckless Attack on any of these attacks. When you use this feature, all attacks made against you until the start of your next turn have advantage.

If you have used Topsy Turvey on your last turn, you can use it again on this turn, without the need of making the 5 feet step and without requiring a bonus action. When you stop your spin, you must make a Constitution saving throw against a DC of 10 + the number of rounds you spent spinning, you become dizzy until the end of your next turn. This have the same effects of the poisoned condition, but ignore any advantage or immunity you have against this condition.

Eye of the Storm

At 6th level, your experience spinning have given you more concentration and the ability to deceive others with her movement. Opportunity attacks against you are always made at advantage, and your movement don't provoke opportunity attacks while Topsy Turvey is active.

In addition, you can take the Disengage action using a bonus action.

Clarity

At 10th level, due to being dizzy for so long, you learn how to perceive things perfectly even while disoriented, simple illusions and eye tricks don't effect you, because your concentration and effectiveness have been perfected due to the conditioning of spinning. You automatically succeed on saving throws against spells from the illusion school from a level lower than your proficiency bonus, and have advantage on saving throws against any other spell from that school.

In addition, you have advantage on any checks made to maintain your balance, and no longer need to make a saving throw when you stop your Topsy Turvey feature.

Evasion

When you reach the 14th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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