Dovahkiin, Variant (5e Class)

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Dovahkiin[edit]

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Quick Build

You can make a Dovahkiin quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Dovakhiin you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dovakhiin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dovakhiin level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, rapiers, shortswords, whip
Tools: Choose 1 tools from: Cook's utensils, Jeweler's tools, Leatherworker's tools.
Saving Throws: Wisdom, Charisma
Skills: Choose any three skills.

Equipment

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

  • (a) A martial weapon and a shield or (b) Two martial weapons. or (c) A longbow and 20 arrows or (d) An arcane focus
  • (a) Scale armor or (b) Leather armor
  • (a) Burglar´s Pack or (b) Explorer´s Pack or (c) Scholar's Pack
  • If you are using starting wealth, you have 5d4 x 10 gold in funds.

Table: The Dovakhiin

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Skill points 2
2nd +2 Fus 3
3rd +2 Blessed 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Standing Stones 4 3 2
6th +3 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 3 3 3 3 2 2 1 1

Skill points[edit]


Smithing[edit]

Smithing is referred to as the art of refining raw materials and combining them to create or improve pieces of armor or weapons. It is one of the three crafting skills, falling under the warrior playstyle, with parallels to alchemy for thieves and enchanting for mages.


  • Prerequisite: None
  • Steel smithing: You gain proficiency with smith's tools, and if you find a forge, you can forge weapons and shields. Forge a weapon or a shield takes 1 hour.
  • Prerequisite: Steel smithing, level 5
  • Steel smithing 2: You gain advantage with smith's tools.
  • Prerequisite: Steel smithing 2, level 10
  • Steel smithing 2: You gain expertise with smith's tools.

  • Prerequisite: Steel smithing, level 4
  • Elven smithing: You can create elven armor at forges (DC 10). These armors can be any light armor, it cost 50% of the original price, and if you are wielding a shortbow or a longbow, you have a +1 bonus to damage rolls. Forge a light armor takes 2 hours.

  • Prerequisite: Steel smithing, level 4
  • Dwarven smithing: You can create elven armor at forges (DC 11). These armors can be any medium armor, it cost 50% of the original price, and if you are wielding a light or heavy crossbowboww, you have a +1 bonus to attack rolls. Forge a light armor takes 4 hours.

  • Prerequisite: Steel smithing , level 4
  • Orcish smithing: You can create orcish armor at forges (DC 12). These armors can be any heavy armor armor, it cost 75% of the original price, and if you are wielding a melee, your Ac goes up by 1. Forge a light armor takes 8 hours.

  • Prerequisite: Steel smithing , level 6
  • Arcane smithing: You can upgrade your weapons and your armors to magic weapons and armors +1 (DC 14). It cost 75% of the original price of a magic weapon and armor +1. This process takes 3 hours.
  • Prerequisite: Steel smithing 2 , level 11
  • Arcane smithing 2: You can upgrade your magic weapons and your armors +1 to magic weapons and armors +2 (DC 16). It cost 75% of the original price of a magic weapon or armor +2. This process takes 6 hours.
  • Prerequisite: Steel smithing 2 , level 16
  • Arcane smithing 3: You can upgrade your magic weapons even more. You can upgrade your magic weapons and armors +2 to magic weapons and armors +3 (DC 20). It cost 75% of the original price of a magic weapon +3. This process takes 8 hours.

  • Prerequisite: Elven smithing, Arcane smithing, level 10
  • Glass smithing: You can create glass armor at forges (DC 13). These armors can be any light armor, it cost 50% of the original price, and you can can upgrade the armor to +1 if you spend 3 hours. You have to pay 50% of the original price of a magic armor +1. When you receive radiant damage, you reflect half of that damage (rounded down) to a random creature within 30 ft. You gain resistance to slashing damage.

  • Prerequisite: Dwarven smithing, Arcane smithing, level 10
  • Ebony smithing: You can create ebony armor at forges (DC 15). These armor can be any medium armor, it cost 50% of the original price, and you can can upgrade the armor to +1 if you spend 6 hours. You have to pay 50% of the original price of a magic armor +1. You have advantadge on constitucion saving throws.

  • Prerequisite: Orcish smithing, Arcane smithing, level 10
  • Daedric smithing: You can create daedric armor at forges (DC 17). These armor can be any heavy armor, it cost 50% of the original price, and you can can upgrade the armor to +1 if you spend 12 hours. You have to pay 50% of the original price of a magic armor +1.

  • Prerequisite: Glass smithing, ebony smithing, Orcish smithing, Arcane smithing 2, level 16
  • Draconic smithing: You can create daedric armor at forges (DC 17). These armor can be any heavy armor, it cost 50% of the original price, and you can can upgrade the armor to +2 if you spend 10 hours. You have to pay 50% of the original price of a magic armor. You gain resistance to fire and cold damage. If you already have resistance you instead gain immunity.

Medium and Heavy armor[edit]

Medium andeavy Armor is the skill governing your ability to move and fight in medium and heavy armor. People who choose to use skill points in this skill tree usually go to the first line of battle, withstanding blows while dealing damage to nearby enemies.


  • Prerequisite: Strenght 13
  • Juggernaut: You gain proficiency with medium and heavy armor.
  • Prerequisite: Juggernaut, level 2
  • Fist of steel: You can roll a d4 in place of the normal damage of your unarmed strike when you are using medium or heavy armor. When you use the Attack action with an unarmed strike or a weapon on your turn, you can make another unarmed strike as a bonus action.
  • Prerequisite: Fist of steel, level 5
  • Fist of steel 2: You can roll a d6 in place of the normal damage of your unarmed strike when you are using medium or heavy armor. When you use the Attack action with an unarmed strike or a weapon on your turn, you can make another unarmed strike as a bonus action.
  • Prerequisite: Fist of steel 2, Strenght 15, level 11
  • Fist of steel 3: You can roll a d8 in place of the normal damage of your unarmed strike when you are using medium or heavy armor. When you use the Attack action with an unarmed strike or a weapon on your turn, you can make another unarmed strike as a bonus action.
  • Prerequisite: Fist of steel 3, level 17
  • Fist of steel 4: You can roll a d10 in place of the normal damage of your unarmed strike when you are using medium or heavy armor. When you use the Attack action with an unarmed strike or a weapon on your turn, you can make another unarmed strike as a bonus action.

  • Prerequisite: Juggernaut, level 5
  • Well Fitted: +1 AC if you are wearing medium or heavy armor.
  • Prerequisite: Tower of strenght, Well fitted, Strenght 15 level 11
  • Well Fitted 2: +1 AC if you are wearing medium or heavy armor.

  • Prerequisite: Fist of steel, level 7
  • Cushioned: Half damage from falling if wearing medium or heavy armor.

  • Prerequisite: Well Fitled, level 9
  • Tower of strenght: You have advantage on athletics checks when you are wearing medium or heavy armor.

  • Prerequisite: Well fitted 2, Cushioned, Strenght 15 level 16
  • Reflect blows: You can use your reaction to make a melee attack against an enemy that attacked and hitted you.

Block[edit]

Block allows you to reduce damage from ranged and spells attacks, disarm your opponent, and gain other benefits using a shield.


  • Prerequisite: Strenght 12
  • Shield wall: You gain proficieny with shields
  • Prerequisite: Shield wall, level 8
  • Shield wall 2: If you are suing a shield, your Ac goes up by 1.

  • Prerequisite: Shield wall, level 3
  • Block arrows and bolts: You can use your reaction to deflect a arrow or a bolt when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your dovakhin level.

  • Prerequisite: Shield wall, level 3
  • Power Bash: You can use your bonus action to make a power bash to attack a creature with your shield that is 5ft near you. Make a roll attack, and if you hit, you deal 1d4 + strenght modifier bludgeoning damage,and the creature has to make a strenght saving throw. The Dc is 8 + your proficiency bonus + your strenght modifier. If the creature fails the saving throw, it back off 5 ft.
  • Prerequisite: Power bash, level 9
  • Power Bash 2: You can use your bonus action to make a power bash to attack a creature with your shield that is 5ft near you. Make a roll attack, and if you hit, you deal 1d6 + strenght modifier bludgeoning damage,and the creature has to make a strenght saving throw. The Dc is 8 + your proficiency bonus + your strenght modifier. If the creature fails the saving throw, it back off 5 ft. You can spend 2 hours and add pointed metal spikes. If you add them, the power bash will deal 1d8 + strenght modifier piercing damage, but the creature wont have to make a saving thow. You can spend another 2 hours to remove the pointed metal spikes.
  • Prerequisite: Power bash 2, level 15
  • Power Bash 3: You can use your bonus action to make a power bash to attack a creature with your shield that is 5ft near you. Make a roll attack, and if you hit, you deal 1d8 + strenght modifier bludgeoning damage,and the creature has to make a strenght saving throw. The Dc is 8 + your proficiency bonus + your strenght modifier. If the creature fails the saving throw, it back off 5 ft. You can spend 2 hours and add pointed metal spikes. If you add them, the power bash will deal 1d10 + strenght modifier piercing damage, but the creature wont have to make a saving thow. You can spend another 2 hours to remove the pointed metal spikes.

  • Prerequisite: Block arrows and bolts, Power Bash level 6
  • Quick reflexes: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Prerequisite: Quick reflexes , level 9
  • Elemental protection: When a creature that you can see attacks you with fire, cold or lighting damage, you can uyse your reaction to gain resistance to that damage type during that attack. After that attack finish, you lose the resistance.

  • Prerequisite: Shield wall, level 11
  • Block runner: Your speed increases by 10 feet while you are wearing a shield.

  • Prerequisite: Power bash 2 , level 13
  • Disarming bash: You can use your action to try to disarm an enemy creature that is wielding a weapon. Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

  • Prerequisite: Elemental protection, Block runnner, Disarming bash , level 16
  • Quick reflexes: If you move at least 20 ft. straight toward a target and then hits it with an attack on the same turn, the target takes an extra dice damage. The creature must succeed on a Strength saving throw or be knocked prone. The DC is 8 + your proficiency bonus + your strenght modifier. If the creature is smaller than you, the creature makes the saving throw with disadvantage, and if the creature is bigger,the creature makes the saving throw with advantage.

Two-Handed[edit]

The Two-handed skill governs your effectiveness when using two-handed weapons, including greatswords, battleaxes, and warhammers.


  • Prerequisite: Strenght 13
  • Barbarian: You gain proficiency with melee martial weapons.

  • Prerequisite: Barbarian, level 3
  • ''Limbsplitter: When you hit a creature with a greataxe, a glaive or a halberd , you create a hemorrhage. At the start of the creature's next turn, the creature has to make a constitucion saving throw. The DC is 8 + your bonus proficiency + your strenght modifier. In case it succeds, the hemorrhage closes, and the creature doesn´t receive any extra damage. In case the creature fails the saving throw, the creature receives 1d4 bleeding damage. Undead and constructs creatures are immune to this effect.
  • Prerequisite: Limbsplitter, Stenght 16, level 15
  • Limbsplitter 2: When you hit a creature with a greataxe, a glaive or a halberd, you create a hemorrhage. At the start of the creature's next turn, the creature has to make a constitucion saving throw. The DC is 8 + your bonus proficiency + your strenght modifier. In case it succeds, the hemorrhage closes, and the creature doesn´t receive any extra damage. In case it fails the saving throw, the creature receives 1d8 bleeding damage. Undead and constructs creatures are immune to this effect.

  • Prerequisite: Barbarian, level 3
  • Deep Wounds: When you are using a greatsword, a pike or a lance, your weapon attacks score a critical hit on a roll of 19 or 20.
  • Prerequisite: Deep wounds, Strenght 16, level 15
  • Deep wounds 2: When you are using a greatsword, a pike or a lance, your weapon attacks score a critical hit on a roll of 18 or 20.

  • Prerequisite: Barbarian, level 3
  • Skullcrusher: When you are using a warhammer or a maul, you have a +1 bonus to attack rolls.
  • Prerequisite:Skullcrusher, Strenght 16, level 15
  • Skull crusher 2:When you are using a warhammer or a maul, you have a +3 bonus to attack rolls.

  • Prerequisite: Limbsplitter 2, level 9
  • Sweep: If you are using a battleaxe, you can do a sweep. You make a 360-degree turn, and you can choose the direction you want to start, right or left or vice versa. Make an attack roll for every creature that is 5 fts near you, and, after every attack roll, your next attack roll will have a penalizer of -3. If you use this feature, you cannot move this turn, and if a creature attacks you, will have advantadge in the attack roll.

  • Prerequisite: Deep wounds 2, level 9
  • Great critical charge: If you move at least 20 ft. straight toward a target, hits it with an attack on the same turn and its a crtical hit, it deals triple damage instead double.

  • Prerequisite: Skullcrusher 2, level 9
  • Warmaster:When you're using a warhammer, you can channel all your strength to perform a much more powerful hit, that can even paralyze a target.Make an attack roll, and if you hit, the target has to make a constitucion saving thow. The Dc is equal to 8 + your proficiency bonus + your strenght modifier. In case the target success the saving thow, he receives an extra roll 1d6 damage. In case the target fails the saving throw, he receives an extra 1d8 damage and has to make another contitucion saving thown. If he fails, the target is paralized until the end of your next turn. You can use this feature the same times as your proficiency bonus. You recover the uses of this feature after a long rest.

One-Handed[edit]

One-handed governs your effectiveness when using one-handed weapons, including daggers, swords, maces, and war axes


  • Prerequisite: Strenght or dextery 13
  • Armsman: You gain proficiency with all non-two-handed martial melee weapons

  • Prerequisite: Armsman, level 3
  • ''Hack and slash: When you hit a creature with a battleaxe, a handaxe or a sickle, you create a hemorrhage. At the start of the creature's next turn, the creature has to make a constitucion saving throw. The DC is 8 + your bonus proficiency + your strenght modifier. In case it succeds, the hemorrhage closes, and the creature doesn´t receive any extra damage. In case the creature fails the saving throw, the creature receives 1d2 bleeding damage. Undead and constructs creatures are immune to this effect.
  • Prerequisite: Hack and slash, Stenght 15, level 15
  • Hack and slash 2: When you hit a creature with a battleaxe, a handaxe or a sickle, you create a hemorrhage. At the start of the creature's next turn, the creature has to make a constitucion saving throw. The DC is 8 + your bonus proficiency + your strenght modifier. In case it succeds, the hemorrhage closes, and the creature doesn´t receive any extra damage. In case it fails the saving throw, the creature receives 1d4 bleeding damage. Undead and constructs creatures are immune to this effect.

  • Prerequisite: Armsman, level 3
  • Bladesman: When you are using a longsowrd, a shotsword, a dagger or a spear, your weapon attacks score a critical hit on a roll of 19 or 20.
  • Prerequisite: Bladesman, Strenght 15, level 15
  • Bladesman 2: When you are using a longsowrd, a shotsword, a dagger or a spear, your weapon attacks score a critical hit on a roll of 18 or 20.

  • Prerequisite: Armsman, level 3
  • Bone breaker: When you are using a, you have a +1 bonus to attack rolls.
  • Prerequisite: Bone breaker, Strenght 15, level 15
  • Bone breaker 2:When you are using a , you have a +3 bonus to attack rolls.

Blessed[edit]

At level 3 you get the blessing of a god. Choose a blessing from the following options. You can change your blessing after a long rest.

  • Blessing of Akatosh: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your dovakhin level (rounded up), and none of the slots can be 6th level or higher.
  • Blessing of Arkay: Your hit points increase twice your proeficiency bonus.
  • Blessing of Dibella: You have advantadge on persuasion checks when you are talking to someone of the opposite sex.
  • Blessing of Julianos: You have an extra spell slot of your highest level spell slot.
  • Blessing of Kynareth: Your carrying capacity increases by 60 pounds
  • Blessing of Mara: Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
  • Blessing of Nocturnal: You have advantadge on stealth checks.
  • Blessing of Stendarr: While you are wearing armor, you gain a +1 bonus to AC.
  • Blessing of Talos: You can use your shouts 1 extra time.
  • Blessing of Zenithar: You have advantadge on persuasion when you are trading.
  • Blessing of Auriel : You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blessing of Azura: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Blessing of Boethiah: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Standing Stones[edit]

The Standing Stones are upright magical stones located throughout the province of Skyrim. Legend tells of the stones granting special powers to heroes of old, giving them the ability to rewrite their fate. At level 5, you can choose 1 of the following standing stones. You can change your standing stone after 1 long rest.

  • The Apprentice Stone: You recover all your spell slots in half the time, but you have vulnerability to the damage dealt by spells.
  • The Atronach Stone: You have an extra spell slot of your highest level and you have resistance to damage dealt by spells, but you need to rest during 2 days to recover your spell slots. If you use any cantrip or spell after the first long rest, you need to wait another 2 days without suing any cantrip or spell.
  • The Lady Stone: You reover an extra D8 when you use your first hit dice during a short rest. You cant use this feature again until you complete a long rest.
  • The Lord Stone: Your Ac goes up by 1 and you receive 25% less damage dealt by spells.
  • The Lover Stone: You get 15% more experience.
  • The Ritual Stone: Once a day, you can cast Animate dead.
  • The Serpent Stone: Once a day, you can force an enemy to make a saving throw roll. The difficulty is 8 + bonus proficiency + your charisma mod. If it fails, the target will be paralyzed until the end of your next round and will take 2d6 Poison damage.
  • The Shadow Stone: Once a day, you can cast invisibility.
  • The Steed Stone: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Equipped armor has no weight.
  • The tower stone: Unlock any lock one a day.
  • The Mage Stone: You have a +1 bonus to attack and damage rolls made with spells.
  • The Thief Stone: You have a +1 bonus to attack and damage rolls made with this ranged weapons.
  • The Warrior Stone: You have a +1 bonus to attack and damage rolls made with melee weapon.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dovahkiin class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Dovahkiin class, you gain the following proficiencies:

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