Ragefist (5e Class)

From D&D Wiki

(Redirected from Dreadknight (5e Class))
Jump to: navigation, search

Ragefist[edit]

Through their pain and sorrow at the death of their lost love, a human lets out a shrill battle cry that echoes, along with the flurry of blows they deal to their gargantuan foe.

From their quiver an elf engulfs their arrows in a saddistic glow, before launching them into their enemies, burning away at the enemies' armor, after which they switch out their longbow for an electric pair of palms.

Their mighty battleaxe disarmed from their hands, the enemy cannot help but think they've won: a notion that is promptly corrected, when the former battleaxe wielder then switches to an open palm fighting style, and challenges their foe to a duel.

The rage of a barbarian, subdued by monastic tradition and teachings, a ragefist is as battle-hardy as they are honed in their mind, body, and inner spirit, able to swap inner peace for inner turmoil, and vice-versa, on a whim. Conventionally unpredictable, a ragefist can serve virtually any offensive role within any particular group setting, opting for offensive versatility, rather than pure, maligned, and raw hatred and power; as such, their refined approach enables them to strive for mastery over both weapons and martial arts styles alike, whilst also gaining a unique, hybridized insight into the Arcane Arts, via a combination of their connection to nature and the mystic arts alike. As a major drawback for their sheer versatility in offensive combat, however, a ragefist's defensive and support capabilities more often than not leave something to be desired, as each strives only to inflict their wrath unto others, rather than to guard or protect their allies, comrades, and compatriots alike via traditional means.

Creating a Ragefist[edit]

When creating a ragefist, consider your place in between the civilized and natural worlds, and how it pertains to your training and discipline as an accomplished martial artist and combatant alike in your own right. Did you learn how to fight and survive through trial and error, only to continue where you left off in a monastery that was willing to train you? Conversely, were you banished from a monastery for a perceived slight or wrongdoing, only to continue your training outside of it, and between the realms of nature and civilization? Were you born into destitute poverty, and thus had to do whatever it took to survive from within the outskirts of civilization, but made a vow never to resort to crime to get your way? Are you a wealthy and accomplished individual, seeking both enlightenment and lifelong fitness, from the natural world and your chosen monastery, alike? Are you a war veteran, looking to continue your training and discipline beyond the horrors of war you experienced, whilst also seeking to calm the storm that continues to brew from within? Were you caught between two different worlds, only to abandon both of them and pursue your own endeavors, by taking inspiration from some ancient forbidden knowledge?

No matter your path in life, you have chosen to combine your woodland rustic nature with the docile life of monastic tradition, in turn combining training and discipline with your lived experience.

Quick Build

You can make a ragefist quickly by following these suggestions. First, make Constitution your highest ability score, followed by Wisdom. Second, choose the hermit background. Third, choose the following starting equipment options for your character: any 1 two-handed martial weapon of your choice, a priest's pack, a shortbow and a quiver of 20 arrows, a druidic focus, and a set of woodcarver's tools (both for your proficiency and as a starting equipment option).

Class Features

As a Ragefist you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: simple weapons, martial weapons, monk weapons, unarmed strikes
Tools: Two sets of artisan's tools of your choice
Saving Throws: Constitution, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Religion, or Survival

Equipment

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

  • (a) Any 1 two-handed martial weapon of your choice or (b) Any 2 one-handed martial weapons of your choice
  • (a) An explorer's pack or (b) A priest's pack
  • (a) A shortbow and a quiver of 20 arrows or (b) A light crossbow and a quiver of 20 bolts
  • (a) A holy symbol or (b) A druidic focus or (c) A component pouch
  • Any 1 simple weapon or monk weapon of your choice, and 1 set of artisan's tools you are proficient with
  • If you are using starting wealth, you have 6d4 x 8 GP in funds.

Table: The Ragefist

Level Proficiency
Bonus
Unarmed Strikes Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1d4 Unarmed Strikes, Unarmored Defense, Temperant Strikes
2nd +2 1d4 Fighting Style, Spellcasting 2
3rd +2 1d4 Martial Discipline 3
4th +2 1d4 Ability Score Improvement 3
5th +3 1d6 Extra Attack 4 2
6th +3 1d6 Martial Discipline feature 4 2
7th +3 1d6 Arcane Strikes 4 3
8th +3 1d6 Ability Score Improvement 4 3
9th +4 1d8 Martial Discipline feature 4 3 2
10th +4 1d8 Temperance Mastery 4 3 2
11th +4 1d8 4 3 3
12th +4 1d8 Ability Score Improvement 4 3 3
13th +5 1d10 4 3 3 1
14th +5 1d10 Defy Gravity 4 3 3 1
15th +5 1d10 Martial Discipline feature 4 3 3 2
16th +5 1d10 Ability Score Improvement 4 3 3 2
17th +6 1d12 4 3 3 3 1
18th +6 1d12 Martial Discipline feature 4 3 3 3 1
19th +6 1d12 Ability Score Improvement 4 3 3 3 2
20th +6 1d12 Eternal Fortitude 4 3 3 3 2

Unarmed Strikes[edit]

Starting at 1st level, you become proficient with unarmed strikes, and you may apply either your Strength or your Dexterity for your hit and damage rolls with them. Your unarmed strikes, upon a successful hit, deal bludgeoning damage, equal to the amount listed under the Unarmed Strikes column on the Ragefist Table.

Additionally, as a bonus action and in addition to your normal Attack during your combat turn, you may make two additional unarmed strikes on a creature within melee range of you. This bonus action may be performed a total number of times upwards of your proficiency bonus, after which it cannot be performed again until after you have finished a short or long rest. A short rest replenishes 1 use of this bonus action for every hour spent resting (upwards the maximum number of uses), whereas a long rest replenishes all uses of this bonus action.

Unarmored Defense[edit]

Starting at 1st level, if you are wearing no armor nor using a shield, you have a base Armor Class equal to your proficiency bonus + your Strength modifier + your Dexterity modifier + your Constitution modifier + your Wisdom modifier.

If you are proficient with armor and/or shields, you may compare Armor Classes to determine which AC is the highest.

Temperant Strikes[edit]

Beginning at 1st level, and as a bonus action, you are able to temper your mood, between enraptured and enraged, and apply either one (but only one at a time) during combat.

  • If you are enraptured in combat, your physical strikes are treated as finesse strikes, and you acquire a +2 bonus to your overall Armor Class. Additionally, you may apply your Constitution modifier to any saving throw you make, in which you avoid receiving either an amount of damage and/or a condition from an attack or spell.
  • If you are enraged in combat, you become resistant to all damage types you currently have neither a resistance nor an immunity to. Additionally, you may Attack twice, instead of once, during each of your combat turns. However, your base Armor Class is cut in half, rounded down, and you have a disadvantage on all saving throws in which you would receive damage and/or a condition.

You may only apply any of these features if you are wearing no armor, nor using a shield.

Fighting Style[edit]

When you reach 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

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 that die once and then take the higher result of the two. The weapon must have the two-handed or versatile property for you to gain this benefit.

Martial Artist

You gain a +1 bonus to all attack and damage rolls you make using your unarmed strikes.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmored Shadow

If you are wearing no armor, nor using a shield, you may apply your proficiency bonus to any stealth check or stealth saving throw you make, as well as to the damage roll of any sneak attack you perform successfully.

Spellcasting[edit]

Starting at 2nd level, your mixed ties between the natural and civilized worlds brews a perfect storm, instilling within you a magical temperance.

Preparing and Casting Spells

The Ragefist table shows how many spell slots you have to cast your spells. To cast one of your ragefist spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spells slots when you finish a long rest.

You prepare the list of ragefist spells that are available for you to cast, choosing from the ragefist spells list. When you do so, choose a number of ragefist spells equal to your Wisdom modifier + half of your ragefist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level ragefist, you have four 1st level spell slots, and two 2nd level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell, burning hands, you can cast it using a 1st or 2nd level spell slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ragefist spells requires time spent in temperant equilibrium: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ragefist spells, since their power derives from a perfect storm between nature and traditional schools of thought. You may use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ragefist spell and when making an attack roll with one.

  • Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

You may use either a holy symbol or a druidic focus as a spellcasting focus for your ragefist spells.

Martial Discipline[edit]

When you reach 3rd level, and again at 6th, 9th, 15th, and 18th levels, you acquire new features from one of the following Martial Disciplines of your choice, all of which will be listed along with their subclass features below: Martial Arcanum, Martial Arts, Martial Defense, Martial Surreptition, or Martial Weaponry

Ability Score Improvement[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.

Extra Attack[edit]

When you reach 5th level, you are able to Attack twice, instead of once, during each of your combat turns.

If you are enraged and using the temperant strikes feature, you are able to Attack up to thrice during each of your combat turns, instead.

Arcane Strikes[edit]

When you reach 7th level, and as a bonus action, you may treat the physical damage-type of your unarmed strikes and/or your melee weapon Attacks as magic damage for a single combat turn, by replacing your weapon attack modifier with your Wisdom modifier for your Attack and Damage rolls, and your weapon damage-type with one of the following damage-types: fire, force, lightning, necrotic, or radiant.

Temperance Mastery[edit]

When you reach 10th level, you acquire a mastery over temperance, granting you two additional ragefist class skill proficiencies, as well as one more proficiency in your choice of artisan's tools, and a proficiency in your choice of either land or sea vehicles.

Defy Gravity[edit]

When you reach 14th level, you become light as a feather, and are able to slow your descent down to a snail's pace, whilst simultaneously levitating yourself off of the ground. As a result of this feature, you acquire a flying speed equal to your movement speed, which may in turn be added to your current flying speed, if applicable; also, your falling speed is cut in half, and you take no falling damage whatsoever from any height. If your weight capacity is counted and you are over-encumbered, you are not able to use this flying speed, but you no longer affected by the effects of over-encumberment, and you do not take falling damage from any sources.

Eternal Fortitude[edit]

When you reach 20th level, your inner temperance between rage and enlightenment becomes so boundless, that you are effectively rendered both timeless and immortal. You no longer age, and you are rendered immune to all effects of aging, including magical effects thereof; additionally, you are rendered immune to all natural causes of death (but you are still able to die in combat). If you are of an advanced age for your race, you begin to age in reverse at a normal rate, until you reach your age of peak adult health.

Martial Discipline[edit]

When you reach 3rd level, you are able to choose from 1 of the following Martial Discipline subclass options, for which you will acquire new features at 3rd level, and again at 6th, 9th, 15th, and 18th levels. By choosing a Martial Discipline, you are choosing a primary means, with which you engage in combat, as well as other features that are pertinent to your subclass.

Martial Arcanum[edit]

Those who engage in this Martial Discipline are learning to master the mystical arts, as it pertains to their martial prowess, rather than the physical arts of other disciplines. Additionally, those who learn the ways of this discipline gain access to an array of different features which may be useful in a variety of different situations. (The primary ability score for this subclass is your Wisdom.)

Spellbook Mastery

Starting at 3rd level, you acquire a mastery over spellbooks, and can use one to prepare additional spells. These spells follow the traditional rules of spellcasting.

Arcane Resistance

At 6th level, you acquire the ability to resist magical effects. If a creature attempts to use magic to charm you, frighten you, put you to sleep, or place any kind of Condition on you, you may increase the roll result of your saving throw against that spell's effects equal to your Wisdom modifier. Additionally, if the roll result for a saving throw you make against a spell is 1, you may re-roll your saving throw, and then apply the second roll result instead. Upon a successful save, you become aware that a creature attempted to cast a spell on you, regardless of the spell's effects, and you are aware of the general location from which the spell was cast.

Arcane Comprehension

At 9th level, you acquire an enhanced ability to learn new spells, which may then be prepared permanently in your list of prepared spells, without counting towards the maximum number of spells you are able to have prepared.

To perform this feature, you must do so, either as an action, whilst reading a magic scroll, examining a magic item, or studying the effects of a spell in real-time, or as a reaction to a spell that is cast that you can see within 120 feet of you, and then perform an arcana skill check, with a saving throw DC equal to either that of the spell's saving throw DC, or the spell's attack roll result.

Upon a successful arcana skill check only, you learn the properties of the spell that was cast and how to cast it as your own, in turn adding it to your list of prepared spells permanently, in which case it is counted as an addition to the maximum number of prepared spells you may have. If you are in combat, and you are currently enraged, you do not gain the benefits of this feature.

Enhanced Arcane Strikes

At 15th level, your Arcane Strikes feature becomes enhanced, allowing you to strike not only a single creature, but also all hostile creatures within a 10-foot cone in front of you. This feature is prepared as a bonus action normally, but also applies double your Wisdom modifier to your hit and damage rolls, and ignores friendly and non-hostile creatures.

Enlightened Temperance

At 18th level, and as part of a short rest, you may expend a number of your hit dice to restore your consumed spell slots, the total combined spell level for which is less than or equal to the rolled result of those hit dice + your Wisdom modifier (minimum of one 1st level spell slot). Additionally, your total number of hit dice is increased equal to your Wisdom modifier, as a result of this feature.

Martial Arts[edit]

The Martial Arts is the Martial Discipline of learning how to bring down your foes, using nothing but your fists to do so. It is the traditional Martial Discipline, and the most useful in a variety of different situations, as it requires no materials nor equipment. That said, however, this subclass also focuses on the use of monk weapons, which can in turn be used to augment one's unarmed strikes, in the proper literal hands. (The primary ability score for this subclass is your Strength.)

Augmented Strikes

Starting at 3rd level, as a bonus action, you may increase the damage rolls of your monk weapons, equal to the damage of your unarmed strikes. Furthermore, if you Attack using only your unarmed strikes, you may, as a bonus action, make up to two bonus attacks on a creature you can see within range.

You may use this feature a total number of times, upwards of your proficiency bonus, after which you may not use this feature again until after you have finished a short or long rest. A short rest replenishes 1 use of this feature per hour rested (upwards of your proficiency bonus), whereas a long rest replenishes all uses of this feature.

Kinetic Energy Ball

At 6th level, you acquire the ability to prepare a ball of kinetic energy as an attack action, which takes a single combat turn or five minutes outside of combat to prepare, and requires that you choose one of the following damage-types for this attack action: fire, force, lightning, necrotic, or radiant. Then, on your next combat turn, or after five minutes outside of combat, you may choose a fixed point that you can see within 20 feet to 60 feet of you, and unleash destructive energy unto that chosen point, dealing damage to any creatures within a 20-foot sphere of that chosen point.

A creature within range must succeed on either a Dexterity or a Constitution saving throw, the DC for which is equal to your Strength modifier + your proficiency bonus + 10. Upon a failed save, a creature receives damage of the chosen type, equal to thrice the damage of your unarmed strikes; upon a successful save, a creature receives damage of the chosen type equal to twice the damage of your unarmed strikes.

Once you use this feature, you may not do so again, until after you have completed a long rest.

At higher levels. For every level, in which you acquire new subclass features, the strength and range of your kinetic energy ball feature increase, as shown in the Kinetic Energy Ball Table below.

Kinetic Energy Ball Table
Ragefist Level Failed Save (Max. Damage) Successful Save (Red. Damage) Range (Feet) Area (Attack)
9th level 4x unarmed strikes damage 2x unarmed strikes damage 30/120 feet 30 ft. sphere
15th level 5x unarmed strikes damage 3x unarmed strikes damage 50/200 feet 50 ft. sphere
18th level 6x unarmed strikes damage 3x unarmed strikes damage 80/320 feet 80 ft. sphere
Piercing Fist

At 9th level, if you are attacking with your unarmed strikes or a monk weapon, you may ignore enemy armor entirely. Any creature wearing armor that you attack using unarmed strikes or a monk weapon is treated as having an Armor Class of 10 + their Dexterity modifier, unless they possess a feature that determines their armor class is otherwise.

At higher levels. When you reach 15th level, this feature ignores armor class bonuses from magical items or spellcasting. When you reach 18th level, this feature ignores damage resistances, and treats damage immunities as damage resistances.

Monk Weapons Mastery

At 15th level, if you are using a monk weapon, your attack and damage modifiers for that weapon are doubled.

At higher levels. When you reach 18th level, if you are using a monk weapon, your weapon attack and damage modifiers for that weapon are tripled instead.

Power Fist

At 18th level, the total number of damage dice for your unarmed strikes is doubled. This feature applies to all features that use the damage of your unarmed strikes.

Martial Defense[edit]

Whilst other martial disciplines focus on building up your arcane knowledge, your skills, and/or your offensive potential, the Martial Discipline of Defense instead focuses on building up your defensive potential, and turning both physical and arcane attacks against enemy creatures, using whatever weapons and tools are at your disposal. Additionally, this Martial Discipline is all about being able to withstand enemy attacks, from virtually every angle. (The primary ability score for this subclass is your Constitution.)

Ability Score Improvement

Starting at 3rd level, and again at 6th, 9th, 15th, and 18th levels, 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.

Point Guard

At 6th level, you acquire the ability to protect a nearby creature from harm. 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 wearing no armor, nor using a shield in order to use this feature.

Second Strike

At 9th level, you may reduce the damage you take from a single attack or spell as a reaction, and then turn that damage into bonus damage during your next combat turn only. As a result of this feature, the amount of damage received is reduced (depending upon whether you have a prior resistance, immunity, or vulnerability, or receive normal damage from the damage-type of that attack or spell), in accordance with the Second Strike Table below; then, during your next combat turn after you use this feature, you may apply the damage-type of that attack or spell as an extra hit and damage dice for your unarmed strikes and/or weapon attacks, including with monk weapons (in which case, the extra attack roll is treated as imposing an advantage on the initial attack roll).

Second Strike Table
Damage Resistance Level Damage Resistance Conversion
Vulnerability Becomes normal damage
Normal Is treated as a damage resistance
Resistance Is treated as a damage immunity
Immunity Recovers Hit Points, equal to the amount of damage inflicted normally

Once you use this feature, you may not do so again, until after you have finished a long rest.

Vital Spirit

At 15th level, your Hit Dice increases from d10 to d12, and your maximum hit points each Ragefist level, including at 1st level, increases equal to your Wisdom modifier, in addition to your Constitution modifier as normal. As a result of this feature, you may re-roll for your maximum hit points once, or take the average (or 7) per Ragefist level after 1st level instead, and increase your maximum hit points at 1st level from 10 to 12.

Unarmored Invulnerability

At 18th level, your mastery in endurance and agility training makes you more rough and resilient in the face of battle. While you are wearing no armor nor using a shield, you gain a +2 bonus to any saving throw you make against any attack and/or condition made against you, and your total number of Hit Dice are increased equal to your Constitution modifier; additionally, as a reaction to an attack against you, in which you would receive damage (while you are wearing no armor nor using a shield), you may expend a number of your Hit Dice, upwards of your remaining amount thereof, to reduce the amount of damage you would receive equal to the rolled result + your Constitution modifier.

If you finish a short rest without wearing any armor nor using a shield, you regain a number of Hit Dice equal to your Constitution modifier.

Martial Surreptition[edit]

Whilst conventional martial disciplines are all about facing your enemies head-on, the discipline of martial surreptition is moreso about enacting your wrath upon others from the shadows, and manipulating others into doing your bidding, indirectly. Additionally, this discipline is about collecting information by any means necessary: information, which you may then use against your worst enemies. (The primary ability scores of this subclass are your Dexterity, Intelligence, and/or Charisma.)

Novice Surrepitor

Starting at 3rd level, you become proficient in your choice of two of the following skills of your choice: deception, investigation, insight, intimidation, medicine, perception, persuasion, sleight of hand, or stealth. Additionally, you acquire a proficiency with one of the following tools of your choice: disguise kit, forgery kit, poisoner's kit, or thieves' tools.

You may not choose different skill nor tool proficiencies from your chosen ones with this feature, even if you are given another chance to do so, so choose wisely.

Sign Weaver

At 6th level, you may replace your spellcasting focus with hand signs, which may be woven with your hands to cast spells normally. Additionally, you become proficient in sign language as a language proficiency, and can send hidden hand signals as messages to any creature of your choice that can see and interpret them. For any creature that cannot see nor understand them, you may conceal your message from them, by succeeding a sleight of hand skill check, the DC for which is equal to their passive wisdom (perception). Upon a failed save, a creature that sees your hidden message must succeed on an investigation or a perception skill check, the DC for which is equal to your rolled result + your Dexterity modifier, in order to be able to decipher it.

Expert Surrepitor

At 9th level, your acquired skill and tool proficiencies that were chosen as part of the novice surrepitor feature are now treated as expertises, doubling their applied ability score modifiers; additionally, you may choose two new skill and tool proficiencies you haven't already chosen from the following:

  • Skills: Deception, investigation, insight, intimidation, medicine, perception, persuasion, sleight of hand, or stealth
  • Tools: Disguise kit, forgery kit, poisoner's kit, or thieves' tools

Your chosen skills and tools from this feature, you become proficient with.

As with the novice surrepitor feature, you may not choose different skill nor tool proficiencies from your chosen ones with this feature, even if you are given another chance to do so, so choose wisely.

Ghost of the Wind

At 15th level, you acquire the ability to silence and obscure your movements in all forms. If you are wearing no armor nor using a shield, you do not make any sound whatsoever, whenever you move to a different space or interact with any spell or object; additionally, hostile creatures may not make any attacks of opportunity upon you if you move past them, and any sound a spell or an object makes when you interact with it is muffled. In the event you are obscured in any way, shape, or form, that obscurity level is increased to 1 higher.

As a bonus action, you may attempt to suppress sound from any creature you perform a sneak attack on successfully. The creature may attempt to succeed a Dexterity saving throw, the DC for which is equal to your Dexterity modifier + your proficiency bonus + 8, in order to not have their noise suppressed.

Master Surrepitor

At 18th level, your acquired skill and tool proficiencies that were chosen as part of the novice surrepitor feature are now treated as masteries, tripling, instead of doubling, their applied ability score modifiers; additionally, your chosen skill and tool proficiencies that were chosen as part of the expert surrepitor feature are now treated as expertises, doubling their applied ability score modifiers; lastly, you may choose two new skill and tool proficiencies you haven't already chosen from the following:

  • Skills: Deception, investigation, insight, intimidation, medicine, perception, persuasion, sleight of hand, or stealth
  • Tools: Disguise kit, forgery kit, poisoner's kit, or thieves' tools

Your chosen skills and tools from this feature, you become proficient with.

Martial Weaponry[edit]

As per the namesake of this martial discipline, its focus is to improve your overall weapons mastery, not only with simple and martial weapons of various different kinds, but also with monk weapons. After all, a mastery over one's weapons, in the eyes of a ragefist, is mastery over offensive physical combat, and is the key to winning any battle in martial combat, second to none. (The primary ability scores of this subclass are your Strength and/or your Dexterity).

Weapons Expertise

Starting at 3rd level, and again at 6th, 9th, 15th, and 18th level, you acquire expertise in a weapon of your choice. Whenever you perform an Attack with that weapon, you may apply your proficiency bonus, in addition to your weapon attack modifier to any attack or damage roll you make with that weapon.

Distant Strikes

At 6th level, your overall attack range with weapons and unarmed strikes increases; your overall melee attack range increases by 5 feet, and your attack range increases by the following, with the following ranged weapons:

  • Nets increase by (15/45) feet
  • Thrown Weapons (except for Javelins) increase by (10/60) feet
  • Hand Crossbows, Javelins, Light Crossbows, Shortbows, and Slings increase by (20/80) feet
  • Blowguns and Heavy Crossbows increase by (25/100) feet
  • Longbows increase by (50/200) feet
Weapons Mastery

At 9th level, and again at 15th and 18th level, you may choose 1 weapon you have expertise in as a result of the weapons expertise feature, and treat that expertise as a mastery instead; in addition to the benefits of the weapons expertise feature, your weapon attack and damage modifiers with that weapon are now doubled.

Bonus Strikes

At 15th level, your overall attack speed increases. As a bonus action, you may perform one of the following actions:

  • If you attacked using a one-handed melee or throwing weapon, you may make two additional attacks with that weapon.
  • If you attacked using either a two-handed melee weapon, a versatile melee weapon with two hands, or an ammunition-based ranged weapon that does not have a loading requirement, you may make one additional attack with that weapon.
  • You may treat the loading of a weapon that has the loading requirement as a bonus action, instead of an action.

This feature may be used a total number of times upwards your Strength modifier + your Dexterity modifier, after which it cannot be used again until after you have finished a short or long rest. A long rest replenishes all uses of this feature, whereas a short rest replenishes 1 use of this feature for every hour spent resting.

Greater Weapons Mastery

At 18th level, you may choose 1 weapon in which your expertise with that thereof is treated as a mastery, as a result of the weapons mastery feature: whenever you perform an Attack with that weapon, you may apply double your proficiency bonus, and triple your weapon attack modifier, to any attack and/or damage roll made with that weapon. This effect replaces the effects of the weapons expertise and weapons mastery features that were previously applied to that weapon.

Ragefist spells list[edit]

1st level spells

Absorb Elements, Armor of Agathys, Arms of Hadar, Burning Hands, Catapult, Chaos Bolt, Chromatic Orb, Command, Compelled Duel, Dissonant Whispers, Divine Favor, Earth Tremor, Ensnaring Strike, Frost Fingers, Guiding Bolt, Hail of Thorns, Hellish Rebuke, Hex, Hunter's Mark, Ice Knife, Inflict Wounds, Mage Armor, Ray of Sickness, Searing Smite, Sleep, Tasha's Caustic Brew, Thunderous Smite, Thunderwave, Witch Bolt, Wrathful Smite, Zephyr Strike

2nd level spells

Aganazzar's Scorcher, Branding Smite, Calm Emotions, Cloud of Daggers, Cordon of Arrows, Crown of Madness, Darkvision, Dragon's Breath, Flame Blade, Heat Metal, Immovable Object, Kinetic Jaunt, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Pass Without Trace, Ray of Enfeeblement, Rime's Binding Ice, Scorching Ray, Shadow Blade, Shatter, Snilloc's Snowball Swarm, Spider Climb, Tasha's Mind Whip, Vortex Warp, Wither and Bloom, Zone of Truth

3rd level spells

Ashardon's Stride, Bestow Curse, Blinding Smite, Conjure Barrage, Counterspell, Crusader's Mantle, Daylight, Dispel Magic, Elemental Weapon, Enemies Abound, Erupting Earth, Fear, Fireball, Flame Arrows, Fly, Haste, Intellect Fortress, Lightning Arrow, Lightning Bolt, Motivational Speech, Plant Growth, Protection from Energy, Pulse Wave, Spirit Shroud, Slow, Thunder Step, Tidal Wave, Vampiric Touch, Water Breathing

4th level spells

Blight, Dimension Door, Dominate Beast, Elemental Bane, Freedom of Movement, Grasping Vine, Gravity Sinkhole, Greater Invisibility, Guardian of Nature, Ice Storm, Phantasmal Killer, Raulothim's Psychic Lance, Staggering Smite, Stoneskin, Vitriolic Sphere, Wall of Fire

5th level spells

Banishing Smite, Commune With Nature, Cone of Cold, Conjure Volley, Contagion, Destructive Wave, Dream, Enervation, Far Step, Flame Strike, Holy Weapon, Immolation, Negative Energy Flood, Passwall, Rary's Telepathic Bond, Seeming, Steel Wind Strike, Swift Quiver, Synaptic Static, Temporal Shunt, Tree Stride

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the ragefist class, you must meet at least two of the following prerequisites: a Strength, a Constitution, a Dexterity or a Wisdom of 13 or higher.

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

  • Weapons: simple weapons, martial weapons, monk weapons, unarmed strikes
  • Armor: none
0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: