Dreadnaught (5e Class)
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Dreadnaught[edit]
Leading the charging army, a tall and large warrior, completely covered in armor, rides a mighty horse. Is impossible to distinguish a race behind his helmet, and his stoic posture makes his appearance closer to that of an iron golem. The lancers in the opposing army raise their spears, preparing for the cavalry attack, but after being approached by the inhuman presence of this iron knight, they falter, with their hearts filled with pure terror, as the knight breaks through the defensive lines with a powerful strike from his lance.
A group of mercenaries approach the watchtower, and prepare to take control of it, on a seemingly easy mission. Guarding the tower is a single warrior, a lone half orc wearing a simple chainmail. One of the mercenaries fire a crossbow, causing the half orc to fall, apparently killing the single guard. As they prepare to climb the tower, a dry stomp is heard by the group, as one of the climbers fall dead, with an thick arrow piercing his neck. Astonished, they look back to the top of the tower, where they can now see the half orc holding a heavy bow made of metal. His hand wield three arrows, which are knocked on the bowstring at the same time, killing three more mercenaries. Panic spreads through the group, as they realize what they are facing is a archery platoon of one.
Demons run through the city streets, wreaking havoc as they jump from the portal opened by the cultists. A human women runs through the night, carrying a kid, as they are closely pursued by these fiendish creatures. One of the creatures jump towards the women, with the claw open, ready to let a mortal wound on her neck, just to be stopped by a painful sting, of a blade piercing through his chest. Suddenly, a dwarven wielding a greatsword, and clad in an armor, shimmering with radiant light, moves from the lateral streets, interposing himself between the two runaways and their pursuers. He slowly and methodically advances through the city, street by street, delivering heavy strikes infused with radiant light, saving innocents and purifying the city using the power of his blade.
Dreadnaughts are unstoppable heavy warriors, that use their massive strength to break their adversaries defenses, intimidating size and appearance to strike fear in the enemy's hearts. They are like living war machines, and even a single dreadnaught can change the tides of battle.
Inexpugnable Defense[edit]
One of the main characteristics of a dreadnaught is their ability to withstand punishment and endure a wave of attacks thrown on their direction. They are masterfully trained in the use of heavy armors, and know the best positions and the proper stance to avoid the brunt of damage in each strike delivered against them, moving their bodies so each attack only hit the stronger and more protected areas of a specific suit of armor. Using this tactic, they can wear off enemies, by forcing them to spend all their stamina on useless attacks against the impressive dreadnaught protection, buying time to destroy them with a single and powerful blow.
Titanic Strength[edit]
The mastery in the use of heavy armor and weapons requires powerful muscles, and for that reason, only the mightiest of combatants have what it takes to endure the training and learn the techniques of a Dreadnaught. A dreadnaught style of combat appears sluggish, reckless and unrefined for the untrained eye, but they hide a carefully crafted skill, honed through years of endless training, were the dreadnaught learn how to let themselves get carried by the momentum of each blow, throwing their own bodyweight in the moment of contact, for a devastating heavy strike.
Dreadnaughts also have a disciplined training regime, and they keep improving their strength as they gain experience. It is said that some of the more powerful amongst them have a level of muscular strength than can rival even that of giants.
Power of Fear[edit]
Dreadnaughts rely not only in the endurance of their bodies, resistance of armors and power of weapons to win battles. They soon learn that their appearance is intimidating, and develop tactics to weaponize the natural fear they already impose. They use posturing and battle cries to cause their enemies to hesitate, and cruel strikes to oppress them. Is not uncommon for Dreadnaughts be able to handle multiple enemies at once, just by forcing them to come one by one through the use of intimidation tactics.
Creating a Dreadnaught[edit]
Dreadnaught
by Julio Rocha |
When creating a Dreadnaught character, think on how did you started your training as a dreadnaught. Have you always been tall and strong, which made you suitable for an Dreadnaught order, or have your might been acquired as a result of your training? Where did you got trained? Are you part of a knightly order, or maybe from a type of elite order of soldiers? Or are you a specialized guard, trained to protect important figures on the institution, realm or nation you are loyal to?
- Quick Build
You can make a dreadnaught quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background.
Class Features
As a Dreadnaught you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Dreadnaught level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dreadnaught level after 1st
- Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Perception and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) a longbow and quiver with 20 arrows or (c) a longsword and a shield
- (a) any simple or martial weapon or (b) a battleaxe
- (a) dungeoneer's pack or (b) explorer's pack
- a chain mail, a portable ram, a holy symbol (for crusaders), a signet ring (for heavy knights) and a hunting trap (for marksman)
Level | Proficiency Bonus |
Battle Cries | Features |
---|---|---|---|
1st | +2 | - | Heavy Strike (1d6), Impenetrable Defense Dreadnaught Archetype |
2nd | +2 | 2 | Battle Cry, Terrorize |
3rd | +2 | 3 | Brave |
4th | +2 | 3 | Ability Score Improvement |
5th | +3 | 3 | Extra Attack, Heavy Strike Improvement (2d6) |
6th | +3 | 4 | Adamantine Strikes, Archetype Feature |
7th | +3 | 4 | Giant's Strength |
8th | +3 | 4 | Ability Score Improvement |
9th | +4 | 4 | Dreadful Strike |
10th | +4 | 4 | Archetype Feature |
11th | +4 | 4 | Violent Defense, Heavy Strike Improvement (3d6) |
12th | +4 | 5 | Ability Score Improvement |
13th | +5 | 5 | Ironclad |
14th | +5 | 5 | Immortal Champion |
15th | +5 | 5 | Archetype Feature |
16th | +5 | 5 | Ability Score Improvement |
17th | +6 | 6 | Heavy Strike Improvement (4d6) |
18th | +6 | 6 | Archetype Feature |
19th | +6 | 6 | Ability Score Improvement |
20th | +6 | 6 | Titanic Might |
Heavy Strike[edit]
At 1st level, you can use your bonus action to set up a heavy strike. When you do so, your next attack deals 1d6 additional damage on a hit. The damage is from the same type of the weapon's damage. The additional damage increases as you gain levels in this class: 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.
Impenetrable Defense[edit]
Starting at 1st level, when you are wearing heavy armor, you can use your bonus action to assume a defensive stance. Until the start of your next turn, you can reduce the bludgeoning, piercing and slashing damage taken by an amount equal to your proficiency bonus.
Dreadnaught Archetype[edit]
Starting at 1st level, you must choose your archetype. Your choice grants features at 1st level, and again at 6th, 10th and 15th level.
Battle Cry[edit]
Starting at 2nd level, you can let out a powerful scream that temporarily boosts your battle ability. As a bonus action you gain the following benefits, lasting until the end of your next turn:
- You gain a number of temporary hit points equal to twice your proficiency bonus.
- You add 1d4 to the result of your next melee weapon attack roll.
- Your first successful attack until the end of this turn is critical.
- When a creature that can see and hear the battle cry makes an attack against a creature other than you, that attack is made at disadvantage.
You regain half the uses (rounded down, minimum 1) of your Battle Cry when you finish a short rest or all uses when you finish a long rest.
Terrorize[edit]
Also at 2nd level, when you take the Attack action on your turn, you can replace one attack with an attempt to intimidate a creature you can see within 30 feet of you that can see and hear you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is frightened until the end of your next turn.
Brave[edit]
Starting at 3rd level, you become immune to being frightened.
In addition, when you use your Battle Cry, you end the frightened condition on any friendly creature within 30 feet of you.
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]
At 5th level you can attack twice, instead of once, whenever you take the Attack action.
Adamantine Strikes[edit]
Starting at 6th level, your attacks with melee weapons cause double damage to structures and objects.
Giant's Strength[edit]
Starting at 7th level, you are considered to be Large sized, for the purposes of carrying, lifting, dragging weight and for grappling and shove contests.
In addition, you can attack with melee weapons that have the two-handed property with only one hand. The damage die is reduced in one category when you do that (2d6 or 1d12 > 1d10 > 1d8 > 1d6).
Dreadful Strike[edit]
Starting at 9th level, when you hit a creature with a critical hit, the creature is frightened of you for 1 minute.
In addition, whenever a creature is frightened of you, you gain the benefits of your Battle Cry against that creature. The temporary hit points granted by your Dreadful Strike only count against attacks made by that creature.
The creature must make a Wisdom saving throw at the start of each of its turns to end this effect.
Violent Defense[edit]
Starting at 11th level, whenever you take damage from a melee attack, you can use your reaction to rebuke that attack. The attacker must succeed on a Dexterity saving throw. On a failed save, the attacker take damage equal to your Heavy Strike additional damage dice and is pushed 5 feet back. On a failure, it takes half that damage and is not pushed.
Ironclad[edit]
Starting at 13th level, whenever you are wearing heavy armor, a critical hit against you is treated as a normal hit. In addition, you gain the benefits of your Impenetrable Defense feature whenever you wear heavy armor, without using your bonus action.
Immortal Champion[edit]
Starting at 14th level, when you are reduced to 0 hit points, you can keep fighting. You still have to make Death saving throws as normal, but you aren't unconscious or incapacitated. In addition, while you are with 0 hit points, you can use your Battle Cry in each turn, without spending any uses.
Titanic Might[edit]
At 20th level, your Strength increase in 6, to a maximum of 26.
In addition, whenever you roll initiative and have no battle cries, you gain 1 additional battle cry.
Dreadnaught Archetypes[edit]
Heavy Knight[edit]
Heavy knights are dreadnaughts trained by chivalric orders. These mighty cavaliers ride through the battlefield like moving mountains, towering over their adversaries, launching devastating charges that have as a goal the destabilization of the enemy's defensive lines. Despite their size, these warriors can attack with surprising speed and ferocity, making them great assets for a quick and swift victory.
- Chivalry
Starting at 1st level, you gain advantage on History checks to recall information about knight orders, noble houses and about the royal court, and on any checks to command a mount and avoid falling from one.
In addition, whenever you are on top of a controlled mount and take the Dash action with the mount, if you move at least 20 feet before making an attack, on a hit you add your Heavy Strike damage without using your bonus action.
- Lancer
Also at 1st level, you have the mastery over the polearms. Once in each of your turns when you hit a creature with a a quarterstaff, spear, lance, glaive or halberd, you roll the weapon's damage twice.
In addition, you can wield a Lance in only one hand while not on a mount, without disadvantages on the attack. When doing so, you lose the bonus damage given by this feature.
- Frightening Presence
Starting at 6th level, the sight of your massive body encased in armor strike fear in the hearts of your enemies. Whenever you use your Battle Cry, all creatures within 30 feet to make a saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, they are frightened by you until the end of your next turn.
- Battle Recovery
At 10th level, whenever you roll a natural 20 on an attack roll, or if the sum of the number rolled on the d20 and the number rolled on the d4 granted by your Battle Cry is 20 or higher, you regain 1 Battle Cry.
- Barrage of Strikes
At 15th level, your attacks are heavy and quick. Whenever you hit a creature with an attack from a melee weapon, you can use your reaction to make another attack against the same creature.
- Attack Surge
Starting at 18th level, you score critical hits with your melee weapon attacks on a roll of 19-20 on the d20.
In addition, you regain one use of your Battle Cry when you roll a 19 or 20 on an melee weapon attack and can immediately make another attack with a melee weapon.
Iron Marksman[edit]
Iron marksman are ranged dreadnaughts, trained to become a living siege weapon. Using heavy bows and crossbows, they strike with speed and precision, but are able to do so without keeping the distance from their targets; instead, they march forward, walking through enemies armed with melee weapons, creating distance with powerful kicks and shoves to fire a deadly close-range shot from their ranged weapons.
- Deadly Shots
Starting at 1st level, you can use your Heavy Strikes feature with ranged weapons that lack the light property, if your target is within 30 feet or closer. You also add both your Strength and Dexterity ability modifiers to your damage with ranged weapons.
In addition, when you make a heavy strike and roll a 1 or 2 on the damage roll on a hit, you can reroll the dice. You must use the new result.
- Push and Shoot
Also at 1st level, you can clear the distance to make a ranged attack against a creature in melee range. You can replace one of your attacks made as part of your Attack action to push a creature. The creature must succeed on a Strength check against your Battle Cry save DC, or be pushed 15 feet back. If you successfully push the creature, you can immediately make an attack with a ranged weapon. On a hit, you add your Heavy Strike dice to the damage of that attack.
- Battle Surge
Starting at 6th level, while you are under the effect of your Battle Cry, you have advantage on your Strength checks and saving throws, that last while you have temporary hit points granted by this feature. In addition, if you use your Push and Shoot ability successfully, you can use your Battle Cry as part of the same bonus action.
- Failure Intolerance
At 10th level, whenever you roll a 1 on an attack roll with a ranged weapon, you can use your reaction to move towards that creature up to your movement speed and force that creature to make a Constitution saving throw. On a failed save, it takes damage equal to your Heavy Strike additional damage. The damage is bludgeoning or slashing, as you tear that creature apart with your bare hands. On a success, it takes half damage.
- Furious Barrage
At 15th level, you can unleash a barrage of ranged attacks upon your enemies. As an action, you can spend 3 uses of your Battle Cry to make one attack against each creature, object or structure of your choice within 30 feet. On a hit, each creature take damage as if it was hit by a Deadly Shot, and have their movement speed reduced by half until they succeed on a Constitution saving throw, that they can try at the start of each of their turns.
- Swift Movement
At 18th level, whenever you take the Attack action, you gain the benefits of Disengage as part of the same action. In addition, whenever you hit a creature in your first turn of combat, you deal additional damage equal to your Heavy Strike damage dice.
Crusader[edit]
Crusaders are holy dreadnaughts. These warriors serve the forces of good in the eternal battle against evil and darkness, usually carrying out missions for temples of their gods, tasks that require a less than subtle use of strength.
- Acolyte
Starting at 1st level, you have been taught the path of devotion by your temple or church. You gain proficiency in the Religion skill, and add twice of your proficiency bonus in checks with it if you are already proficient.
In addition, you can cast detect evil and good as a bonus action on your turn, a number of times equal to your proficiency bonus.
- Fiend Slayer
You have been trained to hunt profane entities. At 1st level, due to your training, you gain the following benefits:
- You have advantage on Constitution, Wisdom and Charisma saving throws against effects from aberrations, fiends, evil aligned fey and undead.
- When you use your Heavy Strike against a fiend, fey, aberration or undead, the additional damage is radiant.
- If you have a Holy Symbol on your hand, you can try repeal an evil entity as a bonus action. Force an aberration, fiend, fey or undead to make a Wisdom saving throw against a DC equal 8 + your Wisdom modifier + your proficiency bonus. On a failed save, that creature must use it's reaction to move up to its movement speed away from you.
- Circle of Protection
Starting at 6th level, whenever you use your Battle Cry, you gain the benefits of protection from evil and good. This doesn't require concentration. In addition, any friendly creature that starts its turn within 10 feet of you while you are under your circle of protection also gain the benefits of protection from evil and good, until they leave that area.
- Divine Protection
At 10th level, whenever you fail a saving throw, you can spend one battle cry to reroll that saving throw. You make the new roll with advantage.
- God Chosen
At 15th level, whenever you are under half your maximum hit points and take damage, you can use your reaction to roll your heavy strike dice, regaining hit points equal to the number rolled. You can't gain more hit points than half your maximum with this feature.
- Holy Avenger
By 18th level, you gain a gift from the gods to punish evil. You can cast holy weapon on a weapon you wield without spending a spell slot.
Once you cast this spell, you can't do it again until you finish a long rest, unless you spend a Battle Cry to do so. When you cast this spell using a Battle Cry, it only lasts for 1 minute.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dreadnaught class, you must meet these prerequisites: Strength 13, Constitution 13.
Proficiencies. When you multiclass into the Dreadnaught class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons.
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