Dungeon Capturer (5e Class)
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Dungeon Capturer[edit]
Dungeon Captures are people who go into the mysterious towers we call dungeons. Dungeon Conquerors are known as a kings vessel by the Djinn at the top of the tower who gives power to the one they deem worthy. The djinn will choose a way for you to prove yourself some make it a test of strength, intellect, Charisma, or even to see if you have surrounded yourself with the right people.
Creating a Dungeon Capturer[edit]
- Quick Build
You can make a Dungeon Capturer quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Dungeon Capturer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dungeon Capturer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dungeon Capturer level after 1st
- Proficiencies
Armor: All armors
Weapons: Martial Weapons
Tools:
Saving Throws: Dexterity and Strength
Skills: Chose two from Deception, Perception, Persuasion, intimidation, Acrobatics, Athletics,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any marital weapon
- (a) Dungeoneer's Pack or (b) Explorer's pack
- (a) Leather Armor or (b) Scale Armor
- If you are using starting wealth, you have 5d4 x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style |
2nd | +2 | Strategic Attack |
3rd | +2 | Danger Sense, Dungeon Capturer Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Charismatic Warrior |
7th | +3 | Danger Sense |
8th | +3 | Ability Score Improvement, none |
9th | +4 | Indomitable |
10th | +4 | Land strider |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Fighting Style[edit]
Starting at 1st 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.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- 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 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.
- Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection
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.
Strategic Attack[edit]
Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until the end of your next turn.
Danger Sense[edit]
At 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated
Dungeon Capturer Archetype[edit]
At 3rd level, you chose a archetype. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
Charismatic Warrior[edit]
Starting at 6th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Charisma check you make that doesn’t already use your proficiency bonus.
Indomitable[edit]
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Land Strider[edit]
At 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
- <!-Class Feature->
<!-Class feature game rule information->
- Superior Critical
At 15th level, your weapon attacks score a critical hit on a roll of 18 or 20.
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Dungeon Capturer class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Dungeon Capturer class, you gain the following proficiencies:
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