Dwarven Fist (3.5e Class)

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Dwarven Fist[edit]

The Dwarven Fist is different from normal brawlers, who rely on swift movement to dodge attacks. In comparison, the Dwarven Fist prefers brute force over light feet. A special unit among Dwarves, given the most extravagantly customizable heavy armor the Dwarves have to offer. The unusual thing is that these fighters focus on breaking the enemies defenses rather than their bones...

Making a Dwarven Fist[edit]

Dwarven Fists make use of their heavy punches to destroy opponents' gear, objects and even faces! Focussing on Sunder Attacks and Break Attempts they make for a literal cannonball on the battlefield, destroying any object that is in their way.

Abilities: Strength and constitution are the most important abilities. They need these to both deliver blows, but also take them. Since their armor is always of the heavy class, they get little benefit from a high dexterity score. Intelligence can be useful for the craft checks on upgrades.

Races: As the name might suggest, Dwarven Fists are a special unit among Dwarves so that says more than enough.

Alignment: Any, the requirements to become a Dwarven Fist are met by tests, but even the most Evil of Dwarves can pretend to be loyal...

Starting Gold: 6d5×10 gp

Starting Age: Moderate.

Table: The Dwarven Fist

Hit Die: d10

Level Base
Attack Bonus
Saving Throw Special
Fort Ref Will
1st +1 +2 +0 +0 Dwarven Plate, Mechanical Fist, Improved Sunder
2nd +2 +3 +0 +0 Bonus Feat
3rd +3 +3 +1 +1 Sundering Strike
4th +4 +4 +1 +1 Push 'em Back! +1d6
5th +5 +4 +1 +1 Shattering Force +5
6th +6/+1 +5 +2 +2 Just Another Wall Lads!
7th +7/+2 +5 +2 +2 Push 'em Back! +2d6
8th +8/+3 +6 +2 +2 Smash 'Em!
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Shattering Force +10, Push 'em Back! +3d6
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus Feat
13th +13/+8/+3 +8 +4 +4 Push 'em Back! +4d6
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Shattering Force +20
16th +16/+11/+6/+1 +10 +5 +5 Push 'em Back! +5d6
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Still Counts As One!
19th +19/+14/+9/+4 +11 +6 +6 Push 'em Back! +6d6
20th +20/+15/+10/+5 +12 +6 +6 Shattering Force +40

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Intimidate (Cha), Knowledge (Dungeon) (Int), Knowledge (Engineer) (Int), Listen(Wis), Profession (Wis), Search (Int), Spot (Wis),

Class Features[edit]

Weapon and Armor Proficiency: All Dwarven Fists are proficient with their Mechanical Fist and only proficient with their Dwarven Plate.

Dwarven Plate: The suit worn by the Dwarven Fist is what separates it from a mere Dwarf. Made from the strongest metal under the mountain, it functions as a suit of Full Plate. Due to the material and complexity it cannot be removed without assistance. The suit provides this bonus, even when caught flat-footed. Every Dwarven Fist starts with this, regardless of starting gold.

Mechanical Fist: Attached to the Dwarven Plate, is a Heavy Gauntlet made from the same steel as the Dwarven Plate, but mechanically enhanced. It's weapon stats can be found here. Just like the Dwarven Plate it can be upgraded. The Fist is attached to the suit, and thus the wearer of the Dwarven Plate is always considered armed with a fist weapon. Thus attacks made by the Mechanical Fist are considered as Weapon Attacks, rather than Unarmed Attacks.

Bonus Feat: At 2nd and 12th level, The Dwarven Fist may take one bonus feat from the Fighter Bonus Feats table, or any Sunder related feat. He still needs to meet the requirements to take said feat.

Sundering Strike: The Dwarven fist knows his opponents weak points, and that of their equipment as well. Capitalizing on this, he is able to make a sundering attempt on a single piece of opponents gear at the same time as performing a basic attack. This ability can be used every 1d3 rounds and includes all bonuses to sundering

Shattering Force: As they master The Art of Breaking, their punches pack more force! Any attempt to break an inanimate object receives a competence bonus of +5 (bonus doubles every 5 levels thereafter) to overcome the break DC of an object.

Push 'em Back!: Putting the entire mass of their Dwarven Plate behind their punches, the Dwarven Fist now gets an additional d6 of force damage(and every 3 levels therafter) which creates a 20 ft. cone whenever he attempts a Sundering Strike, note that this can also be done on a normal attack. Any enemy struck by the cone takes half the damage as force damage, and needs to succeed on a Fort Save(DC 10+ Str Mod + 1/2 Level) or become Prone from the overwhelming force.

Just Another Wall Lads!: Whenever The Dwarven fist attacks a Crystalline Creature or construct (of any size/weight), it adds it Strength Modifier to damage rolls made against said creature or construct. This bonus is on top of the normal bonuses given by using a strength-scaling weapon.

Smash 'Em!: At 8th level, as a standard action, The Dwarven Fist can slam its fist into the ground with a shattering force. It creates Difficult Terrain in a radius according to table below and acts as the spell Grease. Enemies already in said radius also take 3d6 + Str Mod force damage.

Table: Smash 'Em!

Strength Score Radius Strength
5 and Under 0 ft.
6-8 5 ft.
9-11 10 ft.
12-14 15 ft.
15-17 20 ft.
18-20 25 ft.
21-23 30 ft.
24-26 35 ft.
27-29 40 ft.

Still Counts As One!: At level 18, The Dwarven Fist learns how to punch anything with the power of a whole ton of TNT behind it. Once per day, The Dwarven Fist does a melee touch attack against a foe to send them airborne, dealing Str Mod d6 damage. The distance is calculated by his Str Mod × 10 ft. This hit impacts with such force that the target is stunned, unless it makes a Fort save (DC 15 + Str Mod + 1/2 Class Level). After the target is sent airborne, they fall down, taking falling damage from the fall as normally calculated, unless the target can fly. A target that can fly needs to make a fort save (DC 10 + Str Mod + 1/2 Class Level) to recover from the blow, in order to fly up before hitting the ground again. A target hitting the ground takes all damage as applied normally, calculated on the distance the target was sent airborne. Once the target hits the ground it becomes Prone.

Ex-Dwarven Fists[edit]

A Dwarven Fist who manages to break their Dwarven Plates beyond repair, loses all of its abilities related to it and the attached Mechanical Fist. When the armor is repaired, or the fist, all bonuses are regained.

Dwarven Fist Lore[edit]

Characters with ranks in Bardic Knowledge can research Dwarven Fists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Bardic Knowledge
DC Result
5 Dwarves have an elite unit of miners.
10 Dwarves have an elite unit of miners that also act as soldiers.
15 Dwarves have an elite unit of miners/soldiers that are slow but devastating.
20 Dwarves have an elite unit that uses Mechanical Fists to break and tear down any object in its way.

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