Flying General (5e Class)

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Flying General[edit]

We're at a disadvantage? So long as I'm here, we can't lose.
—Lu Bu, God of war

The red-haired man held a halberd and rode his horse alone through an enemy army of hundreds of thousands of soldiers, all for his sole goal: "to behead the enemy general."

You were born with a strong body, but nevertheless, you have to train and hone it continuously. You hate every second of having to do it, but you endure it until you reach the brink of death. Endure, endure, and endure. That's our way.

Creating a Flying General[edit]

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You have to ask yourself if you are ready to become the greatest general. Ready to carry tens of thousands of soldiers behind you. Carrying enormous strength And are you ready to bear the hate, condemnation, and slander?

Quick Build

To create a Flying General quickly, you can follow the following suggestions. First, Strength should be your highest ability score, followed by Constitution and Wisdom. Then, choose the Soldier background.


Class Features

As a Flying General you gain the following class features.

Hit Points

Hit Dice: 1d12 per Flying General level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Flying General level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, Martial weapons
Tools: One of your choice
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Perception, Survival

Equipment

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

  • a Halberts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have a pouch containing 5d4 gp in funds.

Table: The Flying General

Level Proficiency
Bonus
Features
1st +2 Strongest Man Alive, The Flying General
2nd +2 Battlefield Experience
3rd +2 Equal Match-Up
4th +2 Ability Score Improvement
5th +3 You’re Pretty Good
6th +3 Counter Offensive
7th +3 Found You
8th +3 Ability Score Improvement
9th +4 The Essence of Ragnarok
10th +4 Elusive Warrior
11th +4 Sidestep
12th +4 Ability Score Improvement
13th +5 Stopped
14th +5 Resilient Form
15th +5 Far From Finished
16th +5 Ability Score Improvement
17th +6 1,000 Li in One Day
18th +6 Sky Eater
19th +6 Ability Score Improvement
20th +6 Final Clash, Warrior’s Spirit

Strongest Man Alive[edit]

At 1st level, whatever stands in your way will simply be annihilated. You can roll a 1d8 in the place of your normal damage roll for unarmed strikes.

The Flying General[edit]

At 1st level, your natural might as the strongest warrior in Asia precedes you. While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier.

Battlefield Experience[edit]

At 2nd level, having fought through thousands of battlefields and having defeated thousands of enemies, your reflexes and defensive ability have surpassed mortal capabilities. You can block a melee attack targeting you as a reaction, halving the damage of the attack. This reaction can be made on your turn and cannot be used to halve the damage of a Critical Hit.

Equal Match-Up[edit]

At 3rd level, you can declare to the DM that you will target a creature for a melee attack at the start of a round before any turns have taken place. If that creature targets you for a melee attack on that same round, you can choose to evenly clash the attack, reducing the damage of both attacks to 0. This cannot be used to reduce the damage of a Critical Hit to 0, only reducing the damage by the amount of damage you would have done.

You’re Pretty Good[edit]

At 5th level, not even the power of the gods can harm you. You can evenly clash melee attacks as a reaction.

Counter Offensive[edit]

At 6th level, after evenly clashing a melee attack, you can use the attack action as part of the same action.

Found You[edit]

7th level, you find the most joy in combat when facing a foe of equivalent or greater power. If you score a critical hit and choose to reduce the damage of the critical hit to 0 by evenly clashing with a creature’s melee attack, all creatures within 400 feet must make a Dexterity (Acrobatics) check of DC 8 + the combined total of damage reduced to 0 by the even clash. Creatures within range will be knocked prone by the quakes generated by the clash if they fail the check.

The Essence of Ragnarok[edit]

At 9th level, you have been granted the power to fight the gods and the speed to pressure them with said power. You can use a bonus action to attack with a weapon that you’re holding. You can add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Elusive Warrior[edit]

At 10th level, even a point-blank throw of the mighty Mjolnir can’t so much as scathe you. You can use a dodge action as a reaction.

Sidestep[edit]

At 11th level, your reflexes and warrior’s senses will allow you to forever more remain vigilant against attacks that most would be unaware of. Creatures cannot gain the benefits of being an unseen attacker when attacking you and you gain advantage on all Dexterity saving throws.

Stopped[edit]

At 13th level, you can negate attacks that would even bury the world serpent, but at what cost? You can evenly clash or block critical hits and reduce the damage of the attack to 0 or half the damage of the attack respectively, but when you do so, you sustain a Lingering Injury. Roll on the Lingering Injuries chart to find out what injury you sustain.

Resilient Form[edit]

At 14th level, even the gravest, most debilitating injuries cannot stop the battle. You gain proficiency with Constitution saving throws. If you already have proficiency in this saving throw, double the proficiency.</text><modifier category="Saving Throw">Constitution Save + Proficiency Bonus

Far From Finished[edit]

At 15th level, your sheer power of will can always be relied on to propel you back to your feet. Once per long rest, you can negate the effects of all lingering injuries until the end of a combat encounter. If you aren’t in a combat encounter, this class feature cannot be used.

1,000 Li in One Day[edit]

At 17th level, your mount is the greatest mount and partner a warrior could ever ask for. While you are mounted and aren't incapacitated, your mount gains the following benefits:

Your mount cannot gain levels of Exhaustion through means of fatigue.

Your mount’s base movement speed is 120 feet.

Sky Eater[edit]

At 18th level, you can combine your superhuman strength and grip with the centrifugal force of the swing of your melee attack to birth your ultimate technique. By gripping the polearm between your clenched knuckles at the very haft and swinging it fully extended, you produce a swing that can split the clouds for miles and miles. Once per long rest, you can use the Sky Eater attack as an attack action while wielding a halbert. Sky Eater increases the amount of damage die of the attack by +2 and can hit a creature in a line up to 4 miles long and a mile high.

Final Clash[edit]

At 20th level, you realize that a warrior’s greatest strength isn’t his power, but rather his determination and desire for a glorious battle and honorable death. Once per long rest, if you drop to 0 hit points or die outright, you drop to 1 hit point instead.

Warrior’s Spirit[edit]

At 20th level, like a true warrior, you will always charge forward and fight until the battle is over, never even stopping to catch your breath. You gain the following benefits:

You cannot gain levels of Exhaustion by means of fatigue.

On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You can use this feature twice before a rest, but only once on the same turn.

On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your vanguard of humanity level. Once you use this feature, you must finish a short or Long Rest before you can use it again.

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