Force of Havoc (5e Subclass)

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Force of Havoc[edit]

Fighter Subclass

In the heart of battle, where steel clashes and cries fill the air, the Force of Havoc stands as an unyielding force of destruction. This warrior is a monument to raw power, a testament to the primal fury that rages within the heart of every fighter. With muscles like iron and a will that bends to no one, the Brutalist forges a path of devastation, breaking bones and spirits with equal ease. They are the storm that uproots trees, the beast that fears no hunter, the relentless tide that sweeps away all resistance. To witness a Force of Havoc in action is to see the very essence of battle made flesh—a relentless, unstoppable force that knows only victory or oblivion. Where others finesse, they obliterate; where others maneuver, they crush. In the Brutalist's world, strength is the law, and they are its ultimate enforcer.

Unstoppable Onslaught

Starting at 3rd level, your relentless pursuit of destruction grants you the ability to shrug off obstacles and attacks that would hinder others. You gain the following benefits :

  • Push Through : If you move at least 10 feet in a straight line toward a target and then hit it with a melee weapon attack on the same turn, you can push the target up to 5 feet away from you if it is no larger than one size category larger than you. This does not provoke opportunity attacks.
  • Resilience in Motion : You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while you are moving and for 1 round after you stop moving. This symbolizes your ability to barrel through lesser attacks as you move inexorably toward your target.
Intimidating Presence

Starting at 3rd level, your sheer brutality and physical prowess allow you to instill fear in your opponents. As a bonus action, you can attempt to frighten a creature within 30 feet of you that can see or hear you. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again. At 10th level, you can use this feature twice before a rest, and starting at 18th level, you can use it three times before a rest.

Unyielding Assault

Starting at 7th level, your relentless and brutal fighting style allows you to push through pain and keep attacking. Whenever you hit a creature with a melee weapon attack, you can mark them with an "Assault" token (up to a maximum number of tokens equal to your Constitution modifier, minimum of 1). While a creature has an Assault token, you gain the following benefits against it :

  • You have advantage on Strength (Athletics) checks to grapple the marked creature.
  • Your melee weapon attacks against the creature deal additional damage equal to half your fighter level, rounded down.

At the end of your turn, one Assault token is removed from each creature you've marked this way.

Unyielding Assault

By 10th level, your relentless attacks wear down the defenses of your foes, showcasing the pure brutality at your command. Whenever you hit the same creature with a melee attack on your turn, each subsequent hit against that creature during the same turn deals an additional 1d6 damage. This bonus damage increases by 1d6 for each consecutive hit beyond the first, resetting at the end of your turn.

Rampage of Carnage

At 15th level, you unleash a devastating onslaught of attacks, embodying the essence of unbridled brutality and unleashing chaos upon your enemies. Once per long rest, as an action, you can enter a state of Rampage of Carnage that lasts for 1 minute. While in this state, you gain the following benefits :

  • You have advantage on all melee attack rolls.
  • Whenever you score a critical hit with a melee weapon, you can make one additional melee weapon attack as a bonus action.
  • Whenever you reduce a creature to 0 hit points with a melee attack, you can immediately move up to half your movement speed and make one additional melee weapon attack against a different creature within reach.

Once this state ends, you suffer one level of exhaustion.

Harbinger of Ruin

Reaching the pinnacle of your brutal journey at 18th level, you gain the terrifying ability to gruesomely dismember or decapitate your foes, sowing despair amongst your enemies. When you hit a creature with a melee weapon attack, you can choose to invoke Harbinger of Ruin against that target. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, if the creature is a size Large or smaller, you either dismember one of its limbs (of your choice) or decapitate it, instantly killing the creature if its hit point total is less than 100 after taking damage from the attack. On a successful save or if the creature's hit points are 100 or more after the attack, this feature has no effect.

You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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