Harrowblade (5e Class)
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Harrowblade[edit]
In a Dark Alley, a Tiefling is cornered by a detachment of the local militia for her crimes. With eyes suddenly glowing white, she unsheathes an elegant, slender sword and jumps towards the two guards trying to arrest her, the witchfire laping the blade incinerating the poor fellows’ bodies while she adverts their blows with ease despite the plates of metal covering her body. In a courtroom full of nobles, assembled for a wedding, a human enters from a balcony, flying on wings of dark steel engraved with the fiendish names of its master. A wicked smile on his lips he challenges the groom to a duel, that he ends abruptly with a strike girded of hellflame, putting a gruesome end to the bride’s hopes. On a shore cradled by a sea turned golden by the setting sun, a trialed Dragonborn fumes of rage and hate towards his judge. Powered by his malice a spear appears in his hands, glowing from promises of untold power. A few seconds later, he is like a feral beast in the crowd, empaling all who dare stand before him.
All three of them are Harrowblades, warrior fighting with vile magics and malicious guise. A diverse class, their main trait is their ability to aid themselves in the fight using techniques, both magic and mundane usually viewed as vile or impious.
The art of the Malicious Blade[edit]
Harrowblades are all skilled with weapons, putting an emphasis on offensive stance, aimed at causing maximal damage to their foes but what differentiates them from a melee-oriented fighter or a particularly bold rogue is their use of magic. Contrary to most magic user, this does not directly takes the form of spells, the Harrowblades using it instead to upgrade their weapons or in displays of power akin to those of oath breakers paladins.
Dangerous yet useful[edit]
Even though Harrowblades often are no angel, their skills are highly valuable among adventurers, which combined with the uprooting that comes with their abilities consequences, leads a lot of them to go on the roads, wandering from adventure to adventure
Creating a[edit]
- Quick Build
You can make a Harrowblade quickly by following these suggestions. First, Strength should be your highest ability score or Dexterity if you plan to focus on dual-wielding, followed by Charisma. Second, choose the criminal background. Third, choose a martial weapon with a shield, along with a longbow and a breastplate.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: dexterity, charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, Perception, Religion, Deception and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any melee martial weapon or (b) Two melee martial weapons with the Light property
- (a) Any melee martial weapon or (b) A shield
- (a) A longbow, a quiver and 20 arrows or (b) Two hand crossbows, a bolt case and 40 bolts
- (a) A breastplate or (b) A chainmail
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 4d4x10 GP in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
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 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. 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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-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->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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