Heavyweight (5e Class)

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The Heavyweight[edit]

No matter how much talent you have, if you aren't the best, you're nothing because there can only be one king.
—Anon

Our Champion.[edit]

The Heavyweight is someone who fights with their bare fists against all odds. In a world full of magic, despair and villainy, the Heavyweight strikes their foes with the might of not only oneself but those around them. The Heavyweight is never alone, for they are eternally bonded with the flow of battle. Regardless of circumstance, the Heavyweight charges straight into battle with no care in the world for themselves. The definition of selfless.

Creating a Heavyweight[edit]

When creating a character with the The Heavyweight Class, ask yourself what makes your character want to battle for all eternity. This reason can be related to a bond, bloodline, treasure, ideal, etc. Most of the time, this reason will encourage your character to defy all odds regardless of if they will succeed or not. So you can then ask yourself, what is your character's origin? It can be from luck, wealth, misfortune, or anything; so long as you can show off a strong conviction within yourself in regards to battle, you should feel comfortable in terms of fitting the theme of a The Heavyweight.

Quick Build

You can make the Heavyweight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose any background. Third, choose any starting equipment.

Class Features

As a Heavyweight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Shields.
Weapons: Simple and Martial Weapons.
Tools: None.
Saving Throws: Strength and Constitution.
Skills: Choose any four skills to be proficient with.

Equipment

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

  • (a) Leather Armour or (b) a Shield
  • (a) a Rapier or (b) a Quarterstaff or (c) a Lance
  • (a) a Longbow with 20 arrows or (b) a Crossbow with 10 arrows
  • (a) a Set of Artisan's tools or (b) a Set of Calligraphy tools
  • If you are using starting wealth, you have 5d5x10 gp or 5 gp in funds.

Table: The Heavyweight

Level Proficiency
Bonus
Low Blow Features Flow
1st +2 1d6 Battered & Bruised, Low Blow 1
2nd +2 2d6 <!-Class Feature2-> 2
3rd +2 3d6 <!-Class Feature3-> 3
4th +2 4d6 Ability Score Improvement 4
5th +3 4d8 5
6th +3 5d8 6
7th +3 6d8 7
8th +3 7d8 Ability Score Improvement 8
9th +4 8d10 9
10th +4 9d10 10
11th +4 10d10 11
12th +4 11d10 Ability Score Improvement 12
13th +5 11d12 13
14th +5 12d12 14
15th +5 13d12 15
16th +5 14d12 Ability Score Improvement 16
17th +6 15d12 17
18th +6 16d12 18
19th +6 17d12 Ability Score Improvement 19
20th +6 18d12 20

Mighty Blow[edit]

Starting at 1st Level you learn how to use a powerful unarmed strike. You cause 1d10 damage with your unarmed strikes, or 1d12 if you have both your hands free.

Once per turn when you hit a creature with an unarmed strike, if you roll below twice your proficiency bonus on the die (or in one of the dice in case of a critical), you cause additional 1d4 damage and your destabilize the target. The additional damage becomes 1d6 at 9th level and 1d8 at 17th level.

Until the end of your next turn, or until the creature use a Bonus Action to end the destabilization, a destabilized target suffer the following detriments:

  • It can't cast nor concentrate on spells, and lose concentration on any spells is currently concentrating in.
  • It becomes vulnerable to the next unarmed strike damage it suffers.
  • It has disadvantage to Dexterity checks and saving throws.

Unarmored Defense[edit]

Also at 1st level, while not wearing armor or wielding a shield, your AC becomes 10 + your Strength modifier + your Constitution modifier.

Withstand Punishment[edit]

At 2nd level, when you are attacked, you can prepare your body for the impact. You must do so before the attack is rolled. The attacker have Advantage on that attack, and you gain 5 temporary hit points, that last until the start of your next turn.

If the attacker is destabilized, it doesn't gain Advantage on the attack due to the use of this feature.

Bear Strength[edit]

Starting at 2nd level, your muscles and body grow even more powerful. You are considered a Large creature for the purposes of carrying, dragging and lifting weight, and for grapple and shove attempts.

In addition, you have Advantage on Strength checks and saves against effects that could move you against your will.

Heavyweight Tradition[edit]

At 3rd level, you can choose one of the Heavyweight traditions shown at the end of the class description. Your choice give you features at 3rd level, and again at 7th, 10th and 15th levels.

Endurance[edit]

At 3rd level, you add your proficiency bonus to all your Constitution checks and to your Death Saving Throws.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, when you take the attack action on your turn.

Pushing Strike[edit]

Starting at 5th level, once per turn when you hit a creature with an unarmed strike, you can attempt to Shove that creature (no action required).

Resilience[edit]

At 6th level, you are relentless and your body refuses to collapse on a fight. You have Advantage on Death Saving Throws.

In addition, when you are reduced to 0 hit points, you only become incapacitated at the end of your next turn.

Violent Grappler[edit]

Also at 6th level, when you destabilize a creature, you can use a bonus action to attempt to grapple that target.

Unbroken[edit]

When you reach the 9th level, nothing can beat you down. When you are reduced to 0 hit points, you can spend 1 hit die and fall to a number of hit points equal to the number rolled instead.

At 13th level, you can roll two hit dice at once. At 17th level, you can roll three dice and you add your Constitution modifier to the roll of each dice.

Backhand Strike[edit]

Starting at 11th level, once per turn, when you miss an unarmed strike against a destabilized target, you can reroll the attack, using the new result.

Furious Destabilization[edit]

At 14th level, you are no longer limited to destabilizing creatures once per turn. In addition, creatures can no longer use a Bonus Action to end the destabilization.

Traditions[edit]

Staggerer Tradition[edit]

Pressure Striking

Starting at 3rd level, you can unleash a flurry of strikes against a destabilized creature. When you destabilize a creature, you can use a bonus action to make an unarmed strike against it.

Dazing Blow

At 7th level, a destabilized creature can't take bonus actions or reactions.

Stunning Strikes

At 10th level, when you hit a creature with an unarmed strike made as part of the Attack action, you can forgo the second attack to, instead, force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, that target is stunned until the end of your next turn.

A success, on this save makes the creature immune to this feature for 24 hours.

Devastating Flurry

At 15th level, as a reaction whenever you miss an unarmed strike against a destabilized target, you can make another unarmed strike.

Invincible Tradition[edit]

Impenetrable Stance

Starting at 3rd level, whenever you destabilize a creature, you gain resistance to any damage dealt by that creature, and you can Dodge without using an action.

Supernatural Vigor

At 7th level, when you destabilize a creature, you gain temporary hit points equal to your Heavyweight level.

Efficient Metabolism

At 10th level, when you finish a short or a long rest, you can end a disease, condition or recover from 1 level of exhaustion (choose one effect).

Alternatively, you can regain (but not spend) hit dice equal to your Constitution modifier (minimum of 1).

Supernatural Recovery

When you reach the 15th level, whenever you use your Supernatural Vigor if you are under half your maximum hit points or lower, you can use a reaction to regain hit points equal to your Heavyweight level.

Destroyer Tradition[edit]

Devastating Blow

Starting at 3rd level, you roll 3d4, rather than 1d4 for the additional damage caused by your Mighty Blow. This increases to 4d6 at 9th level and 4d8 at 17th level.

Bone Breaker

Also at 3rd level, your strikes are incredibly hard to recover from. When you cause damage to a creature, that creature can't regain hit points until the end of your next turn.


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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