Instinct Fighter (5e Class)

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Instinct Fighter[edit]

A grey haired Elf who was ambushed by the bugbears, defeated them with bare hand, and barely moving, in few seconds. A pale-looking female human dodge a deadly breathes who was supposed to be hit by simply lowing her body, Surprising not only the dragon, but also her teammate. She then strike a blowing force from her fist, hitting the dragon's eyes and create an opening to turn the tide of the battle.

Stick to own nature, Fight with own Instinct[edit]

Instinct Fighter are those who seek even greater height by polishing their body and mind through battles. They attack and defend by simply rely on their instinct. Which have been polished by many deadly battle and training. A Master of Instinct fighters will never surprised by any encounter. Beside, The enemy soon find out what they are really messing with: A deadly fighting machine who act faster than lighting and hit harder than a truck, with an unbreakable will.

Creating a Instinct Fighter[edit]

What is your character's very own nature? How did you character discovered it? What make them decided to fight completely rely on their own body and instinct, instead with a brutal weapon or deadly magic?

Quick Build

You can make a Instinct Fighter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom then Constitution. Background and Race are not really a big deal, anyone have the right to choose this road. But for the sake of easy headstart, choose the race that give Dexterity and Wisdom Ability Score Bonus.

Class Features

As a Instinct Fighter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Instinct Fighter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Instinct Fighter level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Sleight of Hand, Stealth, Animal Handling, Insight, Perception and Survival

Equipment

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

  • (a) a simple melee weapon or (b) a simple ranged weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 X 5 gp in funds.

Table: The Instinct Fighter

Level Proficiency
Bonus
Features Instinct Die
1st +2 Unarmored Defense, Instinctive Strike, Instinct Source 1d4
2nd +2 Hyper Awareness, Ferocious Counter 1d4
3rd +2 Source Feature 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Source Feature 1d6
7th +3 Evasion 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Instinct Over Mind 1d6
10th +4 Honed Sense 1d6
11th +4 Source Feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Uncanny Reactions 1d8
14th +5 Hyper Senses 1d8
15th +5 Source Feature 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Supernatural Reaction 1d10
18th +6 Source Feature 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Instinct Mastery 1d10

Unarmored Defense[edit]

Starting at 1st level, you can instinctively react to danger, avoiding incoming attacks. While not wearing armor, your AC equals 10 + your Wisdom modifier + a roll of your Instinct die.

In addition, when you are wearing light or medium armor, you can add your Wisdom modifier, rather than your Dexterity, to your AC.

Instinctive Strike[edit]

At 1st level, have an innate fighting ability, that make up for the lack of formal training or technique. Whenever you make an attack with an unarmed strike or melee weapon, you can use your Wisdom modifier, instead of Dexterity, for attacks and damage rolls.

Finally, whenever you roll damage with a melee weapon or unarmed strike, you can roll a d4, instead of the normal damage die used. This die increases as you gain levels in this class, as shown on the Instinct Die column on the Instinct Fighter table.

Instinct Source[edit]

At 1st level, you must choose your instinct source. The source shows either the origin of your combative instinct or indicates your approach into developing them (or both).

The chosen source grants you features at 1st level, and again at 3rd, 6th, 11th, 15th and 18th levels.

Hyper Awareness[edit]

At 2nd level, you gain a deep connection with your surroundings, sensing carefully every sound, every smell and every emotion. You gain the ability to take the Search action as a bonus action, and you can also make a Wisdom (Insight) check when you take the Search action.

In addition, when you take the Search action, you can use those skills in the following manners:

  • You can make a Wisdom (Insight) check to anticipate an action of an opponent. A target you can see within 30 feet must succeed on a contested Charisma (Deception) check or it will betray your emotions and surface thoughts, and have disadvantage on the next contested Charisma check or Attack it makes against you until the start of your next turn.
  • You can make a Wisdom (Perception) check be prepared from attacks of unseen targets or sudden threats. Doing so cause you to have advantage on your next Dexterity saving throw, or to cancel the advantage of the next enemy to attack you until the start of your next turn.
  • You can make a Intelligence (Investigation) check to take control over your instincts to make a precise strike. Make an Intelligence (Investigation) check contested by the target's AC, on a success, you have advantage on the next attack roll against that creature until the end of this turn.

If you fail any of these contested checks, you can't use it again on the same creature for the next 24 hours.

Ferocious Counter[edit]

Also at 2nd level, you can retort attacks made against you with terrible ferocity. When a creature within 5 feet misses you with a melee weapon attack, you can use your reaction to make an attack against that creature.

On a hit, you cause damage equal to your Instinct die + your Wisdom modifier. The damage type is the same of your weapon type.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion[edit]

At 7th level, your instinct has started to act in you body almost automatically when facing danger or making move. Gaining you lighting-fast reflex speed and movement. When you are subjected to an effect such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if succeed on the saving throw, and only half damage if fail.

Instinct Over Mind[edit]

At 9th level, you can let your instincts command the way your mind reacts to threats or how do you solve problems. Whenever you make a Intelligence, Wisdom or Charisma saving throw, you can roll your Instinct die and add the result to the check, instead of adding your Intelligence, Wisdom or Charisma modifiers. You must make this choice before making the check.

In addition, when you take the Search action, roll your Instinct Die. If the number rolled on the d20 is lower than the roll on the Instinct die, you can use the Instinct die result instead.

Honed Sense[edit]

Also at 10th level, your senses are highly developed, allowing you to react quicker to danger. You can't be surprised while you are conscious.

In addition, you gain proficiency in Initiative rolls, and Dexterity saving throws.

Uncanny Reactions[edit]

Beginning at 13th level, you can take two reactions in each round, instead of one.

Hyper Senses[edit]

At 14th level, when you use your Hyper Awareness, you also gain blindsight up to a range of 30 feet until the start of your next turn.

In addition, you can target a number of creatures up to your proficiency bonus with your Environmental Awareness feature.

Supernatural Reaction[edit]

At 17th level, you can react to danger almost as if you could predict the future. When you fail a Dexterity check, you can cause it to succeed instead. Alternatively, if you are hit by an attack, you can cause that attack to miss. Once you do so, you can't do it again until you finish a long rest.

In addition, you can take three reactions, instead of two, between each of your turns.

Instinct Mastery[edit]

When you reach the 20th level, you reach the perfection in your control over your instincts. You can cast foresight on yourself, without spending spell slots and without requiring components.

Once you do so, you can't do it again until you finish a long rest.

Instinct Sources[edit]

Martial Instincts[edit]

You have used your natural combat instincts to master the art of combat. You have easily learned how to wield weapons and armor.

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, medium and heavy armor and shields.

Innate Mastery

Also at 1st level, you have an innate combat ability that can give you an edge over even experience warriors. You can roll your instinct die and add the number rolled to the result of your attacks made during a turn or to your AC until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and when you do so, you can't use this feature again until you complete a long rest.

Starting at 3rd level, whenever you

Primal Instinct[edit]

Your instinct source is bestial in nature, you have the savagery of wild animals and monsters, and your fight is primeval like a feral creature. You either have been raised amongst beasts or share some similarities with them, being from a hybrid race (such as shifters, haregons and tabaxis).

Keen Senses

At 1st level, you have advantage on Wisdom (Perception) checks that rely on sense of hearing or smell.

Feral Strikes

Starting at 1st level, you fight like an animal. You can cause slashing or piercing damage with your unarmed strikes. In addition, when you hit a creature with a unarmed strike, you add your Instinct Die to the damage dealt.

Wild Movement

At 6th level, you gain a climbing and swimming speed equal to your movement speed. In addition, difficult terrain doesn't hinder your movement.

Primal Strikes

Also at 6th level, your unarmed strikes are considered magical for the purposes of overcoming resistances and immunity to non-magical damage.

Magical Instincts[edit]

Your instincts come from your connection with the Weave. Much like a sorcerer, you have been born with innate magic, and learned how to control this magic by letting yourself be guided by your instincts.

Spellcasting
Magical Instinct Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st 1 1 1
2nd 1 2 1
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
Starting when you choose this class at 1st level, you learn how to cast spells.
Cantrips
You learn one cantrip of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 3rd and 10th level.
Spell Slots
The Instinct Fighter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
In addition, at 3rd, 8th, 14th, and 20th level, you can choose a spell from any spell list that is from the Evocation school and that causes damage. You can learn that spell, and it causes cold damage when cast by you.
Spells Known of 1st Level and Higher
You know the detect magic spell. The Spells Known column of the Instinct Fighter spellcasting table shows when you learn more sorcerer spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the sorcerer spells he know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the sorcerer spells, since you learn this power from your innate instincts. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Instinct Fighter class, you must meet these prerequisites: 13Dexterity,13Wisdom

Proficiencies. When you multiclass into the Instinct Fighter class, you gain the following proficiencies: unarmed attack

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