King's Hammer (5e Subclass)

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King's Hammer[edit]

Where do ya think ya'r goin', scum?
—Dwain Ironfist, King's Hammer, before crushing an orc's head

The King's Hammers are the elite guard of Dwarven kings on the battlefield. They wield their hammers so effectively that they create a vacuum around their ruler, while their shields fly in defense of the king or companions when they are in danger. A King's Hammer would never let an enemy get close to their charge and, even if they find themselves in a critical state of health, will never fall to his knees in combat.

King's Hammers are usually nobles among the Dwarven society. They are selected among the finest warriors the clan has to offer and they protect their king until death.

When they're not by their king's side, King's Hammers are usually found in the heat of battle, preferring to stay on the front line, facing the enemy with their hammers and acting as an assault infantry. A King's Hammer can usually count on the king and on his comrades to have support. A character of these class will be always welcomed in any Dwarven settlement belonging to his kingdom.

Come! Face ma hammer!

King's Hammers compose the Dwarven royal guard, and they are always found at the side of their king. If a member of this class should ever be seen alone, then that means that he has been driven away from his king, or that his sovereign entrusted him with a special mission.

All of the Dwarfs hails a King's Hammer when they meet one. The royal guard is honored throughout the kingdom and any Dwarf would be more than happy to share their ale with a member of the royal guard.

One with the Hammer

Starting at the 3rd level, you add your Wisdom modifier, if positive, to your damage rolls with light hammers, warhammers and mauls.

Hammer Sweep

At 3rd level, while wielding a hammer, you can use your action granted to make a single attack against each hostile creature within 5 feet of you. A creature hit by an attack must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or are knocked prone.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain your uses of it after completing a long rest. You can also use this feature using the additional Action granted by your Action Surge feature without spending a use of this feature.

Living Shield

When you reach the 7th level, when another creature within 5 feet is hit by an attack, if you are wielding a shield, you can use your reaction to give that creature a bonus to +2 to its AC, potentially causing the attack to miss.

Insuperable Bastion

Starting at 10th level, while you are wielding a hammer, other creatures provoke an opportunity attack from you when they enter your reach.

In addition, when you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Last Stand

At 15th level, being reduced to 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

To maintain your Last Stand, you must keep concentration, as if you were concentrating on a spell. If you would die due to failing death saving throws, you don’t die until you lose concentration.

Hammer of Kings

At 18th level, you gain complete mastery over the hammers you wield in battle. Once per turn, when you hit a creature with an attack from a hammer, you cause additional damage equal to half your Fighter level (rounded down).

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