Lioneer (4e Class)

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Lioneer[edit]

In the jungle, the mighty jungle, the lion rips and tears into his near decapitated prey tonight.
—Ricardo "Silvermane" Montalban, At the battle of Pride Valley in the Deadlands
Class Traits
Role: Defender/Striker. Your lion spirit inspires you defend your allies, but when you need to go on the offensive, you literally tear apart your enemies.
Power Source: Martial/Primal. Your strength come from the wilderness but your skills are refined by endless combat training.
Key Abilities: Strength, Charisma, Dexterity
Armor Proficiencies: cloth, leather, hide; heavy shields and light shields
Weapon Proficiencies: Simple melee, military melee
Implements: Ki focuses
Bonus to Defense: +1 to Fortitude, +1 to Reflex
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: Diplomacy or Intimidate.  From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Intimidate (Cha), Nature (Wis), Perception (Wis)
Build Options: Regal Lioneer, Feral Lioneer
Class Features: Lion's Pelt, Roar of the Jungle, Mettle

Lioneers are warriors of the wilderness who guard villages and lead troops into combat. They are accustom to fighting in squads but are trained in solo combat as well for every likely combat situation. Lioneers are often employed as ambassadors from the wilderness to more industrial civilization which is reflected in the martial and diplomatic training they receive.

Lioneer Overview

Characteristics: You embody the spirit of the lion, king of the jungle. You are fast and agile while dealing massive damage to your enemies. Whenever a situation calls for ranged attacks, Lioneers are at a slight disadvantage but make up for this by using implements to channel your lion spirit into attacks. Thanks to your royal ancestry you have a sense of repsonsibility to your allies and often aim to defend them while still bringing the pain to your enemies.
Religion: Most Lioneers value the indifference of nature and tend to worship deities that encourage nature's protection, such as Melora, Balinor, Mielikki and Silvanus. Some Lioneers develop a deep of sense justice and righteousness from their martial training and find deities like Bahamut to fit their beliefs better. The rare Lioneers who have given themselves fully to the darker parts of their primal powers tend to worship The Dark Six or Malar as they encourage the raw savagery these Lioneers enjoy.
Races: Even though Lioneers are related to the greatest mammals of the wild, dragonborns find their martial tactics astounding and often find themselves training among their ranks. Some of the first recorded Lioneers were half-orcs living on the edge of civilization who learned to survive in the wilderness by following the ways of the great cats.

Creating a Lioneer[edit]

Regal Lioneers embody more of the diplomatic spirits of the old kings. Feral Lioneers hold the fierce battle spirits of the rulers of old.

Regal Lioneer[edit]

You are more in touch with the royal aspects of your ancestors. This makes you more adept at defending your allies. Make Strength you highest ability score followed by Charisma for buffs and debuffs. Dexterity makes a good third highest score for when you are cornered.

Suggested Feat: Directed Roar of the Jungle King (Human Feat: Human Resolve)
Suggested Skills: Diplomacy, Dungeoneering, History, Nature
Suggested At-Will Powers: primal decree, giga-glower
Suggested Encounter Power: felonious trample
Suggested Daily Power: cat and mouse
Feral Lioneer[edit]

You are more in tune with the predatory aspects of your ancestors. You focus on hurting your enemies as much as possible because the best to defend your allies is to make it so there is no enemy. Make Strength your highest ability score followed by Dexterity to improve your initiative and give bonuses to attacks and damage. Charisma makes a good third highest score to help buff allies and debuff enemies.

Suggested Feat: Mettle Finesse (Human Feat: Action Surge)
Suggested Skills: Intimidate, Athletics, Endurance, Perception
Suggested At-Will Powers: empowering fury, rend
Suggested Encounter Power: feisty lion
Suggested Daily Power: bring the pain

Lionner Class Features[edit]

All Lioneers share these class features.


Ancestor's Spirit: Lioneers embody the aspects of ancient leaders of the wild. Choose either to be Regal Lioneer or a Feral Lioneer.

Regal Lioneer: Regal Lioneers may use their roar of the jungle king power twice per encounter.

Feral Lioneer: Feral Lioneers regain one extra mettle point after each extended rest.


Lion's Pelt: You gain the lion's pelt power.


Lion's Pelt Lioneer Class Feature
You tap into your primal spirit to strengthen your physical form. Your form changes with sharper claws and teeth, better sight and hearing, and more fur.
At-Will Star.gif Primal, Polymorph
Minor Action Personal
Effect: Your unarmed attacks can be made with your claws. Your claws have a proficiency of +2 and 1d6 for damage, and you add your implement enhancement bonus. You gain darkvision 10. You also gain a +2 to all perception and intimidate checks.
  • Level 11: claws proficiency of +4, +4 to perception and intimidate
  • Level 21: claws proficiency of +6,2d6 damage, +6 to perception and intimidate



Roar of the Jungle King: You gain the roar of the jungle king power.


Roar of the Jungle King Lioneer Class Feature
You roar with such ferocity that enemies are shaken with fear and allies' morale is boosted.
Encounter Star.gif Primal, Fear
Minor Action Close burst 3
Target: Each creature in burst
Effect: Each enemy in the burst takes a -2 penalty to attack rolls and AC until the end of your next turn. Each ally in the burst gains a +2 bonus to attack rolls and AC until the end of your next turn.
  • Level 11: -4 penalty to enemies and +4 bonus to allies
  • Level 21: -6 penalty to enemies and +6 bonus to allies
Special: This power can only be used as the last action of your turn. You can’t take any further actions during this turn, except free actions. Your turn usually ends after you use this power. However, you can extend your turn by taking certain free actions.



Mettle: You start with 2 mettle points. After an extended rest you start with 2 mettle points at 1st level, 4 mettle points at 11th level, and 6 at 21st level. When you bloody or kill an enemy you gain 1 mettle point. Your max amount of mettle points is equal to 2 + your Charisma or Dexterity modifier at 1st level, 3 + your Charisma or Dexterity modifier at 6th level, 4 + your Charisma or Dexterity modifier at 11th level, 5 + your Charisma or Dexterity modifier at 16th level, 6 + your Charisma or Dexterity modifier at 21st level, and 7 + your Charisma or Dexterity modifier at 26th level. You must decide before making the attack roll to spend the mettle points. If the attack misses, you lose a number mettle points equal to the amount of mettle points you spent minus one. You can spend a maximum of 2 mettle points per attack at 1st level, 4 mettle points per attack at 11th level, and 6 mettle points per attack at 21st level.

Powers[edit]

A Lioneer's powers are called attacks or powers and are derived from martial training of primal powers. A list can be found Lioneer Powers (4e Power List).

New Keyword[edit]

Mettle: Certain Lioneer attacks have the mettle keyword. Mettle allows you to spend mettle points to add your strength modifier damage per mettle point to the attack.

Lioneer Feats[edit]

Heroic Tier Class Feats
Name Description
Frenzied Lion's Pelt Your unarmed claw attacks deal more damage.
Paragon Tier Class Feats
Name Description
Epic Tier Class Feats
Name Description

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