Meteor Knight (5e Class)

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Meteor Knight[edit]

Creating a Meteor Knight[edit]

The Meteor Knight is a moving tank, roaming through enemies with ease to reach a more advantageous position on the battlefield. Clad in their order's heavy armor, and wielding heavy weapons, these Knights are not afraid to use superior physical force to knock down an opponent. A Meteor Knight is part of an Order, or Organization, where they might have received their training, but are not necessarily bound to it. DM's may create their own, or choose completely different ways for you to obtain your armor, abilities, and tabards.

Do you want to be a tank on the battlefield, able to sustain yourself and weave through enemy lines? Are you a heavy hitting warrior, smashing foes down with a huge mace? Do you want to be completely ridiculous, and use propulsion to launch yourself into your enemy? Then this is the class for you.

Quick Build

You can make a Meteor Knight quickly by following these suggestions. First, Strength should be your highest ability score, it will be a requirement to wear heavy armor. This is followed by Constitution, to extend your duration on the battlefield. Then, choose the Soldier background. Lastly, choose a blunt weapon, either two handed or one handed with a shield.

Class Features

As a Meteor Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Meteor Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Meteor Knight level after 1st


Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple and martial weapons(However, the class is thematically and in some cases mechanically focused on Bludgeoning)
Tools: Smith's tools
Saving Throws: Strength and Constitution
Skills: Choose two skills from: Animal Handling, Athletics, History, Insight, Performance, Perception, Persuasion, and Religion


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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light hammer or (b) any simple weapon
  • (a) dungeoneers Pack or (b) explorers Pack
  • smith's tools
  • Tabard of the basic school of the Meteor Knight, a sword being broken by a flaming stone.

Table: The Meteor Knight

Level Proficiency
1st +2 Meteor Armor, Bash
2nd +2 Heightened Defense
3rd +2 Class Path, Combat Ready
4th +2 Ability Score Improvement
5th +3 Improved Heightened Defense, Extra Attack
6th +3 Enduring
7th +3 Class Path Feature
8th +3 Ability Score Improvement
9th +4 Improved Bash, Strength of Stone
10th +4 Improved Heightened Defense, Class Path Feature
11th +4 Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Sweep
14th +5 Cripple
15th +5 Class Path Feature
16th +5 Ability Score Improvement
17th +6 Quake
18th +6 Class Path Feature
19th +6 Ability Score Improvement
20th +6 True Meteor

Meteor Armor[edit]

Starting at 1st level, you gain the ability to use a meteor armor. This heavy plate is made with thicker pieces of metal, and a more rounded exterior. It is more effective versus maces, clubs, and bludgeoning weapons, but slightly more vulnerable in its weaker areas, as the sloping has widened the gap for piercing or slashing weapons to reach into. It is custom made to its wearer, and Knights must pay for any new armor they have to commission. It may be chosen upon character creation.

This equipment is made to be exclusive to the Order that the Meteor Knight came from.

Meteor Armor

The meteor armor is a heavy armor you are proficient with, with an AC of 16. It requires a Strength score of 15 or higher to wear without reducing your movement speed, and it gives disadvantage on Dexterity (Stealth) checks. While you are wearing the meteor armor, any bludgeoning damage that you take is reduced by 5. It weighs 70 lbs, and is worth 500 gp.


At 1st level, you can make a particularly strong attack to stumble your opponent with the force of your blow. When you deal damage with a bludgeoning weapon, you can deal additional 1d8 bludgeoning damage.

If the result of your attack roll is superior to your target's AC by 5 or more, the target must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Strength modifier. On a failed save, the target is stunned until the end of your next turn.

Starting at 9th level, you deal additional 2d8 bludgeoning damage with this feature.

You can use this feature a number of times equal to your proficiency bonus (minimum once). You regain your uses when you finish a long rest.

Heightened Defense[edit]

As a heavily armored combatant, perception of the battlefield is key, and staying alive is better.

At 2nd level, while wearing heavy armor, you gain a +1 bonus to your AC. Starting at 5th level, this bonus increases to +2.

In addition, you gain proficiency in the Perception skill. If you already have it, you can add double your proficiency modifier when making Wisdom (Perception) checks.

Class Path[edit]

When you reach 3rd level, you chose your path as a meteor knight. You can chose between the Cannoneer, the Commando and the Juggernaut.

Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Combat Ready[edit]

A Meteor Knight is incredibly tough, able to take many hits. This hardens their combat durability.

At 3rd level, when you roll initiative, you can give yourself a number of temporary hit points equal to your meteor knight level x 2.

Once you use this feature, you can't use it again until you complete a short or a long rest.

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. The number of attacks increases to three when you reach 11th level in this class.


At 6th level, while you are in combat, when you are reduced to 0 hit points, you can make a Constitution saving throw equal to half the damage taken or 10 (whichever is higher) to remain standing. If you succeed, you drop to 1 hit point instead and regain a number of hit points equal to 1d4 + your Constitution modifier.

Once you use this feature, you cannot do it again until you complete a long rest.

Strength of Stone[edit]

At 9th level, you can use your bonus action to become as hardy and strong as stone itself, steeling yourself against incoming damage.

While this ability is active, you have resistance to slashing, piercing and bludgeoning damage against non-magical attacks, lasting for 1 minute.

Once you use this feature, you can't use it again until you complete a long rest.


At 13th level, you start to gain some flexibility with you weapon, allowing the use of some combat maneuvers.

When you hit a creature with a melee weapon attack, you can choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes 2d8 bludgeoning damage.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.


At 14th level, you strike with great strength to damage an opponent's ability to protect themselves, whether reducing their footwork or their armors protection. When using this feature, you can't use any feature that adds an effect or extra damage to an attack roll.

When you make an attack roll, you can chose one of the following targets:


When you hit a creature wearing a metal armor or a metal construct with this feature, you permanently reduce the AC of the target by 1, or by 2 on a critical hit.

If the AC of the target is reduced to 10, when subtracting the Dexterity modifier from it, the armor is considered broken. You cannot reduce the AC of a creature to a value bellow its natural armor.


On a hit, reduces the movement speed of the target by 5 feet, and gives a penalty of -2 to the Dexterity, or -4 on a critical hit, from a combination of physical damage and pain slowing it down.

If you reduce the Dexterity score of a creature to 4 or bellow, the target movement speed is reduced to 0, and the target is knocked prone.

This effect lasts until the target takes a long rest, and can be cured by a spell like greater restoration.

At the DM digression, creatures with multiple legs may require more Dexterity reduction to suffer the effects of this feature. A centipede, for example, has a lot of legs. It probable doesn't care about losing one.

You can use this feature a number of times equal to your Proficiency bonus (a minimum of once). You regain all expended uses when you finish a long rest.


At 17th level, you can smash your bludgeoning weapon into the ground with the strength of a Meteor, sending a wave of force that can even crack open the ground beneath it. This technique is very tiring, consuming your stamina.

Every opponent within a 15-foot cone or a 30-foot long and 5-foot wide line must make a Dexterity saving throw against a DC equal 8 + your proficiency bonus + Strength modifier. On a failed save, you add 3d8 to the damage of your attack with this weapon to all creatures in the area, or half as much damage on a successful saving throw.

If your weapon has any enchantment that causes it to deal additional damage from another damage type, your attack deals additional 2d4 damage, from the same type of the enchantment.

After using this feature, you suffer one level of exhaustion.

True Meteor[edit]

At 20th level, you turn into the champion of the Meteor Knights. Regardless of your path of training, you have proved your strength. You are awarded with a meteor tabard, emblazoned with a meteor streaking straight towards the ground. The tabard has the following characteristics:

  • While wearing it, you gain a +2 bonus to your Strength and Constitution score, up to a maximum of 22.
  • Your AC raises by 1.
  • You can summon a flaming stone from the sky, on a place you can see within 150 feet. All creatures in an area of 40-foot radius of the point you chose must make a Dexterity saving throw against a DC equal 8 + your proficiency bonus + your Constitution modifier, or take 14d6 fire damage, or half as much on a successful saving throw.

Class Paths[edit]


Using your own body and armor as a weapon has the fortunate effect of surprising the enemy. However, the teachings of this school can be devastating to both the enemy and yourself, if not careful.

Cannoneer Armor Modifications

Beginning at 3rd level, you learn how to modify your armor to better suit your style of combat. You can spend 8 hours and 500 gp in materials to turn a suit of metal heavy armor you are you have into a cannon armor, provided you have smith’s tools in hand.

The Cannon modifications give the current armor a much more rounded appearance, thick plates curve widely, and an additional, unique back plate is added on.

The cannon armor modification weights adds 20 lb to the armor total weight, and give a +1 bonus to the armor AC.

Armored Assault

At 3rd level when you choose this subclass, you can make a quick rush forward, smashing a thick armor plate into the enemy. While using a metal armor, you can use your action to rush into an opponent with your armored body. Make an attack roll, and on a hit you deal 2d4 + your Strength bludgeoning damage, and you shove the creature (no action required).

You can use this feature twice. You regain all expended uses after you complete a short or a long rest. You can use it three times between rests starting at 10th level.

If you are using a spiked armor, the damage type is piercing, instead of bludgeoning. And, instead of shoving the creature, the creature must make a Constitution saving throw against 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature start to bleed. A bleeding target takes damage equal to 1d4 per turn, until a someone succeeds on a Wisdom (Medicine) check with a DC equal to the save DC, or until spare the dying or any magical healing is cast on the wound.


At 7th level, you are on the right path to turn yourself into a humanoid projectile.

So long as you move at least 10 feet, you may crash into your enemy.

While using a metal armor, you can use your action to rush into an opponent with your armored body. Make an attack roll, and on a hit you deal damage equal to your Armored Assault, dealing additional 2d6 damage and you shove the creature (no action required).

If you win the contested check, you deal 2d6 bludgeoning damage against the target and falls with the creature, that is now grappled. Both of you are restrained and prone until the grapple ends. The creature takes automatically 2d6 bludgeoning, at the beginning of each of his turns, while grappled. If you are wearing a spiked armor, the creature take piercing damage instead.

If you fail the contested check, you fall prone in a empty space within 5 feet of the target.

Once you use this feature, you can't use it again until you complete a long rest

Propulsion Charge Usage

At 10th level, you implant a propulsion charge on the back plate of the armor. Each charge is created using a mixture of explosives and magic, and thin thread-work and systems are added into the armor, allowing easy detonation by the wearer. Once in each of your turns, you can spend one propulsion charge give you one of the following benefits (without requiring an action):

  • 1d4 + 2 additional damage and +2 bonus on the contested check while using the Armored Assault feature.
  • 1d6 + 2 additional damage while using the Crash feature.
  • You can spend one charge to increase your movement speed in 10 feet in this turn.

Your armor can contain one charge. You can add two charges at 13th level and three charges at 15th level.

Each charges weights 5 lbs and costs 25 gp in materials to create, what can be done during a short or a long rest.


At 15th level, you become even more of a master of the cannon armor, using your experience of to throw yourself in the air. Without requiring an action, you can use your propulsion charges to move vertically, up to a distance equal to half your movement speed (added the movement speed increment from the charge).


At 18th level, the ultimate in heavy mobility, you have become a humanoid projectile. You also learn the riskiest tactic available: the Human Meteor.

As an action, you can spend three propulsion charges at once to launch yourself at an enemy up to 60 feet. Make an melee attack roll with advantage, adding your proficiency bonus, and on a hit you deal 10d6 bludgeoning damage to the target, and half as much damage to yourself. In addition, you add 1d6 damage to each 10 feet traveled towards the target.

On a failed attack, you take half the damage and falls in a empty space within 20 feet of the target.


With a sturdy weapon in your hand, you will deal crushing blows to all opponents who face you, for the cause you fight for. The Commando teachings are brutal, yet effective.

Brutal Strike

At 3rd level, your attacks with bludgeoning weapons deal 2 additional damage on a hit. In addition, when you roll a critical hit with bludgeoning weapon, you deal 2 additional damage.

Weighted Weapon

Starting at 3rd level, when you follow this path, you can modify a normal weapon into a weighted one, add. Regardless, the Commando Weapon modification adds an additional propensity for damage onto the users weapon of choice. You can spend 1 hour and 500 gp in materials to turn a bludgeoning weapon into a weighted weapon, provided you have smith’s tools in hand.

The weighted weapon have the heavy property, due to the increased 5 lbs of weight. When attacking with this weapon, you gain a +1 bonus to attack rolls, and a +2 bonus to damage rolls.

Cracking Blow

At 7th level you can deliver a mighty strike that even breaks through powerful resistances. When you hit a creature, you can chose to add 2d6 bludgeoning damage to the damage of that attack. This attack ignores resistance to bludgeoning damage.

Once you use this feature, you can't use it again until you complete a short or a long rest.


At 10th level, while wielding your weighted weapon, you can use your action to make a melee weapon attack with advantage. On a hit, you add double of your Strength modifier, and the target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or is stunned. In the beginning of each of its turns, the target can make another con saving throw, to end the effect.

In addition, on a critical hit with this attack, you add four times your Strength modifier to the damage.

Once you use this feature, you can't do it again until you complete a short or a long rest.


At 18th level, you move your weapon around as a living whirlwind, dishing out as much punishment as possible. When you activate this feature, as a bonus action, you can perform four attacks, instead of two, with your Attack action. Your movement speed is reduced to 0 for the rest of the turn, and you can't activate this feature if you have already moved.

Once you use this feature, you can't use it again until you complete a long rest.


The Juggernaut is the epitome of a human tank on the battlefield. Equipped with even more durable armor, many weapons stand no chance, and the Juggernaut is free to advance through the battleground where they wish.


You use your armor as an effective block as you move forward, subverting enemies attacks with ease.

At 3rd level, you can impose disadvantage to an opportunity attack made against you (no action required). You can use this feature a number of times equal half your proficiency bonus (rounded up). You regain all expended uses when you finish a long rest.

Shift the Blow

At 7th level, you learn how to tilt your body to have your armor catch the blow, narrowly avoiding a devastating attack. You can turn a critical hit against you into a regular hit. Once you use this feature, you can't use it again until you finish a shor or a long rest.

Juggernaut Armor Modifications

At level 10,those who follow this path gain proficiency in Juggernaut Armor Modifications. The DM may wish to have it be rewarded, or bought. Regardless, the Juggernaut Armor is a modification that may be applied to Meteor Armor, Half-Plate, or Full Plate, or similar plate-like armors.

Juggernaut Modifications add a +2 Modifier to AC. They require a Strength of 16 to wear, and give the armor Disadvantage on Stealth Checks if it does not already. It adds an additional 20 lbs to the armors weight, and costs 600 GP.

Juggernaut Modifications are heavy plates, many of a smaller size, that are added around armor weak points and critical areas. It slows the wearer down and lessens agility, but the bodily protection is usually well worth it. The following penalties are added. Speed is reduced by 5 ft.


Your actions are all geared to your survival and your enemies downfall.

At level 15, Whenever an Opportunity Attack is made against you, you may make one as well on that opponent. You may also use a Bonus Action to make an Opportunity Attack as well. (Giving you two per combat round.)

You may use one of these actions before needing to finish a short rest.

Juggernaut's Power: When making a Strength or Constitution Saving Throw or Check, you gain advantage.

Rush: Your movement occurs no attack of opportunity, and can move through enemy squares. You cannot end your turn in an enemy square. Deal 1d6+Str Bludgeoning to all enemies in path, this cannot apply more than once per enemy.

Deflecting Armor: Choose to have your armor take the hit of an attack, reducing it by 1 AC per 20 damage taken. If AC is reduced to 10 (Juggernaut Mod destroyed last) you take any leftover damage. Armor cannot lose more than 2 AC per use of this feature, you take any damage past that absorbed.


You are the last standing Knight on the battlefield at level 18, subverting hits, taking them, and dealing damage.

You may assume a stance that makes you invulnerable to the unconscious state for 1 Minute. While in this stance, you have advantage on the Save DC for Endurable, and after that, you may remain standing when at less than 1 HP. Make a Saving Throw with the same DC as Endurable when struck. If successful, you do not take a Death Save Failure. If you receive 3 Death Save Failures, you perish where you stand. This feature may be used once before needing to finish a long rest.


To become a Meteor Knight, your DM may wish for you to train at the Order. A Meteor Knight is not necessarily good or evil, though they tend to stick with a code of honor in battle.

Prerequisites. To qualify for multiclassing into the Meteor Knight class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the Meteor Knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons, shields.

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