Myrmidon (5e Class)
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Myrmidon[edit]
Not many deserve to wield a sword, but most choose the life anyway. The barbarians, they charge at the stranger with heated blood and reckless abandon. The paladins only see their swords as a tool for eradicating evil. And the rangers barely even give the weapon the respect it deserves. There is only one who is truly deserving of such an elegant masterpiece of a weapon: the Myrmidons.
Creating a Myrmidon[edit]
First decide how your character came to appreciate a sword so. Did they craft them, and see them as more than a mere tool of war? Were they an exceptional soldier or bodyguard? Was their sword given to them, or a treasure they found? A Myrmidon's passions revolve around their sword, first and foremost.
- Quick Build
You can make a Myrmidon quickly by following these suggestions. First, strength should be your highest ability score, followed by dexterity. Second, choose the soldier background.
Class Features
As a Myrmidon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Myrmidon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Myrmidon level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons, Martial weapons
Tools: Artisan’s Tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Intimidation, Sleight of Hand or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A scimitar or (b) A katana
- (a) A chain shirt or (b) Leather armor
- (a) Dungeoneer's pack or (b) Explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Duelist's Blow, Sword Style |
2nd | +2 | Swap, Gale |
3rd | +2 | Myrmidon Discipline |
4th | +2 | Ability Score Improvement |
5th | +3 | Speed +1 |
6th | +3 | Pursuit |
7th | +3 | Myrmidon Discipline Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Sword Fighter's Eye, Improved Critical (19-20) |
10th | +4 | Artful Dodger |
11th | +4 | Speed +2, Myrmidon Discipline Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Eye for an Eye |
14th | +5 | Improved Critical (18-20) |
15th | +5 | Myrmidon Discipline Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Divine Pulse |
18th | +6 | Myrmidon Discipline Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Perfect Sword |
Duelist's Blow[edit]
At 1st level even as a novice, you handle swords more deftly than most. If you make an attack against a creature that haven't taken an action, on your first turn of combat, you can make a Duelist Blow.
If you do so, you gain the benefits of the Dodge action against that creature for the remainder of the combat, until you reduce the creature to 0 hit points or until you attack another creature.
In addition, when wielding a sword in one hand and nothing on the other, you cause +1 extra damage with attacks using swords. Swords are shortswords, longswords, rapiers, scimitars and greatswords.
Sword Style[edit]
At 1st level you adopt a particular style of swordplay, allowing for interesting maneuvers on the battlefield. Choose one of the following options. You can't take a Sword Style option more than once, even if you later get to choose again.
- Bravado
Every attack you make is done with a shocking amount of flair, mocking your enemy’s efforts . When you use an attack action, and you are holding a sword, you can use your bonus action to distract that creature. You force the creature to make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature is distracted, and has disadvantage on its next attack roll made until the start of your next turn.
- Patience
If you haven't moved on the start of your turn, you can assume a defensive stance. Doing so reduces your movement speed to 0 until the start of your next turn. You gain +2 to your AC for each turn you start in this stance, up to a maximum of +4.
Your lose any bonus to your AC if you willingly move.
- Dervish
Once per turn as a bonus action, the Myrmidon can use a creature within 5 feet of Medium size or smaller as a footstool. You make a contested Dexterity (Acrobatic) check against the creature. If you win, you can make a leaping attack to a target within 15 feet of the creature they leapt from. This leap doesn't provoke opportunity attacks and you deal additional 1d4 damage on a hit.
If you fail the Acrobatics Check, the creature targeted is given opportunity attack against the Myrmidon and you end your movement in a unoccupied space within 5 feet of this creature. Your movement speed is reduced to 0.
- Tactician
Your cunning in battle allows you to make a Wisdom (Perception) check once per encounter, as a bonus action, against a particular foe you can see within 60 feet. If you beat a DC equal to the target's maximum amount of Hit Dice, you gain advantage on Wisdom checks made against that creature creature's from that type and your AC, saves, attack, and damage rolls are increased by 1 against those types of creatures. This benefits last for 1 hour or until you use this feature again.
Swap[edit]
Starting at 2nd level, once per turn when you are within 5 feet of a friendly creature, you can change places with that creature, if the target is willing.
Gale[edit]
Also at 2nd level, you add your proficiency bonus to your Initiative rolls. Also, whenever you are under half your maximum amount of hit points, you don't roll initiative. Instead, you act first in combat.
Finally, if you are under a quarter of your maximum of hit points and are hit by an attack, you can make a melee attack roll against the attacker using your reaction. Your attack hits before the damage you would've taken is rolled. If you reduce the attacker to 0 hit points with this reaction, you don't take the damage of its attack.
Shove[edit]
Starting at 3rd level, whenever you take the Attack action on your turn, you can attempt to Shove a creature using your bonus action.
Myrmidon Discipline[edit]
At 3rd level, you choose a discipline that determines your key role in the battlefield, either as a Skirmisher or an Assassin. Your choice grants you features at 3rd level and again at 7th, 11th, 15th and 18th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at the 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.
Speed[edit]
Beginning at the 5th level, you gain a second action in each of your turns. You can use this action to take the Disengage, Dash or Dodge actions, or to make a single melee weapon attack against a creature within reach.
At 11th level, you can take two of the actions above on your turn. You can't use the Extra Attack feature or the Cast a Spell action on the same turn you have used speed.
Pursuit[edit]
Beginning at the 6th level, whenever a creature makes a melee weapon attack against you, you can make an attack against that creature as a reaction if your Dexterity score is higher than the creature's.
Sword Fighter's Eye[edit]
Beginning at the 9th level, you automatically succeed on Perception or history checks when searching for a sword or determining any historical meaning to the sword, should the sword be historically significant.
Improved Critical[edit]
Also at 9th level, you score critical hits on a roll of 19-20 on the d20. This improves to 18-20 at 14th level.
Artful Dodger[edit]
Beginning at the 10th level, the Myrmidon can re-position themselves in front of an enemy as an action. When a hostile creature within 5 feet of you attacks, you may use this feature as a reaction to force the opponent to re-roll their attack. You may use this feature a number of times equal to 1 + dexterity modifier (minimum of 1), and regain expended uses upon completing a short or a long rest.
Eye for an Eye[edit]
Beginning at the 13th level, you are able to counter opponents. If a hostile creature attacks you with a critical hit, you automatically strike back for half the damage they dealt to you, provided you have not been reduced to zero hit points. You must be wielding a sword in order to use this feature.
Divine Pulse[edit]
Beginning at the 17th level, you can correct your mistakes made during combat. Whenever you fail an attack roll, ability check, saving throw or when you are hit by an attack, you can choose to reroll it, accepting the new result.
Alternatively, you can use this feature when you take damage from an attack, to reduce the damage taken to 0.
Once you use this feature, you only regain an use of it after rolling initiative.
Perfect Sword[edit]
At 20th level, the Myrmidon reaches the pinnacle of his swordplay and form. Once on each of your turns, you can add a bonus equal to your Dexterity modifier (minimum of +1) to the attack roll or the damage roll of an attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You add your Dexterity modifier as a bonus even if you already use this modifier for the attack and damage rolls.
You must use a sword to benefit from this feature.
Myrmidon Disciplines[edit]
Swordmaster[edit]
- Adept
Starting at 3rd level, whenever you score a critical hit with a melee weapon attack, you can make another attack without spending an action.
- Astra
Starting at 11th level, you can use your action to activate Astra. Doing so allows you to perform five consecutive attacks against the same target. Each attack causes half damage on a hit.
- Swordfaire
Starting at 15th level, whenever you wield a sword, you cause additional +1 damage on a hit. This increases to +2 at 18th level.
Assassin[edit]
The path of the Assassin is that of a lone wolf, always seeking its prey.
- Shade
Starting at 3rd level, you gain proficiency in the Stealth skill. In addition, you are often ignored by the attackers. Whenever a creature chooses you as a target from an attack, it must first succeed on a Wisdom (Perception) check contested by your Dexterity (Stealth). On a failure, the attacker must choose another target for its attack. This feature doesn't work if there's not a another target within the attackers reach.
- Locktouch
At 3rd level, you learn how to cast knock at will, without spending a spell slot.
In addition, you gain proficiency with thieves' tools. If you are already proficient with this set of tools, you add twice your proficiency bonus in checks with it.
- Pass
At 7th, you can move through spaces occupied by hostile creatures without any movement reduction.
- Lethality
At 11th level, whenever you score a critical hit against a creature that is under half its maximum hit points, you can force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature dies.
- Ambush
At the 15th level, whenever you make an attack against a creature lower in the initiative order you gain advantage on your first attack against it.
- Assassinate
Starting at 18th level, once per turn when you score a critical hit with a melee attack from a dagger or sword, you force the target to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity modifier. On a failure, the target is reduced to 0 hit points.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Myrmidon class, you must meet these prerequisites: Must have at least 11 Str, 13 Dex.
Proficiencies. When you multi-class into the Myrmidon class, you gain the following proficiencies: Martial weapons, Light armor
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