Ouroban (5e Class)

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Disclaimer this class is more of a flavoring of the 5e fighter class.

Taking inspiration from the Ouroban monster from the creatuer codex by the good people at kobold press.

I acheaved this by flavouring the Psycic warior, Brute and Rune Knight subclasses and mixing it with parts of the paladin class and lore.

The Ouroban class was made for fun and i make no claims to the original materials that inspired it, hope you enjoy.

Ouroban Lour[edit]

The Ouroboros empire and it's society

The empires society is split in to two casts, Civilians and citizens. Although both have the same protections under the law only citizens have the right to vote on important issues the affect the empire.

The empire only grants citizen status to those who show that they have society and the empires best interests at hart.

Though there are other methods of gaining Citizenship the most common method is through gruelling military service.

The imperial family

The imperial family is made up from imortal ancient dragons that can trace their heritage directly to the holy wyrm.

Though the imperial family serve more as figure heads of the empire they do have ultimate power over important matters like for example declaring wars or highly sensitive international affairs.

Religion of the empire

Those who live within the empire tend to believe in the holy wyrm and the cycle of rebirth.

Because of their beliefs the people of the empire do not fear on death but instead embrace it as part of existence.

They believe that upon death a soul is reborn in to and new born child.

They also bilevel that when the apocalypse comes all souls will ascend to the realm of the grate wyrm where they will be reborn to a new world and the universal cycle will repeat yet again.

They think nonbelievers souls will be lost to the 9 hells and the abyss where their souls will eventually be lost to the void.

They also believe that the undead are abominations corrupted by demons and devils meant to prevent a persons soul from returning to the universal cycle.

Most believers tend to be chaotic neutral or chaotic good simply wishing to live with in the cycle.

The people of the empire

The majority of the Ouroboros empires people tend to be of the Draconic races such as dragonborn, Half dragons and kobolds.

Other races do live with the empires borders and are seen as equals to those of draconic heritage.


Though allowed to live, work and trade within the empire peoples from other nations are treated with a little more suspicion.

As long as an outsider follows the laws and assimilates in to the culture well enough they are welcome. Although if they break the laws or otherwise cause trouble they are quickly deported or imprisoned.

The Ouroban Order

The Ouroban order is the elite of the Ouroboros empires military.

Anyone can become an Ouroban if they prove they are capable of earning the status through a gruelling training and selection process.

An Oruoban swears to up hold these beliefs in the universal cycle and stand with the teachings of the holy wyrm.

An Ourobans prowess comes from their mastering of martial skills and magical abilities.

Breaking the oath, corruption and punishment

Breaking the oath is seen as high treason within the empire and is punishable by exile.

An exile gose through a ceremony stripping them of all status and worldly belongings before bing forced out of the empire never to return.

Although rear in more extreme cases an ouroban can become corrupted by evil and twist the teaching of the holy wyrm.

This leads them to either becoming one of the following:

1. Fanatical zealot's, attempting to bring about the apocalypse by full filling dark infernal or abyssal rituals and contracts forged with fiends and demons.

2. Breaking the oath and attempting to gain power for themselves to over through the empier.

This is seen as unforgiveable by the empire and is punishable by death. If an Ouroban dose become corrupted the empire will send out reputable aventurers or an ouroban squads eliminate them.

Life as an Ouroban

Every ouroban lives for the front lines and chaos of battle. True fighters are rare enough but even fewer people can claim the rank of an Ouroban rookie.

Creating an Ouroban[edit]

As you build your ouroban you should ask about these simple question of your character’s background:

  1. what set you apart from the mundane warriors within the military?
  2. How did your experience through your military training as an Ouroban effect your choice of school?
  3. What made you want to be an Ouroban to begin with?
  4. Did you breake the oath?, why did you end up doing so? and what was your sentence?

Quick Build You can make A Ouroban quickly by following these suggestions depending on which school of training you take.

School of martial prowess: First, Strength or Dexterity should be your highest ability score, followed by Charisma then your Constitution Second. Finally choose the soldier background.

School of survival: First, Constitution should be your highest ability score, followed by Strength or Dexterity Second. Finally choose the soldier background.

School of arcane command: First, Charisma should be your highest ability score, followed by Strength or Dexterity Second. Finally choose the soldier background.

Class Features

As a Ouroban you gain the following class features.

Hit Points

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


Armor: All armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None.
Saving Throws: Wisdom, Charisma.
Skills: Choose two skills from Acrobatics, Medicine, Athletics, Arcana, Insight, Intimidation, Perception, Religion, and Survival.


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

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows.
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 5d4 x 10 GP in funds.

Table: The Ouroban

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Action Surge, Fighting Style, Second Wind
2nd +2 Spellcasting, Wrath of the Empire 2
3rd +2 School of training, Channel the Essence of the Wyrm 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Hunger of the Wyrm 4 2
7th +3 School feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Extra Attack (2) 4 3 2
10th +4 School feature, Additional Fighting Style 4 3 2
11th +4 Wrath of the Empire Improvement 4 3 3
12th +4 Ability Score Improvement, Hunger of the Wyrm Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Abyssal Cleansing Flames 4 3 3 1
15th +5 School feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Action Surge Improvement 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 School feature 4 3 3 3 2

Action Surge[edit]

Starting at 1st level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Also later on in this class you may be able to perform certain feats at the cost of using your action surge. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Fighting Style[edit]

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You choose another fighting style at level 10.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Meat shield

When you grapple a creature you are considered in half cover, half of any damage you take whiles grappling a creature is taken by the creature you are grappling, upon taking damage while grappling a new grapple check must be made to see if you keep hold of the creature.

War mage

Any touch or ranged spell attacks, spell DC saves and concentration checks are given a +2 bonus.

Second Wind[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a short or long rest before you can use it again.


At 2nd level, you have learned to use magic to cast spells in combat. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Bard and paladin to see what spells you are able to cast.

Preparing and Casting Spells

The Ouroban table shows how many spell slots you have to cast spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell’s corresponding level or higher. You regain all expended spell slots when you finish a long rest. During each long rest you prepare the list of spells that are available for you to cast, choosing from the Bard and paladin spell list. When you do so, choose a number of spells equal to your Charisma modifier + half your level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Preparing a new list of spells requires time spent in a state of meditation or praying to the holy wyrm: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your spells or a components pouch.

Wrath of the Empire[edit]

At level 2 as a bonus action, the Ouroban imbues its weapons with the Arcane power of the Wyrm. You expend one charge to deal additional necrotic damage to the target. The extra damage is 2d8, the damage increases by another additional 1d8 if the target is an undead or a fiend.

This ability has limited charges as shown in the table below, these charges can be fully recovered from a long rest.

By 11th level, the damage dice of this ability increases to d10.

This abilities change increases at level 6 and level 9, at leave 12 as shown in the table below.

Level Charges
2 2
6 3
9 3
12 4

Schools of training[edit]

As a warrior of the empire, you have honed your abilities through disciplined practice.

Unlocked under the tutelage of a master at an academy you are dedicated to wielding the skills of an ouroban in either your martial prowess, your survivability or command over the arcane.

Starting at 3rd level you choose one of three schools of extensive training, each school focusing on a different aspects of being on ouroban.

You unlock further beneficial features at 7th, 10th, 15th and 20th level.

Channel the Essence of the Wyrm[edit]

When you reach 3rd level, your training allows you to channel the essence of the holy wyrms teachings to magically buff your allies.

Some channel effects require saving throws, When you use such an effect from this class the DC equals your spell save DC.

You can channel the essence of wyrm up to 3, these uses are recovered after you finish a long rest.

Here are the Channel options or "Teachings of the holy wyrm" for this feature. They are all magical effects, and can be cancelled out by using counter spell or dispel magic.

Tools of the believers

(1st teaching: A craftsman of any skill is a boon to all, from the eager apprentices to the humble masters.) If a willing creature that you touch has a proficiency or expertise bonus with any tool set its bonus is doubled for any ability checks made for up to 1 hour.

Presence of the wyrm

(2nd teaching: Nature if a fickle creature, constantly changing from a generous provider to deadly best. But no matter its form it should always command your respect.) A willing creature you touch is imbued with a magical aura granting it with advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks for up to 1 hour.

Imprisonment of the universal cycle

(3rd teaching: None is free from the great cycle, we are all bound by its chains.) when you hit a creature with a weapon attack, as a bonus action you can summon spectral shackles to restrain it, the target must succeed on a Strength saving throw or be restrained for 10 turns or 1 minute. While restrained by the shackles, the target takes 2d6 magical damage at the start of each of its turns.

The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a successful save.

Cunning of the wyrm

(4th teaching: To be nimble of body and of mind is a gift that should not be squandered, but use to its up most.) A will creature you touch is blessed with nimble hands and quick wittedness grating it advantage on Dexterity (Sleight of Hand) checks as well as Charisma (Deception and Persuasion) checks for up to 1 hour.

Strength of the Wyrm

(5th teaching: With great power comes a greater responsibility, dont let arrogance and pride consume you for even the mightiest of kings can be brought low by the weakest of peasants.) As a bonus action you can magically buff a willing creature that you touch to increase their Strength. This grants advantage on check or saves that requires Strength for up to 1 hour.

Wisdom of the wyrm

(6th teaching: one who is wise learns from their own mistakes, one who is truly wise learns from others mistakes.) You touch a will creature grating it advantage on Wisdom and (Insight) checks as well as Wisdom saves for up to 1 hour.

Hymn of the wyrm

(7th teaching: lazyness and sloth will be the down fall of all who become consumed by them.) When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your spellcasting modifier). Unless the save succeeds the creature is charmed by you for 10 turns or 1 minute.

While charmed in this way, the creature is under the influence of the holy wyrm singing in draconic verse within mind causing it to descends in to a drowsy stupor.

The charmed creatures speed becomes 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze.

Constitution of the wyrm

(8th teaching: challenge and suffering is vital to exsitance for with out it we become weak of body and of mind.) A willing creature that you touch is imbued with the constitution of the holy wyrm, granting advantage on Constitution saving throws, and checks for 1 hour.

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. You gain an additional attack at 9th level.

Hunger of the Wyrm[edit]

At 6th level the Ouroban has trained their bodies to resist elemental damage types and in some cases absorb it in order to heal their wounds.

This elemental type is choose at 6th level. Upon taking damage of the resisted type (This also includes resistances granted by racial traits) you must roll a DC Constitution saving throw against the attacking creatures spellcasting DC or if they are using an ability, that abilities equivalent to a save DC.

For example if dragons fire breath ability has a DC Dexterity saving throw of 16 to take half damage, the Ouroban would need to make a Constitution saving throw that beats a DC of 16 in order to activate the healing affects of this feature.

This rule also applies to traps that deal elemental damage, if no DC is given for a spell, ability or etc... the Ouroban must roll a Constitution save with a DC equal to 10 + your Constitution modifier to activate the healing.

(Resistances granted by magical spell or items are not affect by this feature, and will not grant any healing.)

Upon successfully passing the Constitution saving throw you are healed by 1d10 + your Constitution modifier, if your hit points are full any of the remaining healing invigorates your body granting you temporary hit points; These temporary hit points are lost after 1 hour or completing a short or long rest.

At 12th level you have trained you body to become even more resilient thus you can choose one of the following benefits:

  • Upon a successful save you are healed by an additional d10 + your proficiency bonus.
  • You are granted any one additional resistance type.
  • Any racial and feature given resistances now grant double the resistance, improving it from half damage taken to a quarter damage taken (This buff doesn't apply to resistances granted by magical spells or items).

Abyssal Cleansing Flames[edit]

At 14th level the Ouroban summons necrotic flames from the holy wyrm him self. The flames effects up to 5 creatures within a range of 30 feet, each target must succeed a DC Constitution save equal to 10 + plus your proficiency bonus + your spellcasting modifier, or take (4d8) of necrotic or fire damage (your choice) and becomes poisoned. On a successful save the creature takes half as much damage and isn't poisoned.

The Ouroban has advantage on attack rolls and ability checks against a creature poisoned by the abyssal flames, this ability can only be used once and recharges after a long rest.

At 16th level and 18th level, the number of damage dice in this increases by 1 as shown in the table below.

Level Total danage dice
16 5d8
18 6d8

School of martial prowess

You have chosen the school of martial prowess, this school is dedicated to making you an unwavering fighting mechanic. Focusing more on the amount of damage of you can do on the front line.

School feature 1

Rejuvenating Cycle: 3rd level schools feature, thanks to your training your body can absorb healing potions much more efficiently than the average person granting them double the effectiveness, roll the healing potion as normal then double the total.

School feature 2

The empires Spear: 7th-level school feature As a bonus action, you lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Attack modifier.

On a failed save, the target takes necrotic damage equal to 2d6 plus your Spellcasting modifier and is moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn’t moved.

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

School feature 3

Retribution: at 10th level, you have improved your combat prowess to the point where you can perform counter attacks. As a reaction you can choose to reduce the amount of incoming damage on your self or an ally within 5 feet of you by a 1d12.

You can then make an attack of opportunity against the attacking creature, on a hit you add the amount of damage that you reduced to your opportunity attacks damage. This ability consumes a use of your Action surge ability.

School feature 4

Devastating Strike: 15th-level school feature Your attacks can channel greater necrotic energy. When the wrath ability is active and you hit a creature with a weapon attack, you can also deal an additional 2d10 necrotic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Attack modifier.

Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.

You can only use this feature one, you can't do so again un till you finish a long rest.

School feature 5

Instinct of a warrior: At 20th level, you body is engulfed in the aura of the wyrm. For 10 turns at the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your maximum hit points left, temporary hit points don't affect this ability.

Additionally you have +3 on each attack roll made within the duration. And each creature within a range of 30 feet of you has to make a wisdom saving throw (DC equal to 8 + your attack modifier + your proficiency) or become frightened of you.

A creature can make the saving throw again at the end of its next turn, on a successful save the creature is nolonger frightened. If a creature end its turn within range it must make the saving throw even if it previously passed a save on its previous turn.

You can only use this feature once, any uses are recovered after you complete a long rest.

School of survival

You have chosen the school of survival, their skin is thick and their resolve unbreakable. You dedicate yourself pure survivability.

School feature 1

Hardened minds: 3rd level school feature, you have spent years training to harden your mind and your soul from fear and outside influence. You have advantage on savings throws against all forms of charming, mind control, and fear effects.

School feature 2

Roll with the punches: Beginning at 7th level, your toughness allows you to shrug off most assault that requires a saving throw. Whenever you make a saving throw against an ability, spell or traps. You can add an additional 1d6 to the roll and add the result to your saving throw total. If the increases to the total adds up to 20 or higher, you gain the benefits of rolling a 20 on the d20.

School feature 3

Protection of the empire: 10th-level school feature When you take the Attack action, you can forgo one of your attacks to project a bastion of Arcane power in a 20-foot radius around yourself. The bastion is stationary and It lasts for 10 turn or 1 minute or until you’re incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws.

Once you use this feature, you can’t do so again until you finish a long rest or until after you use your Second Wind feature.

School feature 4

Back from the brink: Starting at 15th level, when you successfully pass all 3 of your death saving throws you regain consciousness and your current level is this class + your constitution modifier to your hit points, this ability can only be used once per long rest.

School feature 5

Dreadnought of the empire: 20 th-level The power of the wyrm engulfs your entire being, you are a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 10 turns or 1 minute or until you’re incapacitated:

• At the start of each of your turns, you regain 10 hit points.

• Your walking speed increases by 10 feet.

• If you’re prone, you can stand up by spending 5 feet of movement.

Once you activate this feature, you can’t use it again until you finish a long rest.

School of arcane command

You have chosen the school of arcane command, this school is dedicated to homing your skills with the will of the wyrm. Focusing more on magical buffs and supporting your allies on the front.

School feature 1

Unseen Hand: 3rd-level school feature, You learn the mage hand cantrip as a free cantrip. You can cast it without components, and you can make the spectral hand invisible. Charisma is your spellcasting ability for this spell.

Defensive shell: 3rd-level school feature, You learn to invoke supportive magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your spellcasting modifier (minimum of +2).

School feature 2

Channel the Wyrm: 7th level school feature, you learn to invoke the powers of the wyrm to a greater degree compered to your Ouroban brethren. You can now Channel the essence of the wyrm to an additional amount equal to your proficiency modifier.

School feature 3

Magical mastery: At 10th level, you have further knowledge from a wide spectrum of disciplines. you choose an additional two spells from any classes. A spell you choose must be of a level you can cast, as shown on the ouroban table.

School feature 4

A cleansing word of the wyrm: Beginning at 15th level, you can use your action to end one negative effect on yourself or on one willing creature that can hear you within 60 feet of you.

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

School feature 5

Command of the arcane: At 20th level, thanks to your training have the ability to cast spells more efficiently than most spellcasters, during your turn you can now cast one additional spell that requires a full action.


Prerequisites. To qualify for multiclassing into the ouroban class, you must meet these prerequisites depending on what subclass you wish to take:

Martial prowess

You must have a base strength or dexterity of 13.


You must have a base constitution of 13.


You must have a base charisma of 13.

Proficiencies. When you multiclass into the ouroban class, you gain the following proficiencies:

you gain one skill proficiency of your choice from the Ouroban class.

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