Sergeant (5e Class)

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Sergeant[edit]

Perfect fighters who find a way to drive the supernature potential of limited body, sergeant devote their life to training and practice.

Sergeants' abilities are known as Stances, these abilities are more of supernature potential (Ki,Psionic,Haki or whatever you call it) than actual spells. Humans, halflings, hobgoblins and many other creatures who are not known for magical talent highly praise the path of martial art but few of them have enough patience and courage to actually master Stances.

Creating a Sergeant[edit]

Quick Build

You can make a Sergeant quickly by following these suggestions. First, Strength should be your highest ability score due to a lot of your abilities require an attack roll, followed by Intelligence which helps you learn the more technique side of your abilities. Second, choose any background suitable for fighters.

Class Features

As a Sergeant you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Depending on your background
Saving Throws: Strength, Intelligence
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, or Perception

Equipment

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

  • (a) A martial weapon like greatsword or morningstar. or (b) A less crafted martial weapon like greataxe or flail.
  • (a) chain mail or (b) leather armor and a shield
  • (a) longbow, and 20 arrows or (b) 4 javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 5d4 x 10 gp in funds. in funds.

Table: The Sergeant

Level Proficiency
Bonus
Features Weapon Perfusion Damage
1st +2 Combat Stances, Weapon Perfusion 1d8
2nd +2 Perfected Shape 1d8
3rd +2 Combat Stances 1d8
4th +2 Ability Score Improvement, Weapon Perfusion Disarm 1d8
5th +3 Combat Stances, Extra Attack 1d8
6th +3 1d8
7th +3 Combat Stances 1d10
8th +3 Ability Score Improvement 1d10
9th +4 Combat Stances, Weapon Perfusion Leap 1d10
10th +4 1d10
11th +4 Combat Stances 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Combat Stances, Extra Attack(2) 1d12
14th +5 Weapon Perfusion Finishing Strike 1d12
15th +5 Combat Stances 1d12
16th +5 Ability Score Improvement 1d12
17th +6 Combat Stances 1d12
18th +6 1d12
19th +6 Ability Score Improvement 1d20
20th +6 True Perfected Shape 1d20

Combat Stances[edit]

Beginning at 1st level, you start to learn the techniques of a specific battling style. Choose a battling style available for you to follow it's path and forms. You may choose only one battling style, unless your GM allows more. Each battling style gives you 1 Combat Stance and 1 more for every two levels you gathered.

Weapon Perfusion[edit]

Beginning at 1st level, you learn to channel your inner potential into your weapon. You can use an action to finish weapon perfusion. The weapon is viewed as a magical weapon and deals additional damage mentioned on the table above. A perfused weapon can maintain these features for 1 minute.

Weapon Perfusion Disarm.
Beginning at 4th level, you learn to use the advance of perfused weapon to knock your opponents' item down. If you succeed an attack roll against a large or smaller creature, you can chose to make an additional attack roll. If you succeed, you force the target to drop anything they are currently holding. You need to finish a short/long rest before you can use this feature again.
Weapon Perfusion Leap.
Beginning at 9th level, the power of the weapon floods out into Astral Plane and grants you limited teleporting ability. With an action, you can teleport up to 30 feet to a point that you can see. If the space is occupied, you are pushed to one side of the point (your choice which side) and takes 4d6 force damage. You need to finish a short/long rest before you can use this feature again. Starting at 11th level, you can use it one more time for each two levels above 9th before a rest.
Weapon Perfusion Finishing Strike.
Beginning at 14th level, the perfused weapon becomes fatal enough to finish a weak creature without much effort. If you make an attack roll against a creature with less than half of its full hit points, you can chose to have advantage on this attack roll. If you succeed with this ability, you deals 6d8 additional damage. You need to finish a short/long rest before you can use this feature again.

Perfected Shape[edit]

Starting at 2nd level, your training begins to remold yourself into a more perfect shape. Spell or other effects can't alter your form no matter you are willing or not as these effects always view you as an unwilling target. If you fail a saving throw against one of these effects, you become paralyzed for the effect's duration.

Ability Score Improvement[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, whenever you take the Attack action on your Turn.
The number of attacks increases to 3 when you reach 13th level.

True Perfected Shape[edit]

At 20th level, you gather the true perfected body and mind. You have advantage on attacks against any enemy with your weapon attack. You also gain one of the features below

  • Improved Resistance: You gain +5 AC and immunity to any spell of 4th or lower level.
  • Increased Speed: You ignore difficult terrain and any magical effect that impedes your movement. You may walk double of your movement speed for 1 turn, if used again you will gain 1 level of exhaustion.
  • True Sight: You can't be surprised. Once after a short/long rest, you can choose to gain advantage at any throw you are going to make.


Aqua Mind Style[edit]

Aqua mind style focus on mimicking water, specifically the flow, flexibility and adaptability of the liquid and replicates it with the user's movements, techniques and abilities. Aqua mind requires focus as much as physical capability. To master these stances, the user should have a clear mind about himself, his target and the way to gather it. For the true master of aqua mind style, even the flow of time becomes visible.

Stance save DC = 8 + your proficiency bonus + your Intelligence modifier

First Stance: Aqua Cutter[edit]

You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness, then slash him with a single strike.
After a full round action, you make an attack with advantage in the next round. If you succeed the attack roll, you deal 1d12 additional damage.

Second Stance: Calm Mind[edit]

Your mental focus and martial study have rendered you into an unbreakable iron wall. When someone targets you with deadly spell or smash, you steel yourself against the attack.
When you make a Strength, Dexterity, Constitution, Wisdom, or Charisma saving throw, you can make an Intelligence saving throw instead. You need to finish a short/long rest before you can use this feature again.
Starting at 7th level, you can use it twice before a rest. Starting at 11th level, you can use it three times before a rest.

Third Stance: Flowing Assault[edit]

You swing and bend your weapon in a winding motion along with your body and charge in a flowing pattern, slicing everything in its path. As an action, you move at 30 feet and deal 2d10 Damage to any opponent within your melee attack range during the movement. You need to finish a short/long rest before you can use this feature again.
Starting at 9th level, you can use it twice before a rest. Starting at 13th level, you can use it three times before a rest. When you use this action at 6th or higher level, the damage increases by 2 for each level above 5th.

Forth Stance: Mind Breaking Blow[edit]

With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action.
As part of this stance, you make a melee attack. If this attack hits, your target takes normal melee damage and must succeed a Wisdom saving throw or be paralyzed for 1 minute. You need to finish a short/long rest before you can use this feature again.
Starting at 11th level, you can use it twice before a rest. Starting at 15th level, you can use it three times before a rest.

Fifth Stance: Moment of Alacrity[edit]

You step into a space between heartbeats and act immediately to knock your enemy out without unnecessary violence.
As part of this stance, you make a melee attack and jump 50 feet towards any direction. You get 1 Bonus Damage Dice for this attack. This attack knocks the target unconscious with 1 hit point instead if it reduces the target's hit point to 0. You need to finish a short/long rest before you can use this feature again.

Sixth Stance: Whirlpool of Blade[edit]

You fiercely twists your upper and lower body, creating a whirlpool of air that cuts anything caught in it.
Each target in a 30 feet radius must make a Dexterity Saving Throw. On failure, they take 8d8 slashing damage and get paralyzed until the start of your next turn, on a succeed they take half damage and doesn't get paralyzed. You need to finish a short/long rest before you can use this feature again.

Seventh Stance: Abyssal Waterfall[edit]

You strike the target vertically in a flowing motion which is most effective when they are falling downward. By fusing the internal potential into this strike, you leave the target helplessly covered inside supernature foam.
You give a huge water slash that deals 6d12 Slashing Damage to a creature within 30 feet of you that you can see and move 10 feet away from it. If the target is large or smaller, this stance will create supernature foam enhanced by internal potential that covers a 10 feet radius centered on the target. The target can't leave or destroy the foam jail with non-magical means. A disintegrate spell can instantly destroy all parts of it. The foam lasts for 1 minute. You need to finish a short/long rest before you can use this feature again.

Eighth Stance: Water Dragon Flux[edit]

You perform a continuous flowing attack which seemingly takes the form of a water dragon that increases in strength and power with each rotation due to momentum.
While you have this stance active, any attack made against you has disadvantage on attack throws. You can use your reaction to counter any spell casted within 60 feet around you. This stance lasts for 1 turn. You need to finish a short/long rest before you can use this feature again.

Ninth Stance: Time Stands Still[edit]

The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching your enemies by surprise with a complex action carried out in a tiny fraction of the time normally needed to complete it.
With this stance, you can take 1d4 + 1 turns in a row and instantly recharges two of the stances you have used. You need to finish a short/long rest before you can use this feature again.

Flare Heart Style[edit]

Flare Heart Style is a combating style that mimics flames and replicates it with the user's movements, techniques and abilities. Most, if not all, known techniques and forms involve extremely powerful singular strikes which 'burn' their opponents.

Stance save DC = 8 + your proficiency bonus + your Intelligence modifier

First Stance: Self Burning[edit]

You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault.
You make a single melee attack as part of this strike. You gain an advantage on the attack roll. All opponents other than the one you attacked gain an advantage on attack rolls against you for 1 round.

Second Stance: Flashing Sun[edit]

You release an arching swing upwards, dealing 2d12 damage. The total amount of damage is doubled, if the weapon was drawn from the sheath while performing this technique.
Starting at the 6th Level, if you hit a large or smaller target, the target must succeed a Constitution saving throw or get knocked back 5 ft and be knocked prone.

Third Stance: Flare Heart Surge[edit]

By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you.
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this stance, select one spell, effect, or other condition currently affecting you or a creature within 5 feet around you. That effect ends immediately. You need to finish a short/long rest before you can use this feature again.
Starting at 7th level, you can use it twice before a rest. Starting at 11th level, you can use it three times before a rest.

Fourth Stance: Magma Tornado[edit]

Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops into the enemies around you.
When you initiate this strike, you make a melee attack against every opponent adjacent to you and move 60 feet towards any direction. Resolve each attack separately. You gain an advantage on each of these attacks. You need to finish a short/long rest before you can use this feature again.
Starting at 9th level, you can use it twice before a rest. Starting at 11th level, you can use it three times before a rest.

Fifth Stance: Leaping Flame[edit]

As your foe attacks you, you focus your internal potential and disappear in a burst of flame and smoke, only to reappear as if out of thin air next to him.
You instantly appear in a square adjacent to a creature that attacks you with a melee or ranged attack after the end of your last turn. You cannot move into a space that is occupied by a creature or object. You can move up to 100 feet in this manner. If you cannot move adjacent to the target, this stance fails to function but is still considered used. This stance is a supernature ability. You need to finish a short/long rest before you can use this feature again. Starting at 13th level, you can use it twice before a rest. Starting at 17th level, you can use it three times before a rest.

Sixth Stance: Rising Phoenix[edit]

Hot wind swirls about your feet, lifting you skyward as flames begin to flicker below.
A column of superheated air lifts you into the air. While you are in this stance, you can hover up to 10 feet above any solid or liquid surface. You gain a fly speed equal to your land speed plus 30 feet, with hover feature, but you must remain within 10 feet of the ground when you fly. This stance is a supernatural ability.

Seventh Stance: Flame Boomerang[edit]

You throw your weapon through the air, sending it flying end over end to strike with uncanny accuracy and terrible force. It leaves in its wake a trail of battered enemies.
When you use this stance, you make a single melee attack (even though you are throwing your weapon actually). You deal damage to each creature in a 30 feet line equal to your normal melee damage, plus an extra 12d6 points of fire damage. Each creature in the attack’s area can make a Dexterity saving throw. A successful save halves the damage. Your weapon automatically returns to your hand at the end of the round.
You need to finish a short/long rest before you can use this feature again.

Eighth Stance: Phoenix Endurance[edit]

You push aside the pain of your injuries to fight on past mortal limits.
If you have half or fewer of your full normal hit points remaining, you can initiate this stance to heal hit points equal to 10 × Intelligence modifier. You need to finish a short/long rest before you can use this feature again.

Ninth Stance: Inferno Blast[edit]

Hot winds swirl about you, and a faint aroma of brimstone sweeps over the area. A flickering yellow aura surrounds you and grows in intensity, shedding tremendous heat and light. Creatures around you stumble back from the heat. With a howling roar, you unleash a hellish blast of fire that melts steel and warps stone.
You focus your internal potential into a blinding hot burst of fire that deals 100 points of fire damage to all creatures within a 60 feet radius centered on you. You are not harmed by your own inferno blast.

Stone Dragon Style[edit]

Stone Dragon Style is a combat style that mimics stone and mountain. This style is keen on sheer force over elegance. Many people tend to look down upon Stone Dragon Style because they believe sheer force can never be a part of the world or martial art. However, Stone Dragon sergeants prove them wrong with their might.

Stance save DC = 8 + your proficiency bonus + your Strength modifier

First Stance: Bull Rush[edit]

You charge at your foe, blasting him with such power that he stumbles back.
You move at your movement speed towards a target you chose. If you reach the target, the target must succeed a Strength saving throw or take 2d6 bludgeoning damage and being pushed back more than 5 feet. Huge or larger creatures can't be pushed by this stance.

Second Stance: Solid Skin[edit]

You focus your energy to enhance your defenses, drawing on the power of your weapon’s impact with a foe to toughen yourself against a counterattack.
As an action, you gain damage resistance to bludgeoning, piercing or slashing damage from non-magical weapon for 1 round. You need to finish a short/long rest before you can use this feature again.
Starting at 7th level, you can use it twice before a rest. Starting at 11th level, you can use it three times before a rest.

Third Stance: Earth Grasp[edit]

You make a crushing blow that staggers your opponent, leaving it unable to move.
As part of this stance, you make a melee attack. This attack deals an extra 1d6 points of damage. If the creature hit is standing on the ground and is large or smaller, your attack also drops the target’s speed to 0 feet (for all movement capabilities) for 1 round. It can otherwise act normally. A successful Constitution saving throw by the creature struck negates the immobilization, but not the extra damage.You need to finish a short/long rest before you can use this feature again.
Starting at 9th level, you can use it twice before a rest. Starting at 13th level, you can use it three times before a rest.

Fourth Stance: Roots of the Mountain[edit]

You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place.
While you are in this stance, you gain an advantage on saving throws to avoid being restrained or being knocked prone. This stance also reduces the damage you take by 2. This stance lasts for rounds equal to your Strenth modifier+1, you need to finish a short/long rest before you can use this feature again.

Fifth Stance: Mountain Hammer[edit]

You draw strength from the earth beneath your feet and transfer it into ruinous power. Your next attack drops like an avalanche upon your foe, hammering him into submission.
When you use this stance, you make a single melee attack. That attack deals an extra 6d6 points of bludgeoning damage within a 30 feet radius centered on the target attacked by you. You need to finish a short/long rest before you can use this feature again.
Starting at 13th level, you can use it twice before a rest. Starting at 17th level, you can use it three times before a rest.

Sixth Stance: Avalanche Pursuit[edit]

Your movements perfectly match your foe’s, allowing you to move as she does. Try as she might to escape, you remain at her side.
When an opponent moves, you can initiate this stance to immediately move to any square adjacent to her as soon as she stops moving, as long as the distance you cover is less than or equal to your speed. This movement does not provoke attacks of opportunity.

Seventh Stance: Strength of Stone[edit]

You enter an impenetrable defensive stance, making it almost impossible for an attack to strike you in a vulnerable area.
While you are in this stance, you focus your efforts and internal potential on preventing any devastating attacks from penetrating your defenses. You are immune to any effect that requires a Strength, Constitution, Wisdom, or Charisma saving throw or has a duration time while you are in this stance. You have resistance to all types of damage. These features last for rounds equal to your Strength modifier. After this stance ends, you feel very tired. This makes you unable to take any action and gains vulnerability to all types of damage until the start of your next turn. You need to finish a short/long rest before you can use this feature again.

Eighth Stance: Earthstrike Quake[edit]

You swing your weapon in a wild arc, slamming it into the ground at your feet. Energy surges out from you, causing the ground to shudder with a sharp tremor.
You channel your internal potential into the earth with your mighty strike, causing the ground to rumble and shake briefly. Anyone standing on the ground in a 20 feet radius burst centered on you must succeed a Strenth saving throw or be knocked prone. Any creature standing on the ground in this area that is currently casting a spell must succeed on a Concentration check (DC 18 + spell level) or lose the spell. You need to finish a short/long rest before you can use this feature again.

Ninth Stance: Mountain Tombstone Strike[edit]

You slam into your foe, turning bones into dust and muscle into bloody pulp. Your foe’s body is left a crippled, twisted mockery.
As part of this stance, you make a single melee attack. If the creature is large or smaller and has hit points lower than half of its maximum hit points, you instantally reduce the target's hit point to 0 and prevent it from rebirth for 1 week with this attack. You need to finish a short/long rest before you can use this feature again.

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