Siege Warrior (5e Class)
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- 1 Siege Warrior
- 1.1 Creating a Siege Warrior
- 1.2 Class Features
- 1.2.1 Table: The Siege Warrior
- 1.2.2 Eye for Details
- 1.2.3 Swarm Fighter
- 1.2.4 Master of the Shield
- 1.2.5 Nobility Title
- 1.2.6 Heavy Strike
- 1.2.7 War Path
- 1.2.8 Ability Score Improvement
- 1.2.9 Extra Attack
- 1.2.10 Attack by Fire
- 1.2.11 Combat-Hardened
- 1.2.12 Saturation
- 1.2.13 Band of Brothers
- 1.2.14 Extreme Limits
- 1.2.15 Siege Weapons
- 1.2.16 Defensive Stance
- 1.2.17 Magical Endurance
- 1.2.18 Dedication
- 1.2.19 Destroyer
- 1.3 War Paths
- 1.4 Multiclassing
Forged in the heat of war, siege warriors are combatants specialized in fighting in massive combats, protecting castles, pillaging cities or invading fortresses. Different of fighters, who focused in one on one combats, Siege Warriors are in their natural environment when fighting swarms of enemies, using strategy and strength to get the upper hand in battle. Being specialists in the art of war, they are trained in both fighting with weapons and armors, tactics with allied soldiers, command and in the use of mass destruction weapons from the medieval warfare, like siege weapons and fire.
The protector of a keep, an orc warlord, a hero in bright armor leading the charge against the dark lord, the corsair sacking ships in name of its country or the leader of an mercenary army, all of these are examples of siege warriors, the greatest defenders and warmongers in the battlefield.
Creating a Siege Warrior
|Catapult Attack by Simon Zhong|
When you build your siege warrior, you can use the following questions to aid you in crafting its background: Where your training as a siege warrior have taken place? Why did you became a siege warrior? You were a civilian, who have survived an attack of an evil horde? Were you a conscript of the realms army? Maybe you have enrolled a martial academy to become a specialist in warfare? Either by will or fate, honor or gold, there are many reasons that drive a person to follow the path of war.
- Quick Build
You can make a Siege Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Intelligence. Second, choose the Soldier background.
As a Siege Warrior you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Investigation, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- a martial weapon and a shield
- (a) chain mail or (b) studded leather armor and one martial weapon or (c) chain shirt and one simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) 5 javelins or (b) 10 darts
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|1st||+2||Eye for Details, Swarm Fighter|
|2nd||+2||Master of the Shield, Nobility Title|
|3rd||+2||Heavy Strike, War Path|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Saturation, Nobility Title Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Siege Weapons, Nobility Title Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Eye for Details
At 1st level, you can now detect details in constructions and structures. You gain advantage on your Intelligence (Investigation) and Wisdom (Perception) checks made to analyse constructions, vehicles and machinery (like traps).
In addition, you add your Intelligence modifier to the damage rolls against these structures.
At 1st level, you have adapted to fighting multiple enemies. You can use your action to make one attack against each opponent within 5 feet of you. You only add your ability modifier against the first target you hit.
Master of the Shield
At 2nd level, your training in the battlefield have taught you to rely in your shield as one of the most important pieces of equipment you have. While wielding a shield, you can use it in the following manners:
- Shield Attack. You can use your bonus action to make an attack with your shield. Your shield is considered a simple weapon you are proficient with, and deal damage equal to 1d4 + your Strength modifier. You don't benefit from the protection given by the shield when attacking with it in that manner.
- Turtling. At the start of your turn, you can use your action to enter in a full defense stance, and can drop the stance as a bonus action. While keeping this stance, you gain the following benefits:
- you gain a +4 bonus to AC. You lose this bonus when using your Shield Attack.
- you have advantage on Strength saving throws and Strength contested checks. You have disadvantage on Dexterity saving throws
- your speed is reduced to 5 feet and can't increase by any means.
- You can't take actions, only bonus actions or reactions.
- While in this stance, one creature within 5 feet of you of your choice gain the benefits of a half cover.
At 2nd level, you are have a position of privilege inside the armed forces in a certain region or nation. Choose one territory with 1000 miles of radius. When you make an Charisma or Intelligence check related to the chosen place or its people, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You have access to a fortification in the middle of this territory. This can be either a stronghold, castle or fortified village, situated in a point of the chosen territory, determined by the DM. While you are in the fortification, you don't need to pay for food or accommodations.
You can ask for help of a commoner in the area. The commoner will make any favor you ask him for that don't put him in direct danger or get him involved in combat, and that can be accomplished within the area, or outside the area, lasting 24 hours.
You choose additional region at 9th and 13th level.
At 3rd level, due to your training to destroy barriers and shield walls, you can focus your strength into a single powerful blow. When you make an attack with a melee weapon, you can choose to use this ability. On a hit, you roll the damage die of your weapon twice. If the attack is a critical hit, you roll the critical damage as normal and the heavy strike use is not spent.
In addition, when you make this attack against a construction, vehicle or object, you roll one additional die.
You gain a war path feature when at 3rd level and again at 6th, 11th, 15th and 20th levels.
Ability Score Improvement
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.
From your constant fighting you gotten faster with you attacks and can now attack a second time. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Attack by Fire
At 6th level, you learn how to use fire to gain tactical advantage on combat. You can craft a more powerful version of the Alchemist Fire. This version have a DC equal 8 + your proficiency bonus + your Intelligence modifier to avoid the effects, and deal damage equal to 1d6 fire.
You can either throw the alchemist fire, treating it as a simple weapon if you decide to do so, or you can coat the ammunition of ranged weapons or siege weapons with it, as an action.
The damage die increases to 1d8 at 12th level and 1d10 at 18th level.
In addition, you gain proficiency with the alchemist's supplies.
At 7th level, you have adjusted to feeling of pain. When you finish a long rest, you gain a number of temporary hit points equal to your level in this class.
At 9th level, enduring the resources shortage and lack of rest in wars have made you resistant to long days and nights without sleeping, eating or drinking. You need to consume only half of the food or water each day, and can sleep half of the time as part of a long rest without negative effects.
In addition, you gain advantage on your saving throws against the effects of food, water or sleep deprivation.
Band of Brothers
Starting at 9th level and are in an area affected by your nobility title feature, or in another region with soldiers willing to fight under your command (DM's discretion) you can spend 10 minutes to recruit soldiers from the nearby territory to fight on your behalf, using your military rank to convince them to aid you. The DM chooses humanoids appropriate to the region to come to your aid from among those that can hear you and that are within 1 mile of you, in one of the following groups:
- One humanoid of challenge rating 2 or lower.
- Two humanoid of challenge rating 1 or lower
- Four humanoid of challenge rating 1/2 or lower
- Eight humanoid of challenge rating 1/4 or lower
These humanoid approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics. You can also choose to disregard that table and call for the help of an elite unit. The elite unit is a humanoid of a CR equal to your proficiency bonus.
After a number of hours equal to half your proficiency bonus (rounded down), these humanoids return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same recruits will not repeatedly heed your call. If any of them die, or if you call an elite unity, you can't use this feature on the same general area for the next 7 days. If the elite unity dies, you can't convoke another elite unity for the next year.
When you reach the 10th level, the war have taught you to push your limits to inhuman lengths. You are considered to have one level bellow of exhaustion for the purpose of suffering the effects.
For example, if you have 2 levels of exhaustion, you suffer the effects of having 1 level of exhaustion.
At 13th level, you know how to build and operate siege machines. When you make an attack with a siege weapon, you can use your proficiency bonus + your Intelligence modifier, instead of the proficiency bonus of the siege weapon to make the attack.
When you reach the 14th level, you have fought enough enemies to learn how to more effectively defend yourself in the middle of the battlefield. You can choose one of the following stances, that modify your Turtling (see Master of the Shield feature). Once you choose to learn one of the following stances, you can't change the chosen stance.
- Stone Stance
The stone stance make your defense impenetrable. While Turtling , you can assume the stone stance. When you do so, you gain resistance to slashing, piercing and bludgeoning damage from nonmagical sources. Also, as a reaction when a creature within 5 feet of you takes damage, you can choose to take damage in its place.
In addition, when you do this you gain a bonus to your AC equal to half your proficiency bonus.
- Sentinel Stance
The sentinel stance make you vigilant and always prepared. While Turtling, you can assume the sentinel stance. While in this stance, whenever a creature moves within 5 feet of your or make an attack a target other than you while within reach, you can use your reaction to make an opportunity attack.
In addition, you add your Intelligence modifier as a bonus to the attack and damage rolls of opportunity attacks and, on a hit, the creature's speed becomes 0 for the rest of the turn.
- Moon Stance
The moon stance make you a nimble and graceful fighter. While Turtling, enemies with a one size larger than you or higher have disadvantage on attacks made against you. Your movement speed becomes 20 feet, and difficult terrain does not hinder your movement. Also, if you are knocked prone, you can get up by spending only 5 feet of movement.
Magical attacks are a constant threat in the battlefield, and you learned how to resist them. At 17th level, you become resistant to the damage caused by spells that target an area of effect.
Beginning at 18th level, your weapon attacks and attacks with siege weapons score a critical hit on a roll of 19 or 20.
At 20th level, you learned how to exploit the weaknesses of enemies and structures. Once in each of your turns, when you hit a creature or object that has less than half its hit points, you deal additional damage equal to half your level in this class (rounded down).
Following will be described the War Paths a siege warrior can choose. The war path will define the archetype of warrior that define your approach to war.
- The Pillager is the aggressive conqueror, like crusaders, barbarian hordes and corsairs.
- The Vanguard are the knights in shining armor, noble kings that ride in battle with his troops and heroes of war, that lead by example.
- The Bastion war path is made of by defenders, who protect borders of kingdoms and stronghold walls, being the elite guards in a military force.
- The War Caster is the path of the siege warriors that use magic specialized in mass warfare.
All subclasses have its features described bellow.
The Pillager path is the path of death and destruction. Pillagers rejoice in the brutality of war, and find pleasure in conquest and domination. They are conquerors, expanding territories of great empires, or barbarians raiding towns and cities looking for treasures and new lands. Usually they have a keen mind to find ways to pass through defenses of their enemies, or to increase the number of causalities.
At 3rd level, you can perform a gruesome execution, to inspire terror in your enemies and thirst for blood on your allies. When you reduce a creature to 0 hit points, you can use your reaction and spend one use of your Heavy Strike feature to kill an enemy in that manner. When you do so, all creatures able to see the execution within 30 feet must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, or be frightened until the end of your next turn.
All allied creatures within 30 feet have advantage on attacks rolls against a frightened creature.
- Deadly Aura
When you choose this war path at 7th level, your mere presence is a challenge to the strong and a threat to the weak. You generate an aura of dread within 30 feet of you. Creatures immune to the charmed effect are immune to this feature. The aura generate the following effects:
- Dread Warrior. Your is enough to plant terror in the heart of your enemies. You have advantage in all your Charisma (Intimidation) checks against creatures with a CR lower than your level in this class. In addition, you can use your Strength modifier instead of your Charisma in your Charisma (Intimidation) checks.
- Favored Target. Your menacing presence in the battlefield make the strongest enemies sense in you the biggest threat. When a creature within 30 feet with a CR higher than your level in this class sees you, it must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature will suffer disadvantage on attack rolls against any creatures other than you. The effect ends automatically if you become frightened, fall unconscious or willingly move away from the target. On a success or after the effect ends, the creature can't be affected by this feature for the next 24 hours.
- Superior Extra Attack
At 11th level, when you take the Attack action, you can make two additional attacks, instead of one.
- Scourge of God
Starting at 15th level, as a bonus action, you can enter in a murderous rage for 1 minute. Until the end of this duration, you gain the following benefits:
- The first successful attack you make on your turn deal additional damage equal to 1d6 + half your level rounded down in this class.
- Your movement speed increases by 10 feet.
- Whenever you take damage from a melee attack, you can use your reaction to make one attack against the creature that attacked you.
- You can use your bonus action to command a creature within 30 feet to make one attack with a weapon on your turn. The creature adds your Intelligence modifier to the attack and damage roll of this attack.
You must complete a long rest before using this feature again.
The Vanguard is the hero on the battlefield. Usually the first to deliver a blow in combat, leading its peers by example, usually seen as a comforting and inspiring presence in the battlefield. They are usually commanders beloved by their peers.
- Call to Action
Starting at 3rd level, you can use your call to action to inspire your allies. Doing so, when you roll initiative, all creatures within 30 feet gain a number of temporary hit points equal to your level in this class. Once you use this feature, you can use it again until you complete a short or a long rest.
In addition, you and any creatures of your choice within 10 feet can add your Intelligence modifier as a bonus to the initiative rolls.
Starting at 3rd level, you can use your bonus action on your turn to rally your allies. You can spend one use of your Heavy Strike feature to command any friendly creature within 30 feet to spend its reaction to take the Attack, Dash or Dodge action.
- Calming Presence
- True Commander
At 11th level, you can use your reaction to take the Help action to aid an ally you can see within 30 feet. When you do so, you can roll one attack, ability check or saving throw with advantage on your next turn. Both your and the target of your help action add your Intelligence modifier to the roll.
- Lead by Example
At 15th level, whenever you take damage, you can choose a creature within 30 feet of you to gain a number of temporary hit points equal to half your level on this class + your Charisma modifier, provided that the creature don't already have temporary hit points.
Protecting fortresses and castles from hordes of enemies, leading defenses and protecting walls, bastions are the defenders in battle. They are the first line of defense in sieges, and usually have the most prestigious ranks in armies, due to their knowledge defensive tactics and their disposition in protecting their realms.
When you reach the 3rd level, you gain a number of additional hit points equal to your level in this class.
- Stunning Shield
At 3rd level, when you hit a creature with a shield attack or a bash, you can spend one use of your Heavy Strike to try to stun an opponent with your shield. The creature must make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, being stunned until the end of your next turn on a failed save.
- Tireless Guardian
You have a relentless endurance. At 7th level, when you drop to 0 hit points, you can choose to have 1 hit point instead. Once you use this feature, you can't use it again until you complete a short or a long rest.
- Inexorable Defender
When you reach the 11th level, you can use your bonus action to choose a creature within 30 feet of you. While the chosen creature is within 5 feet of you, it has disadvantage on any attack roll that doesn’t target you. The creature also must make a Strength check against a DC equal 8 + your proficiency bonus + your Intelligence modifier to be able to move away from you while within 5 feet of you.
In addition, whenever this creature make an attack while you are within 5 feet of it, you can use your reaction to make an attack against it. Your attack hits first than the creature's attack, and on a hit, the target roll its own attack with disadvantage. This effects lasts for 1 minute, or until you choose another creature, become incapacitated, or die.
- Heroic Stand
At 15th level, your outstanding bravery will keep your allies fighting to the death. When you or a friendly creature that can see you within 30 feet are reduced to 0 hit points, it can continue action, not being unconcious.
While acting with 0 hit points, the creature can't use bonus actions, reactions or move. Instead, it can use its action to make one attack, to move up to its maximum distance or to use a class feature that require a bonus action.
Melting armors and incinerating dozens of enemies from behind the castle walls, spellcasters can turn the tides of battles. Tactical Casters are the siege warriors who use spells as tools of warfare, controlling the battlefield with arcane power.
|—Spell Slots per Spell Level—|
- Arcane Researcher
When your chose this war path at 3rd level, you gain proficiency in the Arcana skill, if you don't already have it.
- When you reach 3rd level, you learn how to use spells in battle.
- You learn two cantrips of your choice from the war caster spell list. You learn an additional war caster cantrip of your choice at 10th level.
- Spell Slots
- The Path of the Tactical Caster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level tactical caster spells of your choice. The Spells Known column of the Path of the Tactical Caster spellcasting table shows when you learn more war caster spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the war caster spells he know with another spell of your choice from the tactical caster spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Intelligence is your spellcasting ability for the tactical caster spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a war caster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Deploy Troops
When you choose this war path at 3rd level, you can magically transport your allies to the battlefield. You no longer need to be near a territory you have influence over to use your Band of Brothers feature.
- Magical Ward
At 6th level, whenever an allied creature within 30 feet would've taken damage capable or reducing it to 0 hit points, you can use your reaction and spend one use of your Heavy Strike, to make that creature be reduced to 1 hit point instead. The creature gain an amount of temporary hit points equal to your Intelligence modifier.
- Arcane Tactician
When you reach the 11th level, whenever you cast a spell using your action, you can make one attack or take the Help action as a bonus action. In
In addition, when you take the Help action after casting a spell, as a bonus action, you can choose a creature within 30 feet to benefit of this action.
- Instant Fortress
At 15th level, you can raise a fortress in the middle of the battlefield.
- Tactical Caster Spell List
War Caster spells are usually suited to deal with crowds and to quickly create protections or restore allies.
animate dead, call lightning, cerg's fortification fortification, clairvoyance, create food and water, fear, fireball, fly, glyph of warding, haste, mass healing word, plant growth, revivify, sleet storm, slow, stinking cloud, tiny hut, wind wall
Proficiencies. When you multiclass into the siege warrior class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.