Spartan (5e Class)
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- 1 Spartan
- 2 Training of the Leader
- 3 Training of the Spirit Warrior
Creating a Spartan
- Quick Build
As a Spartan you gain the following class features.
- Hit Points
Armor: Medium armor, heavy armor, shields
Weapons: Shortswords, pikes, spears, and javelins
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, Insight, History
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a pike or (b) a spear
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) breastplate with shin and arm guards or (b) half plate
- Shortsword and a shield
- If you are using starting wealth, you have 5d4 x 10 in funds.
|1st||+2||2||Shield Bash, Ferocity, Energy Rush|
|4th||+2||4||Ability Score Improvement|
|7th||+3||7||Spartan Training feature|
|8th||+3||8||Ability Score Improvement|
|9th||+4||9||Improved Shield Bash|
|10th||+4||10||Spartan Training feature|
|11th||+4||11||Extra Attack (2)|
|12th||+4||12||Ability Score Improvement|
|14th||+5||14||Improved Battle Cry|
|15th||+5||15||Spartan Training feature|
|16th||+5||16||Ability Score Improvement|
|17th||+6||17||Improved Energy Rush|
|18th||+6||18||Spartan Training feature|
|19th||+6||19||Ability Score Improvement|
You are one of the most skilled warriors known to man, and with that training, calls a deep rage that burns within you. Your access to this ferocity is represented by a number of Ferocity points. Your spartan level determines the number of points you can call upon, as shown in the Ferocity Points column of the Spartan table. You may spend these points to fuel yourself in certain actions. You start knowing two such abilities: Shield Bash and Energy Rush. You learn more of these actions as you gain levels in this class. Once a Ferocity point is spent, it is unavailable until you finish a short or long rest, at the end of which gain all expended ferocity is regained. Certain Ferocity actions require your target to make a saving throw to resist the action's affects. The saving throw is calculated at follows:
- Ferocity save DC =
8 + your proficiency bonus + your Strength modifier
While you are wielding a shield, you are able to attack fiercely with it. On your turn, you can make an attack with your shield as bonus. The attack modifier for this is as any melee attack would be, Strength plus proficiency. This attack can either deal 1d6 bludgeoning damage, or you can choose to attempt to stun the enemy. The enemy must make a Constitution saving throw (Ferocity DC) or be stunned until the end of your next turn. You may spend 1 Ferocity Points to do this attack. At 9th level, you can spend 1 a extra Ferocity points to attempt to knock the enemy prone. The enemy must make a Strength saving throw (Ferocity DC) or be knocked prone.
Within you dwells a powerful force that you can draw from to protect yourself from harm. On your turn, you can use your bonus action to spend 2 Ferocity Points and regain 1d6 hit points. Once you reach 17th level in this class, the number of hit points you regain increases from 1d6 to 1d8.
Though you are very skilled, at 2nd level, you adopt a fighting style as a main focus. You cannot choose a fighting style more than once, even if you get to choose again later.
When you are wearing armor, you gain a +1 bonus to AC.
- Shield Brother
If an ally within 5 feet of you is also wielding a shield, you both gain a +3 bonus to AC.
While wielding a shield and spear, you gain a +2 bonus to attack.
- Spear Thrower
When making a ranged attack with a spear or javelin, you have a +2 to hit.
At 3rd level, you choose an archetype that hones your capabilities to further your combat choose Training of the Leader or Training of the Spirit Warrior, both detailed at the end of class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number increases to three when you reach 11th level in this class.
Beginning at 6th level, the very shout of your voice can make your enemies quiver. You can now use an action to spend 3 Ferocity points and attempt to frighten someone. When you do so, choose one creature that you can see within 20 feet of you. If that creature can hear or see you, it must succeed a Wisdom saving throw (Ferocity DC) or be frightened until the end of your next turn. If the creature succeeds the saving throw, you can't use this ability on it for 24 hours. At 14th level, you may spend your action on subsequent turns to spend 1 Ferocity point and extend the duration of the effect on the frightened creature, if the target is within 20 feet of you.
Beginning at 13th level, your shield can be an impenetrable defense. When you or an ally is attacked, within 5 feet of you, you may use your reaction to spend 4 ferocity points to give yourself or your ally a +4 bonus to AC.
Beginning at 20th level, you are almost unkillable. When you reach 0 hit points, instead of falling unconscious, or dying out right, you may spend 5 Ferocity points to make a DC 10 Constitution saving throw to return to one hit point. Every time you make this saving throw, the DC increases by 5. You may also spend 2 Ferocity points to reduce the DC by 1 to a minimum of 10.
Training of the Leader
Down this path, you choose to not adapt a new style of combat, but rather you train to lead, whether it be soldiers or a group of barely trained mercenaries.
Aura of Fighting Spirit
Upon choosing this Spartan Training at 3rd level, you become inspiring to your allies. When engaged in melee combat with a foe, all allied creatures within 10 feet of you get one extra damage die upon striking a foe. Upon reaching 10th level, the aura increases to 20 feet, and 30 feet at 15th level.
Training of the Spirit Warrior
When choosing this Spartan Training at 3rd level, you choose a more... Metaphysical approach to combat. You become able to separate your spirit from your body and fight with both, momentarily.
At 3rd level, you gain the ability to project your spirit from your body momentarily to gain another ally. This Spirit has your same stats, except for it has half of your health. Whenever your spirit takes damage, it takes half of the damage and you take the other half in Necrotic form. Your spirit projection lasts for 5 rounds upon gaining this feature, increasing at 10th and 15th level to 10 rounds then 15 rounds. You can command the spirit to attack as a free action. As a bonus action on your turn you can return your soul to you. When you command your spirit to attack, it attacks with the same weapon and modifier that you currently use.