Steelbracer (5e Class)

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Steelbracer[edit]

A warrior with a glaive in one hand and shield in another breathes in deeply as he starts to focus his inner strength, then infuses himself with the magic of the wind. As he leaps over the unsuspecting orcs, propelled out of reach with the wind, warrior lands right behind their frontline and at their orc leader, which warrior quickly deposes of with two empowered strikes with his glaive.

Elf soldier starts to focus her pain as she drops her guard, allowing multiple kobolds to strike her. As pain empowers her, she goes right through the swarm of kobolds and plunges her greatsword in the heart of young dragon controlling the cobolds, blade pushed from the back of the dragon due to pain-augmented strike, instantly killing the wounded dragon and forcing lesser kobolds to flee.

dwarf spearmaster quickly jabs at his enemy, offsetting his balance slightly as he directs his strikes at elf's legs. As his sparring partner begins to retaliate, Dwarf uses that slight imbalance to perfectly catch the blow coming at him with his spear, deflecting the blow away from him but instead exhausting his muscle strength.

Martial Bulwark[edit]

Cunning and deadly, Steelbracers are true skirmishers to the heart- able to inflict strong wounds, able to stagger their enemies to tease out opportunity attacks, capable of absorbing multitude of melee strikes and to quickly zip between the enemies. While much more weaker - vitality wise- than other martial classes, steelbracer compensates for it with their extreme agility in combat and ability to hold out for themselves for a while, making them perfect at engage-and-disengage combats.

Creating a Steelbracer[edit]

When you start creating a Steelbracer, you have to figure out to how did your character learn the Steelbracing, which is wildly unfammiliar combat style. Was your character trained by other Steelbracer in their own way of combat, or maybe you were much weaker when you were young, not able to directly absorb blows and were trained to absorb them with your strength and agility instead? or maybe you were trained this way as one of the gladiator archetypes, to fight as a gladiator representing Steelbracers against other gladiators that represented fighters and barbarians?

In addition, your character was most probably trained by someone who was an expert swordfighter. What was the reletionship with Character and their trainer? were they competetive, always pushing to limits, or did your character despise their trainer due to not teaching them true ways of fighting?

Quick Build

You can make a Steelbracer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity and then Constitution. Second, choose the Knight or Gladiator background. Third, choose Shield and a weapon with reach if you want to fight more defensively, one heavy weapon and a shield if you want to be more offensive and to frontline better, or go with any two martial weapons (one if which should not be heavy or two-handed) to maximize your damaging capabilities.

Class Features

As a Steelbracer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Steelbracer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Steelbracer level after 1st

Proficiencies

Armor: Light armor, Medium armor, Shield
Weapons: Martial Melee Weapons, Simple WEapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Athletics, Acrobatics, Stealth, Sleight of hand, Survival and Nature

Equipment

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

  • (a) Leather armor or (b) Scale mail
  • (a) Two Martial Melee Weapons or (b) One Martial Melee Weapon and a Shield
  • (a) 5 Javelins or (b) Shortbow with quiver and 20 arrows or (c) One simple Weapon
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Steelbracer

Level Proficiency
Bonus
Features Martial Advantage Die Grizzled Endurance
1st +2 Martial Supremacy, Grizzled Combat, Bulwark Tecnique, Posture Guard d4 3
2nd +2 Breath Control d4 6
3rd +2 Elemental Path d4 9
4th +2 Ability Score Improvement, Brace d4 12
5th +3 Extra Attack d6 15
6th +3 Infurative Strikes, Combat Stances d6 16
7th +3 Elemental Path feature d6 17
8th +3 Ability Score Improvement d6 18
9th +4 Pinning d8 19
10th +4 Elemental Path feature d8 20
11th +4 Sidestep d8 21
12th +4 Ability Score Improvement d8 22
13th +5 Skewering d10 23
14th +5 Retribution d10 24
15th +5 Elemental Path feature d10 25
16th +5 Ability Score Improvement d10 26
17th +6 Takedown d12 27
18th +6 Push Through The Pain d12 28
19th +6 Ability Score Improvement, Elemental Path feature d12 29
20th +6 Veteran's Stand d12 30

Martial Supremacy[edit]

You are extremely adept at using melee weapons to wound other creatures. Whenever you hit a creature with a melee weapon attack that was made with your attack action, you deal extra die of damage as indicated in Martial Advantage Column of Steelbracer table. Extra damage type is same as weapon damage type.

Grizzled[edit]

You have been trained to fight attriction tables, teaching you how to hijack your energy outflow to gather your vitality when you are wounded. When your hit points are reduced beyond number shown in Grizzled Endurance Column in Steelbracer table BUT not to 0 hit points, you regain Constitution modifier+ Proficiency Bonus hit points at the start of your turn.

Bulwark Tecnique[edit]

Your drilled martial prowess has granted you ability to weild weapons designed to be weilded with two hands with one hand, Allowing you to ignore Two-handed and Heavy properties on one Martial Melee Weapon you are holding in your hand. In addition, you can engage in two-handed fighting while holding non-light, non-two-handed weapons in both hands but not while holding heavy weapons. You don't add corresponding Ability Modifier to the damage roll.

(due to Bulwark Tecnique ignoring two-handed and heavy properties on one weapon, you can hold one heavy and two handed weapon in one hand and still gain benefit of two-handed fighting if other weapon lacks heavy and two-handed properties)

Posture Guard[edit]

Your training has taught you how to absorb blows aimed at you with your weapon instead, draining your strength instead of your vitality. You have additional pool of hitpoints called Posture. Posture maximum hit points equal to Your Strength modifier + Your Dexterity modifier + Your Constitution Modifier. Whenever enemy hits you with a melee weapon attack, you can nullify all slashing, bludgeoning and piercing damage and deal damage you would have suffered to your Posture, as long as you are holding a Melee Weapon or a Shield in your hand. You choose to use or not use this feature after you see the attack roll but before damage is calculated.

If redirecting damage to Posture would cause Posture to drop to 0 hit points, Posture still absorbs all the damage but you become paralized until end of your next turn.

Your Posture regains hit points equal to your Proficiency Bonus at the end of your turn IF Posture didn't take damage from end of your previous turn.

Posture Hit Points increase to (Strength modifier + Dexterity modifier + Constitution modifier)x2 when you reach 8th level and (Strength modifier + Dexterity modifier + Constitution modifier)x3 when you reach 15th level.

Breath Control[edit]

Beginning from 2nd level, you can calm yourself in the heat of the battle to regain your wasted strength. Whenever you take a dodge action, you also restore hit points to your Posture, hit points restored equal to your Proficiency Bonus.

Elemental Path[edit]

At 3rd level, you embark on one of the Elemental Paths that define which type of combat you prefer.. Choose between Path of Thunderstorm, Path of Volcano, Path of Earthquake and Path of Tidalwave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 19th levels.

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.

Brace[edit]

You learn how to maneuvr your weapons to better brace against an enemy you displaced with your melee weapon attack. Starting from 4th level, whenever an enemy you have dealt damage to with Melee Weapon Attack on your last turn attacks you and you choose to absorb damage with Posture Guard Feature, you reduce damage dealt to Posture by your Proficiency Bonus.

Extra Attack[edit]

Beginning from 5th level, you can attack twice, instead of once, whenever you take attack action on your turn.

Infurative Strikes[edit]

When you reach 6th level, you learn how to tease out attacks from ready opponents by pretenting to drop your guard after you have displaced them with weapon strike. When you hit an enemy with a Melee Weapon Attack, You make contested Dexterity (deception) check against target's Wisdom (insight) check. If you win or tie the contest, when you leave struck creature's reach that creature must use its reaction (if available) to make an opportunity attack against you with disadvantage.

Combat Stances[edit]

Your experience in tactical warfare has led to you developing series of stances to help you in any combat strategem you decide to employ. Beginning from 6th level, as a bonus action you can activate your Combat Stance feature, entering into either Fire Stance, Wind Stance or Earth Stance. Combat Stance lasts for one minute or until you are incapacited. You can switch between Stances using an action. Stances grant you features as following:

Fire Stance: You have bonus to your Melee Weapon attack rolls equal to half your Proficiency Bonus (rounded up), provided that you are proficient with the weapon.
Air Stance: Your movement speed is increased by 10ft. All opportunity attacks made against you suffer penalty to their attack rolls, penalty equal to your Proficiency Bonus (rounded up).
Earth Stance: You add half your Proficiency Bonus (rounded up) on Saving Throws or Skill contests against being pushed, grappled or restrained. You also have +2 bonus to your AC.

You can use this feature twice and you regain one expended use when you finish a short rest and all expended uses when you finish a long rest.

Pinning[edit]

As you become more experienced in combat, you develop a way to pin down enemies that you have previously struck with your weapon. Starting from 4th level, when you hit a creature with a melee weapon attack on your turn, you can use a bonus action to attempt to pin them. Creature must be medium size or smaller for you to do so. You make a Weapon Attack Roll, which is contested by target creature's Athletics or Acrobatics check. IF you win or tie the contest, target creature's speed becomes 0 until start of your next turn, as long as you remain within reach of your weapon that you used in pinning. Weapon used in pinning is no longer usable by you, so you can't make attacks or use Posture Guard feature with weapon that you are using to pin down the enemy.

Sidestep[edit]

When you reach 11th level, you become exceptionally hard to be pinned down. Whenever a hostile creature ends its movement within 10 ft of you, you can use your reaction to move up to half your walking speed. This movement does not trigger opportunity attacks.

Skewering[edit]

Starting from 13th level, you learn how to use your jumping momentum to skewer through multiple enemies at once with your weapon. When you use running jump to run and jump a straight line towards one creature that has another creature directly behind it in relation to your position, If you manage to hit the target creature with weapon attack you can also deal additional damage to creature standing behind - damage equal to a roll of your Martial Advantage die, damage type being same as weapon damage type - If your attack roll would also hit that creature. This feature can activate only once per turn.

Retribution[edit]

Beginning from 14th level, you can use your own pain inflicted by others to empower your strikes. At the start of your turn, sum up all the damage you have taken from the start of your previous turn. On your next Weapon attack, you gain bonus to your attack roll equal to +1 for every 5 points of damage you suffered from the start of your previous turn and gain bonus to your damage roll equal to +2 for every 5 points of damage you suffered from the start of your previous turn.

Takedown[edit]

When you reach 17th level, you become adept at striking down the enemy that you need to be removed as swiftly as possible from combat. At the start of your turn, as a bonus action you can mark one creature you can see. Until end of your next turn, all your Melee Weapon attacks sum up dexterity modifier and strength modifier to calculate attack and damage modifiers. In addition, your Melee WEapon attacks score critical hit against marked creature on a roll of 19-20. Once you use this feature, you can't do so again until you finish a long rest.

Push The Pain[edit]

as you start to reach pinnacle of your martial might, you become able to momentarily resist unbearable pain to retain clarity of mind. Starting from 18th level, whenever you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't do so until you finish a long rest.

Veteran's Stand[edit]

As your physical prowess reaches to its limit, you become able to flood your internal body with all of its saved up resources when it matters the most. When you reach 20th level, whenever you use your Push The Pain feature, you also regain 59 hit points (to a total of 60 hit points).


Elemental Paths[edit]

Path of the Thunderstorm[edit]

Thunderstom Steelbracers specialize in flanking and attacks that target multiple bunched up enemies at once.

Windstep

Your dedication to elemental tecnique of air has given you agility to move much faster. When you reach 3rd level, your walking speed increases by extra 10ft.

Thunderbang

When you reach 7th level, you become able to produce ear-splitting noice when you strike your enemies. You can now change your Martial Supremacy bonus damage type to thunder damage. When you do so, every creature (other than you) within 5 ft of struck creature takes thunder damage equal to your proficiency bonus.

Whirlstep

As you progress through your elemental path, winds start to properl your footsteps into the air, giving you even more agility. When you reach 10th level, your walking speed increases by additional 10 ft. In addition, on your turn you can rise up to 10 ft in the air and walk on that elevation as if you were walking on a normal terrain. You must end your movement on ground.

Cleave-Through

Starting from 15th level, you become able to spin at haphazard speeds to cleave everyone standing around you. As an action, you can now make a Cleaving attack: every creature within same elevation as you and that are within your weapon reach must make a dexterity saving throw, DC equal to 8+ Your Proficiency Bonus + Your Dexterity Modifier. If creature fails this saving throw, they suffer your normal weapon damage.

Cleave-through feature is not made with Attack action, so Martial Supremacy feature and Thunderbang feature does not affect Cleave-Through attack.
Extreme whirlwind

You become even more fused with air magic, further improving your Cleaving attack. Beginning from 19th level, your Cleave-Through Feature now replaces both attacks when you take attack action, allowing Martial Supremacy and Thunderbang to activate on Cleave-Through attacks.

Path of the Volcano[edit]

Volcano Steelbracers focus more on targeting one enemy at a time, able to take single enemy down more quickly and efficently.

Heat Flow

When you reach 3rd level, your dedication to elemental tecnique of fire allows you to channel heat into your weapon. When you hit a creature with your melee weapon attack, you can deal additional fire damage equal to your proficiency bonus.

Flame Channeling

Beginning from 7th level, you become much more capable of channeling fire through your weapons. You can now change Your Martial Supremacy damage type to fire. When you do so, you deal additional d4 fire damage to struck creature. d4 changes to d6 when you reach 15th level.

Distracting Fire

When you reach 10th level, you learn how to control the heat inflicted with your weapons to distract struck victim with the burn. When you use your Heat Flow feature, You can forgo dealing additional damage to inflict a penalty to the target on next d20 roll they make until start of your next turn, penalty being equal to half your proficiency bonus (rounded up). You can inflict this penalty twice on the same creature and both penalties are resolved simultaniusly.

Ashen Vulnerability

As you become even more infused with fire magic, you become able to cauterize enemies to open your fire magic a way to go through external defences. Beginning from 15th level, when you hit a creature with your melee weapon attack, you can forgo dealing your Martial Supremacy damage do make that creature vulnerable to fire damage until end of your turn. If target creature has resistance to fire damage creature loses that resistance until end of your turn and if target creature has immunity to fire damage creature loses immunity to fire damage and gains resistance to fire damage until end of your turn. You can use this feature twice and you regain on expended use when you finish a short rest or all expended uses when you finish a long rest.

Turn up the heat

As you reach pinnacle of your elemental prowess, you learn how to fully take advantage of your fire magic. Starting from 19th level, when you use Flame Channeling feature on a creature, until end of your turn when you use Flame Channeling feature on the same creature you roll two Martial Supremacy damage instead of one.

Path of the Earthquake[edit]

Earthquake Steelbracers completily oppose their implicated fighting style, instead focysing on defence with enchancing their Posture Guard and Brace features to better protect themselves.

Shield Brace

When you reach 3rd level, your infusion with earth magic gives you capacity to better block attacks with heavy chunks of iron: shields. Whenever you use Posture Guard while wielding a shield, reduce damage dealt to your Posture by your Strength Modifier.

Rapid Recovery

Starting from 7th level, whenever you get paralyzed by your Posture Guard feature, Paralyzed Condition ends When you Take a critical hit from a melee attack or until start of your next turn (as opposed to just start of your next turn).

Goading Brace

As you become more infused with earth magic, you become more capable of using your shield to absorb damage to posture, allowing you to better guard yourself from enemies you have flatfooted with your attacks. Starting from 10th level, when you take Posture damage from an enemy that you hit with melee weapon attack on your previous turn, if you are weilding a shield you can reduce damage dealt to Posture by shield's bonus to AC number.

Improved Breath Control

Beginning from 15th level, you can expertly regain lost posture in the middle of the battle. When you take dodge action, your Posture regains additional hit points equal to your Strength Modifier.

Unbreakable Posture

As you reach pinnacle of your infusement, you become able to withstand terrifying depletion of your internal energy. Startinf from 19th level, when you become paralyzed by your Posture Guard feature, you can choose to end condition inflicted by this feature instantly (free action). Once you use this feature, you can't do so until you finish a long or short rest.

Path of the Tidalwave[edit]

Tidalwave Steelbracers specialize in displacing, pushing and moving enemies around or slowing them down, controlling the battlefield with many tiny pushes at once.

Displacement

As you start accustoming yourself to elemental tecnique of water, you begin infusing your weapon with water magic, allowing you te easily move your enemies around. Starting from 3rd level, when you hit a medium or smaller creature with a melee weapon attack, you can force that creature to make a strength saving throw, DC equal to 8+ Your Proficiency Bonus + Your Strength Modifier. On fail, you can move hit creature 5 ft in any direction you choose. If creature would walk into another creature's space or would impact a wall, travel as close as they can in that direction and stop just before impacting another creature/wall.

Frostburn

Starting from 7th level, your infusement with water magic has allowed you to focus bone chilling cold on your weapon. You can change your Martial Supremacy damage to cold damage. When you do so, reduce hit creature's movement speed by 10 ft until start of your next turn. You can't reduce struck creature's speed below 5 ft this way.

Pushing Brace

Beginning from 10th level, you begin to take advantage of enemies displacement to push them away when they strike you while they remain sligtly unbalanced. Whenever you use your brace feature you you force the creature who triggered your brace feature to make a strength saving throw, DC equal to 8 + Your Proficiency Bonus + Your Strength modifier. On fail, target creature is pushed back 15 ft in a straight line. If creature would walk into another creature's space or would impact a wall, travel as close as they can in that direction and stop just before impacting another creature/wall.

Greater Displacement

You improve your capabilities of pushing enemies around as your connection with water magic strengthens. Starting from 15th level,, Whenever you use your Displacement Feature you can push affected creature up to 15 ft in a straight line in a direction that you choose. If creature would walk into another creature's space or would impact a wall, travel as close as they can in that direction and stop just before impacting another creature/wall.

In addition, DC for Displacement's Saving Throw becomes 78+ Your Proficiency Bonus + Your Strength Modifier + Your Dexterity Modifier.

Freezeburn

As you fully attune with eccence of the ocean, you learn how to bind your enemies further with the cold. When you reach 19th level, Your Frostburn feature now reduces hit creature's movement speed by 30 ft. You can't reduce hit creature's speed below 5 ft this way.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Steelbracer class, you must meet these prerequisites: Strength 13, Dexterity 13, Constitutuon 13

Proficiencies. When you multiclass into the Steelbracer class, you gain the following proficiencies: Martial Melee Weapons, Simple weapons, Light Armor, Shields

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