Sunderer (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Needs fluff.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Needs an outside look to see if it's balanced.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

The Sunderer[edit]

A Sunderer is a man who doesn't value the weapons they use or the weapons the opponent uses. This is due to the fact that they break whatever they touch.


Creating a Sunderer[edit]


Quick Build

You can make a Sunderer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the soldier background. Third, choose whatever you like for equipment.

Class Features

As a Sunderer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armour, Medium Armour, Heavy Armour, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

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

  • (a) A chain Shirt or (b) Studded Leather Armour
  • (a) Any 2 martial weapons or (b) Any 3 simple weapons
  • A bucket and a broken hammer
  • (a) An explorer's pack or (b) A dungeoneer's pack

Table: The Sunderer

Level Proficiency
Bonus
Features Sunder Pool Destruction Die
1st +2 Sunder 4 d8
2nd +2 Self Sunder 4 d8
3rd +2 Archetype Feature 4 d8
4th +2 Ability Score Improvement 6 d8
5th +3 Sunder Armour 6 d8
6th +3 Patchwork 6 d8
7th +3 Self Sacrifice 8 d10
8th +3 Ability Score Improvement 8 d10
9th +4 Archetype Feature 8 d10
10th +4 Smasher 10 d10
11th +4 Smash Armour 10 d10
12th +4 Ability Score Improvement 10 d10
13th +5 Magic of the Forge 12 d10
14th +5 Archetype Feature 12 d12
15th +5 Ritual of the Forge 12 d12
16th +5 Ability Score Improvement 14 d12
17th +6 Archetype Feature 14 d12
18th +6 Destroyer 14 d12
19th +6 Ability Score Improvement 16 d12
20th +6 Master of Sundering 16 d12+STR Mod

Sunder[edit]

At first level, when a Sunderer makes an attack action against a creature holding a weapon, they can choose to make an attack to hit the enemies weapon. If they do, they make a normal weapon attack with a -3 modifier on the attack roll. If it hits, it inflicts a negative modifier to hit equal to the Sunderer's strength modifier to the enemies attack rolls. (This can be fixed via normal means like a blacksmith or mending.) This uses a point from the sunder pool. You regain points from the sunder pool via a long rest.

Self Sunder[edit]

At second level, when the Sunderer makes an attack action against a creature, they can choose to make the attack with extra strength, this adds an extra damage die to your weapon as shown in the class table but damages the weapon, inflicting a -3 modifier to hit until the weapon is repaired by normal means. This too uses a point from the sunder pool.

Archetype Feature[edit]

At third level, you chose a path for your Sunderer. Choose between the Path of the Bone Breaker and the Path of the Unknown, which are detailed at the end of the class description. Your choice grants you features at level 3 and again at level 9, level 14 and level 17.

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.

Sunder Armour[edit]

At fifth level, when a Sunderer makes an attack action against a creature wearing armour, they can choose to make an attack against the armour itself; if they do, they make a normal weapon attack with a -3 modifier on the attack roll. If it hits, it damages the target's armor class by 1, this cannot drop the enemies armor class below 10 + their DEX. This can be used in place of sunder, removing one use from it's pool of uses.

Patchwork[edit]

At sixth level, as an action you can expend a point from the sunder pool and 5 minutes to repair a broken weapon using the broken hammer.

Self Sacrifice[edit]

At seventh level, when making a self sunder attack, you can deal an extra destruction die on your damage roll but the weapon being used is considered broken, giving you disadvantage and reducing the damage die of the weapon by two sizes. (EG 1d8->1d4)

Smasher[edit]

At ninth level, when making a sunder attack, you can choose to make the attack with a -4 modifier on the attack roll. If it hits, it can nullify any magical effect on weapons for a turn as well as inflicting a negative modifier to hit equal to the Sunderer's strength modifier.

Smash Armour[edit]

At eleventh level, when making a sunder armour attack, you can choose to take a normal weapon attack with a -5 modifier on the attack roll. If it hits, it reduces the target's armour class by 3 and gives the target disadvantage on stealth checks.

Magic of the Forge[edit]

At thirteenth level, the Sunderer now can cast Identify at will as well as casting Heat Metal or Magic Weapon as a third level spell using one of the points in their sunder pool shown in their class table, the spell is cast with wisdom as the casting modifier.

Self Destruction[edit]

At fifteenth level, when making a self sacrifice attack, you can deal three destruction die of extra damage on your damage roll but the weapon being used is obliterated, making it's damage die reduce by 4 sizes. If this makes the weapon go below 1d1 damage, it is completely destroyed and would need to be repaired to be usable again.

Destroyer[edit]

At eighteenth level, when making a smasher attack, you can choose to make the attack with a -7 modifier on the attack roll. If it hits, it can nullify any magical effect on weapons permanently as well as inflicting a negative modifier to hit equal to the Sunderer's strength modifier. (This can be fixed via advanced magical means)

Master of Sundering[edit]

At twentieth level, whenever you use one of the Sunderer's abilities, you ignore the to hit penalty inflicted upon you and your weapons are reinforced to ignore any damage that would be inflicted on them by you or any other Sunderer, unless they are also considered a master of sundering.

Path of the Bone Breaker[edit]

What are bones but another thing that can be broken? A path of breaking parts of a person's body to inflict damage and debuffs.

Limb Smash

At third level, when making a sunder, smasher, or destroyer attack, you can target a body part instead, with effects based on the body part selected:
Arm-Target has disadvantage on attacks with that arm unless they or another target performs a medicince check beating a difficulty check equal to 8 + your proficiency bonus + your strength modifier.
Leg-Target has it's speed reduced to 10ft unless they or another target performs a medicince check beating a difficulty check equal to 8 + your proficiency bonus + your strength modifier.
Body-Target is forced to make a constitution saving throw against a difficulty check equal to 8 + your proficiency bonus + your strength modifier. If they fail they are knocked prone.

Head Crush

At ninth level, you can now target the head with a limb smash, when you hit the head they have disadvantage on attacks and are blinded unless they or another target performs a medicince check beating a difficulty check equal to 8 + your proficiency bonus + your strength modifier.

Full Force

At fourteenth level, if the target attacked with limb smash is under the effects of limb smash they have disadvantege on medicine checks to dismiss them and can't get up from prone unless they are pulled up.

Bone Demolish

At seventeenth level, the effects of limb smash are permanent unless the target critically rolls on a medicine check. (Or use advanced magical means.)

Path of the Unknown[edit]

You have had this bucket for such a long time, it's almost a part of you now. It would be a good idea to make proper use of it...

Bucket Storage

At Third level, your bucket now functions as a bag of holding for weapons only, as a bonus action you can randomly pull out a weapon from the bucket. Maximum of 100 items in the bucket.

Bucket Experience

At ninth level, your bucket has stronger magic, allowing you can roll 2 dice to see what weapon you pull out of the bucket.

Bucket Recovery

At fourteenth level, your bucket can now store potions, allowing you to randomly pull out a potion as a bonus action.

FINAL TECHNIQUE- BUCKET TOSS

At seventeenth level, as an action you can toss the bucket at a target within 30ft, causing all the weapons to fly out at the target. Roll all to attack with all of the weapons and deal damage normally. This can only be done once per long rest and you have to pick up all the items once again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sunderer class, you must meet these prerequisites: 14 STR

Proficiencies. When you multiclass into the Sunderer class, you gain the following proficiencies: Medium Armour and Shields



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: