Thunderborn (5e Subclass)

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Thunderborn[edit]

Fighter Archetype

The strike of my sword is the clash of thunder, the pounding of my fist is as the tolling of a great bell. I am thunderborn.
—Daltigoth, Human Thunderborn.

Thunderborn are powerful sound based warriors, capable of bringing the mightiest knights or giants to their knees. Thunderborn, whether good hearted or evil to the core, detest silence and solitude; they crave sound and conversational interplay. They are always seeking excitement, usually loud, and are often in competition with one another. Sometimes groups of thunderborn may take a side in a war, or some may take opposing sides. Any group able to count a thunderborn as an ally is very likely to win battles against groups that cannot.

Thunderborn are boisterous, action-hungry warriors, rarely encountered in peaceful areas for long. A thunderborn might appear as the protector of a small town, or as a wandering mercenary, but they all have the same desire: to battle as loudly as possible.

The Subtle Ear

Starting at 3rd level, you have advantage on all your Wisdom (Perception) checks based on hearing.

In addition, you are resistant to thunder damage and immune to the deafened condition.

Thunderous Strike

Beginning at 3rd level, you can use this power to energize your weapon attacks or unarmed strikes. Once per turn when you hit a creature with a melee weapon attack, you cause additional 1d4 thunder damage. The damage increases to 1d6 at 15th level.

Sonic Dampening

At 7th level, you learn to create counter-vibrations when struck by physical weapons to lessen their kinetic energy. As a reaction when you take slashing, bludgeoning or piercing damage from a non-magical attack, you can reduce the damage to half.

The Master's Ear

At 10th level, you become immune to thunder damage, and to any spell or effect that requires you to hear in order to get affected.

Sonic Nova

At 15th level, a thunderborn's sonic boom ability increases in power. You cause additional thunder damage equal to your Fighter level on a critical hit with a melee weapon attack. In addition, any creature in a 5-foot radius when you score a critical hit (except you) must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + proficiency bonus) or take thunder damage equal to half your Fighter level.

Sonic Boom

Beginning at 18th level, you add your Thunderous Strike additional damage to all your melee weapon attacks, instead of only once per turn.

In addition, when you score critical hits, you roll a d10, instead of a d6, for the additional thunder damage. This doesn't affect your Sonic Nova feature.

Optional Class Feature: Sonic Master[edit]

Optional Thunderborn Feature, Replaces Indomitable

This 9th-level feature replaces the Indomitable feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You have developed your ability to control sound even further, becoming able to unleash destruction to the control over sonic vibrations. You gain the Battle Roar benefit below, and you gain an additional benefit when you reach 9th level, 13th and 17th level in this class.

Battle Roar (9th level)

Using an action, you can loose a devastating roar. Any creature in a 15-foot radius must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + proficiency bonus), or take 2d6 thunder damage and is deafened for the next minute. A deafened creature can make another saving throw in each of its turns to end the effect.

A creature who fails the save with a roll of 1 is also stunned and suffer 1 level of exhaustion. The damage increases to 3d6 at 13th level and 4d6 at 17th level.

Touch of Destruction (13th level)

You gain the ability to attune yourself to a freestanding structure, and channel destructive vibrations to it. You must spend 10 minutes touching the structure, and after that duration, the vibrations start, you cause 2d10 damage to it, plus 2d10 at the start of each of your turns, for 1 minute. The damage cover all the structure, up to an area of 100-feet cube.

Once you use this ability, you can't use it again until you finish a long rest.

Improved Sonic Dampening (17th level)

You can also use vibrations to offset the changes in thermal and vibrational energy from fire, cold or electrical attacks, and can now use Sonic Dampening whenever you take fire, cold or lighting damage.

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