Vicious Warrior (5e Subclass)
Vicious Warrior[edit]
Fighter Subclass
When you fight, you fight not for honor, not for glory. You fight to win. Using of unsavory tactics, deemed "dishonorable" by most warriors, use can put your opponents in disadvantageous positions. Either by striking an opponent with "low blows", attacking from behind and using of intimidation and treachery, any trick is fair game if it leads you to victory.
- Close Combat
At 3rd level, you gain proficiency in the Athletics skill, and your proficiency bonus is doubled for contested Strength (Athletics) check you make with it.
- Fighting Dirty
At 3rd level, you use treachery and disloyal tactics to better your opponents. You gain the ability to shove or grapple as a bonus action. You have Advantage on the next attack made until the end of this turn against a creature you successfully shoved or grappled.
- Menacing Display
At 7th level, when you reduce a creature to 0 hit points you can attempt to frighten your foes. Creatures of your choice within 15 feet of you that can see you or hear you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Self Preservation
At 10th level, when you are hit by an attack or fail a saving throw, you can use your reaction to give yourself a +5 bonus to your AC and saving throws you make. This bonus lasts until the start of your next turn and you cannot use this feature again until you take a short or long rest.
- Opportunist
At 15th level, when a friendly creature hits an attack roll on a creature within 5 feet of you, you can use your reaction to make a melee weapon attack against that same creature.
In addition when you make a melee weapon attack as a reaction, you do so with advantage.
- Rampage
At 18th level, when you are damaged by an attack roll or saving throw caused by a hostile creature that you can see, you can use your reaction to enter a rampage. While rampaging all your melee weapon attacks that hit counts as critical hits when rolling for damage. In addition, you gain advantage for your Shove and Grapple attempts during a rampage. Your rampage ends if you do not take any damage from a hostile creature before the start of your next turn.
Once you use this feature you can't do so again until you finish a long rest.
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