War's Champion (5e Class)
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- (Note: This class is still receiving updates for more improvements and retweets for the Further Beyond (5e Variant Rule).)
Creating a Spartan Warrior
- Quick Build
You can make a Spartan Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose shortswords or battleaxe
As a Spartan Warrior you gain the following class features.
- Hit Points
Armor: Light & Medium Armor
Weapons: Simple Weapon, Martial Weapon, Shields
Saving Throws: Strength and Constitution
Skills: Choose 2 of any
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Martial Weapon & Shield or (b) One Simple Weapon & Shield
- (a) leather armor or (b) scale mail
- (a) Dungeoneer’s Pack or (b) Explorer’s Pack
- If you are using starting wealth, you have If you are using starting wealth, you have 4d4 x 10 gp in funds. in funds.
|Features||Unarmed Attack||Spartan Rages||Rage Damage|
|1st||+2||Brutal Pugilist, Spartan Rage, Unarmored Defense||1d4||2||2|
|2nd||+2||Monstrous Strength, Rage Enhancement||1d4||2||2|
|4th||+2||Ability Score Improvement||1d4||3||2|
|5th||+3||Extra Attack, Destructive Force||1d6||3||2|
|7th||+3||Rip and Tear, War of Endurance||1d6||4||2|
|8th||+3||Ability Score Improvement||1d6||4||2|
|12th||+4||Ability Score Improvement||1d8||5||3|
|16th||+5||Ability Score Improvement||1d8||5||4|
|19th||+6||Ability Score Improvement||1d10||6||4|
Beginning at 1st level, your life as a warrior has turned your fists into dangerous weapons. You gain the following benefits:
You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Spartan Warrior levels, as shown in the Unarmed Attack column of the Spartan Warrior table.
In battle, you fight with primal ferocity. On your turn, you can enter a spartan rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Spartan Warrior, as shown in the Rage Damage column of the Spartan Warrior table. All other weapon attacks only gain half of this bonus rounded up.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your Spartan Warrior level in the Spartan Rage's column of the Spartan Warrior table, you must finish a long rest before you can rage again.
While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting at 2nd level, your strength score no longer has a maximum, and you count as a large size when determining your carrying capacity and the weight you can push, drag, or lift. In addition, starting at 12th level, you instead count as a huge creature for the purposes of determining your carry capacity and the weight you can push, drag, or lift. In addition; you may use a two-hand and/or heavy weapon in one-hand for the purposes of duel-wielding or using a weapon as a weapon and shield where you gain proficiency in all melee attacks made with a Str-Based Melee Weapon on your turn.
When you reach 2nd level, and again at 12th and 16th level, your rage takes on a unique form. You gain an additional effect from raging chosen from any of the following choices below:
When you kill or get a critical hit on a creature, you may move up to half your movement speed towards another creature.
- Blank Mind
You have advantage on Wisdom saving throws when raging.
Your unarmed attack damage gains the Rage Damage bonus to all attacks.
- Primal Fury
On the turn when you enter a rage, your first attack roll is made with advantage. If chosen again, you make your first two attack rolls with advantage on the turn when you enter a rage.
You gain resistance to another damage type of your choice while raging. Once chosen the damage type can not be changed.
- Savage Attacks (Simple Weapons)
Your simple melee weapons and simple ranged weapons deal 2 additional damage while raging.
- Savage Attacks (Martial Weapons)
Your martial melee weapons and martial ranged weapons deal 2 additional damage while raging.
- Controlled Rage (Simple Weapons)
Your simple melee weapons and simple ranged weapons gain a 1 to attack rolls.
- Controlled Rage (Martial Weapons)
Your martial melee weapons and martial ranged weapons gain a 1 to attack rolls.
Starting at 3rd level, you choose an archetype that decides what sort of warrior you were. Choose between the Ghost of Sparta Archetype or The Foreigner Archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at the 5th level, you deal double damage to constructs and structures when attacking them with your unarmed attack.
Rip and Tear
Starting at 7th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target possesses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded down. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier.
War of Endurance
Starting at 7th level, when you make a Constitution saving throw and the result is less than your Constitution saving throw, you can use double the saving throw in place of the total. You regain use of this feature when you complete a long rest.
Starting at 9th level, your rage becomes extraordinarily violent and lets out your inner rage burning deep inside you. While in Spartan Rage, you may freely put away your weapons and unarmed yourself. Allowing you to go berserk and crush your enemies with your bare hands.
In addition, the cost of each feature below costs an action and a fixed number of duration on your Spartan Rage. (Example: you have 5 rounds of Spartan Rage left, you use Fury Strike that costs an action and 2 rounds. Now you have 3 rounds of Spartan Rage left.)
- Fury Strike:
- 2 Rounds
As an action, you make up to 2 unarmed strike attacks and each fist deals 2d6 + Strength modifier + Rage Damage of bludgeoning damage
- Fury Drive:
- 5 Rounds
As an action, you deliver a forceful haymaker that knocks enemies backward at great speed. You combining 2 unarmed strike attacks into a single attack. Dealing 4d6 + Strength modifier + x2 Rage Damage of force damage. On hit, the target creature must roll a Strength saving throw, or or be knocked back 20 feet and be knocked prone on a failed save.
- Raging Smash:
- 4 Rounds
As an action, you slam both your fist into the ground and create a massive shockwave. Creature(s) within a 10 foot cone in front of you must roll a Constitution saving throw, or take 3d6 + Strength modifier force damage and stunned for 1 round. On a successful save, creature(s) take half damage and aren't stunned.
- Seething Earth:
- 5 Rounds
As an action, you bury both your hands in the ground and pull or rip off a large chunk of a boulder and then throw it within 30 feet of you. Creature(s) within a 10 feet radius of the of the impact must roll a Strength saving throw, or take 6d6 + Strength modifier bludgeoning damage, be knocked back 15 feet, and be knocked prone. On a successful save, creature(s) take half damage, aren't knocked back, and isn't prone.
- Spartan Stomp:
- 3 Rounds
As an action, you slam your foot to the ground that disrupts all nearby enemies. Creature(s) within 10 feet of you most roll a Constitution saving throw, or take 3d6 + Strength modifier force damage and be knocked prone. On a successful save, creature(s) take half damage and aren't knocked prone.
Starting at 11th level, your Strength score, your Constitution score, and your hit point maximum cannot be reduced. In addition, anytime you come under the effect of exhaustion you can treat it as one level less than it actually is.
Starting at 13th level, your presence alone is enough to break both man and monster, triggering their most primal instinct, fight or flight. You gain proficiency in the Intimidation skill. If you are already proficient with the Intimidation skill, you may add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, when you make a Intimidation check against creature(s) within 20 feet of you may attempt to instil fear in the target creature(s), who must succeed on a Wisdom saving throw against your Intimidation check or becoming frightened of you for one minute. A frightened creature(s) may repeat their save at the end of their turn, ending the condition on a success. You may intimidate creatures this way a number of times equal to half your Charisma modifier (with a minimum of 1) and regain all expanded uses when you complete a long rest.
Starting at 17th level, your base speed increases by 10ft and cannot be reduced by difficult terrain or spells. In addition, you you have advantage on all saving throws against being knocked prone and stunned conditions.
Starting at 18th level, whenever you are reduced to 0 hit points, you are automatically stabilized. In addition, whenever you roll a hit die to recover hit points, you add your proficiency modifier to the amount of hit points you regain.
Starting at 20th level, you embody the power of war itself. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Ghost of Sparta
- Monstrous Aura
Starting at 3rd level, whenever you make a roll related to Intimidation, you can add your Strength modifier instead of your Charisma modifier.
Starting at 6th level, you can challenge a creature to a duel to the death, called a Carnage. Choose a creature you can see within 60 feet for your challenge, as a bonus action.
While the creature is challenged, you add a 1d4 to all your melee damage rolls against that creature. This bonus damage increases to 2d4 once you become level 10 and again with a 3d4 once you become level 14. In addition, while the creature is challenged, you can use your reaction in each turn to move towards that creature up to your movement speed. Also, the creature has Disadvantage on all Dexterity (Stealth) checks to hide from you.
The Carnage ends if you or the creature are reduced to 0 hit points, if you attack any other creature or if you recover any amount of hit points.
You can use your Carnage a number of times equal to 1 + your Charisma modifier, and regain your use of it after finishing a short or a long rest.
In addition, starting at 13th level, you can have up to two creatures challenged at the same time by your Carnage feature. You can challenge three creatures at 17th level & challenge four creatures at 20th level.
Starting at 6th level whenever you are raging and a enemy dies within 10 feet of you, you gain temporary hit points equal to your proficiency modifier + half your Constitution modifier (rounded up). These temporary hit points are reduced to 0 when your rage ends.
Starting at 10th level, you have advantage on your initiative rolls. In addition, if you hit a creature with a melee attack during the first turn of combat, you deal additional damage equal to your Constitution modifier in each successful attack.
Starting at 14th level, you swing with no mercy, especially when hitting vital spots. Critical hits with melee weapons deal triple damage instead of double damage.
- Never leave my side...
Starting at 3rd level, you can spend 8 hours bonding with a friendly beast, familiar, or other creature your DM approves of, this cannot be done during a long rest. When you finish this bonding period, your companion gains the following benefits:
- Their hit point maximum is increased by your level.
- When the willing creature performs an action, you may expend your reaction to grant them an additional action on their turn. You cannot take an action on your next turn. You can only use this feature once per long rest.
- You have advantage on Persuasion and Intimidation checks against them. If you and they must contest, they may roll a Persuasion or Insight checks depending on the details.
You can only be bonded to one creature at a time. If your companion dies, you can repeat the bonding process with another friending beast, familiar, or other creature your DM approves of.
- Strike Now Boy!!!
Starting at 3rd level, as a bonus action, you allow one creature within 60 feet of you to immediately make a singular weapon attack against a creature of your choice. A creature can only be granted this additional attack once per round of combat. Starting when you hit 5th level, the target of your Strike Now feature can add 1d4 to their damage roll if the attack hits. This bonus damage increases to 2d4 once you become level 11.
- Behind me Boy!!!
Starting at 6th level, when a creature within your movement speed range becomes targeted by an attack or spell, you can use a reaction to move adjacent to them and become the target in their stead. You may choose whether to trigger opportunity attacks or not during this movement. Should the targeting effect leave you at 0 hit points, the shielded creature gains a bonus to their attack and damage rolls equal to half your Spartan Warrior level (rounded up). This bonus persists until you are stable again or the combat is over.
- Old Spartan's Resilience
Starting at 10th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Be Better Than Me...
Starting at 14th level, the creature under the Never leave my side... feature adds +2 to one ability score of their choice. This feature can push ability scores higher than 20. The bonus fades if the allies spend more than 1 week separated from the Spartan Warrior, but if said Spartan Warrior leaves the narrative entirely the DM may deem it appropriate for the bonus to become permanent. (This feature can never be applied from multiple Spartan Warriors.)
Beyond 20th Level
Whether or not you've ascended by means or reclaiming your forsaken title… But now it is time for the true God of War to return...
|Level||Proficiency Bonus||Features||Unarmed Attack||Spartan Rages||Rage Damage|
|22||+7||Ability Score Improvement||1d10||6||4|
|26||+8||Ability Score Improvement||1d10||8||5|
|27||+8||Advanced Archetype Feature||1d10||8||5|
|30||+8||Ability Score Improvement||1d10||8||5|
|31||+8||Advanced Inner Rage||1d12||8||6|
|33||+9||Advanced Archetype Feature||1d12||9||6|
|34||+9||Ability Score Improvement||1d12||9||6|
|37||+9||Advanced Archetype Feature||1d12||10||6|
|38||+9||Ability Score Improvement||1d12||10||6|
|40||+10||God of War||1d12||10||6|
At 21st level, you begin to surpass the capabilities of regular mortals as you slowly becoming godlike or regaining your godlike powers, emulating the things that make you a barbarian and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead, and your Strength score can be increased to a maximum of 26.
starting at 24th level, you instead count as a gargantuan creature for the purposes of determining your carry capacity and the weight you can push, drag, or lift. In addition, starting at 34th level, you instead count as a colossal creature for the purposes of determining your carry capacity and the weight you can push, drag, or lift.
Starting at 25th level, when you take the attack action, you may make 1 additional attack (3).
Starting at 28th level, every step you take while running launches you forward as though you were leaping. Your speed increases by 10 feet, and when you take the Dash action for the first time on your turn your speed increases by an additional 20 feet. You also automatically succeed on Strength checks made to jump over hurdles and gaps if you took the Dash action before making the jump.
Starting at 29th level, you reduce all incoming damage except for psychic damage by 5. This feature cannot reduce the damage to less than 1.
Advanced Inner Rage
Starting at 31th level, you've become more efficient at controlling your rage and using it with proficiency. The following list improves inner rage features:
- Fury Beatdown:
(Replaces: Fury Drive)
- 5 Rounds
- Raging Ultimatum;
(Replaces: Raging Smash)
- 4 Rounds
- Spartan Surge:
(Replaces: Spartan Stomp)
- 3 Rounds
Starting at 35th level, you never truly stop raging. You may enter Spartan Rage as a reaction to when you are hit by an attack or put in the area of a damaging spell or effect, but other rages, such as a Inner Rage, still require you to use a bonus action to enter. In addition, ending a rage requires no action by you. Entering a rage as a reaction happens before any damage is dealt.
Starting at 36th level, your connection to your inner anger boosts your physical attributes, granting you strength beyond compare. Both your current and maximum Strength scores each increase by 4, to a maximum of 30; your Constitution score increases by 2, to a maximum of 26.
Starting at 39th level, you have reached the pinnacle of physical prowess attainable by most beings, both mortal and divine. The minimum you can roll for a Strength check is equal to your Strength score plus your Strength modifier. Your melee weapon attacks ignore any and all resistances to damage that they would deal. Your carrying capacity (including maximum lift and maximum load) does not change when you shrink in size. You are considered to be one size larger than your current size when determining if you can grapple a creature or be grappled by a creature. Finally, both the short and long ranges for thrown weapons are gain double your strength modifier for damage rolls when you make a ranged attack with them.
God of War
Starting at 40th level, your transformation from mortal to god is complete. Your base size increases to that of a large creature (or huge if your base size is Large or larger), and as an action you can shrink to the size of a Medium creature until you choose to use an action to enlarge yourself back to your normal size. Anything you are wearing or carrying changes size with you, and all of your weapon attacks deal an extra die of damage while you are your normal size. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.
The God Slayer
- Prerequisites: The Ghost of Sparta Archetype
- <!-Class Feature->
Starting at 23rd level,
- <!-Class Feature->
Starting at 27th level,
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Starting at 33rd level,
- <!-Class Feature->
Starting at 37th level,
- Prerequisites: The Foreigner Archetype
- Watch Your Tune Boy..!
Starting at 23rd level,
- In the direction of deer...
Starting at 27th level,
Starting at 33rd level,
- You Are Ready...
Starting at 37th level,