Warforged Destroyer (5e Class)
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Warforged Destroyer[edit]
One of the most advanced warforged warriors crafted for the final battle. Taking a radical new direction in design and purpose. Able to shift from a slow, dangerous, battle machine capable of light spell slinging, to a speedy rolling platform
Radical New Design[edit]
Constructed to be a magic wielding heavy ranged support unit. Your designers broke from standard building designs and went with a radical new approach, creating an incredibly deadly but abysmally slow 3 legged platform, so with yet another radical approach to the design, a form shifting platform was created. Able to roll into the battle and then "deploy" into the battle form, early tests are extremely promising. Will you be able to secure more resources for your creators to put your design into mass production?
Creating a Warforged Destroyer[edit]
- Quick Build
You can make a Warforged Destroyer quickly by following these suggestions. You must select Warforged as your race. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.
Class Features
As a Warforged Destroyer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Warforged Destroyer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warforged Destroyer level after 1st
- Proficiencies
Armor: Light, Medium, Heavy, Shield
Weapons: Simple Weapons, Martial Weapons
Tools: Tinker Tools
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, History, Insight, Intimidation, Investigation, Perception, Survival,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Shortswords or (b) Longsword & Shield
- (a) Scale Mail or (b) Chain Mail
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
1st | +2 | Spellcasting, Integration, Mode Shift, Force Cannons | — | — | — | — |
2nd | +2 | Protection Emitter | — | — | — | — |
3rd | +2 | Warforged Destroyer Specialty | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — |
5th | +3 | Extra Attack | 3 | — | — | — |
6th | +3 | Weak Point | 3 | — | — | — |
7th | +3 | Warforged Destroyer Specialty | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 4 | 2 | — | — |
9th | +4 | Purpose Built | 4 | 2 | — | — |
10th | +4 | Commanding Presence | 4 | 3 | — | — |
11th | +4 | Warforged Destroyer Specialty, Extra Attack (2) | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement, Potection Emitter (2) | 4 | 3 | — | — |
13th | +5 | Locked On | 4 | 3 | 2 | — |
14th | +5 | Weak Point (2) | 4 | 3 | 2 | — |
15th | +5 | Warforged Destroyer Specialty | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | — |
17th | +6 | — | 4 | 3 | 3 | — |
18th | +6 | Lay Waste | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 1 |
20th | +6 | Extra Attack (3) | 4 | 3 | 3 | 1 |
Mode Shift[edit]
You have 2 modes of operation, Transport mode and Battle mode, you swap between modes with the use of your bonus action.
- Transport mode
- Your body panels shift, contracting and sliding together into a rolling wheel, you gain +1 AC, and your speed increases by +20 feet (50 feet), you are unable to take any action other than movement actions while in this mode.
- Battle mode
- Your three legs deploy, instantly stopping your movement, allowing your body to unfold, and your arms to deploy, allowing you to use your Light Force Cannons, and your Spell Launcher mounted underneath one of your Force Cannons your speed decreases by 10 Feet (20 feet). Your Spell Launcher is also your arcane focus, that negates the need for any Verbal, Somatic and Material components for spell casting.
Spellcasting[edit]
You know 4 cantrips from the evocation school, The Warforged Destroyer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Warforged Destroyer spells that are available for you to cast, choosing from the Evocation School spell list. When you do so, choose a number of Evocation School spells equal to your Wisdom modifier + your Warforged Destroyer level (minimum of one spell). The spells must be of a level for which you have spell slots.
Force Cannons[edit]
When you deploy into your battle mode, each of your arms ends at the elbow, connecting to a Light Force Cannon. With an attack action you may make ranged attacks as if fighting with two weapons, as if they both had the "light" weapon attribute. Dealing 1d8+Wisdom modifier Force damage, the range of these attacks is 50 feet.
Integration[edit]
Along with your light force Cannons, you have an interchangeable set of arms, as a bonus action you can swap from your force cannons ready to your arms being ready. Your arms are able to integrate any simple or martial melee weapon with the "light" property, the same way your body integrates armor, you cannot be "disarmed" of any integrated weapons. You may also wield any weapon you are proficient with in the hands.
Protection Emitter[edit]
Upon reaching Level 2, you learn how to operate your Protection Emitter, with a bonus action you can activate the emitter, causing a visible blue sphere to envelope you. You gain +2 AC for 1 minute. This feature grows to +3 AC at level6, +4 AC at level 10, +5 AC at level 16 and you gain a second use of this feature. You regain all spent uses upon completion of a short rest.
Warforged Destroyer Specialty[edit]
At 3rd level, you chose a Specialty. Choose between Spell Slinger, Suppressionist or Mobile Artillery all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Weak Point[edit]
Upon reaching Level 6, you are so in tune with your Force Cannons that you can pinpoint weak points. You critically strike on a 19-20 with your Force Cannons. At Level 14 you critically strike with your Force Cannons on an 18-20.
Purpose Built[edit]
Upon reaching level 9, you add your proficiency bonus to your Initiative roll.
Commanding Presence[edit]
Upon reaching level 10, you start to take stock of the entire battle, on your turn you may use your action to direct another creature to take an action with up to a 5 foot movement. You may use this feature once, regaining use of this feature upon completion of a long rest.
Locked On[edit]
Upon reaching level 13, you gain the ability to seek out the tougher opponents. At the beginning of your turn designate a target, you add your proficiency bonus a second time, to your attack rolls made against the designated target, until the targets HP is reduced to 0. You may use this feature twice, you regain all spent uses of this feature upon completion of a long rest.
Lay Waste[edit]
Upon reaching level 18, you gain the ability to lay waste to an entire area. By rooting yourself in place your movement speed equals 0 for this turn, you designate a 50 feet sphere centered on a point no farther than the range of your Force Cannons. You target every creature in the area, and make 2 Force Cannon attacks as normal against each creature. You may only use this feature once, regaining the use of this feature after a long rest.
Warforged Destroyer Specialty[edit]
Spell Slinger[edit]
Choosing to instead enhance your spell casting abilities instead of focusing on direct abilities, you gain a second Spell Launcher mounted underneath your other Force Cannon.
- Spell Slinging
Upon reaching Level 3, you learn how to install a second Spell Launcher underneath your other Force Cannon. As long as both Spell Launchers are functional you are able to cast any cantrip you know as a bonus action. Since this Spell Launcher was not installed by your designers it is a bit temperamental, if you roll a natural 1 for any check your secondary Spell Launcher goes offline, requiring you to fix it. To fix the Spell Launcher you will need your Tinker tools in hand, 1 hour of time and an Intelligence check against DC 12 to bring the Spell launcher back online.
- Greater Spellcasting
Upon reaching level 7 your spellcasting abilities increase. You gain an extra spell slot per spell level.
- Enhanced Spellcasting
Upon reaching level 11 you gain a +2 on spell attack and damage rolls as well as your spell save DC.
- End Game
Upon reaching level 15 you learn to harness more powerful spells. You are able to cast a single spell one spell level higher than you currently have a spell slot allowed for. For example you currently only have access to 3rd level spells, this lets you cast a single 4th level spell, or a lower level spell upcast to 4th level. This feature grows to a single 5th level spell at level 19. You regain the use of this feature upon completion of a long rest. After you use this feature make an Intelligence check with your tinker tools. DC 18, if you fail your secondary Spell Launcher goes offline, if your secondary Spell Launcher is already offline, your primary Spell launcher hard stops and needs 1 hour to reboot. This feature only applies to spells you would know.
Suppressionist[edit]
You have chosen to put your life in your hands... er... well... cannons.
- Rapid Fire
Upon reaching level 3 you learn how to relentlessly blast away at an opponent, albeit not very accurately, but hey accuracy by volume is a thing. When you attack with your Force Cannons you may use your bonus action to attack 3 additional times, each at a -2. This feature grows to 5 additional attacks, each at -4 at level 11, and 7 additional attacks, each at -8 at level 20. You may use this feature twice, regaining all spent usages upon completion of a short rest. This feature cannot be used with another feature.
- Focus Fire
Upon reaching level 7 you are so in tune with your Force Cannons that they are more than just a part of your body. You get +1 to attack and damage rolls. This feature enhances to +2 attack and damage at level 10, +3 at level 14 and +4 at level 18.
- Suppresive Fire
Upon reaching level 11 you know how to force the enemy to flee, or seek cover. Whenever you score a hit with your Force Cannons you can force the target to make a Wisdom savings throw, against your spell save DC, on a success the target must move away from you, preferably towards some kind of cover until the end of it's next turn. On a fail the target becomes frightened, and the only actions it can take are to seek full cover from you, until the end of it's next turn. You may use this feature twice, regaining all spent usages upon completion of a short rest. This feature cannot be used with another feature.
- Withering Fire
Upon reaching level 15 you have learned how to affect an area with your Force Cannons. Whenever you make an attack with your Force Cannons you can choose to instead affect a 50 foot cone, all creatures in the affected cone make a Dexterity saving throw, on a success they take half damage, on a fail they take the full 4d8+Wisdom modifier damage, this circumvents features that reduce all/half effects to half/none.. You may use this feature twice, only once per turn. You regain all spent uses upon completion of a long rest. This feature cannot be used with another feature.
Mobile Artillery[edit]
It's all about who has the biggest gun.
- Big Bore
Upon reaching level 3 you learn how to increase the power of your Force Cannons, your damage die changes to 1d10+Wisdom modifier, and your range increases to 60 feet. Your damage die changes again to 2d10+Wisdom modifier and 70 feet range at level 8. Your damage die changes again to 3d10+Wisdom modifier and 80 feet range at level 12. Your damage die changes again to 4d10+Wisdom modifier and 90 feet range at level 16.
- Splash
Upon reaching level 7 the power of your Force Cannons grows even more. Your Force Cannon attacks now also attack every creature within 5 feet of the target for half damage. This effect increases to 10 feet at level 12, and 15 feet at level 16.
- Overload
Upon reaching level 11 you learn how to temporarily amp up your Force Cannons. At the start of your turn you may use a bonus action to Overload your Force Cannons for one turn, increasing their damage die by 1. Any attack made this round that rolls a natural 2-6 forces one of your Cannons into a hard stop, requiring 1 hour to reboot, a natural 1 causes the cannon to explode dealing the increased damage to yourself and the cannon to go offline requiring a repair with your tinker tools. This repair will take 4 hours, and will require 4 successful Intelligence checks against a DC 14, even a single failed check causes the repair to fail. You may use this feature twice, regaining all spent uses upon the completion of a long rest.
- Fire For Effect
Upon reaching level 15 you learn how to target an area. As an action you designate 4 separate 20 foot areas centered on different points out to 90 feet from you, area of effects can overlap. All creatures in the designated areas must make Dexterity saving throws on a success they take half damage, this circumvents features that reduce all/half effects to half/none. Creatures that fail the save take the full 4d10+Wisdom modifier damage. You may use this feature twice, regaining all spent uses upon the completion of a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Warforged Destroyer class, you must meet these prerequisites: You cannot multiclass into a Warforged Destroyer.
Proficiencies. When you multiclass into the Warforged Destroyer class, you gain the following proficiencies: N/A
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