Warrior of Fenris (5e Class)

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Warrior of Fenris[edit]

Warrior of Fenris[edit]

To be a Warrior of Fenris you must have the skills of the hunt, ferocity above all enemies and the combat prowess of the Sky Warriors of Legend.

Creating a Warrior of Fenris[edit]

Quick Build

You can make a Warrior of Fenris quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Warrior of Fenris you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warrior of Fenris level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warrior of Fenris level after 1st

Proficiencies

Armor: All Armours, Shields
Weapons: Martial and Simple Weapons
Tools: Brewer's Supplies
Saving Throws: Strength, Constitution
Skills: Choose two from: Athletics, Survival, Acrobatics, Animal Handling, Intimidation, Perception, Persuasion

Equipment

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

  • (a) Chain Mail or (b) or Scale Mail
  • (a) Martial Weapon and Shield or (b) or Two Martial Weapons
  • (a) Light Crossbow and 20 Bolts or (b) or Shortbow and 20 Arrows
  • (a) Explorers Pack or (b) or Dungeoneer's Pack

Table: The Warrior of Fenris

Level Proficiency
Bonus
Features Fury Points
1st +2 Wolf Companion, Fighting style 1
2nd +2 Dual assault 2
3rd +2 Aspect of the Wolf 3
4th +2 Ability Score Improvement 4
5th +3 Extra attack, Wolf Companion Upgrade 5
6th +3 Aspect Feature 6
7th +3 Pack bond 7
8th +3 Ability Score Improvement 8
9th +4 Pack Mentality 9
10th +4 Aspect Feature, Wolf Companion Upgrade 10
11th +4 Mark of Fenris 11
12th +4 Ability Score Improvement 12
13th +5 Pack bond Upgrade 13
14th +5 Aspect Feature 14
15th +5 Pack Mentality Upgrade 15
16th +5 Ability Score Improvement 16
17th +6 Mark of Fenris Upgrade 17
18th +6 Aspect Feature 18
19th +6 Ability Score Improvement 19
20th +6 Champion of Fenris 20

Aggressiveness[edit]

You are usually the first to rush to combat. Starting at 1st level, you have advantage on your initiative rolls.

Wolf's Run[edit]

At 1st level, you can move at break-necking speed. Your movement speed increases in 10 feet. In addition, you can take the Dash action as a bonus action.

Fury[edit]

Beginning at 2nd level, you start to channel the furious rage of the giant wolf into special abilities. This rage is represented by a number of fury points, that are determined by your Warrior of Fenris level, as shown on the Furry Points column on the Warrior of Fenris table.

You can spend these points to fuel various fury features. You start knowing the following fury features, and learn more as you gain levels in this class.

Some fury features require a saving throw to avoid these effects. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Withstand Pain

When a creature hit you with an attack, you can shrug of the pain, spending 1 fury point to reduce any damage taken, including the triggering one, by an amount equal to your proficiency bonus.

Pack Hunt

Whenever an allied creature is within 5 feet of you, you can spend 1 fury point and use your bonus action to gain advantage on your next melee weapon attack. If you hit this attack, your ally also gain advantage on its next melee weapon attack.

Wolf's Dash

When you end your movement within 30 feet of an hostile creature without taking the Attack action on your turn, you can spend 1 fury point and use your reaction to move up to your movement speed towards it and make a single melee weapon attack.

Fenris Blessing[edit]

Starting at 2nd level, you begin to manifest characteristics of the legendary wolf fenris. You gain two blessings of your choice. Your options are detailed at the end of the class description. As you gain Warrior of Fenris levels, you gain additional blessings of your choice, as shown on the Blessings column on the Warrior of Fenris table.

In addition, when you gain a level in this class, you can choose one of the blessings you know and replace it with another you could learn at that level.

Pack Choice[edit]

At 3rd level, the power of fenris is manifested on you in different manners, depending on the pack you choose. You can choose the Wulfsark Pack, Alpha Hunter Pack and Elemental Aspect Pack. Your choice give you features at 3rd level, and again at 6th, 13th and 20th levels.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Coordinated Attacks[edit]

Whenever a you or an allied creature within 5 feet of you make a melee weapon attack, you can spend 1 fury points and use your reaction to give advantage to that attack.

Evasion[edit]

Starting at 7th level, when you are subjected to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, or only half damage if you fail.

Surprise Attack[edit]

Starting at 9th level, the first attack you make on first turn of you combat, if you haven't be surprised and if the attack is a melee weapon attack, is made at advantage.

In addition, whenever you take the Dash action and move at least 20 feet before making a melee weapon attack, you have advantage on the attack.

Supernatural Senses[edit]

Starting at 10th level, you have the fine senses of the wolf. You can't roll less than 9 on Wisdom checks.

Mark of Fenris[edit]

At 11th level, whenever you make an attack roll, you can choose to give advantage to one ally within 5 feet of you to its melee weapon attack. If the attack already have advantage, you can make that ally roll 3d20, instead of 2.

In addition, you can use a bonus action on your turn to take the Help action. When you take the Help action to aid a creature with an attack roll, on a hit the target takes additional damage equal to your Wisdom modifier (minimum of +1).

Natural Armor[edit]

Starting at 14th level, your skin become resistant as the hide of the legendary wolf. The first time you take bludgeoning, piercing and slashing damage in each round, you reduce the damage by an amount equal to your level in this class.

Careful Dash[edit]

Starting at 15th level, you don't provoke opportunity attacks when you take the Dash action on your turn.

Champion of Fenris[edit]

When you reach the 17th level, you are the embodiment of the great strength of Fenris, giving you resistance to slashing, piercing and bludgeoning damage.

In addition, you can cast polymorph to assume the shape of a Wolf or Dire Wolf, once, being able to do it again after finishing a short or long rest. When you cast this spell, you retain your Intelligence, Wisdom and Charisma scores.

Horde Rage[edit]

Starting at 18th level, whenever you or an allied creature you have granted advantage score a critical hit, you regain 1 fury point.

Fenris Pack[edit]

Wulfsark[edit]

You have been blessed with the soul of the fenris, being able to be become one with the legendary great wolf, eventually becoming a great wolf yourself.

Furious Attacks

Starting at 3rd level, when you spend a fury point, all your melee attacks until the start of your next turn deal additional damage equal to your proficiency bonus.

Primal Senses

At 3rd level, you gain proficiency in the Perception skill. You add double your proficiency bonus to all checks made with this skill. In addition, you have advantage on any Wisdom (Perception) checks that rely on smell or hearing.

Wolf Bite

Starting at 6th level, once in each of your turns, when you hit a creature with size Large or lower with a melee weapon attack, you can choose to knock that creature prone.

Hybrid Warrior

At 13th level, your appearance start to become more and more wolf-like. While not wearing armor, your AC equal 8 + your proficiency bonus + your Dexterity modifier.

In addition, you can regenerate the damage taken. As a bonus action, you can spend 1 hit die to regain a number of hit points equal to the number rolled + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus.

Son of Fenris

At 20th level, you a dire wolf. The transformation lasts for 1 hour or until you are reduced to 0 hit points. The transformation has the same statistics as the dire wolf, with the following benefits:

  • You add your proficiency bonus to your AC and attack bonus.
  • You retain your skill proficiencies and class features.
  • Your ability scores are replaced by the ones of the wolf, unless yours are higher.
  • Your hit points are equal to 5 + your Constitution modifier x 20 in your wolf form.
  • Your bite attack deal additional damage equal to your proficiency bonus. The damage type is cold.

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

Alpha[edit]

You have a supernatural connection to wolfs, and are able to bond with them, fighting and hunting alongside the monstrous wolfs.

Wolf Companion

At 1st level, you gain a Wolf companion, which has the same stats as a normal Wolf (CR 1/2) but with an intelligence score of 10. It levels up with you and add Hit points equal to 1D8 (or 5) per player level until 5th, when it "evolves" into a wolf dependent on your Aspect. Commanding the wolf requires a bonus action. Furthermore when either the wolf or you are incapacitated or dead the other gains +2 'rage' damage to damage rolls. Wolfs AC is equal to 10 + Dexterity modifier + Constitution modifier. If or when your wolf dies it will take 3 days to 'revive' your wolf, after which it will revive at the same level as your character.

Upgrade
5th level

May be used as a mount which you communicate with telepathically eliminating any need for a bonus action to command it. Grants your character the mounted combatant feat when riding.

10th level

Wolf has an extra attack. Furthermore, you and the Wolf are spiritually bonded and thus may add each other's proficiency bonus to any required saves if they are proficient.

Pack Bond

You and the Wolf have an advantage on attack rolls when within 5ft of each other. Furthermore, the Wolf has double your proficiency bonus to attack rolls made when within 5ft.

Upgrade: When an enemy attempts to attack you, your wolf can attack the enemy before the hit dice are rolled as a reaction. Provided the wolf is within attack range. This does not use up the wolfs attacks.

Dual Assault

Whenever you and the wolf make an attack action on a target the next friendly attack on that target has an advantage.

Pack Mentality:[edit]

If you or the Wolf are incapacitated/dead other one has resistance to all non-magical damage, advantage on all strength/constitution saving throws until the end of combat.

Fenris Blessings[edit]

Instinctive Hunter

You have proficiency in Perception and Survival skills. In addition, you can use your bonus action to mark a creature by its scent. To do so you need to either be within 60 feet of the creature or be able to discover the smell of that creature trough its clothes or possessions, requiring a Survival check with a DC of 15. On a success, you have advantage to your Survival checks to track that creature. You can't mark more than one scent at the same time.

Monstrous Jaws

Your teeth mutate into powerful wolf like jaws. Your jaws are considered light and finesse simple weapons you are proficient with, and deal 1d6 piercing damage.

Though Hide

While not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Wolf Rush

You can run towards your prey with the speed of wolfs. On your turn, you can spend 1 fury point to increase your movement speed in 10 feet for 10 minutes. This movement ignores difficult terrain.

Elemental Aspect[edit]

Aspects of the Wolf

Starting at 3rd level, you can choose one of the following aspects: aspect of ice, aspect of fire or aspect of thunder. Each aspect grant's you elemental magical powers.

Aspect of Ice. Frost breath

Aspect of Fire. Burning hands

Aspect of Thunder. Thunderwave

Elemental Run

At 13th level, you gain resistance to one damage type, depending on your chosen aspect.

In addition, you can assume the form of a wolf made of pure elemental energy when you move, gaining a flying speed equal to your movement speed, without taking an action.

Aspect of the Elemental Wolf

Once per long rest for 1 hour to transform into an Elemental Wolf.


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