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

Class Features[edit]

Wolf Companion[edit]

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.

Dual Assault[edit]

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

Aspects of the Wolf[edit]

Pick one of the three Aspects of the Wolf: For spells DC save is 8+Proficiency+Wis modifier

Aspect of the Ice Wolf-

Get resistance to Frost Damage. Frost breath once per long/short rest. Either your or the wolf may use this.

FEATURE NO 1-6th Frost breathlevel 2 Once per long rest for 10 minutes to transform into an Ice Wolf.

FEATURE NO 2-10th Frost breathlevel 3 Has two uses per long/short rest

FEATURE NO 3-14th Frost breathlevel 4 Your wolf's attacks are classed as magic attacks with the Frost type. When you are in wolf form you also have this.

FEATURE NO 4-18th Frost breathlevel 5 Transform for up to an hour

Aspect of the Fire Wolf-

Gain resistance to Fire Damage. Burning hands once per long/short rest. Either your or the wolf may use this.

FEATURE NO 1-6th Burning hands level 2 Once per long rest for 10 min transform into a Fire Wolf.

FEATURE NO 2-10th Burning hands level 3 Has two uses per long/short rest

FEATURE NO 3-14th Burning hands level 4 Your wolf's attacks are classed as magic attacks with the Fire-type. When you are in wolf form you also have this.

FEATURE NO 4-18th Burning hands level 5 Transform for up to an hour

Aspect of the Thunder Wolf-

Gain resistance to Thunder Damage. Thunderwave once per long/short rest. Either your or the wolf may use this.

FEATURE NO 1-6th Thunderwave level 2 Once per long rest for 10 minutes turn into a Thunder Wolf.

FEATURE NO 2-10th Thunderwave level 3 Has two uses per long/short rest

FEATURE NO 3-14th Thunderwave level 4 Your wolf's attacks are classed as magic attacks with the Thunder type. When you are in wolf form you also have this.

FEATURE NO 4-18th Thunderwave level 5 Transform for up to an hour

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.

Pack Bond:[edit]

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.

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.

Upgrade: Can summon up to 1d4+1 Dire Wolves dependent on your aspect (these are the same level of your own companion and are essentially just copies but only last 2hours).

Mark of Fenris:[edit]

You and the party gain have an advantage on attack rolls against a single target of your choice each round of combat. Furthermore, the marked target takes additional damage depending on your Charisma modifier (minimum of +1) each time it is attacked by an ally.

Upgrade: Target has disadvantage on attack rolls against you and the rest of the party.

Champion of Fenris:[edit]

You are the embodiment of the great strength of Fenris giving you resistance to all nonmagical damage and immunity to a damage type dependent on your aspect. You may now change into wolf form at will and for as long as you want, while in wolf form you can change your size from large to huge for up to 1 hour per day, doing so not only increases your size but also increases your Strength and Constitution by +2 while you are huge.


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