Xilan Warrior (5e Class)

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Xilan Warrior[edit]

This class is inspired by the Meso-American martial arts used by the Aztecs and Mayan civilizations. Heavily relies on the use of their shield.


Creating a Xilan Warrior[edit]

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Xilan warrior with his macuahuitl and shield.
Quick Build

You can make a xilan warrior quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength and Wisdom. Second, choose the Folk Hero background. Third, choose for your skills.


Class Features

As a Xilan Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: Shields
Weapons: Simple weapons, shortswords, longswords, macuahuitls,
Tools: Leatherworker’s tools and woodcarver’s tools,
Saving Throws: Strength, Dexterity
Skills: Survival. In addition, choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, and Stealth

Equipment

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

  • (a) Macuahuitl or (b) machete (shortsword)
  • (a) 4 javelins or (b) A longbow and a quiver of 20 arrows
  • Round shield
  • (a) Leatherworker’s tools or (b) Woodcarver’s tools or (c) Explorer’s Pack

Table: The Xilan Warrior

Level Proficiency
Bonus
Features Shield Attack Damage Shield AC Bonus
1st +2 Unarmored Defense, Shield-Man's Tactics, 1d4 +1
2nd +2 Vanguard Pact, Shield Deflection 1d4 +1
3rd +2 Oath of the Beast 1d4 +1
4th +2 Ability Score Improvement, Ability Score Increase 1d4 +1
5th +3 Extra Attack 1d6 +2
6th +3 Oath of the Beast Feature 1d6 +2
7th +3 Ramping Charge 1d6 +2
8th +3 Ability Score Improvement, Ability Score Increase 1d6 +2
9th +4 Defensive Mastery 1d6 +2
10th +4 Immovable Object 1d6 +2
11th +4 Oath of the Beast Feature 1d8 +3
12th +4 Ability Score Improvement, Ability Score Increase 1d8 +3
13th +5 Shield-Man's Tactics Improved 1d8 +3
14th +5 Defensive Mastery Improvement 1d8 +3
15th +5 Seasoned Warrior 1d8 +3
16th +5 Ability Score Improvement, Ability Score Increase 1d8 +4
17th +6 Oath of the Beast Feature 1d10 +4
18th +6 Towering Wall 1d10 +4
19th +6 Ability Score Improvement, Ability Score Increase 1d10 +4
20th +6 Cease Combat 1d10 +5

Unarmored Defense[edit]

Beginning at 1st level while you are wearing no armor, your AC equals 8 + your Dexterity modifier + your Constitution modifier

Your shield's arc of coverage applies in all directions.

Shield-Man's Tactics[edit]

At 1st level, your training turns you into a specialist in fighting with a shield. While wielding a shield, you gain a bonus to your AC equal to the bonus on the Shield AC Bonus column on the Xilan Warrior chart.

While you are unarmored and wearing a shield, you are able to make an attack with your shield as a bonus action once in each of your turns. The shields deal 1d4 bludgeoning, and increases following the Shield Attack Damage column of the Xilan Warrior chart. You cannot benefit from your shield AC bonus while performing an attack with it.

In addition, you can use your action to perform the following special attacks with your shield:

  • Shield Bash:

You can try to shove a creature within 5 feet of you with your shield. If the target is a Medium or smaller creature, it must succeed on a Strength saving throw or be knocked prone. Deal one shield attack die.

  • Acute Swing:

You may attempt to swing your shield in a striking motion. You may focus on the opponent's limbs. The target must succeed on a Strength saving throw or be disarmed. The targets take your shield attack damage.

  • Wide Swing:

You may attempt to swing your shield in a striking motion, with disregard to your safety. You lose the your shield bonus AC until the beginning of your next and deal damage equal to twice your shield die + your Strength modifier.

Vanguard Pact[edit]

Your true strength in combat comes not from your individual strength but your strength in numbers. Starting at 2nd level you can use your reaction to intervene in melee attacks that target your allies adjacent to you. The damage is reduced by 1d10 + your Dexterity modifier + your xilan warrior level.

Shield Deflection[edit]

Starting at 2nd level, you can use your reaction to deflect or block a melee weapon attack. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + xilan warrior level. If you reduce the damage to 0 you may take an opportunity attack on the attacker and side step of 5 feet, in any direction without provoking an opportunity. You may not use this ability if you took a Wide Swing shield attack this round.

Oath of the Beast[edit]

You've proven yourself worthy of serving Ehlonna and protecting Beory. Upon taking the Oath of the Beast, you forfeit your soul after death and you cannot be reincarnated. If you die, your soul will be bound to the bone, fang or skull of a primal beast, and will forever serve the Sister Goddess of Nature.

At 3rd level, you choose a path that shapes the nature of your oath. Choose the Prowl of the Predator or the Oversight of the Falcon. Also at this stage, you may craft shields with additional properties at your DM's discretion. (i.e. a shield that provides flame resistance due to using the hide of a dragon)

Your choice grants you features at 3rd level and again at 6th, 11th, and 17th 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.

Ramping Charge[edit]

Beginning of the 7th level, your determination is so fierce, you may replace your movement action with a shield charge. If you charge at an opponent for at least 15 ft, deal 2 shield attack dice. If the target is a creature (regardless of size) it must succeed a Strength saving throw with disadvantage or be knocked prone and pushed back 5 ft.

Defensive mastery[edit]

Your shield feels as natural to you as the clothes you wear, you may take an extra reaction per turn

Beginning of the 9th level you may add your shield's AC to Vanguard Pact and Deflecting Shield.

You may add your proficiency to your shield-based attacks.

Immovable Object[edit]

Your presence in the battlefield is a force to be reckoned with. During combat, any allies standing within a 15 ft. radius cant be frightened and have advantage on initiative rolls. Enemies that target ally units within 5 ft. of you have disadvantage on attack rolls.

Shield-Man's Tactics Improved[edit]

You may take 2 Shield-Man's actions instead of 1 per round.


Defensive Mastery Improvement[edit]

Your shield is now an extension of your body, you may take an extra reaction per turn.

Beginning of the 14th level you may add a shield die to Vanguard Pact and Deflecting Shield.

You may add your Strength and Dexterity modifiers to your shield-based attacks.

Seasoned Warrior[edit]

Starting at level 15, countless battles have honed your muscles and taught you many lessons. You gain proficiency in Constitution saving throws.

Protector of the Pact[edit]

Your shield's AC is increased by the number of allies within a 20 ft radius from you.

Cease Combat[edit]

At 20th level, the tides of war mean nothing to you, you can take a deafening war cry that will cause all creatures or enemies within a 50 ft radius of you to cease all combat for 1 minute. Once you use this feature you can't use it again until you finish a short or long rest.

Prowl of the Predator[edit]

Bound by your name and soul, a xilan warrior with the rune of the beast has access to an ancient primal access within him or herself. Nature is one with you and you are one with it. When you engage your primal mode, your true hunter will be revealed.

  • Beast Sense:

Starting when you choose this path at 3rd level, you can enter your Primal nature for one hour once per short rest. When you enter your Primal nature, all your senses are heightened. you can use use hearing and smell to overcome any visual obstacle. Gain advantage in any perception check and add your Xilam warrior level to the check.

  • Hunter's Instincts:

Beginning at 6th level, you can’t be charmed or frightened while in your Primal Nature. If you are charmed or frightened when you enter your Primal Nature, the effect is suspended for the duration of the state.

  • Kin of Nature:

Your communion with nature allows you to be one with it. Starting at 11th level, you now have advantage in all survival rolls involving other animals as well as on all animal handling rolls. Additional you gain Speak with Animals spell, as a cantrip.

  • Bound to Nature:

Starting at the 17th level the line between man and beast has long faded. You are permanently in a Primal State.

Oversight Of The Falcon[edit]

Bound by your name and soul, a Xilam warrior with the Mark of the bird has access to an ancient primal access within him or herself. Nature is one with you and you are one with it. When you engage your Primal mode, your Survivalist instincts will be in overdrive.

  • Swiftness of the Feather:

Starting when you choose this path at 3rd level, you can enter your Primal nature for one hour once per short rest. When you enter your Primal Nature, your speed is increased by half, once per round of combat you can run past an enemy without creating an opportunity. If you are able to travel in a complete circle around an enemy before your attack in the same turn you may add your Wisdom modifier to your attack roll.

  • Foresight of the Predator.:

Starting at 6th level, While in Primal State moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Additionally you may cast Foresight once per long rest at no cost, the duration of foresight is only 2 hours or until you exit your Primal State

  • Grace of wing:

Starting level 11th You may travel at normal speed over any surfaces, This benefit works only in short bursts; you fall if you end your turn if nothing is holding you aloft.

  • Commanding Nature:

Your understanding and presence over nature gives you an advantage in your duties as a guardian. Starting at 17th level once per day you may command all natural animals in a 120ft radius at the DM's discretion for up to 2 hours.


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