Combatant (5e Class)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Ordem Paranormal franchise, and/or include content directly affiliated with and/or owned by Rafael Lange. D&D Wiki neither claims nor implies any rights to Ordem Paranormal copyrights, trademarks, or logos, nor any owned by Rafael Lange. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Work In Progress

Combatant

Specially trained to fight, able to use all kinds of weapons, with the skill and bravery to face all dangers ahead, the combatant is the type of agent that favor direct approaches, striking first and asking questions later.

From the mercenary specialized in firearms to the expert in the use of swords, combatants have a huge variety of abilities and special techniques that enhance their efficiency in the battlefield, turning them into essencial members in any extermination missions.

Besides training their bodies, the combatant is also an expert in leading their allies in battle, taking care of their arsenal and is always ready to go to the frontlines when the situation becomes dire.

Creating a Combatant

You can create a combatant by following these steps: Strength or Dexterity should be your higher ability score, followed by Constitution. Choose the Soldier background.

Class Features

As a combatant you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, medium armor
Weapons: Simple weapons, martial weapons, firearms (if available)
Tools: Smith's Tools, tinker tools
Saving Throws: Strength and Constitution or Dexterity (choose one)
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Sleight of Hand or Survival.

Equipment

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

Table: The combatant

LevelProficiency
Bonus
Features
1st+2Effort, Special Attack (+5)
2nd+2Combatant Power
3rd+2Combat Path
4th+2Ability Score Improvement
5th+3Extra Attack, Special Attack (+10)
6th+3Combatant Power
7th+3Path feature
8th+3Ability Score Improvement
9th+4Combatant Power
10th+4Path feature, Versatility
11th+4Extra Attack, Special Attack (+15)
12th+4Ability Score Improvement
13th+5Combatant Power
14th+5Path feature
15th+5Combatant Power
16th+5Ability Score Improvement
17th+6Special Attack (+20)
18th+6Combatant Power
19th+6Ability Score Improvement
20th+6Extra Attack, Path feature

Effort

At 1st level, you gain the ability to push yourself beyond your normal limits by putting more effort on your task. You have a number of effort points equal to your Charisma modifier (minimum 1) + 2 + your level in the combatant class, and regain spent points at the end of a short or a long rest.

Special Attack

At 1st level, you can spend 2 effort points to add +5 on an attack or damage roll.

When you reach 5th level you can spend 4 effort points for a +10 bonus (or +5 on both), 6 EP for a +15 bonus (or +10 on one and +5 on the other) at 11th level and finally 8 EP for a +20 (or +10 on both) at 17th level.

This damage is doubled on a critical hit.

Combatant Powers

At 2nd level, you gain one of the combatant powers of your choosing. You gain a new combatant power at the levels indicated on the combatant table.

Weapon Finesse

You can use your Dexterity, rather than Strength, for attacks and damage rolls with melee weapons.

Opportunity Attack

You can spend 1 EP to make an opportunity attack against a creature whose movement would generally make it not trigger this reaction (including disengage).

Two Weapon Fighting

You can spend 2 EP to allow you to make one attack with each one handed weapon you are holding.

Degree of Training

At 7th level, choose a number of skills you are proficient with equal to 2 + your Intelligence modifier. You gain proficiency in the chosen skills.

Again at 14th level, choose a number of skills you are proficient with equal to 2 + your Intelligence modifier. You either become proficient in those skills or double your proficiency bonus on them (if you are already proficient).

Versatility

At 10th level, you can learn the 3rd level feature of any combatant path of your choice (other than your own.

Combatant Paths

Annihilator

Favored Weapon

Starting at 3rd level, choose one of your weapons to become your favorite weapon. The first attack you make in a turn with your Favored Weapon is a Special Attack (no points required).

In addition, the chosen weapon occupies have the space and is considered to weight half the normal weight for matters of encumbrance.

Secret Technique

At 6th level, when you make an attack with your favorite weapon, you can spend 2 EP to execute one of the following effects below as part of the attack. You can spend more EP to add more effects:

  • Wide: The attack can hit an additional target within 5 feet of the first one (use the same attack bonus for both).
  • Destructive: On a critical, you multiply the damage dice by three, rather than two.
Sublime Technique

At 13th level, you add the following effects to your list of Secret Techniques:

  • Lethal: You score a critical on a 18-20 (2 EP) or 15-20 (5 EP). You can use this technique after you know the number rolled in the attack.
  • Piercing: Your attack ignore damage resistance and sources of damage reduction (such as temporary hit points).
Murder Machine

At 18th level, your favored weapon scores critical hits on a 18-20 and its damage die increases by one size.

Battlefield Commander

Inspire Trust

At 3rd level, your leadership inspire your allies into giving their best. You can spend 2 EP as a reaction when you see an ally within 30 feet fail a save to allow it to reroll that save.

Strategist

At 6th level, you can spend a number of EP equal to your Intelligence modifier (minimum of 1) to direct the same number of allies you can see within 30 feet. Until the end of their next turns, the chosen allies can move additional 30 feet.

Guard Breach

At 13th level, once in each of your turns when an ally deals damage to an enemy you can see within 30 feet, you can spend a reaction and 2 EP to allow you or another ally within that distance to make an attack against the same enemy.

Officer Commander

At 18th level, you can spend 5 EP as an Action to allow each ally you can see within 60 feet to take an additional action on their next turns.

Warrior

Powerful Strike

At 3rd level, when you use your Special Attack with a melee weapon, you score a critical hit on a 18-20 with that attack.

Counter

Starting at 3rd level, whenever a melee attack against you misses, you can spend 2 EP to make a melee weapon attack against that enemy as a reaction.

Oppressive Force

At 13th level, when you hit a melee attack, you can spend 1 EP to shove a target. If you choose to push the target, you gain +5 on the shove check for each 10 points of damage dealt to the target.

If the target is knocked prone, you can instead spend 1 EP to make an additional attack against that target.

Maximum Potency

At 20th level, when you use your special attack with melee weapons, your bonuses are doubled.

Special Forces

Adrenaline Surge

At 3rd level, when you use Special Attack, you can use a bonus action to take the Dash, Disengage, Dodge, Hide, Search or to make a single attack with a weapon.

Improved Initiative

Starting at 6th level, you gain a +5 on initiative rolls.

Additional Attack

At 13th level, once per turn when you make an attack, you can spend 2 EP to make an additional attack.

Always Alert

At 18th level, you can use Adrenaline Surge for free on your first turn of a combat.

Shock Trooper

Tough as Nails

You gain additional 3 hit points, plus 1 for each level you gain in this class.

Bring it On
Diehard
Unbreakable

Multiclassing

Prerequisites. To qualify for multiclassing into the crusader class, you must meet these prerequisites: Strength 13 and Constitution 13.

Proficiencies. When you multi-class into the crusader class, you gain the following proficiency: medium armor, heavy armor, simple weapons, swords, and shields.

0.00
(0 votes)

Back to Main Page 5e Homebrew Classes

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.