Walls of Elisia: Strong (5e Class)

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Strong Character

A burly half-orc cracks his knuckles as another zombie approaches towards him, he winds up a swing and sends the zombie's head flying off down the street.


A dragonborn, having lost his weapon, resorts to his baseball bat to defend against the oncoming onslaught of undead heading towards his comrade's position


A human charges towards the enemy position with nothing but a sledgehammer and the will of his friends behind him


Letting your strength do the talking has been part of your life, but since the virus, you've found that your strength is very useful

All around Strong-man

Maybe you worked a labor job, such as cargo work or construction. Maybe you spent your time bar brawling and street fighting. Maybe you worked in an underground industry as a goon or guard. Whatever you are, you got the muscles and scars to prove it.

Creating a Strong Character

Where did your strength come from, was it something you were born with, or maybe you trained everyday in a super cool looking montage that 100% is cool.

Quick Build

You can make a Strong character 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 Strong you gain the following class features.

Hit Points

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

Proficiencies

Armor: All Armor, Shields
Weapons: Simple Melee Weapons
Tools: Choose one Tool Set or Instrument
Saving Throws: Strength and one other of your choice
Skills: Choose two from Animal Handling, Athletics, Intimidation, Perception, or Investigation

Equipment

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

    Table: The Strong

    LevelProficiency
    Bonus
    FeaturesAttack Points
    1st+2Brawler1
    2nd+2Healthy1
    3rd+2Archetype2
    4th+2Ability Score Improvement2
    5th+3Extra Attack3
    6th+33
    7th+34
    8th+3Ability Score Improvement4
    9th+4Archetype Feature5
    10th+4Battle Scarred5
    11th+46
    12th+4Ability Score Improvement6
    13th+57
    14th+57
    15th+5Archetype Feature8
    16th+5Ability Score Improvement8
    17th+69
    18th+69
    19th+6Ability Score Improvement10
    20th+6Combat Fluent10

    Brawler

    Due to you being pretty strong before the apocalypse, you're able to use that strength in combat. You gain proficiency with the Athletics skill, or expertise if you already have it. You also gain a 1d4 damage dice for unarmed strikes.

    Along with this, you gain Attack Points (AP). You can spend them to perform specific actions that become available as you level up

    Hands of Skill

    You can expend 1 AP to gain advantage to any ability/skill check that requires Strength or Dexterity

    Healthy

    You gain an extra 2 health points and 1 extra health point for each level

    Hands of Healing

    You can expend 1 AP to heal an amount of health equal to your PR + your Strong Level

    Strong Archetype

    At 3rd level, you chose an archetype. Choose between Weapon's Master or Fist Fighter, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th and 15th

    Ability Score Improvement

    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.

    Battle Scarred

    At 10th level, your experience in combat with the undead has given you an insight into their combat patterns. You gain resistance to necrotic damage and proficiency in saving throws against the Zombie Virus

    Combat Fluent

    At 20th level, your experience with the undead has allowed you an insight into their defenses. Choose an undead creature that you can see, the DM can tell you the following

    • Their Max HP
    • Their AC
    • Their Speed

    Fist Fighter

    You don't believe in weapons, all you need is your own two hands, legs and whatever else

    Flurry full o' Fists (3rd Level Feature)

    You channel your ability to punch the crap out of people. Your Martial Arts dice increases to a d6

    Flurry Full o' Fists

    When you make an attack with unarmed strike on your turn, you can expend 1 AP to take another attack as a bonus action.

    Nimble Knock-Out (9th Level Feature)

    You use your legs along with your arms to improve your ability punch the crap out of people. Your Martial Arts dice increases to a d8

    Nimble Knock-Out

    When you take the attack action on your turn, you can spend 3 AP to move up to 20 feet away without imposing disadvantage and make a single unarmed strikes

    The World is your Punching Bag (15th Level Feature)

    You fully embrace your ability to punch the crap out of people. You gain a +2 to damage and attack rolls made with unarmed strikes. Your Martial Arts dice becomes 1d10.

    Weapon Master

    You have honed your skills with melee weapons, and you gain special abilities that only those with your amount of training obtain.

    Strike of the Weapon Master (3rd Level Feature)

    You unlock the secrets of hitting people with stuff.

    Strike of the Weapon Master

    Once per attack, You can expend 1 AP to gain an extra 1d10 damage to a creature.

    Speed of the Weapon Master (9th Level Feature)

    You harness your whole body to hit people with stuff

    Speed of the Weapon Master

    You can expend 3 AP to take a bonus action to move up to 20 feet away without imposing disadvantage and make one attack

    Skill of the Weapon Master (15th Level Feature)

    You fully embrace the lore of hitting people with stuff. You gain a +2 to all attacks made with melee weapons



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