about this class

the class you are bout to read is most likely over powered for a normal campaign, me and my party love to play high level, high stake games with characters that have tons of abilities and deadly skill.

in these games they fight very hard creatures that make classes like this one much less overpowered, please keep that in mind as i realize this class is far too overpowered for normal D&D games.

Subclasses and Classes

one of my biggest complaints about D&D 5e’s design is how a lot of subclasses feel like they don’t add much to the class. for example in the big picture, more often than not at tables unless you have very skilled and creative players a wizard from the enchantment school is not that much different from one of the illusion school.

not to say that there are no differences they just tend to be minimal, with the expansion books i feel they have done a much better job at making subclasses feel unique.

taking this into account whenever i make a homebrew class my mission is that the class itself is not only unique and special but each subclass will drastically change how someone plays and uses the class.

Notes about me

I have been playing dnd for over half a decade at this point and have made homebrew classes, spells, magic items, monsters, and more for my players and me. I decided I wanted to see what other people thought of my creations so I can hopefully improve and maybe even get them published one day. any reviews or critisims you have is greatly appreciated

Unclear Rules

As you read through this class you may find that you don’t understand how a rule or ability works, if that happens please leave a comment and i will do my best to answer as many as possible in as clear terms as possible.

Ideas for improvement

if you have any ideas for what would make this class better or if you see something i put in this class that is extremely broken please let me know so i can do revisions.

The Man-O-War

the Man-O-Wars’ are mysterious and deadly warriors, even the brightest mages and scholars do not know where they or their crowns come from. they simply appear in the midst of battlefields ready to kill opponents on either side.

that said not every Man-O-War is a savage, many are cool and calculated knowing extensive amounts on war and fighting techniques. they will spend their down time in taverns and cities talking with the residents and learning of upcoming wars, skirmishes, powerful enemies, nearby dugeons and more places to test their skill.

they will even make allies and form parties to take on greater and dealier foes, however at the end of that day, more then wealth, power, family, or friends, a Man-O-War seeks to indulde himself in the thrill of battle>

the biggest threat to a Man-O-War is usually another Man-O-War, as when they meet, a battle to the death is likely to ensue as they try to obtain each others crowns of Sae-Qet. for this reason many Man-O-Wars’ keep their crowns a secret and hidden, a fight with another Man-O-War is one of the only fights that they will avoid.

Your character and world

remember that this is simply my worlds lore and take on a Man-O-War, if you want them to be different in your setting or have your character played in a less battle frenzied style, feel free!

it is your characters and your world, make sure you enjoy what you are going to be playing.

 

 

Class Features

As a Man-O-War, you gain the following class features

Hit Points

Hit Dice:
1d12 per Man-O-War level
Hit Points at 1st Level:
12 + your Constitution modifier
Hit Points at Higher Levels:
1d12 (or 7) + your Constitution modifier per Man-O-War level after 1st

Proficiencies

Armor:
Heavy armor, Shields
Weapons:
All
Tools:
smith’s tools
Saving Throws:
Deterity, Constitution
Skills:
Choose two from Insight, investigation, intimidation, Athletics, Acrobatics, Religion.

Equipment

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

  • (a) Chain mail and a short sword or (b) Ring mail and a weapon of your choice.
  • (a) a Maul or (b) a shield.
  • (a) a Dungeoneer’s pack or (b) a explorer’s pack.
  • a Longbow and 20 arrows.

Hardened Physique

while wearing no armor, your AC is equal to 12+ your Dex mod.

Power Through

once per day when you take damage you may reduce it by 1 + your Con Mod. The amount of times a day you can use this ability increases by 1 at 6th, 11th, and 16th level.

Crowns of Sae-Qet

Unless otherwise stated, your crown must be held in hand in order for you to use its abilities, you might have to sacrifice holding a shield or weapon in order to hold your crown for a turn.

In addition, for the purposes of destroying the crown, treat it as an artifact; it is immune to all damage, but there may be some unknown way to destroy it, as determined by the dungeon master.

Your crown can be stolen or lost, if it is removed from your person for more than 2 hours or another Man-O-War takes it, you lose the powers granted to you by it.

If you obtain another crown after the first, you must attune to it over the course of a week(doesn’t use attunement slots) and make a DC 18 + 2 per additional crown, constitution saving throw, if you fail you may try again with the DC increasing by 4. If you succeed you gain all the abilities of that subclass/crown up to your Man-O-War level.

The Weirkeeper
Level Proficiency Bonus Features
1st +2 Hardened physique, power through, crown ability
2nd +2 Savage(1/combat), unarmed strike
3rd +2 Parry(2/day)
4th +2 ability score improvement
5th +3 Crown ability
6th +3 Heavy strike, power through (2/day)
7th +3 extra attack
8th +3 ability score improvement
9th +4 Crown ability
10th +4 Bloodied Frenzy(1/day)
11th +4 Savage(2/combat), parry(3/day), power through(3/day)
12th +4 Ability score improvement
13th +5 Crown ability
14th +5 Ability score improvement
15th +5 Peak form
16th +5 Bloodied frenzy(2/day), Parry(4/day)
17th +6 ability score improvement
18th +6 crown ability
19th +6 Ability score improvement, Power through(4/day)
20th +6 Finisher(1/day)

Each crown looks like a simple gold band with no markings, and are typically kept on the belt and under a cloak for secrecy then held when its wielder wishes to use its powers. At first level you may choose the crown that your Man-O-War weilds:

  • Juggernaut
  • Bloodlusted
  • Winters Wrath
  • Quicklings Blade
  • Power words

The crown you choose grants you features at 1st, 5th, 9th, 13th, and 18th level.

savage

At 2nd level, as a reaction to being hit with an attack, you may make an unarmed strike, if this hits make another as part of the same reaction at the start of your next turn.

you may only use this ability once per combat, this increases to twice a combat at 11th level.

Unarmed Strike

At 2nd level, Your unarmed strikes now deal 1D4 + your strength modifier in bludgeoning damage.

 

 

Obtaining or losing crowns of Sae-Qet

If a Man-O-War were to obtain a second crown of Sae-Qet they gain all abilities of that crown up to their Man-O-War level and now act as if they have two subclasses.

this is only recomended if you are playing a highly hombrewed and dangerous game, if done correctly it can lead to very fun combinations and powerful characters.

As the DM you also have the choice to have enemies take a players Crown to make things tense at the table as they try to reclaim that players lost power, however make sure your players are ok with this happening before you do this, not everyone finds losing some of their powers fun.

Parry

At 3rd level, As a reaction while wielding a melee weapon or shield you may add 2 to your AC against one melee attack that is made against you, you may choose to do this after you know the result of the dice roll.

You may use this ability twice per day, this increases to three times at level 11, and four times a day at level 16

Ability score improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 17th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Heavy Strike

At 6th level, once per round, you may use your bonus action after you hit an attack to add your strength modifier to the total damage. (this works even if your using a strength weapon)

Extra Attack

at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Bloodied Frenzy

At 10h level, once per day when you are below your hit point maximum you may add your proficiency modifier to the total damage of your attacks for the next minute.

however While in this frenzy you care little for your own health and lose 1D4 + 1 hitpoints ata the start of your turn.

Peak Form

At 15th level, you may now increase your strength, dexterity, and constitution scores to a maximum of 22.

Finisher

At 20th level, when you score a critical you may choose to make it a finisher, when you do you may deal 3 times damage instead of two times and the target is stunned until the start of its turn.

You may do this once a day.

Crowns of Sae-Qet

Each crown holds vastly different and unique powers, no two Man-O-Wars’ are the same.

Passive VS active

If an ability of a crown is simply stated, then assume that the Crown must be held in the characters hands in order to use that ability.

if an ability says “passive” at the end of it, that means that the player must simply be attuned to the crown to use it. however if the player loses the crown or has it stolen for more than 2 hours as stated above, they can then use no abilities of the crown until they retriev it.

Crown of the Juggernaut

Barricade-

At 1st level, you may wield a shield in each hand and gain benefits to your AC for each of them, in addition you may make a shield bash attack dealing 1d6 + str mod bludgeoning damage. When using the ability savage, you may shield bash instead of making an unarmed strike.
passive

Forward march-

At 1st level, when you are targeted by an attack from an enemy, you may move 5ft closer to them, this takes no actions but you may only move up to 15 ft a round like this.
passive

Feel no pain-

At 5th level, you may power through attacks as if they do not effect you, as a reaction to being hit with an attack, you may choose to instead cause that damage to not effect you until 2 rounds have passed, in addition you may reduce the damage taken by an amount equal to our Man-O-War level.

For example if you took damage on initiative count 12 of the first round of combat and used this ability, you could instead reduce that damage by your Man-O-War level and take the remaining damage on initative count 12 on round 3 of combat

You must hold the crown the entire two rounds, otherwise if you let go of the crown early you take the damage.

You can do this twice per day, this increases to 3 times a day at 13th level.

 

 

Unstoppable Charge-

At 9th level, twice per day you may charge as an action, to do those you must move at least 20ft in a straight line then make an strength attack, if you hit you deal a number of d8 equal to a quarter of your armor class(round up) and the target must make a dexterity saving throw(8 + strength modifier + proficiency bonus), if they fail they are knocked prone and take additional damage equal to half your AC.

You may charge against solid objects, you still roll to hit using the AC for materials as provided in the dungeon masters guide. You can break through 1 foot of wood, 6 inches of stone, 1 inch of metal.

This increases to three times a day at 18th level

True Grit -

At 13th level, you laugh at your enemies as they try to bring you down, their attacks fall against you like pebbles on a castle wall. Twice a day for 1 round you may reduce all damage you take by a quarter of your AC (round up), in addition you now have advantage on saving throws and ability checks made to move you or knock you prone.

Walking Fortress-

At 18th level, You may become the embodiment of an unstoppable force, once per day for as many rounds as half your proficiency mod you gain the following effects, you may not use any other crown abilities while this ability is active:

  • AC increases by 4.
  • Any melee attack against you deals ¼ your AC in Damage back to the attacker.
  • You gain resistance to Bludgeoning, slashing, and piercing damage.
  • Your shield bash deals double damage.

passive

Crown of the Bloodlusted

Blood for Blood-

At 1st level, when you take damage from another creature, until the end of your next turn you gain a +1 to hit and damage against that creature.

passive

Hunger for battle-

at 1st level, on the first round of initiative you may go on count 20 instead of what you rolled, then for each round after you go on your rolled initiative. If your rolled initiative was higher than 20, you gain advantage on your first attack that turn. You may use this ability once a day, this increases to twice a day at 9th level and 3 times at 18th level.
passive

Quick slash-

at 5th level, your crown allows you to attack at unnatural speeds, inflicting many small wounds on your enemy. When you hit with a melee attack on an enemy you may use your bonus action to make another attack with the same weapon.

Rampage-

at 9th level, when you hit an attack on an enemy you may use your bonus action to move up to your speed to another enemy and make another attack, if you hit your attack against the second enemy, you may use your reaction to make a second attack against them, however you cannot score a critical on the second attack.

in addition the original enemy you targeted cannot make a attack of opprotunity against you when you leave its space while using this ability. You can do as many times a day as half your proficiency bonus(round down).

Seeing Red-

At 13th level, when you go below half heath you become more savage, especially in battle. Once per day, when you are below half your maximum hit points, you gain a +2 to hit and damage, in addition if you score a critical strike against a creature it must make a Constitution saving throw (8 + strength modifier + proficiency bonus) or gain Bleedout 2.
passive

Bleedout

While a creature is effected by bleedout they lose a number of hit points at the start of their turn equal to the “level” of bleed out they have. so a creature with bleedout 2 loses 2 hp at the start of their turn automatically. bleedout can stack, so a creature that has bleed out 2 and gets 2 more now has bleedout 4. a creature can spend its action making a medicine check equal to (10 + the level of bleedout they have) to remove the condition, or if they recieve any magical healing it goes away.

Brutality-

at 18th level, your strikes stun your enemy and your ferocity frightens those around you. When you hit an attack you may continue making attacks against the same enemy until you miss, you can make as many additional attacks as half your proficiency bonus. If you hit at least two additional attacks, your enemy becomes frightened of you for 1 minute, they can make a wisdom save on their turn equal to DC 8 + str mod + pro, on a success they are no longer frightened. You can use this ability once per day.

 

 

Crown of Winter’s Wrath

Icy exterior-

at 1st level, your AC without armor is equal to 14 + your dexterity modifier.

passive

Flash freeze-

at 1st level, when you damage an enemy you may use your bonus action to deal additional damage equal to half your level but it is cold damage.

Cold Heart-

at 1st level, You become resistant to cold damage. passive

Frozen core-

at 5th level, when you are hit by a melee attack and not wearing armor the enemy takes cold damage equal to your con mod in return.

passive

Cold light-

at 9th level, while within 10ft of an enemy you may activate your cold light, a beam of white light is emitted from your eyes and mouth and the enemy must make a constitution saving throw (DC 8 + constitution modifier + proficiency bonus) or take (4d10 + con mod) cold damage and be blinded until the end of their next turn. On a successful save they take half damage and are not blinded.

You can do this as many times per long rest as your constitution modifier

Frozen exterior-

your AC without armor is now 16 + dex mod.

passive

Frozen Reflection-

At 13th level, when you activate this ability, for the next 1 minute the air freezes behind your body creating a reflection of your every move, you deal an additional 1d4 cold damage on attacks and make two attacks instead of one whenever you make the attack action (this is for a total of 4 attacks with the extra attack feature at 7th level.), however the second attack does not add your proficiency bonus and deals only cold damage.

This ability can be used twice per long rest.

Winter’s Wrath-

at 18th level, when you activate this ability you gain the following effects for the next minute:

  • You are immune to cold and resistant to fire damage
  • Your frozen core deals double damage
  • You constantly have the effects of ice storm centered on you (you take no damage from this).

You may use this ability once per long rest.

Crown of the Quickling

Light step-

at 1st level, your walking speed is now 45ft.
passive

Quick reactions-

at 1st level, you gain expertise in athletics and acrobatics.
passive

Lightning fast strikes-

at 1st level, you may take the attack action on your turn using your reaction if you are wielding a finesse weapon, however you can only take one attack, even if you have the extra attack feature.
passive

Flurry of blades-

at 5th level, when dual wielding you can deal damage with both weapons as part of your normal attack action, but not as part of your attack on your bonus action or reaction.
Passive

Evasion-

at 5th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Quick catch-

at 9th level, weapons with the finesse property can now be thrown(60ft) you may use a bonus action to return them to your hand.
Passive

 

 

Chain attack-

at 9th level, when you throw a weapon you may have it teleport up to your speed on your turn to another enemy, it can teleport more than once to more than one enemy, but only as far as your remaining walking speed, if you have no movement speed left this turn then you cannot teleport the weapon.

Each enemy it teleports to make an attack against, your movement speed this turn is reduced by the distance the weapon teleported.

you may use this ability a number of times per long rest equal to half your proficiecny bonus, rounded down.

Lightning dash-

at 13th level, you may use your action to double your movement speed and be under the effects of disengage this turn, then you may choose a number of creatures equal to your proficiency bonus that are within your movement speed. you move to each creature and make an attack roll against each one, on a hit the attack does an additional 1d8 lightning damage. You cannot attack the same enemy twice using this.

You may do this a number of times per long rest equal to half your proficecy bonus rounded down.

Brutal Parry-

at 18th level, when you would be hit by an attack and the attacker is within your movement speed, you may use your reaction to take half damage and move to the attacker and make an attack with advantage against them, on a hit you deal an additional 1d8 of lightning damage. then you must move as far away from them as possible, they have disadvantage on their attack of opportunity.
This cannot be used on AOE attacks such as fire ball or circle of death.

you can use this ability twice per long rest.

Crown of the Power Words

Words of Power- your crown gives you the knowledge of powerful words and phrases throughout time.

  • Each word takes one action or can be used in place of an attack when you get the multiattack ability at 7th lvl.
  • you can only use one word a round
  • you cannot use a word two rounds in a row and you cannot use the same word until its duration is over.
  • you always effect yourself with a word, if the word has a + by it, you can effect a number of other creatures equal to a quarter of your level(rounded up), minimum of 1 additional creature.
  • your save DC is (8 + con mod + pro)
Command Words-

at 1st level you gain these words,

  • Command of strength+
    targets gain a +1 to hit and damage with physical weapons until the end of their next turn
  • Command of Protection+
    targets get a +3 to the next save they make in the next min.

  • Command of Retreat+
    targets can take the disengage action as a bonus action on their next turn.

Greater speech-

at 1st level, you gain proficiency in two skills of your choice out of intimidation, deception, or persuasion.
passive

Words of Order-

At 5th level you gain these new words,

  • Order of Force
    target must make a dexterity saving throw or take (5d6 + con mod) bludgeoning damage and be pushed 30ft back,on a success they take half damage and are pushed 10ft back.

  • Order of submission
    Target must make a wisdom saveing throw or become frightened of you for up to 1 minute.they can Remake the save on their turn, you can end this shout by choice

Ancient advice-

At 9th level, words constantly flow from your crown to your mind telling you their advice. Twice per long rest you may reroll any D20 roll while you are conscious and not deaf.
passive

Used to visitors-

at 9th level, you are used to not being the only voice in your head, you have advantage on saving throws to be charmed or saving throws against effects that would deal psychic damage.
Passive

 

 

Master Words- you may speak 3 master words per long rest.

at 13th level you gain these new words,

  • Masterful strike+
    choose a creature that missed an attack on its last round, the next creature to hit that creature that was targeted by this word in the next round has advantage and rerolls 1’s and 2’s on damage. Once a creature uses this, the word ends.
  • Master Warrior
    you roll an extra die for damage for 1 minute and can attack on a bonus action.
  • Master Deflection+
    targets AC increases by 2 for 10 min.
Power words- you may speak 2 power words per long rest.

at 18th level you gain these new words,

  • Dark speech
    you deal 5d10 psychic and 5d10 necrotic damage to all creatures that can hear them within 30ft. This damage goes past resistance but not immunity. You then lose 2d10 hp afterwards.
  • Power word immunity
    you gain immunity to one damage type of your choice for 1 hour.(specific damage not groups, ie. no “non magical damage” or “all damage”).
  • Power Word Slay-
    your weapon becomes a Slayer weapon for one creature type of their choice that they can see until the end of next turn. While your weapon is a slayer weapon, it deals an additional 6D6 of the weapons damage against the creature type chosen.