Raider 5e Class

by PlatinumSketch

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The Raider

A 5e Class by platinumsketch

Raider

A lightly armored human man runs through combat, cutting down all in his way with rage and fury like no other. As his foes swing back at him he terrifies them with a powerful roar, and then raises his axe, calling his allies forward and telling them to keep fighting with an intimidating battle cry.

Stalking a wyvern not to far away, a half-elf clad in half plate sneaks across a field. As he gets closer, he whispers a phrase and closes his hand, calling a bolt of lightning down upon the wyvern. As it turns to face him, the half-elf is already there, slashing at him with his frost covered battle axe.

Sitting and praying, the half-orc shaman can be found in the center of her camp. As his allies awaken they can see her calling upon the spirits of the dead and the wilds, asking for guidance. An answer is given and a burst of light flashes from her and her allies weapons, giving them a persistent glimmer.

Raiders are supreme combatants. Though not as martially adept as Fighters, they are also not as temperamental as Barbarians, instead striking a balance. Here they show both great abilities with weaponry, as well as with commanding, magics and summoning nature.

Masters of War

Trained combatants, all raiders are adept warriors who develop a specific style that reflects both how they fight and their attunement with the world. Some live simply by the way of their blade, becoming exceedingly terrifying not due to magic, but rather due to their combat prowess. Others choose to learn the ways of nature, calling upon it to aid them in and out of combat, giving them flight and sustaining their bodies. The few that remain become lesser shamans, the Jardalanin, gaining knowledge and prowess, though not full mastery over spirits and their realm.

No matter what they are, all Raiders excel in battle, and live and die by their weapons, and occasionally spells. This does not mean they know nothing else however, as all Raiders also gain access to a unique kind of magic: Runic Magic. They apply these carvings and small stones or gems to their weapons, shields and sets of armor to enhance their abilities and give them a further edge in combat.

Always on the Move

Rarely is a Raider seen simply living out life in a town or city. Instead, they are more often seen doing as their name suggests; raiding. Due to this, they are constantly on the move, looking for their next target, be it a caravan, town or even a city.

Yet even this comes with its own challenges outside of battle, as the Raider must be able to provide for themselves outside of stealing. This has lead most Raiders to become nomadic, following the patterns of game as they find and track their next target.








Quick Build

You can make a Raider quickly by following these suggestions. First, make Strength your highest ability score, followed by Charisma or Constitution if you plan to go down the Warrior's Stígur. If you instead plan to go down the Stormbringer's Stígur or the Jardalanin's Stígur, make your second highest core Wisdom. Second, choose the outlander background. Third, choose to make two of the Aukin Steinn

Raider
Level Proficiency Bonus Features Runes
1st +2 Iceborn, Töfrar Runes 2
2nd +2 Fighting Style 2
3rd +2 Raider's Stígur 2
4th +2 Ability Score Increase 2
5th +3 Extra Attack, Töfrar Runes 3
6th +3 Ability Score Increase 3
7th +3 Raider's Stígur Feature 3
8th +3 Ability Score Increase 3
9th +4 Töfrar Runes 4
10th +4 Raider's Stígur Feature 4
11th +4 Extra Attack (2) 4
12th +4 Ability Score Increase 4
13th +5 Töfrar Runes 5
14th +5 Ability Score Increase 5
15th +5 Raider's Stígur Feature 5
16th +5 Ability Score Increase 5
17th +6 Töfrar Runes 6
18th +6 Raider's Stígur Feature 6
19th +6 Ability Score Increase 6
20th +6 Legendary Raider 6

Class Features

As a Raider, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Vehicles: longships

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Intimidation, Medicine, Nature, Perception, Religion, and Survival.

Equipment

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

  • (a) chain shirt or (b) studded leather
  • (a) a martial weapon and shield or (b) longbow and 20 arrows
  • (a) two handaxes or (b) any simple weapon
  • (a) an Explorer's Pack or (b) Priest's Pack

Iceborn

Due to living a life amongst freezing winds, ice and snow, you have developed a unique set of abilities. You have resistance to Cold damage, and ignore difficult terrain caused by ice or snow.

Töfrar Runes

You have been taught the knowledge of runes and runic carvings. These runes enhance weapons, shields and sets of armor, causing them to act like a magical item and require an attunement slot. However, they can be applied to an already magical item that requires and it will only cost one attunement slot. Choose two from the following list, and one additional at 5th, 9th, 13th and 17th level:

Isskortur

If you apply this to a weapon, it becomes coated in ice, and deals an additional 1d4 Cold damage on hit. If you apply this to your armor or shield, you become immune to Cold damage.

Aukin Steinn

When applied to a weapon, shield or set of armor, that item becomes a +1, magical version of the item.

Langt Nær

When applied to a weapon, its range increases by 5 ft. (for a ranged weapon, both of its increments increase by 10 ft.). When applied to your armor or shield, you ignore all difficult terrain.

Hvítur Gangari

If you apply this to a weapon, shield or set of armor, you ignore the stealth disadvantage imposed by armor, or add a +2 to Stealth.

Lífið Þjófur

If you apply this to a weapon, you heal equal to your wisdom modifier on hit once per turn. If you apply this to a shield or a set of armor, you reduce damage taken by your Wisdom modifier once per turn.

Illviðri Klettur

When applied to a weapon, one attack per turn forces a creature to make DC 12 Con save or become Deafened until the end of your next turn. When applied to a shield or set of armor, one attack against you per turn forces the attacker to make a DC 12 Con save or become Deafened until the end of their next turn.

Eldingar Utskorið

When applied to a weapon, it deals an additional 1d4 Lightning damage on hit. When applied to a shield or set of armor, one attack against you per turn causes the attacker to take 1d4 Lightning damage.

Heppni Merki

When applied to a weapon, you can reroll an attack roll once per day. When applied to a shield or set of armor, you can reroll a saving throw once per day.

Segja Verkfall

If applied to a weapon, you can mark a creature once per day, which gives you advantage on the next attack against that creature. If applied to a shield or weapon, you can mark a creature that attacks you once per day, giving advantage to the next attack against that creature.

Stöðva Brún

If applied to a weapon, you can use your reaction to increase your AC by 1d6 against the next attack targeting you. If applied to a shield or set of armor, you can use your reaction to attack a creature that attacked you.

Bogagöng Máttur

If applied to a weapon, it deals an additional 1d4 Force damage on hit. When applied to a shield or set of armor, you add +2 on all saves against magic and magical effects.

Reiki Blað

When applied to a weapon, if you charge at least 15 ft. towards a creature before making an attack, you deal an extra 1d6 damage on the first attack made after that charge. When applied to a shield or set of armor, you can charge 15 ft. towards a creature, and then use a bonus action to attempt to shove it 10 feet.

Orn Auga

When applied to a weapon, you ignore disadvantage imposed by a creature being invisible. When applied to armor or a shield, you gain a +2 to Perception.

Kennari Frá Jurtir

When applied to a weapon, it deals an additional 1d4 Poison damage on hit. When applied to a shield or set of armor, you gain advantage on saves against poison.

Styrkja Galdur

If applied to a weapon, shield or set of armor, you gain a +1 bonus to any ability score.

Risi Morðingi

When applied to a weapon, it deals an additional 1d6 damage against all creatures with the size Large or higher. When applied to a shield or set of armor, you can grapple creatures three size categories higher than you.

Kónguló Klifrari

When applied to weapon, shield or set of armor, you gain a climb speed of 20 ft.

Stjórnandi Sundmaður

If applied to a weapon, you ignore the penalties of fighting underwater. If applied to a shield or set of armor, you gain swim speed of 20 ft. and can hold you breath for 10 minutes plus minutes equal to your Constitution modifier.

Fighting Styles

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't choose the same Fighting Style option twice, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +1 benefit to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die with a weapon that you are wielding with two hands, you can reroll the die and must use the new result, even if the roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use you reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Raider's Stígur

At 3rd level, you choose a Raider's Stígur, which reflects both your character's style of fighting, and their attitude towards the world and life.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase on 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 by this method.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

The number of increases to three when you reach 11th level in this class.

Legendary Raider

As a master of war, combat and runes, you have learned many abilities. You gain the following benefits:

  • Your movement speed increases by 10 ft.
  • You can now apply two runes to each weapon, shield and set of armor.
  • You gain another Fighting Style.

Raider's Stígur

Whether it be by blade, bow or magic, Raiders have a preferred way of exterminating their foes. This shows not only their natural aptitudes towards certain weapons, but also their attitudes and outlooks on life, as one who wields a blade is often more hot tempered, while one who casts spells is often more patient and understanding. These culminate in three Stígurs, or Paths, those being the Warrior's Stígur, the Stormbringer's Stígur and the Jardalanin's Stígur.

Warrior's Stígur

You are born and bred to be a warrior, a trait that often shows with a quick temper and a near artful use of weaponry. As you've learned how to fight, you've also adopted a particular style, which involves the brutal assault of all in your way.

Unbridled Fury

At 3rd level, when you are attacked by a creature, you deal additional damage equal to your proficiency modifier to that creature until the beginning of your next turn.

Unstoppable Force

At 3rd level, you add 3 to your maximum HP, and gain an additional 1 to your maximum HP every time you level up.

Battle Cry

Beginning at 7th level, you can use your action to release a powerful battle cry. This boosts the moral of all allies within 30 ft., giving them a number of temporary hit points equal to twice your level. You can do this once every short or long rest.

Terrifying Roar

Starting at 10th level, you can use your reaction after being hit to let out a horrifying yell. This causes all enemies within 10 ft. of you to make a Wisdom save or be Frightened until the end of your next turn. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. You can do this a number of times equal to your Charisma modifier (minimum of 1) per short or long rest.

Relentless

By 15th level, you have grown strong enough to give one final hurrah before you are downed. Once you reach 0 hit points, you attack as if you took the attack action, and then fall unconscious. This does not occur if the attack would otherwise instantly kill you, such as disintegration.

Frenzied Assault

Beginning at 18th level, you attack three times instead of twice when you take the Attack action.

Stormbringer's Stígur

A Stormbringer isn't simply a shaman, nor are they purely a warrior. Instead, they are adept fighters and masters of nature, who use their powers to better both their ability to survive in and out of combat.

Survivalist

Once you choose this Stígur at 3rd level, you gain a certain expertise in survival. It takes you two days of no sleep or food to gain a level of exhaustion. Additionally you only need half the normal amount of rations everyday.

Lightning Strikes

Beginning at 3rd level, you can call the storms to aid you. As a bonus action, you can call down lightning upon a foe within 60 ft., forcing them to make a Dex save (DC 8 + your proficiency bonus + your Wisdom modifier) or take 3d6 plus your Wisdom modifier lightning damage on a failed save. On a success they take only half damage. This can be done a number of times equal to your Wisdom modifier (minimum of 1) per day.

Swift Winds

By 7th level, you can call upon the winds to give you power. Once per long rest, you can use a bonus action to envelope yourself in strong winds, giving yourself a fly speed of 30 ft. and no longer taking opportunity attacks for the next minute.

Thunderous Cacophony

At 10th level, you've entirely mastered the storm and can command thunder. Once per long rest, you can choose to let out a blast of thunder with each step as a bonus action. For the rest of your turn, when you move, every creature within 30 ft. of every 5 ft. space you walked through must make a Wisdom save (DC 8 + your proficiency bonus + your Wisdom modifier) or be frightened until the end of your next turn. Additionally, they must also make a Constitution save (DC 8 + your proficiency bonus + your Wisdom modifier) or be Deafened for 1 minute.

Frozen Spark

Starting at 15th level, you've managed to bring the powers of ice fully to your side. You deal an additional 1d4 Cold damage on attacks, and are immune to Cold damage. Additionally, once per long rest you can send out a burst of frost and flash freeze everything within 30 ft. of you. All creatures within range must make a Constitution save (DC 8 + your proficiency bonus + your Wisdom modifier) or become restrained and take 2d6 Cold damage on your turn until they use an action to break the ice they are trapped in. On a success they are not restrained and take half damage. The area becomes difficult terrain for the next day.

Nature's Warden

By 18th level, you have mastered all forms of the tempest and storm, calling upon their powers at will. You are now resistant to Lightning and Thunder damage, and take no fall damage. Additionally, you can unleash the entirety of nature's wrath once per long rest as a bonus action. This causes you to deal an extra die of weapon damage on all attacks, and become resistant to all forms of non-magical damage for the next 1 minute, and the save DC on Lightning Strikes, Thunderous Cacophony and Frozen Spark increase by 2.

Jardalanin's Stigur

You have become a scholar of spirits and their magics. As you have studied either alone or under a full shaman, you have picked up on the spells and magic they use; allowing you to cast similar spells. This knowledge and connection doesn't just give you spells however, as it also grants you special abilities revealed as you sustain this connection to their supernatural realm, eventually culminating in increased power to all of your magics.

Spell Casting

Once you choose this Stígur at 3rd level, you gain the ability to cast spells, likely previously taught to you or revealed by nature itself.

Cantrips

You know 2 cantrips of your choice from the shaman spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jardalanin Magic table.

Spell Slots

The Shaman Magic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Shaman spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

Preparing Spells

You can prepare a set amount of Jardalanin spells, which is equal to your Wisdom modifier + half your Raider level (minimum of 1). You can change the spells you have prepared over the course of a long rest.

Spell Casting Ability

Wisdom is the spellcasting ability for you Jardalanin spells. Your magics come from an understanding of and ability to commune with spirits. You use your Wisdom whenever a Jardalanin spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a Shaman spell as a ritual if that spell has the ritual tag and you have it prepared.

Earth Speaker

Once you reach 7th level, you gain the ability to communicate with plants and animals. Additionally, you learn the Shillelagh and Vine Whip cantrips if you did not already know them.

Allfather's Guidance

By 10th level, you've learned how to read the future enough to get a glimmer of events to come, and prepare yourself accordingly. You can cast Augury without using a spell slot once a day. If the answer is Weal, you and all of your allies gain a +1 to all Charisma checks, if the answer is Woe, you and all allies deal +1 weapon damage on all attacks. If the answer is Weal and Woe, you can choose between either benefit. Alternatively, if the answer is nothing, you ignore the 25% accumulative penalty for casting Augury.

Spirit's Warning

At 15th level, you have become so attuned to hearing the spirits and dead around you that you can actively heed their warning and advise. When you are an ally are attacked, you can use your reaction to quickly heal them as if you casted Healing Word at 3rd level. You can do this a number of times per long rest equal to your Wisdom modifier (minimum of 1). Additionally, you automatically succeed one Death saving throw when you are dropped to 0 HP.







Final Judgment

By 18th level, you have mastered your form of magic. You deal additional damage or heal an additional amount equal to your Wisdom modifier (minimum of 1) on every spell you cast. Additionally, you can cast a spell that uses a 3rd level or lower spell slot once a day without using a spell slot and as a Bonus Action.

Level Cantrips Known 1st 2nd 3rd 4th
3rd 2 2 __ __ __
4th 2 3 __ __ __
5th 2 3 __ __ __
6th 2 3 __ __ __
7th 2 4 2 __ __
8h 2 4 2 __ __
9th 2 4 2 __ __
10th 3 4 3 __ __
11th 3 4 3 __ __
12th 3 4 3 __ __
13th 3 4 3 2 __
14th 3 4 3 2 __
15th 3 4 3 2 __
16th 3 4 3 3 __
17th 3 4 3 3 __
18th 3 4 3 3 __
19th 3 4 3 3 1
20th 3 4 3 3 1

Jardalanin Spell List




Cantrips (0 Level)
  • Guidance
  • Mending
  • Produce Flame
  • Resistance
  • Spare the Dying
  • Thaumaturgy
  • Shillelagh
  • Thorn Whip
1st Level
  • Animal Friendship
  • Bane
  • Bless
  • Charm Animal
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Find Familiar
  • Goodberry
  • Guiding Bolt
  • Healing Word
  • Hex
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Ray of Sickness
  • Sanctuary
  • Shield of Faith
  • Speak with Animals
  • Unseen Servant
  • Witchbolt
2nd Level
  • Aid
  • Augury
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Calm Emotions
  • Darkvision
  • Enhance Ability
  • Flame Blade
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plant
  • Locate Object
  • Magic Weapon
  • Misty Step
  • Moonbeam
  • Prayer of Healing
  • Protection from Poison
  • Ray of Enfeeblement
  • Speak with Plants
3rd Level
  • Beacon of Hope
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Haste
  • Mass Healing Ward
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak with Dead
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Confusion
  • Death Ward
  • Divination
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Faith
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Stoneskin

Multiclassing

As with most homebrew, multiclassing can cause unexpected results. The following are rules on how to do so, though do so at your own risk.

Prerequisites

To qualify for your new class, you must meet both the prerequisites for your new class, shown in the Prerequisites table, and the prerequisites of your current class.

Prerequisites
Class Ability Score Minimum
Raider Strength 13 and Wisdom 13

Proficiencies

When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Porficiencies
Class Proficiencies Gained
Raider light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list

Credits

Author: u/platinumsketch

Thanks to Reddit and r/UnearthedArcana for providing feedback as well as simply checking out this class.

 

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