Dreadnought Class(5e)

by PolishNerd420

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Dreadnought

Hit Points:

  • Hit Dice: 1d12 per Dreadnaught level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Ranger level after 1st

Starting Proficiencies:

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

  • Armor: Light Armor, Medium Armor.
  • Weapons: Simple Weapons, Martial Weapons, Firearms
  • Tools: Smith’s tools, artisan tool of your choice.
  • Saving Throws: Con, Int
  • Skills: Choose two from Investigation, Athletics, Arcana, Perception, Survival, History.

Starting Equipment:

You start with the following items, plus anything provided by your Background.

  • (A) A firearm(Musket, Pistol) and 10 bullets, (B) A ranged martial weapon of your choice.
  • (A) Scale Mail, (B) Leather Armor.
  • A scimitar.
  • Smith’s tools.
  • (A) Explorer’s pack, (B) Dungereer’s pack.

Level 1:

  • Dreadnought’s Endurance: as a reaction, you can reduce the damage you would take by 1d10 proficiency bonus times per long rest.
  • Wide Girth: even as a small size creature, your body counts as partial cover when enemies make a ranged attack against an ally that is adjacent to or behind you. This ability does not take effect if your ally is between you and the attacker. Slow movement: your speed is reduced by 5ft

Level 2:

Choose a subclass.

Level 3:

Your carrying capacity doubles.

Level 5:

  • Unstoppable force You cannot be slowed by difficult terrain.

Level 6:

  • Cannon fire: your ranged attacks have an area of effect in a 10ft sphere. You only make one attack roll to hit(creatures only being damaged if the roll hits them).

Level 8:

  • Destructive artillery: your ranged weapon attacks get one extra damage die.
  • Living tank: gain +1 to your base AC.

Level 10:

  • Improved Wide Girth: this ability becomes half cover rather than partial cover.

Level 14:

  • Devastating artillery: your weapon attacks have two extra damage dice rather than one. Your ranged weapon attacks can go twice as far.

Level 20:

  • Improved living tank: your base AC gets a +3 rather than +1.
  • Improved cannon fire: your ranged attacks have an area of effect in a 20ft sphere.

Dreadnought Archetypes:

Meatgrinder:

“You have augmented your body in the name of survival, devastate your foes as a mechanical monstrosity.”

Level 2:

  • Survival of the fittest: each time you kill an enemy gain your con mod in temp hp. This temp hp lasts until you take a rest.

Level 5:

  • Chain shot(30ft range): you make a ranged attack with your weapon against a medium-sized or smaller creature, on a hit the target takes half damage and becomes tethered to you within a 30ft sphere. You may spend a bonus action to reel them in 10ft. The tethered creature may spend its action to make an str save against your DC of 8 + proficiency bonus + int mod to free themselves. You may only have one enemy affected by Chain Shot at a time.

Level 7:

  • You can make two melee attacks on your turn. Your chain Shot can reel in 15ft rather than 10.

Level 11:

  • Improved Chain Shot: You can have two enemies affected by chain shot at a time.

Level 15:

  • Gut Grinder: if you pull a creature within 5ft of you with your chain shot you may execute them if they are 1/4th of their hp or lower to gain your level of temp hp.

Elemental Artillerist:

“The arcane has changed you, giving you the gift of elemental prowess.”

Level 2:

  • You can choose your elemental ability ranging from acid, fire, cold, and lightning. You can change your attack to become the same damage type as your current elemental ability.

Level 5:

  • You gain an elemental resistance that is the same as your elemental ability.

Level 7:

  • On a successful attack when you deal your elemental ability damage you may have that creature(s) make a con save of 8 + your Proficiency + your int modifier. On a failed save attacks made against that creature(s) have advantage until your next turn.

Level 11:

  • You ignore damage resistance that is magical and elemental(that is the same as your elemental ability) for your attacks.

Level 15:

  • as a bonus action you may ignore magical and elemental(that is the same as your damage immunity. You may do this int mod times per day(minimum 1).

The Living Fortress:

“You protect your allies, shielding them from harm as you demolish your foes”

Level 2:

  • You gain a shield proficiency and know the Protection fighting style.

Level 5:

  • you can reduce the damage an adjacent ally takes by half. You take the other half of the damage.

Level 7:

  • You can carry an ally on your back as long as they are medium size or smaller. You do not get any movement debuffs from doing this. You also cannot improve your base movement with spells or other class abilities while doing this.

Level 11:

  • You can use two-handed ranged weapons with one hand.

Level 15:

  • You count as 3/4th’s cover for adjacent allies. The same rules of Wide Girth apply to this ability.
 

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