Anthem Javelin Subclasses: Barbarian, Rogue, Fighter, & Wizard

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Barbarian: Path of the Colossus

Taking full advantage of their massive bulk and raw power those that take the path of Colossus become the main threat on the field forcing their enemies back and protecting their friends with heavy fire power while their allies advance with ease.

Heavy Artillery

At the 3rd level, after having so much fun using the destructive force of firearms you learn to channel your rage through your firearm easily devastating your foes. You gain proficiency with firearms, while raging you can use your Strength modifier for the attack and damage rolls when using a firearm with the two-handed property. Once per turn you can deal an extra 1d12 damage. You can use your Reckless Attack feature when you attack with firearms while raging.

Wrathful Ordinance

At the 3rd level, you learn to incorporate a few armaments gained through mysterious means to further obliterate your foes. As a Bonus Action you can activate one of three ordinance. You can use this feature an amount of times equal to your Constitution modifier. You gain expended uses when you finish a short rest.

Hand Cannon An arm mounted cannon that fires a ball of rage filled fire. The Hand Cannon has a 60ft range, creatures in a 30ft radius have to make a Dexterity save taking 1d8 + your Constitution modifier in fire damage on a fail, have as much on a success.

Shoulder Blaster A shoulder mounted multi barreled cannon. The Shoulder Blaster has a 40ft range. You can target an amount of creatures equal to your Constitution modifier (minimum of 1) making a separate Ordinance attack roll for each. On a hit it deals 1d8 force damage and an amount of fire damage equal to your Constitution modifier.

Fear Cry A wrist mounted barrel. You fire a manifestation of your rage weakening you foes' defenses and minds. Creatures in a 30ft cone have to make a Wisdom saving throw having their AC lowered by an amount equal to half your Proficiency Bonus (rounded down) and taking 1d8 psychic damage on a fail. Only taking the damage on a success.

Ordinance Save DC = 8 + your proficiency bonus +

your Strength modifier

Ordinance attack modifier = your proficiency bonus +

your Strength modifier

Savage Advance

At the 6th level, you refuse to let your foes run away to safety nor out of the range of your ordinance your rage fueling you as you rush them down. While raging as a Bonus Action you can charge in a 30ft long 10ft wide line creatures in your path having to make a Dexterity saving throw, taking 1d12 + your Strength modifier in bludgeoning damage and are knocked prone on a fail. Only taking damage on a success. This movement does not provoke attacks of opportunity. Your Ordinance damage increases to 2d8.

Bulwark Savage

At the 10th level, you easily knock back those that get too close to you making it easier to place your shot. Whenever a hostile creature comes within 5ft of you, you can use your Reaction to make a melee attack dealing 2d12 + your Strength modifier in bludgeoning damage and knocking them back 10ft.

Raging Cannon

At the 14th level, you gain a massive piece of ordinance that fires a large rage fueled blast of fire and concussive force. As an Action you pull out a massive cannon firing a blast of energy in a 70ft cone. Creatures have to make a Dexterity saving throw taking 3d12 fire and 3d12 force + your Constitution modifier in bludgeoning damage. You can use this feature three times. You regain expended uses when you finish a long rest. Your Ordinance damage increases to 3d8.

Rogue: Interceptor

Rogues that are trained for infiltration and interception unlock their latent magical energy to aid them in their missions. The magical energy being called upon to tag important threats to the mission and to increase your chances of success.

Assault Surge

At the 3rd level, you unleash your pure magical energy allowing you enhance your martial abilities. As a Bonus Action you can activate Assault Surge, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Assault Surge at any time (no action required).

While Assault Surge is active you gain the following benefits:

  • Your movement speed is doubled
  • You gain a bonus to AC equal to your Wisdom modifier (minimum of +1)
  • You have advantage on Dexterity (Stealth) checks.
  • You gain a bonus to damage rolls of your melee weapon attacks equal to your Wisdom modifier (minimum of +1).

Training to Intercept

At the 3rd level, you gain a wealth of martial knowledge and training make more deadly in combat. You gain the Dueling and Two-Weapon Fighting, fighting styles.

Advance Targeting

At the 3rd level, you conjure elemental explosives to hurt and hinder your foes and in one case make yourself an explosion. As a Bonus Action while Assault Surge is active you can send out a pulse tagging a hostile creature within 60ft you can see. The creature has to make a Intelligence saving throw against you Surge DC or be marked for 1 minute. Friendly creatures (including you) have advantage on attack rolls made against marked creatures.

Surge Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Surge attack modifier = your proficiency bonus +

your Wisdom modifier

Extra Attack

At the 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blade Dance

At the 9th level, the power granted by the Assault Surge can now be channeled into your blades increasing their cutting power. While Assault Surge is active your melee weapon attacks deal an extra 1d6 slashing damage once per turn.

Strike and Dash

At the 13th level, you began to focus more of your magical energy into your blades and body allowing you deploy two powerful techniques. As a Bonus Action you use Spark Dash or Tempest Strike on a hostile creature within 30ft you can see.

Tempest Strike Cloak your blade in a veil of thunderous energy as you dash towards your target. Make a Surge attack roll, on a hit it deals 2d6 thunder and 1d6 slashing damage.

Spark Dash Become a bolt of lightning dashing in a blur towards an enemy exploding on contact. Teleport to a spot you can see within 30ft, creature in a 30ft radius sphere centered on you have to make a Strength saving throw against your Surge save taking 2d6 lightning and 2d6 slashing damage and are knocked prone on a fail. Only taking the damage on a success.

Assault Flourish

At the 17th level, you condense all of your magical energy forcing a second surge rampaging through your body allowing you to make a powerful attack against foes in sight. While Assault Surge is active as an Action you can a melee attack against three hostile creature, making a separate Surge attack roll for each creature. On hit you deal 12d6 slashing damage. You can use this feature three times. You regain expended uses when you finish a long rest.

Fighter: Lancer

After gaining the knowledge to build and use somewhat advance firearms you outfit yourself with those weapons making yourself a walking armory that can fill both offensive and defensive roles in combat when needed.

Sentinels

At the 3rd level, you build and equip yourself with offensive and defensive devices to further aid you battle as well as a lightning conductor to augment your melee attacks. You gain proficiency with Tinker's Tools. As a Bonus Action you can use one of three Lancer Gear to help you in battle. Once per turn your weapon attacks deal an extra 1d10 lightning damage.

Cluster Launcher An arm mounted firearm that fires a cluster of projectiles. A 60ft cone, creatures inside have to make a Dexterity saving throwing taking 2d6 piercing damage on a fail, half as much on a success.

Grenade A simple fragmentation grenade. Toss to a spot within 60ft of you exploding at the end of your turn. Creatures in a 30ft radius sphere have to make a Dexterity saving throw, taking 1d6 fire and 1d6 slashing damage on a fail. Half as much on a success

Support Field A shimmering field that bolster defenses. Drops the device at your or throw to an unoccupied spot you can see within 30ft of you. The device creating a defensive field grant friendly creatures (including you) within the 30ft radius sphere a bonus bonus to AC equal to your Wisdom modifier. The bonus last until they leave the field. The field last until the end of your next turn.

Gear Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Gear attack modifier = your proficiency bonus +

your Wisdom modifier

Thruster Boost

At the 7th level, you installed a magic fuel exhaust pipes to the joints of your armor to increase your speed and mobility. Your movement speed increases by 20ft. You can Dash and Disengage as a Bonus action.

Power Boost

At the 7th level, you learn to strengthen your gear by increasing their range, potency, or overall damage to make them more effective. Cluster Launcher now deals 2d8 piercing damage. Grenade now has a radius of 60ft. Support now grants those in the field 1d10 + your level in temporary hit points.

Advance Firepower

At the 10th level, you constructed an upgrade module to install into your gear to augment their abilities. During a short or long rest you can choose one of the upgrades detailed at the end of the description to apply to your Lancer Gear. Only one upgrade can be apply to each Gear

Enhance Targeting

At the 15th level, you created a simple targeting system to help you better land your mark and prevent the waste of resources. Whenever you make a range attack, melee attack, or Cluster Launcher attack roll you can use your reaction to grant yourself advantage. You can use this feature an amount of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a short or long rest.

Multi-Missile

At the 18th level, after dozens of failed attempts you finally developed a working shoulder mounted multi barreled ordinance capable of obliterating a small group. As an Action you can fire the Multi-Missile at a point you can see within 90ft of you, creatures in a 70ft radius sphere have to make Dexterity saving throw taking 3d8 fire, 2d8 force, 1d8 piercing damage on a fail. Half as much on a success. Creatures in the radius have disadvantage on the saving if they are in an enclosed area smaller than the explosion range. You can use this feature three times. You regain expended uses when you finish a long rest.

Grenade Upgrades

Inferno Grenade

Deals 1d6 fire and 1d6 radiant damage.

Frost Grenade

Deals 1d6 cold and 1d6 force damage, the explosion radius is difficult terrain until the end of your next turn.

Seeker Grenades

Grenade targets four creatures of your choice the explosion being a 10ft radius sphere.

Sticky Grenade

The sticks to a creature on the fails, falling to the ground on a success. The grenade explodes at the end of your turn.

Cluster Launcher Upgrades

Seeker Missile

Make a range Gear attack on a single creature dealing 1d8 fire and 1d8 bludgeoning damage.

Pulse Blast

Make a range Gear attack on a single creature dealing 1d8 radiant and 1d8 thunder damage.

Venom Darts

Cluster Launcher now deals 1d8 acid and 1d8 fire damage on a fail, half as much on a success.

Spark Beam

Cluster Launcher now fires a beam in a 40ft long 10ft wide line. Creatures taking 1d8 radiant and 1d8 lightning damage on a fail, half as much on a success.

Blast Missile

Cluster Launcher's cone is now a 30ft radius sphere. Creatures taking 1d8 force and 1d8 bludgeoning damage on a fail, half as much on a success.

Support

Muster Point

Creatures (including you) inside the field can add your Wisdom modifier to their damage rolls.

Extended Range

The field now covers a 40ft radius sphere.

Medical Tent

Support Field now grants creatures (including you) inside an amount of hit points equal to 5 + your Fighter level, at the end of their turns or until they leave the field.

Wizard: School of Seals

Through intense study and obsessive like determination you and those that spent the long nights be your side developed seals infused with the power of spells and other magical abilities.

Seals

At the 2nd level, you adorn your clothes with seals you've made that augment how they behave when you cast them using the seals. You gain proficiency with Wood Carver's tools. During a long rest you can make an amount of Seals equal to 1 + your Intelligence modifier (minimum of 1). You can create three types of Seals Focus, Blast, and Support. You can have any combination of the three.

During a long rest you can carve spells that deals Cold, Fire, or Lightning damage into the Focus and Blast Seals, while you can carve concentration spells into the Support Seal. You can change the carved spell if it is in your spellbook you do not need it prepared.

When you cast a spell carved into a Seal it doesn't expended a spell slot instead you lose a charge. You have an amount of charges equal to your Intelligence modifier (minimum of 1). Only spells of a level equal to your Proficiency bonus or lower can be stored inside a Seal. You regain expended charges when you finish a long rest.

Focus Cold, Fire, and Lightning spells that targets only one creature and doesn’t have a range of self, now have an area of effect when you use the Seal to cast the spell. You can choose a cone, sphere, or cylinder the range being the same as the spells original range.

Blast Cold, Fire, and Lightning spells with an area of effect, now targets only one creature when using the Seal to cast the spell. The range is the same as the spells original range.

Support You gain advantage on Constitution saving throws to maintain concentration when you use the Seal to cast a concentration.

Magical Recoil

At the 2nd level, you learn to blast those that gett too close with a sudden wave of elemental magic energy. Whenever a hostile comes within 10ft of you, you can expend a use of your Blast Seal to make a melee spell attack. On hit it deals 1d8 of the carved spell's damage and knock the creature 15ft back. You regain expended charges when you finish a short rest.

Light as a Feather

At the 6th level, you learn to use the stored magical energy to send you afloat staying out of your foes reach while you sling powerful spells at them. As a Bonus Action you can float up to half your movement speed in the air for 1 minute. You regain expended uses when you finish a short rest.

Sage's Chisel

At the 10th level, instead of trying to increase the amount of power stored inside the Seals you have, you increase the amount of Seals you carry. During a long rest you can make an amount of Seals equal to 2 x your Intelligence modifier.

Elemental Trifecta

At the 14th level, drawing from the wellspring of power you carry, you unleash a powerful smite of elemental energy. As an Action you can expend five charges to send down a bolt of magical energy at a point you can see. Creatures in a 60ft radius sphere have to make a Dexterity saving throw takin 2d8 cold, 2d8 fire, 2d8 lightning damage on a fail, half as much on a success. If your Light as a Feather ability is active that have disadvantage on the saving throw.

 

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