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Nergalus
2018-11-30, 01:27 PM
Greetings fellas, soon my group and I will start on a planeswalkers campaign and one of my buddies wants to come from azeroth, neat right? thing is, the usual fighter and its arquetypes are not tickling his fancy, so he went and found himself a 5e warriror convertion from warcraft, thing is, its op as ****, maybe some ideas to help balance it out?

From my perspective the main issue is the rage ability that although awesome in the game, it doest translate well for the tabletop system, that and just getting extra atacks and other stuff, not to mention the ability to stun when you crit using a mace( a chance anyway), also the save for his abilities are strenght based, I suggested wisdom for it, since it would be too strong, any help is appreciated, thanks in advance

Oh and focus on the arms path, that seems the way he wants to take this

Warrior

Level Prof Rage Special Characteristics
1 +2 5 Rage, Fighting Style, Victory Rush
2 +2 5 Charge
3 +2 5 Martial Stance

4 +2 5 Ability Score Improvement
5 +3 5 Extra Attack
6 +3 10 Heroic Leap
7 +3 10 Martial Stance
8 +3 10 Ability Score Improvement
9 +4 10 Berserker Rage
10 +4 10 Martial Stance
11 +4 15 Rallying Cry, Extra Attack (x2)
12 +4 15 Ability Score Improvement
13 +5 15 Deadly Calm
14 +5 15 Ability Score Improvement
15 +5 15 Martial Stance
16 +5 20 Ability Score Improvement
17 +6 20 Bladestorm
18 +6 20 Martial Stance
19 +6 20 Ability Score Improvement
20 +6 20 Avatar, Extra Attack (x3)




Class Features
As a Warrior, you gain the following class features.
Hit Points
Hit Dice: 1D10
Hit Points at 1st Level: 1D10+ your Constitution modifier
Hit Points at Higher Levels: 1D10 (or 6) + your constitution modifier + per Warrior level after 1st.

Proficiencies
Armor: All Armor and shields
Weapons: All weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival


Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) chain mail or (b) leather, longbow, and 20 arrows’
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two hand axes
• a) a dungeoneer’s pack or (b) an explorer’s pack

Rage
Starting at first level you have a rage pool, this pool resources may be used to fuel your special attacks. To generate rage, you must deal damage or take damage. Each melee swing that does damage generates you one rage and whenever you take damage you generate one rage as well. Your total Rage amount is seen on the Warrior table above. Each ability starts at a base 5 rage and some may cost more to do an increase effect. The DC for your special attacks is 8 + proficiency bonus + STR mod.


• Heroic Strike
As a bonus action you add your Prof bonus to the attack rolls until the end of the turn.
• Cleave
As part of attack you may deal your STR mod to additional targets with 5ft of the target.

• Sunder
As an Attack action brakes the target's armor reducing AC by 1. Increases to a 2 on a critical. Does not affect natural armored targets, and lasts till target gets armor repaired or mended. Cost 5 rage
• Rend
As part of an attack action you cause the target to bleed for a number of turns equals your proficiency bonus for 1D4 damage every turn thereafter. Although the target gets a con save to stop the bleeding every turn. For every 5-rage spent increase the damage die by 1 category. 1d4 -> 1D6 -> 1D8 -> 1D10.

• Disarm
When you take the Attack action on your turn, you can forgo one of your attacks to attempt to disarm a creature within range of a weapon you’re wielding, forcing it to drop one item of your choice that it’s holding. Instead of an attack roll, the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If you spend 5 rage you can make a weapon attack against the target as part of this maneuver.

• Hamstring
As part of an attack action reduce the target's movement speed by ½ until the end of the next turn. The target must make a constitution saving throw. Cost 5 rage





• Whirlwind
As an action all creatures within 5ft must make a dexterity save as you swing your weapon around dealing your weapon dice + strength mod on a failed save or half on a successful one. Costs 10 rage
• Execute
As part of an attack you deal extra +1D8 of damage per 5 rage invested.

• Taunt
A creature you can see makes a Wisdom save. If they fail, they have disadvantage when attacking a creature besides you, and they must pass a Wisdom save to move more than 30 feet from you. They only have to pass the save once in order to move freely for the rest of their turn. If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, the spell ends. Cost 5 rage
• Spell Reflect
As a reaction while you have a shield equipped you may spend 10 of rage to gain advantage in a saving throw against a spell (if you roll a 20 on the die the spell get reflect to the caster if it is a single target one) or impose disadvantage to a ranged spell attack, if the enemy roll a 1 on the die the spell gets reflect to him. Cost 10 rage
• Pummell
When you take the Attack action on your turn, you can forgo one of your attacks to attempt to interrupt a concentration spell, If the attack hit the enemy must succeed a Constitution saving throw and the spell ends.

• Overpower
Requires arms martial stance. When you miss a weapon attack, you can make another weapon attack as part of the same action. Cost 5 rage.





Fighting Style
At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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

Victory Rush
At first level, on your turn, you can use a bonus action after killing an enemy to regain hit points equal to 1d10 + your warrior level. You can use this feature a number of times equals your CON modifier (minimum 1), you must finish a long rest to regain its uses.

Charge
At 2nd level When you use your action to Dash, you can use a bonus action to knock down a creature within 5ft of you and gain 5 rage.


Martial Stance
At 3rd level, you choose a stance that you strive to emulate in your combat styles and techniques. Choose Fury, Arms, or Protection all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score improvement
When you reach 4th level, and again at 8th, 12th,14th, 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.

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

Heroic Leap
After reaching 6th level your legs are so strong that you can leap to locations within range. At level six you can leap x2 your base land speed. This can be done once per short rest.

Berserker Rage
After reaching 9th level you can become so enraged in combat you consume your own rage to go into a berserker frenzy. You consume 5 rage and generate 2 rage every turn for 5 turns, during it duration the warrior is immune to charm and fear effects. Can only be used once per long rest.

Rallying Cry
At 11th level You can call out a cry that rally’s your allies, doing so grants temporary hit points equal to your Prof bonus + Charisma modifier to you and all friendly creatures that can hear it. As long as they have these hit points, those creatures have advantage on saving throws against being frightened. This can only be done once per long rest.
Deadly Calm
At the beginning of 13th level you may reduce the cost of rage of your special attacks by 5 until the end of the turn. You can use this feature once per long rest.
Bladestorm
At 17th level you do a large whirlwind attack. Everyone 5ft around you must make a dexterity saving throw against an 8 + Your proficiency bonus + Your strength modifier. On a failure, treat them as though they were struck by your weapon, on your next turn you can use your action to keep Bladestorm activate, while is activated the warrior is immune to Stun, or impairing moving effects. On a pass they take half damage of what weapon you’re using. Can only be use once per long rest.
Avatar
When you hit level 20 you may turn into an avatar doing so increases your size category by one increasing your damage dealt by 2D6. This effect can only last up to 1 min and be used once per long rest.


Arms
Mortal Strike
At 3rd level you gain the ability to mortally wound an enemy. As part of a melee weapon attack You may add +1d6 of damage and the enemy take half as much healing from spells and abilities for a number of turns equal to your proficiency bonus. Costs 5 rage.

Weapon Specialization
At 7th level you choose a specialization of weapon each spec does a unique function.
• AXE/POLEARM: While using polearms or axes your weapon attacks score a critical hit on a roll of 19 or 20.
• SWORD: When attacking with Adv you may forget the adv and make another attack for half damage.
• MACE: On a critical hit you may stun target for one turn. Requires a Con save, the DC is 8 + your proficiency bonus + STR
Sweeping Strikes
At 10th level once per short rest you can cause your weapon attacks to sweep and cleave into nearby enemies. For one turn your weapon attacks have an attack radius of a 5-foot cone hitting all enemies in the cone.

Deep Wounds
At the beginning of 15th level when you critical an enemy you cause the target to bleed from the wound you inflicted. The target will take 1D6 damage on his turn until he succeeds at a constitution save. This effect stacks with ongoing bleed effects.

Colossus Smash
At 18th level, as part of an attack action you gain a bonus to that weapon's damage roll equal to your level in this class. You can use this feature once por short rest.
.

Fury


Blood Thirst
You gain the ability to drink the lifeforce of your enemy by dealing damage to them. You may as a action use bloodthirst to melee attack an enemy and deal 1D4+Strength damage and also heal for the damage it deals. Doing so costs 5 rage.

Cruelty
You may now critically hit on a 19/20 instead of a 20.

Blood Surge
When you critical with a melee attack your next 2 heroic strikes cost half as much rage rounded up.



Titan's Grip/Single Minded Fury
When dual wielding one handers your damage die increases by two categories for example a longsword would upgrade from 1D8 to a 1D12, or you may dual wield two handed weapons.


Recklessness
You may disregard all sense of defense, doing so causes all enemies to have advantage when attacking you but you have advantage on all attacks made at enemies. Lasts for 1 minute and can be used once per short rest.
Protection

Shield Slam
You know the exact spot that will make a shield do the most amount of damage. When you make an attack action you may use a bonus action and by spending 5 rage you can slam the target with your shield dealing 1D6+Strength damage and increasing your AC by 2 till the end of your next turn. This damage increases as you level up to 1D8 at level 7 1D10 at level 11 and again to 1D12 at level 15.
Blood Craze
When you are hit by an attack you generate 2 rage instead of the usual 1.
Ultimatum
When you make a melee attack against an enemy and you critical your next ability will cost no rage.

Demoralizing shout
You shout with such ferocity that it demoralizes your enemies. Any enemy that can hear your must make a wisdom save or be demoralized, each enemy has a disadvantage to attacks for three turns on failed save and do not suffer from a successful save. May be used once per short rest.

Last Stand
As an action you perform your last stand this causes you to gain temporary hit points equal to your level + your proficiency and constitution as well as giving you resistance to bludgeoning, piercing and slashing damage. This lasts for 1min and can only be used once per long rest.

Composer99
2018-12-01, 07:35 PM
Greetings fellas, soon my group and I will start on a planeswalkers campaign and one of my buddies wants to come from azeroth, neat right? thing is, the usual fighter and its arquetypes are not tickling his fancy, so he went and found himself a 5e warriror convertion from warcraft, thing is, its op as ****, maybe some ideas to help balance it out?

From my perspective the main issue is the rage ability that although awesome in the game, it doest translate well for the tabletop system, that and just getting extra atacks and other stuff, not to mention the ability to stun when you crit using a mace( a chance anyway), also the save for his abilities are strenght based, I suggested wisdom for it, since it would be too strong, any help is appreciated, thanks in advance

Oh and focus on the arms path, that seems the way he wants to take this

Honestly, it's not really that bad. You basically have to rely on taking hits to generate enough rage to use your abilities on a routine basis, because you don't make enough attacks to generate much rage. Not until 20th level using two-weapon fighting can you reliably generate 5 rage on your turn. At low levels, you have to get hit 3 or 4 times each round, depending on whether you are two-weapon fighting or not, in order to use your special attacks once a turn. That's not really that useful.

I also don't see the problem with the saving throw DC: spellcasters, after all, get to use their best ability score for their saving throw DCs, and on the whole spells are still better than any of the toys this class gets.

Overall, what I think are the problem items are:
(1) The class seems to get access to all of its special rage-based attacks right away, which is certainly not how warriors work in World of Warcraft. It make the class really front-loaded, which I don't think is all that healthy design.
(2) Getting extra attacks past 5th level; I feel that is mostly the purview of the fighter class, which after all has a lot fewer toys than this one.

Some abilities certainly might need to be revised on a case-by-case basis.

The class really suffers from a lack of non-combat options. At least fighter subclasses give you something to work with, although not much. It's easy to forget the non-combat stuff because WoW classes don't have any non-combat abilities to speak of.

As a final general remark, it would be a lot easier to see what's going on and when with a little attention to formatting.


Warrior

[...]

Rage
Starting at first level you have a rage pool, this pool resources may be used to fuel your special attacks. To generate rage, you must deal damage or take damage. Each melee swing that does damage generates you one rage and whenever you take damage you generate one rage as well. Your total Rage amount is seen on the Warrior table above. Each ability starts at a base 5 rage and some may cost more to do an increase effect. The DC for your special attacks is 8 + proficiency bonus + STR mod.

The only problem with most of these features is that you get them all right away. I think if you stagger the levels at which you get these abilities (and maybe make the warrior have to pick from among them instead of getting them all), they would be mostly fine.

If anything, in fact, given what I wrote earlier, most of them cost too much rage. I think it's reasonable to be able to use one of these once on each of your turns right from the get-go, so I think rage costs could be scaled back a little. Then you could scale back the rage cap too, if you wanted.

As for the abilities themselves:


Heroic Strike - As a bonus action you add your Prof bonus to the attack rolls until the end of the turn.

This ability... doesn't make sense. It's not reflective of the way the ability works in WoW (which is a high-damage single strike, not a more accurate one), and doubling your proficiency bonus on attack rolls for the rest of the turn, especially at high levels, does seem fishy.

To bring it closer to its WoW inspiration, I'd make it not use an action at all, and buff a single melee weapon attack by letting you add your proficiency bonus to the damage roll.


Cleave - As part of attack you may deal your STR mod to additional targets with 5ft of the target.

Awkwardly worded, but otherwise fine.


Sunder - As an Attack action brakes the target's armor reducing AC by 1. Increases to a 2 on a critical. Does not affect natural armored targets, and lasts till target gets armor repaired or mended. Cost 5 rage

Is this using your whole action, or are you foregoing a weapon attack to use this special attack? It's not clear. It's mediocre if you're using it instead of a weapon attack, and terrible if it takes a whole action. I'd suggest making it reduce AC by 2, use up a weapon attack, and remove the added effect on a critical.


Rend - As part of an attack action you cause the target to bleed for a number of turns equals your proficiency bonus for 1D4 damage every turn thereafter. Although the target gets a con save to stop the bleeding every turn. For every 5-rage spent increase the damage die by 1 category. 1d4 -> 1D6 -> 1D8 -> 1D10.

For 5 rage, this feature is terrible. Making the upgrades cost 5 rage per die increase is even worse. Even at high levels, it will take rounds before you could use the 20-rage version of this special ability, and the combat will probably be over by then.

I'd suggest making the duration 1 minute, which is the standard amount for most combat-duration abilities, or until the target succeeds a Constitution saving throw. I'd consider adding in the ability to end the effect with magical healing or a Wisdom (Medicine) check. That way, you could also increase the base damage to, say, 1d6. I'd dispense with the scaling part of it.

Also, keep in mind that keeping this special ability means committing to having a homebrewed "bleed damage" type, since no such type exists in RAW.


Disarm - When you take the Attack action on your turn, you can forgo one of your attacks to attempt to disarm a creature within range of a weapon you’re wielding, forcing it to drop one item of your choice that it’s holding. Instead of an attack roll, the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If you spend 5 rage you can make a weapon attack against the target as part of this maneuver.

This ability is only any good when you spend the rage to make a weapon attack. Otherwise, all you're doing is foregoing an attack to give your opponent a chance to pick up its weapon on its turn without using any sort of action (courtesy of the item interaction rules) and swing at you again.

All that's to say I would either reduce the rage cost and make the disarm effect a rider on a normal weapon attack, or change the object interaction rules so that picking an object off the ground is an action instead of potentially one of your "free" object interactions during a round.


Hamstring - As part of an attack action reduce the target's movement speed by ½ until the end of the next turn. The target must make a constitution saving throw. Cost 5 rage

Apart from the rage cost, this is fine. Although "as part of an attack action" is... vague. Do you get to do this for free when you take the Attack action on your turn (i.e. it's a rider effect on the action itself or on one of your weapon attacks), or are you foregoing a weapon attack?


Whirlwind - As an action all creatures within 5ft must make a dexterity save as you swing your weapon around dealing your weapon dice + strength mod on a failed save or half on a successful one. Costs 10 rage

This and Spell Reflect are, I think, the only abilities you can't use right out of the box.

Anyway, this is fine. I'd consider dropping the rage cost, but adding a higher level prerequisite, because it's comparable to one of the Hunter ranger's 11th-level options.


Execute - As part of an attack you deal extra +1D8 of damage per 5 rage invested.

This is not reflective of the WoW ability. It's also not worth spending more than 5 rage on it, because of how long it would take to get to 10 rage.

I think this ability should (a) have a level prerequisite - 5th should be fine, (b) deal more damage (2d6 additional damage should be fine), and (c) require that the target's current hit points be either one half or one quarter of its hit point maximum (whatever you think is best).


Taunt - A creature you can see makes a Wisdom save. If they fail, they have disadvantage when attacking a creature besides you, and they must pass a Wisdom save to move more than 30 feet from you. They only have to pass the save once in order to move freely for the rest of their turn. If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, the spell ends. Cost 5 rage

This is a cut and paste of compelled duel, and it shows. That spell costs a spell slot, lasts for 1 minute, and requires concentration, so the fact that this is potentially usable at will, as long as you can scrape up enough rage, without requiring concentration is a little too much.

That said, there are some spellcasters who get 1st level spells at will (warlocks' Armour of Shadows invocation springs to mind), so it's not unreasonable to let the warrior do something like that.

I would give this a level prerequisite (no more than 7th level, I would think), and maybe even restrict it to the protection stance.


Spell Reflect - As a reaction while you have a shield equipped you may spend 10 of rage to gain advantage in a saving throw against a spell (if you roll a 20 on the die the spell get reflect to the caster if it is a single target one) or impose disadvantage to a ranged spell attack, if the enemy roll a 1 on the die the spell gets reflect to him. Cost 10 rage

This needs some thought, and possibly cleaner language with respect to how spells can be reflected. Right now it interacts with, say, dominate person. I don't think that makes a whole lot of sense. It's fine with the spells that require spell attack rolls. I'd consider restricting the list to those spells, magic missile, lightning bolt, and single-target spells that require a Dexterity saving throw.


Pummell - When you take the Attack action on your turn, you can forgo one of your attacks to attempt to interrupt a concentration spell, If the attack hit the enemy must succeed a Constitution saving throw and the spell ends.

Hitting someone with a normal weapon attack can already break concentration, so why would you do the same thing without dealing damage?

Also, the WoW ability interrupts spellcasting, it doesn't just end ongoing spells. I think this version of the ability could better reflect that nature.

I think this needs to be a reaction ability for when a creature within 5 feet casts a spell, and either you make a weapon attack roll, causing the spell to fail on a hit, or the target must succeed on a Constitution saving throw or the spell ends. The original WoW ability hasn't dealt damage since Wrath of the Lich King, so it's probably fine if this one doesn't either.


Overpower - Requires arms martial stance. When you miss a weapon attack, you can make another weapon attack as part of the same action. Cost 5 rage.


This is fine.



Fighting Style
At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense - While you are wearing armor, you gain a +1 bonus to AC.
Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


Fine, except I would move either this or Victory Rush to 2nd level. Probably this so it's more in line with the other non-fighter martial classes.



Victory Rush
At first level, on your turn, you can use a bonus action after killing an enemy to regain hit points equal to 1d10 + your warrior level. You can use this feature a number of times equals your CON modifier (minimum 1), you must finish a long rest to regain its uses.

This is fine, except you should specify that it's when you reduce a creature to 0 hit points. And I would move either this or Fighting Style to 2nd level (probably Fighting Style for reasons discussed above).



Charge
At 2nd level When you use your action to Dash, you can use a bonus action to knock down a creature within 5ft of you and gain 5 rage.

I feel like this is stepping on the toes of the Charger feat a little too much, since a shove attack is one of the things you can do if you have that feat. Because of the feat, this might be one classic WoW ability not to bring over. Perhaps something that generates rage when you roll for initiative would be better?



Martial Stance
At 3rd level, you choose a stance that you strive to emulate in your combat styles and techniques. Choose Fury, Arms, or Protection all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Nothing to say here, let's see the archetypes later.



Ability Score improvement
When you reach 4th level, and again at 8th, 12th,14th, 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.

IMO since this class has more toys than the fighter, it should have the same ability score improvement progression as the non-fighter classes: 4th, 8th, 12th, 16th, and 19th.



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

This is fine as written. The table shows extra attacks at 11th and 20th level, which, as I've noted previously, you can probably just dispense with.



Heroic Leap
After reaching 6th level your legs are so strong that you can leap to locations within range. At level six you can leap x2 your base land speed. This can be done once per short rest.

I really don't see this as being a core warrior ability, especially since it was only added in Cataclysm. It also doesn't look like it interacts very well with the jumping rules in the PHB. I would recommend replacing it.



Berserker Rage
After reaching 9th level you can become so enraged in combat you consume your own rage to go into a berserker frenzy. You consume 5 rage and generate 2 rage every turn for 5 turns, during it duration the warrior is immune to charm and fear effects. Can only be used once per long rest.

This is not powerful enough to justify being available once per long rest. Once per short or long rest is fine. I would also increase the duration to 1 minute, which is a pretty standard "combat-length" duration (even if most combats aren't going to last that long).



Rallying Cry
At 11th level You can call out a cry that rally’s your allies, doing so grants temporary hit points equal to your Prof bonus + Charisma modifier to you and all friendly creatures that can hear it. As long as they have these hit points, those creatures have advantage on saving throws against being frightened. This can only be done once per long rest.

This is decent.



Deadly Calm
At the beginning of 13th level you may reduce the cost of rage of your special attacks by 5 until the end of the turn. You can use this feature once per long rest.

Decent. If you were to re-jigger the numbers for rage expenditure, you'll want to adjust this feature as well.



Bladestorm
At 17th level you do a large whirlwind attack. Everyone 5ft around you must make a dexterity saving throw against an 8 + Your proficiency bonus + Your strength modifier. On a failure, treat them as though they were struck by your weapon, on your next turn you can use your action to keep Bladestorm activate, while is activated the warrior is immune to Stun, or impairing moving effects. On a pass they take half damage of what weapon you’re using. Can only be use once per long rest.

This needs to have a maximum duration - of 1 minute, I would say. Since this is your tier 4 power boost, it's your replacement for the second action surge. Between the two, I would go for the action surge without a doubt, because I can use that in between short and long rests. I would consider making this something you can do in between short and long rests as well.

However, it does need to be clearer what happens as you move around on your turn. To avoid it being overpowered, I would suggest that you can affect a creature once on each of your turns in which the bladestorm is active. You also need to specify that the ability uses your action to activate, not just to sustain.



Avatar
When you hit level 20 you may turn into an avatar doing so increases your size category by one increasing your damage dealt by 2D6. This effect can only last up to 1 min and be used once per long rest.

It's fine, I guess.



Arms
Mortal Strike
At 3rd level you gain the ability to mortally wound an enemy. As part of a melee weapon attack You may add +1d6 of damage and the enemy take half as much healing from spells and abilities for a number of turns equal to your proficiency bonus. Costs 5 rage.

Weapon Specialization
At 7th level you choose a specialization of weapon each spec does a unique function.
• AXE/POLEARM: While using polearms or axes your weapon attacks score a critical hit on a roll of 19 or 20.
• SWORD: When attacking with Adv you may forget the adv and make another attack for half damage.
• MACE: On a critical hit you may stun target for one turn. Requires a Con save, the DC is 8 + your proficiency bonus + STR

Sweeping Strikes
At 10th level once per short rest you can cause your weapon attacks to sweep and cleave into nearby enemies. For one turn your weapon attacks have an attack radius of a 5-foot cone hitting all enemies in the cone.

Deep Wounds
At the beginning of 15th level when you critical an enemy you cause the target to bleed from the wound you inflicted. The target will take 1D6 damage on his turn until he succeeds at a constitution save. This effect stacks with ongoing bleed effects.

Colossus Smash
At 18th level, as part of an attack action you gain a bonus to that weapon's damage roll equal to your level in this class. You can use this feature once por short rest.

Mortal Strike is fine, except the duration of the healing debuff should be 1 minute.

Weapon Specialisation is fine, I guess. Some number crunching might be advisable to see how damage is impacted. I have the feeling that the sword specialisation is far better than the others, because it's not as hard to get reliable advantage as it is to score a critical hit.

Sweeping Strikes is... well, I'm not sure if a 5-foot cone is actually going to catch more than one opponent. I think it would be better if, whenever you make a melee weapon attack, you can hit a second creature within 5 feet of the target of your attack. I would also consider having this cost rage. (One other problem is that this is very similar to how the Cleave ability works.)

Deep Wounds is not very good. It's also a Protection spec ability, so I'm at a loss as to why it's in the Arms spec subclass.

Colossus Smash is great, even if it doesn't much resemble its WoW equivalent.



Fury


Blood Thirst
You gain the ability to drink the lifeforce of your enemy by dealing damage to them. You may as a action use bloodthirst to melee attack an enemy and deal 1D4+Strength damage and also heal for the damage it deals. Doing so costs 5 rage.

Cruelty
You may now critically hit on a 19/20 instead of a 20.

Blood Surge
When you critical with a melee attack your next 2 heroic strikes cost half as much rage rounded up.



Titan's Grip/Single Minded Fury
When dual wielding one handers your damage die increases by two categories for example a longsword would upgrade from 1D8 to a 1D12, or you may dual wield two handed weapons.


Recklessness
You may disregard all sense of defense, doing so causes all enemies to have advantage when attacking you but you have advantage on all attacks made at enemies. Lasts for 1 minute and can be used once per short rest.

The levels at which you gain these features are missing. Fortunately, I can figure it out from context, but it's still irritating to read.

Bloodthirst is terrible, because it uses your action. There's no way it's worth giving up a normal attack for a pittance of healing, and there's no way it's worth giving up multiple attacks from 5th level onwards for it. (Also, shouldn't this feature generate rage, like the WoW ability does?)

What I would suggest doing instead is allowing you to use this feature once between a short or long rest, and as part of a weapon attack you (a) generate 5 rage and (b) recover some amount of hit points.

Cruelty is fine.

Blood Surge is annoying, and has no WOW equivalent. Surely there's some actual Fury spec ability that could be used instead?

Titan's Grip is genuinely overpowered. I'm not sure what "Single Minded Fury" is for?

Recklessness is okay. It's the PHB barbarian's Reckless Attack with restrictions. This might be better as the 10th-level feature, to be honest.



Protection


Shield Slam
You know the exact spot that will make a shield do the most amount of damage. When you make an attack action you may use a bonus action and by spending 5 rage you can slam the target with your shield dealing 1D6+Strength damage and increasing your AC by 2 till the end of your next turn. This damage increases as you level up to 1D8 at level 7 1D10 at level 11 and again to 1D12 at level 15.

Blood Craze
When you are hit by an attack you generate 2 rage instead of the usual 1.

Ultimatum
When you make a melee attack against an enemy and you critical your next ability will cost no rage.

Demoralizing shout
You shout with such ferocity that it demoralizes your enemies. Any enemy that can hear your must make a wisdom save or be demoralized, each enemy has a disadvantage to attacks for three turns on failed save and do not suffer from a successful save. May be used once per short rest.

Last Stand
As an action you perform your last stand this causes you to gain temporary hit points equal to your level + your proficiency and constitution as well as giving you resistance to bludgeoning, piercing and slashing damage. This lasts for 1min and can only be used once per long rest.

Shield Slam is stepping on the toes of the Shield Master feat, but I guess it's distinct enough that it's fine. If you're able to reliably generate 5 rage a turn, though, it would be overdoing it, because it's a big bump to both your offence and defence.

Blood Craze is probably too much, especially with the number of attacks the class gets as per the class table. It also doesn't reflect the ability as it appears in WoW, where it gives you healing over time, not rage.

I'm not a fan of Ultimatum. It is a talent that was added to the game in Mists, and removed, added, and removed again. I think something with more staying power in the game and that's more reliably usable is better.

Demoralising Shout should probably last for 1 minute. And should have a maximum range, probably 30 feet.

Last Stand is a good choice as a Protection spec capstone. I presume "constitution" means Constitution modifier? This should be usable once per short or long rest.