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View Full Version : D&D 5e/Next Warrior of Pandemonium (A fighter subclass) (Batch 3.5)



mcumoric
2020-12-06, 09:56 PM
Warrior of Pandemonium
Warrior of Pandemonium are warriors who have been either banished to pandemonium at some point in their life and survived, or someone in their ancestry has been banished there and gotten out.
These warrior’s channel the mad winds and chaos of pandemonium having it swirl around themselves in a flurry of chaos.

Maddening winds
Starting at the 3rd level, once per turn when you hit a creature with a weapon attack, as a part of that attack, you can summon a swirling wind around yourself. This wind extinguishes any open flames and you can choose to deal 1 point of psychic damage to each creature within 5 feet of yourself.
On a critical hit, when you summon these winds, the psychic damage increases to 1d6 (it doesn’t double with the critical hit however), and each creature no larger than large within 5 feet of yourself is pushed 10 feet away from you.

Cavern adept
Starting at the 3rd level, because of your relation to pandemonium, you gain 60 feet of darkvision if you don't already have darkvision, and you gain advantage on all saving throws against madness of any kind.

Deflection
Starting at the 7th level, when you are targeted with a ranged weapon attack, you may use a reaction to reduce the damage by 1d10 + your constitution modifier by blasting out maddening wind. When you take this reaction you may choose to deal 1 point of psychic damage to each creature within 5 feet of yourself and extinguish open flames within 5 feet of yourself. When you deal this psychic damage roll a d6, on a 6 you deal an additional 1d6 psychic damage to each creature.

Twister of madness
Starting at the 10th level, when you use your action surge ability you can summon a whirling cloud of maddening wind around yourself. Until the start of your next turn,

-Each creature that starts their turn within 10 feet of you takes 3d6 psychic damage and is thrown 10 feet away from you.

-Any spaces within 10 feet of you are considered difficult terrain.

-You are heavily obscured to creatures outside of your space.

-Open flames are extinguished.

-No one can hear you.

Deadly zephyr
Starting at the 13th level, once per turn when you deal psychic damage with a feature from this class, you may roll a d12 and add it to the damage.

Hurricane of madness
Starting at the 17th level, your twister of madness now extends 20 feet around yourself and deals an additional 2d12 psychic damage.