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Thread: The Dreadnaught

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    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default The Dreadnaught

    Dreadnaught





    Dreadnaughts are those who look upon powerful forces and claim to bear their soul. Taking in this truth they ascend beyond the mundane and become as mighty as these lords. Clad in full plate and wielding mighty weapons, dreadnaughts are sights to be feared. Their uncommon endurance allows for horrifying might to rend the weak with brutal strikes, or even calamitous magics.
    MAKING A DREADNAUGHT
    Abilities: A dreadnaught values constitution and charisma above most other attributes as constitution powers many of their physical abilities, and charisma powers their more supernatural abilities. Strength is a strong third as it enables deadly attacks with their weapon of choice. Dexterity is also valued as wyrms as a melee combatant. Wisdom and Intelligence both have their merits but neither is crucial to the dreadnaught's success.
    Races: Most dreadnaughts are dwarves, humans, half elves, half-orcs, orcs, and tieflings, as all appropriate the power found in the fear the greater forces instill. Elves are not as common, but they bear a fair understanding of strength displayed by greater beings and sometimes are drawn the the power they command. Most gnomes and halflings don't shoulder the ire for others needed to call the dreadnaughts true power.
    Alignment: A dreadnaught can be of any alignment though the primary source of their power originating in fear leads most toward the path of evil. Good dreadnaught's focus more on inspiring others through uses of might and to cause awe in others. Lawful dreadnaughts are just as common as chaotic dreadnaughts. Lawful dreadnaughts tend to live longer then chaotic dreadnaughts, especially when they are of the evil alignment as chaotic evil dreadnaughts tend to be routed out and dispatched when not careful.

    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 barbarian level after 1st.

    Proficiencies
    Armor: all armors, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

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

    (a) a martial weapon and a shield or (b) two martial weapons
    (a) five javelins or (b) any simple melee weapon
    (a) a priest's pack or (b) an explorer's pack
    Chain mail

    Level Proficiency
    Bonus
    F# Iron Blood
    Techniques
    known
    Authority's
    Mien
    Known
    1st +2 Authority's Presence, Iron Blood, Adrenaline Surge, Limit Break
    2nd +2 Dreadnaught 's Soul
    3rd +2 Iron Hide
    4th +2 Dreadnaught 's Spirit feature, Ability Score Improvement
    5th +3 -
    6th +3 Lord's Hoard
    7th +3 Lord's Domain
    8th +3 Ability Score Improvement
    9th +4 -
    10th +4 Dreadnaught 's Spirit feature
    11th +4 -
    12th +4 Ability Score Improvement
    13th +5 Wyrm's Dominance
    14th +5 -
    15th +5 -
    16th +5 Dreadnaught 's Spirit feature, Ability Score Improvement
    17th +6 -
    18th +6 -
    19th +6 Lord's Dominion, Ability Score Improvement
    20th +6 Dreadnaught's Apotheosis, Authority's Mien
    Last edited by Lanth Sor; 2019-03-28 at 05:28 PM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
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  2. - Top - End - #2
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: The Wyrm

    Working on 5e version of the class please excuse the early post my finger slipped.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

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