View Full Version : D&D 5e/Next Fighter Archetype: Zealot

2017-06-29, 01:50 PM
Because I am crazy I decided to use a homebrew martial archetype with my first ever 5e character.
Having very little experience with the system I am really uncertain how balanced the archetype ended up and I'd love to leverage other people's experience rather than tweak it too much while playing.

Any feedback would be greatly appreciated.

Those who emulate the archetypical Zealot often consider battle to be the ends, not the means. Regailing in battle, Zealots fight with unparalleled frenzy and are in their element when engaged in combat.

When you choose this archetype at 3rd level you fight with a frenzy that can be utilized to power unique combat abilities.

Frenzy Points: Each time you successfully land an attack on an enemy you gain a single frenzy point. As long as you attempt to strike an enemy as part of your turn you will retain your accumulated points, but each turn you do not the amount of points available to you is halved. If you lose points, this will happen just before the beginning of your next turn (so you could, for example, use your reaction to prevent such a loss).
Combat abilities: You can use your frenzy points to utilize unique combat abilities. These points are expended regardless of whether you successfully used the desired ability (for instance, when you use an ability to bolster an attack, you could still miss).

You crave the thrill of battle. Starting at the 7th level you gain abilities that allow you to constantly engage your enemies. Whenever your disable a foe, you can do one of the following:

If another enemy is within your reach, you may attack it as a bonus action. You have advantage on this attack.
You can dash as a bonus action, as long as an enemy is within your reach at your destination.

Battle awareness
Zealots are so accustomed to fighting that they naturally develop a keen awareness to the flow of battle, at times seeming as if they know what an enemy is about to do before he actually does it. Starting at the 10th level, a Zealot adds his Wisdom modifier to his Armor Class. Additionally, if you need to perform a saving throw you may decide to do so at an advantage, though you may not do so again until you finish a short or long rest.

Increased frevor
At 10th level, you gain two frenzy points instead of one when landing an attack. This increases to three points at the 18th level. Additionally, once you reach the 18th level you will gain a single frenzy point even if you did not successfully hit an enemy, so long as you attempt to hit an enemy.

Menacing presence
Starting at 15th level, a Zealot's precense in battle is an unnerving sight. As long as you have frenzy points available, any enemy you successfully strike must roll a Wisdom saving throw at a DC of *8 + your proficiency bonus + your available frenzy points*. On a failed save, all of the target's attacks against you are at a disadvantage until your next turn.

Combat abilities
Combat abilities are listed in order of their minimal cost in frenzy points (denoted after the ability).

Fierce blow (1+): You can use frenzy points to increase the damage of your attack. Each point used increases the attack's damage by 1. These points are used before you perform you attack.
Unerring strike (1+): You can use frenzy points to increase the accuracy of your attack. Each point used increases your attack roll by 1. These points are used before you perform your attack.
Unpredictable movement (1+): You can use frenzy points to increase your armor class by 1 for each point used. This bonus lasts until the beginning of your next turn. The bonus is negated if your are incapacitated.
Focused assault (3): You can replace your attacks with a flurry of blows that aims to disable an opponent. If your opponent does anything other than dodge, you can attack at an advantage before your opponent's action takes place. You can attack in this manner a number of times equal to your amount of normal attacks during your turn. You can use all your attacks in response to a single action, or use them to retaliate to different actions. If a different opponent attacks you before the beginning of your next turn, they have an advantage.
Wild swing (5): You put all of your weight into an attack, aiming to knock down your enemy. You can only do this once per turn. If you hit your target you deal no damage but the target must succeed in a Strength saving throw the DC for which is *8 + your proficiency bonus + your damage roll*. On a failed save, the target is knocked down and is now prone. If you miss with this attack, attacks against you have an advantage until the beginning of your next round.
Behind you (5+): You use a blistering surge of speed to catch your enemy off-guard. One of your attacks ignores the enemy's Dexterity bonus to their AC. You can choose to use this ability for each of your attacks, but must pay the cost in points for each.
Hit them where it hurts (10): Upon landing a successful critical strike, you can use this ability to inflict a debilitating wound upon your target. The target suffers an additional 1d10 of damage for the next 1d4 rounds. Any healing received ends this effect prematurely.
My turn (10): If you receive damage, you can use this ability to retaliate immediately with a single attack (assuming the enemy who damaged you is within your reach). If you hit, add half of the damage dealt to you by that enemy to your damage roll.
I can do this all day (10): You may use an ability that you could not have used without first performing a short rest.
Unstoppable (15+): You can avoid death at the cost of all of your available frenzy points, as long as you have at least 15. Your hit points now equal your Constitution modifier plus 1d4 for each frenzy point you had over 15. Once the encounter where you used this ability ends, you gain one level of exhaustion for each time you used this ability.