I based this class off of Themes from Fire Emblem Three Houses.
Let me know what you think, if I could improve anything or if something is not Clear enough. In case you are wondering why there are 6 pages, the last 2 have pictures of the Class's Crests.
If you use any copyrighted material from Fire Emblem in your subclass, you won’t be able to publish it on DDB. You can instead simply copy and paste the subclass into a forum post.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
A Crest Warrior is a Humanoid Creature that has a Magical Crest on their body it may or may not be visible at first, but as their power grows their Crest becomes more visible and will glow at points when its power is used.
There are many different types of Crests, some have Legendary origins, others are more mundane and still others are shrouded in Mystery. The Legendary Crests hold a bit more power than the mundane Crests, but the mundane Crest still have some unique abilities. These Abilities will manifest as the Crest Warrior grows and unlocks their Crest’s power. See the Pictures at the end of this Document for the appearance of each Crest.
Crest Manifests:
At 3rd Level when you choose this fighter archetype the Crest Warrior’s Crest manifests and grants them some powers and gives them the ability to transform any weapon of the correct type into the corresponding Crest Weapon. For example, if a Crest Warrior with the Crest of Flames at 3 Level or higher picks up any Long Sword it will transform into the Creator’s Sword. The Crest Warrior can only have one weapon transformed into their Crest’s Weapon at a time if you are holding more than one you can choose. If the weapon that was a magical weapon it retains the magical effects even after it is transformed. The minute the weapon leaves your person or your hand if you are holding it the weapon reverts to whatever it originally was.
Each of these Weapons deals magical damage to overcome resistance to non-magical attacks. At the time your Crest manifests you also gain 3 Charges on it that you can use for the Weapon’s Special Attacks. They are known as Crest Charges; these Charges are restored on Short Rests. At 7 Level you Crest Charges increase to 4. They increase again at 12 Level reaching 5 Charges, and finally at 16 Level Reaching 6 Charges.
When you hit with an attack you make you are able to spend one Crest Charge to use your Weapon’s Special Attack. The Special Attacks add 1D10 Force Damage on to your attacks damage and a special effect that is unique to each weapon’s Special Attack. At 14 Level the 1D10 Force Damage becomes 1D12 Force Damage.
Crest
Weapon
Special Attack
Crest of Flames
Creator’s Sword
(Longsword)
Uses Strength.
Range: Melee, Reach 10ft (Acts like a Blade Whip when used for reach attacks)
Damage: 1D8 Versatile 1D10 Slashing
Raptured Heaven:
The target Creature must make a Constitution Saving Throw on Failed Save they are Stunned for one turn.
Crest of Ernest
Aymr
(Great Axe)
Uses Strength. Two-Handed
Range: Melee
Damage: 1D12 Slashing
Armor Break:
The target Creature must make a Constitution Saving Throw on Failed Save their AC is reduced by 2 until the end of their next turn. This does not stack if used more than once.
Crest of Seiros
Sword of Seiros
(Rapier)
Finesse Uses Dexterity.
Range: Melee
Damage: 1D8 Piercing
Life Steal:
You are healed by the Force Damage you dealt to the Target Creature.
Crest of Blaiddyd
Areadbhar
(Lance)
Uses Strength. Two-Handed
Range: Melee, Reach
Damage: 1D12 Piercing
Stagger Strike:
The target Creature must make a Constitution Saving Throw on Failed Save they have their movement reduced to 0 for one turn.
Crest of Maurice
Blutgang
(Cutlass)
Finesse Uses Dexterity.
Range: Melee
Damage: 1D6 Slashing
Beast Fang:
The target Creature must make a Dexterity Saving Throw on Failed Save they are knocked prone if they are size Large or Smaller.
Crest of Charon
Thunderbrand
(Great Sword)
Range: Melee
Damage: 2D6 Slashing
Foudroyant:
If the Attack roll would also hit a creature within 5ft of you and is adjacent to the target they take the Force Damage as well.
Crest of Daphnel
Luin
(Spear)
Uses Strength.
Range: Melee
Damage: 1D6 Versatile 1D8 Piercing
Drag Back:
The target Creature must make a Strength Saving Throw on Failed Save dragged to one square of your choice with in 5ft of their original square.
Crest of Gloucester
Axe of Ukonvasara
(Battle Axe)
Uses Strength.
Range: Melee
Damage: 1D8 Versatile 1D10 Slashing
Lunge:
The target Creature must make a Strength Saving Throw on Failed Save they are forced to switch places with you.
Crest of Dominic
Crusher
(War Hammer)
Uses Strength.
Range: Melee
Damage: 1D8 Versatile 1D10 Bludgeoning
Smite:
The target Creature must make a Strength Saving Throw on Failed Save they pushed up to 15ft in the direction of your choice.
Crest of Riegan
Failnaught
(Long Bow)
Uses Dexterity. Two-Handed
Range: Range 150/300ft
Damage: 1D8 Piercing
Falling Star:
All Enemy Creatures within 5ft of the Target that would be hit by the attack roll Take the Force Damage as well.
Crest Ability Unlocked:
At 7th Level you unlock a second power of your Crest. Please refer to the Table below for the Abilities. Some Abilities are available to all Crests while others are exclusive to certain Crests. You may only select one Ability which you have met the Prerequisite for at this Level and that your Crest is able to grant. Be sure to pay close attention to the Prerequisites as some Abilities have a requirement to get it.
Crest Name
Ability
Any Crest
Athletic:
You gain advantage on Saving throws that would knock you prone or move you in any direction.
Improved Critical:
You now land a Critical Hit on an attack roll of a 19 or 20. This feature will stack with any other effect the increase the chance of critical hit (Excluding the Level 18 Feature).
Opportunity Strikes:
(Prerequisite 16 Strength or Dexterity)
When an enemy creature provokes an opportunity Attack from you. You’re gain advantage on the attack. You can also forgo the advantage to make two attacks against that enemy.
Pushing Attacks:
When you hit creature with a normal attack you can use your bonus action to try to push the creature Prone or 10ft back.
Stead Fast Fighting:
(Prerequisite 18 Dexterity)
If you do not take the movement action on you turn you can make an attack on the Bonus Action, but you cannot use your Weapon’s Special with it.
Swift of Foot:
(Prerequisite 18 Dexterity)
Once per-combat you can spend you Bonus Action to take the Dash Action.
Crest of Flames
Flame Parry:
Once per-combat, when an attack would hit you can spend your reaction to roll 1D6 on and add the number rolled to your AC until the end of your turn. If your AC is now higher than the enemy’s attack roll, that attack misses you.
Phoenix Flame:
(Prerequisite 16 Constitution)
Once Per-Long rest if your HP would be reduced to Zero you can spend any number of your Crest Charges to roll an equal number of D10s and recover that much HP.
Crest of Ernest
Crushing Blow:
(Prerequisite 18 Strength)
If you strike an opponent that is wearing light armor or no armor you double your Damage modifier for calculating the damage.
Hard to Move:
When an enemy tries to move you with a strength contest they have disadvantage when doing so. If they try to move you with an Attack or spell and you must make saving throw against it, you gain advantage on the Saving Throw.
Crest of Seiros
Aegis:
(Prerequisite 16 Constitution)
Once Per-Short Rest you are able to Cast the Shield spell be Spending one Crest Charge.
Life Drain:
Once Per-Short Rest when you use your Weapon’s Special Attack you can double the Amount you are healed from the Force Damage.
Crest of Blaiddyd
Opening Opportunity:
(Prerequisite 16 Constitution)
When an enemy creature enters or passes within your attack range you can spend your reaction to make an opportunity attack against them.
Riposte:
(Prerequisite 16 Constitution)
When an enemy misses you with a melee attack, you can spend your reaction to make an attack against them.
Crest of Maurice
Light on your Feet:
Your light steps don’t make much sound when moving so you gain advantage on Stealth Checks, and you gain advantage on Acrobatics Checks.
Crest of Charon
Heavy Blade Work:
(Prerequisite 18 Strength)
You can use your Thunderbrand in one hand, but the Damage Dice Decrease to a D12 and you cannot use the effect of the Great Weapon Fighting style while wielding Thunderbrand in only one hand.
Crest of Daphnel
Parry:
When you are hit with a melee attack, you can use your reaction to lower the damage you take by your Strength Modifier + your Proficiency Bonus. The Damage can be reduced to zero in this way.
Crest of Gloucester
Charger:
Your Movement Speed increases by 10ft and your Swim Speed is the same as your Walking Speed. Your main fighting style is rushing into battle thus you gain +2 to Initiative rolls.
Crest of Dominic
Terrain Expert:
Difficult Terrain and Climbing does not halve your movement speed when traversing them. You also gain +1AC while stand in Difficult Terrain.
Crest of Riegan
Surprise Critical:
(Prerequisite 18 Dexterity)
If you are hidden and hit an enemy with a ranged attack it counts as a critical hit. Plus, you no longer have disadvantage when Attacking Creatures within 10 feet of you.
Second Crest Ability:
At 10th Level your area able to choose a second Ability from the Crest Ability list that you gained access to at 7 level. The Ability must be one that you have met the Perquisites for.
Weapon Faire:
At 15th Level you have gained enough experience with using your Crest and weapon. You gain the following effect from your Crest; you get to add a +3 to Attack or Damage Rolls you make with your Crest’s Weapon and you can only do this once per attack. If you add the +3 to the Attack Roll you cannot then add the +3 to the Damage roll on the same attack. You must decide if you are adding the +3 to a roll before the outcome is determined. This feature can only be used twice per turn.
Crest Skill:
At 18th Level you have spent hours upon hours training and working to harness your Crest’s power and have now Mastered it. As such your Crest and grants you one of the Three features listed Below.
Killing Weaponry:
You land a Critical hit if you have an Attack Roll of 18, 19 or 20. This Feature nullifies the Improved Critical Ability from your Crest if you have it and allows you to take a new Ability.
Magic Slayer:
You gain advantage on all Dexterity and Constitution Saving Throws you must make from Spells. Plus, if you succeed on a Dexterity Saving Throw you can use your reaction to dodge the Spell and take no damage.
One Handed Wonder:
When you are using a One-Handed Weapon or Versatile Weapon in only one hand and have no other Weapon or Shield out you gain a +2 to your AC and a +2 to your Damage Rolls.
Reaction Master:
Your reaction time has been heightened resulting in you having two reactions per-turn. You also gain a +2 to attack Rolls you make with Weapon Attacks on your reaction.
Reckless Warrior:
You gain a -3 on your Attack Rolls, but gain a +6 to your Damage Rolls. You also get to force a Creature you hit to make a Strength Saving Throw or be knocked Prone on one attack per turn. The Creature has to be Huge Size or Smaller.
I like the variety and flavor of the abilites a lot, it's very easy to imagine this subclass in action.
Balance wise, I would say it has a lot of issues. Mainly, one-upmanship of the D&D abilites that are most closely related to the abilites listed. Many of the bonus mechanics are better to twice as good as an identifiable similar game mechanic that already exists.
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I based this class off of Themes from Fire Emblem Three Houses.
Let me know what you think, if I could improve anything or if something is not Clear enough. In case you are wondering why there are 6 pages, the last 2 have pictures of the Class's Crests.
Here is the link to the PDF on my Google Drive.
https://drive.google.com/open?id=1MakqsBjInSmjBKnb8RTl9nKu-ZHopsd0
In case you are wondering why there are 6 pages, the last 2 have pictures of the Class's Crests.
Shoud post to DDB, I'd be interested in seeing it there.
Sorry I don know what DDB stands for in this context.
I am on a limited browser so, I prefer to only click links published here, DDB = Dungeons and Dragons Beyond.
Oh. I got now.
If you use any copyrighted material from Fire Emblem in your subclass, you won’t be able to publish it on DDB. You can instead simply copy and paste the subclass into a forum post.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Crest Warrior (5e Fighter Subclass)
(Based on Fire Emblem: Three Houses)
A Crest Warrior is a Humanoid Creature that has a Magical Crest on their body it may or may not be visible at first, but as their power grows their Crest becomes more visible and will glow at points when its power is used.
There are many different types of Crests, some have Legendary origins, others are more mundane and still others are shrouded in Mystery. The Legendary Crests hold a bit more power than the mundane Crests, but the mundane Crest still have some unique abilities. These Abilities will manifest as the Crest Warrior grows and unlocks their Crest’s power. See the Pictures at the end of this Document for the appearance of each Crest.
Crest Manifests:
At 3rd Level when you choose this fighter archetype the Crest Warrior’s Crest manifests and grants them some powers and gives them the ability to transform any weapon of the correct type into the corresponding Crest Weapon. For example, if a Crest Warrior with the Crest of Flames at 3 Level or higher picks up any Long Sword it will transform into the Creator’s Sword. The Crest Warrior can only have one weapon transformed into their Crest’s Weapon at a time if you are holding more than one you can choose. If the weapon that was a magical weapon it retains the magical effects even after it is transformed. The minute the weapon leaves your person or your hand if you are holding it the weapon reverts to whatever it originally was.
Each of these Weapons deals magical damage to overcome resistance to non-magical attacks. At the time your Crest manifests you also gain 3 Charges on it that you can use for the Weapon’s Special Attacks. They are known as Crest Charges; these Charges are restored on Short Rests. At 7 Level you Crest Charges increase to 4. They increase again at 12 Level reaching 5 Charges, and finally at 16 Level Reaching 6 Charges.
When you hit with an attack you make you are able to spend one Crest Charge to use your Weapon’s Special Attack. The Special Attacks add 1D10 Force Damage on to your attacks damage and a special effect that is unique to each weapon’s Special Attack. At 14 Level the 1D10 Force Damage becomes 1D12 Force Damage.
Crest
Weapon
Special Attack
Crest of Flames
Creator’s Sword
(Longsword)
Uses Strength.
Range: Melee, Reach 10ft (Acts like a Blade Whip when used for reach attacks)
Damage: 1D8 Versatile 1D10 Slashing
Raptured Heaven:
The target Creature must make a Constitution Saving Throw on Failed Save they are Stunned for one turn.
Crest of Ernest
Aymr
(Great Axe)
Uses Strength. Two-Handed
Range: Melee
Damage: 1D12 Slashing
Armor Break:
The target Creature must make a Constitution Saving Throw on Failed Save their AC is reduced by 2 until the end of their next turn. This does not stack if used more than once.
Crest of Seiros
Sword of Seiros
(Rapier)
Finesse Uses Dexterity.
Range: Melee
Damage: 1D8 Piercing
Life Steal:
You are healed by the Force Damage you dealt to the Target Creature.
Crest of Blaiddyd
Areadbhar
(Lance)
Uses Strength. Two-Handed
Range: Melee, Reach
Damage: 1D12 Piercing
Stagger Strike:
The target Creature must make a Constitution Saving Throw on Failed Save they have their movement reduced to 0 for one turn.
Crest of Maurice
Blutgang
(Cutlass)
Finesse Uses Dexterity.
Range: Melee
Damage: 1D6 Slashing
Beast Fang:
The target Creature must make a Dexterity Saving Throw on Failed Save they are knocked prone if they are size Large or Smaller.
Crest of Charon
Thunderbrand
(Great Sword)
Range: Melee
Damage: 2D6 Slashing
Foudroyant:
If the Attack roll would also hit a creature within 5ft of you and is adjacent to the target they take the Force Damage as well.
Crest of Daphnel
Luin
(Spear)
Uses Strength.
Range: Melee
Damage: 1D6 Versatile 1D8 Piercing
Drag Back:
The target Creature must make a Strength Saving Throw on Failed Save dragged to one square of your choice with in 5ft of their original square.
Crest of Gloucester
Axe of Ukonvasara
(Battle Axe)
Uses Strength.
Range: Melee
Damage: 1D8 Versatile 1D10 Slashing
Lunge:
The target Creature must make a Strength Saving Throw on Failed Save they are forced to switch places with you.
Crest of Dominic
Crusher
(War Hammer)
Uses Strength.
Range: Melee
Damage: 1D8 Versatile 1D10 Bludgeoning
Smite:
The target Creature must make a Strength Saving Throw on Failed Save they pushed up to 15ft in the direction of your choice.
Crest of Riegan
Failnaught
(Long Bow)
Uses Dexterity. Two-Handed
Range: Range 150/300ft
Damage: 1D8 Piercing
Falling Star:
All Enemy Creatures within 5ft of the Target that would be hit by the attack roll Take the Force Damage as well.
Crest Ability Unlocked:
At 7th Level you unlock a second power of your Crest. Please refer to the Table below for the Abilities. Some Abilities are available to all Crests while others are exclusive to certain Crests. You may only select one Ability which you have met the Prerequisite for at this Level and that your Crest is able to grant. Be sure to pay close attention to the Prerequisites as some Abilities have a requirement to get it.
Crest Name
Ability
Any Crest
Athletic:
You gain advantage on Saving throws that would knock you prone or move you in any direction.
Improved Critical:
You now land a Critical Hit on an attack roll of a 19 or 20. This feature will stack with any other effect the increase the chance of critical hit (Excluding the Level 18 Feature).
Opportunity Strikes:
(Prerequisite 16 Strength or Dexterity)
When an enemy creature provokes an opportunity Attack from you. You’re gain advantage on the attack. You can also forgo the advantage to make two attacks against that enemy.
Pushing Attacks:
When you hit creature with a normal attack you can use your bonus action to try to push the creature Prone or 10ft back.
Stead Fast Fighting:
(Prerequisite 18 Dexterity)
If you do not take the movement action on you turn you can make an attack on the Bonus Action, but you cannot use your Weapon’s Special with it.
Swift of Foot:
(Prerequisite 18 Dexterity)
Once per-combat you can spend you Bonus Action to take the Dash Action.
Crest of Flames
Flame Parry:
Once per-combat, when an attack would hit you can spend your reaction to roll 1D6 on and add the number rolled to your AC until the end of your turn. If your AC is now higher than the enemy’s attack roll, that attack misses you.
Phoenix Flame:
(Prerequisite 16 Constitution)
Once Per-Long rest if your HP would be reduced to Zero you can spend any number of your Crest Charges to roll an equal number of D10s and recover that much HP.
Crest of Ernest
Crushing Blow:
(Prerequisite 18 Strength)
If you strike an opponent that is wearing light armor or no armor you double your Damage modifier for calculating the damage.
Hard to Move:
When an enemy tries to move you with a strength contest they have disadvantage when doing so. If they try to move you with an Attack or spell and you must make saving throw against it, you gain advantage on the Saving Throw.
Crest of Seiros
Aegis:
(Prerequisite 16 Constitution)
Once Per-Short Rest you are able to Cast the Shield spell be Spending one Crest Charge.
Life Drain:
Once Per-Short Rest when you use your Weapon’s Special Attack you can double the Amount you are healed from the Force Damage.
Crest of Blaiddyd
Opening Opportunity:
(Prerequisite 16 Constitution)
When an enemy creature enters or passes within your attack range you can spend your reaction to make an opportunity attack against them.
Riposte:
(Prerequisite 16 Constitution)
When an enemy misses you with a melee attack, you can spend your reaction to make an attack against them.
Crest of Maurice
Light on your Feet:
Your light steps don’t make much sound when moving so you gain advantage on Stealth Checks, and you gain advantage on Acrobatics Checks.
Crest of Charon
Heavy Blade Work:
(Prerequisite 18 Strength)
You can use your Thunderbrand in one hand, but the Damage Dice Decrease to a D12 and you cannot use the effect of the Great Weapon Fighting style while wielding Thunderbrand in only one hand.
Crest of Daphnel
Parry:
When you are hit with a melee attack, you can use your reaction to lower the damage you take by your Strength Modifier + your Proficiency Bonus. The Damage can be reduced to zero in this way.
Crest of Gloucester
Charger:
Your Movement Speed increases by 10ft and your Swim Speed is the same as your Walking Speed. Your main fighting style is rushing into battle thus you gain +2 to Initiative rolls.
Crest of Dominic
Terrain Expert:
Difficult Terrain and Climbing does not halve your movement speed when traversing them. You also gain +1AC while stand in Difficult Terrain.
Crest of Riegan
Surprise Critical:
(Prerequisite 18 Dexterity)
If you are hidden and hit an enemy with a ranged attack it counts as a critical hit. Plus, you no longer have disadvantage when Attacking Creatures within 10 feet of you.
Second Crest Ability:
At 10th Level your area able to choose a second Ability from the Crest Ability list that you gained access to at 7 level. The Ability must be one that you have met the Perquisites for.
Weapon Faire:
At 15th Level you have gained enough experience with using your Crest and weapon. You gain the following effect from your Crest; you get to add a +3 to Attack or Damage Rolls you make with your Crest’s Weapon and you can only do this once per attack. If you add the +3 to the Attack Roll you cannot then add the +3 to the Damage roll on the same attack. You must decide if you are adding the +3 to a roll before the outcome is determined. This feature can only be used twice per turn.
Crest Skill:
At 18th Level you have spent hours upon hours training and working to harness your Crest’s power and have now Mastered it. As such your Crest and grants you one of the Three features listed Below.
Killing Weaponry:
You land a Critical hit if you have an Attack Roll of 18, 19 or 20. This Feature nullifies the Improved Critical Ability from your Crest if you have it and allows you to take a new Ability.
Magic Slayer:
You gain advantage on all Dexterity and Constitution Saving Throws you must make from Spells. Plus, if you succeed on a Dexterity Saving Throw you can use your reaction to dodge the Spell and take no damage.
One Handed Wonder:
When you are using a One-Handed Weapon or Versatile Weapon in only one hand and have no other Weapon or Shield out you gain a +2 to your AC and a +2 to your Damage Rolls.
Reaction Master:
Your reaction time has been heightened resulting in you having two reactions per-turn. You also gain a +2 to attack Rolls you make with Weapon Attacks on your reaction.
Reckless Warrior:
You gain a -3 on your Attack Rolls, but gain a +6 to your Damage Rolls. You also get to force a Creature you hit to make a Strength Saving Throw or be knocked Prone on one attack per turn. The Creature has to be Huge Size or Smaller.
I like the variety and flavor of the abilites a lot, it's very easy to imagine this subclass in action.
Balance wise, I would say it has a lot of issues. Mainly, one-upmanship of the D&D abilites that are most closely related to the abilites listed. Many of the bonus mechanics are better to twice as good as an identifiable similar game mechanic that already exists.