Heavy

There are many large species who enjoy oversized weapons, but a select few can carry the massive firepower necessary to spray death at their foes. These are the heavies, fearless soldiers who love the sound of endless gunfire and the hail of destruction these weapons unleash.

The ippei have made this class synonymous with them, although not all ippei are gun-toting brutes. Still, gnomes and dwarves have enabled their proclivities, and it’s not unheard of for dwarves or gnomes to take up oversized weapons themselves.

Level Proficiency Bonus Rages Rage Damage Features
1st +2 2 +2 Rage, Outsized Strength
2nd +2 2 +2 Brace, Reckless Attack
3rd +2 3 +2 Heavy Weapon
4th +2 3 +2 Ability Score Improvement
5th +3 3 +2 Extra Attack, Terrifying Attack
6th +3 4 +2 Heavy Weapon Feature
7th +3 4 +2 Heavy Metal
8th +3 4 +2 Ability Score Improvement
9th +4 4 +3 Brutal Critical (1 dice)
10th +4 4 +3 Heavy Weapon Feature
11th +4 4 +3 Relentless Rage
12th +4 5 +3 Ability Score Improvement
13th +5 5 +3 Brutal Critical (2 dice)
14th +5 5 +3 Heavy Weapon Feature
15th +5 5 +3 Persistent Rage
16th +5 5 +4 Ability Score Improvement
17th +6 6 +4 Brutal Critical (3 dice)
18th +6 6 +4 Indomitable Might
19th +6 6 +4 Ability Score Improvement
20th +6 Unlimited +4 Brute Force

Class Features

As a heavy, you gain the following class features.

Hit Points

  • Hit Dice: 1d12 per heavy level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per heavy level after 1st

Proficiencies

Equipment

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

  • (a) a greataxe or (b) any martial melee weapon
  • (a) a crankgun and 100 bullets (b) a polybolus and 100 bullets (c) a cheirosiphon or (d) a 1 lb. cannon and 10 cannonballs
  • An explorer’s pack and a license to wield your chosen weapon

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a heavy, as shown in the Rage Damage column of the Heavy table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your heavy level in the Rages column of the Heavy table, you must finish a long rest before you can rage again.

Outsized Strength

While grappling or wielding a weapon, you are considered to be Large size and do not suffer any penalties to wield large weapons. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Also, when wielding a heavy ranged weapon, you can substitute your Strength modifier for your Dexterity modifier. If you have the Powerful Build feature from your species, you count as two sizes larger (so a Small heavy is considered Large, and a Medium heavy is considered Huge).

Brace

At 2nd level, you use the weight of your weapon to stay in place. While wielding a heavy weapon, you can use your reaction in response to being restrained, pushed, or knocked prone to gain advantage on any roll to resist until the end of your turn.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Heavy Weapon Path

At 3rd level, you choose a path that focuses on a particular heavy weapon. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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. Instead of attacking, you can use this attack to substitute as an action when loading a siege weapon.

Terrifying Attack

Starting at 5th level, your use of massive weapons intimidates your foes. You can add your Strength modifier to Charisma (Intimidation) check while wielding a heavy weapon and raging.

Heavy Metal

By 7th level, you can forego aim for overwhelming your foes with maximum damage. You can forego an attack to add additional damage to the next attack roll you make with a heavy weapon before the end of your turn. This damage is equal to 3x your rage damage and is added to the normal damage you inflict if you hit the target, inflicting the same damage type as the weapon. Use of this feature does not count against your total number of rages, but does use double the amount of ammunition if you use a ranged weapon to attack with it.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a heavy weapon attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Brute Force

At 20th level, you are nigh unstoppable. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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