When faced with ultimate power, there is no amount of skill capable of compensating for the difference. Destroyers live by this philosophy. Rather than training in any particular skill, a destroyer trains only their body, gaining immense physical power. This training may sound simple, but in order to gain the power of a destroyer, one must train their body in the extreme. A destroyer is not simply strong; their strength is overwhelming
| Level | Might | Features | Base Spells | Base Resource |
| 1 |
1 |
Might, Terminate |
- |
0 |
| 2 |
1 |
Steelskin, Titanic Power |
- |
1 |
3 |
2 |
Mountain Breaker II |
- |
2 |
4 |
2 |
Meteor Strike |
- |
3 |
5 |
3 |
Destroy III |
- |
4 |
Class Features
Hit Points
- Hit Dice: 1d10 per destroyer level
- Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per destroyer leveI
Multi-Classing Proficiencies
- Armor: None
- Weapons: Greataxe, greatsword, maul
- Tools: None
- Saving Throws: None
- Skills: None
Might
At 1st level, your physical prowess begins to surpass normal limitations. You begin to gain might. Might represents a level of physical power that pushes beyond your normal limits. For each point of might, you gain a +1 to your Strength modifier.
Terminate
At 1st level, you also gain the ability to pour every ounce of your power into melee attacks, often destroying your foes in a single blow. Whenever you make a melee attack that would add your Strength modifier to the damage of the attack, you instead add 1.5x your Strength modifier (rounded up) to the damage of your attack if you are using a one-handed weapon or an unarmed strike, or 2x your Strength modifier if using a two-handed weapon. This bonus damage can only be applied once per turn.
Steelskin
At 2nd level, you have become so strong that it begins to translate into toughness as well. You gain a damage reduction equal to a quarter of your Strength modifier (rounded down). At 5th level Destroyed this becomes equal to half your Strength Modifier.
Titanic Power
At 2nd level, your hidden reserves of strength allows you to dish out power beyond the limitation of your size. You count as one size larger when determining your carrying capacity, the weight you can push or drag. Additionally you have advantage on Strength (Athletics) checks to grapple any creature smaller than you, when taking this additional size into account.
Mountain Breaker
At 3rd level, your strikes can break through even the toughest armor. Whenever you deal damage with a melee attack, you ignore any additional AC granted by shields and any AC granted by spells such as shield or mage armor. Additionally, your attacks ignore the hardness of objects and any damage reduction (but not resistances) to bludgeoning, piercing and slashing damage.
Meteor Strike
At 4th level, you can strike with such tremendous power that it causes earth-shattering effects. As an action, you can attempt a Meteor Strike, making a melee attack against any creature within range. If this attack hits, it deals damage as normal, and the creature is pushed 25 feet in a direction of your choice. If phishing a creature vertically up or down, the distance the creature is pushed is reduced to 15ft. If the creature’s movement is stopped by terrain or another creature, the initial target and whatever it collides with takes extra bludgeoning damage equal to your Strength modifier. You can use Meteor Strike 3 times and regain all uses of Meteor Strike after finishing a long rest.
Destroy
At 5th level, your might has grown such that nothing can withstand your attacks for long. Each time you land a Meteor Strike or Terminate, you deal 5 damage to the target’s armor, ignoring damage thresholds. If the target is not wearing armor, or has natural armor, they instead take an extra 1d8 damage.
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