RabanoDOOM
2017-02-10, 12:44 AM
Another homebrew class! How about that? Since The Gambler (http://www.giantitp.com/forums/showthread.php?512859-Class-The-Gambler!-(PEACH)) went over fairly well, (at least better than I'd expected) I figured I might try my hand at making another class, and after about a week of work and fine tuning, I'm ready to present it. Like the gambler, I am well aware that this class could be absolutely broken in many, MANY areas, I just don't know where, and it would be incredibly awesome of you if you could help me find that out with your critiques! So, without further ado...The Immortal.
The Immortal
Level
Proficiency Bonus
Features
1st
+2
Immortality, Fortitude, Dead March
2nd
+2
Juggernaut
3rd
+2
Immortality Feature
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Immortality Feature
8th
+3
Ability Score Improvement
9th
+4
Eye For An Eye
10th
+4
Immortality Feature
11th
+4
Semi-Mortal
12th
+4
Ability Score Improvement
13th
+5
Meat Shield
14th
+5
Lodge, Bloodletter
15th
+5
Immortality Feature
16th
+5
Ability Score Improvement
17th
+6
Pincushion, Pseudomortal
18th
+6
Immortality Feature
19th
+6
Ability Score Improvement
20th
+6
True Immortality
CLASS FEATURES
As an Immortal, you gain the following class features.
HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12 + constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + constitution modifier
PROFICIENCIES
Armor: No Armors, Shields
Weapons: Simple, Martial Melee Weapons
Tools: One Artisan's Tool or One Vehicle type.
Saving Throws: Strength, Constitution
Skills: Select 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, and Perception
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greatsword (b) a longsword and shield or (c) any martial melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack.
Any simple weapon.
Immortality
You've spent the better half of your life studying into how to get an infinite number of those better halves. At Level 1, you choose a form of immortality to dedicate yourself to studying. You may choose the Ageless, Undying, or Legendary Immortality Archetypes. These archetypes provide you features at Level 1, Level 3, Level 7, Level 10, Level 15, and Level 18.
Fortitude
At level 1, when you are unarmored, you regenerate a number of HP on your turn every round equal to 1/2 your Immortal level + your Constitution Modifier. (Rounded up) This regeneration does not apply when you are at 0 HP. You may not apply any Unarmored Defense features at the same time as this, and must choose one or the other to keep permanently.
Dead March
At level 1, when the you are at 0 HP, you remain conscious while making your death saves. If you get 3 failures, you are knocked unconscious, and the death save counters reset and start again. If you gets 3 successes, you regain a quarter of your HP. (Rounded up)
Juggernaut
At level 2, when at full HP, you gain resistance against all damage. This resistance is lost when you are below full HP, and regained if you are brought to full HP again. This resistance does not stack with other resistances.
Ability Score Improvement
At level 4, and again at 6th, 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. You can’t increase an ability score above 20 using this feature.
Extra Attack
At level 5, you can attack twice, instead of once, whenever you take the attack action on your turn.
Eye For An Eye
At level 9, when you take the attack action on your turn, you may sacrifice one of your attacks to enter a retaliatory stance, grant every attack made against you Advantage until your next turn. In return, until your next turn, as a reaction. when and if an attack hits you, you may choose to immediately make an attack action. In addition, Extra Attack also applies to this attack action.
Semi-Mortal
At level 11, you gain Advantage on Death Saves.
Meat Shield
At level 13, when a spell or attack is made against an ally or non-hostile, you may use your reaction to move up to your movement speed to get within 5 feet of that ally or non-hostile and take the spell or attack for them. The spell or attack's target changes to you, and the original target is protected from any effects of the attack or spell. If you are hit with an attack when using this feature, you can use your Eye for an Eye ability for free.
Lodge
At level 14, If a melee weapon attack is successfully made against you, you may use your reaction to attempt to disarm the weapon using a contested athletics check. You don't need your hands free to make this disarm attempt, and may leave the weapon lodged in your body with no consequence. Removal of the weapon also deals no damage, and if a foe wants to reacquire a weapon, they will still have to make an opposed athletics check. Additionally, ranged weapon attacks automatically lodge in the immortal, and multiple weapons can be lodged in the immortal at once. Sleeping with a weapon lodged in you will cause a stack of Exhaustion when you awaken. (Though Exhaustion levels gained specifically through this will never surpass Exhaustion Level 3)
Bloodletter
At level 14, if you reach 0 HP via melee attack, the attacker takes the damage dealt by the attack to themselves as well. In addition, any melee attack's damage against you while you're at 0 HP is dealt to the attacker as well.
Pincushion
At level 17, you get a damage reduction bonus of +1 (Max +5) against Piercing, Bludgeoning, and Slashing damage for every weapon or 5 pieces of ammunition lodged in your body.
Pseudomortal
At level 17, you are immune to instant-death effects.
True Immortality
At level 20, you are now incapable of death by any means. When subjected to an effect that would destroy your body, your head will always remain intact, relatively healthy, and magically still capable of regaining consciousness and even speaking. Your body can fully regenerate in 1d4 days, if not prevented from doing so. For example, containing your head in a small space, burying it, or exposing it to constant damage will prevent regeneration.
Ancient Knowledge
At level 1, you may add half your proficiency bonus to all Intelligence based saves and ability checks. Additionally, you cannot die of age, your appearance and physical traits do not change by aging, and if you chose this archetype at character creation, you may add up to 10,000 additional years to your starting age.
I Was There!
At level 3, you gain proficiency in Arcana, Nature, Religion, and History, and gain expertise in two of those skills. Additionally, you may choose one of those two skills you've now gained expertise in. You gain advantage in all skill checks involving that one chosen skill.
Old Foes
At level 7, as a standard action, you may make either an Arcana, Nature, Religion, or History check against a single enemy, depending on what type of creature they are. (The DC for this check is 10 + 1/2 their Challenge Rating) If you succeed, you add your Intelligence modifier to damage dealt against all enemies of that specific type. (For example, if you used this against an orcish Eye of Gruumsh, you wouldn't get this bonus against all of orc kind, just all orcish Eyes of Gruumsh.) If you fail, you may not use Old Foes against enemies of that specific type again.
Worldly Wisdom
At level 10, you can now speak and write in all Standard languages. Additionally, if you know some of those languages already, excluding Common, you may learn 1 Exotic Language. (Knowing multiple of those languages does not grant multiple exotic languages)
Eternal
At level 15, upon entering a dungeon, city, or new area, you may roll a d20 to remember if you've been in that dungeon, city, or new area before. On a roll of 15 or higher, you may remember the basic map layout of the dungeon. On a natural 20, you may also remember the placement of a number of the dungeon's secrets, dangers, forgotten lore, hidden passages, traps, etc. (How much of this is remembered is left to the DM's discretion)
Archaic Arcanum
At level 18, You may add your Intelligence modifier to your AC. Additionally, you ignore all class, race, and level requirements on the use of Magic Items.
Hollow
At level 1, you may be treated as Undead whenever being treated as such is beneficial to you, and are immune to any effects that specifically target your soul.
Pseudolich
At level 3, you gain resistance to Necrotic damage and immunity to Poison, as well as immunity to the Charmed and Poisoned conditions. Additionally, you cannot die of old age.
Zombieman
At level 7, you gain resistance to self-inflicted damage, and if a limb or part of your body is detached, (excluding your head) you may use a standard action to reattach it. Additionally, when a limb or part of your body is detached, it retains functionality and you may continue controlling that limb or part of your body as a bonus action while it's detached for a number of hours equal to your constitution modifier. (Min. 1) This limb has HP equal to 1/4 of your own, and carries all the same immunities, resistances, vulnerabilities, damage reduction, and health regeneration that you do. Damage against this limb is not taken to your hit points. If a limb is killed, or is not reattached to your body within 6 hours of detachment, you may regenerate it during a long rest.
Example: Darius the Human Immortal wants to secretly eavesdrop on a conversation between two bandits. Rather than risk sneaking up to them and being seen, he detaches his own hand and one of his ears, and has the hand crawl toward the two bandits with the ear in tow. This allows Darius to eavesdrop more stealthily on their conversation.
Caput Mortuum
At level 10, you can no longer suffer from Exhaustion, and gain immunity to the Frightened and Paralyzed conditions. Additionally, you now have advantage on saving throws against spells and other magical effects, and you no longer need to eat, sleep, drink, or breathe.
Soul Eat
At level 15, once per short rest, you may attempt to consume the soul of a dead, sleeping, incapacitated, petrified, paralyzed, or otherwise completely helpless creature. This attempt automatically fails if the creature has no soul to begin with, such as with constructs or mindless undead. The creature must make a charisma save with a DC of 8 + Your Proficiency Modifier + Your Constitution Modifier, automatically failing if they're already dead. Upon failure, you successfully consume their soul, instantly and permanently killing that creature.
Voodoo
At level 18, when you inflict damage against yourself, you may choose to ignore any resistances you have to this self-inflicted damage, and may also grant yourself vulnerability to this self-inflicted damage. Additionally, when you inflict damage against yourself, you may inflict half the damage you deal to yourself as psychic damage against either all enemies within 10 feet or one enemy within 30 feet. This damage does not require an attack roll and cannot be saved against.
Story
At level 1, you begin documenting all of your greatest feats, actions and accomplishments into a journal, and do everything in your power to let those actions be known. Your Story may have a number of Accomplishments written in it equal to your Charisma Modifier, each Accomplishment granting a single bonus. You may replace Accomplishments with new ones as they come up. You and the DM may work together to decide what single bonus effect each Accomplishment grants you. (At your DM's discretion, certain massive accomplishments, or accomplishments with very powerful bonus effects, can take up more than one accomplishment space.)
Example: Briggs the Half-Elf Immortal succeeds in raiding a large encampment of goblin bandits named The Butchers, and decapitates their leader. He writes of his journey and lets it be known far and wide that he's done this tremendous task, writing his accomplishment down as "Slayer of Butchers" in his journal. Stories and rumors are told far and wide about Briggs, Slayer of Butchers. He and the DM work together to come up with a bonus effect, and decide the effect of this accomplishment should be advantage on Intimidate rolls against goblinkind and bandits.
Icon
At level 3, you may gain proficiency in two charisma based skills of your choice, as well as proficiency in charisma saves. Additionally, you can cast enthrall a number of times equal to your charisma modifier per long rest.
Glorious Charge
At level 7, once per short rest, as a standard action, you may allow all allies within 60 feet to move a number of feet equal to 5 x Your Charisma Modifier. (Minimum 10 feet) Allies consume their reaction to use this movement option. If an ally moves at least 10 feet in a straight line towards an enemy, they can make one melee attack as part of their reaction. Additionally, you also may make one melee attack if you move at least 10 feet in a straight line towards an enemy on your turn.
Figurehead
At level 10, the power of your reputation grants you uncanny social power. You gain advantage on all charisma based skill checks against Friendly and Indifferent NPCs who know your stories.
Artifact
At level 15, your items begin to develop a slightly magical aura through your legendary actions. Choose two items you own with interesting stories behind them, and work with your DM to decide a single bonus effect that these items have. Choosing a new item to Artifact requires the destruction of one of your current Artifacted items, 200 gold, and three weeks spent spreading legends about the new item. Items that are already magic cannot be Artifacted, and the DM has the power to change the item's bonus effect if the original effect proves to be too powerful.
Example: Morgretta the Dwarven Immortal has two noteworthy items: A Shield that she used to protect a king from a 3 day rain of arrows, and a Battleaxe that she's soaked in the blood of a hundred giants. Upon reaching level 15, she decides to Artifact these two items. She talks with her DM to decide on what sort of bonus effects these items have, and they reach an agreement. The Shield, now the Shield of Morgretta, gives disadvantage against all ammunition-based attacks made against her from her front. The Battleaxe, now the Axe of Morgretta, deals double damage against Giants.
Gilgamesh
At level 18, books, poems, plays, and musicals are written far and wide about your grand feats of legend, and history shall forever know your name. Accomplishments now provide 2 bonus effects instead of 1.
The Immortal
Level
Proficiency Bonus
Features
1st
+2
Immortality, Fortitude, Dead March
2nd
+2
Juggernaut
3rd
+2
Immortality Feature
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Immortality Feature
8th
+3
Ability Score Improvement
9th
+4
Eye For An Eye
10th
+4
Immortality Feature
11th
+4
Semi-Mortal
12th
+4
Ability Score Improvement
13th
+5
Meat Shield
14th
+5
Lodge, Bloodletter
15th
+5
Immortality Feature
16th
+5
Ability Score Improvement
17th
+6
Pincushion, Pseudomortal
18th
+6
Immortality Feature
19th
+6
Ability Score Improvement
20th
+6
True Immortality
CLASS FEATURES
As an Immortal, you gain the following class features.
HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12 + constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + constitution modifier
PROFICIENCIES
Armor: No Armors, Shields
Weapons: Simple, Martial Melee Weapons
Tools: One Artisan's Tool or One Vehicle type.
Saving Throws: Strength, Constitution
Skills: Select 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, and Perception
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greatsword (b) a longsword and shield or (c) any martial melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack.
Any simple weapon.
Immortality
You've spent the better half of your life studying into how to get an infinite number of those better halves. At Level 1, you choose a form of immortality to dedicate yourself to studying. You may choose the Ageless, Undying, or Legendary Immortality Archetypes. These archetypes provide you features at Level 1, Level 3, Level 7, Level 10, Level 15, and Level 18.
Fortitude
At level 1, when you are unarmored, you regenerate a number of HP on your turn every round equal to 1/2 your Immortal level + your Constitution Modifier. (Rounded up) This regeneration does not apply when you are at 0 HP. You may not apply any Unarmored Defense features at the same time as this, and must choose one or the other to keep permanently.
Dead March
At level 1, when the you are at 0 HP, you remain conscious while making your death saves. If you get 3 failures, you are knocked unconscious, and the death save counters reset and start again. If you gets 3 successes, you regain a quarter of your HP. (Rounded up)
Juggernaut
At level 2, when at full HP, you gain resistance against all damage. This resistance is lost when you are below full HP, and regained if you are brought to full HP again. This resistance does not stack with other resistances.
Ability Score Improvement
At level 4, and again at 6th, 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. You can’t increase an ability score above 20 using this feature.
Extra Attack
At level 5, you can attack twice, instead of once, whenever you take the attack action on your turn.
Eye For An Eye
At level 9, when you take the attack action on your turn, you may sacrifice one of your attacks to enter a retaliatory stance, grant every attack made against you Advantage until your next turn. In return, until your next turn, as a reaction. when and if an attack hits you, you may choose to immediately make an attack action. In addition, Extra Attack also applies to this attack action.
Semi-Mortal
At level 11, you gain Advantage on Death Saves.
Meat Shield
At level 13, when a spell or attack is made against an ally or non-hostile, you may use your reaction to move up to your movement speed to get within 5 feet of that ally or non-hostile and take the spell or attack for them. The spell or attack's target changes to you, and the original target is protected from any effects of the attack or spell. If you are hit with an attack when using this feature, you can use your Eye for an Eye ability for free.
Lodge
At level 14, If a melee weapon attack is successfully made against you, you may use your reaction to attempt to disarm the weapon using a contested athletics check. You don't need your hands free to make this disarm attempt, and may leave the weapon lodged in your body with no consequence. Removal of the weapon also deals no damage, and if a foe wants to reacquire a weapon, they will still have to make an opposed athletics check. Additionally, ranged weapon attacks automatically lodge in the immortal, and multiple weapons can be lodged in the immortal at once. Sleeping with a weapon lodged in you will cause a stack of Exhaustion when you awaken. (Though Exhaustion levels gained specifically through this will never surpass Exhaustion Level 3)
Bloodletter
At level 14, if you reach 0 HP via melee attack, the attacker takes the damage dealt by the attack to themselves as well. In addition, any melee attack's damage against you while you're at 0 HP is dealt to the attacker as well.
Pincushion
At level 17, you get a damage reduction bonus of +1 (Max +5) against Piercing, Bludgeoning, and Slashing damage for every weapon or 5 pieces of ammunition lodged in your body.
Pseudomortal
At level 17, you are immune to instant-death effects.
True Immortality
At level 20, you are now incapable of death by any means. When subjected to an effect that would destroy your body, your head will always remain intact, relatively healthy, and magically still capable of regaining consciousness and even speaking. Your body can fully regenerate in 1d4 days, if not prevented from doing so. For example, containing your head in a small space, burying it, or exposing it to constant damage will prevent regeneration.
Ancient Knowledge
At level 1, you may add half your proficiency bonus to all Intelligence based saves and ability checks. Additionally, you cannot die of age, your appearance and physical traits do not change by aging, and if you chose this archetype at character creation, you may add up to 10,000 additional years to your starting age.
I Was There!
At level 3, you gain proficiency in Arcana, Nature, Religion, and History, and gain expertise in two of those skills. Additionally, you may choose one of those two skills you've now gained expertise in. You gain advantage in all skill checks involving that one chosen skill.
Old Foes
At level 7, as a standard action, you may make either an Arcana, Nature, Religion, or History check against a single enemy, depending on what type of creature they are. (The DC for this check is 10 + 1/2 their Challenge Rating) If you succeed, you add your Intelligence modifier to damage dealt against all enemies of that specific type. (For example, if you used this against an orcish Eye of Gruumsh, you wouldn't get this bonus against all of orc kind, just all orcish Eyes of Gruumsh.) If you fail, you may not use Old Foes against enemies of that specific type again.
Worldly Wisdom
At level 10, you can now speak and write in all Standard languages. Additionally, if you know some of those languages already, excluding Common, you may learn 1 Exotic Language. (Knowing multiple of those languages does not grant multiple exotic languages)
Eternal
At level 15, upon entering a dungeon, city, or new area, you may roll a d20 to remember if you've been in that dungeon, city, or new area before. On a roll of 15 or higher, you may remember the basic map layout of the dungeon. On a natural 20, you may also remember the placement of a number of the dungeon's secrets, dangers, forgotten lore, hidden passages, traps, etc. (How much of this is remembered is left to the DM's discretion)
Archaic Arcanum
At level 18, You may add your Intelligence modifier to your AC. Additionally, you ignore all class, race, and level requirements on the use of Magic Items.
Hollow
At level 1, you may be treated as Undead whenever being treated as such is beneficial to you, and are immune to any effects that specifically target your soul.
Pseudolich
At level 3, you gain resistance to Necrotic damage and immunity to Poison, as well as immunity to the Charmed and Poisoned conditions. Additionally, you cannot die of old age.
Zombieman
At level 7, you gain resistance to self-inflicted damage, and if a limb or part of your body is detached, (excluding your head) you may use a standard action to reattach it. Additionally, when a limb or part of your body is detached, it retains functionality and you may continue controlling that limb or part of your body as a bonus action while it's detached for a number of hours equal to your constitution modifier. (Min. 1) This limb has HP equal to 1/4 of your own, and carries all the same immunities, resistances, vulnerabilities, damage reduction, and health regeneration that you do. Damage against this limb is not taken to your hit points. If a limb is killed, or is not reattached to your body within 6 hours of detachment, you may regenerate it during a long rest.
Example: Darius the Human Immortal wants to secretly eavesdrop on a conversation between two bandits. Rather than risk sneaking up to them and being seen, he detaches his own hand and one of his ears, and has the hand crawl toward the two bandits with the ear in tow. This allows Darius to eavesdrop more stealthily on their conversation.
Caput Mortuum
At level 10, you can no longer suffer from Exhaustion, and gain immunity to the Frightened and Paralyzed conditions. Additionally, you now have advantage on saving throws against spells and other magical effects, and you no longer need to eat, sleep, drink, or breathe.
Soul Eat
At level 15, once per short rest, you may attempt to consume the soul of a dead, sleeping, incapacitated, petrified, paralyzed, or otherwise completely helpless creature. This attempt automatically fails if the creature has no soul to begin with, such as with constructs or mindless undead. The creature must make a charisma save with a DC of 8 + Your Proficiency Modifier + Your Constitution Modifier, automatically failing if they're already dead. Upon failure, you successfully consume their soul, instantly and permanently killing that creature.
Voodoo
At level 18, when you inflict damage against yourself, you may choose to ignore any resistances you have to this self-inflicted damage, and may also grant yourself vulnerability to this self-inflicted damage. Additionally, when you inflict damage against yourself, you may inflict half the damage you deal to yourself as psychic damage against either all enemies within 10 feet or one enemy within 30 feet. This damage does not require an attack roll and cannot be saved against.
Story
At level 1, you begin documenting all of your greatest feats, actions and accomplishments into a journal, and do everything in your power to let those actions be known. Your Story may have a number of Accomplishments written in it equal to your Charisma Modifier, each Accomplishment granting a single bonus. You may replace Accomplishments with new ones as they come up. You and the DM may work together to decide what single bonus effect each Accomplishment grants you. (At your DM's discretion, certain massive accomplishments, or accomplishments with very powerful bonus effects, can take up more than one accomplishment space.)
Example: Briggs the Half-Elf Immortal succeeds in raiding a large encampment of goblin bandits named The Butchers, and decapitates their leader. He writes of his journey and lets it be known far and wide that he's done this tremendous task, writing his accomplishment down as "Slayer of Butchers" in his journal. Stories and rumors are told far and wide about Briggs, Slayer of Butchers. He and the DM work together to come up with a bonus effect, and decide the effect of this accomplishment should be advantage on Intimidate rolls against goblinkind and bandits.
Icon
At level 3, you may gain proficiency in two charisma based skills of your choice, as well as proficiency in charisma saves. Additionally, you can cast enthrall a number of times equal to your charisma modifier per long rest.
Glorious Charge
At level 7, once per short rest, as a standard action, you may allow all allies within 60 feet to move a number of feet equal to 5 x Your Charisma Modifier. (Minimum 10 feet) Allies consume their reaction to use this movement option. If an ally moves at least 10 feet in a straight line towards an enemy, they can make one melee attack as part of their reaction. Additionally, you also may make one melee attack if you move at least 10 feet in a straight line towards an enemy on your turn.
Figurehead
At level 10, the power of your reputation grants you uncanny social power. You gain advantage on all charisma based skill checks against Friendly and Indifferent NPCs who know your stories.
Artifact
At level 15, your items begin to develop a slightly magical aura through your legendary actions. Choose two items you own with interesting stories behind them, and work with your DM to decide a single bonus effect that these items have. Choosing a new item to Artifact requires the destruction of one of your current Artifacted items, 200 gold, and three weeks spent spreading legends about the new item. Items that are already magic cannot be Artifacted, and the DM has the power to change the item's bonus effect if the original effect proves to be too powerful.
Example: Morgretta the Dwarven Immortal has two noteworthy items: A Shield that she used to protect a king from a 3 day rain of arrows, and a Battleaxe that she's soaked in the blood of a hundred giants. Upon reaching level 15, she decides to Artifact these two items. She talks with her DM to decide on what sort of bonus effects these items have, and they reach an agreement. The Shield, now the Shield of Morgretta, gives disadvantage against all ammunition-based attacks made against her from her front. The Battleaxe, now the Axe of Morgretta, deals double damage against Giants.
Gilgamesh
At level 18, books, poems, plays, and musicals are written far and wide about your grand feats of legend, and history shall forever know your name. Accomplishments now provide 2 bonus effects instead of 1.