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View Full Version : D&D 5e Homebrew Class: The Flagellant! (WIP)



RumoCrytuf
2017-07-14, 04:40 PM
Heyo Playgrounders,

Moved this to the proper forum. I'm working on homebrewing a class based off of the Flagellant in Darkest Dungeon for the upcoming Tomb of Annihilation campaign in the relatively distant future.I'm looking for feedback on how to improve the class

The Flagellant:

The Flagellant relishes the scars and abrasions that cover his body - drawing incomprehensible resilience from the tearing of his own flesh. His flail, a particularly cruel and merciless weapon, drips with his enemies' blood... and his own.

The Flagellant empowers himself and allies…. At the cost of his own blood. Fanatics of the Church, Flagellants believe the only way to salvation is through suffering. They beat themselves with flails and whips relentlessly, finding absolution in this madness

Class Features:
As a Flagellant, you gain the following features.

Hit Points
Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + you Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) plus your Constitution Modifier per Flagellant level after 1st

Proficiencies
Armor: None
Weapons: Simple Weapons, Flails, Whips.
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose Two from Athletics, Insight, Intimidation, Medicine, Perception, Religion, and Survival

Equipment:
You gain the following equipment, in addition to the equipment granted by your background:
(a) Flail or (b) Whip
(a) A Dungeoneer’s pack or (b) an Explorer’s pack
A Holy Symbol

The Vows:
Beginning at 1st level, you take a sacred vow: The burden of suffering cannot be shared! You cannot multiclass into the Flagellant, nor can you multiclass out of the Flagellant.

Death’s Door:
Beginning at 1st level, you no longer fall unconscious when you reach 0 Hit Points, nor do you make death saving throws. You instead make a Constitution Saving throw with a DC of 15, known as a Death’s Door Save. On a failure, you die. Instant death effects, such as Power Word: Kill, will bring you to Death's Door, or kill you if you're already at Death's Door. Each time you inflict damage to yourself through the use of your Flagellant abilities or spells, the DC of your Death's Door Save lowers by 1. This feature resets upon making a Death’s Door Save or after you finish a Short or Long Rest.


At 7th level, whenever you reach Death's Door from a source other than an ally, you heal allies within 15 feet for 1d10 hp, and 3d12+20 hp when you die.

Devoted Resolve:
Beginning at 1st Level, Your Constitution Score increases by 2.This can exceed the normal limit of 20.

Suffer
Beginning at 2nd level. when an ally is Blinded, Deafened, Paralyzed, Poisoned, or Stunned, you can spend your action to remove those conditions and add them to yourself. If you gain a condition this way, it lasts for three rounds. Additionally, you cannot remove a condition if it is permanent.

The Burden of Suffering:
Beginning at 3rd Level, whenever you hit with a melee attack that isn’t Exsanguinate, you take 1d4 damage.

Spellcasting:
By 2nd level, you have learned to channel your blood to cast divine magic. Use the Cleric Spell list for your known spells. Follow the Paladin Spell Progression table for your Spell Progression. Your Spellcasting ability is Wisdom.


Preparing and Casting Spells:
You prepare the list of Cleric Spells that are available for you to cast. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Cleric spells that are available for you to cast, choosing from the Cleric Spell list. When you do so, choose a number of Cleric spells equal to your Wisdom modifier + half of your level, rounded down. (minimum of 1). The spells must be of a level for which you have spell slots.

Spellcasting Ability:
Wisdom is your spellcasting ability for your spells, since their power derives from the conviction of your blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack Modifier = your proficiency bonus + your Wisdom modifier.

Spellcasting Focus:
You can use a holy symbol as a spellcasting focus for your spells.

Blood Magic:
Whenever you cast a spell, you take 1d4 damage per level of the spell. Additionally, you cannot heal yourself with spells cast this way.

Exsanguinate:
Beginning at Third Level, whenever you are below 50% HP, you can use your action to Exsanguinate. Make a melee attack roll against a target that you can see within 5 feet. On a success, they take 2d10 damage, and you heal for that much. This damage increases to 3d10 at 7th level, and 4d10 at 11th level. You may use this feature twice, but must finish a Short or Long Rest before you can use this feature again.

At 15th Level, You can use this feature twice before a Short or Long rest, but not twice in the same turn.

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.

Flail Mastery
Beginning at 6th level, You gain a +2 bonus to attack and damage rolls made with flails.

Redeem
Beginning at 7th Level, whenever you are below 50% HP, you can use your action to heal yourself and an ally for 3d10 HP. If you do so, you cannot take reactions until your next turn. You must finish a Long Rest before you can use this feature again.

Reclaim
Beginning at 9th Level, you may bleed yourself to heal your allies. As a bonus action, deal 1d10 damage to yourself, and heal target creature within 10 feet for 2d4+2 HP

This increases to 2d10 damage and 6d4+4 HP at Level 16

Improved Death’s Door
Beginning at 10th Level, your closeness to Death has made you more resilient to it. Each time you inflict damage to yourself through the use of your Flagellant abilities or spells, the DC of your Death's Door Save lowers by an additional 1, for a total of 2 each time you inflict damage to yourself through the use of your Flagellant abilities or spells.

Arkanol
2017-07-31, 05:20 AM
Hey so had a look over the Class definitely Intriguing Few things you could Change, Flail mastery for one could be changed to a stacking 1d4 Bleed per Landed attacks which could become a d6 at level 12 and maybe a d8 at level 18 Also i feel like redeem should heal the ally for more as you get higher in levels for example 4d10 at level 12 and 5d10 at level 17 another thing to take into consideration is a 20th level abilty im thinking of ideas on that atm maybe something along the lines of a huge stat boost like the barbarian gets, Another thing to take into consideration since the Flagellant has zero damage reduction or armor it might be wise to make it so the flagellant gains some kinda of buff for getting to lower and lower hp maybe bonuses to hit and damage hell maybe if he gets below 50% he gets an increased crit range the lower he gets the more powerful these bonuses become after all it makes him a huge hp berzerker its either he dies or the enemies crumbles at his feet in a bloody heep anyway let me know your thoughts

Have been making some changes to what you wrote will post them when i can

Arkanol
2017-07-31, 10:27 AM
ok so here are the changes i made with talking to my dm and reviewing other class features to try and keep it inline and not game breaking the gameplay style revolves around hp management Aka tightrope walking over a cliff




The Flagellant:

The Flagellant relishes the scars and abrasions that cover his body - drawing incomprehensible resilience from the tearing of his own flesh. His flail, a particularly cruel and merciless weapon, drips with his enemies' blood... and his own.

The Flagellant empowers himself and allies…. At the cost of his own blood. Fanatics of the Church, Flagellants believe the only way to salvation is through suffering. They beat themselves with flails and whips relentlessly, finding absolution in this madness

Class Features:
As a Flagellant, you gain the following features.

Hit Points
Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + you Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) plus your Constitution Modifier per Flagellant level after 1st

Proficiencies
Armor: None
Weapons: Simple Weapons, Flails, Whips.
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose Two from Athletics, Insight, Intimidation, Medicine, Perception, Religion, and Survival

Equipment:
You gain the following equipment, in addition to the equipment granted by your background:
(a) Flail or (b) Whip
(a) A Dungeoneer’s pack or (b) an Explorer’s pack
A Holy Symbol

Death’s Door:
Beginning at 1st level, you no longer fall unconscious when you reach 0 Hit Points, nor do you make death saving throws. You instead make a Constitution Saving throw with a DC of 15, known as a Death’s Door Save. On a failure, you die. Instant death effects, such as Power Word: Kill, will bring you to Death's Door, or kill you if you're already at Death's Door. Each time you inflict damage to yourself through the use of your Flagellant abilities or spells, the DC of your Death's Door Save lowers by 1. This feature resets upon making a Death’s Door Save or after you finish a Short or Long Rest.
At 7th level, whenever you reach Death's Door from a source other than an ally, you heal allies within 15 feet for 1d10+class level, and 3d12+20 hp when you die.

Fanatical Resolve:
Beginning at 1st Level as your body begins to suffer your divine vigor and willpower drives you to greater hights at 75% of your max health your attacks have +1 to hit and damage and your crit range is now 19-20, at 50% max hp your attacks have +2 to hit and damage and your crit range becomes 18-20, at 25% hp your attacks have +2 to hit and damage and your crit range becomes 17-20, During deaths door your attacks have +3 to hit and damage and your crit range is now 16-20

Suffer:
Beginning at 2nd level. when an ally is Blinded, Deafened, Paralyzed, Poisoned, or Stunned, you can spend your action to remove those conditions and add them to yourself. If you gain a condition this way, it lasts for three rounds. Additionally, you cannot remove a condition if it is permanent.

The Burden of Suffering:
Beginning at 3rd Level, whenever you hit with a melee attack that isn’t Exsanguinate, you take 1d4 damage.

Spellcasting:
By 2nd level, you have learned to channel your blood to cast divine magic. Use the Cleric Spell list for your known spells. Follow the Paladin Spell Progression table for your Spell Progression. Your Spellcasting ability is Wisdom.
Preparing and Casting Spells:
You prepare the list of Cleric Spells that are available for you to cast. To cast a spell of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Cleric spells that are available for you to cast, choosing from the Cleric Spell list. When you do so, choose a number of Cleric spells equal to your Wisdom modifier + half of your level, rounded down. (minimum of 1). The spells must be of a level for which you have spell slots.

Spellcasting Ability:
Wisdom is your spellcasting ability for your spells, since their power derives from the conviction of your blood. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack Modifier = your proficiency bonus + your Wisdom modifier.

Spellcasting Focus:
You can use a holy symbol as a spellcasting focus for your spells.

Blood Magic:
Whenever you cast a spell, you take 1d4 damage per level of the spell. Additionally, you cannot heal yourself with spells cast this way.

Exsanguinate:
Beginning at Third Level, whenever you are below 50% HP, you can use your action to Exsanguinate. Make a melee attack roll against a target that you can see within 5 feet. On a success, they take 2d10 damage, and you heal for damage done plus class level . This damage increases to 3d10 at 7th level, and 4d10 at 11th level and 5d10 at 15th level. You may use this feature twice, but must finish a Short or Long Rest before you can use this feature again.
At 15th Level, You can use this feature Three times before a Short or Long rest, but not twice in the same turn.

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.

Punish:
Starting at 6th level your attacks are sharp and punishing on a successful attack you apply a stacking Bleed for 1d4 damage a round for three rounds the duration is reset to three rounds after each successful attack, the stack amount is capped by your Proficiency modifier, the damage from this is applied when it reaches there turn initiative during combat. damage is increased to 1d6 at 12th level and 1d8 at 18th level

Redeem:
Beginning at 7th Level, whenever you are below 50% HP, you can use your action to heal yourself and an ally for 3d10 HP. If you do so, you cannot take reactions until your next turn.This healing is increased to 4d10 hp at 14th level and 5d10 at 20th, You can use this feature twice then must finish a Long Rest before you can use this feature again.

Reclaim:
Beginning at 9th Level, you may bleed yourself to heal your allies. As a bonus action, deal 1d10 damage to yourself, and heal target creature within 10 feet for 2d4+2 HP
This increases to 2d10 damage and 6d4+4 HP at Level 16

Improved Death’s Door:
Beginning at 10th Level, your closeness to Death has made you more resilient to it. Each time you inflict damage to yourself through the use of your Flagellant abilities or spells, the DC of your Death's Door Save lowers by an additional 1, for a total of 2 each time you inflict damage to yourself through the use of your Flagellant abilities or spells.

Fanatical Perfection:
At 20th Level you embody your Faith with fanatical Zeal your Consitution and wisdom are raised by 4 and your maximum for these scores is 24