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Lvl45DM!
2021-06-23, 08:04 AM
So look, my last entry in the Base Class contest made me pretty happy, but I didn't really get to finish it. So here it is, better and simpler and with completed subclasses.



Cultists of the World Ender


Common mortals tell each other tales of wolves and goblins coming in the night, with steel and flame.
Trained warriors gather close around the campfires and shiver as they talk of the chill touch of the undead.
Seasoned adventurers will sing songs to fight off the dread they feel as they approach a dragons lair.
But none of those monsters, those beasts, those abominations or calamities approach the power, might and ungodly wrath of the Worm Beneath The Earth. The fell horror known as The Tarrasque.
Some pitiful adventurers have talked about how in other worlds and times, the Tarrasque has been no true foe, with a weak mind and no flight or ranged attacks.
These adventurers are fools. Cultists of the World Ender know the truth. Those things that have been faced before are not the Tarrasque but its brood. These things can wreak havoc on a city, or perhaps a small nation.
The True Tarrasque ends worlds.
There are other beings, akin to the True Tarrasque. The Elder Leviathan has been said to dwell beneath the waves, The First Roc can sometimes be seen blotting out the sun. Some have whispered of a being of fire, but no strong evidence has ever been found.
Yet, even in a world as fragile as one with these cthonic god-beasts, there is hope. The wise can study this power and through strange rituals of hardening body and mind, one can come closer to reaching it. Some might use the power of the World-Ender to destroy, others may use it to save and protect. All the rest of mortalkind can do is hope.
And pray.

Class Features
As a Cultist of the World-Ender, you gain the following features

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

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Saving Throws: Constitution and Strength
Skills: Choose two from Athletics, Acrobatics, History, Investigation, Religion, Perception, Performance and Survival

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

(a) any simple or weapon in which you are proficient
(a) a shield or (b) a light crossbow and 20 bolts
(a) leather armor or (b) scale mail
(a) a dungeoneer’s pack or (b) an explorer's pack



Level
Prof. Bonus
Features
Bite
Claw
Final Mutation


1
+2
Claw Attacks, Natural Armour,
d6
-
-


2
+2
Destructive, Fast Movement
d6
-
-


3
+2
Song of The World Ender
d6
-
-


4
+2
ASI
d6
-
-


5
+3
Claws
d8
d6
-


6
+3
Keen of Tooth and Claw, Bloodlust
d8
d6
-


7
+3
Elder Mind, Song Feature
d8
d6
-


8
+2
ASI
d8
d6
-


9
+4
Fearsome Force Keen Senses
d8
d6
-


10
+4
Impenetrable Hide
d10
d6
-


11
+4
Song Feature, Final Mutation
d10
d6
d8


12
+4
ASI
d10
d6
d8


13
+5
Calamitous Attacks
d10
d6
d8


14
+5
Spell Resistance
d10
d6
d8


15
+5
Song Feature
d12
d8
d10


16
+5
ASI, Terrifying Force
d12
d8
d10


17
+6
Keener Senses
d12
d8
d10


18
+6
Primordial Mind
d12
d8
d10


19
+6
ASI, Devour Whole
d12
d8
d10


20
+6
World Eater, Titanic Resistance
2d10
d10
d12




Features

Bite: Painstaking surgery, ancient rituals or a brutal practice regimen has turned your teeth into powerful weapons. As a bonus action, whenever you make a melee attack, you may make a Bite attack using Strength as your ability modifier, dealing d6+Str piercing damage at level 1 and increasing as shown.

Natural Armour: Starting at 1st level the Cultist has toughened their hide. As long as they are unarmoured their armour class equals 10+Dex+Con. They may bear a shield and still gain this benefit.

Fast Movement: The Cultist has honed their muscles to a frightening degree. At 2nd level their speed increases by 10 feet while they aren't wearing any armour. Their jump distance is doubled. This increase does not stack with any other bonuses to jumping.

Destructive: From 2nd level you gain advantage on all Strength checks to break objects.

Song of The World Ender: At 3rd level the Cultist must choose the god-beast they best hope to emulate. Currently only 3 songs are known, Song of The Worm That Dwells Beneath, Song of the Serpent In The Deep and Song of The Thunder That Flies Above.


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.

Claws: Starting at 5th level the Cultist has completed a ritual which has warped their body. Their knuckles and finger tips are adorned with bony spurs. Their unarmed attacks now deal 1d8+Str slashing damage and, if unarmoured and carrying nothing in their hands, they may attack twice as an action, once with each hand. Their hands are too clumsy to attack with a weapon and perform an extra claw attack. The damage of the claws increased as shown above. The hands are still nimble enough to perform ordinary tasks or even spellcasting.

Strong Stomach, Strong Bones: You have clawed through chainmail, bitten troglodytes, eaten shadows. From 5th level you are immune to ingested poisons and all diseases.

Keen of Tooth and Claw: Whether its the symbols you have carved upon your fangs, or the blood you have bathed your hands in, your natural weapons can rip and tear even the supernatural. Starting at 6th level, your natural attacks, including Bite and Claw, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bloodlust: The scent of a kill invigorates you. Any time you kill a creature of CR equal to at least half your level, you gain your Con Mod in temporary hit points.

Elder Mind: A mind more akin to the first mind. From 7th level you have advantage on saving throws against being Charmed, Frightened or Paralyzed.

Fearsome Force: Your savagery is unsettling, to say the least. Starting at 9th level, as a reaction, after you successfully damage a creature, you may force that creature to make a Constitution Save or become frightened of you for 1 minute. The DC is 8+prof+Con. You may use this feature 1+Con mod/long rest. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cultists Fearsome Force for the next 24 hours.

Keen Senses: Eyes of a hawk, nose of a wolf, ears of a bat. From 9th level you gain Proficiency in Perception, or double your Proficiency modifier if you already have Proficiency.

Impenetrable Hide: At 10th level your hide hardens further. Choose slashing, piercing or bludgeoning damage. You have resistance to that damage, whether from magical weapons or not, though Adamantine weapons still bypass the resistance. On a long rest you may shift your skin around and change what damage you have resistance to.

Final Mutation: At 11th level you change in one last, drastic way. A long spined tail, two great horns, powerful striking wings, tentacular growths. Whatever form this final mutation takes, you may use it in addition to your Bite and Claw attacks as part of an attack action. It deals 1d8+Str damage, either piercing, bludgeoning or slashing. This mutation cannot be dextrous enough to Use an Object, wield a weapon, or perform the work of ordinary hands, however it can be useful. Choose one skill from Acrobatics, Sleight of Hand, Stealth, Intimidation or Survival and you may gain Proficiency in that skill. This mutation cannot give you a new movement type.

Calamitous Attacks: At 13th level all damage done against objects with their natural weapons is doubled. You gain advantage to all attack rolls against constructs.

Spell Resistance: You eat fireballs, ignore illusions and sneer at the idea of having your soul being taken. At 14th level you gain Spell Resistance, making all saving throws against magical spells with advantage.

Keener Senses: The footsteps of a mouse in the dark, the smell of a butterflys breath, the flutter of a pixies wings, all of these call you to the hunt. At 17th level you gain blindsight within 10ft.

Terrifying Force: You are closer and closer to being a true force of nature, and others knowit. At 16th level, whenever you reduce a creature to 0 hitpoints, all hostile creatures that within 30ft of the Cultist must make a Con save or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cultists Frightful Presence for the next 24 hours.

Primordial Mind: Your mind has completely changed, to something so simple and pure, or complex and alien, that distractions do not bother you. From 18th Level The Cultist is immune to Charm, Fear and Paralysis.

Devour Whole: The WorldEnder beasts can eat cities, forests, mountains. You must aim lower in your ambitions, but your hunger is large enough to Devour creatures Whole. Starting at 19th level, on a natural 20 with a Bite against a target of Large size or smaller is swallowed, taken into a pocket dimension within the Cultist. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other Effects outside the Cultist, and it takes 8d6 acid damage at the start of each of the Cultists turns. If the Cultist takes 20 damage or more on a single turn from a creature inside it, the Cultist must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Cultist. If the Cultist dies, a swallowed creature is no longer Restrained by it and can Escape from the corpse by using 30 feet of Movement, exiting prone. The Cultist can voluntarily regurgitate any swallowed creatures as a bonus action, leaving them prone within 10 feet.

Titanic Resistance: It would take something approaching a God to take you down now. From level 20 the Cultist can choose to pass a saving throw it has failed. It may do this once a long rest. Once this ability is used you lose your Spell Resistance feature until you take a short rest.

World-Eater: At last your majesty approaches that of a World-Ender. The Cultist grows to Large size, or increases by 1 size category, whichever is greater. Its base Armour Class is now 13+Dex+Con. It can Devour Whole creatures of Huge size or smaller. Its natural weapon damage has already been altered to take this into account.



Song of the Wyrm That Dwells Beneath
Followers of the Tarrasque itself, the first Cultists. At first, they are focused largely on destruction, but in their obsession with the Underdark, where the Tarrasque is purported to dwell, they become masters of earth and stone.

Breaking Blows
Your connection to the Tarrasque makes you more destructive in combat. Whenever you roll a critical hit with a natural weapon on a creature you can damage its armour, whether natural or physical, giving advantage to all melee attacks against them until the beginning of your next turn.

Tunnel-Dweller
At 7th level your claws have adapted to digging through the earth. You gain a burrow speed equal to your movement speed. Beginning to burrow, or entering a tunnel you have left provokes an attack of opportunity. Your eyes also adapt to the lightless tunnels giving you Tremorsense within 10ft.
If you attack on the same turn as leaving the earth you gain advantage on your first attack.

Darkspawn
Neither the heat of magma nor the foulness in the earth affects you much anymore. At 11th level you are resistant to fire and acid damage.

Tunnel-Born
At 11th level you have almost perfectly adapted to life underground. You may burrow through solid stone at half your movement speed. Your Tremorsense now extends to 30ft

Earthsong
At 15th level you hear the song of the Tarrasque vibrating through the earth and stones. It is the rumble of earth, the quiet of stone, the endless shudder of sliding tectonic plates. You can cast Earthquake once per long rest, using Constitution as your casting modifier, but with a range of 0. You are immune to any direct effects of the Earthquake but you may be damaged by any structure that collapses on you. You also may dictate where the fissures from the spell occur.
You also can ground out certain kinds of magical energy. When a Magic Missile spell, any line spell or any ranged spell attack that hits the Cultist has a 1 in 6 chance to have no effect on the Cultist. Line spells still take effect in their area before they intersect the cultist if this occurs, but not afterwards.



Song of the Serpent in the Deep
The Leviathan is more than a great beast in the ocean, it is all that remains of the primeval chaos that predates all of creation. Singers of the Serpent tap into that chaos to shift their form, heal wounds and gain power over the ocean itself.

Flowing Form
By pledging your body to the Leviathan you gain a measure of the primal chaos that drives it. At 3rd level you may cast Alter Self upon yourself at will, to enact either the Aquatic Adaptation or Change Appearance options.

Flesh Ripple
Your skin can flow like water, healing wounds and purging poisons. At 7th level you gain a pool of healing power that refreshes on a long rest, able to heal up to 5x your Cultist level of hit points. As action you can draw from this pool to heal yourself up to the maximum amount remaining. You can also expend 5 points neutralize a poison, cure blindness or deafness. You can heal hit points, conditions and poisons with a single use, as long as you have the points to spend. You have advantage on saves against being polymorphed.

Chaotic Form
At 11th level your body is falling into chaos, and becoming more and more alien. You now have 10ft reach with all natural attacks, and you can enter a hostile creature's space and end your turn there. You can fit your body through any opening 1 inch wide without squeezing.

Deepsong
The song of the Leviathan thrums in your blood, sweat and tears. Starting at 15th level you may cast a Tsunami. The range of this effect is 0, but you may freely move within the spell without taking any damage.
The resonance of the song has altered you on a deeper level. Internally your organs flow into each other, rendering you immune to extra damage from critical hits.


Song of The Thunder that Flies Above

The Legendary Roc, called by some Ziz, or Garuda, has been mistaken for a passing storm or surprising eclipse. Singers of the Thunder that Flies Above seek to match the speed and majesty of the great beast of air, eventually commanding all four winds

Yearn for the Sky
At 3rd level you grow powerful wings allowing you to fly equal to your movement rate. You can only fly for Constitution Mod(min 1)x Cultist level worth of minutes. This refreshes on a long rest. If you go beyond this you gain a level of exhaustion every minute.

Bloodwind
At 7th level when you kill a creature of CR1 or higher you may instantly become Invisible until the end of your next turn. During this time you leave a faint reddish mist in the air.

Become Empty
Your soul soars the skies for eternity, and now your body rises to match. At 11th level you can Hover and you are immune to being Slowed. You no longer have a limitation on flight time.

Skysong
The howl of the storm, the rage of a tornado, the cry of the Roc ring in your every breath. At 15th you can cast Control Weather as an action. Once cast the effects will last up to 8 hours without Concentrating, but you must maintain Concentration if you wish to continue to change the conditions.
Your flight speed is now double your movement rate.

JNAProductions
2021-06-23, 11:00 AM
Basic details, all good.

Martial Arts, basically, at level one, but with a higher damage die.

Unarmored Defense as Barbarian.

Fast Movement at level one, before anyone else gets it.

Destructive looks fine.

Fearsome Force doesn't have a level listed and is not on the table. Assuming level 3? But it ALSO has no end clause, which means they're Frightened of you FOREVER (or until they get a magical restoration that removes Frightened). That's bonkers. And probably not intended.

ASIs, as normal.

Claws are listed as d6 on the table at level 4, and don't go up to d8 till level 15. But Extra Attack, basically, so whatever.

Strong Stomach looks fine. A little weak, even.

Keen Of Tooth is fine.

Bloodlust probably doesn't need the CR restriction, since the're THP.

Elder Mind looks fine.

Terrifying Force is a little too good (even assuming you add an end clause). Being Frightened HURTS. Bad.

Keen Senses seems a little naff. It removes any need to gain advantage on Perception at all-I'd just grant Expertise in Perception (if you already have proficiency, regular proficiency if not).

Extra Attack II at level 10 seems early.

Impenetrable Hide should let adamantine punch through it.

Calamitous Attacks is fine, at least against objects. The Construct bit is either too good (lots of construct enemies) or useless.

Spell Resistance seems fine, at the level you gain it.

Frightful Presence is too good.

Primordial Mind is potent, but for level 18, seems okay.

Titanic Resistance is cool.

World-Eater references an ability that apparently doesn't exist? Also, Your attack routine is now, as an action, two attacks at d10 and one at d12, plus a BA for 2d10. Feels a little much, but then again, it is level twenty.


Breaking Blows is neat.

Tunnel Dweller can be used to gain advantage every turn, by burrowing down 5' then hopping out.

Darkspawn shouldn't give Stunning immunity.

Earthsong is neat.


Flowing Form seems okay.

Flesh Ripple probably shouldn't be as good as Lay On Hands. Maybe 3*Level?

Chaotic Form seems okay.

Deepsong should specify "extra damage from critical hits", not just crits in general.


Yearn For The Sky needs to state when it refresehes.

Bloodwind seems odd. Not OP, but odd.

Become Empty seems a little good.

Skysong's speed is too much-I'd make it 60', max, but not impact your land speed.


Overall
You put a lot of work into this. Some things absolutely need cleaning up, still, and I feel like it's a little too good on the whole-but there's a good base here. Tone down a few things, clean up some wording, and it's pretty cool. :)

Lvl45DM!
2021-06-25, 06:13 AM
Basic details, all good.

Martial Arts, basically, at level one, but with a higher damage die.

Unarmored Defense as Barbarian.

Fast Movement at level one, before anyone else gets it.

Destructive looks fine.

Fearsome Force doesn't have a level listed and is not on the table. Assuming level 3? But it ALSO has no end clause, which means they're Frightened of you FOREVER (or until they get a magical restoration that removes Frightened). That's bonkers. And probably not intended.

ASIs, as normal.

Claws are listed as d6 on the table at level 4, and don't go up to d8 till level 15. But Extra Attack, basically, so whatever.

Strong Stomach looks fine. A little weak, even.

Keen Of Tooth is fine.

Bloodlust probably doesn't need the CR restriction, since the're THP.

Elder Mind looks fine.

Terrifying Force is a little too good (even assuming you add an end clause). Being Frightened HURTS. Bad.

Keen Senses seems a little naff. It removes any need to gain advantage on Perception at all-I'd just grant Expertise in Perception (if you already have proficiency, regular proficiency if not).

Extra Attack II at level 10 seems early.

Impenetrable Hide should let adamantine punch through it.

Calamitous Attacks is fine, at least against objects. The Construct bit is either too good (lots of construct enemies) or useless.

Spell Resistance seems fine, at the level you gain it.

Frightful Presence is too good.

Primordial Mind is potent, but for level 18, seems okay.

Titanic Resistance is cool.

World-Eater references an ability that apparently doesn't exist? Also, Your attack routine is now, as an action, two attacks at d10 and one at d12, plus a BA for 2d10. Feels a little much, but then again, it is level twenty.


Breaking Blows is neat.

Tunnel Dweller can be used to gain advantage every turn, by burrowing down 5' then hopping out.

Darkspawn shouldn't give Stunning immunity.

Earthsong is neat.


Flowing Form seems okay.

Flesh Ripple probably shouldn't be as good as Lay On Hands. Maybe 3*Level?

Chaotic Form seems okay.

Deepsong should specify "extra damage from critical hits", not just crits in general.


Yearn For The Sky needs to state when it refresehes.

Bloodwind seems odd. Not OP, but odd.

Become Empty seems a little good.

Skysong's speed is too much-I'd make it 60', max, but not impact your land speed.


Overall
You put a lot of work into this. Some things absolutely need cleaning up, still, and I feel like it's a little too good on the whole-but there's a good base here. Tone down a few things, clean up some wording, and it's pretty cool. :)

Thank you for the incredible feedback.

Ok so a few things have gotten turned around.

Fair point about Fast Movement, moved it to Lvl 2.

Fearsome Force replaces Terrifying Force. I toyed with the idea of not giving it a duration, cos it'd be kinda funny to meet a guy 10 sessions later but nah.

Claws are meant to be a little weaker, I didn't want to remove any reason to use a weapon, but the level 4 damage was wrong.

Strong Stomach is just so smartass DM's dont punish you for biting a Troll or anything. Any advice on wording it better?

Bloodlust is mostly to avoid the Bag of Rats solution, which I loathe.

Ah, they shouldnt get extra attack 2 before fighters hey? Ah well i just liked the every 5th level.

I like Impenetrable having a weakness, and adamantine isn't common. Sure.

Added a condition to Frightful Presence, changed it to Terrifying Force.

Not sure what you mean about World Ender?

Ok with the tunneling thing, i thought it would provoke an AoO so I've made it so it does and limited it to first attack.

Ah yes stunning immunity was a hold over from an earlier draft.

The weakness of Flesh Ripple is you can't heal your party with it. Just yourself.

Ok instead of grappling/restraining you can't be slowed.

Slowed Skysong.

I admit Bloodwind is weird. I think I was running dry there.

JNAProductions
2021-06-25, 11:42 AM
Thank you for the incredible feedback.

Ok so a few things have gotten turned around.

Fair point about Fast Movement, moved it to Lvl 2.

Fearsome Force replaces Terrifying Force. I toyed with the idea of not giving it a duration, cos it'd be kinda funny to meet a guy 10 sessions later but nah.

Claws are meant to be a little weaker, I didn't want to remove any reason to use a weapon, but the level 4 damage was wrong.

Strong Stomach is just so smartass DM's dont punish you for biting a Troll or anything. Any advice on wording it better?

Bloodlust is mostly to avoid the Bag of Rats solution, which I loathe.

Ah, they shouldnt get extra attack 2 before fighters hey? Ah well i just liked the every 5th level.

I like Impenetrable having a weakness, and adamantine isn't common. Sure.

Added a condition to Frightful Presence, changed it to Terrifying Force.

Not sure what you mean about World Ender?

Ok with the tunneling thing, i thought it would provoke an AoO so I've made it so it does and limited it to first attack.

Ah yes stunning immunity was a hold over from an earlier draft.

The weakness of Flesh Ripple is you can't heal your party with it. Just yourself.

Ok instead of grappling/restraining you can't be slowed.

Slowed Skysong.

I admit Bloodwind is weird. I think I was running dry there.

Fast Movement might still be a little early-this is a much beefier class than a Monk.

Did you just remove Fearsome Force entirely?

If you want to use a weapon, give Extra Attack. There's no reason to ever use a weapon when you can do 2d6+2Str Mod instead of (assuming you somehow got Maul proficiency) 2d6+Str Mod.

I'd just give blanket disease immunity, and maybe advantage on and resistance to poison. Sure, a bad DM can still screw you over with trolls or whatever-but you can't build around bad DMs. They'll ruin the game no matter what.

I appreciate that, but THP do not stack. So if it applied to any living creature, that means you'll start your day by munching on a live rat, and snack on one in between fights. Doesn't feel inappropriate to me.

Yeah, level 11 is the earliest I'd give Extra Attack II. And even then, this is a beefier class than Fighter...

Agreed.

Terrifying Force should have a CR clause-snacking on a rat to gain THP is fine, menacingly biting into a rat to Frighten a Lich feels a little less so. I'd make it so that killing a creature of CR X lets you terrify creatures of up to 2X.

I might've missed Devour Whole-but that feels a little too powerful, honestly. I'd also make the DC of your "Don't vomit" save based on damage taken.

Seems fair.

Flesh Ripple is still pretty dang good-I'd lower it.

Overall, improving. Like I said earlier, it's a neat class idea, just gotta refine it.

BerzerkerUnit
2021-06-25, 08:41 PM
I liked this when I saw it in the contest and I like it more now.

For my 2 cent input, Powerful Build at level one with no boost if you already have it and a size increase feature at level 3. This does draw immediate and obvious Rune Knight comparisons, but I think it's worth it to reinforce "This is about becoming a Titanic Monster."

For more serious feedback: I think some of the features render earlier features redundant.

Looking at the one that grants resistance upgrading to immunity. It might be better if the Immunities were spread to the Songs. So Tarrasque is Immune to Paralysis (can't be stopped), Thunderbird is Immune to Fear (screaming at the heavens has had historically poor results), Leviathan immune to Charm (the sea does the calling, not the other way around). It would give each of them a little more identity.

I see Keensenes to blindsense and Tarrasque gets Tremorsense... There's a little overlap, maybe too much. Keen Senses and then spreading the special senses out might make each a little more special, like Blindsense for the Wind, Tremorsense for the Earth, and maybe something really wild for the Water, like Truesight to a very short range (it's less useful than you might think, thematically: the ocean is treacherous and thus immune to such treachery maybe).

Wind monster, the flight limitation is largely meaningless at level 3 and most of the career, see Boots of Flying in play for an example. A fly speed at 3 with the caveat you need to end your turn on a surface that can support you or you fall might be less of a headache, add Flyby and that's the whole feature right there. Add the full on fly speed and hover at 7th.

This is just me thinking as a DM and the kind of challenges I've faced when players have had items that grant similar features.

I'll echo sentiments on at will Frightens, maybe limit to 1/turn.

I love Swallow Whole (as seen here (https://drive.google.com/file/d/12CFLccF_YEnB-cAPxJ5cohkgxCsEM0SN/view?usp=sharing)).