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    Dwarf in the Playground
     
    SamuraiGuy

    Join Date
    Jul 2018
    Location
    hamilton
    Gender
    Male

    Default Otherworld-Warrior (A fighter subclass)

    Otherworld-Warrior
    These warriors are fighters that take on an otherworldly fighting style, channeling their powers from what can only be assumed to be the far realm. When these warriors strike, they can cause whatever they hit to slowly and painfully disintegrate on a hit.

    Frightening being
    Starting at the 3rd level, you gain proficiency in the intimidation skill if you didn't already have it.

    Slow disintegration
    Starting at the 3rd level, you become blessed with otherworldly power. When you hit a creature with a weapon attack you can use a bonus action to deal an additional amount of necrotic damage equal to half your proficiency bonus, this is caused by the target’s body starting to partially disintegrate.

    Far surge
    Starting at the 3rd level, you gain a pool of dice called Far dice, which are 1d8’s. You start with 4 of these dice and gain more as you level up. You regain all of these dice on a long rest. Once per turn when you target a creature with slow disintegration, you can spend a die to deal an additional amount of necrotic damage equal to the number rolled. Your dice increase to d10’s and you gain an additional die at the 10th level (5d10). You gain an additional die at the 18th level as well (6d10).

    Otherworldly Emotion
    Starting at the 7th level, you become immune to the charmed and frightened conditions. In addition you gain resistance to psychic damage.

    Shadow warp
    Starting at the 7th level, you gain the ability to step from one shadow to another. When you end your turn in dim or dark light, you can choose to teleport up to 15 feet to another space that has dim or darker light.

    Stronger far surge
    Starting at the 10th level, when you roll maximum damage on your far surge you can immediately disintegrate one of your target’s limbs off. In addition your far dice become d10’s.

    Confusing biology
    Starting at the 13th level, you gain advantage against all saving throws against spells and other magical effects. In addition you gain the ability to see through non-magical and magical darkness as if it were bright light.

    Eternal darkness
    Starting at the 18th level, when you damage a creature with your slow disintegration ability you can spend a Far Die to give them the blinded condition for a number of hours equal to the number rolled.
    Last edited by mcumoric; 2020-11-24 at 05:57 PM.

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