Consumer (5e Class)

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Consumer[edit]

Consumers are an abomination that isn't normally meant to exist and disrupts the ecosystems of various places by just being present. These abominations come about either through magical experimentation or a mutation that changes their physiology, Due to their destructive nature they are usually hunted down by gods and their followers before they become powerful enough to overthrow them. All consumers have a mark that signifies them in the form of a diamond that grows to cover their entire torso as they increase in level

Creating a Consumer[edit]

When creating a consumer, Consider how they became this way through experimentation? or a sad product of mutation regardless you are hunted try to figure out by who and incorporate that into your backstory.

Quick Build

You can make a Consumer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom, Secondly choose any background.

Class Features

As a Consumer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Consumer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Consumer level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Investigation, Nature, Perception, and Stealth

Equipment

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

  • (a) One simple melee weapon or (b) One martial melee weapon
  • (a) Studded Leather or (b) Scale mail
  • (a) Explorer's pack or (b) Scholar's pack
  • (a) Common clothes or or (b) Traveler's clothes

Table: The Consumer

Level Proficiency
Bonus
Features
1st +2 Consume
2nd +2 Energy Absorption
3rd +2 Path
4th +2 Ability Score Improvement, Diamond Awakening
5th +3 Extra Attack
6th +3 Insatiable Consumption
7th +3 Path Feature
8th +3 Ability Score Improvement
9th +4 Extra Attack improvement
10th +4 Consumed Arsenal
11th +4 Diamond Mastery
12th +4 Ability Score Improvement
13th +5 Path Feature
14th +5 Ravenous Maw
15th +5 Extra Attack Improvement
16th +5 Ability Score Improvement
17th +6 Diamond Ascendance
18th +6 Path Feature
19th +6 Ability Score Improvement
20th +6 Primal Awakening

Consume[edit]

Starting at 1st level, as a bonus action, you can consume the body and soul of a creature that has died within the last hour, provided the creature is your size or smaller. This act takes one minute to complete, during which you must have uninterrupted concentration as the diamond on your chest forms a mouth and engulfs it. When the consumption is complete, you gain one trait or ability of that creature permanently. You can only have a number of consumed traits or abilities active equal to your Wisdom modifier + Constitution modifier (minimum of two). If you consume a new trait or ability and exceed this limit, You must choose to either make one of your traits or abilities dormant or to add the consumed trait/ability to your dormant traits. Over the course of a long rest you decide which traits or abilites to make active and which ones to make dormant.

Energy Absorption[edit]

At 2nd level, your body has started to change as it adapts to most environments with ease. You do not need to eat, drink, or breathe to survive as your body passively absorbs the ambient energy around you at all times.

Additionally, as a reaction to being hit by a spell that would do damage to you, you can instead take half damage, and if you were to drop to 0 hit points from the halved damage, you would instead drop to 1 hit point. When damage is absorbed in this way, you gain temporary hit points, the amount of which is equal to the damage before it was halved. You may use this feature a number of times equal to your constitution modifier per long rest.

Path[edit]

At 3rd level, you choose a path. Choose between Path of the Apex, Path of the Devourer, or finally Path of the usurper all detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 7th, 13th, and 18th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 3, or you can increase two ability scores of your choice by 2 and 1 respectively. As normal, you can't increase an ability score above 20 using this feature.

Diamond Awakening[edit]

At 4th level, your diamond mark undergoes a transformative growth, radiating with a pulsating aura. This awakening enhances your connection to the consumed traits and abilities within you, granting you additional benefits.

Diamond Resilience: The diamond mark covering your torso enhances your durability and provides additional protection. Your Armor Class (AC) increases by 1 per consumed trait or ability active.

Diamond Fusion: You gain the ability to temporarily fuse with your diamond mark, channeling its power into a surge of energy. Once per long rest, as an action, you can enter a state of Diamond Fusion for 1 minute. While fused, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You have advantage on Strength and Dexterity saving throws.
  • When you make a melee weapon attack, you can choose to deal an additional 1d6 force damage.
  • After using Diamond Fusion, you must complete a long rest before you can use it again.

As you continue to grow in power, your diamond mark will further evolve, granting you even greater abilities.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 9th level, and lastly to four when you reach 15th level.

Insatiable Consumption[edit]

At 6th level your ability to consume grows so that your appetite can never truly be sated by anything you consume. Your consume ability can now be used on creatures that are one size larger than you, however it takes 10 minutes instead of 1 minute. Additionally you gain the ability to consume the form and essence of weapons and magical items and armor to make their abilities your own. As an action you can consume a weapon or piece of magical gear or armor to store their form and magical essence within yourself giving yourself proficiency with that specific item, if the item was magical you can gain all the abilities that the item possessed however you can only hold a number of these magical effects equal to your proficiency bonus doubled. If the item would provide an increase to your attack and damage rolls or saving throw DC you can add these bonuses to any weapon or spell that you could apply the bonus to. The highest bonus you may add is equal to max of your constitution modifier + proficiency bonus.

Consumed Arsenal[edit]

At 10th Level You have perfected the art of consuming weapons and magical items, incorporating their forms and powers into your being. As an action, you can form any item you have consumed, shaping it from your flesh and blood. The formed item retains its original properties and counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks. You can have a number of formed items created equal to your Wisdom modifier + Constitution modifier (minimum of two). If you exceed this limit, the first item you created dissolves into a pool of blood. A formed item dissolves into a pool of blood if it is not within 5 feet of you for 10 minutes as the essence linking you and it is severed.

Diamond Mastery[edit]

Starting at 11th Level Your connection to the diamond mark has grown stronger, allowing you to tap into its power more effectively. The following benefits apply:

-Your Diamond Resilience bonus to AC increases to 2 per consumed trait or ability active.

-You can use your Diamond Fusion feature twice before requiring a long rest.

-Your Diamond fusion now grants the following bonuses while active

  • Your movement speed increases by 20 feet
  • You have advantage on Strength and dexterity checks and saving throws
  • When you hit a melee attack you deal an additional 2d6 force damage

Ravenous Maw[edit]

Starting at 14th Level Your ability to consume improves once more as the maw that consumes creatures now always persists on your chest. Your consume can now target creatures up to 2 size categories larger than you and only takes 1 minute for all creatures larger than you as your maw devours it as quickly as possible creatures your size or smaller only take an action now. the max amount for Active traits and abilities now equals (Constitution modifier + Wisdom modifier) x 2 (Minimum of 4). Additionally you can attempt to consume a creature while they still live, As an action you can force one creature you can see within 10 feet of you to make a Dexterity Saving throw (DC = 10 + Con Modifier + Prof modifier) on a failure they are Restrained by black tentacles that originate from the diamond and pulled 5 feet towards you as you attempt to consume them that very moment, If they are your size or smaller they make a Constitution save (DC = 8 + Prof modifier + Con modifier) or be instantly consumed and killed, Creatures that are larger than you make a strength saving throw (DC = 10 + prof modifier + Con modifier) to resist being pulled into the maw on a success they break free, on a failure they are partially pulled into the maw and must make two of the constitution saves that creatures your size or smaller make, on a success they break free on a failure they have disadvantage on the second saving throw, and on the final saving throw they either break free or are fully consumed.

Diamond ascendence[edit]

Starting at 17th Level Your control over the diamond mark reaches remarkable levels and you have near perfect control over it. As an action on your turn you can ascend your diamond mark to that of an evil consciousness that only wishes to feed aiding you in combat to meet these goals granting you the following bonuses:

  • Your reach increases by 10 feet as tentacles originating from the maw attempt to bring targets within your range
  • As an action on your turn you can attempt to restrain a target using these tendrils which functions as the ravenous maw feature
  • As a bonus action you can attempt to restrain a target within 10 feet of you and hold them in place via tentacles stemming from your back

Additionally you gain the following benefits: Your movement speed increases by 30 feet You have advantage on all checks and saving throws When you hit an attack you deal an additional 2d8 force damage

Primal Awakening[edit]

At 20th level, you achieve the pinnacle of your transformation as a Consumer. Your connection to the diamond mark and your consumed traits and abilities reaches its apex, unlocking immense power within you. You gain access to your primal form which grants the following benefits:

  • Primal Form: Once per long rest, you can unleash your Primal Form, tapping into the raw essence of the creatures you have consumed. As an action, you transform into a terrifying, monstrous version of yourself for 1 minute. While in your Primal Form, you gain the following benefits:

-Your size increases to the largest creature that you have consumed

-Your reach increases by 15 feet.

-You gain temporary hit points equal to your Consumer level + your Constitution modifier times 2.

-Your attacks deal an additional 5d10 force damage.

-You have advantage on all attacks, checks, and saving throws.

-You have advantage on saving throws against spells and other magical effects.

After using your Primal Form, you must complete a long rest before you can use it again. Additionally you gain the following benefits:

  • Upon consuming a creature you instead gain two abilities or traits instead of 1.
  • The diamond mark covering your torso becomes nearly impervious, providing unparalleled protection. While you have at least one consumed trait or ability active, you have resistance to all damage except force damage.
  • Your diamond fusion now grants the following bonuses while active

-Your movement speed increases by 45 feet.

-You have advantage on all attacks and saving throws while fusion is active.

-When you hit with an attack you deal an additional 2d10 force damage.

Path of the Apex[edit]

The path of the apex focuses on embodying the creatures you consume and transforming into a true abomination

Consumed Adaptation

Starting at 3rd level, the consumed traits and abilities within you manifest physically, altering your form. You gain the following benefits:

  • You grow claws, granting you natural weapons. Your unarmed strikes deal 1d6 slashing damage, and you are proficient with them.
  • You gain Darkvision with a range of 60 feet, or if you already have Darkvision, its range increases by 30 feet.
  • You gain resistance to one damage type of your choice: acid, cold, fire, lightning, or poison.
Apex Evolution

At 7th level, your consumed traits and abilities evolve further, enhancing your physical and mental capabilities. You gain the following benefits:

  • Your walking speed increases by 15 feet.
  • You gain advantage on saving throws against being charmed or frightened.
  • You can choose to gain proficiency in either Strength or Dexterity saving throws.
Consumed Fury

At 13th level, your consumed traits and abilities grant you a surge of raw power. When you hit with an attack using a weapon or your natural weapons, you can expend one of your consumed traits or abilities to deal additional damage equal to your Consumer level.

Additionally, when you take damage from a creature within 10 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Apex Form

At 18th level, you can assume your Apex Form, transforming into a monstrous embodiment of the creatures you have consumed. As an action, you can unleash your Apex Form, gaining the following benefits for 1 minute:

  • Your size increases by three categories (up to Gargantuan).
  • You have advantage on all attack rolls.
  • You gain resistance to all damage, except psychic damage.
  • Your melee weapon attacks deal an additional 3d10 damage of a type of your choice: acid, cold, fire, lightning, or poison.
  • Once you use your Apex Form, you can't use it again until you complete a long rest.

Path of the Devourer[edit]

The Path of the Devourer focuses on expanding the Consumer's consuming abilities, allowing them to devour creatures and items with greater efficiency and gain additional benefits from their consumed traits and abilities.

Voracious Hunger

Starting at 3rd level Your ability to consume grows even stronger. When you use your Consume ability, you regain hit points equal to your Constitution modifier + your Consumer level (minimum of 2 hit points).

Absorbing Maw

Starting at 7th Level Your maw becomes even more efficient at consuming. When you consume a creature using your Consume ability, you gain an additional trait or ability from that creature, exceeding your normal limit. However, you must still decide which traits or abilities to make active and which ones to make dormant during a long rest.

Consuming Aura

At 13th level Your presence becomes infused with the essence of the creatures you have consumed. As an action, you can emit a 10-foot aura centered on yourself that requires all creatures within it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you complete a short or long rest.

Devourer's Domain

At 18th Level Your control over your consumed traits and abilities reaches its zenith. The maximum number of consumed traits or abilities you can have active increases to (Wisdom modifier + Constitution modifier) x 3 (minimum of 6). Additionally, when you consume a creature, you can choose to gain all its traits and abilities, regardless of the limit imposed by your Wisdom and Constitution modifiers.

Path of the Usurper[edit]

The Path of the Usurper focuses on manipulating and harnessing the magical energies of the consumed creatures, allowing the Consumer to become a versatile spellcaster and wielder of arcane power.

Arcane Knowledge

Starting at 3rd Level You gain proficiency in the Arcana skill. Additionally, you can choose to gain the spellcasting ability of a creature you consume instead of an ability or trait. Spells cast use your Constitution modifier as your spellcasting ability. Spellcasting abilities stolen this way do not count toward your ability/trait maximum and instead have a max number of Con modifier + prof modifier (minimum of 3)

Arcane Synergy

At 7th level Your connection to the consumed magical energies grows stronger. When you cast a spell using your spellcasting feature, you can add your Constitution modifier to the damage roll or increase the spell's saving throw DC by your Constitution modifier.

Arcane Mastery

At 13th Level Your understanding of magic deepens, allowing you to cast spells more effectively. Whenever you cast a spell using a stolen spellcasting feature, you can choose to cast it as if using a spell slot one level higher than the slot you actually expend.

Arcane Ascendancy

At 18th Level You reach the pinnacle of your control over magic. Your Constitution score increases by 4. Additionally, you gain the following benefits:

  • When you cast a spell using your spellcasting feature, you can choose one creature affected by the spell to have disadvantage on saving throws against it.
  • You can cast the spell Dominate Person without expending a spell slot once per long rest. The target has disadvantage on the saving throw against this spell.
  • You can maintain concentration on two spells at the same time.
  • Once per long rest, when you reduce a creature to 0 hit points with a spell, you regain a spell slot of the highest level expended.

Multiclassing[edit]

Prerequisites. You cannot Multiclass into the Consumer class.

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