Everslayer (5e Class)

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Scales.png This page is of questionable balance. Reason: This class has additional features with the ASI/feat levels. While that wouldn't be too powerful in and of itself, the feature gets quite a large amount of dice scaling at higher levels, and this will couple with the extra attacks later in the class.


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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This class doesn't feel quite fleshed out. It takes a lot from fighter and other official classes to just mash it all together, somewhat. There isn't a strong theme forming this class idea cohesively. Just saying everslayers are beings of intense motivation that have been wronged some way more just forces a backstory than give a solid class idea.


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Everslayer[edit]

A human licks his teeth clean of his own blood as he faces down an injured balor, smiling with an alarming amount of enthusiasm, twirling his greataxe in a flourish that begged for the balor to come get more. A dwarf marches into his former mountainhome to kill the beholder that wiped out all life within it, a burning vengeance in his eyes. An angel with a greatsword strides out of his former pantheon's grand hall, soaked in blood. They will hurt the mortals he cares for no longer.

Creating an Everslayer[edit]

Everslayers are beings that harbor intense motivation, to a degree it grants them incredible power. They have been wronged in some way, or see an enemy as so incredibly abhorrent that they must be destroyed, no matter the cost. What motivates you to such heights, and how do you go about destroying your enemies?

Quick Build

You can make an Eversor quickly by following these suggestions. First, Strength should be your highest ability score, followed by any other score of your choice. Second, choose any appropriate background. Third, choose any appropriate gear choices.

Class Features

As a Everslayer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium
Weapons: All Melee Weapons
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose two skills from Acrobatics, Athletics, Insight, Intimidation, and Perception.

Equipment

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

  • (a) Leather armor or (b) Chain shirt
  • a melee weapon
  • (a) a dungeoneer's pack or (b) explorer's pack

Table: The Everslayer

Level Proficiency
Bonus
Features Vicious Motivation Uses
1st +2 Powerful Blows, Vicious Motivation, Fighting Style 2
2nd +2 Action Surge, Eviscerate 2
3rd +2 Warpath 3
4th +2 Ability Score Improvement, Weapon of Favor 3
5th +3 Extra Attack 3
6th +3 Incredible Physique 4
7th +3 Warpath Feature, Boundless Effort 4
8th +3 Ability Score Improvement, Weapon of Favor Feature 4
9th +4 Fatal Critical 4
10th +4 Extra Attack 4
11th +4 Warpath Feature 4
12th +4 Ability Score Improvement, Weapon of Favor Feature 5
13th +5 Action Surge Improvement 5
14th +5 Vicious Motivation Improvement 5
15th +5 Warpath Feature, Boundless Effort Improvement 5
16th +5 Ability Score Improvement, Weapon of Favor Feature 5
17th +6 Inescapable Destruction 6
18th +6 Fighting Spirit 6
19th +6 Ability Score Improvement, Weapon of Favor Feature 6
20th +6 Warpath Feature, Untamed Power Unlimited

Powerful Blows[edit]

At 1st level, you may add your proficiency bonus to any melee weapon damage rolls and hit rolls.

Vicious Motivation[edit]

At 1st level, as a bonus action, you may enter a state of immense emotion, focus, or otherwise motivating quality. you gain the following benefits while in this state:

  • You double the bonus to damage provided by your appropriate ability score modifier.
  • Your crit range increases by a number equal to your proficiency bonus.

Your motivated state ends after 1 minute. It ends early if you are knocked unconscious. You may also end your motivation as a bonus action.

You may use Vicious Motivation a number of times equal to the number of uses allowed at your level, and you regain all uses at the end of a long rest.

Fighting Style[edit]

At 1st level, you gain one of the fighting styles from the Fighter's fighting style list.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and bonus action.

Eviscerate[edit]

At 2nd level, you may spend a hit die and add the result to a damage roll.

Warpath[edit]

At 3rd level, you choose a Warpath. Choose between Warpath of Fury, Prowess, Heroism, The Weave, Divinity, and Influence, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, 15, and 20.

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 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.

Weapon of Favor[edit]

At 4th level, you can choose a favor weapon, this weapon will receive 1 extra damage dice on any damage per die, this increases to 2 dice at level 8, 3 dices at level 12, 4 dices at level 16, 5 dices at level 19.

you cannot be disarmed unless you are unconscious, the weapon remains in a subspace and can be summoned at any time, and as long as you have this weapon in hand you can choose a feature, increasing to two at level 8, three at level 12, four at level 16, and five at level 19.

If your weapon breaks or you want to change it, you must untune it and tune it to another weapon, which after 2 months of use will become your Weapon of Favor.

You cannot have two weapons of favor at the same time, and if this weapon is destroyed while it is your weapon of favor, you will gain 5 exhaustion points, and you will be unable to use Vicious Motivation for 1 month.

You are not required to have a weapon of favor.

Extra Attack[edit]

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 10th level in this class.

Incredible Physique[edit]

At 6th level, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you gain proficiency (or expertise if you already had proficiency) in Acrobatics and Athletics, another 10 feet of movement and may dash or dodge as a bonus action.

Boundless Effort[edit]

At 7th level, you may add an additional set of melee weapon damage dice to your attacks. This increases to two additional sets of melee weapon damage dice at level 15.

Fatal Critical[edit]

At 9th level, your critical damage multiplier becomes your proficiency bonus.

Undying Motivation[edit]

Beginning at 14th level, your motivation is so incredible that it ends early only if you fall unconscious or if you choose to end it. Additionally, when you drop below 0 hit points, you may remain conscious as long as your motivation is active, however you are still killed if you are dropped to your negative maximum hit points.

Inescapable Destruction[edit]

At 17th level, any creature that you drop below 0 hit points is killed instantly, ignoring any features that would activate at 0 hit points. For example, a vampire would be killed at 0 hit points instead of assuming it's misty form and returning to it's coffin. Additionally, any immunity to damage you deal is treated as resistance, and any resistance is negated, being treated as regular damage.

Fighting Spirit[edit]

At 18th level, you may add half of your strength bonus to your saving throws, rounded up, and you can no longer be charmed, frightened, or incapacitated.

Untamed Power[edit]

At 20th level, your maximum for your strength or dexterity score increases by 4, and you add 4 to the chosen score.

Warpath of Fury[edit]

<!-For subclasses introduce this class option here->

Berserk

At 3rd level, you gain the following benefits while your Vicious Motivation is active:

  • You have advantage on Strength checks and Strength saving throws.
  • You roll your damage with strength based attacks twice and drop the lower result.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Additionally, on your turn, you may decide to roll all of your attacks on your turn with advantage. If you do, all attacks against you are rolled with advantage until the start of your next turn.

All Out Assault

At 7th level, if you make multiple attacks in a turn, you can forgo an attack to double the damage of the last attack on your turn. the amount of attacks you may sacrifice this way is equal to your proficiency bonus minus 1. You may use this feature a number of times equal to your strength bonus, regaining uses upon a long rest.

Unparalleled Might

At 11th level, you can grapple and shove creatures of any size categories normally, without any disadvantage or automatic failure penalties. Additionally, You double your size category when determining your carrying capacity and the weight you can push, drag, or lift. (Ex. if you count as two size categories larger, you now count as four size categories larger.)

Destructive Exertion

At 15th level, you gain a number of extra hit dice equal to your level. These extra hit die can only be spent to use the Eviscerate feature, and you take necrotic damage equal to the result of any extra hit dice used. Damage you take this way cannot be negated.

Unstoppable Force

At 20th level, your strength score increases by 4, as well as the score's maximum. This stacks with the Unbridled Power feature.

Warpath of Prowess[edit]

<!-Introduce this subclass here->

Aclarity

At 3rd level, you may make an attack as a bonus action, and gain the following benefits while your Vicious Motivation is active:

  • Your speed is doubled.
  • You may dash an additional time as a bonus action.
Maximum Velocity

At 7th level, your base speed is increased by an amount equal to 5 times your proficiency bonus. Additionally, when you are targeted by an effect that would have you make a dexterity saving throw or take damage, you take no damage if you succeed and half if you do.

Hot Pursuit

At 11th level, as a reaction when an enemy moves away from a space adjacent to you, you may move to a space adjacent to them at the end of their turn, and your bonus to your base speed becomes 10 times your proficiency bonus. You may use this feature a number of times equal to your dexterity bonus, and regain uses upon a long rest. Additionally, if a creature can decide to not provoke reactions, you may take reactions against them anyway.

Jump Into Action

At 15th level, you double your dexterity bonus to initiative rolls, and when you roll a saving throw, ability check, or attack, you may instead use what you rolled for your initiative and substitute your initiative bonus with the bonus appropriate to the roll.

Honed Movement

At 20th level, your dexterity score increases by 4, as well as the score's maximum. This stacks with the Unbridled Power feature.

Warpath of Heroism[edit]

<!-Introduce this subclass here->

Resilience

At 3rd level, you gain proficiency with shields, heavy armor and proficiency with constitution saving throws, and gain the following benefits while your Vicious Motivation is active:

  • You gain resistance to all damage except psychic.
  • You gain temporary hit points equal to twice your Everslayer level.
Recovery

At 7th level, when you roll your hit dice for any reason, you regain hitpoints equal to the result.

Unbreaking Defense

At 11th level, as a bonus you may spend one hit dice and increase your AC by the result of the roll for 1 minute. This does not stack if you do it multiple times, instead you will take the result of whichever roll was higher. Additionally, you become immune to disease and the poisoned condition.

Paracausal Toughness

At 15th level, if you roll any saving throw, you may roll a constitution saving throw instead.

Immortal Body

At 20th level, your constitution score increases by 4, as well as the score's maximum.

Warpath of the Weave[edit]

<!-Introduce this subclass here->

Knowledge

At 3rd level, you gain spellcasting as if you were a 1/3rd caster with the wizard spell list with intelligence as your spellcasting modifier, and the following benefits while your Vicious Motivation is active:

  • You may use your bonus action to cast one cantrip you know.
Arcane Loom

At 7th level, you may regain spell slots with cumulative level equal to your proficiency bonus once per long rest.

Cantrip Cleave

At 11th level, if you use your action to cast a cantrip, you may make a weapon attack as a bonus action.

Spell Strike

At 15th level, if you use your action to cast a spell, you may make a weapon attack as a bonus action.

Omniscience

At 20th level, your intelligence score increases by 4, as well as the score's maximum.

Warpath of Divinity[edit]

<!-Introduce this subclass here->

Faith

At 3rd level, you gain spellcasting as if you were a 1/3rd caster with the cleric spell list with wisdom as your spellcasting modifier, and the following benefits while your Vicious Motivation is active:

  • Once per round, you or an ally within 30 feet of you adds 1d4 to an ability check, saving throw, or attack.
Clerical Studies

At 7th level, you gain one Cleric channel divinity that can be used once per long rest.

Protective Aura

At 11th level, you and your allies reduce incoming damage equal to your wisdom bonus.

Divine Intervention

At 15th level, you may implore your deity's aid as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Ascension

At 20th level, your wisdom score increases by 4, as well as the score's maximum.

Warpath of Influence[edit]

<!-Introduce this subclass here->

Presence

At 3rd level, you gain spellcasting as if you were a 1/3rd caster with the warlock spell list with charisma as your spellcasting modifier, and the following benefits while your Vicious Motivation is active:

  • Creatures of your choice that start their turn within 30 feet of you must roll wisdom against your spell saving throw or be frightened of you until the end of your Vicious Motivation.
Fearmonger

At 7th level, if you use the Eviscerate feature, the target must make a wisdom saving throw against your spell save or be frightened of you. Additionally, you have advantage on attacks against creatures that are frightened of you.

Invoke the Void

At 11th level, you gain two eldritch invocations of your choice, if you meet the prerequisites for them.

Words of Power

At 15th level, you can cast the spell Geas once per long rest.

Dominion

At 20th level, your Charisma score increases by 4, as well as the score's maximum.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Everslayer class, you must meet these prerequisites: Strength or Dexterity 13.

Proficiencies. When you multiclass into the Everslayer class, you gain the following proficiencies: Acrobatics or Athletics.

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