Apocalypse Finder (5e Class)
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<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
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1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
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<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
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- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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Apocalypse Finder “The end is never truly the end. It’s a door, cracked open, and I’m the one who walks through.” — Elra the Shard-Eyed
The Apocalypse Finder is a wanderer of shattered worlds, a seeker of endings. They are mystics, survivors, and scavengers who have glimpsed the ruin of all things—sometimes through magic, sometimes through experience—and walk the earth searching for omens, relics, and signs of the next cataclysm.
They thrive in collapse and see patterns where others see chaos. Their powers are fueled by entropy, foresight, and grim resolve.
Class Features Hit Points Hit Dice: 1d8 per Apocalypse Finder level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Apocalypse Finder level after 1st
Proficiencies Armor: Light armor
Weapons: Simple weapons, hand crossbows, scimitars, shortswords
Tools: Scavenger's kit (a custom tool), one artisan’s tool of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Investigation, Nature, Perception, Religion, Survival
Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) a simple weapon
(a) a light crossbow and 20 bolts or (b) a scavenger's kit
Leather armor, a dungeoneer’s pack, and a relic shard (arcane focus)
Class Table Level Features Doom Points Foresight Dice 1 Doom Sense, Scavenger's Lore 2 d4 2 Relic Bond 3 d4 3 Apocalypse Path 4 d6 4 Ability Score Improvement 4 d6 5 Minor Prophecy 5 d6 6 Doom Surge 5 d6 7 Apocalypse Path Feature 6 d8 8 Ability Score Improvement 6 d8 9 Echoes of the End 7 d8 10 Omen Reader 7 d8 11 Greater Prophecy 8 d10 12 Ability Score Improvement 8 d10 13 Apocalypse Path Feature 9 d10 14 Foretold Survivor 9 d10 15 Doom Nova 10 d10 16 Ability Score Improvement 10 d12 17 Final Signs 11 d12 18 Apocalypse Path Feature 11 d12 19 Ability Score Improvement 12 d12 20 Harbinger of Ends 12 d12
Core Features Doom Sense (1st Level) You can sense oncoming disaster. As a bonus action, spend a Doom Point to gain advantage on a saving throw or impose disadvantage on an enemy’s attack against you until the start of your next turn.
Scavenger’s Lore (1st Level) You have advantage on checks made to identify, appraise, or salvage magical items, ancient technology, or pre-cataclysm artifacts.
Relic Bond (2nd Level) You can attune to one additional magic item than normal. Once per long rest, you can reroll a failed Intelligence check related to a magic item or ruin.
Foresight Dice Beginning at 3rd level, you gain Foresight Dice which represent glimpses into the future. You can add your Foresight Die to an attack roll, saving throw, or ability check after rolling but before the outcome is known. You regain all expended Foresight Dice after a long rest.
Apocalypse Path (3rd Level) Choose a path that shapes how you navigate the ruins of the world:
- Path of the Scorchwalker: A radiation-scarred survivor with toxic resistance and burning psychic power.
- Path of the Wyrd Shard: A mystic who channels omens and fragments of prophecy into powerful spell-like effects.
- Path of the Geargrave: A tech scavenger who wields improvised constructs, drones, or ancient tech relics.
Each path grants features at levels 3, 7, 13, and 18.
Minor Prophecy (5th Level) Once per long rest, you can cast Augury without material components. The chance of accurate prophecy is always at least 85%.
Doom Surge (6th Level) When you reduce a creature to 0 HP, you can spend a Doom Point to regain one use of your Foresight Dice.
Echoes of the End (9th Level) Gain resistance to necrotic and psychic damage. You can also understand and speak one forgotten or dead language of your choice.
Omen Reader (10th Level) You can cast Detect Magic or Identify at will, without expending a spell slot.
Greater Prophecy (11th Level) Once per long rest, you can cast Divination without expending a spell slot. You cannot be surprised for the next 8 hours.
Foretold Survivor (14th Level) Once per long rest, when you would be reduced to 0 HP, you are instead reduced to 1 HP and immediately gain temporary HP equal to your level + Wisdom modifier.
Doom Nova (15th Level) As an action, spend 3 Doom Points to force all creatures within 20 feet of you to make a Wisdom saving throw (DC = 8 + your proficiency + Wisdom modifier) or be frightened for 1 minute. On success, they are immune to this effect for 24 hours.
Final Signs (17th Level) You can cast Commune once per long rest. The entity that answers you is always cryptic, ancient, and often unsettling.
Harbinger of Ends (20th Level) You no longer age and become immune to disease. Once per long rest, you may declare a Major Prophecy. For 1 minute:
All allies within 30 feet have advantage on all saving throws.
All enemies within 30 feet have disadvantage on attack rolls.
You regain 1 spent Doom Point each round.