Copromancer (5e Class)

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The Copromancer

A wizard climbs down the ladder leading to the ancient sewer system below the university. Clutching a candle that burns green from the soup of preferably-left-unknown gases in the air, he pensively makes his way down a passage, careful to avoid the foul water of the central rivulet. The stench of the place is awful. "Micheal? Are you down here?" He calls out, then gives out a shriek as a swarm of rats races past his feet. After they pass, he gives himself a moment to calm down, gritting his teeth, and carries on. Rounding a corner, he is immediately hit with a stench so foul he collapses on the floor, coughing and gagging as his eyes leak and the sound of rushing water fills his ears. His hands are wet, his feet are wet, and a torrent of brown water covers the floor. Past his face flow unidentifiable streaks of dark material. Glancing up, he catches a dark figure striding towards him, clothed in stained and dirty robes. "Mich-" He gasps for air one final time, and as his lungs fill with the putrid air he can feel it clawing at his already frail life, and then his head goes under the diseased water. He struggles for a moment, then goes limp; his body wracked with a thousand diseases, then giving out in its entirety. A moment later, the water recedes from the room, and the dark figure reaches the body. Bending down, Micheal grabs his former master's spellbook. He leafs through it a bit, then sticks it under his arm, and walks alway from the scene, whistling a little tune. Behind him, the rats have already begun to consume the evidence.

Most spend their lives believing the filth is beneath them. But when you've spent as long as I have wallowing in it, know this: the true filth lies above.

Some wizards study tomes in their high towers, while others go out on exciting adventures to study the world and the magic within it. However, there are some wizards who have been stuck with the dirty jobs as apprentices; cleaning the toilets, shoveling the muck, clearing pipes and hunting necromancers in the sewers. Sometimes it gets to them, wallowing in the filth of those above them. Sometimes they snap.
That's how you get a copromancer.
A self-proclaimed avatar of all the filth in the world, a copromancer seeks nothing more than to get revenge on everything that is beautiful and pristine by covering it in mud and excreta. Using the resources made available to them, they have taught themselves how to manipulate things others would not dare to touch for their own purposes.

Creating a Copromancer

Quick Build

You can make a decent copromancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Anthropologist background. Third, pick the cantrips Infestation and Green-Flame Blade, and the 1st-level spells Ray of Sickness, Earth Tremor, Thunderwave, False Life, and Cause Fear if you can.

Class Features

As a copromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per class level after 1st


Armor: none
Weapons: Daggers, darts, slings, quarterstaves, light crossbows, maces
Tools: Alchemist's kit, Herbalism kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Perception, and Survival


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

  • (a) a quarterstaff or (b) two daggers or (c) a mace
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack or (c) a dungeoneer's pack

Proficiency —Spell Slots per Spell Level—
Level Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th
1st +2 Spellcasting 2 2
2nd +2 Copromancer's Resilience 2 3
3rd +2 3 4 2
4th +2 Ability Score Increase 3 4 3
5th +3 Copromancer's Stench 3 4 3
6th +3 3 4 3 1
7th +3 Strike with Disease 3 4 3 2
8th +3 Ability Score Increase 3 4 3 3
9th +4 4 4 3 3 1
10th +4 4 4 3 3 2
11th +4 Manure Golem 4 4 3 3 3
12th +4 Ability Score Increase 4 4 3 3 3
13th +5 4 4 3 3 3 1
14th +5 Parasitic Worms 4 4 3 3 3 2
15th +5 4 4 3 3 3 2
16th +5 Ability Score Increase 4 4 3 3 3 2
17th +6 5 4 3 3 3 2 1
18th +6 One with Filth 5 4 3 3 3 3 1
19th +6 Ability Score Increase 5 4 3 3 3 3 2
20th +6 The Age of Manure 5 4 3 3 3 3 2


Spellcasting Ability
Spell attack modifier: Proficiency bonus + Constitution modifier
Spell Save D.C.: 8 + Spell attack modifier
Spells Known

You know a number of spells equal to your Intelligence modifier plus your class level.
When you level in this class, you can choose to replace a spell you already know with a new spell.
The spells you can learn are detailed at the bottom of this page.

Copromancer's Resilience

At 2nd level, you gain resistance to poison and immunity to disease. All Constitution saving throws made against poison have advantage.

Ability Score Increase

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.

Copromancer's Stench

At 5th level, your presence in the filth of beast and man and your low hygiene standards have led to you developing a mighty stench. When a creature capable of smell first comes within 20 feet of you, they must make a DC 16 Constitution saving throw or they will begin retching, essentially stunned for a single turn. A critical fail on this save may cause the creature to gag so hard it chokes and falls unconscious. All creatures within 20 feet of you have disadvantage on Perception checks involving sight and smell, as the smell is so bad as to make the eyes water.

At 10th level, your stench has become so powerful as to gain a will of its own. It is now treated as an independent entity under your control (although you or the DM may decide to give it a personality of its own). These are its stats:
Copromancer's Stench

Huge construct, lawful neutral
Armor Class 14
Hit Points equal to 8 times your class level
Speed 30 ft, fly 30 ft (hover)
STR 4 (-3), DEX 18 (+4), CON 20 (+5), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)
Damage Immunities: all nonmagical physical attacks, poison, acid
Damage Vulnerabilities: fire
Condition Immunities: blinded, charmed, deafened, exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Saving throws: Dexterity +4, Constitution +4
Skills: Intimidation +4, Persuasion +4, Insight +4, Stealth +4, Deception +4, Perception +4
Languages: understands the languages of its creator but can't speak
Senses: Blindsight 40 ft, passive Perception 16
Gaseous Form: The stench cloud is invisible, and cannot be detected by creatures that cannot smell. It is capable of filling a space up to a maximum of 40 by 40 feet and a minimum of 5x5 feet. The stench can enter a hostile creature's space and stop there. It can also move through a space as narrow as 1-inch wide without squeezing.
Malicious Odor: Same as its original property, any creature capable of smell that enters the area of the cloud for the first time must make a DC 16 Constitution saving throw. On a failed save, the creature spends its next turn incapable of doing anything but retching and reeling. A critical fail on this save may cause the creature to gag so hard it chokes and falls unconscious. Furthermore, all creatures within the stench cloud have disadvantage on all sight and smell-based Perception checks.
Claw the Lungs: If the stench is currently being inhaled, it can use its action to viciously rake the lungs of those inhaling it, dealing 2d4+4 necrotic damage.

The stench cannot be away from its owner for over a day, otherwise it disperses. If the stench is destroyed, it reforms its independent form from its owner over a period of 1d4 days. When the stench is anchored to its owner, it regains 1d4 HP every turn.
The owner of the stench shares a psychic bond with it, and is able to communicate with it on an extremely basic level (think concepts and emotions).

At 18th level, the stench becomes especially putrid. All creatures besides the owner take 1d12 necrotic acid damage every time they begin their turn in it or pass through it. The stench's new groove has also attracted a swarm of flies, increasing its Strength score to 8 and giving it a new attack.

Swarm of the Flies:
Ranged Weapon Attack; +8 to hit, range 10/20, one target.
Hit: 1d8+4 piercing + 1d8 poison damage, with a DC 10 Constitution save to avoid getting a random disease.

Strike with Disease

At 7th level, when you strike a target with a melee attack and hit, you may expend a level 1 spell slot to give the target a disease of your choice. If the target is immune to disease, this ignores that immunity, instead substituting it with a Constitution saving throw against your spell save DC. For example diseases to choose from, you can refer to page 256 of the DMG.

At 15th level, this becomes automatic with any attack you make, even spells. You don't have to expend a spell slot.

Manure Golem

At 11th level, your knowledge of the arcane and the filth of the world have given you the means to create a golem powered by pure disgust. Creating such a golem requires an ample supply of material (at least 140 pounds) and at least 8 hours of spare time. This golem follows your every instruction, and you can have a maximum amount of active golems equal to your proficiency modifier. To repair a golem, you can spend 1 hour and 55 pounds of material to have it recover 11d8+55 points worth of HP.
Manure Golem

medium-large construct (depends on amount of material), unaligned
Armor Class 14 (natural armor)
Hit Points 11d8+55
Speed 25 feet
STR 19 (+4), DEX 9 (-1), CON 20 (+5), INT 4(-3), WIS 10 (+0), CHA 1 (-5)
Damage Immunities: poison, acid, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft, passive Perception 10
Languages: understands the languages of its creator but can't speak
Necrotic Absorption: Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Berserk: Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to attack to and attack, the golem attacks and object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. IF the check succeeds, the golem ceases being berserk. If it takes damage while still at 50 hit points or fewer, the golem might go berserk again.
Aversion of Fire: If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem's weapon attacks are magical.
Aura of Aversion: The golem exudes an aura that dissuades others from coming near it. Any creature with an intelligence over 6 that comes within 10 feet of the golem must make a DC 14 Wisdom saving throw. If they fail, any actions directed toward the golem made within 10 feet of it are made with disadvantage.
Carrier of Disease: If you come into physical contact with the golem, every turn you spend covered in its material, you must make a DC 10 Constitution saving throw. If you fail, you gain a random disease.
Multiattack: The golem makes two slam attacks, or one slam attack and one flies attack.
Melee Weapon Attack: +7 to hit. reach 5 ft., one target.
Hit: 2d8+4 bludgeoning damage.
Ranged Weapon Attack: +7 to hit, range 10/20, one target.
Hit: 2d6 poison piercing damage, with a DC 10 Constitution save to avoid getting a random disease.

At 15th level, your golem-making technique has nearly been perfected, and they are now bigger, stronger, and grosser than ever. Their Strength score increases to 22, and their Constitution score increases to 24. They also gain a new ability:

Nauseating Wave (Recharge 5-6):
The golem hunkers down and expells a massive wave of hot, noxious gas in all directions for 40 feet. All creatures who can smell must make a DC 16 Constitution save or they will spend their next turn bent over and retching. Furthermore, ALL creatures hit with this wave must make a DC 15 Wisdom saving throw to avoid becoming abhorrently disgusted and getting as far away from the golem as possible.
The golem's flies are scared off and return in 1 minute.

Parasitic Worms

At 14th level, as an action, you can target a living creature that you can see with 60 feet and expend a level 2 spell slot to cause them to make a Constitution save against your spell DC. If they have below half health, they automatically fail. On a failure, their digestive tract is filled with parasitic worms, reducing their Constitution to 3 and preventing them from healing. This lasts for 1 minute. If a creature dies before this effect expires, it explodes violently into a writhing mass of worms, dealing 2d12 bludgeoning damage to all creatures within a 10 ft radius. The worms will attempt to crawl to the copromancer of their origin at a rate of 20 feet per turn. Once they reach the copromancer, they disintegrate and heal for half of the killed creature's max HP.

One with Filth

At 18th level, when standing in your element, the element of filth (such as sewer water), and are below half your maximum hit points, you regain 2d8+4 hit points per turn.

The Age of Manure

At 20th level, when a creature or object is touched by you, or hit with a spell attack, you can choose to expend a 5th level spell slot. The creature must succeed a Constitution saving throw against your spell save DC or it will be petrified; turned completely into solidified waste. For a period of 6 hours, this creation is magically charged, and any who come into contact with it must make a DC 12 Constitution save or they will be turned into a statue of solidified magical waste with the same properties.
Alternatively, you may expend a 6th level spell slot in place of a 5th level one. This causes the creature to turn into a fully functional Manure Golem with the same properties instead of just a statue. These golems do not count against your golem cap for the duration that they are magically charged.

Copromancer Spell List

You know all of the spells on the Copromancer spell list, listed here below:
Note: For all spells that involve "earth" or "stone," the soil of the night is most definitely an acceptable substitute for those terms.

Acid Splash, Green-Flame Blade, Gust, Infestation, Mold Earth, Poison Spray, Prestidigitation, Shape Water, Thunderclap
1st Level
Absorb Elements, Cause Fear, Detect Magic, Earth Tremor, False Life, Fog Cloud, Grease, Puppet, Ray of Sickness, Sleep, Tasha's Hideous Laughter, Thunderwave, Catapult, Unseen Servant
2nd Level
Alter Self, Blindness/Deafness, Darkness, Darkvision, Earthbind, Enlarge/Reduce, Gentle Repose, Maximillian's Earthen Grasp, Ray of Enfeeblement, Spider Climb, Warding Wind, Web
3rd Level
Bestow Curse, Enemies Abound, Erupting Earth, Fear, Feign Death, Gaseous Form, Haste, Life Transferance, Stinking Cloud, Tidal Wave, Wall of Water, Water Breathing
4th Level
Blight, Conjure Minor Elementals, Control Water, Evard's Black Tentacles, Sickening Radiance, Stone Shape, Summon Greater Demon, Vitrolic Sphere, Watery Sphere
5th Level
Control Winds, Creation, Mislead, Telekinesis, Wall of Stone
6th Level
Circle of Death, Contigency, Create Homunculus, Disintegrate, Flesh to Stone, Investure of Stone, Move Earth, True Seeing


Prerequisites. To qualify for multiclassing into this class, you must meet these prerequisites: Constitution 13 or higher and Intelligence 13 or higher.

Proficiencies. When you multiclass into this class, you gain the following proficiencies: Arcana and Nature

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