Crow Caller (5e Class)
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- 1 Crow Caller
- 2 Demolition Ability List
this class is based on karasu from the Yu Yu Hakusho animation. similar to the alchemist class, you create all sorts of bombs.
Creating a Crow Caller
|<Karasu, Yu Yu Hakusho animation|
- Quick Build
You can make a Crow Caller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the <!-background name-> background. Third, choose dagger, leather armor, and adventurers pack.
As a Crow Caller you gain the following class features.
- Hit Points
Saving Throws: dex, int
Skills: choose two from the list: acrobatics, insight, perception, slight of hand, or stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) choose 1 simple melee weapon or (b) choose 1 simple range weapon with 20 ammunition of your choice
- leather armor
- (a) scholars pack or (b) adventurers pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
At LV 1, the crow caller can create physical(nonmagical) objects out of their own internal energy(referred to as spirit or ki)as a bonus action. The object must be created within 5ft of the Crow Caller. These objects appear invisible to creatures with low spiritual sense(can still be seen with true sight) or a wisdom score below 14 but can be detected/sensed by any creature with a wisdom score above 8. A creature that cannot detect/sense these objects have disadvantage on any saving throw made as a result of a Demolition Ability. Created objects will harmlessly fade away after 1 minute. A created object can have a maximum size of a 1 foot cube and a minimum size of a 1 inch sphere. Each object has an AC of 10 and HP equal to its longest side x3(5ftx5ftx10ft=30hp)
Starting at LV 2 when you level up gain creation points which can be spent on the table below to improve the range of your crafting ability. LV2-LV5 +1 LV6-LV10 +2 LV11-LV15 +3 LV16-LV19 +4 LV20 +5
|0||Material||Stone||able to create objects out of a solid slab of grey stone material.|
|1||Material||Bone||able to create objects out of a solid white bone material.|
|1||Material||Wood||able to create objects out of a solid brown wood material.|
|1||Material||Cloth||able to create objects out of a solid tan cloth.|
|2||Material||Metal||able to create objects out of a solid sheets of grey metal.|
|2||Material||Liquid||able to create simple liquids(water, mercury, blood) within your creation space.|
|2||Material||Gas||able to create simple gases(smoke screen, oxygen, bad smells) within your creation space.|
|3||Material||Fire||able to create a swell of fire within your space. This fades immediately if there is nothing to burn.|
|1||Bindings||Hinges||able to create a iron hinge and attach it to things within your creation space.|
|2||Bindings||Rope||able to create a hempen rope and attach it to things within your creation space.|
|3||Bindings||Chains||able to create a iron chain and attach it to things within your creation space.|
|3||Bindings||Adhesive||able to create an adhesive gel that can be applied to objects to stick them together.|
|1||Function||Range||increase the maximum range at which you can make objects by 5ft. This skill can be taken up to 5 times.|
|1||Function||Color||able to choose the color of any objects you create.|
|2||Function||Variety||able to create different materials at once within your creation space.[Blocks needed first].|
|2||Function||Blocks||able to make multiple objects at one or as many as you can time within your creation space.|
|2||Function||Light||objects can be made to emanate 20ft of bright light.|
|3||Function||Fireproof||choose to create a fireproof film on your objects.|
|3||Function||Hover||objects created in the air can stay there.|
At LV 1, as an action the Crow Caller can make a melee spell attack against a creature or object and create and object within it. One a hit, the crow caller creates an object within the target, then quickly releases the energy of the stored object dealing 1d12 force damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
When applicable your:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
When you reach 2nd level, and again at 3rd, 5th, 7th, 13th, and 15th level, choose a STAGE 1 Demolition Ability from the Demolition Ability List.
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.
Creation Size Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase the maximum size of objects that you can create to 5ft by 5ft, 10ft by 10ft, 15ft by 15ft, 20ft by 20ft, and 25ft by 25ft respectively.
Low Grade Explosives
When you reach 5th level, and again at 6th, 7th, 9th, 15th, and 17th level, choose 1 STAGE 1 Demolition Ability to Upgrade to STAGE 2.
At LV 10, while the Crow Caller has no created objects currently in existence, they may use a bonus action to concentrates energy within their own body to enter the Internalized Explosion Form. While in this form, you receive the following abilities:
-Explosive Reaction: when you take damage from a creature's spell or melee attack, you may use your reaction to force adjacent creatures to succeed in a dexterity saving throw or take 2d10 force damage.
-Marking Friendlies: when a friendly creature would take damage from one of your abilities, you can choose to have them not take damage instead.
-Any creature who would take splash damage takes full damage instead.
The Crow Caller drops out of this form by force when they have 1/4 or less of your total hit points or by using the Creation Ability. If dropped out of this form by force, The Crow Caller is unable to use this form for 3 days(3 long rests). You may only use this ability once per long rest.
High Grade Explosives
When you reach 11th level, and again at 14th, and 18th level, you can Upgrade one of your STAGE 2 Demolition Abilities to STAGE 3.
At LV 20 Internalized Power Form changes to Embody Explosion. While in this form you gain these additional abilities:
-Full body explosion: a great explosion emanates from the Crow Caller. All creatures(and structures at DM discretion) within 120ft of you must make a dexterity saving throw or take 10d12 force damage, this causes you to drop out of this form by force.
-Potent bombs: any creature that is the target of one of your Demolition Abilities takes double damage if hit.
Demolition Ability List
- Grenade, Neutron Bomb, and Injurious Bomb use a special rule when you miss with a thrown explosive.
MISS Rule=On a miss, roll a 1d8, the Explosive falls onto the corresponding adjacent square with one being the closest square to you moving clockwise.
STAGE 1 As an action the Crow Caller can create a object in their hand and make a ranged attack against a creature or area within 30ft. On a hit the energy from the object is released dealing 1d6 + wis mod force damage to the target and half as much damage to all adjacent creatures. You can use this ability twice per short rest.
STAGE 2 Demonic Grenade This ability changes to Demonic Grenade. Range of splash damage increases to 10ft and damage increases to 2d6. You can use this ability three times per short rest.
STAGE 3 Devil Grenade This ability changes to Devil Grenade. Range of splash damage increases to 15ft and damage increases to 3d6. You can use this ability four times per short rest.
STAGE 1 As an action the Crow Caller can target 1-3 creatures within 60ft and hurl 3 Missile shaped bombs toward them dealing 1d6 + 1 force damage per Missile. You may use this ability twice per short rest.
STAGE 2 Stalking Missile This ability changes to Stalking Bombs. Number of missiles increases to 5 and the damage per missile increases to 1d8. You can use this ability three times per short rest.
STAGE 3 Hunting Missile This ability changes to Hunting Missile Number of missiles increases to 7 and the damage per missile changes to 1d10. You can use this ability four times per short rest.
STAGE 1 The Crow Caller can target a 20ft by 20ft area surface they can see and choose four 5ft by 5ft squares to place "Creeping Bombs"(these bombs must not be adjacent to each other). When a creature steps onto this square the Bomb is activated dealing 1d10 damage to the creature and half damage to adjacent creatures. You must be in contact with the ground in order to use this ability. Creatures with a Wisdom score above 8 will be able to sense the 20ft by 20ft area but not the specific locations of these bombs. You may use this ability once per short rest.
STAGE 2 Skulking Bombs This ability changes to Skulking Bombs. Target area increases to 25ft by 25ft and the number of bombs increases by 2. The damage also increases to 2d10. You may use this ability twice per short rest.
STAGE 3 Hidden Bombs This ability changes to Hidden Bombs. Target area increases to 30ft by 30ft and the number of bombs increases by 3. The damage also increases to 3d10. You may use this ability three times per short rest.
STAGE 1 As an action the Crow Caller can fire a line of small cherry bombs in a straight line 15ft in front of you. Creatures in the way must succeed in a dexterity saving throw or take 1d10 + wis mod force damage. You may use this ability once per short rest.
STAGE 2 Blast Wave This ability changes to Blast Wave. 15ft line changes to a 20ft cone and damage increases to 2d10. You may use this ability twice per short rest.
STAGE 3 Carpet Bomb This ability changes to Carpet Bomb. 20ft cone changes to a 25ft by 25ft cube and damage increases to 3d10. You may use this ability three times per short rest.
STAGE 1 As an action the Crow Caller can choose an area or creature within 30ft and make a ranged attack roll against it.(MISS Rule*). The Neutron Bomb then explodes dealing 1d6 force damage to the creature(or wherever it landed) and half damage to adjacent creatures. For the next minute, creatures who start their turns within 10ft of where the bomb exploded will need to succeed a constitution saving throw or take 1d6 poison damage. You may use this ability once per long rest.
STAGE 2 Napalm Bomb This ability changes to Napalm Bomb. 1d6 poison damage changes to 2d6 fire damage and explosion damage increases to 2d6. You may use this ability twice per long rest.
STAGE 3 Corrosive Bomb This ability changes to Corrosive Bomb. 2d6 fire damage changes to 3d6 acid damage and explosion damage increases to 3d6. You may use this ability three times per long rest.
STAGE 1 As an action the Crow Caller can choose to create a object in their hands and use it to make a ranged attack at a creature or area within 30ft(MISS Rule*). When the object lands it explodes sending shrapnel(smaller objects made of your energy) outwards. Any creature within 10ft must succeed in a dexterity saving throw or take 1d6 force damage and have these objects embedded into them. Any creature with this shrapnel embedded into them has their maximum movement speed decreased by 15ft and take 1d4 damage at the start of their turns. A creature can make a constitution saving throw at the end of their turn to remove this shrapnel from their bodies. You may use this ability once per long rest.
STAGE 2 Deleterious Bomb This ability changes to Deleterious Bomb. Movement speed reduction increases to 20ft, damage increases to 2d6, and bleeding damage increases to 2d4. You may use this ability twice per long rest.
STAGE 3 Malicious Bomb This ability changes to Malicious Bomb. Movement speed reduction increases to 25ft, damage increases to 3d6, and bleeding damage increases to 3d4. You may use this ability three times per long rest.
Prerequisites. To qualify for multiclassing into the Crow Caller class, you must meet these prerequisites: DEX=14, WIS=14