Disaster Artist (5e Class)

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Disaster Artist[edit]

Disaster artists are people who enjoy nothing more than watching the destructive ways of nature and eventually learn how to harness that great and terrible power. They devote their lives to the ways of natural disasters and spend so much time studying them that they never bother learning magic.


Creating a Disaster Artist[edit]

Quick Build

You can make a disaster artist quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Outlander background.

Class Features

As a Disaster Artist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple melee weapons and Simple ranged weapons
Tools: Navigator’s Tools
Saving Throws: Dexterity, Strength
Skills: Acrobatics, Athletics and choose 2 from Investigation, Nature, Insight, Perception, Survival, Performance

Equipment

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

  • (a) Shortsword or (b) 2 Daggers
  • (a) Shortbow with 20 arrows or (b) 10 Throwing knives
  • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
  • Leather armor, Climber’s Kit

Table: The Disaster Artist

Level Proficiency
Bonus
Features
1st +2 Explorer of the Dangerous
2nd +2 Fueled by the Disaster
3rd +2 Disaster Imbuement
4th +2 Ability Score Improvement
5th +3 Protection from Disaster
6th +3 Disaster Imbuement
7th +3
8th +3 Ability Score Improvement
9th +4 Disaster Imbuement
10th +4 Disaster Control
11th +4
12th +4 Ability Score Improvement, Disaster Imbuement
13th +5
14th +5
15th +5 Disaster Imbuement
16th +5 Ability Score Improvement
17th +6
18th +6 Master of Disaster
19th +6 Ability Score Improvement, Disaster Incarnate
20th +6 Nature’s Fury

Explorer of the Dangerous[edit]

As a disaster artist you must be prepared for any type of terrain, therefore you have gained immunities to all type of terrain. Terrain does not affect your movements.

Fueled by the Disaster[edit]

Starting at level 2 all damage you output is 1.5x if you are in difficult terrain.

Disaster Imbuement[edit]

Starting at level 3 as you explore the natural disasters, you feel the powers of a disaster being imbued to you. You are completely immune to your own imbuements. You may choose 1 of the 5 at level 3 then another at levels 6,9,12, and 15.

Earthquake

You become resistant to bludgeoning damage. You gain the almighty imbuement of earthquakes. You begin to chant as the power starts to build up with in you before yelling “EARTHQUAKE!” and releasing all of the power. Earthquake: 20d8s * dexterity modifier * proficiency bonus bludgeoning damage to all creatures around you in a 100-foot radius circle. Creatures around you must make a dexterity saving throw or else is knocked prone. This also does 80 points of bludgeoning damage to all buildings in the circle. Any creature inside a building that was destroyed must make a dexterity saving throw or else is buried under the rubble dealing an additional 5d8s of bludgeoning damage. A saved throw takes half of that damage and is not buried or knocked prone. However this ability comes with a great cost; You are unable to move your legs or cast magic for the next 2 hours along with having 1 level of exhaustion.

Blizzard

You become resistant to cold damage. You gain the almighty imbuement of blizzards. You begin to chant as the power starts to build up with in you before yelling “BLIZZARD!” and releasing all of the power. Blizzard: (10d8s+2d4) * dexterity modifier * proficiency bonus cold damage to all creatures in a 50-foot cube. Creatures must make a dexterity saving throw or become frozen to the ground, and take 3d8s of damage at the end of every round. They must attempt a strength saving throw in order to break out of the ice during their turn. However this ability comes with a great cost; You are unable to move your legs or cast magic for the next 2 hours along with having 1 level of exhaustion.

Storm

You become resistant to thunder and lightning damage You gain the almighty imbuement of storms. You begin to chant as the power starts to build up with in you before yelling “STORM!” and releasing all of the power. Storm: A powerful thunderstorm appears doing 10d8s thunder + 10d8s lightning damage in a 50-foot radius circle apon activation and at the end of every turn for 1d4 hours. A tornado appears at a point you choose in a 15-foot radius picking up and throwing anything within the radius 20-feet dealing your dexterity modifier in d8s of bludgeoning damage. Every creature in the radius must make a dexterity saving throw. On a successful save they take half damage from the tornado and is thrown 10-feet instead. However this ability comes with a great cost; You are unable to move your legs or cast magic for the next 2 hours along with having 1 level of exhaustion.

Hurricane

You become resistant to force damage. You gain the almighty imbuement of hurricanes. You begin to chant as the power starts to build up with in you before yelling “HURRICANE!” and releasing all of the power. Hurricane: Weather becomes heavy downpour. All land in a 100-foot radius of you floods by 1d6 feet and goes up by 1d4 feet at the end of every round for 2d4 hours. All creatures in the air must make a dexterity saving throw or is pushed to the ground and is not able to fly until the hurricane ends. Everything in the flood takes 10d8s * dexterity modifier force damage upon coming in contact with the flood. All creatures inside the flood must make a dexterity saving throw and takes your proficiency bonus in d8s force damage on a failed save and half on a successful save. However this ability comes with a great cost; You are unable to move your legs or cast magic for the next 2 hours along with having 1 level of exhaustion.

Volcano

You become resistant to fire damage. You gain the almighty imbuement of volcanos. You begin to chant as the power starts to build up with in you before yelling “Volcano!” and releasing all of the power. Volcano: (40d8s + strength ability) * dexterity modifier fire damage in a 60-foot diameter sphere. All creatures must roll a dexterity saving throw. If failed they are hit by a flaming chunk of rubble dealing your proficiency bonus in d8s of bludgeoning damage. This also destroys all non-living things not being held by a creature inside the sphere leaving nothing but a creator. However this ability comes with a great cost; You are unable to move your legs or cast magic for the next 2 hours along with having 1 level of exhaustion.

Ability Score Increase[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.

Protection from the Disaster[edit]

Starting at level 5 you have gained some control of your abilities, allowing you to protect up to 6 people from a imbuement immediately before using it.

Disaster Control[edit]

Starting at level 10 you become better equipped to deal with the mass amount of power that travels through you when using the imbuements thus allowing you to use 2 before being unable to move. At level 20 this increases to 3 uses.

Master of Disaster[edit]

Starting at level 18 you become one with the disaster, all of your current resistances from imbuetments become immunities.

Disaster Incarnate[edit]

Starting at level 19 with every step you take the ground trembles. All terrain around you in a 10-foot radius circle in considered difficult terrain.

Nature’s Fury[edit]

Starting at level 20 you gain complete control of the way of the disaster and have learned the ultimate attack. Choose up to 3 targets that you can see. You use every imbuement at the same time but it only affects those targets. After using this almighty power you fall unconscious for the next 8 hours.


Multiclassing[edit]

There are no prerequisites to multiclass into Disaster Artist

Proficiencies. When you multiclass into the Disaster Artist class, you gain the following proficiencies: Simple melee weapons and Simple ranged weapons, Light Armor



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