Elocationer (5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
The Elocationer is a glass cannon: it is a melee martial with a d4 hit die that makes more attacks than a Fighter. It also doesn't have any subclasses.


Elocationer[edit]

The soft hiss of a blade being sheathed contrasts with the sound of dripping blood as the young human walks away from a forested scene of veritable massacre. The barest hint of a smirk can be seen on their face through the arboreal gloom.

The half-orc shouts as he delivers a terrifying killing blow, burying his sword to the hilt in the greatwyrm's eye. Without skipping a beat, he pulls it back out and rockets toward the next dragon.

Raindrops hang in the deathly-still air as the tiefling slowly sheathes her blade. With a small clack as she finishes, pandemonium ensues; a dozen slashes held in reserve are released upon her foes.

Masters of Spacetime[edit]

Jack of all trades, master of two. That's what defines an Elocationer: their incredible focus on a single weapon's artistry and their supernatural powers to warp space and time, combined with oodles of talent in all walks of life.

Creating an Elocationer[edit]

Consider how your Elocationer was trained, and what source their powers spring from. Did they spend their whole life studying the blade and cultivating their talent, or did they grow up on the streets, desperately grasping any advantage they could engender? Are their spatiotemporal abilities arcane, divine, primal, psionic, or just badassery manifest?

Quick Build

You can make an Elocationer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Constitution. Second, choose the Haunted One (or Folk Hero, if you don't have Van Richten's Guide to Ravenloft) background. Third, choose a two-handed katana as the form of your Critical Armament.

Class Features

As a Elocationer you gain the following class features.

Hit Points

Hit Dice: 1d4 per Elocationer level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Elocationer level after 1st

Proficiencies

Armor: None
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

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

  • your Critical Armament
  • If you are using starting wealth, you have 3d4 × 10gp (and your Critical Armament) in funds.

Table: The Elocationer

Level Proficiency
Bonus
Features
1st +2 Critical Armament, Deadly Technique (x1), Unarmored Defense
2nd +2 Cunning Action, Purposeful Stride, Scorn the Earth
3rd +2 Never Say Die, Spring Attack
4th +2 Ability Score Improvement, Under a Lucky Star
5th +3 Deadly Technique (x2)
6th +3 Uncanny Dodge, Mystic Technique
7th +3 Evasion, Sweeping Thunder Strike, Dimension Step
8th +3 Ability Score Improvement
9th +4 Deadly Technique (x3)
10th +4 Erudition, Almost Perfect
11th +4 Acceleration Drift
12th +4 Ability Score Improvement, Uncanny Dodge (improved)
13th +5 Deadly Technique (x4)
14th +5 Sweeping Judgement Strike
15th +5 Fatal Motivation
16th +5 Ability Score Improvement
17th +6 Deadly Technique (x5)
18th +6 Scorn the World, World's End, Capricious Step
19th +6 Ability Score Improvement
20th +6 Bury the Hilt


Critical Armament[edit]

You possess a special weapon with which you have trained endlessly. For you, this weapon has the two-handed and finesse properties, and it deals 1d12 damage of a type determined by its form. Work with your DM: What form does your Critical Armament take? How did you come into possession of it? If you lose it, how can you replace it? Most Critical Armaments are swords made to cut, but an axe would only be a difference of flavor. Your DM may allow a Critical Armament that deals piercing or bludgeoning damage.

Deadly Technique[edit]

The secret artistry of the Elocationer is unique in several ways.

  • You can only become an Elocationer at level 1. If you ever take levels in another class, all of your Elocationer levels become Fighter or Monk levels (or some combination; your choice).
  • Your training in the art of deadly combat has honed your reflexes to a razor edge. You add your proficiency bonus to initiative rolls.
  • When you take the Attack action, you can make a number of weapon attacks with your Critical Armament equal to your proficiency bonus minus one.
  • If you hit with at least half of your attacks (rounded up) when you take the Attack action, you can make another attack with your Critical Armament as a bonus action. This special attack has advantage, even if it would normally have disadvantage.
  • You gain a +2 bonus to damage rolls with your Critical Armament, unless you are making a Sweeping Thunder Strike (see the level 7 feature).
  • When you roll a 1 on an attack or damage roll with your Critical Armament, you can reroll the die. You must use the new result, even if it is a 1.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier + your Charisma modifier.


Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can use your bonus action to take the Dash, Disengage, Help, or Use an Object action.

Purposeful Stride[edit]

Also at 2nd level, your willpower puts a bounce in your step. Your walking speed increases by a number of feet equal to 5 + 5 times your Charisma modifier (Don't you dare add those fives together.), and you can use your Dexterity modifier, instead of Strength, to calculate your jumping distances... not that you need to jump (see next feature).

Scorn the Earth[edit]

You can float a number of feet off the ground equal to your Charisma modifier at all times (even while incapacitated, though only if you were floating before you were incapacitated). While floating at this distance or lower, you move at your normal speed, and you can take actions as normal. You ignore difficult terrain, and enemies have disadvantage on attempts to grapple or shove you.

Even when knocked prone, you remain floating. While in the air, your walking speed is not reduced while prone, and it only costs you 5 feet of movement to get up from prone (though it costs you that same amount to become prone, rather than it being free). "The enemy's gate is down."

Starting at 5th level, you can float higher than your normal maximum. While doing so, your speed is reduced to 10 feet. If you're knocked prone or moved against your will while high above the ground, you fall to the ground and take falling damage based on how far you fell.


Never Say Die[edit]

The world is full of wannabes; at 3rd level, you've proven that you're a cut above the rest. If a spell, such as raise dead, has the effect of restoring you to life (or undeath), the caster doesn't need material components to cast the spell on you. You also do not mark off a failed death saving throw if you roll a death saving throw and it's below 10, and you regain 1 hit point when you succeed on your third death saving throw. Lastly, when you would normally die due to massive damage that is less than three times your hit point maximum, you instead drop to 0 hit points and mark off one failed death saving throw. If this brings you to three failed death saving throws, you die as normal.

Undeath was mentioned in an earlier clause. If your character is raised into undeath as anything that does not possess sapience, your character becomes an NPC under the DM's control, and it loses all of its class features until it is returned to life. If your character is raised into a form of sapient undeath, like ghasthood or wighthood, you retain control of your character (so long as your character's reanimator is not exerting control over them, in which case your character is an NPC for the duration of the reanimator's control) and your character retains all of their class features. The reanimated character gains abilities associated with the type of undead they have become; for example, a ghast Elocationer would gain a ghast's Stench and Turn Defiance while a wight Elocationer would gain a wight's Sunlight Sensitivity and Life Drain attack (which qualifies as a Critical Armament attack), and both would gain resistance to necrotic damage.

Spring Attack[edit]

Also at 3rd level, you have learned how to slip in and out of the melee without fear of retaliation. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. This ability only applies if you started your turn outside of that creature's reach.


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.

Under a Lucky Star[edit]

Starting at 4th level, things seem to go your way more often than not. You can add half your proficiency bonus, rounded down, to any ability check or saving throw you make that doesn't already include your proficiency bonus.


Uncanny Dodge[edit]

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

At 12th level, you gain the Defensive Duelist feat as a bonus feat, even if you don't meet the prerequisites. When you use your reaction as dictated in Defensive Duelist, the attack's damage is halved if it still hits.

Mystic Technique[edit]

Also starting at 6th level, your attacks with your Critical Armament count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sweeping Thunder Strike[edit]

Also at 7th level, you have developed the skill necessary to strike so swiftly that you can hit distant enemies with shockwaves. As an action, you can perform a Sweeping Thunder Strike. (You can perform two at 11th level and three at 14th level.)

To perform a Sweeping Thunder Strike, choose a number of creatures within 10 feet of you and make a melee weapon attack with your Critical Armament; if this attack roll beats a chosen creature's AC, that creature takes damage as if you had hit it with a normal melee weapon attack with your Critical Armament; however, Sweeping Thunder Strikes deal thunder damage, rather than bludgeoning, piercing, or slashing damage.

In order to have advantage on a Sweeping Thunder Strike, you must have advantage against at least half (rounded up) of its targets.

Dimension Step[edit]

At 7th level, you can walk in directions others couldn't dream of perceiving. You can cast misty step at will without providing any components.

You can also cast dimension door as a bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. When you take the Attack action, you can cast dimension door as a part of that action, and again after all of your attacks are resolved (using a bonus action as normal this time) while expending only one use of the feature.


Almost Perfect[edit]

At 10th level, you are practically the greatest (INSERT RACE OF ELOCATIONER HERE) that anyone could aspire to be. Whenever you make an ability check, you can treat a d20 roll of 7 or lower as an 8.

Erudition[edit]

At 10th level, you have studied far more than just combat. You gain proficiency in any three skills and four tools or languages (or some combination) of your choice. At 17th level, you gain proficiency in two more skills and three more tools or languages.

Acceleration Drift[edit]

At 11th level, you unlock a new dimension of power. At the start of a round before anyone else acts, you can choose to activate Acceleration Drift. This comes with a multitude of powerful effects that lasts for one minute:

  • Your initiative count is increased by 10.
  • Your walking speed (and, by extension, your hovering speed) is increased by 150%.
  • You can make 50% more attacks (rounded up) when you take the Attack action or make Sweeping Thunder Strikes.
  • You gain a +4 bonus to your armor class.
  • You gain a +2 bonus to attack rolls.
  • You have advantage on Dexterity saving throws. When you roll a Dexterity saving throw, you can reroll one of the dice once.

You can activate Acceleration Drift once per short or long rest. Starting at 17th level, you can activate it twice per short or long rest.

Sweeping Judgement Strike[edit]

At 14th level, your bladework has reached sublimity surpassing the Weave itself. You can make three Sweeping Thunder Strikes in one action, and their range is increased to 15 feet. You can also make Sweeping Thunder Strikes as if you were in a space you can see within 200 feet. When you do so, the Sweeping Thunder Strikes deal force damage. You can make each Sweeping Thunder Strike as if you were in a different location, if you so desire.

Alternatively, you can choose to enact your Sweeping Thunder Strikes in the shape of a 50-foot cone originating from your space (you cannot combine this with the previous ability). When you do so, all targets in the area of effect are targeted, and you can choose to deal either thunder or force damage with these special Sweeping Thunder Strikes.


Fatal Motivation[edit]

At 15th level, your perseverance is unmatched. Once per short or long rest, you can enter a state of deadly determination for one minute as a bonus action (if you die and are resurrected within the duration of the effect, it resumes). When you do so, you gain the following benefits.

  • If your Sweeping Thunder Strikes and Deadly Technique attacks would previously crit on a roll of 20, they now crit on a roll of 19 or 20. If they would previously crit on a roll of 19 or 20, they now crit on a roll of 18, 19, or 20. This pattern continues.
  • When an effect allows you to make a saving throw to avoid damage, you take no damage on a successful save and half damage on a failure.
  • At the end of every combatant's turn, you gain temporary hit points equal to your Constitution modifier. These temporary hit points disappear when your Fatal Motivation runs out.
  • You gain a second reaction that you can use only to activate Defensive Duelist or Uncanny Dodge.

You can enter this state once, and you regain the ability to do so after completing a long rest. Once per day, you can regain the usage of this ability after completing a short rest.


Scorn the World[edit]

At 18th level, you have completely slipped the earthly ties of gravity. While you are not touching the ground, your walking speed is doubled. Additionally the earlier height restrictions of Scorn the Earth are lifted; you can float as high as you want at top speed. You could sleep in the stratosphere if you so desired.

World's End[edit]

As you rejected space, so too do you reject time. You gain the ability to produce an effect very similar to a time stop once per long rest. Unlike time stop, this effect does not end upon taking an action that would affect another creature or their worn objects; in fact, you technically cannot take actions that affect other creatures. However, you can prepare Secret Technique attacks, Sweeping Thunder Strikes, and/or an instance of Bury the Hilt (once you reach 20th level) to be released when time is resumed. You make attack rolls as normal, but you do not resolve them until time is resumed; in the case of Bury the Hilt, the target does not make a saving throw (which they will have disadvantage on) until time is resumed.


World's End has a unique interaction with Acceleration Drift: if you activate Acceleration Drift and then immediately activate World's End, the effects of Acceleration Drift will persist through the stopped time.

Capricious Step[edit]

By 18th level, you have become unfathomably slippery. When an enemy resolves an attack against you or ends their turn while you are within their reach, you can cast either of the spells granted by Dimension Step as a reaction.


Bury the Hilt[edit]

At 20th level, the slow and the weak pose no challenge to you. As an action, you can attempt to deliver a coup-de-grace on a creature you can see within 5 feet of you. They must make a Dexterity saving throw (DC 9 + your proficiency bonus + your Dexterity modifier + any magical plusses possessed by your Critical Armament) or suffer 100 bludgeoning, piercing, or slashing damage (as appropriate to the type of attack and the form of your Critical Armament). If the target has disadvantage on this saving throw from more than one source, they must roll three dice and select the lowest for their saving throw. If the target fails their saving throw by 10 or more (or if they automatically fail it due to being paralyzed, petrified, stunned, or unconscious, or for any other reason), they instead take 200 damage. This damage cannot be resisted, reduced, or negated in any way. A creature reduced to 0 hit points by this ability is killed regardless of any other effects (barring the personal intervention of a deity), and they can be resurrected by nothing short of a wish spell.

You can only successfully use this ability once per long rest. If the enemy succeeds on their saving throw (or uses a legendary resistance to bypass it), this ability is not expended.


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