Helsing (5e Class)
From D&D Wiki
- 1 Helsing
- 1.1 Creating a Helsing
- 1.2 Class Features
- 1.3 Eldritch Paths
- 1.4 Path of the Scholar
- 1.5 Path of the Devoted
- 1.6 Path of the Corrupted
Once the family name of a notorious vampire hunter, the name Helsing became synonymous with slayer, more a title than a name, striking fear in the dead hearts of undead beings and other evil creature's that lurk in the dark. Some are part of the vampire hunter family, other's however only follow the example of these night stalkers, defending innocents from monsters.
To fight the dark powers, they rely in knowledge, both mundane and magic, constantly seeking information about the beings they hunt, and delving deeper into occultism, understanding these eldritch energies to become able to fight against it. They also master the combat arts, learning to fight with multiple weapons, but specializing in weapons easy to carry, conceal and wield, since brute strength is often useless against foes powered by black magic.
Creating a Helsing
Now think about who makes up your character, what is their background? How did they end up as a Helsing? Was it something they were born into? Are his or her family Helsings and trained you into it? Was it something that called to you later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to become the hunter? What made you start adventuring? Did they decide to do this for the thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations. It can be hard to find good backgrounds for an Helsing. Inquisitor will be the most widely applicable background. Haunted One may be chosen if a horror has attacked him or his family in the past. A noble background could be chosen for how well educated lords and ladies can be.
- Quick Build
You can make a Helsing quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Intelligence or Wisdom, and constitution. Choose the Inquisitor background. Choose Athletics, Insight, Investigation, and Intimidation as your skills. Pick a Dungeoneer's pack for your starting equipment in addition to anything granted by your background.
As a Helsing you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Cartographer’s tools, tinker’s tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, Persuasion, Religion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial weapon or (b) rapier
- (a) light crossbow or (b) longbow
- (a) leather armor or (b) scale mail
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Helsing Speed, Weapon Mastery||-||—||—||—||—||—|
|2nd||+2||Spellcasting, Helsing Eyes||2||2||—||—||—||—|
|3rd||+2||Eldritch Path, Familiar||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||—||—||—||—|
|6th||+3||Steel Resolve, Helsing's Favored Weapon||4||4||2||—||—||—|
|7th||+3||Eldritch Path Feature||5||4||3||—||—||—|
|8th||+3||Ability Score Improvement||5||4||3||—||—||—|
|10th||+4||Favored Weapon Improvement||6||4||3||2||—||—|
|11th||+4||Eldritch Path Feature||7||4||3||3||—||—|
|12th||+4||Ability Score Improvement||7||4||3||3||—||—|
|15th||+5||Eldritch Path Feature||9||4||3||3||2||—|
|16th||+5||Ability Score Improvement||9||4||3||3||2||—|
|18th||+6||Helsing Speed Improvement||10||4||3||3||3||1|
|19th||+6||Ability Score Improvement||11||4||3||3||3||2|
At 1st level, your hard training with one handed weapons, which you use to face mind numbing horrors, have led you to become more skilled and faster than a common warrior. When you attack with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Dexterity modifier, instead of Strength, for the attack and damage rolls.
At 1st level, you gain the ability to move faster than a common person. You gain the following benefits:
- Your movement speed increases by 5 feet. This bonus increases to 10 feet at 5th level and to 15 feet at 18th level.
- You get a +1 bonus to initiative. This bonus increases to +2 at 5th level and +3 at 18th level.
- Starting at 18th level, when you take the Dash action, your movement is unaffected by difficult terrain.
Starting at 2nd level, by embracing the tactics of those you hunt, you gain the ability to harness the dark magic given to them by the darker elements of the realms.
- Spell Slots
The Helsing table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell hellish rebuke p and have a 1st-level and a 2nd-level spell slot available, you can cast hellish rebuke using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Helsing table shows when you learn more warlock spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your helsing spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 2nd level, you gain the ability to see in the dark so their mark can't hide in the shadows. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
At 3rd level, you can summon a familiar to aid they in they quest, since fighting eldritch horrors can be a lonely work without a little friend to keep as company and to be an extra set of eyes. You learn the find familiar spell and can cast it once, without spending a spell slot. The spell doesn't count against your number of spells known. Once you cast this spell, you can't do it again until you complete a short or a long rest.
When you cast this spell, because of the strange nature of the creatures you hunt, you can chose the following forms, instead of the regular ones given by the spell: bat, flame skull, flying sword, imp or faerie.
Additionally, as a bonus action, you can command a familiar summoned by this feature make one attack on his turn. The familiar's game statistics are in the familiar stat block bellow.
Armor Class 13
Hit Points equal to the familiar's Constitution modifier + 3 times your level in this class.
Speed fly 30 ft.
STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)
Saving Throws: Dex + 5
Skills: Perception + 2
Senses passive Perception 12
Languages understands the languages you speak
Familiar Attack Melee Weapon Attack: +5 to hit, reach 5ft., one target you can see. Hit: 1d6 + 3 damage. Type of damage depends on the type of familiar: piercing (bat), fire (imp), radiant (fairy), fire (skull), slashing (flying sword).
Your path grants you features at 3rd level and again at 7th, 11th and 15th.
At 5th level, while hunting in the darkness against the horrors that dwell there your reflexes have become honed to the point that you can move faster than a common person. Your training and time hunting leaves their attacks a blur to the naked eye. You can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you have been training to face creatures that would rip the life and sanity out of a normal person, steeling your resolve against their attacks. Chose four of the following creature types: Aberrations, Celestials, Elementals, Fey, Demons, Devils, Monstrosities, or the Undead.
You gain advantage on Wisdom and Constitution saving throws against any effect or spell of this creatures. You gain also advantage on Wisdom (Insight) checks against any Charisma (Deception) checks from these creatures.
Helsing's Favored Weapon
Starting at 6th level, when you finish a long rest, you can chose one weapon as your favored weapon. Must be a melee weapon that lacks the two handed property. When you bind with the weapon, it starts to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you can now use this weapon as a spellcasting focus for your helsing spells.
While wielding one of this weapons in one hand and nothing else, you gain +1 bonus on attack and damage rolls. This bonus increases to +2 at 10th level.
At 14th level, you have embraced the darkness of the places their prey live. They use it to their advantage. Moving with silent steps and sticking to the shadows, you become almost invisible. You gain advantage to all Dexterity (Stealth) skill checks made while you are in dim light or darkness.
Blood and gore run down the blade as the horror dies at the Helsing’s feet. Their training served them well. Trained to take down such horrors, the skills against them are at their peak.
At 20th level, choose four creatures of eldritch origin: Aberrations, Celestials, Elementals, Fey, Demons, Devils, Monstrosities, or the Undead. You gain advantage on all attacks against these chosen creatures.
Path of the Scholar
You learned to fight these eldritch beasts through study, training and dedication.
- Scholar's Cyclopedia
Starting at 3rd level, you gain a book where you compile all knowledge gathered through your journey as a monster hunter. You learn two cantrips from the wizard spell book and you can add new spells to this book. You can transcribe any spell you know to this book, at a cost of 25 gp per level of the spell. In addition, you can add new spells you encounter to this book. You can transcribe a spell from the wizard spell list to this book, when you find a scroll or a grimoire, spending 50 gp in materials per level of the spell.
You can have a number of spells compiled to your cyclopedia equal to your level in this class. You can prepare spells contained in your cyclopedia, at the end of a long rest. You can prepare a number of spells equal to your Intelligence modifier.
In addition, while you have this cyclopedia in hands, you cannot roll a number under your Intelligence modifier + half your level in any Intelligence (History), (Nature), (Arcana) or (Religion) check.
If your cyclopedia is lost or destroyed, you need to spend 7 days and 250 gp to make another. All spells copied onto the original one are lost.
- Magic Warrior
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
- Secret Knowledge
You can cast your secret knowledge spell once without expending a spell slot. You must finish a long rest before you can do so again.
- Fast Caster
At 15th level, you learn how to cast spells on the heat of the battle with speed. When you cast a spell using a higher level spell slot, you can chose, instead of generating the effect on the description of the spell, to cast it with a bonus action. If you cast a spell with your action, you can use your bonus action to cast another spell with this feature.
Path of the Devoted
You were given the powers and told to fight these evil beings by a god, who watches over you.
- Sacred Channeling
At 3rd level, when you cast a helsing spell, you can use your Wisdom instead of your Intelligence as your spellcasting ability, and you can use a sacred symbol as your spellcasting focus. In addition, you learn one cantrip from the cleric spell list. Wisdom is your spellcasting ability for this spell.
- Divine Mark
At 3rd level, you can use the divine power to destroy your prey. As a bonus action, you can chose one creature you can see within 30 feet to mark with divine light. The mark lasts until the end of your next round, or until hit this creature with an attack. Your next attack against this creature is made with advantage, and you deal additional 1d6 radiant damage on a hit.
In addition, chose one 1st level spell from the cleric spell list. You can cast this spell without spending a spell slot, a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.
- Aura of Light
At 7th level, you become surrounded by a invisible, but tangible divine presence. You and any creature within 10 feet of you gain advantage against being frightened or charmed. In addition, the area around you is considered difficult terrain to any undead or fiend.
In addition, as an action, you can lift a sacred symbol and reveal your aura in a explosion of bright light. All creatures within 30-feet radius must make a Constitution saving throw, or are blinded until the beginning of your next turn. Any undead or fiend in the area that fail the saving throw are frightened of you for 1 minute or until they are attacked. Once you do this, you can't do it again until you complete a short or a long rest.
- Blessed Light
At 11th level, when you mark a creature, the bright light limits its vision. While the mark is active, all attacks made by that creature are made with disadvantage. If the creature is a undead or a fiend, it must make a Constitution saving throw against your save DC or it is blinded while the mark is active on a failed save.
- Breath of Life
Your god has expanded upon your great potential even further. When you are reduced to 0 hit points, you can ask for your god intervention, regaining a number of hit points equal to 1d20 + your Wisdom modifier. Once you use this feature, you can't use it again until you complete a short or a long rest, or until you spend a 4th-level spell slot or higher.
Path of the Corrupted
To hunt monsters, you had to become a monster yourself. Corrupted Helsings have vampiric blood coursing through their veins, enhancing their powers and giving then magical abilities.
- Mystical Presence
Starting at 3rd level, you can add half your proficiency bonus (rounded up) to any Charisma check you make that doesn't already use your proficiency bonus.
- Innate Magic
At 3rd level, when you cast a helsing spell, you can use your Charisma instead of your Intelligence as your spellcasting ability. In addition, you learn one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for this spell.
You can stay shapeshifted for a number of hours equal to half your helsing level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the chosen creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skills and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Vampire Charm
At 7th level, after seeing it used by many a vampire, you gain the ability to charm people, much as vampires do. Expending a spell slot of 2nd-level or higher, you can instantly succeed on any Charisma check or saving throw.
At 11th level, you have learned to use your charm in combat to give you the edge. Any time you make an attack roll, enemies within 10 feet of you must make a Wisdom saving throw against your spell save DC, or be mesmerized by your flawless movement, become charmed by you until the beginning of your next turn, or until you cause damage to it.
- Enhanced Forms
At 15th level, A Helsing’s training in their other forms to bring out aspects of the form others miss. With hard work and understanding of these forms they are able to bring out some great things. Helsings before this moment gain three forms a Dire Wolf, a Giant Bat, and Mist Form.
Dire Wolf: While in the dire wolf form, you can take the Dash action as a bonus action.
Giant Bat: While in the giant bat form, you gain the ability to channel your arcane energy to shoot small balls of fire from your mouth. Make a spell ranged attack against a target within 60 feet. On a hit, the target takes 4d6 fire damage.
Mist Form: While in the mist form, you become an acid cloud, and any creature that enter your space, or start its turn in it must make and Dexterity saving throw against your spell save DC, or take 3d8 acid damage on a failed save, or half as much on a successful one.
- Inspiration for the class? Whoever made the Alucard homebrew class, I just wanted to tweak it a bit, and I think the name Helsing works better. To whoever made the Alucard class, thank you!