Ichor (5e Class)

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As a descent of the Goddess of war Enyo Ichor's are born with a blood lust that is very high for most newborns the older they get the more they need blood everyone has there own flavor they enjoy the most. Once they get any blood in there moth they can track there enemy until they die. You will find these people in the heat of combat locking on to one creature you better hope it is not you.

Creating A Ichor[edit]

At the start of birth the goddess Enyo will pick random newborns to gain powers allowing them to take over battle fields in her honor will you use all of her powers to the fullest or will you try to hide them wish you were not chosen.

Quick Build

You can make a Ichor quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by either Intelligence or Constitution. Second, choose the criminal background.

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Class Features

As a Ichor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ichor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ichor level after 1st

Proficiencies

Armor: light armor
Weapons: simple melee, martial melee, heavy, finesse weapons, light weapons\
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two of the following: Acrobatics, Althletics, History, Intimidation, Perception, Stealth and Religion.

Equipment

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

Table: The Ichor

Level Proficiency
Bonus
Features Rage Damage Rages
1st +2 Blood Rage +2 2
2nd +2 Rage Enhancement +2 2
3rd +2 Blood Rage +2 3
4th +2 Ability Score Improvement +2 3
5th +3 Extra Attack +2 3
6th +3 Critical Strike +2 4
7th +3 Blood Rage +2 4
8th +3 Ability Score Improvement +2 4
9th +4 Blood Lust +3 4
10th +4 Rush of Battle +3 4
11th +4 Rage Enhancement +3 4
12th +4 Ability Score Improvement +3 5
13th +5 Blood Rage +3 5
14th +5 Blood Lust +3 5
15th +5 Blood Wrath +3 5
16th +5 Ability Score Improvement +4 5
17th +6 Rage Enhancement +4 6
18th +6 Blood Rage +4 6
19th +6 Ability Score Improvement +4 6
20th +6 Thrill of the Kill +4 Unlimited

Blood Rage[edit]

When you reach 1st level, you get Blood Rage you can lick the blood of your enemy of your blade or weapons this makes it so you can only see the blood of the most recent enemy you attack when this is active you lose the ability to see any other creatures but the creature you chose is bright red any attacks you have advantage on attack rolls at this time on this creature. During this time all other creatures have Advantage on attack roll made on you.

When you reach 3rd level, You gain advantage on seeing and find the enemy as the glow of there blood shines brighter.

When you reach 7th level, After activating this form you gain a +10 in you movement speed.

When you reach 13th level, You have gotten to the point where on person is not enough to satisfice you. You gain the ability to have 2 different creatures in your sites at one time.

When you reach 18th level, You have mastered the ways of find and hunting creatures, enemies no longer have advantage on you when in this sate and any that are in targeted have disadvantage.


Rage Enhancement[edit]

When you reach 2nd level, and again at levels 11 and 17, your rage takes on a unique form. You gain an additional effect from raging chosen from any of the following choices below: You can activate this buy using 1 rage point this bonus will last until the start of your 3rd turn

Assault

When you kill or get a critical hit on an creature, you may move up to half your movement speed towards another creature.

Blank Mind

You have advantage on Wisdom saving throws when raging.

Blood Fury

On the turn when you enter a rage, your first attack roll is made with advantage. If chosen again, you make both your attack rolls with advantage on the turn when you enter a rage.

Savage Attacks

Your simple melee weapons and simple ranged weapons deal 2 additional damage while raging.

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.

Extra Attack[edit]

When you reach 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Savage Attacks[edit]

When you reach 6th level, your instincts have become so honed that you are more able to take advantage of enemies' weaknesses. You now critical on 19 and 20.

Rush of Battle[edit]

When you reach 10th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Blood Lust[edit]

When you reach 9th level, you have aged up to the point where you need blood at lest once a day if you do not get blood at lest once a day you gain one point of exhaustion the amount of blood is chosen by the DM.

When you reach 14th level the amount of blood needed is cut in half as well as it takes 2 day for you to gain one point of exhaustion.

Blood Wrath[edit]

When you reach 18th level, your attacks now critical at 18, 19, and 20

Thrill of the Kill[edit]

When you reach 20th level, you have peaked. Every time you see a dead creature you can use a Bonus Action to drain all of there blood you gain 20 Temp hit points and get a +5 to moment speed and Advantage on any Dex. rolls.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ichor class, you must meet these prerequisites: Dexterity of 15 and Constitution of 13.

Proficiencies. When you multiclass into the primal fighter class, you gain the following proficiencies: light armor and martial melee weapons.

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