Immortal (5e Class)

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Immortal[edit]

A warrior fights through army, shrugging off blows as if getting slapped. Though after relentless beating he falls to his knees, and burst back alive for a final fight, shredding all those around him.


Quick Build

You can make a Immortal quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Wisdom. Second, choose any background.

Class Features

As a Immortal you gain the following class features.

Hit Points

Hit Dice: 2d10 per Immortal level
Hit Points at 1st Level: 2d10 + Constitution modifier
Hit Points at Higher Levels: 2d10 (or 11) + Constitution modifier per Immortal level after 1st

Proficiencies

Armor: All Armor, Shield
Weapons: Martial Weapons
Tools: None
Saving Throws: Constitution & Strength or Wisdom
Skills: Choose two: Althetics, Medicine, Perception or Survival

Equipment

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

  • 1 Martial Weapon
  • (a) Tower shield or (b) Buckler or (c) Heater Shield
  • (a) Platemail or (b) Scale Mail
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Immortal

Level Proficiency
Bonus
Features
1st +2 Immortal Object, Undying
2nd +2 Endless War
3rd +2 Extra Attack
4th +2 Ability Score Improvement, Aggressive Defense
5th +3 No Escape
6th +3 Improved Undying
7th +3 Retaliate
8th +3 Ability Score Improvement, Thorns of the Damned, Improved Critical
9th +4 Improved Immortal Object, Improved Endless War, Improved No Escape
10th +4 Improved Undying
11th +4 Second Bonus Action/Reaction
12th +4 Ability Score Improvement, Greater Undying
13th +5 Aura of Thorns, Greater No Escape
14th +5 Extra Attack
15th +5 Perfect Retaliate
16th +5 Ability Score Improvement, Improved Throns of the Damned, Greater Undying
17th +6 Circle of healing, Perfect No Escape
18th +6 Greater Immortal Object, Perfect Endless War, Greater Critical
19th +6 Ability Score Improvement, Dome of Protection
20th +6 Perfect Undying

Immortal Object[edit]

Your AC (without armor) is 10 + Constitution Bonus + Dexterity Bonus.

At 1st level, for two minutes reduce all incoming damage by 1 point for every 5. can't use this feature again tell a long rest (Take 4/5 Damage.)

At 9th level, for six minutes reduce all incoming damage by 2 points for every 5. can't use this feature again tell a long rest (Take 3/5 Damage.)

At 18th level, for twelve minutes reduce all incoming damage by 3 points for every 5. can't use this feature again tell a short rest (Take 2/5 Damage.)

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.

Undying[edit]

At 1st level, upon hitting 0 HP, instead replenish 1d8+(Con Mod), until the beginning of your next turn you become immune to all incoming damage. During this time you deal 1 extra die of damage. Available once per long rest.

At 6th level, increase the amount healed to 2d8+(Con Mod).

At 10th level, increase the amount healed to 4d8+(Con Mod).

At 12th level, increase the amount healed to 6d8+(Con Mod). Increase the damage dealt by you from any means by an additional damage dice.

At 16th level, increase the amount healed to 8d8+(Con Mod). Twice per long rest.

At 20th level, increase the amount healed to 10d8+(Con Mod). Twice per long rest.

Endless War[edit]

At 2nd level, for each attack made to the same target, gain a + 1 to hit, and + 1 to damage. (Max of 3) Upon reaching 3 stacks of Endless War, 1/4 Damage dealt this way is replenished as hit points.

At 9th level, 1/2 Damage dealt this way is replenished as hit points. (Max of 4)

At 18th level, Damage dealt this way is replenished as hit points. (Max of 5)

Aggressive Defense[edit]

At 4th level, while within 15ft of an ally, all enemies attacks are at disadvantage. Any successful attack against a friendly creature or yourself from an enemy gets a -1 to hit consecutively for each successful hit. (Max=3)

No Escape[edit]

At 5th level, if an Enemy within 10ft were to move futher than the 10ft radius, they have their movement speed is halved until this condition is ended by you.

At 9th level, reduce enemies move speed by 3/4.

At 13th level, reduce enemies move speed to 0.

At 17th level, the enemy must make a DC10+(Str Mod) against you or be knocked prone and have their movement speed reduced to 0.

Retaliate[edit]

At 7th level, when any melee attack is made against you, you can get at attack of opportunity against the attacker.

At 15th level, when any melee attack is made against a friendly creature within 10 feet of you, you get an attack of opportunity against the attacker.

Thorns of The Damned[edit]

At 8th level, when an enemy deals melee damage they receive 1/2 the damage they dealt. this fracture works for five minutes after activated (Ignores resistances, and Immunities.)

At 16th level, when an enemy deals ranged damage they receive 1/4 the damage they dealt. this fracture works for nine minutes after activated (Ignores Resistances, and Immunities.)

Improved Critical[edit]

At 9th level, you can now hit a Critical on 19-20.

At 18th level, you can now hit a Critical on 18-20.

Circle of Healing[edit]

At 17th level, twice per day, you can create a 15ft. circle around you that heals all allies, 2d8+(Con Mod) at the end of each of your turns, for 1 minute

Dome of Protection[edit]

At 18th level, create a 30ft. dome around you, all allies within the dome gain a barrier, 1/2 of all damage dealt to them is redirected to you instead. You only take 1/2 damage for this damage.


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