Immortalist (5e Class)

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Immortalist[edit]

Heroes never die

No one likes rocks falling and you die[edit]

Based on Deadpool from Marvel this class has revive times along with a healing factor.

Creating a Immortalist[edit]

Are you okay with repetitively being killed and dismembered? YES! Good, keep going.

Quick Build

You can make an Immortalist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Strength. Second, choose the 4th wall breaker background.

Class Features

As a Immortalist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons, shields.
Tools: 1 of leather-worker's tools, thieves' tools or tinker's tools.
Saving Throws: Constitution and Dexterity or Strength.
Skills: Choose 3 of the following: Acrobatics, Animal Handling, History, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and/or Stealth

Equipment

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

  • Leather Armor
  • A short Sword
  • (a) A long bow or (b) A light crossbow
  • (a) tinker's tools or (b) thieves' tools or (c) leather-worker's tools
  • If you are using starting wealth, you have 3d4x10 GP in funds.

Table: The Immortalist

Level Proficiency
Bonus
Features Healing Factor
1st +2 Never Die -
2nd +2 Fighting Stance 1
3rd +2 Hard to Kill, Regrow small parts 1
4th +2 Ability Score Improvement 1
5th +3 Healing factor 2
6th +3 Regrow improvement, Re-spawn shortened 2
7th +3 Really Hard to Kill 2
8th +3 Ability Score Improvement 2
9th +4 Hardy Har Har 3
10th +4 Healing factor improvement 3
11th +4 Extra Attack 3
12th +4 Ability Score Improvement 3
13th +5 Re-spawn shortened 4
14th +5 Regrow improvement 4
15th +5 Resilient 4
16th +5 Ability Score Improvement 4
17th +6 healing factor improvement 5
18th +6 Indestructible body 5
19th +6 Ability Score Improvement 5
20th +6 Re-spawn shortened 5

Never Die[edit]

Having been cursed by some unknown power you will no longer age and may never completely die. If your hp reaches 0 then make the death saves as normal however if you succeed on the saves you return to 1 hp and may continue to fight on your next turn. If you fail your death saving throws then you are considered dead for all intents and purposes except 24 hours from the time of death you return to life at 1 hp as if you had succeeded your death saving throws. Revive magic may be used to speed up this process however healing magic is useless. Your body is revived in the same location has it had died unless it was moved or ingested in which case you would revive in the place you were moved or in a pile of feces at the DM's discretion. If you were completely crushed beyond belief then your body has magically found a way out of the rubble where you could potentially escape from. If a limb has been severed it may be reattached by any means of magical healing given that the limb is placed where it should go. At 6th level, your revive time is decreased to 18 hours. At the 13th level, your revive time is decreased to 8 hours. At the 20th level, your revive time is decreased to 1 hour.

However, death still takes its toll either physically or mentally. Every time you completely die and are revived using the never die feature you may choose between decreasing on ability score of your choice, lose a language or lose proficiency in a skill or saving throw of your choice.

Fighting Stance[edit]

Everybody needs a way to fight back. you may choose any one fighting style.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Power Attack

When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.

Brawler

If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.

Brutal Strike

Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 10 or 5 plus the damage it took, whichever is higher. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit.

Fast Reloading

When you learn this fighting style, choose one type of crossbow you are proficient in. You ignore the loading property of the chosen weapon.

Gathering Steps

When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property, if it does not have it already.

Mounted Archery (Keshik)

While you are mounted, you can use a bonus action to make a single weapon attack with a ranged weapon you are proficient in. If you do so, you cannot attack a creature beyond the weapon's normal range.

Improvised

You gain proficiency with improvised weapons. You can also use a bonus action to throw debris into the eyes of an enemy within 5 feet once per short rest. If they fail a DC10 Constitution save, they are blinded until the start of their turn.

You lose any weapon proficiency except with unarmed attacks and improvised weapons, and may not gain any weapon proficiency until you have taken three levels as a fighter.

Honor-less

When an enemy within 5 feet of you is prone at the start of your turn, you can use your reaction to make a basic unarmed kick attack against them. You also deal +1 damage against any enemy that is stunned, blinded, or restrained.

You lose any weapon proficiency except with unarmed attacks and improvised weapons, and may not gain any weapon proficiency until you have taken three levels as a fighter.

Versatile Weapon Master

When wielding a versatile weapon in one hand you get a +1 bonus to your damage rolls. When wielding a versatile weapon in two hands, you gain +1 bonus to your attack and damage rolls.

Regrowth[edit]

Accidents happen, sometimes a mimic may eat your fingers. You may now regrow small parts of your body such as fingers, toes, etc. At 6th level, you may regrow entire limbs or destroyed organs. At 14th level, you may regrow your entire body. It takes twice the time for you to regrow something as it does for you to return to life

Healing Factor[edit]

Starting at 2nd level, when you are in a life-threatening situation, your healing factor is triggered. When you take damage your healing factor is active for 1 minute or until you use a feature who deactivates it.

While active, you gain a number of temporary hit points equal to your healing factor at the start of each of your turns. As usual, temporary hit points don't stack.

You can also use your healing factor to use the following features: regeneration and resurrection.

Regeneration

While your healing factor is active and you are under half your maximum of hit points, you can use your Action to regain hit points equal to 5 x your healing factor. Also, if you lose a limb, you can use your regeneration to, instead of regaining hit points, regrow the limb.

If you can make more than one attack as part of your Attack action, you can forgo one of your attacks to activate the healing factor.

After using your healing factor to regain hit points, the healing factor is no longer active.

Resurrection

If you are reduced to 0 hit points while your Healing Factor is active, you are reduced to 1 hit point instead.

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.

Extra Attack[edit]

Also at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Accelerated Restoration[edit]

Starting at 6th level, when you use your Regeneration feature, you can forgo 10 hit points you would recover to, instead, end one disease affecting you. Alternatively, you can end one of the following conditions: blinded, deafened, stunned, paralyzed, or poisoned.

Implacable Resistance[edit]

At 7th level, you can add a bonus equal to your Healing Factor to the result of one saving throw you fail, possibly changing the outcome of the save.

Once you use this feature, you can't use it again until you finish a short or a long rest. You can use this feature twice between rests at 10th level and three times between rests at 13th level.

Supernatural Metabolism[edit]

At 9th level, your body quickly rids itself from toxins. You become immune to disease, poison damage and to the poisoned condition.

Quick Restoration[edit]

When you reach the 15th level, you can quickly restore your body from harmful conditions. When you use your Regeneration feature, you can choose to remove one level of exhaustion, or end one of the following effects on you:

  • One effect that causes you to be petrified.
  • Any reduction to one of your ability scores.
  • One effect reducing the your hit point maximum.

Resilient Body[edit]

Starting at 17th level, while your healing factor is active, you have resistance to slashing, piercing and bludgeoning damage.

Immortal[edit]

At 20th level, at the start of each turn, if you have at least 1 hit point and are under half your maximum hit points, you regain 10 hit points.

Archetypes[edit]

Warrior[edit]

Brutal Strike

At 3rd level, when your Healing Factor is active, you can make a extremely powerful strike. When you hit a creature with a melee weapon attack, you can use your reaction to deal additional damage equal to 1d8 x your Healing Factor. Doing so deactivates the healing factor.

In addition, whenever you hit a creature within 5 feet of you with a melee weapon attack, your Healing Factor activates.

Regenerative Focus

Also at 3rd level, you can forcefully activate your healing capabilities. You can use your bonus action to activate your Healing Factor until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and regain your spent uses after finishing a short or a long rest.

Devastating Critical

At 6th level, your critical hits are specially gruesome. Whenever you score a critical hit, you roll the damage die four times, instead of two.

Fast Regeneration

At 11th level, when you use your Regenerative Focus, you can use your Regeneration feature as part of the same bonus action.

Deep Wounds

At 14th level, when you use your Offensive Surge to make a weapon attack after using your Regeneration feature, you cause additional damage equal to your Immortalist level.

Constant Healing

Starting at 18th level, whenever you use your Regeneration feature, your healing factor remains active. You cannot use your Regeneration more than once per turn.

You can use this feature three times, and regain your uses after finishing a short or a long rest.

Enhanced[edit]

Enhanced Body

Starting at 3rd level, whenever you use your Regeneration feature, you can reduce the amount of hit points you regain in 5 to, instead, gain a bonus equal to your Constitution modifier to your Attack rolls and ability checks, lasting until the end of your next turn.

In addition, your Healing Factor activates whenever you succeed on a saving throw.

When you reach the 14th level, whenever you use your Enhanced Body feature, you also gain a bonus equal to your Constitution modifier to all your saving throws.

Daredevil[edit]

Agility Surge

When you take this archetype at 3rd level, you can use your boost of vitality granted by your regenerative abilities to boost your speed. Once per turn when you use your Regeneration feature, you can take the Dash, Disengage or Dodge action without taking an action. You can also choose to make a single weapon attack.

In addition, whenever you roll initiative, your Healing Factor activates.

Combat Finesse

Also at 3rd level, you become extremely agile. While not wearing armor and wielding a melee weapon that lacks the heavy property, your AC equals 10 + twice your Dexterity modifier.

In addition, you can use your Dexterity, instead of Strength, for all attacks and damage rolls with melee weapons that lack the heavy property.

Agility Surge

At 6th level, when you can use your bonus action to increase your speed and agility to a greater extent. Choose one of the following benefits:

  • For 1 minute, your add a bonus to your AC and Dexterity saving throws equal to your proficiency bonus.
  • For 1 minute, whenever a creature makes an attack roll against you, you can use your reaction to make an attack roll against that creature.

Once you use this ability, you can't use it again until you finish a short or a long rest.

Movement Perfection.

At 11th level, when you fail a Dexterity saving throw or miss an attack roll using Dexterity, you can choose to succeed instead. Alternatively, if you are hit by an attack, you can choose to cause that attack to fail.

You must be able to move and benefit from your Dexterity modifier to your AC to use this feature.

Once you use this feature, you can't use it again until you complete a short or a long rest.

Reactive Regeneration

At 14th level, whenever you use your Deflective movement while under half your maximum hit points or lower, you regain hit points equal to half the amount prevented.

Uncanny Reflexes

At 18th level, you gain a special reaction that you can take once in each creature's turn, except yours. You can use this reaction only to use your Immortalist features that require a reaction.

You can't take this special reaction on the same turn you take your normal reaction.

Unkillable[edit]

Enduring

Starting at 3rd level, when your Healing Factor is active, if you are hit by a weapon attack, you can use your reaction to reduce the damage by your Regeneration total.

In addition, whenever you fail a saving throw, your healing factor activates.

Resilience

At 3rd level, the more you are damaged, more resistant you grow. Whenever you take damage, you can choose to gain a number of temporary hit points equal to your Healing Factor + your Constitution modifier (minimum of 2).

You can use this feature three times, and regain your uses of it after a short or a long rest.

Regenerative Surge

At 6th level, you can use your action to focus on your regenerative capabilities. You can use this ability in the following manners:

  • As an action, you can spend any amount of Resilience to regain a number of hit points equal to 5 x your healing factor per use. You don't need to be under half your maximum of hit points, to use this feature, and doing so don't deactivate your healing factor.
  • As an action, you can spend one use of your Resilience feature to gain the benefits of the Death Ward spell, lasting for 10 minutes.
  • You can use an action and spend 1 or more uses of your resilience feature to end one of the following conditions on you: charmed, frightened, poisoned, deafened, blinded, stunned, paralyzed, petrified. You can also spend 2 uses to remove one level of exhaustion. You must spend 1 use for each condition you want to end on yourself.
Improved Resilience

At 11th level, whenever you roll initiative and have no resilience left, you regain 3 resilience.

Improved Endurance

At 14th level, whenever you use your Enduring feature while you have half your maximum hit points or lower, you regain a number of hit points equal to half the damage you reduce.

Total Defense

At 18th level, when you take the Dodge action, you have advantage on all ability checks and saving throws you make until the end of your next turn. In addition, you can benefit from your Regeneration feature or Regenerative surge (one of the two) when you do so.

You can use this feature a number of times equal to your Constitution modifier (minimum 1), and regain your uses after finishing a short or a long rest.


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