Imortalist (5e Class)

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Imortalist[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 Imortalist[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 Imortalist you gain the following class features.

Hit Points

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

Proficiencies

Armor: light.
Weapons: Simple, Martial, Shields.
Tools: 1 of leather-worker's tools, thieves' tools or tinker's tools.
Saving Throws: Constitution and Dexterity or Strength.
Skills: Choose 3 out of: History, Animal handling, Perception, Investigation, Persuasion, Intimidation, Stealth, Slight of hand, or Acrobatics.

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 3d100. in funds.

Table: The Imortalist

Level Proficiency
Bonus
Features
1st +2 Never Die.
2nd +2 Fighting stance.
3rd +2 Proficiency on death saving Throws, Regrow small parts.
4th +2 Ability Score Improvement
5th +3 Healing factor.
6th +3 Regrow improvement, Re-spawn shortened.
7th +3 Advantage on death saving Throws.
8th +3 Ability Score Improvement
9th +4 Hardy har har.
10th +4 Healing factor improvement.
11th +4 Extra Attack.
12th +4 Ability Score Improvement
13th +5 Re-spawn shortened.
14th +5 Regrow improvement.
15th +5 Resilient.
16th +5 Ability Score Improvement
17th +6 healing factor improvement.
18th +6 Indestructible body.
19th +6 Ability Score Improvement
20th +6 Re-spawn shortened.

Level 1: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.

Level 2: 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.

Level 3: 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

Level 5: Healing factor.[edit]

To be Truly immortal means to be completely self-sufficient, you no longer need to eat or sleep as well as having a natural healing factor. All levels of exhaustion and removed after a single long rest. You fully heal during a short rest and you heal 1-d4 at the start of your turn every round. Increases to 2-d4 at 10th level and 3-d4 at 17th level.

Level 9: Hardy har har.[edit]

Some might say they're healthier than a dragon, you really are. Your current and Maximum constitution score go up by half your proficiency modifier rounded up.

Level 11: Extra attack.[edit]

Immortal doesn't mean punching bag, you may now take a second attack during your attack action.

Level 15: Resilient.[edit]

Eventually, everybody gets used to pain, You now have resistance to all nonmagical types of damages.

Level 20: Indestructible body[edit]

Through hard training and an entire body covered in scars you no longer have to worry about being severed or ripped apart, your body is now indestructible; however, all damage is calculated as normal.

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.

Multi-classing[edit]

This class may not be multi-classed into


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