Life Force Fighter (5e Class)

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Life Force Fighter[edit]

Life Force Fighters draws the power of Life itself to turn the tides of battles and gain advantage over the opponents. They can heal as well as they can do damage, they utilize Life Force into they ways of combat, causing them to be able to stay alive while facing mutiple fierce Opponents and deal a significant amount of damage to the enemies. (Undead can still be affected by the manipulation of life force, for those who are wondering.)

Creating a Life Force Fighter[edit]

Life Force Fighters are recommended to fight in melee combat. Though Life Force Fighters can still be very powerful at range if you chooses The Beauty Of Life as your awakening.

Class Features

As a Life Force Fighter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Life Force Fighter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Life Force Fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • The Orb Of Life

Table: The Life Force Fighter

Level Proficiency
Bonus
Features
1st +2 Orb Of Life, Cleanse
2nd +2 Replenish
3rd +2 Intel Of Life
4th +2 Ability Score Improvement
5th +3 Orb Improvement, Awakening
6th +3 Freedom Of Nature
7th +3 Last Burst Of Energy
8th +3 Ability Score Improvement, Replenish Improvement, Sacrifice
9th +4 Fighter At Heart
10th +4 Orb Improvement, Death Power
11th +4 Living Weapon
12th +4 Ability Score Improvement, Embodiment Of Life
13th +5 Shield Of Livelihood
14th +5 Ability Score Improvement, Fighter At Heart Improvement, Will To Live
15th +5 Orb Improvement, Life Drain
16th +5 Ability Score Improvement, Replenish Improvement, Living Weapon Improvement
17th +6 Life Chain
18th +6 Binding Of Life
19th +6 Ability Score Improvement, Ruler Of Life
20th +6 Orb Improvement, Replenish Improvement, Living Weapon Improvement Choice

Orb Of Life[edit]

At 1st level, you have an orb acting as your extra force of life, it has the hit point equal to your own hit point. You Can Use a reaction or a bonus action, and take 1d8 hit points from the orb and grant yourself an equal number of temporary hit points. You are able to use this feature 1 time, and must finish a long rest in order to use this feature again.

Cleanse[edit]

At 1st level, you can spend a bonus action and 1d10 hit points of the Orb Of Life to end one of any effect that is affecting yourself.

Replenish[edit]

At 2nd level, every turn you successfully hit a target with a weapon, the Orb Of Life gains 1d4 hit point. The hit points gained increases by a 1d4 when you reach 8th level (2d4), 16th level (3d4), 20th level (4d4).

Intel Of Life[edit]

At 3rd level, when the remaining hit points of the Orb Of Life is higher than half of it's maximum hit point, you gain advantage on Perception(Wisdom), Insight(Wisdom) and Nature(Intelligence) checks.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Orb Improvement[edit]

At 5th level, you add your Wisdom or Intelligence modifier, which ever is higher, to the maximum hit point of the Orb Of Life. You do it again when you reach 10th level, 15th level, 20th level.

Awakening[edit]

At 5th level, you finally realize the meaning of LIFE, you can choose to between the two different meaning, each bearing it's own advantages.

The Truth Of Life

(Combat style focused on dealing more damage)

The Beauty Of Life

(Combat style focused on healing)

Freedom Of Nature[edit]

At 6th level, you can spend a free action and 1d8 hit points of the Orb Of Life to perform a Dash action. Difficult terrains created by plants (e.g.Spike Growth) will not slow your movement.

Last Burst Of Energy[edit]

At 7th level, whenever the hit points left in the Orb Of Life is less than 10, you can use a bonus action and the hit points left in the Orb Of Life to infuse your weapon with Nature's energy. On your next attack, your damage is increased by 1d6.

Sacrifice[edit]

At 8th level, you can spend a bonus action to deal 1d10 damage to yourself and the Orb Of Life will gain hit points equal to the amount of damage dealt + your spellcasting modifier.

Fighter At Heart[edit]

You adopt a particular style of fighting as your specialty at 9th level, 14th level. You can’t take a Fighter At Heart option more than once, even if you later get to choose again. And you gain +1 attack rolls to melee attacks for every creature within 30 feet radius of you.

Archery

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

Dueling

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

Defense

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll 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.

Death Power[edit]

At 10rd level, you create an aura around you with a 30 feet radius, after each of your turns, each creature within the aura takes 1d4 necrotic damage. You have the ability to grant immunity to any creature(s) to the aura.

Living Weapon[edit]

At 11th level, your attacks are charged with Life Energy. Your attacks now critical hit on a 19-20, and you get +1 to all attack rolls.

At 16th level, the Life Energy intensify. Your attacks now critical hit on a 18-20.

At 20th level, you can choose to boost the Life Energy in your attacks to its peak, reduce the hit point maximum of the Orb Of Life by 5d8, but your attacks now critical hit on a 17-20, and you roll one additional weapon die when determining the extra damage for a critical hit.

Embodiment Of Life[edit]

Reaching 12th level, you gain an extra 1d12 maximum hit points, and you gain immunity to all diseases.

Shield Of Livelihood[edit]

At 13th level, you can use a reaction to gain 1d6 + your spellcasting modifier temporary hit points that lasts 1 hour. You can use this a number of times equal to your Wisdom or Intelligence modifier, which ever is higher. Once you have used up all your shields, you must finish a long rest to regain your shields.

Will To Live[edit]

At 14th level, when you reach 0 hit point, you can clear the remaining hit points in the Orb Of Life to heal yourself by half the amount cleared, and prevent being knocked unconscious or death. You can use it once. You must finish a long rest before you can use it again.

Life Drain[edit]

At 15th level, whenever any creatures dies within a 30 feet radius of you, the Orb Of Life gains hit points equal to half the creature's maximum health. Bear in mind that the hit points within the Orb Of Life cannot surpass it's maximum hit point.

Life Chain[edit]

At 17th level, you can spend an action and 5d6 hit points of the Orb Of Life to chain up the life force of up to 6 creatures within your sight, lasts for 1 hour. Damage dealt to any of the chained enemy, all chained enemies will take the same amount of damage. Chains are not counted as a status effect.

Binding Of Life[edit]

At 18th level, you can spend a bonus action and 5d6 hit points of the Orb Of Life to bind yourself with a creature within sight. Once bound, you will transfer all the damage taken from the next 5 attack that hits you to the bound creature. Effects inflicted on you during the duration will also be transferred to the bound creature.

Ruler Of Life[edit]

At 19th level, you mastered the art of manipulating the power of Life. From now on, you only need to succeed 2 death saving throws to become stable, and it takes 4 failures for you to die. Also, whenever you are healed, you gain 1d4 temporary health which lasts 1 hour.


The Truth Of Life[edit]

Adept a style of manipulating Life force That Are More Aggressive.

Weakening

At 5th level, you can spend a bonus action and 5d4 hit points of The Orb Of Life to weaken a creature within 60 feet, weaken creatures will have -2 attack rolls and disadvantages on attacks on it's next turn.

Sucker Of Life

At 10th level, everytime a creature succeed on an attack on you, the creature must take 1d6 necrotic damage, and you heal for the same amount of damage dealt.

Enhanced Death Power

At 15th level, the radius of the death power aura is increased to 40 feet, and the damage is increased to 1d8 instead of 1d4.

Destroyer Of Life

At 20th level, you can spend a bonus action and inflict 1d6 + your Wisdom modifier + your proficiency bonus Necrotic damage to a creature within sight.

The Beauty Of Life[edit]

Adept a style of manipulating Life force That Are More Graceful.


Enhanced Orb's healing

At 5th level, the healing with your Orb Of Life is increased to 1d12 from 1d8. And you are also able to heal any creature you choose instead of just yourself. (60 feet range)

Enhanced Life Power

At 10th level, you now only spend 2d6 instead of 2d8 hit points from the Orb Of Life and its turned from a bonus action to a free action, healing radius is increased to 40 feet and the healing increased from 1d4 to 2d4.

Healer At Heart

At 15th level, your healing will gain creatures you heal also gains a temporary hit points of your spellcasting modifier for 1 hour, and gain +1 AC for 1 turn.

Creator Of Life

At 20th level, you only need to finish a short rest to regain the hit points of the Orb Of Life, and you increase all your healing by 1d4.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Life Force Fighter class, you must meet these prerequisites: Any

Proficiencies. When you multiclass into the Life Force Fighter class, you gain the following proficiencies: 2 skills of your own choice



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