Lord of the Crimson (5e Class)

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Lord of the Crimson[edit]

A Crimson lord is rarely born into his family's Clan and can only exist 1 before several years, they say he was a lord punished by the gods, but in fact he was a god who was betrayed and now wants to see what might be left of him. their mind and soul to carry on, fighting with all weapons, using all magic, and teaching good and evil a Crimson Lord is a dual-natured being that is normally seen as a scale, legends say that many of them died young before reaching his power.

A Lord Who Rules All[edit]

A Crimson Lord is a being who is reborn whenever necessary, his magic is a primordial power that comes before the creation of universes, he is a being of infinite power, however not all his reincarnations can return to their original power, he or she without having two ancient personalities one being Chaos and the other being Order, they are held together by the third and only Balance, being a crimson lord you are unique and cannot have anyone use your magic or your artifacts except that you leave.

Creating a Lord of the Crimson[edit]

Well you were born from a familiar of the specific clan or you might even be the son of the current chief, your power might come from your family having a blood with the ancient ancestor the crimson lord, your power might change the world and establish the Order, but also you can establish chaos and destruction all of this will be mediated by your personality that maintains the balance between your power, so will you chase the gods that killed you or will you pursue a happy dream with your family?

Quick Build

You can make a Lord of the Crimson quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution, and lastly your third Ability score should be chosen based on your Path. Second, choose the background <!-background name->. Third, choose <!-elaborate on equipment options->

Class Features

As a Lord of the Crimson you gain the following class features.

Hit Points

Hit Dice: 1d12 per Lord of the Crimson level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Lord of the Crimson level after 1st

Proficiencies

Armor: Lght armor, Medium armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Dexterity and Constitution
Skills: Choose 3 from Athletics, Deception, Intuition, Intimidation, Persuasion, Perception, History, Medicine, Religion and animal handling.

Equipment

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

  • (a) A Martial Weapon and a Shield or (b) a bow and a staff
  • (a) Five Hand Axes or (b) A Shortbow with 20 arrows
  • (a) A Chain Shirt or (b) Scale Mail or (c) Hide Armor or cloak
  • If you are using starting wealth, you have 5d6 x 10 gp in funds.

Table: The Lord of the Crimson

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 <!-Class Feature1-> 2
2nd +2 <!-Class Feature2-> 3
3rd +2 <!-Class Feature3-> 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 3 3 3 3 2 2 1 1

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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