Madman of Zaun (5e Class)
Madman of Zaun[edit]
A mad fighter ready to throw himself headlong into anything that gets in his way.
Freelance Doctor[edit]
In the words of the infamous Zaun asylum, a monstrous figure lurks. He has bold methods, a sharp saw and terrified patients. This man is certainly not a doctor, except in his imagination.
Creating a Madman of Zaun[edit]
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When you create your Madman you have to think about how not to think, decide in the moment, but above all remember that you can go where you want and do what you want.
- Quick Build
You can make a River king quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the "S̳T̳I̳L̳L̳ ̳T̳O̳ ̳C̳H̳E̳C̳K̳" background.
Class Features
As a Madman of Zaun you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Madman of Zaun level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Madman of Zaun level after 1st
- Proficiencies
Armor: any type of heavy armor, shields
Weapons: every type of weapon
Tools: Herbalist's Bag.
Saving Throws: Constitution, Strength
Skills: Choose 3 from acrobatics, intimidation, Survival, Performance, quickness of hand, Perception, Athletics.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A heavy weapon or (b) A longsword & shield
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have 8d12 × 10gp in funds.
Level | Proficiency Bonus |
Features | Passive Regeneration |
---|---|---|---|
1st | +2 | Passive Regeneration, Unstoppable | 1d6 |
2nd | +2 | Infected Weapon | 1d6 |
3rd | +2 | Road of Madness | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Muscle Power, Extra Attack | 1d6 |
6th | +3 | Road of Madness feature | 1d8 |
7th | +3 | Electricity is good for the brain! | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Brutal Critical | 1d8 |
10th | +4 | Regenerative Fury | 1d8 |
11th | +4 | Road of Madness feature | 1d10 |
12th | +4 | Ability Score Improvement | 1d10 |
13th | +5 | Brutal Critical improvement | 1d10 |
14th | +5 | Hardened Body | 1d10 |
15th | +5 | Blood Armor | 1d10 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | Brutal Critical improvement | 1d12 |
18th | +6 | Road of Madness feature | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Immortal Body | 1d12 |
Passive Regeneration[edit]
At 1st level, you are able to regenerate the wounds suffered thanks to your abominable body. At the beginning of each of your turns, you may regain 1d6 hit points. This die changes as you gain madman levels, as shown in the Passive Regeneration column of the Madman table.
You may use this feature a number of times equal to half your madman level, regaining all uses at the end of a long rest.
Unstoppable[edit]
Nothing can stop you. At 1st level, your fury allows you to overcome obstacles. As a bonus while your movement speed while your movement speed is being reduced to 0 or you are incapacitated, or when your action would be wasted, you may take 1d6 necrotic damage to ignore the aforementioned effect until the end of your turn. Each time you use this feature, the damage taken increases by 1d6. You may use this feature a number of times equal to your proficiency bonus, regaining all uses and reducing the damage it deals back to 1d6 at the end of a long rest.
Infected Weapon[edit]
At 2nd level, once per turn when you make a ranged attack using a thrown weapon, you may contaminate the weapon. The attack deals an additional amount of necrotic damage on a hit equal to the amount of hit points you regain using Passive Regeneration, and the target's movement speed is reduced by a number of feet equal to 5 times your proficiency bonus. On a miss, you take 1d6 necrotic damage.
Additionally, you may add your proficiency bonus to thrown attack rolls with improvised weapons, and you may make a thrown attack roll with an improvised weapon as a bonus action once on each of your turns.
Road of Madness[edit]
Starting at 3rd Level, you choose a road. Choose between road of the Colossus, Crazy Bettor, or Cultured, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 11th, and 18th levels.
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]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Muscle Power[edit]
Your body has no limits. Starting at 5th level, your Constitution modifier can be increased to up to 30 using an Ability Score Increase, and you can add your Constitution modifier to your attack and damage rolls.
At 10th level, you can add your Constitution modifier to any saving throws and ability checks you make.
Electricity is good for the brain![edit]
Starting at 7th, as a reaction when you would take damage, you can use your body to absorb the damage. You take half as much damage, and you may either cause the source of the damage to take lightning damage equal to the damage you reduced, or to cause a creature within 5 feet of you to regain hit points equal to the damage you reduced. You may use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Brutal Critical[edit]
Starting at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Regenerative Fury[edit]
At 10th level, you can maximize your regeneration. Passive Regeneration cannot be negated except by the effects of this class. As a bonus action, you can double the amount of hit points you regain with Passive Regeneration for 1 minute once, regaining use at the end of a long rest..
Hardened Body[edit]
At 14th level, your body has overcome countless adversities. You gain resistance to four damage types of your choice.
Blood Armor[edit]
At 15th level, you are able to harden your body with blood. You gain a +1 bonus to your AC for every 20 hit points below your maximum you are to a maximum bonus equal to your proficiency bonus.
Immortal Body[edit]
At 20th level, you have reached the pinnacle of physical fitness. You can not be instantly killed. Whenever you are reduced to 0 hit points, you instead drop to 1 hit point and are paralyzed until the end of your next turn.
Cultured[edit]
With this path you have chosen to study your madness and your physical condition.
- Self-Taught Scholar
At 3rd level, you can gain proficiency in your choice of two of the following skills: Nature, History, Investigation, Insight, Medicine, Arcana, Religion.
- Field Experiments
Your careful study of your body has allowed you to understand how to apply your regeneration to other creatures. At 6th level, you can use an action or bonus action to cause an ally within 5 feet of you to regain hit points equal to the number of hit points you would regain using Passive Regeneration. You can not use this feature and make an attack or use Passive Regeneration on the same turn.
- "Medicine time!"
At 11th level, you are able to inject a portion of your blood into your allies. While you are under the effects of Regenerative Fury, using Field Experiments halves the amount of hit points you regain with Passive Regeneration rather than causing you to be unable to use it.
- "More medicine!"
At 18th level, you can use Regenerative Fury 3 additional times, regaining all uses at the end of a long rest. When you use Field Experiments, the target gains the benefits of your Hardened Body and Brutal Critical features.
Colossus[edit]
- Magnification
At 3rd level, your size increases by 1 category, and your maximum hit points increase by twice your madman level. Each time you gain a level in this class, your maximum hit points increase by 2.
- Demolisher
At 6th level, you have advantage on attack rolls against objects and structures, and your movement speed increases by 15 feet.
- Colossal Transformation
At 11th level, while you are under the effects of Regenerative Fury your size increases by 1 category and you have advantage on Strength and Constitution checks.
- Open Track
At 18th level, when a creature attacks you for the first time, and whenever you score a critical hit against a creature, it must succeed on a Constitution saving throw or be knocked prone and automatically miss their attack. The DC for this saving throw is equal to 8 + your Strength or Constitution modifier + your proficiency bonus.
Crazy Bettor[edit]
- Risky Bet
At 3rd level, when you make a skill check, saving throw, attack roll, or damage roll, you may roll 1d3 to test the balances of fate. On a roll of 1, you take 1d12 necrotic damage. On a roll of 3, you gain a 1d6 bonus to the initial roll.
- Suspicious Substances
At 6th level, as an action, you can ingest a suspicious substance from somewhere and drink it or have a friendly creature within your reach drink it, or make a successful improvised attack roll against a creature within 20 feet to force it to drink the substance. The creature that drinks the substance must roll 1d6, gaining one of the following effects based on the roll:
- 1
- the creature gains resistance to poison damage.
- 2
- the creature must succeed on a Constitution saving throw or fall unconscious for 1 minute or until it takes damage. The DC for this saving throw is equal to 8 + your Constitution modifier + your proficiency bonus.
- 3
- the creature gains the effects of the haste spell until the end of its next turn.
- 4
- the creature takes 2d6 poison damage, and is poisoned for 1 minute. A creature poisoned in this way may make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
- 5
- the creature loses any ongoing effects and conditions of its choice that are not caused by a spell.
- 6
- the creature his disadvantage on attack rolls for 1 minute. A creature under this effect may make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
- Regenerative Madness
At 11th level, you are able to randomly change your Regenerative Fury. When you roll for initiative, you may roll 1d2. On a 2, you gain the "Medicine time!" feature form the Cultured Road of Madness until the next time you roll for initiative. On a 2, you gain the Colossal Transformation feature form the Colossus Road of Madness until the next time you roll for initiative.
- Immortal Luck
At 18th level, whenever you roll one die or more to regain hit points, you may reroll any dice that roll a 1, and you may roll an additional die each time a die rolls its maximum result.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Madman of Zaun class, you must meet these prerequisites: 13 Constitution
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