Nightbringer (5e Class)

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The Nightbringer[edit]

Some slavers are forcing a large group of people to dig a quarry out in the hot desert when suddenly, the sky turns dark. It is only noon. A figure with crimson wings and blazing eyes descends from the darkened sky. A cloud of darkness falls over the quarry from him. When it clears, all that remains is the figure surrounded by blood and corpses of the slavers. The slaves look on in awe at the seeming dark angel of retribution. As the figure vanishes in ascension, light returns once more.

Dark Chaos[edit]

The dark angels, or angels of death even, who fly the world delivering a crude sense of divine justice, are the models for nightbringers. They are not evil nor good. It is simply the night of darkness, as the light of life is snuffed out, that trails them, which gives them a bad name. But do not mistaken them for grim reapers. While they bring darkness and often the end of lives, they are far from the ordained ferry men. They use the powers of darkness like a shroud to send off those who passed and will pass. Nightbringers are indeed an enigmatic form of warriors, as the darkness poured forth is like smoke from an internal engine within them, manifested of their own internal fears, rage, and who knows what else. But it is palpable and strong enough to force others to fall into blindness and even insanity.

Creating a Nightbringer[edit]

alex-flores-nightbringeryasuo-alexflores.jpg
Nightbringer Yasuo by Alex Flores

Nightbringers are usually chaotic but not entirely prone to ill will. They can function fine as protectors but they often lose their tempers. To them, the end will always justify the means. Is your night bringer character a person looking to rectify a wrong upon them or someone else? What is this smothering, blinding rage your character wishes to deflect at? Did they live a life stolen or one never even had?

Quick Build

You can make a nightbringer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Unknown or soldier backgrounds.

Class Features

As a Nightbringer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Nightbringer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nightbringer level after 1st

Proficiencies

Armor: None
Weapons: Flail, Glaive, Greatsword, Halberd, Longsword, Morningstar, Pike, War Pick, Warhammer
Tools: Playing cards, one musical instrument of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three from Athletics, deception, persuasion, acrobatics, intimidation, religion, stealth and religion

Equipment

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

  • (a) a longsword or (b) a greatsword or (c) a greataxe
  • one musical instrument
  • If you are using starting wealth, you have 5d6 gp in funds.

Table: The Nightbringer

Level Proficiency
Bonus
Chaos energy Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 0 Walking disaster, heightened senses, primordial force
2nd +2 5 Primal reflexes, spell casting
3rd +2 5 Chaos engine feature 2
4th +2 10 Ability Score Improvement 3
5th +3 10 Chaos engine feature 3
6th +3 15 Terrifying presence, winged agility 3
7th +3 15 Chaos engine feature 4 2
8th +3 20 Ability Score Improvement 4 2
9th +4 20 Shadow dance 4 2
10th +4 25 Chaos engine feature 4 3
11th +4 25 Extra attack 4 3
12th +4 30 Ability Score Improvement 4 3
13th +5 30 Inception knowledge 4 3 2
14th +5 35 Chaos slash 4 3 2
15th +5 35 Chaos engine feature 4 3 2
16th +5 40 Ability Score Improvement 4 3 3
17th +6 40 Stun beams 4 3 3
18th +6 45 Chaos engine feature 4 3 3
19th +6 45 Ability Score Improvement 4 3 3 1
20th +6 50 Chaos Incarnate, Calamity 4 3 3 1

Spellcasting[edit]

The God within you gifts you with magical talent

You will learn innate magical abilities as you progress as the night bringer as well as learn spells from a power-based school of magic.

Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack modifier = proficiency bonus + Charisma modifier
Firstly, you learn minor but very useful spells you can use at any time. You learn modified forms of the cantrips Chaos Spark, Ray of Flames and Holy Grasp. At 7th level, when you use your action to cast a cantrip you may make one melee attack as a bonus action.
Chaos spark: Range is 60 feet. You hurl a ball of chaotic energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6). Deals double damage to those with the lawful alignment.
Ray of Flames: Range is 60 feet. A frigid beam of heat streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 fire damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8)and 17th level (4d8).
Holy Grasp: This is a touch range spell. Holy light springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is evil or demonic. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8). Deals double damage on fiends and devils.

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.

Walking disaster[edit]

At first level, some of the chaotic energy is leaking out, because of this everyone around you except for yourself, critical fails on both 1s and 2s

Heightened senses[edit]

At first level, the dormant chaotic deity inside you bolsters your bodily senses and instinct, gain advantage on perception and insight

Primordial Force[edit]

At first level The dormant God within shields you from mental attacks, gain resistance to mental/psychic damage

Primal reflexes[edit]

At second level the dormant God within becomes slightly active you gain incredible reflexes, making your unarmored ac equal to your dexterity modifier+ your charisma modifier.

Terrifying Presence[edit]

At sixth level more chaotic energy continues radiating from you as your powers awaken, you now gain +5 and advantage on intimidation checks and anything that can see you in a 5ft radius gets disadvantage on attack rolls unless it cannot see or cannot be feared.

Winged Agility[edit]

At sixth level, the spirit of Akmenos within remembers his past form and the way he used to move, if you did not have wings already you sprout wings made of a wispy crimson smoke-like substance. Your flight speed is 60ft. In addition, you gain proficiency in acrobatics and athletics and have advantage while in the air.

Shadow Dance[edit]

At ninth level you gain greater control over the primordial energy that Akmenos was, you can now use an action to merge into the darkness and become hidden.

Extra Attack[edit]

At eleventh level you gain an extra attack

Inception Knowlege[edit]

At thirteenth level Akmenos' power is fully awake within you, you've remembered the inception of the universe. You can now speak celestial, primordial and infernal. You gain truesight of 60ft, and you are now immune to psychic damage and all forms of mental attack.

Chaos Slash[edit]

At 14th level you can spend 10 chaos points to add 6d8 radiant damage, and 6d8 fire damage on to your weapon's base damage. This ignores resistances but not immunity

Elemental Chaos[edit]

At 17th level, you can use your connection to the elemental chaos to open up a rift to it. You can either enter the elemental chaos, and gain resistance to all elemental damage(fire, cold, lightning etc) for 10 minutes, or you can allow it spew out the raw energy dealing 6d6 of every elemental kind of damage. The target must make a constitution save on success take half damage.

Chaos Incarnate[edit]

(WARNING: this form is highly dangerous to your allies as well as your enemies you should really only use this as a last resort to avoid accidentally killing your entire party) At 20th level you gain full control over your chaotic power. You can now enter your full powered true form that Akmenos was in when he did his legendary rampage through heaven. Upon entering this form your hair and wings become longer and covered in flames, you grow spikes from your shoulders, your eyes light up with fire, you grow fangs and large horns, and you grow to a height of 12 feet tall. While in this form you gain 100 temporary HP, your chaos points double you are immune to non-magical attacks, you can use chaos slash indefinitely and you can pick one 9th level spell from the sorcerers spell list to use in this form. This ability recharges after every long rest. Calamity activates upon entering this form. Upon exiting this form you receive 3 levels of exhaustion

Calamity

You release a vast amount of chaos energy upon transforming, this causes a solar eclipse and a giant storm of chaos energy to rage across the planet. Target a point within range. Each creature within a 500 ft radius of that point takes 15d6 radiant damage and 15d6 fire damage. If they succeed on a charisma saving throw they half the radiant damage, and if they succeed on a dexterity saving throw they take half fire damage. You may have any creature within the area not be targeted by the spell.

Rage engine[edit]

The endless chaotic rage that consumed Akmenos during his assault on the heavens, the power that lead him to slaughter countless angels along with his own followers.

Chaos Engine

At third level you have awakened enough of your power to wield your wield chaos energy.for two chaos energy you can add 4d6 fire or radiant damage to your attacks. And you can expend three chaos energy to flourish your strike and attack again. Your attacks count as magical for the purpose of overcoming resistances.

Fire breath

At fifth level you can use five chaos energy to channel your rage and breath fire in a 30 ft cone in front of you dealing 6d8 fire damage. The targets must make a dexterity saving throw, on success they take half damage.

Killing frenzy

At seventh level your bloodlust grows as your power awakens. You can spend 5 chaos energy to go into frenzy as an immediate action, and every time something dies around you, you gain another stack of frenzy

Relentless assault

At tenth level when you are frenzied you cancan not be stunned, blinded, restrained, knocked prone or stopped from attacking in any way. Targets must also pass a DC 18 strength saving throw when you attack or be pushed back 10 feet.

Angry magic

At fifteenth level all of your spells and attacks now ignore resistance and turn immunity into resistance

Inferno

At 18th level you can expend half of your base total chaos energy and channel for one turn and then release a fiery tornado of flames around you full of your chaotic rage in a 60ft radius around you. The target must make a constitution saving throw, on failure take 20d10 fire damage on success take half. This attack does double damage to lawfuls.

Shadow engine[edit]

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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


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