Quietus (5e Class)
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- 1 Quietus
- 1.1 Creating a Quietus
- 1.2 Class Features
- 1.2.1 Table: The Quietus
- 1.2.2 Wise Defense
- 1.2.3 Mark of the Cursed
- 1.2.4 Accursed Strike
- 1.2.5 Life Flux
- 1.2.6 Quietus Archetypes
- 1.2.7 Ability Score Increase
- 1.2.8 Mark Manipulation
- 1.2.9 Finisher's Sight
- 1.2.10 Live off the Land
- 1.2.11 Necrotic Control
- 1.2.12 Darkened Blood
- 1.2.13 Call of Death
- 1.2.14 Coup de Grace
- 1.2.15 Master Marker
- 1.3 The 3 Ways
- 1.3.1 The Way of the Slaughterer
- 1.3.2 The Way of the Guardian
- 1.3.3 The Way of the Necromancer
- 1.4 Multiclassing
A hooded elf whispers an incantation while gripping his long scythe; 3 corpses suddenly jolt to life, ready to fight. He and his undead compatriots rush forward at the enemy, prepared to turn the tide in favor of his party.
A large half-orc, feeling the life draining out of those nearby, is suddenly ripped through with a drastic transformation. Now 20 feet tall, he towers over all. He quickly smashes the remaining enemies, enabling his team to survive.
A crafty human clad in black stares down an oncoming pirate who then twists over, crippled with pain. Taking advantage of his opponent's weakness, he rushes over, finishing the pirate with a decisive, crushing blow.
Quietus use their power over necrotic energies to both protect their friends and defeat their foes.
Creating a Quietus
A quietus's power over necrotic energy is central, but what led them to obtain these powers? Were they fascinated with the concept of life and death from a child? Did they have a close encounter with a necromancer? Do they feel it is the only way to protect their friends?
You can make a Quietus quickly by following these suggestions. First, wisdom should be your highest ability score, followed by strength. Second, choose the Soldier background.
As a Quietus you gain the following class features.
- Hit Points
Weapons: Martial Weapons, Simple Weapons
Saving Throws: Wisdom, Strength
Skills: Choose 2: Intimidation, Insight, Athletics, Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) war scythe or (b) light crossbow with 20 bolts
- leather armor
- (a) 2 daggers or (b) any simple weapon
- (a) explorer's pack or (b) dungeoneer's pack
|1st||+2||1||Unarmored Defense, Mark of the Cursed|
|2nd||+2||1||Life Flux, Accursed Strike|
|3rd||+2||2||Choice of Ways|
|4th||+2||2||Ability Score Improvement|
|8th||+3||4||Ability Score Improvement, Live off the Land|
|12th||+4||5||Ability Score Improvement, Darkened Blood|
|16th||+5||6||Ability Score Improvement|
|17th||+6||7||Call of Death|
|19th||+6||7||Ability Score Improvement, Coup de Grace|
When wearing no armor or wielding a shield,
- AC = 10 + Wisdom Modifier + Dexterity Modifier
When wearing light armor,
- AC = Armor Base AC + Wisdom Modifier + Dexterity Modifier(Max 2)
Mark of the Cursed
Beginning at level 1, you get a marking point, or "mark." The number of marks you have starts at 1, but increases by 1 at levels 3, 5, 8, 11, 14, 17, and 20. Your marks regenerate after a short rest. Using a bonus action, you may use one mark to attempt to mark one creature within 30 feet of you, causing it to make a Wisdom saving throw where,
- DC = 8 + Proficiency Bonus + Wisdom Modifier
When a creature is marked, it is drawn to you, using any of its movement to move towards you at the beginning of each of its turns, and has disadvantage on any attacks made against any creature but you. In addition, you get to add your Wisdom Modifier to the attack roll and damage of any attacks you make against a marked creature. The marking lasts for one minute or until a remove curse spell is used upon the marked creature.
At level 2, you can add an extra 1d4 Necrotic damage to any weapon attack against an openly hostile creature, once per turn. The damage die increases to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 15. You gain temporary hit points for all damage dealt this way. However, if you have a marked creature within 5 feet of you, you lose the ability to add this damage onto attacks made against any creature except for the marked creature.
At level 2, you sometimes grow into a more powerful form when those nearby are low on hit points. When more than half of the conscious creatures with 30 feet of you except undead dip below 1/2, you transform into your avenger form, gaining the following abilities:
- Massive Avenger Your size and, correspondingly, your weapon and what you are wearing increase by 2 sizes. With this, you gain +5 to all Strength checks and the damage of your weapon attacks increase by 1d8 per quietus level divided by 2 (minimum of one). If your size is too great for the space you are in, you are (at the DM's discretion) transported to the nearest large enough space. Additionally, you gain temporary hit points equal to 10 x your quietus level.
- Thick Skin You gain +2 bonus to AC
- Necrotic Boost You get to add your quietus level in additional necrotic damage to your accursed strike ability.
- Growing Pains Due to your quickly increased size, you take necrotic damage equal to 2d6 times your quietus level at the end of each of your turns until you fall unconscious or the hit point average goes back above half. At either point you return to your normal form.
You may use this once, regaining use of this feature after completing a long rest.
At level 3, you choose a Way:
- The Way of the Slaughterer
- The Way of the Guardian
- The Way of the Necromancer
Each Way is outlined further in the class description. You gain Way features at levels 6, 9, 11, 14, 15, and 18.
Ability Score Increase
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.
When you reach the 5th level, you gain the power to further influence those you have marked with your necrotic abilities. You can expend additional marks to apply various effects to those you have already marked, as long as that creature is within 60 feet. You start off with two mark manipulators, but gain an additional one at levels 9 and 13. The manipulations are as follows:
- Marked Suffering This uses up a bonus action and 1 or more marks, dealing 1d6 necrotic damage to the marked creature for every mark spent. If this damage exceeds 20, the marked creature is knocked prone.
- Marked Confusion This uses up a bonus action and 2 marks, causing the marked creature to, on its turn, use its movement speed to run to the nearest creature and attack it with disadvantage.
- Marked Weakness This uses up a bonus action and 2 or more marks (up to 5). You choose an ability (Wisdom, Strength, Dexterity, etc.). The marked creature has disadvantage in all checks made with that ability and the ability score is decreased by 1 for every mark spent past 2 while the target remains marked.
- Marked Force This uses up an action and 3 marks, causing one marked creature to be thrown up to 30 feet in the direction you choose. The marked creature then makes a Dexterity save against your marking resistance DC. Upon failure, the creature takes 3d6 bludgeoning damage and is knocked prone. The creature takes half as much damage and is not knocked prone upon a successful save.
- Marked Control Using an action and 4 marks, you may have the marked creature make a Charisma saving throw against your marking resistance DC. On a failure, you form a telepathic link with the creature and may use your reaction to control it completely on its next turn. On a success, the marked creature takes 2d4 psychic damage.
You are fundamentally connected to the life force of those around you. At level 7, you gain a special ability called Bloodsight in which you can identify any creatures (including invisible creatures) within 60 feet of you who have less than half their hit points remaining. In addition, you can always see and know the exact location of marked creatures.
Live off the Land
Upon reaching 8th level, as an action, you may deal 1d4 + your Wisdom modifier necrotic damage to up to four plants within 60 feet of you. You heal hit points equal to the total damage dealt this way (this may not exceed your maximum hit points). You may use this twice, regaining all uses after completing a long rest.
Upon reaching 10th level, you have so much control over your own necrotic energies that you may choose whether or not to turn into your avenger form when nearby creatures dip below the half point. However, you may only choose to transform when it dips below half, not when it is already below half.
By level 12, your blood has become tainted with the necrotic energies you manipulate, making you stronger. You gain resistance to necrotic damage. In addition, this enables you to temporarily change your appearance, as an action, to that of any undead creature you have seen that is the same size category as you, with the exception of wraiths and other incorporeal undead. This change lasts for one hour and you regain the ability to use it after completing a short rest. Other creatures may identify you as not undead with a successful Intelligence (Investigation) check against your mark resistance DC. However, you gain proficiency on Deception checks to convince other creatures you are dead or undead or double proficiency if you are already proficient in Deception.
Call of Death
When you reach 17th level, you gain the power to coax all those around you to their impending deaths. You may use an action to extend this call and cause an illusory human skull to appear somewhere within 5 feet of you. Every creature within 60 feet of it must make a Wisdom saving throw against your marking resistance DC. Upon failure, they must use all of their movement speed at the beginning of each of their turns to move towards the skull. This effect lasts for 1 minute, but the creature can try the saving throw again at the beginning of each of its turns before it moves. On a success, there is no effect on the creature. In addition, marked creatures have disadvantage on the saving throw and take 1d4 damage at the beginning of each turn affected by it. You have a single use of this feature that you regain after completing a short rest.
Coup de Grace
At level 19, you may use an action to make a single attack upon a creature. On a hit, roll a d20 and add your Wisdom modifier. If the result is above 10, roll your weapon damage die a number of times extra equal to your Wisdom and Strength modifiers combined and add that to the damage of the attack. You regain use of this feature after completing a long rest.
At level 20, you have become so accustomed to the magic involved in marking enemies that the initial marking of enemies no longer requires any marks.
The 3 Ways
The Way of the Slaughterer
The way of the slaughterer is one of spilled blood.
Upon choosing this way at level 3, the target of a mark now takes 2d4 necrotic damage upon a successful marking. This damage increases by 1d4 at levels 9, 14, and 18.
At level 6, you may add your Wisdom modifier to the necrotic damage dealt by your accursed strike feature.
When you reach level 11, your connection to blood and life force greatens, causing Bloodsight to increase to a range of 180 feet. In addition, you gain advantage on all Survival checks to track bleeding creatures and on Perception checks to detect bleeding creatures nearby.
Upon reaching 14th level, on a critical, deal an extra 1d12 necrotic damage.
At level 15, you deal critical damage on 18 or greater, as opposed to just 20.
At level 18, you gain the ability to, for one minute, increase your avenger size by one size category. The same teleportation rules apply. However, all references to quietus level in the avenger description are doubled for the duration of this effect, including the growing pains damage. Your Strength check bonus is doubled and your AC increases by an additional 2.
The Way of the Guardian
Upon choosing this way, in avenger form, you gain resistance to all damage, except for force and radiant damage.
Surround and Kill
At level 6, you may use your reaction at the beginning of a creature's turn to grant it advantage on any attack it makes against a marked creature until the start of its next turn. You may use this a number of times equal to your proficiency modifier, regaining all uses after completing a long rest.
When you reach level 11, you gain the following mark manipulation:
- Marked Containment Using up a bonus action and 2 marks, you may knock a marked creature prone and stun it until the start of your next turn.
At level 14, you gain proficiency in medium armor. In addition, when you are wearing medium armor,
- AC = Armor Base AC + Wisdom Modifier + Dexterity Modifier(Max 2)
Upon reaching 15th level, decrease the growth pains damage by 1d4 times quietus level.
At level 18, you may use 3 marks to have every creature within 30 feet make a Wisdom saving throw against your mark resistance DC. On a failure, the creature is now marked. In addition, every marked creature within 5 feet of you has disadvantage on attacks against you.
The Way of the Necromancer
Upon choosing this way, you can choose 2 cantrips from any class. Your spellcasting ability is Wisdom. In addition, you may cast a spell that requires somatic components while holding a weapon/weapons. Your weapon serves as your spell casting focus.
At level 6, you may use 3 marks to cast Animate Dead as a 4th level spell.
Power Over Death
When you reach level 11, you gain immunity to necrotic damage. In addition, you may cast False Life as a 5th level spell. You regain its use after completing a short rest.
At level 14, you gain the ability to sap those around you to counteract the growth pains of your avenger form. When in avenger form, halve the amount of damage you take from being in avenger form and equally split the removed damage as necrotic damage to all conscious creatures, except undead, within 30 feet.
Upon reaching 15th level, you may use 4 marks to cast Create Undead as a 8th level spell, requiring no material components. You may choose to instead cast Finger of Death for 4 marks. You must complete a long rest before using this feature again.
At level 18, you are bonded with the mark very closely. You receive temporary hit points equivalent to half of all non-necrotic damage dealt to a marked creature.
Prerequisites. To qualify for multiclassing into the quietus class, you must meet these prerequisites: 15 Wisdom Proficiencies. When you multiclass into the quietus class, you gain the following proficiencies: War Scythe, Light Armor, Wisdom Saving Throws