Scourge (5e Class)

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Scourge[edit]

Scourges are forces of destruction. Being a scourge does not necessitate being evil or notorious, but rather that you pull from a pool of energy, devoted to light, death, blood, fire, or frost. Some scourges could be in another category, but those are the major 5.

Creating a Scourge[edit]

When creating a scourge, think about this: How devoted is your character to their energy? With the exception of light, most scourges have to resist the corruption that their energies bring with great effort. How did they come in contact with it? Were they born with it, or did they absorb it through some magical ritual or accident?

Quick Build

You can make a scourge quickly by following these suggestions. First, strength should be your highest ability score, followed by constitution.

Class Features

As a Scourge you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, and Heavy armor, shields
Weapons: Simple weapons and Martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, History, Intimidation, Deception, Perception, Persuasion, or Religion.

Equipment

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

  • (a) 1 martial weapon and a shield or (b) 2 simple weapons
  • (a) Leather armour and 40gp or (b) Chainmail
  • (a) Dungeoneers's pack or (b) Explorers's pack
  • Divine Symbol
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Scourge

Level Proficiency
Bonus
Features Energy
1st +2 Energy, Influence, Corrupting Touch 3
2nd +2 Seer Eyes 5
3rd +2 Subclass Feature 7
4th +2 Ability Score Improvement 9
5th +3 Scourge Protection 12
6th +3 15
7th +3 Subclass Feature 18
8th +3 Ability Score Improvement 21
9th +4 24
10th +4 28
11th +4 Subclass Feature 32
12th +4 Ability Score Improvement 36
13th +5 40
14th +5 44
15th +5 Subclass Feature 50
16th +5 Ability Score Improvement 60
17th +6 70
18th +6 Subclass Feature 80
19th +6 Ability Score Improvement 90
20th +6 100

Energy[edit]

Starting at 1st level, you have access to a pool of energy which grows over time. Your energy replenishes itself at the end of every short or long rest, and the total amount is shown in the Scourge table.

Corrupting Touch[edit]

Starting at 1st level, you can spend a single energy point to spread the corrupting energy of your influence. You use an action touch an object or creature, and that creature must succeed on a wisdom save of DC 8 + your Proficiency Bonus + your Wisdom modifier. On a failure, that creature takes 1d12 damage from your influence's corresponding damage type. This feature gains 1d12 damage at levels 5, 10, and 16.

Subclass Feature[edit]

At 1st level, you chose an influence. Choose between Light, Frost, Death, Blood or Fire, all detailed at the end of the class description. Your choice grants you features at level 3 and again at levels 7, 11, 15, and 18.

Each influence has a corresponding damage type; light corresponds to radiant damage, frost to cold damage, death to necrotic damage, blood to poison damage, and fire to fire damage.

Seer Eyes[edit]

At 2nd level, you gain the ability to cast aside your mortal perception and see through your influence. You can use an action and expend 3 energy to gain one of these benefits for 1 minute:

  • Blindsight for 30 feet
  • Truesight for 15 feet
  • Perfect vision through water or fog for 60ft
  • Advantage on perception checks relying on sight
  • Darkvision for 15 feet; Can be used to see through magical darkness

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.

Scourge Protection[edit]

When you reach 5th level, your body begins shifting to accommodate the influence you have chosen. You have resistance to your influence's corresponding damage type. At 19th level, you have immunity instead.

Corrupt Weapon[edit]

Starting at 6th level, you have the ability to warp a weapon and make it extra destructive. At the end of a short or long rest, you can corrupt a weapon with magical power. When you use this corrupted weapon, you may expend 1 energy to deal 1d6 damage of your influence's corresponding type. If you run out of energy, the weapon reverts to it's original state.

Influence Of Light[edit]

Typically the most noble and honourable of the influences, an influence of light is a devotion to the path of good. You have a will of iron and a heart of gold, and you will spread the influence of the light.

Enlightening Touch

You can use corrupting touch to heal a creature instead of dealing damage. If the creature is willing, they do not have to make a wisdom saving throw. When you use it to deal damage or on an unwilling creature, the DC is increased by 1.

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Influence of Death[edit]

This is the most vile of the influences. It entails rot, decay, pestilence and death. This is also one of the most manipulative influences, and only the most iron-willed of heroes can reach it's full potential without being warped by it. As you fall to the decay, you know: You will spread the influence of death.

Rotting Touch

Your corrupting touch turns flesh dull and lifeless, leaving a mark that lasts for 1d6 days on your target. When you use corrupting touch, the target is poisoned for 1 minute. The touch also coats the wound in a thick black goo, which deals 1d4 necrotic damage at the end of each of the target's turns. The target or any creature within 5ft can remove the goo with an action. The damage of the goo scales with the damage of the touch.

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Influence of Blood[edit]

The influence of blood is a path of pain and self-sacrifice. This is an influence that requires devotion from it's followers, and often leads to insanity. Scourges who follow this path are beyond humanity, often abandoning the most basic of social norms in pursuit of efficiency, and spreading the influence of blood.

Bleeding Touch

Your corrupting touch saps life force from your enemies, healing you by 1d4 for every time you use it on a living creature. You can also sacrifice 1d8 hit points for 1d12 extra damage.

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Influence of Frost[edit]

The influence of frost is a devotion to the cold, and the icy preservation of all things. The followers of frost are typically less destructive than others, as even those who are thoroughly warped by it have some level of compassion for living things, although their main goal is still to spread the influence of frost.

Freezing Touch

Your corrupting touch cools down your targets body immensely. Until the start of your next turn, they lose 10 feet of movement and have disadvantage on the first attack roll they make.

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Influence of Fire[edit]

The influence of fire is perhaps the most dangerous of the influences. It is an influence of raw power and destruction, and it's followers are often very short-tempered. It is often associated with dark or demonic magic, as another way to spread the influence of fire.

Blazing Touch

Your corrupting touch is blazing hot. It deals extra damage equal to your Wisdom modifier plus your Proficiency bonus.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Wisdom 13 or higher

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armour, simple weapons, Arcana and Perception

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