Semi-Immortal (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Fairly rudimentary, barely any description and features that lack actions, ranges, Ex/Sp/Su, etc. It should also try do to something that distinguishes from the huge pile of "tank" classes that we already have.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Semi-Immortal[edit]

A Semi-Immortal is a class based around tanking physical damage for your team. This immortal is a character that at some point has gained the ability to survive grievous wounds and never age from that point onwards. The way this player was given this ability is completely up to the player (but of course DM's discression)

Making a Semi-Immortal[edit]

Abilities: The class's primary abilities are incredibly flexible but Str & Con are always good to have

Races: Any race.

Alignment: Any alignment (But if you don't want to tick your DM off, pick good or neutral.)

Starting Gold: 1D10 * 10g

Starting Item(s): The Semi-Immortal may start with a single item/weapon of choice (The rest of the starting equipment is done as normal, again DM's digression)

Starting Age: Any

Table: The Semi-Immortal

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Immortality, Deaths door
2nd +2 +3 +3 +0 "Not so easy"
3rd +3 +3 +3 +0 Bonus Feat
4th +4 +4 +4 +0 Immortal promise (1)
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +1 Bonus Feat
7th +7/+2 +5 +5 +1
8th +8/+3 +6 +6 +1 Immortal promise (2)
9th +9/+4 +6 +6 +1 Bonus Feat
10th +10/+5 +7 +7 +2
11th +11/+6/+1 +7 +7 +2
12th +12/+7/+2 +8 +8 +2 Bonus Feat
13th +13/+8/+3 +8 +8 +2 Immortal promise (3)
14th +14/+9/+4 +9 +9 +2
15th +15/+10/+5 +9 +9 +2 Bonus Feat
16th +16/+11/+6/+1 +10 +10 +3
17th +17/+12/+7/+2 +10 +10 +3 Immortal promise (4)
18th +18/+13/+8/+3 +11 +11 +3 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +3
20th +20/+15/+10/+5 +12 +12 +4 True Immortality

Class Skills 8 + Int modifier per level, ×4 at 1st level) Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)

Class Features[edit]

Weapon and Armour Proficiency: The Semi-Immortal is officiant with light armour (she doesn't die easily but she still feels pain) (light). She is also proficient with all simple and martial weapons.

Bonus feat: When the Semi-Immortal reaches his 3rd level, she gains a single combat-oriented feat. He gains an additional feat every third level thereafter (6th, 9th, 12th, 15th, 18th, and so fourth). These feats are gained as a fighter, and must be taken from the feats noted as fighter bonus feats. The Semi-Immortal must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Immortality: The Semi-Immortal is immortal, this gains her multiple boons such as: Fast heal 1 at lvl 1, fast heal 3 at lvl 5, fast heal 5 at 15 and fast heal 10 lvl 20. In order to kill a semi immortal you have to put its health below double there constitution. A semi immortal may awake from being knocked out in 1 d20 rounds and does not lose hp except via battle when unconscious. A semi immortal can regrow severed limbs and can reattach also. A severed limb takes 1d4 weeks to regrow, a small appendage such as a finger is healed after 1d4 days And lastly a semi-immortal cannot die of old age.


Death's door The Semi-Immortal can heal an ally or himself for 1d10hp. This may only be done (level + Con mod) times a day. This increases by 1D10 every 5 levels.

"Not so easy" when the Semi-Immortal is killed/knocked out a constitution test is to be made (DM's digression on the DC), if they pass they make it to their feet and are awake, they also gain 1d4HP (this increases by 1HD every 4 levels)

Immortal Promise This allows the Semi-Immortal to become far more resilient. Plus 2 to constitution. It starts at lvl 4 and goes up at levels 8, 13, 17 by 2.

True Immortality When a semi immortal reaches lvl 20 it has a 50% chance to double there fast heal. Most roll a d100 and anything above 50 gives you the bonus.

Playing a Semi-Immortal[edit]

Religion: Any deity (none if wanted)


Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors