Shazam (5e Class)

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Shazam[edit]

Introduction[edit]

You are in the middle of the forest escaping from a group of monsters who want to kill you, it is night and it is raining so you cannot see well and that causes you to trip over a root and fall to the ground, but that does not hurt you, quickly you get stand up and run until you can no longer, you feel how the monsters are approaching, you think that at any moment they will reach you, but ... You manage to see a mysterious cave, you don't know that you can find yourself in there but it is your only chance, you quickly enter and for a moment you manage to lose the monsters. You start to walk and go through the cave until you come across a strange path with strange symbols, something inside your head says that it is dangerous to enter but you ignore it and continue along that path, while you walk you see more strange symbols on the walls, you continue a good time until you reach a mysterious place that looks like a castle, on your left there are 7 statues representing the enemies of humanity, the 7 deadly sins Anger, Lust, Greed, Gluttony, Envy, Pride and Greed, You continue walking until you find yourself in front of a door, you open it, and before you you can see a throne and sitting on it is a decrepit old man who says these words: "You are noble of heart, your sense of justice and goodness, your You will be the hero who saves this world from darkness and injustice, now say my name ... Say Shazam ", Without thinking twice you shout that name and lightning destroys the ceiling and hits you directly. You feel how your body changes and how you are strong Much stronger than before, the old man says some last words: "Now save the world" and you see how it turns to dust and dies, now with your new powers and your incredible strength you are able to defeat the monsters that were previously chasing you and later you are able to defeat all the enemies that are dedicated to evil.

Creating a Shazam[edit]

Shazam%21_Vol_3_12_Textless_Variant.jpg

After receiving your powers perhaps by a mysterious magician or by some other method, you have to think about what you will use them: Will you use them to defeat the demons that invade your world? Will you use it to fly wherever you want and impress people with your strength? Will you use it to defeat a villain more powerful than you to save the world? Or will you just use it for your own benefit?


Quick Build

You can make a Shazam quickly by following these suggestions. First Strenght should be your highest ability score, followed by Charisma. Second, choose the Urban Vigilante background.

Class Features

As a Shazam you gain the following class features.

Hit Points

Hit Dice: 1d12 per Shazam level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Shazam level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: tinker
Saving Throws: Streng,Charisma
Skills: Choose 3 from: Persuasion, insight, intimidation, deception, athleticism

Equipment

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

Table: The Shazam

Level Proficiency
Bonus
Features Unarmed strike Flying speed out of transformation
1st +2 Shazam transformation 1d6 20
2nd +2 Lightning strike 1d6 25
3rd +2 Hero's way 1d6 30
4th +2 Ability Score Improvement 1d8 35
5th +3 Extra attack 1d8 40
6th +3 Hero's Path Trait 1d8 45
7th +3 Electric grip 1d8 50
8th +3 Ability Score Improvement 1d8 55
9th +4 Atlas's resistance 1d8 60
10th +4 Achilles courage 1d10 65
11th +4 Mercury speed 1d10 70
12th +4 Ability Score Improvement 1d10 75
13th +5 Solomon's Wisdom 1d10 80
14th +5 Hero's Path Trait 1d10 85
15th +5 Shazam transformation upgrade 1d12 90
16th +5 Ability Score Improvement 1d12 95
17th +6 Hercules strength 1d12 100
18th +6 The power of Zeus 1d12 105
19th +6 Ability Score Improvement 2d12 110
20th +6 One more time 2d12 110

Shazam transformation[edit]

At level 1 you can transform into Shazam as an action(You need an action to transform and an action to de-transform), your body ages(if not an adult already) and you will have a more adult and more muscular appearance. You scream Shazam and lightning strikes you, if you are inside the lightning will destroy the ceiling and each creature within 10 feet of you must make a Strength saving throw (DC= 8 + your proficiency bonus + your Streng modifier) or receive 4d10 amount of lightning damage,and being pushed 10 feet back, if they succeed they will take half the damage and not be pushed the lightning will not hurt you and in return you will gain the transformation of Shazam that will have the following characteristics.

  • If you are at 10 hit points or less and you transform, you will recover a total of half your maximum life but if you transform before you have 10 hit points or less you will have the maximum life.
  • You can fly at a speed of 25 feet that increases with your level
  • Your strength, dexterity, Constitution, charisma, wisdom and intelligence increase by 2 (if you have 20 in one of the characteristics it increases to 22).
  • You are resistant to lightning and thunder damage.
  • Your armor is 10 + strength modifier + your charisma modifier
  • Your unarmed strikes are magic and deals an additional 1D6 + your Strength modifier, The damage will increase with your level shown at the table.
  • You gain temporary hit points equal to your maximum hit points
  • Your movement speed is increased by an additional 20 feet.
  • You are considered a large creature in terms of carrying capacity and thrust.
  • The transformation lasts 5 Minutes and at level 6 it lasts up to 60 minutes, you can activate or deactivate it as an additional action. .

When you are not transformed you have the following disadvantages[edit]

  • You can transform an amount of times equal to your charisma mod (From now on they will be known as opportunities for transformation)
  • If you have a covered mouth or you have difficulty speaking you cannot transform, for example when they throw silence at you
  • Your Armour is 10 + Dexterity modifier and it cannot be increased.
  • Your statistics are not reduced while you are not transformed, the only statistics that you lose are those that the transformation gives you
  • You have a disadvantage on attack rolls and a -5 penalty to the damage roll

You get back an opportunity to transform after a long rest.

Lightning strike[edit]

When you reach level 2 you can use your bonus action to imbue your fists in a magic beam, now when you hit you do 1D6 bonus Lightning damage, at level 5 it does 2D6, at level 10 2D8, at level 15 2D10 and the level 20 2D12, lightning damage that ignores resistances. (you can only do this when you are transformed).

Champion of the Gods[edit]

Starting from the second level, you can shoot Zeus' rays of magical energy from your hands.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it and add your Charisma modifier to its attack and damage rolls. Its damage is lightning or thunder (your choice), and its damage die is a d6. This die changes as you gain Shazam levels, as shown in the Demigod's Fist column of the Shazam table.

This special attack can be used for any of the attacks you make as part of the Attack action and your bonus action attack.

Hero's way[edit]

At level 3 you are already independent enough to choose your own path, you can choose 3 paths, You will gain benefits at level 3, then at level 6 and finally at level 14

  • The Path of the Sorcerer:

Where you can further enhance your blows through spells in addition to healing your allies and protecting them in combat.

  • The Path of the Protector:

You like to protect people, you seek to prevent them from suffering the least possible damage by suffering it on some occasions, your sense of justice and the search to protect others gives you the courage to continue standing even when you should already be defeated.

  • The way of the black:

You were corrupted, perhaps by power or by a strange force, but now you are a threat to people, use your powers to destroy your rivals with powerful and continuous electric blasts, charge them with all your fury or make them fly so high until tremble with fear.

Your choice will give you traits at 3rd level, again at 6th level, and finally at 14th.

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]

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Lightning grip[edit]

When you reach 7th level, you can have a creature within 5 feet of you make a strength saving throw, (DC = 8 + your proficiency bonus + your strength modifier). If it fails, the creature is grabbed by you, as part of the same action, you can pick up the creature and shout Shazam causing the lightning to hit the creature and not you. This will cause the captured creature to automatically fail the test of salvation and of Strength that they have to make a save when you transform, creatures within 10 feet of you must make the save normally as if you were transforming or take an additional 4d10 Lightning damage along with your normal transformation damage. You can do this each turn as an action, doing so will sacrifice 1 chance to transform into Shazam again.If the creature succeeds their save they successfully move out of the way of the bolt and you are struck either taking you in or out of transformation.

Atlas's resistance[edit]

At 9th level, while you are transformed, you cannot be a victim of diseases or poisons (if in your human form you have diseases, when you transform they will be eliminated just like the poison), you have advantage in saving throws against spells that try to control you (eg Command) or try to fall asleep (eg sleep)As an bonus action you can use your lightning powers to heal your level x2 (you can only do it 1 time each long rest)

Achilles courage[edit]

At 10th level while you are transformed you cannot be afraid or intimidated by creatures that are the same size or smaller.

Mercury speed[edit]

At level 11 while you are transformed, you gain superhuman speed,Your movement speed increases to 60 feet. Now you can dash as a bonus action

Solomon's Wisdom[edit]

At level 13, while you are transformed, you are wise enough to know when someone is lying to you. You have an advantage on acumen rolls (Cha), you also have the wisdom of combat experience, you know that you should always be prepared for when your enemy attacks. You have a +2 to the initiative roll.

Shazam Transformation Upgrade[edit]

At 15th level you are used to fighting villains, you have better control of your powers. Now when you transform you gain the following upgrades apart from the ones you already have (Some improvements replace the previous ones.)

  • Now it does not matter what life you transform into, you will always recover your maximum life when doing so.
  • Your strength, dexterity, Constitution, charisma, wisdom and intelligence increase by 4 (if you have 20 in one of the characteristics it increases to 24).
  • You are immune to Lightning and thunder damage.
  • you add your Constitution modifier to your CA.
  • you earn hit points equal to your max hit points multiplied by 2.
  • You have an advantage on Perception rolls
  • Now when you transform you can choose which creatures to damage and which not, the range increases from 10 feet to 20 feet, the damage caused by failing the force roll is now 10d10 lightning damage. Now also ignores resistances.

Hercules strength[edit]

At level 17 you acquire enormous strength, you can also throw large objects at creatures as an additional action when doing so, the creatures have to make a Strength saving throw or receive 4d10 + your strength modifier, you can throw objects up to a range of 60 feet. You also have an advantage on strength saving throws.

Whenever you are forced to make a Strength saving throw and fail, you may choose to succeed instead and thus avoid failure, you may use this ability a number of times equal to your Strength modifier.

The Power of Zeus[edit]

When you reach level 18 (and while you're transformed) you gain better control of the lightning now your fists do lightning damage equal to your charisma modifier x2, when you hit an enemy, as part of the action, you can make them make a force saving throw (DC= 8 + your strength modifier + your proficiency modifier) or be pushed 20 feet towards any direction you choose.

One more time[edit]

When you reach level 20 you have total control of your powers, you know how to use them and when to use them and you are always alert to any danger, if you are not transformed and you are attacked as a reaction you can transform into Shazam, in turn you can also transform into shazam without having opportunities to transform, now your transformation has no time limit.

Hero Paths[edit]

The Path of the Sorcerer[edit]

As you fought against enemies you realized that each time you are becoming more powerful, but you still feel that you can give more of yourself, you think that you have not yet given your full potential and you did not show all your power so you decide to train even more for reach it until you learn new skills to boost your attacks, to defeath your enemies or to heal your allies or people who need you

Inner power

At level 3 you unlock your inner power that is calculated by multiplying your charisma modifier x 5 and you increase 5 more points each time you level up, these power points will serve you to cast different spells that will be detailed below, at first you can only choose 3 spells, at level 6 2 and finally at level 14 another 2. (You have to be transformed to earn these benefits You get all your points back after a long rest)

  • Lightning launch

As an action You can spend 25 power points to shoot a powerful beam that has a range of up to 100 feet at a target you can see, each creature within 10 feet of the target must make a Strength saving throw or take 8d8 lightning damage and They will be paralyzed until their next turn, if they save they will not receive damage and they will not be paralyzed. (You can do this once every 3 rounds)

  • burning fist

You spend 10 power points to empower your next hit with the power of lightning, you do 3d8 extra fire damage in a successful hit.

  • Heal

As an action You can spend 30 power points to heal a creature of your choice that can see your level x3 + your charisma modifier, you can spend another 3 points to heal another creature of your choice that same amount. (You can do this 1 time every 2 rounds)

  • Voltage

You spend 50 power points to make an attack roll up to 50 feet away (your proficiency modifier + your charisma modifier) ​​to summon a bolt much more powerful than usual, this bolt ignores resistances and immunities and hits every creature within 30 feet of the target, on a successful hit it deals 30D10 electric damage (You can only do this once every 1 minute)

  • Tank

As a reaction you can spend 20 power points to reduce 20 of the damage received until the end of your next turn, you can spend more power points to reduce the damage more (Once the spell ends, you cannot use it again for 5 rounds.)

  • You'll be fine

The Path of the Protector[edit]

By choosing this path you become a protector of others, you are able to give your life as long as no one gets hurt, you use your power for good, you become a true hero

Proteccion

At level 3 As a reaction if an ally within 20 feet of you takes damage you can fly at full speed to take that damage in instead of the creature You can only do this 3 times each long rest. Also if a creature is falling from a height greater than 5 feet it can fly at full speed to catch it and prevent it from falling.

Calm i'm here

At 6th level as long as you are transformed and conscious, you and your allies within 10 feet of you (at 10th level it is 15 feet and at 15th level 30 feet) gain the following benefits

  • They add your charisma modifier to saving throws. You also add that modifier to attack and damage rolls.
  • Allies within your radius cannot be scared or enchanted.
  • Neither you nor your allies can be surprised while they are in your range and you are aware.
  • If your allies are within 5 feet of you (this stays fixed and will not increase their feet) they cannot be victims of critical attacks.
I will do whatever it takes to save them

At 14th level you have already become a hero who protects others, now whenever you are transformed you gain the following benefits.

  • You can see and hear from 1 mile away
  • You have an advantage on initiative rolls
  • Your protection ability now gives your ally full cover in addition to +1 to their AC until the end of their turn.
  • If you fall to 0 hit points during 3 rounds you get up again and continue fighting, after the 3 rounds you must make a Constitution roll (CD 13) in a successful roll you will manage to hold 1 more round but the CD will increase by 2, in If you fail, you fall to the floor.
  • You are considered a ernomus creature..
  • If a creature is about to attack you can use your reaction to get closer to the creature and disarm it, in which case the creature will have to make a strength saving throw (8+ your proficiency modifier + your strength modifier) ​​or it will be disarmed by you, as part of the same action you can throw your weapon up to 60 feet away.

The way of the black[edit]

You do not use your power to protect others or to heal, now you use them for your convenience and your own benefit, you even use them even for evil.

A storm is coming[edit]

At 3rd level your rays are so powerful that they boost your area damage every time you hit an enemy, other creatures in a cone 20 feet from where the target is located take Lightning damage equal to 1d6 (at 5th level they are 2d6, at 10th level they are 3d6 and at 15th level they are 4d6).

You are not brave, you just forgot what it is to fear death[edit]

At 6th level whenever you are transformed, you gain the following

  • You can lift creatures that are taller than you, but they have to make a strength saving throw (DC = 8+ Your proficiency modifier + your strength modifier) ​​on failure, the creature can soar to a maximum of 100 feet. (at 10th level 150 feet and 15th level 200 feet) if the creature is humanoid and can understand you, you have an advantage on intimidation, persuasion, and insight checks, while she has a disadvantage on deception and interpretation tests.
  • While you are flying you can make an attack roll to hit an enemy at full speed and push it 30 feet in any direction, the creature will take extra damage equal to 1D6 (at level 8 they are 2D6, at level 10 they are 3D6 and at level 15 they are 4D6).
  • If you have a grabbed creature, you can choose to throw it with all your might as an action within 25 feet of you in any direction. (at level 10 it is 50 feet, at level 15 it is 75 feet and at level 20 it is 100 feet)

Kahndaq[edit]

At level 14 you gain the possibility of going to your Kahndaq kingdom, you use your powers to open a portal that takes 8 hours to channel, once the 8 hours are over the portal will open and up to 1000 people will be able to enter Kahndaq, the number of inhabitants that can enter the kingdom is up to 20k, the design of the kingdom you can give it yourself, the kingdom will have multiple houses where the inhabitants can live peacefully, you will also have guards and 3 generals that will protect the kingdom at all costs these generals will continue your orders to death, the guards will not be able to leave the kingdom however the generals if each one will have their own personality and their own abilities, the generals will always be a warrior, a magician and a Cleric (the subclasses can be chosen by you) the statistics will be the following 10.9, 14,16,18,12. You can distribute it in any stat, the armor of the generals will always be 17 (it cannot be changed) and their health points will be half of yours and they cannot benefit from feats or Increase in skill score but they can acquire skills that gives them their class and subclass. The kingdom will also have a castle where you can rest as long as you want, inside the castle you will have servants who will follow all your orders and behave friendly with people, the castle also provides food and food.

Multiclassing[edit]

This class cannot multiclass

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