Sideshow (5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to be used as an alternative to Stand User Variant (5e Class) for modern campaigns set within the JoJo's Bizarre Adventure universe. As such, it is not balanced for typical 5e play.

Contents

Sideshow[edit]

Natural vs Supernatural[edit]

Sideshows are individuals who have found themselves engulfed in a world of terrifyingly powerful supernatural powers. Sun magic and ghostly apparitions are just a handful of what these heroes have to put up with, all without supernatural powers of their own. Some sideshows make up for this by augmenting their bodies with World War era cybernetic technology, while others simply survive with their street wit alone.

Creating a Sideshow[edit]

Stroheim_Cyborg_Infobox_Manga.png SPW_PB_Infobox_Anime.png
A cyborg (above) and a hooligan (below), Source [https://jojowiki.com/File:SPW_PB_Infobox_Anime.png].
Quick Build

You can make a Cyborg quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity.

Class Features

As a Sideshow you gain the following class features.

Hit Points

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

Proficiencies

Armor: Medium, Light
Weapons: Simple, Martial, Modern and Futuristic
Tools: Weapon Cleaning Kit, Warforged Repair Kit, and an Engineering Kit
Saving Throws: Intelligence, Strength
Skills: Choose 3 of any skill

Equipment

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

  • A set of common clothes
  • (a) Dungeoneer’s Pack or (b) Explorer’s Pack
  • If you are using starting wealth, you have 5d20*10 in funds.

Table: The Sideshow

Level Proficiency
Bonus
Features Spirit points
1st +2 Show, Spirit Points 0
2nd +2 Brainstorm 0
3rd +2 Show feature 3
4th +2 Ability Score Improvement 3
5th +3 4
6th +3 Extra Attack 4
7th +3 Show feature 5
8th +3 Ability Score Improvement 5
9th +4 Show feature 6
10th +4 6
11th +4 Show feature 7
12th +4 Ability Score Improvement 7
13th +5 Show feature 8
14th +5 Extra Attack 8
15th +5 Show feature 9
16th +5 Ability Score Improvement 9
17th +6 Show feature 10
18th +6 12
19th +6 Ability Score Improvement 15
20th +6 Do or Die 20

Show[edit]

At 1st level, you choose your show, all detailed at the end of this class description. Your show determines your starting equipment. You gain additional show features at 3rd, 7th, 9th, 11th, 13th, 15th, and 17th levels.

  • Your Sideshow save DC = 8 + your Intelligence modifier + your Proficiency bonus
  • Your Sideshow spell attack bonus = your Intelligence modifier + your Proficiency bonus

Spirit Points[edit]

Many features require expending Spirit Points to activate. The number of spirit points you have is shown in the Sideshow table. You regain all expended Spirit Points after completing a long rest.

Brainstorm[edit]

At 2nd level, you develop a form of on-the-fly applicable thought indicative of sideshows. When you are targeted by a feature in which you must make a saving throw or the entity initiating the effect makes any sort of attack roll or skill check, you may contest it with an Intelligence saving throw, completely ignoring the effect on a success.

Ability Score Increase[edit]

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase any score of your choice by 2, or you can increase 2 of them by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack[edit]

At 6th level, when you take the attack action, you may attack an additional time. You gain an additional attack at 14th level.

Do or Die[edit]

At 20th level, you fully understand that ingenuity is the mother of invention. You can take an additional action on each of your turns. You may spend 5 spirit points to gain an additional action at any time.

Shows[edit]

Hooligan[edit]

Hooligans use their street knowledge to outwit their opponents. While they are considered weak, even among other sideshows, their love for their comrades is unparalleled.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

  • A handaxe.
  • Any one-handed ranged weapon with enough ammunition to fill it 3 times.
  • A sledgehammer.

This guy stinks![edit]

At 1st level, your sense of smell allows you to determine a person's qualities. If there is only one creature in a 15 foot radius of you, you automatically learn their alignment, even if you aren't aware of their presence. You also gain proficiency, or expertise if you already had proficiency, in Insight.

It went straight to the bone[edit]

At 3nd level, your handaxe has been modified into a bladed bowler cap. Making thrown attacks with it no longer requires an open hand. It can travel along the edge of a circle with a radius of up to 30 feet, making a thrown attack roll against each creature along its path once without disadvantage. After making a thrown attack with the hat, it returns to your possession.

I won't allow any of you to touch him[edit]

At 7th level, as a reaction, you may make a brainstorm saving throw against an effect made against another creature in addition to their own response (saving throw, comparing attack roll with AC, etc.). You may spend 1 spirit point after doing this to regain your reaction.

Even Speedwagon is afraid[edit]

At 9th level, when another creature becomes frightened, charmed, or stunned, you may choose to gain the condition instead under the same conditions.

Speedwagon withdraws cooly[edit]

At 11th level, you can take the disengage action as a bonus action. You may spend 1 spirit point to take the disengage or dash action as a free action.

I'll use my body heat to thaw it![edit]

At 13th level, any creatures of your choice within 5 feet of you are resistant to cold damage. You may spend 1 spirit point per creature as a bonus action to increase this to immunity.

Spirit! That's what he needs, and I am to give it to him![edit]

At 15th level, you can extend your spirit into another. As an action, you can gift a creature that can hear or see you that has a spirit point maximum of 1 or more any amount of spirit points, losing an equal amount of spirit points.

Show the bastard what for![edit]

At 17th level, you're about as good as you're ever gonna get. Your attacks deal twice as much damage to objects. You may use "Spirit!..." to give creatures a number of spirit points equal to your Intelligence modifier without losing spirit points, regaining all uses at the end of a long rest. "Speedwagon withdraws cooly" no longer requires spending 1 spirit point. When you use "Even Speedwagon is afraid", you may make the save, if there was one in the first place, instead of automatically gaining the condition.


Vampire[edit]

Beyond mortality, beyond humanity, vampires have haunted the shadows of the world for far longer than anyone would like to admit.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

  • One set of extravagant clothes.
  • 10 daggers
  • A stone mask

MUDA[edit]

At 1st level, you become a vampire with the stone mask in your possession. You are vulnerable radiant damage and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunglight, you take 2d6 radiant damage once per turn (6 seconds). Creatures attempting to reveal you must use an action to succeed a Strength or Dexterity check. Recovering yourself requires an action. You no longer age or need to sleep.

Bloodlust[edit]

At 3rd level, you can enter Bloodlust by spending 1 spirit point as your bonus action. This effect persists for the duration of the battle and 1 hour after it, refreshing itself upon rolling for initiative again or when you detect a new hostile creature. It ends if you do so as a bonus action or are knocked unconscious. Upon activating Bloodlust, you gain temporary hit points equal to your Sideshow level times your character's Constitution modifier. While you aren't wearing armor in Bloodlust, you take 6 less damage from non magical piercing, slashing, and bludgeoning damage (it becomes 9 at 9th level, and 12 at 14th level) and you ignore the charmed and frightened conditions. Your unarmed strikes deals 2d6 + your proficiency bonus bludgeoning damage (the damage die increases to 2d8 at 8th level, 2d10 at 12th, and 4d6 at 18th). Furthermore, your movement speed cannot be reduced by any means unless you are restrained or unconscious, and you are unaffected by anything that would normally increase the amount of movement required to traverse an area, such as difficult terrain. At 6th level, while you are in Bloodlust, you are unable to fall asleep or become unconscious.

WRYYYYY[edit]

Starting at 7th level, while in Bloodlust, you can attack 3 additional times when you take the attack action and attack rolls made against you cannot be made with an advantage if you are aware of their source's presence. You may spend 1 spirit point as a bonus action to to cause your successful hits to become critical hits until the start of your next turn; you may spend 1 additional spirit point during that bonus action to cause all of your attacks to always successfully hit as well.

I REJECT MY HUMANITY[edit]

Starting at 9th level, you have begun to completely embrace your power. You take half damage, rounded down, from all non-magical attacks and heal 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, then you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to heal an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. As an action, if you have at least 1 hit point, you may spend 1 spirit point to recover half of your maximum hit points or 2 spirit points to fully recover all your hit points. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.

Blood Drain[edit]

Beginning at 11th Level, as a bonus action while in Bloodlust, you can cause your attacks to tap into the life essence of your enemies, causing your melee attacks to heal you an amount of hit points equal to the damage dealt. This effect lasts for as long as Bloodlust remains active. When you reduce a creature's hit points to 0 while under the effects of Blood Drain, that creature will then be raised as an undead under your control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), and they gain Blood Drain as a permanently active feature. If damage reduces the them to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

As an action, you may spend 1 spirit point to completely absorb the life essence of a willing creature, an unconscious creature, or a creature under your control. This will give you the same benefits of a long rest, fulfills your daily requirement of food and water, and instantly kill them, but does not restore the spirit point(s) used to drain them. If their type was undead, then absorbing their corpses will cause them to shrivel up and disintegrate, unable to be raised without True Resurrection or a Wish spell. Alternatively, you may use your whole turn to spend 1 spirit point on a corpse to raise them up immediately in the same manner, as if you had just killed them with Blood Drain; these corpses will regenerate any lost limbs or body parts.

Hinjaku Hinjaku[edit]

At 11th level, as an action while you are grappling a creature, you may freeze creatures to their very core, making them become paralyzed for as long as you are grappling them and 1 hour after you release your grapple or until they have been hit by a damaging attack/spell. If they had less than 10% of their maximum hit points when they broke out of the ice, they shatter into pieces and are instantly killed. Successful attacks against a creature that is not frozen with less than 10% of its maximum hit points remaining causes them to be incapacitated until the end of their next turn.

Space Ripper Stingy Eyes[edit]

At 13th level, you are able to fire high pressure liquid from your eyes as an action for 1 spirit point. All creatures in a 60 ft. line must attempt a Dexterity saving throw, taking 3d6 + your proficiency bonus piercing damage that cannot be reduced (5d6 at 17th level) on a failure, or half as much damage on success. Creatures within 15 feet automatically fail.

This is the greatest high![edit]

At 15th level, you also take half damage from all magical attacks and spells. You may treat any thrown attacks using Strength as your unarmed attacks for damage, and you may equip a thrown weapon as part of your thrown attack. You may spend 2 spirit points to force a creature within 30 feet to attempt a DC 10 + your proficiency bonus Dexterity or cha saving throw. On a failure, you hypnotize them, charming them for 1 minute or until they take any radiant damage.

Oh? You're approaching me?[edit]

At 17th level, you may choose whether or not you wish to be affected by a non-damaging spell. You may spend 4 spirit points to force a creature within 30 feet to attempt a DC 10 + your proficiency bonus Dexterity or cha saving throw. On a failure, a spike made of your flesh stabs itself through the target's forehead, and they are charmed until it is removed. A creature attempting to remove the bud must spend an action to attempt a DC 10 + your proficiency bonus Dexterity or Strength saving throw, followed by an Acrobatics or Athletics skill check. Of they fail the saving throw, the creature with the flesh bud inside them dies instantly. If they fail the skill check, they become subject to this feature's effects. A removed flesh bud has 5 in all ability scores and 15 hit points, regenerates 2d6 hit points at the end of each of its turns, is Tiny, and can only use its action to reinject itself into another creature in the same manner as you using this feature without the spirit point cost. The flesh bud counts as undead and is vulnerable to radiant damage.

Cyborg[edit]

Cyborgs are exactly that, people augmented with cybernetic technology, most notably from the World War era.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

More Than Human[edit]

At 1st level, you are resistant to slashing, and necrotic damage, immune to poison damage, and vulnerable to lightning damage. Additionally, your type becomes Construct.

More than double Satana's capability![edit]

At 3nd level, are able to crush up to 27,375 PSI. You gain advantage on checks to maintain a grapple and on saving throws to escape from being restrained.

A true Übermensch![edit]

At 7rd level, you gain a Heavy Machine Gun. Firing this weapon does not require use of either of your hands, it does not count against your encumbrance, and wielding it does not effect your movement speed. You may spend 1 spirit point to instantly reload without expending an action or bonus action.

Your final opponent is right here[edit]

At 9th level, you gain one weapon of your choice that you are proficient in. Firing this weapon does not require use of either of your hands, it does not count against your encumbrance, and wielding it does not effect your movement speed if it has such a property. You may spend 1 spirit point to instantly reload without expending an action or bonus action.

German science is the greatest in the world![edit]

At 11th level, you can activate a UV laser from your eye as an action for 1 spirit point. All creatures in a 30 foot cone must attempt a Dexterity saving throw, taking 6d6 + your Dexterity modifier Radiant damage on a failure or half as much on a success.

This plane will be your coffin[edit]

At 13th level, you can fire your arm at any creature in a range of 100 ft as an action for 2 spirit points. The target must make a Dexterity save. If they fail, they are restrained and pinned to the nearest wall or ground for 1 minute and they take piercing damage equal to if the remaining range was straight down. On a success, they take half as much damage and are not restrained. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.

I'm prepared to do my duty![edit]

At 15th level, you're more machine than man. When you are reduced to 0 hit points, you are paralyzed instead of incapacitated. You may spend 3 spirit point while paralyzed in this manner to return to 2d6 + your Intelligence modifier hit points. Doing so keeps you permanently prone until you return to your maximum hit points. Additionally, your hit point maximum can not be reduced.

We are the world's greatest![edit]

At 17th level, when you take the attack action, you may spend 2 spirits point to make 5 attacks.


Pillar of Wind[edit]

More than a vampire, you were born as an immortal creature of the night, constantly searching for an individual capable of quenching your thirst for combat.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

  • One set of extravagant clothes.
  • A stone mask

Awaken, my masters![edit]

At 1st level, you become a vampire with the stone mask in your possession. You are vulnerable radiant damage and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunglight, you take 2d6 radiant damage once per turn (6 seconds). Creatures attempting to reveal you must use an action to succeed a Strength or Dexterity check. Recovering yourself requires an action. You no longer age or need to sleep.

Wind Mode[edit]

At 3rd level, you can enter Wind Mode by spending 1 spirit point as your bonus action. This effect persists for the duration of the battle and 1 hour after it, refreshing itself upon rolling for initiative again or when you detect a new hostile creature. It ends if you do so as a bonus action or are knocked unconscious. Upon activating Wind Mode, you gain temporary hit points equal to your Sideshow level times your Constitution modifier. While you aren't wearing armor in Wind Mode, you have an AC of 10 + your Dexterity modifier + your Proficiency bonus (this increases by +1 at 9th and 14th level) and you ignore the charmed and frightened conditions. Your unarmed strikes deals 2d6 + your proficiency bonus thunder damage (the damage die increases to 2d8 at 8th level, 2d10 at 12th, and 4d6 at 18th). Furthermore, your movement speed cannot be reduced by any means unless you are restrained or unconscious, and you are unaffected by anything that would normally increase the amount of movement required to traverse an area, such as difficult terrain. At 6th level, while you are in Flame Mode, you are unable to fall asleep or become unconscious.

Divine Sandstorm[edit]

Starting at 7th level, as an action for 4 spirit points while in Wind Mode, all creatures in a 60 foot cone must attempt a Constitution or Dexterity saving throw. On a failure, they take 3d10 + your Intelligence modifier thunder damage and are knocked prone. On a success, they take half as much damage and are knocked prone.

Perhaps the reason I wandered through these 12,000 years was just to have met you...[edit]

Starting at 9th level, you have begun to completely embrace your power. You take half damage, rounded down, from all non-magical attacks and heal 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points and have not taken radiant damage since the start of your previous turn, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, then you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to heal an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. As an action, if you have at least 1 hit point, you may spend 1 spirit point to recover half of your maximum hit points or 2 spirit points to fully recover all your hit points. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.

Blood Drain[edit]

Beginning at 11th Level, your attacks to tap into the life essence of your enemies, causing your melee attacks to heal you an amount of hit points equal to the damage dealt. When you reduce a creature's hit points to 0 while under the effects of Blood Drain, that creature will then be raised as an undead under your control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), and they gain Blood Drain as a permanently active feature. If damage reduces the them to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

As an action, you may spend 1 spirit point to completely absorb the life essence of a willing creature, an unconscious creature, or a creature under your control. This will give you the same benefits of a long rest, fulfills your daily requirement of food and water, and instantly kill them, but does not restore the spirit point(s) used to drain them. If their type was undead, then absorbing their corpses will cause them to shrivel up and disintegrate, unable to be raised without True Resurrection or a Wish spell. Alternatively, you may use your whole turn to spend 1 spirit point on a corpse to raise them up immediately in the same manner, as if you had just killed them with Blood Drain; these corpses will regenerate any lost limbs or body parts.

Wind Suit[edit]

At 11th level, while in Wind Mode, you can enter Wind Suit for 1 minute as an action for 3 spirit points. You become invisible and no longer take damage from being in direct sunlight. You may spend 1 spirit point as a bonus action to to cause your successful hits to become critical hits until the start of your next turn; you may spend 1 additional spirit point during that bonus action to cause all of your attacks to always successfully hit as well.

Hit me some more... nobody has ever wounded my face... this is the honor I give you before you die![edit]

At 13th level, you may spend any amount of spirit points as a bonus action, gaining an amount of damage reduction equal to the points spent until the end of your next turn.

Very good!! You are already worthy of being killed by my hands![edit]

At 15th level, you also take half damage from all magical attacks and spells.

Final Mode: Atmospheric Rift[edit]

At 17th level, as an action, you produce a blade of wind from your forehead that slowly tears you apart. You designate a 60 foot line that lasts until this feature ends. Once per turn, any creature on this line must succeed a Dexterity saving throw or take 10d10 force damage. You may move this line up to 45 degrees as an action. You may only use this action to move the line or end this effect. You must succeed a Constitution saving throw at the end of each of your turns or have this effect end. When this effect ends, you instantly drop to 0 hit points.

Pillar of Heat[edit]

More than a vampire, you were born as an immortal creature of the night, constantly reveling in pain and suffering.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

  • One set of extravagant clothes.
  • A stone mask

I devoured so many Ripple users like you that I got sick of it![edit]

At 1st level, you become a vampire with the stone mask in your possession. You are vulnerable radiant damage and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunglight, you take 2d6 radiant damage once per turn (6 seconds). Creatures attempting to reveal you must use an action to succeed a Strength or Dexterity check. Recovering yourself requires an action. You no longer age or need to sleep.

Flame Mode[edit]

At 3rd level, you can enter Flame Mode by spending 1 spirit point as your bonus action. This effect persists for the duration of the battle and 1 hour after it, refreshing itself upon rolling for initiative again or when you detect a new hostile creature. It ends if you do so as a bonus action or are knocked unconscious. Upon activating Flame Mode, you gain temporary hit points equal to your Sideshow level times your Constitution modifier. While you aren't wearing armor in Light Mode, you deal 3 fire damage to any creature that successfully hits you with an unarmed strike (it becomes 6 at 9th level, and 9 at 14th level) and you ignore the charmed and frightened conditions. Your unarmed strikes deals 2d6 + your proficiency bonus fire damage (the damage die increases to 2d8 at 8th level, 2d10 at 12th, and 4d6 at 18th). Furthermore, your movement speed cannot be reduced by any means unless you are restrained or unconscious, and you are unaffected by anything that would normally increase the amount of movement required to traverse an area, such as difficult terrain. At 6th level, while you are in Flame Mode, you are unable to fall asleep or become unconscious.

Erratic Blaze King Mode[edit]

Starting at 7th level, while in Flame Mode, you can enter Erratic Blaze King Mode for 1 minute as an action for 1 spirit point. Your unarmed strikes gain an additional 15 feet of reach and deal twice as much damage. You may spend 1 spirit point as a bonus action to to cause your successful hits to become critical hits until the start of your next turn; you may spend 1 additional spirit point during that bonus action to cause all of your attacks to always successfully hit as well.

It is still a little soon for you to have the right to fight me![edit]

Starting at 9th level, you have begun to completely embrace your power. You take half damage, rounded down, from all non-magical attacks and heal 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points and have not taken radiant damage since the start of your previous turn, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, then you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to heal an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. As an action, if you have at least 1 hit point, you may spend 1 spirit point to recover half of your maximum hit points or 2 spirit points to fully recover all your hit points. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.

Blood Drain[edit]

Beginning at 11th Level, your attacks to tap into the life essence of your enemies, causing your melee attacks to heal you an amount of hit points equal to the damage dealt. When you reduce a creature's hit points to 0 while under the effects of Blood Drain, that creature will then be raised as an undead under your control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), and they gain Blood Drain as a permanently active feature. If damage reduces the them to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

As an action, you may spend 1 spirit point to completely absorb the life essence of a willing creature, an unconscious creature, or a creature under your control. This will give you the same benefits of a long rest, fulfills your daily requirement of food and water, and instantly kill them, but does not restore the spirit point(s) used to drain them. If their type was undead, then absorbing their corpses will cause them to shrivel up and disintegrate, unable to be raised without True Resurrection or a Wish spell. Alternatively, you may use your whole turn to spend 1 spirit point on a corpse to raise them up immediately in the same manner, as if you had just killed them with Blood Drain; these corpses will regenerate any lost limbs or body parts.

Erratic Blaze King's Giant Cartwheel Prison[edit]

At 11th level, as an action for 4 spirit points while in Erratic Blaze King Mode, one creature within 5 feet must attempt a Strength saving throw. On a failure, they are restrained for 1 minute, take the damage of two unarmed strikes, and take 3d6 fire damage at the beginning of each of their turns for 1 minute. On a success, they only take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Your next line is "I'll wipe that smile off your face!"...[edit]

At 13th level, when you make a successful attack against a creature, you may spend 2 spirit points to force them to make a Charisma saving throw, becoming D6 (5).png for 1 minute on a failure. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Men with a look like that in their eyes die quickly when they run into me.[edit]

At 15th level, you also take half damage from all magical attacks and spells.

Let me hear that dry, guttural howl of despair!!![edit]

At 17th level, when you are killed, you become a tiny brain with half your movement speed and an equal climbing speed. You can only use your action to tether yourself to a creature. If you remain tethered to the same creature for 24 hours, you return to your normal state and they die instantly.


Pillar of Light[edit]

More than a vampire, you were born as an immortal creature of the night, constantly searching for the light.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

  • One set of extravagant clothes.
  • A stone mask

Don't you wish to tame the sun?![edit]

At 1st level, you become a vampire with the stone mask in your possession. You are vulnerable radiant damage and your type becomes Undead. If an amount of skin equal to the surface of your head or greater is in direct sunglight, you take 2d6 radiant damage once per turn (6 seconds). Creatures attempting to reveal you must use an action to succeed a Strength or Dexterity check. Recovering yourself requires an action. You no longer age or need to sleep.

Light Mode[edit]

At 3rd level, you can enter Light Mode by spending 1 spirit point as your bonus action. This effect persists for the duration of the battle and 1 hour after it, refreshing itself upon rolling for initiative again or when you detect a new hostile creature. It ends if you do so as a bonus action or are knocked unconscious. Upon activating Light Mode, you gain temporary hit points equal to your Sideshow level times your Constitution modifier. While you aren't wearing armor in Light Mode, you deal 3 additional damage with your unarmed strikes (it becomes 6 at 9th level, and 9 at 14th level) and you ignore the charmed and frightened conditions. Your unarmed strikes deals 2d6 + your strength modifier slashing damage (the damage die increases to 2d8 at 8th level, 2d10 at 12th, and 4d6 at 18th). Furthermore, your movement speed cannot be reduced by any means unless you are restrained or unconscious, and you are unaffected by anything that would normally increase the amount of movement required to traverse an area, such as difficult terrain. At 6th level, while you are in Light Mode, you are unable to fall asleep or become unconscious.

Geez... have humans devolved since the past?[edit]

Starting at 7th level, while in Light Mode, you can attack 3 additional times when you take the attack action. You may spend 1 spirit point as a bonus action to to cause your successful hits to become critical hits until the start of your next turn; you may spend 1 additional spirit point during that bonus action to cause all of your attacks to always successfully hit as well. As a bonus action or for 1 spirit point, you may force a creature to attempt a Wisdom saving throw, becoming blind for 1 minute. They may retry this saving throw at the end of each of their turns.

Foolish... we are immortal[edit]

Starting at 9th level, you have begun to completely embrace your power. You take half damage, rounded down, from all non-magical attacks and heal 2d6 + your Sideshow level hit points at the start of each of your turns; this only works if you have at least 1 hit point remaining, you are not at maximum hit points, and you have not taken radiant damage since the beginning of your previous turn. When you have been brought down to 0 hit points and have not taken radiant damage since the start of your previous turn, you may spend 1 spirit point to survive with 1 hit point and continue fighting. If you would be killed by the hit, then you are forced to spend 2 spirit points to do so, but this ordeal renders you incapacitated until the end of your next turn. You may spend 1 additional spirit point to heal an additional 2d6 + your Sideshow level hit points during either of the aforementioned occurrences. As an action, if you have at least 1 hit point, you may spend 1 spirit point to recover half of your maximum hit points or 2 spirit points to fully recover all your hit points. If you lost any limbs or body parts, but they are still intact and within reach, you can spend 1 spirit point as a free action to reattach it.

Blood Drain[edit]

Beginning at 11th Level, your attacks to tap into the life essence of your enemies, causing your melee attacks to heal you an amount of hit points equal to the damage dealt. When you reduce a creature's hit points to 0 while under the effects of Blood Drain, that creature will then be raised as an undead under your control when it dies after 1 minute. These creatures retain the same stats as when they were alive, except their type changes to undead, they gain dark vision for 60ft (unless they had better), and they gain Blood Drain as a permanently active feature. If damage reduces the them to 0 hit points, they must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, they drop to 1 hit point instead. These minions will always stay under your control until they die and control over your minions cannot be taken from you.

As an action, you may spend 1 spirit point to completely absorb the life essence of a willing creature, an unconscious creature, or a creature under your control. This will give you the same benefits of a long rest, fulfills your daily requirement of food and water, and instantly kill them, but does not restore the spirit point(s) used to drain them. If their type was undead, then absorbing their corpses will cause them to shrivel up and disintegrate, unable to be raised without True Resurrection or a Wish spell. Alternatively, you may use your whole turn to spend 1 spirit point on a corpse to raise them up immediately in the same manner, as if you had just killed them with Blood Drain; these corpses will regenerate any lost limbs or body parts.

Alpha. Omega. I am now both.[edit]

At 11th level, you automatically understand any language entirely after hearing it be spoken for 1 minute and you can gain proficiency in anything except saving throws in place of 3 long rests.

I'll kill you in a minute...[edit]

At 13th level, you can absorb creatures as they hit you. Unless they are Undead, have Hamon points, or are a Construct, you automatically make an unarmed strike any time any part of their physical body touches yours, such as with an unarmed strike.

All that matters... is to get the final victory![edit]

At 15th level, you also take half damage from all magical attacks and spells.

Perfect Life-Form[edit]

At 17th level, you can spend 250,000 xp, 2,000,000 gold, & 1 year creating a Red Stone of Aja.

Spin User[edit]

Making use of the energy generated by objects spinning close to perfection, as found in the Golden Rectangle, a form of mathematically endless spiral, you are able to manipulate elements of reality that also follow the Golden Rectangle; in a sense, everything.

Equipment[edit]

At 1st level, if you did not multiclass into this class, you gain the following equipment:

Nyohoho...[edit]

At 1st level, you begin to understand the spin. When you make a thrown attack with your steel balls, they return to your possession.

Pizza Mozzarella![edit]

At 3nd level, you learned to be proficient in one instrument of your choice as well as have proficiency in the performance skill and riding a mount. In addition, you also gain advantage on saving throws against anything used against you that is considered a physical projectile.

EAT SHIT, ASSHOLE! FALL OFF YOUR HORSE![edit]

At 7th level, your thrown steel ball attacks ignore up to 3/4 cover and deal an additional 1d8 force damage. As an action for 1 spirit point, you can use a spinning steel ball to harden a creatures body. Until the beginning of your next turn, they take 6 less damage from all sources. You may increase this cost by 1 spirit point to use this as a bonus action.

Jesus Christ?![edit]

At 9th level, you now have the ability to refresh your inner psyche and remove any mental disabilities whether imposed by magical or non-magical effects. You must take a long rest before using this power again. While you aren't wearing armor, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Wrecking Ball[edit]

At 11th level, your steel balls have advanced beyond simple metal spheres. When you miss an attack with your steel balls, you still deal half as much damage. You may spend an extra attack to double another attack's range. As an action, you can use a spinning steel ball to allow a creature to ignore any conditions of your choice until the beginning of your next turn.

It's over now, calm down[edit]

At 13th level, you lose all conditions after 12 seconds outside of initiative and your rests take half as long (short rests take 30 minutes, long rests take 4 hours).

Left-side Ataxia[edit]

At 15th level, on a successful hit with a steel ball, you may spend 1 spirit point to attempt a Constitution saving throw. On a failure, they lose all sensation on one side of their body for 1 minute, including sight. You may spend 3 additional spirit points to force them to fail. They must designate one side of their body as their left at the beginning of each of their turns. Any creatures on that side of them are considered invisible unless they can view their left side with their right side, such as with a mirror. They may attempt a Constitution or Strength saving throw to end this effect at the end of each of their turns.

Golden Spin[edit]

At 17th level, your steel ball attacks deal an additional 1d8 force or radiant damage. While riding a horse, you may charge 45 ft. in a straight line and spend your action to initiate the Golden Spin. The target must succeed a Dexterity saving throw or begin to start aging rapidly. They may attempt a Constitution or Strength saving throw to end this effect at the end of each of their turns. If they fail a number of rounds equal to their Constitution modifier (minimum 2), they die instantly. You may do this once, regaining one use at the end of a long rest. You may spend 15 spirit points to use this a second time.


Stands[edit]

The following are not typical features, they can only be gained by a sideshow after being pierced by the Stand Arrow in place of gaining levels in the Stand User class. Vampires manifest [[1]] or [World].

Keep On Loving You[edit]

Only a hooligan is capable of manifesting this phenomenon-type stand. So long as an action is of no benefit to yourself in any way, but is of benefit to another creature, you automatically succeed.

Blitzkrieg Bop[edit]

Only a cyborg is capable of manifesting this phenomenon-type stand. You are able to summon any vehicle for 1 minute as an action a number of times equal to your Intelligence modifier.

A Ray of Sunshine[edit]

Only a Pillar of Wind is capable of manifesting this phenomenon-type stand. You are able to use Final Mode: Atmospheric Rift as an action with a duration of instantaneous for 5 spirit points.

Heatseeker[edit]

Only a Pillar of Heat is capable of manifesting this phenomenon-type stand. Heat Mode and Erratic Blaze King Mode are always active.

Just What I Needed[edit]

Only a Pillar of Light is capable of manifesting this phenomenon-type stand. When you encounter a Stand User, you may gain their stand, though based off of your own ability scores and level, as an action for 12 spirit points. This lasts until you do so again.

Ball Breaker[edit]

Only a spin user is capable of manifesting this phenomenon-type stand. You no longer need to be riding a horse to use Golden Spin, and using it additional times only costs 10 spirit points.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Sideshow class, you must meet these prerequisites: Intelligence 16, Constitution 14, Charisma 12

Proficiencies. When you multiclass into the Sideshow class, you gain the following proficiencies: Martial, basic, futuristic, and modern weapons.

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