The Inscribed, Epithet Variant (5e Class)
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Inscribed, Epithet User[edit]

in the world of epithets, everyone speaks the same language, and that literally gives words power. Whenever someone is born there's a 1 in 5 chance that they become Inscribed, and those without epithets are Mundies, the inscribed have something special attached to their soul that lets them do special powers based off of what is attached, which can range from simple, the ability to make barriers, to surprisingly complex, like the ability to mute and "dumb down" almost anything, even the damage somebody takes, there is as many possibilities as there is things in the English language, However you don't need an epithet to be strong, so don't go acting all high and mighty if you have one, because you can lose to someone without one as easily as if they did.
Creating an Epithet Wielder[edit]
The first and most important thing for making an Epithet user is asking your DM to think of a random word, no you aren't allowed to pick it your DM has to. Now Write that down, (if its anything like the, and, or, etc. just think of another word) that's being saved for later. Now, what's their goal? do they want to have the strongest epithet? do they want the arsene amulet to have all of the epithets, or are they just looking for the amulet to gain reputation?

- Quick Build
You can make an Epithet Wielder quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, make your sub-background "Inscribed" Yes that is required do it.
warning: the hit die for the class depends entirely on the subclass[edit]
Class Features
As a Inscribed you gain the following class features.
- Hit Points
Hit Dice: 1d0 per Inscribed level
Hit Points at 1st Level: 0 + Constitution modifier
Hit Points at Higher Levels: 1d0 (or 1) + Constitution modifier per Inscribed level after 1st
- Proficiencies
Armor: Light
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, varies (see Epithet Path for more)
Skills: Arcana, then choose 2 of from the rest of the skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Whatever you have on you right now (in your backpack, pockets, purse, etc.)
- (a) a shortsword or (b) a gun or (c) a
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Epithet, Epithet Path | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Epithet path ability | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Epithet path ability | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement, Epithet path ability | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Epithet path ability | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Epithet path ability | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Epithet path ability | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Epithet path ability | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Epithet path ability | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Epithet path ability | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement, Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement, Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Epithet path ability | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Epithet path ability | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Epithet path ability | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Epithet path ability | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Epithet[edit]
Remember that word your DM came up with no you are not allowed to change that word, well that's your epithet now, congrats! However, to grow your epithet at all its gonna require ALOT of thinking and writing, so sit down and ask yourself these questions: what does the epithet mainly do? (has to be based off of what the word is) What are its 3 stats? (Stamina, Proficiency, and Creativity) Does the epithet effect the user? (yes that can happen, and yes it IS very painful) What's the epithet subclass? (see Epithet Path) and one last thing before you start making the abilities: The DM is allowed to deny any abilities you make if they're seen as "too overpowered" or make no sense compared to your epithet. (you might not have an epithet that matches up perfectly with the premade subclasses, in which case you may have to improvise)
Epithet Path[edit]
At 1st level, you chose a subclass for your epithet, this will also depict what your epithet does Choose between Tank, Support/Healer, Psychic, or Reflection, detailed at the end of the class description. Your choice grants you features at 1st Level, and again at 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 12th, 13th, 14th, 15th, 16th, 17th, 18th, 19th, and 20th level and these will depict literally everything about your epithet besides it's main ability, so you have to pick carefully when choosing.
2 very important notices: you don't HAVE to use these (but they're highly recommended), and feel free to add any subclasses of your own onto this class, since epithets can do mostly anything.[edit]
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.
Tank[edit]
OH NO! Your friends seem to be in trouble! And you, being the defense, have to help them! And there's one, and only one way to help them! And that's with a B A R R I E R!
your second saving throw proficiency with tank is strength, and your hit die is 10.
- B A R R I E R
Starting at level 1, you may use an action to bend (or solidify) your epithet to form a barrier, these barriers can be up to 10 feet wide and 25 feet long, or small enough to hold , these barriers cannot be bypassed with piercing damage, have 125 hit points, and are not able to be sharp (not at level 1 they cant). You may (at max) create either:
- 5 small/tiny (5/5 feet and smaller) barriers,
- 3 medium (around 5/15 feet) barriers,
- 2 large (around 10/25 feet) barriers,
however there is more to the barrier limit:
- If you have at least 3 small barriers, you can only make 2 medium barriers,
- If you have at least 2 medium barriers, you can only make 1 large barrier,
- If you have at least 1 large & 2 medium barriers, you cannot make any more barriers.
The barriers may be moved telepathically, but only at 1/2 your speed, and moving more than 1 barrier counts as your turn.
- hidden barriers
At level 2, you may hide barriers you place/already placed, at level 2 you may only make 2 small hidden barriers, and 1 medium hidden barrier, however this will increase with your level.
- UN-BARRIER!
Once you get to level 3, you gain the ability to use your secret technique, every turn you can use a bonus action to UN-BARRIER and remove one barrier of your choice, removing the barrier does 2 things:
- removes the barrier and gives you that much space back (obviously,)
- deals 1d4 damage (that cant be resisted because why would you need to) to everyone standing within 5 feet of it when its removed, (because it explodes)
- you can also do it to your barrier gloves, which will still explode, but not damage you. It still is at the cost of your only armor but the explosion pushes people back
- barrier improvement
at level 4, you can bring up the amount of barriers you can make by 1, along with other upgrades/conditions:
- you can only do it to 1 size (large, medium, small)
- you're only level 4 it cant be a large barrier
- you don't get to summon more of the smaller sized barriers if you choose medium, so the same rules still apply (If you have at least 3 tiny barriers, you can only make 2 medium barriers) until you get more small ones.
- you may now use just a bonus action to summon tiny barriers (around the size of your hand)
- BARRIER P U S H
at level 5, you can now use your action to force push a barrier out from where you're standing, as long as you meet these conditions:
- You must have room for summoning that size barrier, (if you wouldn't be able to summon the barrier normally, you cant push with that size)
- How far it can go depends on the size of the barrier:
* tiny = 2 times speed * small = speed * medium = half speed * large = 1/3 of speed (or closest to 1/3 in how far you can move, rounded down)
- Damage also depends on the size of the barrier:
* tiny = 1 damage if you roll a natural 19, 2 if its a natural 20 * small = 1d4 * medium = 1d8 * large = 1d10
- The barrier either disappears after you push with it, or stays at the cost of not being able to move it at all)
- The first hit is mine! (Passive)
At level 6 you finally gain a passive ability woah. If you ever are before someone in initiative, you may have advantage on your attack if neither of you have attacked yet, you can only use this once per battle unless you go before literally everyone, then you may use it twice in the battle, you may do this 3 times before you need to complete a short/long rest to do it again.
- Un-Pierceable Self Defense/barriarmor
At level 7, you've allowed the full capability , allowing you to make barriers that cover yourself. When unarmored, you may create armor that equals the AC of the armor you had on most recently with none of the downsides (weight, disadvantage on stealth, etc.) until ANY armor is put on. There are some downsides:
- You may not create large barriers when using the barriarmor,
- You may not use barrier weapons while using barriarmor, and vice versa.
- Your barrier amount goes down to 2 medium and 3 small,
- if you have subclassed into something with unarmored defense, you cannot use the barriarmor ever, unless you choose to get rid of the unarmored defense.
- hiding improvement
at level 8, you can bring up the amount of hidden barriers you can make to half of your barrier amount rounded up, however all of the barrier rules still apply.
- barrier improvement 2
at level 9, you can bring up the amount of barriers you can make by 1 again, but under slightly (and only slightly) different conditions:
- you can only do it to 1 size (large, medium, small)
- you don't get to summon more of the medium sized barriers if you choose large, because the same rules still apply (If you have at least 3 tiny barriers=only 2 medium, 2 medium=only 1 large, etc.) until you get more medium ones.
- barrier resizing
Once you reach level 10 you may use a bonus action to resize any barriers you have summoned, there are some clauses:
- if you resize the barrier by more than 1 size then it costs a normal action.
- if you resize a large barrier in general it costs a normal action.
you can resize a large barrier to become even bigger, but there's even more clauses to that:
- doing so ends your turn
- you must not have moved before you resize it
- if you want to move/un-barrier it, you must shrink it back down to large size
- barrier phase
At level 11, you gain the ability to move through your own barriers, however:
- nobody else can, unless a spell/ability allows them to phase through walls
- you may not end your turn inside a barrier
- if your movement ends inside the barrier, you cannot go through
- you cannot move through barriers that you have resized past the "large" size
- Barrier Weapons
At level 12, you have trained your barriers enough to create weapons with the barriers, at a certain cost:
- You may not create large barriers when using barrier weapons,
- You may not create barrier weapons if you have any weapons on you
- Your barrier amount goes down to 2 medium and 3 small,
- if you already managed to subclass into something with unarmed striking, you cannot use the barrier weapons ever, unless you choose to not use the unarmed striking.


Reflection[edit]
no you can't change subclasses just because of all the downsides this class has. deal with it.[edit]
You've never been a normal epithet user, being quite literally a glass canon at this point, you cannot use your epithet without your power boomeranging back to affect you. Life has been a living hell whenever you got into a fight, and it most likely wont get worse.
your second saving throw is constitution, and +2 In constitution, because your hit die is only 6
- Power At A Cost
At level 1, you have the ability to bring things to their breaking point with ease, at a great cost. whenever you use your epithet you take 1 damage.
and it's only gonna get worse than this from here
- Crystalline
at level 2, you gain the ability to create crystalline spikes, they can sting like a bee, but have the durability of a butterfly the spikes can be either a 5 or 10 foot wide attack.
- The spikes deal 1d6 piercing damage if its a direct hit (5 foot attack, hits 1 target)
- 1d4 slashing damage with bleed if it only cuts them. (10 foot attack, hits 2 targets, 3 damage)
- There is no limit to the amount of spikes you can create, but they do come at the cost of the 1 damage per spike you create.
- What Goes Up
at level 3, your epithets power goes up:
- the spikes do 1d8 or 1d6 damage
- the spikes can now be 7-16 feet wide (don't ask me how that will work on the grid)
and when your power goes up, you go down.
- you now take 1d4 damage per epithet usage (you still take only 3 damage for the 10 foot spike attack though)
- if you have any proficiency in strength checks, no you dont.
- A Butterflies Wing
they say the flap of a butterflies wing causes an avalanche on the other side of the world. at level 4, you can replicate that in a way. when next to a wall on your turn, you may use your whole turn to put your hand on the wall, and cause a chain reaction in another part of the area.
- the chain reaction cannot come within 10 feet of you
- as of right now, only 2 reactions may happen in the chain
- it must end with something falling over/collapsing
- you take 1d4 damage per reaction in the chain
- Watch Your Step
at level 5, you may get around with ease, as you may now create crystal skates on your feet.
- you may move an extra 5 feet.
- you can attack while still moving, but you may not crit any moving attacks.
- the skates go away after your turn.
- this move does not cause reflecting damage.
- you may use this move twice, then you need to complete a long rest to use it again.
- Are these even improvements at this point?
at level 6 it happens again:
- you can now move an extra 10 feet with watch your step
- you can now have a max of 3 reactions in a chain
- spikes now do 2d6 and 2d4 damage
and the cost for it:
- 3 damage per epithet use
- you lose 1 stat point in strength
- you now roll disadvantage to block attacks
- Scattergun
at level 7 you've learned a move that doesn't risk you getting punched in the face for once. upon using your epithet on any surface, you may break it apart and force the scattered remains at an opponent.
- it costs 1d8 hp to use
- deals 1d6 per person (2d8 if its all targeting 1 person)
- you may not do it to any object wider than 15ft
- you may only shoot the scattergun in a straight line
- the attack is 15ft wide at max, but you may shrink the width to attack 1 person
- Oh my god
at level 8 its gotten to the point where your DM probably regrets choosing this for you, because:
- extra 5 feet with watch your step
- max 4 reactions per chain
- 2d8 damage per spike
but:
- 1d8 recoil per spike
- if you critical fail a roll, you must roll to see if you take damage from it (same as if it was A.C.)
- "All I can do is steal from others!"
at level 9 you've finally found a way to stop your pain, but you're not so sure anybody else will like it. as an action, you may grab somebody, and suck the life out of them, taking 1d8 hp from them, practically giving them part of your fragility. Afterwards you may throw them like they would have to you, making a strength check with no modifiers.
- At this point I'm just sorry for doing this to you.
at level 10 you're probably not even alive still but:
- max 5 reactions per chain
- 2d6 lifesteal damage
- you get 1d4 extra hit points because I feel bad
- you may change the direction of scattergun once for 1 hp
and now for the bad part:
- you may no longer critically succeed strength/dexterity checks other than your lifesteal
Support/Healer[edit]
Ah, the support class, the only one that remembers to help people because that's what the class is centered around. better call this class bloons because you're almost always playing a tower defense now
- Support Tower
At Level 1 you gain the ability to place a small tower, which emits a pleasant healing aura.
- You may only place 1 Healing Tower a time within of 30ft (they can be placed on walls).
- It takes 1 action to remove/place one.
- When standing within 5 feet of it, you may heal 1d4 each turn, this applies to enemies too you cant control who it heals.
- Defense Tower
At level 2 you may summon another small tower, this one emitting a defensive aura, instead of a healing one.
- You may have 1 healing tower and 1 defense tower, but they cannot be closer than 10ft from each other.
- When within 5 feet of this tower, you may roll 1d4 to have your armor class raised.
- Shock Tower
At level 3 you gain a ranged attack, in the form of another tower.
- You may have 2 shock towers out at a time, but you cannot have a shock tower and a support tower out at the same time.
- This tower may target 1 character within 30 feet, and every turn attack it for 1d4 lightning damage. (it can miss)
- If the target moves out of range, you must choose someone else within range.
- If there are no enemies within range, the tower will dissapear.
- Tower Buff
At level 4 you have gotten stronger, and so have your towers.
- You may have 3 support towers out at a time, but they cannot be within 10 feet of each other.
- You may have 3 shock towers out at a time, with the same limitations.
- You may have 1 shock and 2 support towers out, but you cannot shock anyone within range of your support towers.
- Healing Insight (passive)
So you know how in Overwatch, support classes gain a marker for if teammates are low on health and need support? Yeah you get that at level 5.
- Whenever a teammate below 50% health is within 10ft of you or within 5ft of a support tower, you will be informed that they are in need of healing.

- Equal Exchange
At level 6, you gain an ability that doesn't involve your towers.
- When an ally within 15ft of you takes damage, you may exchange the damage, for an equal amount damage/healing combination.
- You may not exchange the damage for health 100% (yet) but you may exchange it for 25% damage, 75% health at max.
- You may use this move twice per long rest.
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Psychic[edit]
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Inscribed, Epithet Variant class, you must meet these prerequisites: you may not multiclass into the inscribed, you must start with it.
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