Tiki Hypnotist (5e Class)

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A Tiki Hypnotist[edit]

Rhythmic chants, the banging of the drums and deep trances are just a few memories that clutter your mind as of lately. You are a high ranking member of a far off cult called the "Oru’Nakai", a religion named after the god your group seeks after so much. You cant remember how long you have been apart of it but you know for a fact it holds a great deal of importance to you. Your group performs preaches to local villages about the religion and god. Most of your cult was taken out years ago, leaving only a couple of true believers to take a stand. This left your group scrounging and begging your god for answers on what to do and, your questions did not fall on deaf ears. Your group was given small, tiki instruments, imbued with an ancient power of hypnotising others with the rhythmic sounds they produce, a long with being fully sentient. After a couple of years with these gifts your group began making more and more in the hopes of converting more people to your religion, as a token of gratitude for your god, that is why he gifted them to you no?

Creating a Tiki Hypnotist[edit]

Are you ready to die for your god? What about the duty of expanding your religion to every region of the earth? You heavily rely on your other cultists and instruments to protect you and expand your ideology. You lack Hit Points and AC but make up for it in your sheer numbers.

Quick Build

You can make a Tiki Hypnotist quickly by following these suggestions: Firstly Charisma should be your highest ability score, followed by Intelligence.

Class Features

As a Tiki Hypnotist you gain the following class features.

Hit Points

Hit Dice: 1d4 per Tiki Hypnotist level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Tiki Hypnotist level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Short Swords, Whips
Tools: A Musical Instrument of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose any 3

Equipment

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

Table: The Tiki Hypnotist

Level Proficiency
Bonus
Features Hypnotised Count
1st +2 Tribal Mask, Rhythmic Trance 3
2nd +2 Hypnotic Command 3
3rd +2 Tiki Member Addition 3
4th +2 Ability Score Improvement 3
5th +3 Hypnosis Control Increase, Harmonic Drain 5
6th +3 Overwhelming Psychy, Tiki Member Addition Improvement 5
7th +3 Evasion 5
8th +3 Ability Score Improvement, Concert Trance, Tiki Member Addition Improvement 5
9th +4 Synced Beat 5
10th +4 Hypnosis Control Increase Improvement, Tiki Chieftain 7
11th +4 Soul Sync, Tiki Member Addition Improvement 7
12th +4 Ability Score Improvement, Tiki Member Addition Improvement 7
13th +5 Chieftain Command 7
14th +5 Tiki Member Addition Improvement 7
15th +5 Mind Conductor 7
16th +5 Ability Score Improvement, Tiki Member Addition Improvement 7
17th +6 Hypnosis Control Increase Improvement 10
18th +6 Tiki Member Addition Improvement 10
19th +6 Ability Score Improvement 10
20th +6 Oru’Nakai's Blessing 10

Tribal Mask[edit]

At 1st level, you receive your Tribal Mask, made with the signature Mangrove Wood your tribe uses to make your tools. The Mask resembles a type of instrument, you may choose for it too resemble anything you like along with what instrument you want it to sound like.

This mask houses the powers to your hypnotisation powers, using soothing music to lull your targets into a complete sense of comfort and submission. As an action, you may attempt to hypnotize one creature you can see within 30 feet that can hear and see you. The target must make a Wisdom saving throw (DC = 8 + your Charisma modifier + proficiency bonus). On a failure, they are charmed by you for 1 minute or until harmed. (This is upgraded at level 10 where it becomes 3 minutes)

You can only target creatures whose Intelligence score is equal to or lower than your Intelligence modifier. You may attempt to hypnotize creatures with higher Intelligence, if you attempt to do so the following rules apply:

  • 1-3 Points Higher: You must succeed on a Intelligence check vs. DC 15. If you fail, the effect fails
  • 4+ Points Higher: You may still attempt, but you take 1d6 psychic damage per point difference (minimum 1d6), and the target gains advantage on their saving throw

Creatures with Intelligence 6 or lower are immune to this ability (Their minds are too simple to be manipulated this way)

Rhythmic Trance[edit]

At 1st level, as a Bonus Action, you can enter a Rhythmic Trance only during your hypnotisation of others while using your Tribal Mask.

  • You have advantage on Performance checks
  • Allies within 10 ft gain +1 on Wisdom saves

You may do this once every short rest

Hypnotic Command[edit]

At 2nd level, you gain the ability to command one phrase to your hypnotised victim as a bonus action. On the failed Wisdom Saving Throw from when you first hypnotised them they follow the order on their next turn. Commands must not be directly harmful to the creature (e.g., "Walk off a cliff" or "Kill yourself" fails). You can however command them to fight for you and target other creatures, but if their HP goes lower than 40% they are released from your hypnotisation.

This gets upgraded at levels 10, where if the creatures HP falls lower than 30% they are released from your hypnotisation, and level 17, where if the creatures HP falls lower than 15% they are released from your hypnotisation.

Tiki Member Addition[edit]

When you reach 3rd level, and again at 6th, 8th, 11th, 12th, 14th, 16th and 18th level, you will receive a new Tiki Tribe Member to work under your command. Each of these ancient instrument members has a unique use and look, along with being able to hypnotise others for your personal use. At each of these levels you can pick ONE of the following (You can not pick the same one twice):

  • Krazy Kalimba: Tranquil Chimes - Enemies in a 15-ft radius must succeed on a Wisdom Save or fall into a pacified state for 1 round—unable to take aggressive actions unless attacked. Allies gain +1d4 temporary HP on summon.
  • The Maraca Pair: Rattle Dazzle - Enemies must make a Constitution Save or become disoriented, gaining disadvantage on attacks for 1 round. Allies gain +2 initiative for the next round.
  • Gong-Oh: Reverberating Doom - All creatures within 20 feet must make a Constitution Save or become stunned for 1 turn (1/long rest use only). The hypnotic hum lowers enemy spell save DCs by 1 for 1 minute.
  • Banjo Bottoms: Trickster's Twang - A chaotic energy pulses out. Roll a d4: 1 - You take 1d6 Psychic damage, 2 - frightened, 3 - confused, 4 - incapacitated (one creature within 30 ft). Enemies must make a Wisdom Save or suffer one condition for 1 round.
  • Whacky Pipes: Organs Lullaby - All enemies within 10 feet must make a Wisdom Save or become sleepy (half movement, disadvantage on Perception/Insight). Lasts 2 rounds. Allies regain 1d4 spell slot levels (divided as DM allows).
  • Xylobone: Echo Dance - The bony chime causes enemies to see phantom afterimages. Affected enemies (DC Dex save) have a 50% chance to miss their target (mirror image effect). Allies gain +1 AC while nearby.
  • Cordian: Warp Waltz - The accordion's shifting tune distorts space. Allies can use a reaction to teleport 10 ft on summon. Enemies must make an Intelligence save or become slowed (as per the spell) for 1 round.
  • Drummsy: Pulse of War - A powerful hypnotic war beat. Allies gain advantage on their next attack and +10 movement speed. Enemies must make a Charisma save or become frightened of the summoner for 1 round.

To decide their health when you first acquire them, you can roll for their HP (HP = 2d6 + Charisma Modifier + Current level). Note that their HP caps out at 25 NO MATTER WHAT. You can use a bonus action to command your Tiki Members to hypnotise others. It works the same as your Tribal Mask and they can hold up to 5 creatures under their hypnotisation.

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.

Hypnosis Control Increase[edit]

When you reach 5th level, and again at 10th and 17th level, your maximum amount of people you can have under your hypnosis increases.

Harmonic Drain[edit]

At 5th level, creatures that have you Charmed take 1d8 psychic damage at the start of their turn unless they succeed a Wisdom saving throw (DC 12).

You can choose to disable this effect on certain creatures you don't want to take damage during their charmed state.

Overwhelming Psychy[edit]

At 6th level, your hypnotized enemies have disadvantage on attack rolls and saving throws while hypnotized.

Evasion[edit]

At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Concert Trance[edit]

At 8th level, As an action, you command your Tiki Minions to unite their music into one devastating hypnotic symphony, targeting one creature within 60 feet that can see and hear the Tiki's. You will need at least 3 Tiki's to activate this move. Target must make a Wisdom Saving Throw (DC = 10 + your Charisma Modifier + half the number of active Tiki's [rounded up]). On a fail, they are Hypnotized and Charmed for 1 minute.

While Hypnotized:

  • The creature is stunned for 1 round.
  • Afterwards, the target is charmed, has disadvantage on Wisdom saves, and cannot willingly harm you or the Tiki's unless it passes a new Charisma save at the end of each turn.

For every Tiki beyond 3, apply an additional layer of effect:

  • 4 Tiki's: The creature gains disadvantage on Intelligence.
  • 5 Tiki's: The creature gains disadvantage on Charisma checks.
  • 6+ Tiki's: The creature gains disadvantage on Strength checks.

The Hypnotisation lasts until the end of your usual Tribal Mask Hypnosis time or until they fall under the specified number of HP. This move can only be activated once every long rest.

Synced Beat[edit]

At 9th level, Your hypnotized enemies now have disadvantage on attack rolls and saving throws while hypnotized.

Tiki Chieftain[edit]

After your long, hard and devoted work, you have finally risen to become the head chief of the Oru’Nakai Tribe. Your given a red cape made from the hide of a leopard, painted red and adorned with parrot feathers, just to show your worth and power.

At 10th level, as a Bonus Action, you can issue a series of commands to your Tiki Minions and hypnotised Creatures once per short rest. You shout a battle order, roll a Tactical Command Die (starts as a d6, increases to d8 at level 15, d10 at level 20), and choose one effect to apply to yourself, your Tiki's, Hypnotised Creatures or allies within 30 ft:

  • "Advance!" - All allies (and Tiki's) may move up to 10 ft without provoking opportunity attacks.
  • "Hold the Line!" - Until the start of your next turn, all allies gain +1dX to AC (X = Command Die).
  • "Strike Now!" - One ally or Tiki can make an immediate weapon or ability attack.
  • "Reposition!" - Swap the position of any two creatures within range (must be willing or controlled).
  • "Fortify!" - Choose one creature (ally or self); they gain temporary HP = Command Die + your Charisma modifier.
  • "Echo Order (level 10+)" - Repeat any order a second time without re-rolling the die.
  • "No Retreat (level 15+)" - Allies in range cannot be frightened or charmed for 1 round.

You can only execute one command per short rest.

Soul Sync[edit]

At 11th level, as an Action, you may attempt to possess a creature that is currently Hypnotized or Charmed by you. Target must fail a Charisma Saving Throw (DC = 8 + your Charisma mod + proficiency bonus). If they succeed, they become immune to Soul Sync for 24 hours. If they fail the Saving Throw, your physical body vanishes in a shimmer of illusion and psionic residue as you merge with the target's form. You now control the target as if it was your own body. While possessing:

  • You use the target’s physical stats (STR, DEX, CON), Current HP and resistances.
  • You retain your own mental stats (INT, WIS, CHA), class abilities, proficiencies, and spellcasting.
  • You gain access to the target’s movement and attack forms, but cannot use their spell slots or legendary/lair actions.

This lasts until your health falls under the current specified percentage listed in Hypnotic Command. At that point, you are forcefully ejected and reappear prone in an adjacent square, stunned for 1 round. This ability can only be used once every long rest.

Chieftain Command[edit]

At 13th level, you can command your Tiki Members to attack with their magical powers (1d6 thunder dmg).

1 Tiki Member can do this every short rest

Mind Conductor[edit]

At 15th level, When a creature succeeds on an Intelligence saving throw against your Hypnosis, they take Psychic damage equal to your Intelligence modifier.

Oru’Nakai's Blessing[edit]

Your devotion has not gone unnoticed by Oru'Nakai itself, as a gift for your years of hard work, he bestows upon your tribe a magical gift.

At 20th level, Once per long rest, or by sacrificing half your current HP, you may activate the full power of the Oru'Nakai Tribe in a 60 ft sphere. Once activated, the battlefield is plunged into twilight darkness, the light becomes dim, and all creatures are silhouetted in red flame-like aura. All Tiki Members become ethereal, floating and immune to non-magical damage for the duration. Your voice echoes threefold in every direction. During this state:

  • commands you give to your Tiki's do not require actions for the duration.
  • All enemies in this state Must make a Wisdom Save (DC 15) at the start of each of their turns or become Frightened (if they have higher INT than CHA), Charmed (if their CHA is higher than INT) and Stunned for 1 round if their CHA and INT are equal.
  • Allies in the radius gain +2 AC, advantage on Charisma-based checks, and gain True sight.

This ability lasts for 3 rounds, once it ends you become stunned and take 4d6 Psychic Damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the tiki hypnotist class, you must meet these prerequisites:

Proficiencies. When you multiclass into the tiki hypnotist class, you gain the following proficiencies:

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