Undying (5e Class)

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You are a being that has surpassed death. When people look at you, they see what you are but even with the slightest of injury, they will see that there is nothing that can cause permanent damage to you for you are, Undying. Class Features

As a you gain the following class features.

Hit Points Hit Dice: 1d12 per Undying level Hit Points at 1st Level: 12 + your Constitution Modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per barbarian level after 1st

Proficiencies

Armor: None Weapons: Simple Weapons Tools: Choose any 1 Musical instruments Saving Throws: Strength and Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

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

Table: The

LevelProficiency BonusFeatures1st+2—2nd+2<!-Class Feature2->3rd+2—4th+2Ability Score Improvement5th+3—6th+3—7th+3—8th+3Ability Score Improvement9th+4—10th+4—11th+4—12th+4Ability Score Improvement13th+5—14th+5—15th+5—16th+5Ability Score Improvement17th+6—18th+6—19th+6Ability Score Improvement20th+6—<!-Class Feature->

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->Ability Score Increase

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.

<!-Class Feature-> Regeneration As a being that has surpassed death, you do not age. You also cannot be aged magically. At the start of your turn, if your maximum HP is higher than your current HP, you may add 1/16 (Minimum of 1) of the difference between your maximum HP and your current HP + Constitution Modifier and add that back to your HP. This is increased to 1/12 at lvl 9, and 1/10 at lvl 15. If you are knocked unconscious and is at 0 HP, you can make a Constitution saving throw against a DC of 10. If you succeed, you start off back at 1 HP with a level of exhaustion. If you fail the saving throw, you receive 1 death saving throw fails. If you roll a Nat 1, you receive 2 death saving throw fails but if you roll a Nat 20, you start off at half your maximum HP and receive no exhaustion penalty. For every time you succeed on this, the DC raises by 5.

Unarmored Defense Having been injured and regenerated numerous of times, your body has grown to become thicker and stronger. Your AC becomes 10 + Constitution Modifier + Dexterity Modifier

Natural Fighter When your body is the best thing you have, you can only count on your fist to finish the job. You gain proficiency with unarmed strikes. Also, your unarmed strikes can be rolled as a d4. This die changes as you gain more level.

Damage Sponge At level two, whenever you take damage from a melee or ranged weapon attack, you may use your reaction to heal 1d2+Constitution Modifier. At level 5, it becomes a d4, d6 at level 9, d8 at level 13, and d10 at level 17. You may use this a number of times equal to your proficiency bonus + Constitution Bonus.

Mutation At the 3rd level, you can choose a mutation. Your choice grants you a feature at level 3, 6, 10, and 14.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Super Regeneration At the 7th level, you are able to consciously heal yourself. As an action, if your Maximum HP is higher than your current HP, you can heal yourself for ½ your maximum HP+Constitution Modifier. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). At the 18th level <!-Class feature game rule information->

Resistance of Natural Side effects At the 9th level, you gain resistance to poison. At the 13th level, you gain immunity to poison.

Magic Durable At the 11th level, you have been struck by your fair share of magic. Due to this, you have built a tolerance against them. You have advantage on spell saving throws.

Relentless Willpower At the 15th, you are able to defy death through the willpower that you have built up across every encounter you ever had. If you drop to 0 HP, you do not drop unconscious.

Prime Creature At the 20th level, your body has transformed to become that of a superior being. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Goliath Overbearing Might You have chosen to become a monstrosity that relies only on his body to take him to victory. As a result, your body mutates itself to become one size larger. If you are size medium, you become Large, Large to Huge, Huge to Gargantuan. As a result of this, your hide becomes stronger, making your AC 12 + Constitution + Dexterity Modifier. At the 3rd level, due to your improved body, you are able more adept in fighting. On your turn, if an enemy is within your reach, you can make a bonus action to make an unarmed strike against them. You may use this feature again at the end of your next turn.

Unstoppable Body Your body further becomes that of a monstrosity. At the 6th level, if you move into or across the space of a creature that is one size smaller, they must make a Dexterity save against your DC. On a fail save, they take 1d8+Strength Modifier of bludgeoning damage and no damage on a successful save. You may only use this once per round. Your DC is 8 + proficiency bonus + Strength Modifier.

Intimidating Aura At the 10th level, you exude an aura that others are frightened by. You gain proficiency with the Intimidation skill. If you are already proficient, double the proficiency bonus. As an action, you may Intimidate all creatures around you by shouting a roar. Each creature within 60 feet must make a Wisdom check against your DC (8 + proficiency bonus + Charisma Modifier). On a fail save, they are frightened until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creature ends its turn out more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Superior Evolution At the 14th level, your body evolves and is able to take in more damage than it ever could before. Whenever you receive damage, you may add half of the damage you took as temporary hit points to a maximum of your Constitution Score. You may use this once per round.

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