Untainted (5e Class)

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Untainted[edit]

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Magic is a powerful and invasive force, that controls the bodies and minds of creatures and both bend and reshape the world to the caster's will. Untainted are individuals who reject the pervasive influence of magic, defiantly standing against the powerful magicians and arcane dangers that loom just outside the mundane senses. The untainted train their bodies and minds to resist magical influence, undergoing a painful process of hardening their bodies, submitting themselves to intense raw arcane energy to build up resilience. Untainted are hardy and extremely hard to kill, and this endurance can make them resist even the most powerful of the death spells in existence.

Creating an Untainted[edit]

To create an untainted, ask yourself a few questions: Why do you have aversion to magic? Are you a survivor of an arcane tragic incident, such as an accident on an alchemist's laboratory, or the attack of a powerful wizard? Have you been victim of a mage tyrant, that used you and others in its perverse experiments?

Why did you choose to become an untainted? You seek revenge on a cruel mage that brought pain and suffering on your past? Do you intend to steal mages, and trained as an untainted in order to survive the magical traps in the magician's lair? Or are you part of an organization devoted to the tracking and killing of magic users that step out of line?

Quick Build

To create a Untainted quickly, you can follow the following suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution and Wisdom. Then, choose the Acolyte background.

Class Features

As a untainted you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose any three

Equipment

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

Table: The untainted

Level Proficiency
Bonus
Features Fast Healing
1st +2 Untainted Touch, Untainted Resistance, Fast Healing 1
2nd +2 Battle Fortitude, Magical Breakdown 1
3rd +2 Untainted Sect 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack, Untainted Constitution 2
6th +3 Sect feature, Untainted Strikes 2
7th +3 Evasion, Trained Constitution 2
8th +3 Ability Score Improvement 2
9th +4 Armor Optimization 3
10th +4 Sect feature 3
11th +4 Extra Attack (2) 3
12th +4 Ability Score Improvement 3
13th +5 Greater Armor Optimization 4
14th +5 Sect feature 4
15th +5 Persistent Rage 4
16th +5 Ability Score Improvement 4
17th +6 Armor Specialization 5
18th +6 True Sight 5
19th +6 Ability Score Improvement 5
20th +6 Magic Destruction 5

Untainted Touch[edit]

At 1st level, any magic you hold act as if it had entered an anti-magic field (as per the antimagic field spell), while you keep touching it.

This makes impossible for you to benefit from any magic item.

Untainted Resistance[edit]

At 1st level, you are resistant to all magic, both positive and negative. You have advantage on saving throws against the effects of spells, and resistance to the damage of spells.

In addition, whenever a beneficial spell is cast on you (such as a cure wounds spell), you must make a Constitution saving throw against the spell save DC of the caster. On a success, the spell fails.

If you or another creature targets you with a magic item that have a beneficial effect (such as a healing potion), the save DC is determined by the rarity of the item: DC 11 (common), DC 13 (uncommon), DC 15 (rare), DC 17 (very rare), DC 19 (legendary), DC 21 (artifact).

Fast Healing[edit]

Due to your pure constitution, you are able to heal faster than the normal person. At 1st level, you can activate fast healing as a bonus action.

While fast healing is active, you regain 1 hit point, plus 1 hit point at the start of each of your turns. The amount of hit points gained increase as you gain levels in this class, as shown on the Fast Healing column on the Untainted table.

Your fast healing lasts for 1 hour, but ends earlier if you are affected by any spell or magical effect.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Battle Fortitude[edit]

At 2nd level, you become familiar with battle and adapts to the stress from it. You have advantage on your Initiative rolls and on your Constitution saving throws made during combat.

Magical Breakdown[edit]

An Untainted hones his ability to repel magic onto others. At 2nd level, you can make an unarmed strike against an object or creature. On a hit, instead of causing damage, that target is treated as if they are inside an anti-magic field (as per the antimagic field spell) until the end of their next turn.

Once per turn, if you hit a creature created by magic (such as a construct or undead created trough Animate Dead for example) or a creature conjured by magic, the creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or is stunned until the end of your next turn. This affects creatures that are otherwise immune to the stunned condition. A creature that resists this ability is immune to it for the next 24 hours.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

The number of attacks increases to three when you reach 11th level in this class.

Untainted Constitution[edit]

At 5th level, whenever you make an Strength or Dexterity check, you can use your Constitution modifier, instead of the required ability modifier, if your Constitution modifier is higher.

You can use this ability once per Untainted level you have, and can't do it again until you finish a long rest.

Untainted Strikes[edit]

Starting at 6th level, your attacks with weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

Beginning 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.

Trained Constitution[edit]

Starting at 7th level, your Constitution increases by 1, up to a maximum of 21. This increases again at 15th level, to a new maximum of 22.

Armor Optimization[edit]

At 9th Level, choose either light or medium armor. From now on, when wearing armor of the chosen type, increase the AC by 1. In addition, you ignore Disadvantage on Dexterity (Stealth) checks when wearing the armor of your chosen type.

Greater Armor Optimization[edit]

At 13th level, when wearing the armor type chosen for Armor Optimization, increase the AC by and additional 1. In addition, you reduce by half the time required to don or doff the armor.

Anti Magic Channeling[edit]

Anything an Untainted uses becomes a tool to spread his Magical Breakdown. At 15th level, as a reaction when you hit a creature with a weapon attack or a hit by a creature, you can imbue a weapon or your armor with Magical Breakdown. The creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be affected by Magical Breakdown.

Armor Specialization[edit]

At 17th Level, when wearing the armor type chosen for Armor Optimization, you gain resistance to bludgeoning, piercing and slashing damage.

True Sight[edit]

At 18th level, you gain truesight up to a range of 15 feet.

Magic Destruction[edit]

At 20th level, you can use your Magical Breakdown to permanently destroy a magical item of your choice visually worn or carried by the target of the Magical Breakdown. This ability doesn't work on artifacts.

If you use this ability on a creature created by magic (such as a construct) or conjured by magic, that creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is reduced to 0 hit points on a failure, or take 10d10 force damage on a success.

You can use this ability once, and regain the ability to do so after completing a long rest.

Untainted Sect[edit]

Witch Hunter[edit]

Witch hunters are untainted who pursue mages, to either detain or kill them for their deeds. Some witch hunters are solitary wanderers, pursuing revenge against a specific magic users. Others, are servants of the law, delivering justice to unlawful mages that act in criminal manners.

Detect Taint

Starting at 3rd level, you can use an action to open your awareness to detect magic power nearby. Until the end of your next turn, you know the location of any magic item, creature created by magic, summoned by magic or creature capable of casting spells of 1st-level or higher within 60 feet of you that is not behind total cover. You know if it is a magic item, magic being, conjured creature or spellcaster, but not its identity.

Within the same radius, you also detect the presence of any place that has been targeted with magic, such as a teleportation circle.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Relentless Hunter

Also at 3rd level, you learn how to quickly close the gap between you and a caster in order to prevent him from casting a spell. As a reaction when you roll initiative, or as a bonus action on your turn, you can move up to your movement speed towards a hostile creature you can see and attempt to grapple the creature as part of that action. You must end your movement closer to that creature than when you started. If the grappling succeed, the creature is also affected by your magic breakdown.

You can also attempt to grapple an object that creature is holding, instead of the creature. Make the grapple attempt as normal, but on a success, you take the object from that creature.

Mage Hunter Charge

Beginning at 6th level, you can charge as an action. You can move up to 30 feet without provoking opportunity attacks. Before or after charging, you can make one attack or grapple attempt, as part of your action. Moving in this way does not provoke opportunity attacks.

Witch Hammer

At 10th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 30 feet of you, you can use your reaction to move up to your movement speed towards that creature. If you end the movement within 5 feet of it, the creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier, or its spell or teleport fails and is wasted.

You can use this feature a number of times equal to your Constitution modifier, and you can't use it again until you finish a long rest.

Reactive

At 14th level, you can take two reactions on a single round, instead of only one.

Mage Thief[edit]

Mage thieves are Untainted that use their power to infiltrate wizard's towers and hideouts, in order to strip them from their precious arcane treasures.

Bonus Proficiencies

At 3rd level, you gain proficiency with the Thieve's Tools and the Stealth skill. You add twice your proficiency bonus in checks with these skills if you are already proficient.

Cunning Action

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Anti-magic Infiltrator

At 6th level, you have the ability to avoid the harmful effect of magic traps and other types of magical protection, and even of disarming magical defenses. You can use your touch to emulate the effects of dispel magic once, without spending a spell slot. You add your Constitution modifier to your dispel roll, and once you do it, you can't do it again until you finish a short or a long rest.

In addition, whenever you fail a saving throw against a spell or magical effect, you can use your reaction to reroll the save. You must use the new result.

Eye for Magic

At 10th level, your senses are trained to perceive magical auras and evaluate magical items. You can identify a magical item after studying it for at least 1 minute and you are always under the effects of detect magic.

In addition, you can see creatures magically concealed by invisibility up to a range of 10 feet. This increases to 30 feet at 18th level.

Escape Magic

At 14th level, you are able to escape the hold of even the most powerful of spells. When you start your turn under the effects of a spell that require subsequent saving throws to end the effect earlier, you automatically succeed the save at the start of the turn. Alternatively, you can spend a use of this feature to reroll a saving throw against a spell, choosing the highest value. You can't use this feature more than once per turn.

You can use this feature a number of times equal to your Constitution modifier, and regain your uses after finishing a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the untainted class, you must meet these prerequisites: 13 Constitution, 13 Strength.

Proficiencies. When you multiclass into the untainted class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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