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I am not the author of this class - this is merely a copy of a deleted class I saved for posterity. Please respect the rules of userpages and do not edit this page. Quincy (talk) 11:38, 15 January 2018 (MST)


Ever wanted to just stand there and take hits from your enemies, but not actually take damage.

Creating a Regenerator[edit]

A Regenerator is a class that focus's on damage reduction. You should look for ways to either negate, reduce, or take more damage without dying. Health is vary important, but so is Armor class. Your highest ability should be Constitution, followed by Dexterity. It is recommended that you do not choose a background where you are around a lot of people, most Regenerators live a secluded life or one of little importance.

Quick Build

You can make a Regenerator quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose any equipment you want, but a lore-full Regenerator would rather fight without weapons or armor. Why wield something that isn't required?

Class Features

As a Regenerator you gain the following class features.

Hit Points

Hit Dice: 1d12 per Regenerator level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Regenerator level after 1st


Armor: None
Weapons: Simple weapons, martial weapons
Tools: Any 1 type of Artisan's Tools or any 1 musical instrument
Saving Throws: Dexterity, Constitution
Skills: Choose 3 from the following list: Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, or Survival.


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

  • (a) Any 1 set Artisan's Tools or (b) Any 1 musical instrument
  • (a) Any 1 simple melee weapon or (b) A Mask that gives disadvantage to those that try to identify you.
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • A vial of Paint with a brush

Table: The Regenerator

Level Proficiency
Health Reserve Features
1st +2 1d4 Unarmored Defense, Tough Blood, Health Reserve
2nd +2 1d4 Healing Catalyst
3rd +2 1d4 Bloody Arch-type
4th +2 1d6 Ability Score Improvement
5th +3 1d6 Tough Bones, Pain Reducer, Extra Attack
6th +3 1d6 Slow Fall, Feral Instinct
7th +3 1d8 Evasion, Stillness of Mind
8th +3 1d8 Ability Score Improvement
9th +4 1d8 Instinctive Dodge, Bloody Feature
10th +4 1d10 Resilient Blood
11th +4 1d10 Timeless Body
12th +4 1d10 Ability Score Improvement, Magic Blood
13th +5 1d12 Diamond Soul
14th +5 1d12 Bloody Feature
15th +5 1d12 Blind Sense
16th +5 2d12 Ability Score Improvement
17th +6 2d12 Elusive
18th +6 3d12 Extra Attack
19th +6 3d12 Ability Score Improvement
20th +6 4d12 Bloody Feature

Unarmored Defense[edit]

While you are not wearing physical armor or wielding a shield, your natural Armor Class value is equal to 10 + your Dexterity modifier + your Constitution modifier.

Tough Blood[edit]

Your Hit Point maximum increases by an amount equal to three times your level when you unlock this feature. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional 3.

Health Reserve[edit]

You gain a Health Reserve die or dice as listed in this classes level-up table. Whenever you take damage in any one persons turn, you can roll the die or dice in that turn (even if it is not your own) to regain Hit Points equal to the amount rolled + your Constitution modifier.

Healing Catalyst[edit]

Starting at level 2, all healing done by other beings toward you is doubled.

Bloody Archetype[edit]

Choose either Bloody Brute or Blood Thief, gaining features at 3rd, 9th, 14th, and 20th levels as listed at the bottom of class description.

Ability Score Increase[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.

Tough Bones[edit]

You do not take any damage if the base damage without any modifications is below half of your Regenerator level rounded down. Example: Someone attacks with any weapon, getting a +6 to hit. They manage to land the attack, and they get a +4 to the damage. Before adding the +4, if the damage rolled from dice is less than 3 (Regenerator level 6) then all damage is negated. This effect starts at 5th level.

Pain Reducer[edit]

You no longer feel true pain. You can still feel it, but it doesn't hurt or modify how you act. You can't receive System Shock or any other effect based off of how lower your health is/damage you receive. This effect starts at 5th level

Extra Attack[edit]

At 5th level, and again at 18th level, you gain an extra attack.

Slow Fall[edit]

You take reduced fall damage equal to three times your Regenerator level + three times your Constitution modifier.

Feral Instinct[edit]

You have advantage on initiative rolls. Even if you are surprised, you can still act as normal on the first round of combat.


Your instinctive agility allows you to dodge out of the way of certain area of effects. If the distance you would have to travel to avoid the explosion is equal to or less then double your current speed, then you may use your reaction to make a Dexterity save against the effects DC value to get out of it's radius unharmed. On a fail, you take half damage.

Stillness of Mind[edit]

You can spend an action to end any one effect on yourself once per short or long rest.

Instinctive Dodge[edit]

Your Armor Class is now increased by a number equal to the ten's digit of your speed.

Examples: 30 speed = +3 AC | 35 speed = +3 AC | 40 speed = +4 AC

This cannot be used to get an AC above 20 and it only applies while you are not wearing armor.

Resilient Blood[edit]

You have resistance to non-magical piercing, bludgeoning, slashing, and poison damage.

You no longer are affected by poisonous effects.

Magic Blood[edit]

You have resistance to magical piercing, bludgeoning, slashing.

You also gain resistance to any 2 of the following: Acid, Cold, Fire, Lightning, or Necrotic damage.

Diamond Soul[edit]

You gain proficiency in all saving throws. You can also re-roll a failed save once per long rest.


If you can hear or smell, then you are aware of the location of any hidden or invisible creatures within 10 feet of you.

Timeless Body[edit]

You suffer none of the frailty of old age. You no longer need food or water. You are also unaffected by disease


No attack roll has advantage against you while you aren't incapacitated.

Bloody Brute[edit]

Front line fighter who will attack without fear of death.

Broad Build

You gain proficiency in Intimidation if you don't already have it, If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You gain advantage on Intimidation checks. When someone manages to land an attack on you, but they deal less than half your total level in damage, you can have them make a Wisdom saving throw against your passive Intimidation. On a fail, they become frightened. You gain +1 Strength.

Battle Resistance

You gain resistance to any 3 damage types of your choice that your DM will allow.

Toughened Attack

Your attacks deal extra damage equal to half of your unarmored defense score of your armor class. (This is without any other modifications to your Armor class, only the straight forward value of the listed feature)

War Tank

When damage dealt to you is reduced by a fixed number, double the reduced number. Your Tough Bones feature now has it's post calculated value increased by +1 for every die being rolled in the damage calculation.

Bloody Nightblade[edit]

Maneuvering the battle field with great finesse, and deadly magic. You can choose these effects in any order whenever you unlock a new archetype feature

Unarmored Movement

Your movement speed is increased by 5 at 3rd level, 10 at 9th level, 15 at 14th level, and 20 at 20th level. This bonus only applies when you are not wearing physical armor.

Magical Prowess

Your latent magical talent has come to fruition. You now gain a full spell table and gain spells whenever a sorcerer would. You also know and can prepare the same number of spells that a sorcerer of equal level could. You gain +1 Charisma.

Vital Knowledge

You can remove any bonus(es) from your attack roll before it's made to instead add them to the damage roll of the same attack if it makes. This is valid even if the bonus would already be applied to the damage. This damage cannot be resisted or changed, it is simply life loss.

Healing Touch

You touch a willing player and you heal them for your health reserves.


Prerequisites. To qualify for multiclassing into the Regenerator class, you must meet these prerequisites: Must have at least a Constitution score of 18+

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Choose one from the following list: Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Performance, or Survival.

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