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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)
- 1 Regenerator
- 1.1 Creating a Regenerator
- 1.2 Class Features
- 1.2.1 Table: The Regenerator
- 1.2.2 Unarmored Defense
- 1.2.3 Tough Blood
- 1.2.4 Health Reserve
- 1.2.5 Healing Catalyst
- 1.2.6 Bloody Archetype
- 1.2.7 Ability Score Increase
- 1.2.8 Tough Bones
- 1.2.9 Pain Reducer
- 1.2.10 Extra Attack
- 1.2.11 Slow Fall
- 1.2.12 Feral Instinct
- 1.2.13 Evasion
- 1.2.14 Stillness of Mind
- 1.2.15 Instinctive Dodge
- 1.2.16 Resilient Blood
- 1.2.17 Magic Blood
- 1.2.18 Diamond Soul
- 1.2.19 Blindsense
- 1.2.20 Timeless Body
- 1.2.21 Elusive
- 1.3 Bloody Brute
- 1.4 Bloody Nightblade
- 1.5 Multiclassing
Ever wanted to just stand there and take hits from your enemies, but not actually take damage.
Creating a Regenerator
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?
As a Regenerator you gain the following class features.
- Hit Points
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
|1st||+2||1d4||Unarmored Defense, Tough Blood, Health Reserve|
|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|
|12th||+4||1d10||Ability Score Improvement, Magic Blood|
|16th||+5||2d12||Ability Score Improvement|
|19th||+6||3d12||Ability Score Improvement|
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.
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.
Starting at level 2, all healing done by other beings toward you is doubled.
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
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.
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.
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
At 5th level, and again at 18th level, you gain an extra attack.
You take reduced fall damage equal to three times your Regenerator level + three times your Constitution modifier.
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
You can spend an action to end any one effect on yourself once per short or long rest.
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.
You have resistance to non-magical piercing, bludgeoning, slashing, and poison damage.
You no longer are affected by poisonous effects.
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.
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.
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.
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.
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.