User:Quincy/Warmonger of Erythnul

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Warmonger of Erythnul[edit]

The Warmonger of Erythnul is a warrior chosen to be a Vessel for the God Erythnul for to wage war in his name. These warriors make a pact with Erythnul to bring him bloodshed in battle for his help and power. A warrior would choose this path for many reasons the most common are revenge, great power, to right a wrong. On occasion Erythnul will try to persuade a warrior of great strength that is dying or severely injured to help to become a Warmonger of Erythnul in exchange for sparing him from death or healing him. Once a warrior makes this pact and Erythnul honors his part the warrior is bound to serve Erythnul as his Warmonger. A Warmonger of Erythnul is only released from his pact with Erythnul only if Erythnul release him or upon death. This pact with Erythnul comes with great power in the form of a magical Sword called the Sword of Erythnul witch in all aspects is there contract. This sword allows the Warmonger of Erythnul to use of the powers of Erythnul.

Warmonger of Erythnul[edit]

These warriors are the first it to combat and the last ones standing after the bloodshed is done.

Creating a Warmonger of Erythnul[edit]

Quick Build

You can make a Warmonger of Erythnul quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Dexterity should be considered as a tertiary score. Second, choose the outlander background. Finally, your starting equipment is as follows: a Greatsword, a handaxe, and an explorer's pack.

Class Features

As a Warmonger of Erythnul you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, and Heavy Armor. Shields
Weapons: Simple melee weapons, Martial melee weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose four from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Religion, and Survival.

Equipment

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

Table: The Warmonger of Erythnul

Level Proficiency
Bonus
Features Bloodlust Avatar Rounds Bloodlust Damage Dice Blood Pool Max
1st +2 Sword of Erythnul, Bloodlust, Blood Armor 3 _ 1d4-1 _
2nd +2 Blood Ability, Blood Pool 3 _ 1d4-1 10
3rd +2 Avatar of Slaughter, 4 4 1d4-1 10
4th +2 Ability Score Improvement 4 4 1d4-1 10
5th +3 Extra Attack, Into the Frey 4 4 1d4-1 20
6th +3 Avatar of Slaughter Feature, Blood Ability 5 6 1d4-1 20
7th +3 Sense Weakness, Joy of battle 5 6 1d4-1 20
8th +3 Ability Score Improvement 5 6 1d4-1 30
9th +4 Blood Ability,Savage Strike, 5 6 1d4 30
10th +4 Avatar of Slaughter Feature 5 8 1d4 30
11th +4 Extra Attack 5 8 1d4 40
12th +4 Ability Score Improvement 6 8 1d4 40
13th +5 Blood Ability 6 8 1d4 40
14th +5 Savage Strike, Avatar of Slaughter Feature 6 10 1d4 50
15th +5 Blood Ability 6 10 1d4 50
16th +5 Ability Score Improvement 6 10 1d4 50
17th +6 Savage Strike, Blood Ability 7 10 1d6 60
18th +6 Avatar of Slaughter Feature 7 12 1d6 60
19th +6 Ability Score Improvement 7 12 1d6 60
20th +6 Champion of Erythnul, Blood Ability Unlimited 12 1d6 70

Sword of Erythnul[edit]

In order to receive your sword, you must enter a Blood pact with Erythnul, you must take a sword (GM discretion on what qualifies as a sword) cut yourself with it coat the blood with your blood and offer your life to Erythnul for his power. Once Erythnul accepts your offer you a bound to him for life and the sword you coat with blood will transfer in to the Sword of Erythnul. Your GM has discretion on the look of the sword, but the stats are that of the sword stay the same. The Sword of Erythnul levels with the Warmonger of Erythnul, both the Warmonger of Erythnul and the Sword of Erythnul grow in power together. In order to use any of your Warmonger of Erythnul you need to have the Sword of Erythnul on your person.


  • Starting at 1st level the Sword from Erythnul Gains the trait Indestructible.
  • Starting at 3st level the Sword of Erythnul Gains a +1 enchantment
  • Starting at 5th level the Sword of Erythnul Gains can add more 1 damage dice.
  • Starting at 7th level the Sword of Erythnul Gains a +1 enchantment
  • Starting at 10th level the Sword of Erythnul Gains can add more 1 damage dice.
  • Starting at 13th level the Sword of Erythnul Gains a +1 enchantment
  • Starting at 15th level the Sword of Erythnul Gains can add more 1 damage dice.
  • Starting at 17th level the Sword of Erythnul Gains a +1 enchantment
  • Starting at 20th level the Sword of Erythnul Gains can add more 1 damage dice.


If anyone but the Warmonger of Erythnul that was gifted the Sword of Erythnul touches the Sword they are affected by the Heat Metal spell but as if failing the save. This affect is increased by 1 sell level for every 2 Warmonger of Erythnul levels

Warmonger of Erythnul that was gifted the Sword of Erythnul will always know where it is as if has locate object on the sword no matter the distance

The Sword of Erythnul can gain magical properties later as you gain levels, these are imbued into the sword by Erythnul this effect is controlled by the GM so, the GM chooses which, when, and how many of the effects your sword can get.

Blood Armor[edit]

Starting at 1st level Your while in battle blood becomes like liquid steel allowing you to absorb attacks that would brake flush. If you wear armor you can add your Constitution modifier to your AC.

You have resistance to Poison and are an immune to the poison state

Bloodlust[edit]

In battle, your Bloodlust take over. On your turn, you can enter state of pure Bloodlust as a bonus action. Bloodlust end at the end of combat and can to be triggered out side of combat.It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.

  • You have advantage on Strength and Dexterity checks and saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus die to the damage roll that increases as you gain levels as a Warmonger of Erythnul, as shown in the Bloodlust Dice Damage column of the Warmonger of Erythnul table.

Once you have Bloodlust the number of times shown for your Warmonger of Erythnul level in the Bloodlust column of the Warmonger of Erythnul table, you must finish a long rest before you can Bloodlust again.

Blood Pool[edit]

Beginning at 2nd level You gain access your Blood Pool, this is where the pack start to take effected. You must pay a blood price of 10 Blood Pool points each day or you max HP will drop by 10 till that you gather up Blood Pool Points to pay the blood Price. If your Max HP is reduced to 0 in this way you die and there is no way to stop death at this point not even with a revivify spell. With each Warmonger of Erythnul level you gain more Blood Pool Points that you can accumulate.

You use Blood Points to use Blood abilities, you regain Blood Points by doing damage in combat (regain 1 Blood Point for every 2 damage you deal in combat to all creature of a CR of 1 or higher).

If you strike a killing blow on a creature you may gain blood point equal to the CR of that creature round up this still applies even if you use a Blood Ability to as the Killing blow.

Blood Abilities[edit]

Beginning at 2nd level You gain access to your blood abilities, chose two of the abilities from the list below at 2nd level and one more at each of the following levels 6, 9, 13, 15, 17, 20. Dealing Damage with a Blood abilities with not accumulate any Blood Pool except when said otherwise. Some blood abilities can only be taken after certain levels.


  • Draw Strength

You spend 8 Blood Points to draw of your blood pool for the strength to make a melee attack as a bonus action on a creature in range.


  • Blood Boil

You spend 2 Blood Points to make the action to boil the blood of a creature you can see with in 30ft of you and it takes 2d8 fire damage. This damage can be increased by 1d8 for every 4 more Blood Points send extra when using this ability to a max of 7d8 extra damage.


  • Blood Shield

You spend all remaining Blood Points to use a reaction to make a barrier of blood appear and protect you Until the start of your next turn, you gain 1 AC for every point of Blood Pool spent, including against the triggering Attack, and you take no damage from Magic Missile.


  • Enlarge

You spend 4 Blood Points to take a bonus action the cast enlarge on yourself for 1d4 rounds You can spend 8 Blood Points to double the rounds. This will not stack after the double.


  • Pay in Blood

You spend 8 Blood Points to after taking damage use a reaction to point your finger, at the creature that damaged you to momentarily surrounded it by a hand of blood. The creature must make a Dexterity saving throw of DC 10 + Wisdom Modifier + Proficiency, It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one.


These abilities can only be taken at level 13 or above


  • Serve Erythnul

You spend 10 Blood Points to take an action to make target enemy you can see become overcome with bloodlust for 1d4 rounds. That enemy must succeed a wisdom saving throw of DC 10 + Wisdom Modifier + Proficiency on every one of the rounds or attack the closest creature that is not you. If there are multiple creatures within that range the target can choose which one, he will attack. If the Target of this ability is immune to charms the target automatically succeed the wisdom saving throw


  • Grasp of Erythnul

You spend 10 Blood Points to take an action to make a hand of blood come out of the ground under a target creature you can see; that creature will be restrained for the next 1d4 rounds. That creature must succeed a strength saving throw of DC 10 + Strength Modifier + Proficiency on every one of those rounds or that creature will remain restrained.


  • Counterattack

You spend 4 Blood Points to take your reaction to make a melee attack action on a creature in range that makes an attack action against you.


  • Parry

You spend 6 Blood Points to use your reaction in combat to parry an attack. You can choose to parry one melee weapon attack against you if you aren’t surprised or the creature attacking you doesn’t have advantage against you. You make a attack roll with your main Hand Weapon, if you roll higher then your attacker's roll you take no damage, if it is not higher then your attacker's roll The damage is reduced by half. If your parry attack roll is a critical you automaticlly take no damage from the attack and can make an attack on the attacking creature.


  • Sweeping Swing

You spend 6 Blood Points to make a melee attack action on up to three enemies adjacent to one another (you must be within melee range of all of them). Your attack applies to all of the creatures. Make one attack roll and apply that roll as an attack against each defender. Half damage done by this ability with accumulate blood pool


These abilities can only be taken at level 15 or above


  • Run Bitch Run

You spend 8 Blood Points to make at action to make all non-ally creatures 20 ft around you that can hear you have to make a must succeed on a Wisdom saving throw of a DC of 10 + your Strength Modifier + your Proficiency bonus or be frightened of you for the next 1d4 rounds. If any Target of this ability is immune to fear effects the target automatically succeed the Wisdom saving throw.


  • Make Cowards Pay

You spend 6 Blood Points to take you reaction to make a melee attack action on a creature in range that makes a disengage action to move away from you.


  • Whirlwind Attack

You spend 15 Blood Points to make a spinning attack on all attackers within five feet of you (you must be within melee range of all of them)as an attack action. You must roll a separate attack roll for each of the enemies. Half damage done by this ability with accumulate blood pool.

Endure Pain[edit]

Beginning at 3rd Level your nerves become so use to pain from take damage in combat you gain Resistance to all types of physical and magical damage except for Psychic, Radiant, Necrotic, and Poison damage. you also get to take all Constitution checks involving damage or status effects at advantage.

Avatar of Slaughter[edit]

Once per day you gain the ability to take an action to gained control of the Erythnul powers flowing through your veins allowing them to take a more demonic form and become empowered, as shown in the Avatar Rounds column of the Warmonger of Erythnul table, You are immune to fears while your are in this form and gain powers at level 3, 6, 10, and 18.

Beginning at 3rd Level, While in the Avatar of Slaughter you deal an extra 1d8 necrotic damage per successful hit.


Beginning at 6th level you gain Stunning Charge; while in Avatar of Slaughter you take an action, you charge up to 25ft in to an enemy dealing 2d6 force damage to that enemy and all adjacent enemies and the targets must make a Constitution saving throw of a DC 10 + Strength Modifier+ Proficiency saving throw or stuns all targets for 1 round


Beginning at 10th level you gain Fear Me; while in Avatar of Slaughter you

  • become 1 size larger and reach increases by 5 feet.
  • You gain 2 times your constitution modifier in temporary HP.
  • You gain advantage and can use your Strength Modifier on all intimidation checks.
  • Creatures that have sight of you must succeed a DC 15 Wisdom saving throw or be frightened of you while you remain in their line of sight. Creatures frightened this way can use their action to try to shake the fear with a DC 15 Wisdom Saving throw. Creatures that save against this effect are immune to it for 24 hours.


Beginning at 14th level you gain Armor of Hate; while in Avatar of Slaughter If attacked by an enemy with a melee attack the attacker takes necrotic 1d10 damage if they hit you, if they fail on the AC roll then they take half the damage.


Beginning at 18th level you gain The True Avatar; while in Avatar of Slaughter

  • you gain immunity to non-magical weapons and 2 other type of damage you choose.
  • Everyone 5ft around you take 2d8 necrotic damage at the end each of your turns.

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.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Into the Frey[edit]

Starting at 5th level, your speed increases by 10 feet. At the beginning of every combat you may take a dash as a bonus action if you are moving towards an enemy.

Joy of battle[edit]

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Sense Weakness[edit]

Beginning at 7th level your attacks now critical at 18, 19, and 20

Savage Strike[edit]

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 14th level and three additional dice at 17th level.

Champion of Erythnul[edit]

At 20th level, you embody the true aspects of Erythnul and can add 4 points to each your Strength, Dexterity, and Constitutions scores. Your maximum for those scores is increase as well.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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