Slave 6000

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[edit]

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a Slave6000 quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Criminal background. Third, choose Pimp Rings, Dagger, Glock, Farming Tools.

Class Features

As a Slave6000 you gain the following class features.

Hit Points

Hit Dice: 1d8 per Slave6000 level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Slave6000 level after 1st

Proficiencies

Armor: Bulletproof vest
Weapons: Simple Weapons, Pimp Rings, Pimp Canes, Firearms.
Tools: Farming Tools
Saving Throws: Strength, Wisdom
Skills: Athletics, Intimidation, Acrobatics, Sleight of Hand, Stealth

Equipment

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

  • (a) Kukri or (b) Pimp Rings & Pimp Cane
  • (a) Sling or (b) Shortbow & 20 Arrows
  • (a) Burglars Pack or (b) Field Pack
  • Bulletproof Vest
  • If you are using starting wealth, you have -5gp in funds.

Table: The Slave6000

Level Proficiency
Bonus
Sneak Attack Ancestral Power Charges Features
1st +2 1d4 Stereotypical, Farmin, Partial Sneak Attack, Afrikaans
2nd +2 1d4 Ancestral Power
3rd +2 2d4 Subclass
4th +2 2d4 Ability Score Improvement
5th +3 3d4 Extra Attack
6th +3 3d4 Subclass
7th +3 4d4 Slippery
8th +3 4d4 Ability Score Improvement
9th +4 5d4 Subclass Feature
10th +4 5d4 Courageous Might
11th +4 6d4 Extra Attack(2)
12th +4 6d4 Ability Score Improvement
13th +5 7d4 Subclass Feature
14th +5 7d4 Mistrust
15th +5 8d4 Bribery
16th +5 8d4 Ability Score Improvement
17th +6 9d4 Subclass Feature
18th +6 9d4 Prepared for Anything
19th +6 10d4 Ability Score Improvement
20th +6 10d4

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Stereotypical[edit]

Beginning at 1st level, when you consume a stereotypical item the item effects are tripled

Farmin[edit]

Beginning at 1st level, you know how to use farming tools as weapons once per attack you can chose to use a farming tool instead dealing 1.5 times damage of tool and 2 times damage of tool against authoritative figures

Partial Sneak Attack[edit]

Beginning at 1st level, you know how to take advantage of dark places to strike subtly. Once per turn while in a dark area you can deal an extra 1d4 damage to 1 creature you hit with an attack from the darkness

Afrikaans[edit]

During your years in the field you learned afrikaans a mix of african dialects only another creature who knows afrikaans can understand the messages in afrikaans

Ancestral Power[edit]

Upon reaching 2nd level, you can channel the power of your ancestors to enter a state of power. You gain resistance to all damage except force, and immunity to psychic. You must pass a constitution saving throw equal to your proficiency bonus + the duration that you maintained this state in turns. Upon failure you take all the damage you resisted and negated. Upon success you do not take this damage. You gain advantage on all saving throws you are proficient in, and as a reaction you can call down your ancestral spirits to protect you. This takes a bonus action. These spirits increase your AC by your wisdom modifier, and deal 1d8 force damage to each creature of your choosing within a 20 ft radius when they begin their turn in this radius. This lasts for a number of turns equal to your proficiency bonus + your wisdom modifier. You also deal an additional 2 force damage with melee attacks and spells. The damage increases to 1d12 at level 4, 2d8 at level 10, 2d12 at level 14, and 3d10 at level 20. The number of uses increases as shown in the Ancestral Power table.

Subclass Feature[edit]

At 3rd level, you chose a stereotype. Choose between voodoo, santeria, pimp, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 13th, 17th.

Ability Score Improvement[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. The number of attacks increases to three when you reach 11th level.

Slippery[edit]

At 7th level through all your experiences running from the police you now can succeed any grapple check on a 10 or more and you et a plus 2 to dex and your max dex is increased by 2

Courageous Might[edit]

At 10th level through all your experience using Ancestral Power you can no longer experience fear while using Ancestral Power and now creatures you attack while using Ancestral Power get dealt an additional 1d8 force damage

Mistrust[edit]

At 14th level after all your experiences you have grown not to trust people, people now have disadvantage on deception and persuasion roles against you

Bribery[edit]

At 15th level you gain advantage on persuasion rolls when you posses more money then the person you are convincing

Prepared for Anything[edit]

At 18th level you have so much experience so you know when a fight is going to happen you gain advantage on initiative rolls and you can not be surprised as long as you aren't incapacitated

Voodoo[edit]

Voodoo Sense

At 3rd level you unlock Voodoo Sense the presence of strong evil forces registers on your conscience like a noxious odor, and powerful good rings like heavenly music in your ears. As an action you can open your awareness to detect such forces

Ritual Casting

At 3rd level you awaken Ritual Casting. You can ritual cast spell of any spell caster's spell list at half the time required for a ritual casting of that spell. If the spell can't be ritually casted, it takes 10 minutes to ritually cast a spell. You can inscribe these ritually casted spell into your loa.

Voodoo Apprentice

At 3rd level you unlock Voodoo Apprentice and you gain a Loa. Any spell targeting your mind has disadvantage and once per long rest you can have your Loa possess you as a bonus action. Until your next turn during this time the user is immune to all damage types . You can cast spells at a spell slot higher only using the original spell slot. For each Voodoo subclass feature level you gain 1 more opportunity for the Loa to possess you. When your loa possesses you, you can cast any ritually inscribed spell as an action no matter the casting time as long as you previously inscribed the spell into your loa.

Experience Ritual Caster

At 6th level you experience a magical epiphany. When you cast a ritual spell, it is cast as if it is 1 level higher. You can choose to double the duration of your ritual cast time to upcast the spell by 1 level, and this effect can be stacked. for example: Jimmy wants to ritual cast a fireball. It takes you 5 minutes to cast it due to your level 3 feature. Jimmy can cast fireball at level 4 instead of 3 because he ritually casted it. The same effect can apply to spells inscribed into your Loa.

Loa Healing

At 9th level you unlock Loa healing a number of times equal to your proficiency bonus as an action you can regain hit points equal to 3 times your Slave6000 level.

Loa Limbs

At 13th level you can invoke your Loa to gain a number of unnatural limbs equal to your proficiency bonus. You can take an action to manifest spiritual limbs like arms or wings and can command them as if they were yours until your next long rest. You can choose to instead give these limbs to other creatures. Unwilling creatures must make a saving throw against your spell save dc (8 + proficiency bonus + charisma modifier).

Wings
you gain a flying speed equivalent to your movement speed, and you gain the ability to make a wing attack. Each creature within 10 ft of you must make a DC 18 dexterity saving throw or take 2d6 + strength modifier bludgeoning damage.
Tentacles
🦑 The reach of your melee increases by 10 ft, and you can grapple as a bonus action. Additionally, your unarmed strikes now deal 1d6 bludgeoning damage. This also extends the range of touch spells by 10 ft. Additionally you can replace one of your attacks on your turn with a trip attack. The target must make a strength saving throw equal to your spell save DC or take 1d4 + strength bludgeoning damage and be knocked prone.
Horns
You can make a horn attack as a bonus action after moving 10 ft or dashing. These horns deal 1d6 piercing damage. Additionally, these horns gain a +5 to their damage after moving at least 15 ft.
Extra leg
your movement speed increases by 5 ft for each leg. You gain advantage on saving throws made to avoid being knocked prone or moved against your will. You can also choose the type of animal leg:
Horse leg(s) - your movement speed increases by 20 ft for every 2 horse legs you have. Having an odd number of legs reduces your movement speed by the same amount.
Spider leg(s) - if you gain enough spider legs equal to your original leg count, you gain a climbing speed equivalent to your movement speed.
Tail
You gain a tail sweep attack. This attack deals 1d8 bludgeoning damage in a 10 ft cone. Your normal tail attacks deal 1d8 bludgeoning damage. Additionally, you can use a reaction to increase your AC by your strength modifier, potentially causing an attack to miss.
Extra arm
for each extra arm you have you can wield an additional light weapon in them. these light weapons can all make 1 attack as part of the same bonus action. You also gain a stacking advantage for each extra arm you have when grappling a creature.
Voodoo Shaman

At 17th level you unlock Voodoo Shaman you can spend an action to imbue someone a Loa for 5 turns and any spells targeting your mind are absorbed by your Loa making you immune to psychic attacks and you can't be charmed

Santeria[edit]

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Connection to the Ase

At 3rd level you gain connection to the Ase you can cast sun related spells at no cost and are at complete inner piece so you are immune to being charmed and people have disadvantage on persuasion rolls against you and you gain the ability to communicate with all living things

Orisha

At 3rd level you choose who your main Orisha is Agemo you can disappear as a bonus action a number of times equal to your proficiency bonus per turn, Ara Ara cast storm based spells from any classes spell sheet using your spell slots, Aja gain access to the druid spell sheet instead of the cleric spell sheet

Healing Spells

At 3rd level you gain access to the cleric spells you have the spell slots according to your Slave6000 level, and Iku gain access to all necromancy spells

Orisha Possession

At 9th level you can have your chosen Orisha posses you for an amount of times equal to your proficiency bonus you can now cast all the spells your Orisha gives you at 9th level

Orisha

At 13th level you can pick a second Orisha

Ase Completion

At 17th level you gain control over a part of Ase around you so you can summon Orisha to fight for you once per long rest

Pimp[edit]

Rizz

At 3rd level you gain a proficiency in charisma and persuasion and you gain the spell charm person.

Shiny Rings

Pimp saving throw: 8 + proficiency bonus + strength modifier At 3rd level you gain a special pimp ring emerald ring deals 1d6 poison damage and they make a Pimp saving throw or are poisoned on top of pimp ring damage, ruby ring deals 1d6 fire damage and they make a Pimp saving throw or are burned on top of pimp ring damage, gold ring deals 1d6 radiant damage and they make a Pimp saving throw or they are blinded on top of pimp ring damage, diamond ring deals 1d6 thunder damage and they make a Pimp saving throw or they are paralyzed on top of pimp ring damage. you gain an additional shiny pimp ring for each pimp level you gain up to 13th level

You can wear up to 4 on a single hand, and you only gain 1 pimp ring at this level.
Pimp Slap

At 3rd level you gain the ability Pimp Slap through years of practice you can knock people prone with a single strike the opponent must make a dc 8 + proficiency bonus + strength modifier or be knocked prone the strike deals 2d6 or half as much on a successful save and pimpring damage is added on top of base damage

Big Watch

At 17th level you gain a diamond encrusted watch that once per long rest you can take an action to click the watch button casting time stop at 9th level.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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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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