Immortal (5e Class)
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Immortal
Within every generation of each humanoid race, there is one immortal born.
A warrior fights through army, shrugging off blows as if getting slapped. Though after relentless beating he falls to his knees, and burst back alive for a final fight, shredding all those around him.
- Quick Build
You can make a Immortal quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Wisdom. Second, choose any background.
Class Features
As a Immortal you gain the following class features.
- Hit Points
Hit Dice: 2d10 per Immortal level
Hit Points at 1st Level: 2d10 + Constitution modifier
Hit Points at Higher Levels: 2d10 (or 11) + Constitution modifier per Immortal level after 1st
- Proficiencies
Armor: All Armor, Shield
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Constitution & Strength or Wisdom
Skills: Choose two: Althetics, Medicine, Perception or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Martial Weapon or or (b) 2 Simple Weapon
- (a) Tower shield or (b) Buckler or (c) Heater Shield
- (a) Platemail or (b) Scale Mail
- (a) Explorer's pack or (b) Dungeoneer's pack
- If you are using starting wealth, you have 5d4*10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Immortal Object, Undying |
2nd | +2 | Endless War |
3rd | +2 | Extra Attack |
4th | +2 | Ability Score Improvement, Aggressive Defense |
5th | +3 | No Escape |
6th | +3 | Improved Undying |
7th | +3 | Retaliate |
8th | +3 | Ability Score Improvement, Thorns of the Damned, Improved Critical |
9th | +4 | Improved Immortal Object, Improved Endless War, Improved No Escape |
10th | +4 | Improved Undying |
11th | +4 | Second Bonus Action/Reaction |
12th | +4 | Ability Score Improvement, Greater Undying |
13th | +5 | Aura of Thorns, Greater No Escape |
14th | +5 | Extra Attack |
15th | +5 | Perfect Retaliate |
16th | +5 | Ability Score Improvement, Improved Throns of the Damned, Greater Undying |
17th | +6 | Circle of healing, Perfect No Escape |
18th | +6 | Greater Immortal Object, Perfect Endless War, Greater Critical |
19th | +6 | Ability Score Improvement, Dome of Protection |
20th | +6 | Perfect Undying |
Immortal Object
Your AC (without armor) is 10 + Constitution Bonus + Dexterity Bonus.
At 1st level, for ten minutes reduce all incoming damage by 1 point for every 5. you can use this feature again after a long rest (Take 4/5 Damage.)
At 9th level, for twelve minutes reduce all incoming damage by 2 points for every 5. you can use this feature again after a short or long rest (Take 3/5 Damage.)
At 18th level, for thirty minutes reduce all incoming damage by 3 points for every 5. you can use this feature again after a short or long rest (Take 2/5 Damage.)
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.
Undying
At 1st level, upon hitting 0 HP, instead replenish 1d8+(Con Mod), until the beginning of your next turn you become immune to all incoming damage. Your next hit adds 1 extra die of damage. Available once per long rest.
At 6th level, increase the amount healed to 2d8+(Con Mod).
At 10th level, increase the amount healed to 4d8+(Con Mod).
At 12th level, increase the amount healed to 6d8+(Con Mod). Increase Two damage Dices dealt.
At 16th level, increase the amount healed to 8d8+(Con Mod). Twice per long rest.
At 20th level, increase the amount healed to 10d8+(Con Mod). Twice per long rest.
Endless War
At 2nd level, for each attack made to the same target, gain a + 1 to hit, and + 1 to damage. (Max of 3)
Aggressive Defense
At 4th level, while within 10ft of an ally, all enemies attacks are at disadvantage against him
No Escape
At 5th level, if an Enemy within 10ft were to move futher than the 10ft radius, they have to make a charisma saving throw (DC= 8 + proficiency bonus + wisdom mod) or their movement speed is halved until this condition is ended by you or it ended after 1 minute.
Retaliate
At 7th level, when any melee attack is made against you, you can get at attack of opportunity against the attacker.
At 15th level, when any melee attack is made against a friendly creature within 10 feet of you, you get an attack of opportunity against the attacker.
Thorns of The Damned
At 8th level, when an enemy deals melee damage you can use your reaction to do 1/2 of the damage they dealt. this fracture works for the next hit (Ignores resistances, and Immunities.) You can use it many times as you wisdom modifier (minimum 1)
At 16th level, when an enemy deals ranged damage they receive 1/4 the damage they dealt using your reaction. this fracture works for the next hit (Ignores Resistances, and Immunities.)
Improved Critical
At 9th level, you can now hit a Critical on 19-20.
At 18th level, you can now hit a Critical on 18-20.
Circle of Healing
At 17th level, twice per day, you can create a 15ft. circle around you that heals all allies, 2d8+(Con Mod) at the end of each of your turns, for 1 minute
Dome of Protection
At 18th level, create a 30ft. dome around you, all allies within the dome gain a barrier, 1/2 of all damage dealt to them is redirected to you instead. You only take 1/2 damage for this damage.
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