Bearer of Calamities (5e Class)
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Bearer of Calamities
There are many Warlocks in the worlds, but there are those who have made pacts with beings less... fortunate than the ones who may pick and choose who they give their favor to. Occasionally, there are spirits, demons, and other such beings bound up in seemingly mundane items. This could be anything, a lamp, a portrait, a book, or even a weapon of some description. These beings will sometimes form a pact with the ones who find them, desperate for even a small degree of freedom. The ones who do agree to their terms often find themselves developing a friendship with the beings they have bonded to, though whether the sealed being reciprocates or not is more difficult to ascertain.
Creating a Bearer of Calamities
The bearer and ergo, image is cover art |
To what end do you and your 'partner' fight? What is it you wish to do with the power you now hold?
- Quick Build
You can make a Bearer of Calamities quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background.
Class Features
As a Bearer of Calamities you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Bearer of Calamities level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bearer of Calamities level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Choose two from Arcana, Insight, Intimidation, Perception, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) any simple weapon
- (a) a dungeoneer's pack or (b) explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Alter Ego |
2nd | +2 | Partner's Power, Magic Blast |
3rd | +2 | Dark Blessing |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Supernatural Strength |
7th | +3 | Lucky Dodge |
8th | +3 | Ability Score Improvement |
9th | +4 | Dark Wrath(2d6) |
10th | +4 | Overpowering Presence, Dark Blessing Improvement |
11th | +4 | Enhanced Power |
12th | +4 | Ability Score Improvement |
13th | +5 | Dark Fury, Forceful Blast |
14th | +5 | Dark Wrath(4d6) |
15th | +5 | Energy Release |
16th | +5 | Ability Score Improvement |
17th | +6 | Improved Power |
18th | +6 | Evasion |
19th | +6 | Ability Score Improvement |
20th | +6 | True Darkness |
Alter Ego
At first level, you are able to make use of your partner's power to alter your form, switching between theirs and yours at will. As a bonus action, you can assume the form of your partner or return to your base form. Their form appears to be the same species as you, but not necessarily the same gender. Their physical appearance will likely be much different, with indications of their sealed nature being represented by numerous arcane tattoos appearing on their skin, and their dark nature being noticeable in their coloration, with them likely possessing pale hair, and eyes of a sickly yellow or vivid red. Whenever you switch to their form, it is always the same, and you may not change it whenever you take on their appearance.
Partner's Power
At second level, your bond with your partner has deepened enough to allow some of their great power to seep through. Whenever you are in the form of your partner and are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
In addition to this, when you shift into your Alter Ego, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. When making an attack with your unarmed strike, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
When you use the attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Magic Blast
At second level, you also gain the ability to wield your partner's power in your base form. While you are not using your Alter Ego you gain a ranged spell attack that you can use with the attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is force, and its damage die is a d8.
When you use the attack action on your turn to use this special attack, you can make one additional attack as a bonus action.
Dark Blessing
At third level, you have harmonized enough with your partner that they are able to temporarily shroud you in their power.
As a bonus action, you can call upon your partner to grant you their dark blessing. For 1 minute your AC is improved by +1, you gain a +1 bonus to attack and damage rolls.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At 10th level, you now have advantage on saving throws against magical effects when under the effect of Dark Blessing.
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.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Supernatural Strength
While in your Alter Ego form, your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Lucky Dodge
Starting at 7th level, you may attempt to dodge an opponents attack. When an attack roll is made against you, but before the outcome is determined, you may use your reaction to roll a d20. On a result of 11 or more, you have successfully dodged the strike. You must now move up to half of your movement away from your opponent and their speed is reduced to zero until the start of their next turn. This movement does not provoke an opportunity attack.
You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all all expended uses when you finish a long rest.
Dark Wrath
When you are feeling the anger and rage you were forced to suppress to keep your partner under control, you can release it all with an unearthly howl as the built up power explodes around you.
As an action, you can create a sudden burst of energy that radiates in an area around you. Each creature other than you within 10 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage if you are in your Alter Ego form or 2d6 radiant damage if you are in your base form. This damage is increased to 4d6 at 14th level.
Overpowering Presence
At 10th level, your partner's power flows through you almost unimpeded. You are now immune to poison and disease.
Enhanced Power
Beginning at 11th level, your synchronization with your partner is so great that even your regular attacks start to corrode reality, dealing additional damage to those you strike.
The ranged spell attack, Magic Blast, now does an additional 1d4 of radiant damage. The unarmed attack of your Alter Ego form now does an additional 1d4 of necrotic damage.
Dark Fury
When channeling the power of your partner, you can allow your rage to overtake you for just a moment.
As a bonus action when you are in the form of your Alter Ego, you may move up to your movement directly towards the nearest hostile creature and make a single attack with advantage. You can choose to make your regular attacks with advantage as well, however if you do so then all attacks made against you until the start of your next turn are also done with advantage.
Forceful Blast
Your Magic Blasts are now more solid.
When you hit a creature with your Magic Blast, you can push the creature up to 10 feet away from you in a straight line.
Energy Release
Now you are getting a better grasp of your partner's power, unlocking even more possibilities.
If you are in your base form, then as an action you can release a a beam of power 100 feet and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much on a successful one. Any creature hit by this ability cannot regain hit points until the start of your next turn.
If you are in your Alter Ego form, then as an action you can choose a point within 150 feet. Each creature in a 20-foot-radius centered on that point must make a Dexterity saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much on a successful one. Any creature that takes damage from this ability cannot regain hit points until the start of your next turn.
You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all all expended uses when you finish a long rest.
Improved Power
You and your partner are now closer than you ever have been before, and with this increased closeness comes more power.
While in your Alter Ego form, your unarmed strike now does 1d10 damage on a hit.
While in your base form, your Magic Blast now has a range of 60 feet.
Evasion
Beginning at 18th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
True Darkness
At level 20, the line between yourself and your partner blurs until even the two of you are unsure where one of you begins and the other ends. You gain the following benefits:
You gain resistance to bludgeoning, piercing, and slashing damage.
You no longer age.
You are immune to the charmed and frightened conditions.