Amalgam (5e Class)

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Amalgam

Lowering his hood to reveal a toothy grin, rough scaly skin and a pair of horns protruding from his head. His skin littered with scars, various pieces of his body stitched together like patchwork. Amalgams are those who use ancient shamanic magic to exchange body parts with various creatures in order to gain their powers. They are often disfigured, hideous creatures but of course there are exceptions such as when an Amalgam chooses only the most beautiful creature parts to realize their vision of perfection.


Ancient Magic

Amalgams aren't spellcasters in the traditional sense. They don't learn many spells, if any at all. But rather they focus on a very particular magic, one that had long been forgotten by the wizards of Faerun. The strange practice of magically fusing parts of other creatures to themselves. Whether knowledge of it was purposefully destroyed or its practitioners simply died out, taking their secret to their grave, this magic has become undeniably rare and unknown by most.

Recently there has been a resurgence of this magic, most notably among shamans who value tradition and the old ways of life. The magic has been characterized by three notable variations called Puppetcraft, Metalcraft and Spellcraft. With Metalcraft being a more recent invention devised by curious gnomes and technophiles.


Creating a Amalgam

When creating an Amalgam think about why your character chose such an unusual magic. Was it passed down to you as part of tradition? Where you selected from among a group of promising shaman within a clan? Or did you discover it through some ancient texts by happenstance and your curiosity got the better of you? Whatever the reason you are now permanently changed from your self experimentation. Most Amalgams live in seclusion for those that live in society must take great lengths to keep their magic a secret as it is shunned by most of society.

Quick Build

You can make an Amalgam quickly by following these suggestions. First, Strength should be your highest ability score as most of your attacks will be strength based, followed by Constitution which is used to increase the potency of your abilities. Second, choose the Outlander background.

Class Features

As a Amalgam you gain the following class features.

Hit Points

Hit Dice: 1d10 per Amalgam level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Amalgam level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose three from Arcana, Animal Handling, Intimidation, Medicine, Nature, Perception, Survival.

Equipment

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

  • (a) Two daggers or (b) a light crossbow and 20 bolts or (c) any simple weapon
  • (a) a explorer's Pack or (b) a dungeoneer's Pack
  • (a) Leather Armor or (b) Hide Armor
  • If you are using starting wealth, you have 4d4 × 10 gp in funds.

Table: The Amalgam

Level Proficiency
Bonus
Features
1st +2 Amalgamation, Shamanic Ritual
2nd +2 Monstrous Endurance, Survival Instincts
3rd +2 Amalgam Craft,
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Amalgamation (2)
6th +3 Chimera Attack
7th +3
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Arcane Strike
10th +4 Amalgamation (3)
11th +4 Improved Monstrous Endurance
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Amalgam Craft Feature
14th +5 Chimera Attack (2)
15th +5 Amalgamation (4)
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Amalgam Craft Feature
18th +6
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Malleable Form

Amalgamation

At 1st level you've adopted one creature part into your body. Choose an Amalgamation from the 'Basic Amalgamations' table below. This Amalgamation replaces whatever body part you wish to swap it with (for example, the Crab Claw would replace either your left or right arm). You gain more Amalgamations from this feature at 5th level, 10th level and 15th level.

Some of your Amalgamation features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Amalgamation save DC = 8 + your proficiency bonus + your Constitution modifier

Basic Amalgamations

Amalgamation Replaced Part Features
Owl's Eye Left or Right Eye You gain Darkvision up to 60 feet and have advantage on Wisdom (perception) checks that rely on sight.
Bat Ears Ears Through the use of Echolocation you gain blindsight up to 30 feet. You cannot use this blindsight while deafened.
Fox Ears Ears You cannot be surprised and have advantage on Wisdom (Perception) checks that rely on hearing.
Horns Forehead When you make an unarmed strike you can choose to ram using the horns to deal piercing damage equal to 1d6 + your strength modifier. If you ran up at least 20 feet in a straight line before attacking you may add an additional 1d6 piercing damage to your first ram attack.
Wolf's Fangs Teeth When you make an unarmed strike you can choose to bite using the fangs to deal piercing damage equal to 1d8 + your strength modifier.
Fins and Gills Neck You gain a swimming speed feet of 30 feet and can breath underwater.
Crab Claw Left or Right Arm When you make an unarmed strike you can choose to use the claw to deal bludgeoning damage equal to 1d6 + your strength modifier. A creature hit with the Crab Claw becomes grappled by you. If both arms are claws you can grapple a different creature in each claw.
Octopus Tentacle Left or Right Arm When you make an unarmed strike you can choose to use the Octopus Tentacle to deal bludgeoning damage equal to 1d4 + your strength modifier. The Octopus Tentacle has the reach property, adding 5 ft to its reach. You also have advantage on strength (athletics) checks when attempting to grapple a medium or smaller creature using the Octopus Tentacle.
Serpent Scales Torso While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use your serpent Scales to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your serpent Scales.
Turtle Shell Back As a bonus action on your turn, you can hide in your Turtle Shell, granting you a +2 Bonus to AC until the start of your next turn.
Scorpion Stinger Back When you make an unarmed strike you can choose to sting using the stinger to deal piercing damage equal to 1d6 + your strength modifier and the target must make a Constitution saving throw, taking 1d6 poison damage on a failed save, or half as much damage on a successful one.
Spider Legs Legs You gain a climbing speed of 30 feet and the spider climb feature; You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • At the DM's discretion, depending on your race, replacing body parts may remove certain features bound to the physical aspects of your race, such as how a Tabaxi's "Cat's Claws" feature is bound to it's claws.

For flavor, your DM may instead allow you to harvest parts from creatures you slay to gain the appropriate feature instead of through level up and having your character apply them through an hour long ritual. However, the default method of gaining new parts through leveling up is recommended for balance purposes.


Shamanic Ritual

At 1st level, your knowledge of ancient shamanic magic allows you to perform a small selection of ritual spells. Choose two of the following ritual spells to learn:

Ritual Spells
  • Comprehend Languages
  • Detect Magic
  • Detect Poison and Disease
  • Purify Food and Drink
  • Speak with Animals

You always know these spells and can ritual cast them without components. Once you cast a ritual spell using this feature, you must finish a long rest before you can cast it again with this feature.


Monstrous Endurance

Starting at 2nd level, Your body reacts to pain and adapts accordingly.

During a short or long rest you reattach any of your severed limbs or body parts (this does not restore hit points).

Additionally, as a reaction when you take damage, you gain temporary hit points equal to your Amalgam level + your constitution modifier and gain resistance to the type of damage you took. You lose temporary hit points and resistances gained this way at the end of your next turn.

Once you use this feature you must finish a short or long rest before you can use it again.


Survival Instincts

Starting at 2nd level, your body adapts the survival instincts of the creatures you've incorporated into yourself. Your fight or flight response is thus enhanced.

As a bonus action you can choose to do one of the following:

  • Fight - Make an unarmed strike against a creature within 5 feet. If you are frightened, you do not make the attack at disadvantage as your instincts take over.
  • Flight - Choose a hostile creature within 15 feet of you and move up to 10 feet away from that creature. This movement does not provoke opportunity attacks from that creature.

This feature has a number of uses equal to your constitution modifier (minimum 1). You regain all expended uses when you finish a long rest.


Amalgam Craft

At 3rd level, you chose a Amalgam Craft. Choose between Puppetcraft, Metalcraft or Spellcraft, All detailed at the end of the class description. Your choice grants you features at 3rd level and again at 13th and 17th level.


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.


Amalgamation (2)

At 5th level, you can choose another Amalgamation from the Basic Amalgamations table to swap a body part for.


Chimera Attack

Starting 6th level, Whenever you take the Attack action on your turn, you can also make an additional attack using an attack granted by one of your Amalgamations.


Arcane Strike

Starting at 9th level, your attacks granted by Amalgamations count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


Amalgamation (3)

At 10th level, you can choose another Amalgamation from the Basic Amalgamations table to swap a body part for.


Improved Monstrous Endurance

At 11th level, Your Monstrous Endurance becomes even more potent.

The temporary hit points you gain from Monstrous Endurance is now equal to twice your Amalgam level + your constitution modifier and Monstrous Endurance now lasts for 1 minute instead of until the end of your next turn.

Once you use this feature you must finish a short or long rest before you can use it again.


Chimera Attack (2)

At 14th level your Chimera Attack is improved, Whenever you take the Attack action on your turn, you can also make up to two additional attacks as long as each attack is granted by a different Amalgamation.


Amalgamation (4)

At 15th level, you can choose another Amalgamation from the Basic Amalgamations table to swap a body part for.


Malleable Form

Starting at level 20, you have mastered the practice of altering your body. You know the spell Alter Self and can cast it at will.

Furthermore, your form cannot be changed against your will. You become immune to any spell or effect that would alter your form unless you are willing.



Metalcraft

Metalcraft is the practice of fusing machinery in addition to creatures with one's body. Exchanging their body parts for those of constructs to gain even greater levels of physical ability.

Practitioners of Metalcraft often excel at moulding themselves into durable juggernauts that dominate the battlefield with a variety of disorienting attacks.

Metallic Symbiosis

Starting at 3rd level when you choose this craft you can choose one Mechanical Amalgamation from the "Mechanical Amalgamations" table below.

You can choose another Mechanical Amalgamation when you reach 7th level, 13th and again at 18th level.

Mechanical Amalgamations

Amalgamation Replaced Part Features
Vigilant Eye Left or Right Eye A cybernetic eye that sees through deception. You have advantage on wisdom (insight) checks to detect lies and wisdom (perception) checks to detect hidden creatures.

Your proficiency with the Vigilant Eye improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - You have advantage on Intelligence (Investigation) checks to see through illusions and disguises.
  • 10th Level - You can now use your Vigilant Eye to seek past an enemy's attempts to evade your attacks. You cannot have disadvantage when attacking a creature that you can clearly see.
  • 15th Level - You no longer have to actively attempt to see through deception, instead it comes naturally. You automatically know if something you can see is an illusion, if someone you can see is wearing a disguise, if someone you can see is lying or if someone is hiding within 60 feet of you (but not their exact location).
Static Tail Back A mechanical tail created using flexible, interfolded metal. When you make an unarmed strike you can choose to stab with the tail to deal piercing damage equal to 1d6 + your strength modifier. If the target is a creature, it must make on a Constitution saving throw, taking 1d8 lighting damage on a failed save or half as much on a successful save.

Your Static Tail improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th level - You can now choose to inflict thunder damage instead of lightning damage when you hit a creature with the tail.
  • 10th level - The tail increases in length. It's reach is increased by 5 ft.
  • 15th level - The tail's lightning and thunder damage increases to 2d8.
Iron Cobra Fangs Teeth When you make an unarmed strike you can choose to bite using the fangs to deal piercing damage equal to 1d6 + your strength modifier. If the target is a creature, it must succeed on a Constitution saving throw or suffer one random poison effect, roll a d6 to determine the effect using the table below:
  • 1-2 Poison Damage: The target takes 2d8 poison damage.
  • 3-4 Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
  • 5-6 Paralysis: The target is paralyzed until the end of its next turn.

Your proficiency with the Iron Cobra Fangs improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - The bite's damage die increases from 1d6 to 1d8.
  • 10th Level - The Poison Damage increases to 3d8
  • 15th Level - You no longer have to roll to determine the poison effect. Instead, you can now choose which effect the creature suffers.
Inevitable Gear Chest When you make an unarmed strike you can choose to deliver and Unerring Strike. It automatically hits and deals bludgeoning damage equal to your level. You have two uses of this feature. You regain all expended uses when you finish a short or long rest.

Your control over order improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - You can attempt to push the hit creature. If the target is a medium or smaller creature, then they must succeed on a strength saving throw or be pushed 10 feet away from you.
  • 10th Level - You can attempt to knock down the hit creature. If the target is a medium or smaller creature, then they must succeed on a strength saving throw or be knocked prone.
  • 15th Level - Your Unerring strike now ignores resistances to bludgeoning damage.
Nimble Legs Legs You gain advantage on Strength and Dexterity saving throws against effects that would knock you prone.

Additionally, your walking speed is increased by 10 feet. This speed is increased as you gain levels in this class. Increasing to 15 feet at 5th level, 20 feet on 10th level and 25 feet on 15th level.

Bolter Arm Left or Right Arm Your arm has a built in bolter (a ranged weapon similar to a crossbow) of which you are proficient in, It has a range of 100/400 ft and it deals 1d10 + your dexterity modifier piercing damage. You can activate it or retract it at will (no action required by you). The bolter magically creates bolts to fire when needed and as such does not need ammo. Furthermore, the bolter counts as magical for the purposes of overcoming resistances and immunities to nonmagical damage.

Your skill with the bolter improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - As an action, you can enter marksman stance. In marksman stance, your attacks have with the bolter have advantage. You cannot enter marksman stance if you have moved this turn. Marksman stance lasts until you move or until you lose your concentration (as if you were concentrating on a spell).
  • 10th Level - You can now choose to enter the marksman stance as a bonus action.
  • 15th Level - The bolter now scores a critical hit on a roll of 19 or 20.
Scarecrow Mask Forehead The terrifying visage of a mechanical scarecrow is permanently attached to your head. You can use your action to deliver a Terrifying Glare. A target creature within 30 feet that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of the your next turn. You have two uses of this feature. You regain all expended uses when you finish a short or long rest.

The terrifying visage improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - You gain advantage on charisma (intimidation) checks.
  • 10th Level - Your Terrifying Glare additionally paralyzes frightened creatures for the duration.
  • 15th Level - You can now target up to two creatures when you use your Terrifying Glare.
Guardian Arm Left or Right Arm Your arm has a built in shield of which you are proficient in, granting you +2 AC if you don't already have a shield. You can activate it or retract it at will (no action required by you).

Your skill with the shield improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - When a creature within 5 feet of you is targeted by an attack you can use your reaction to impose disadvantage on that attack.
  • 10th Level - As a bonus action, you perform a shield bash. You attack an enemy within 5 feet with the shield, dealing 1d6 + your strength modifier bludgeoning damage. On a hit, the target must succeed on a strength saving throw or be knocked prone.
  • 15th Level - Your shield becomes even sturdier, granting you greater protection. It grants you an additional +1 bonus to AC.
Steel-blade Arm Left or Right Arm Your arm has a built in sword of which you are proficient in, it deals 1d8 + your strength modifier slashing damage. You can activate it or retract it at will (no action required by you). The sword counts as magical for the purposes of overcoming resistances and immunities to nonmagical damage.

Your skill with the blade improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - Its damage die increases from 1d8 to 1d10.
  • 10th Level - As a reaction, when an enemy you can see makes a melee or ranged weapon attack against you, you can attempt to parry or deflect the attack, granting you a +2 bonus to your AC against that attack, potentially making it miss.
  • 15th Level - You have a + 1 bonus to attack and damage rolls made with the sword.
Reflective Plating Torso Your body is enhanced with inbuilt plating designed to deflect attacks. You gain resistance to nonmagical piercing and slashing damage.

Your plating improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - When you are hit with a ranged weapon attack there is a chance it is reflected off. Roll a d20, on a 15 or higher, reduce the damage you take to 0. On a 20, the attack is reflected back at the attacker using the same attack and damage rolls they used for the attack.
  • 10th Level - You gain resistance to magical piercing and slashing damage.
  • 15th Level - You gain a + 1 bonus to your AC.
Superior Cognition

Starting at 3rd level when you choose this craft, you gain superior knowledge of tools and machines.

You learn the Mending Cantrip and gain proficiency in one artisan's tools of your choice.


Iron Defense

At 13th level, your skin has transformed into an alloy of flesh and various metals and your defensive ability has improved. You gain proficiency in heavy armor.

Furthermore, when you aren't wearing armor, your AC is 16. You can use your Iron Defense to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your Iron Defense.


Faultless Form

At 17th level, your body has become mechanical enough that poisons and diseases are no longer as effective against you. You have advantage on saving throws against being poisoned and you have resistance to poison damage. You are also immune to disease.



Spellcraft

When a Amalgam wishes to attain the powers of more exotic, mythical creatures he resorts to spellcraft. Spellcraft practitioners can absorb the magical properties of creatures, such as a dragon's breath or troll's regeneration.

Mythical Symbiosis

Starting at 3rd level when you choose this craft you can choose one Mythical Amalgamation from the "Mythical Amalgamations" table below.

You can choose another Mythical Amalgamation when you reach 7th level, 13th level and 18th level.

Mythical Amalgamations

Amalgamation Replaced Part Features
Basilisk Eye Left or Right Eye As an action you can attempt to petrify a creature within 30 feet that can see you. It must succeed on a Constitution saving throw or magically begin turning to stone and become restrained. The restrained creature must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this feature three times, the petrification ends and it is no longer restrained. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 minute. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

Once you use this feature you must finish a short or long rest before you can use it again.

Your mastery of petrification improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - As a bonus action, you can turn your own fists into stone, causing your unarmed strikes with them to deal 1d4 + your strength modifier bludgeoning damage. They revert back to normal after 1 minute or when you revert them as a bonus action.
  • 10th Level - As a reaction, when you take bludgeoning, piercing or slashing damage, you can temporarily turn your skin to stone, halving that damage. Once you use this feature you must finish a short or long rest before you can use it again.
  • 15th Level - While grappling a creature, you can force them to look into your eyes, giving them disadvantage on their constitution saving throws against your petrification.
Beholder Eye Left or Right Eye As an action you can use the Beholder Eye to shoot a ray at a creature you can see within 120 feet, roll 1d6 to determine the ray's effect using the table below:
  • 1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you harm the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 2. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
  • 3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 4. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • 6. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a Strength saving throw or be moved up to 30 feet in a direction of your choice.

Once you use this feature you must finish a short or long rest before you can use it again.

As you gain levels you unlock new rays. You can conduct a ritual to change which rays you have access to, replacing one or more of the rays in the above table with an equal number of new rays. This ritual requires 1 hour, which can coincide with a short or long rest. You unlock rays at the specified levels:

  • 5th Level - Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 10th Level - Confusion Ray. The target must succeed on a Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
  • 15th Level - Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw or take 8d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
Celestial Wings Back As an action you can sprout a pair of white wings. While you have these wings you have a flight speed of 30 ft. The wings recede after 10 minutes. Once you use this feature you must finish a long rest before you can use it again.

Your celestial powers grow as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - While using your wings, you shed bright light in a 15-foot radius and dim light for an additional 15 feet.
  • 10th Level - You have resistance to radiant damage.
  • 15th Level - When you sprout your wings, you and any creatures of your choice within 30 feet regain 3d8 hit points.
Devil Eye Left or Right Eye You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Furthermore, as a bonus action, you can invoke the power of the Devil Eye to grant yourself the following benefits:

  • You have resistance to fire damage.
  • You can sense the presence of any fiends within 60 feet of you. You know the number of fiends but not their precise location.
  • Your first attack with an amalgamation each turn deals an additional 1d4 fire damage. This damage increases as you gain levels in this class. Increasing to 1d6 at 5th level, 1d8 at 10th level and 1d10 at 15th level.

These benefits last for 1 minute. Once you use this feature you must finish a short or long rest before you can use it again.

Displacer Beast Legs Legs As an action, you can project a magical illusion that makes it appear to be standing next to you, causing attack rolls against you to have disadvantage. If you are hit by an attack, this trait is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or you have a speed of 0. This illusion lasts for 1 minute. Once you use this feature you must finish a short or long rest before you can use it again.

Your aptitude at evading harm improves as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - The Illusion is harder to disrupt. It is no longer disrupted if your speed is 0.
  • 10th Level - 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.
  • 15th Level - The Illusion becomes even harder to disrupt. It is no longer disrupted if you are incapacitated.
Dragon Lungs Lungs When you first gain this part, choose one type of damage; Acid, Cold, Fire, Lightning or Poison. You gain resistance to damage of that type.

Additionally, As an action you can make a breath attack with the Dragon Lungs; You exhale destructive energy in a 30 ft. cone, each creature in the cone must make a Dexterity Saving throw, taking 4d6 damage of the chosen type on a failed save or half as much on a successful save. This damage increases as you gain levels in this class. Increasing to 5d6 at 5th level, 6d6 at 10th level and 7d6 at 15th level. Once you use this feature you must finish a short or long rest before you can use it again.

Elemental Arm Left or Right Arm Choose an element; Air, Earth, Fire or Water. Depending on the chosen element you learn the following spells:
  • Air - Gust, Wind Wall
  • Earth - Mold Earth, Erupting Earth
  • Fire - Control Flames, Scorching Ray
  • Water - Shape Water, Wall of Water

These spells are cast at 3rd level and constitution is your Spellcasting ability for these spells. The spell save DC is your Amalgamation Saving Throw DC. You can cast the Wind Wall / Erupting Earth / Scorching Ray / Wall of Water spells once with this feature, after which you must finish a long rest before you can cast them again with this feature. If both your arms are Elemental Arms then you also learn the Conjure Minor Elementals spell. You cast this spell at 4th level. Once you cast this spell with this feature you must finish a long rest before you can cast it again with this feature.

Additionally, when you make an unarmed strike using one of your elemental arms you can roll a d4 in place of the normal damage of your unarmed strike. The damage type depends on the arm's element.

  • Air - thunder damage
  • Earth - bludgeoning damage
  • Fire - fire damage
  • Water - cold damage

This damage increases as you gain levels in this class. Increasing to 1d6 at 5th level, 1d8 at 10th level and 1d10 at 15th level.

Phoenix Heart Chest If you are reduced to 0 hit points, you can use your reaction to draw on the power of the phoenix. You are instead reduced to 1 hit point. Once you use this feature, you can't use it again until you finish a long rest.

Your rebirth becomes both more destructive and more magnificent as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - When you use your rebirth each creature within 10 feet of you takes fire damage equal to your Amalgam level.
  • 10th Level - When you use your rebirth up to 3 creatures of your choice take no damage as you manipulate the flames to avoid them.
  • 15th Level - When you use your rebirth you are revitalized, regaining hit points equal to your level.
Troll Hide Torso Your skin becomes infused with a troll's regenerative ability. At the start of your turn you can expend a use of this feature to stimulate your regeneration to regain hit points equal to 2d4 hit points + half your Amalgam level. If you have taken fire or acid damage or are incapacitated you cannot regain hit points at the start of your turn. You have three uses of this feature. You regain all expended when you finish a short or long rest.

Your regeneration becomes more potent as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - Your natural healing is ceaseless. After you finish a short rest and have less hit die than your hit die maximum, you regain 1 hit die.
  • 10th Level - You gain an additional use of your regeneration.
  • 15th Level - Fire and acid damage no longer prevent you from regaining hit points with this feature.


Unicorn Horn Forehead When you make an unarmed strike you can choose to ram using the horns to deal piercing damage equal to 1d8 + your strength modifier. Additionally, as an action, you may use a healing touch on a creature within 5 feet. When you use healing touch you can either cause them to regain 2d8 hit points or cast *Lesser Restoration* on them. You have two uses of this feature. You regain all expended when you finish a short or long rest.

Your healing becomes more potent as you gain levels in this class. You gain the following benefits at the specified levels:

  • 5th Level - The hit points restored by your healing touch increases to 3d8.
  • 10th Level - You can now use your healing touch to cast Greater Restoration.
  • 15th Level - The hit points restored by your healing touch increases to 4d8.
Embodiment Arcane

Starting at 3rd level when you choose this craft, the magical energies imbued within you grant you an uncanny insight into the inner workings of magic.

You gain proficiency in Arcana and your proficiency bonus is doubled for any ability check you make with Arcana.


Magic Resistance

At 13th level, as a result of constant experimentation and exposure to magic your adaptable body has gained a minor resistance to magic. Whenever you would make a saving throw against a spell or other magical effect you can choose to gain advantage on that saving throw.

Once you use this feature you must finish a short or long rest before you can use it again.


Mythic Avatar

Starting at 17th level, features granted by your Mythical Amalgamations gain an additional use before requiring a rest.


Puppetcraft

When an Amalgam wishes to learn the practice of creating new creatures out of the pieces of others they turn to Puppetcraft. They craft patchwork little servants that do anything from menial tasks to intense combat.

These servants are called Effigies. They are often soulless beings that follow orders without question but sometimes they are made to have personalities of their own, either way, they have an unyielding loyalty to their creator.

Effigy

Starting at 3rd level when you choose this craft, you obtain an Effigy. The Effigy's base stats are listed below.

It takes its turn on your initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the effigy, it defends itself from hostile creatures but otherwise takes no actions. If its hit points are reduced to 0 it becomes incapacitated and can be repaired over a short or long rest, regaining all of its hit points.

Effigy

Small construct, unaligned


Armor Class 11 (natural armour)
Hit Points 20 (3d12)
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (-0) 10 (+0) 10 (+0) 10 (-0) 10 (-0) 10 (-0)

Saving Throws Con +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Knows every language its creator knows but cannot speak


ACTIONS

Slam. Melee attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.


Improved Effigy

Starting at 3rd level you can improve your Effigy. Choose two Effigy Enhancements from the Effigy Enhancement table below. The Effigy gains the ability score improvement, proficiency and feature granted by the enhancement, as well when you gain an ability score improvement through this class you can increase one of your effigy's ability scores by one.

Your Effigy gains another Enhancement at 7th level, 13th level and 18th level.

Effigy Enhancement

Enhancement Ability Score Improvement Proficiencies Gained Features
Orc's Ferocity Strength + 4 Intimidation As a bonus action, the Effigy can move up to its speed toward a hostile creature that it can see.
Mind Flayer's Cunning Intelligence + 4 Arcana The Effigy can perform a weaker version of Mind Blast. The Effigy magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a Intelligence saving throw (DC is 10 + The Effigy's Intelligence Modifier) or take psychic damage equal to 2d8 + the Effigy's Intelligence Modifier and be stunned until the end of its next turn.
Feline's Grace Dexterity + 4 Stealth, Acrobatics The Effigy gains a climb speed of 20 ft. It also gains a claw attack which deals 1d6 + its Dexterity Modifier slashing damage.
Giant's Endurance Constitution + 4 Athletics The Effigy's hit point maximum increases by 10 + its constitution modifier.
Celestial's Wisdom Wisdom + 4 Insight The Effigy can preform a healing touch. The Effigy touches another creature. The target magically regains 2d8 hit points. This feature can be used three times. The Effigy regains all expended uses after a short or long rest.
Rakshasa 's Guile Charisma + 4 Deception The Effigy learns Minor Illusion. Additionally, it learns a 1st level Illusion spell from the Wizard Spell List of your choice. It doesn't require components to cast this spell. Once it casts this spell it must finish a short or long rest before it can cast it again.
Couatl's Percipience Intelligence + 2, Wisdom + 2 Perception The Effigy can communicate with you telepathically up to 300 feet.
Shark's Hunger Strength +2, Dexterity +2 Survival The Effigy gains a swimming speed of 20 feet.
Basilisk's Armor Strength +2, Constitution +2 None The Effigy's Natural Armor becomes 12 + its dexterity modifier.
Hydra's Onslaught Strength +2, Constitution +2 None The Effigy can attack twice, instead of once, whenever it takes the Attack action on its turn.
Dragon's Pride Two Ability Scores of your choice increase by 2 None The Effigy becomes immune to the frightened condition.
Elemental Effigy

At 13th level, your Effigy becomes infused with elemental energy.

Choose an element; Air, Earth, Fire or Water. It gains the following benefits depending on the element you chose:

  • Air - It gains a fly (hover) speed of 25 feet.
  • Earth - It gains a +2 Bonus to its AC.
  • Fire - Its melee attacks deal an additional 1d4 fire damage.
  • Water - The Effigy gains proficiency in dexterity saving throws.

Additionally, its attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


Puppet Master

At 17th level, you can now have and control two Effigies at the same time. You may choose a different element and different Effigy Enhancements for your second Effigy.



Multiclassing

Prerequisites. To qualify for multiclassing into the Amalgam class, you must meet these prerequisites: 13 Strength or 13 Constitution

Proficiencies. When you multiclass into the Amalgam class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapons



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