Calamity Host (5e Class)
Calamity Host
The Story of The Calamity and Birth of Calamity Catalyst
All records about the Calamity were purged by greater powers to prevent anyone from remembering the horrible acts of destruction the Great Wyrm of Calamity brought in his maddened rage upon all creation. The Great Wyrm was an ancient dragon whose power far surpassed anything else in the first eons after the multiverse was born. The fledgling gods' bickering and the pointless casualties of their wars caused this primordial beast to fall into a pit of bottomless madness and rage, in their grief over the loss of life it tore its fangs into the gods, causing untold destruction. After a harrowing victory against the Mad Wyrm was achieved, the beasts soul was torn into Five pieces that vanished into the winds of Ether. This wasn’t the end of the Wyrm, however, as its survival instincts made sure that the pieces would manifest as items of great power known as Calamity Catalysts. The biggest piece of its soul latched onto a mortal soul and thus came about the Host of Calamity’s birth. The story of the Hosts never had a happy ending, born to carry a great burden and gained fear from others who found out that the Beast still lurked among the worlds. The Will of Calamity made sure that the Host would always reincarnate, thus the Cycle of Calamity came to be, and would forever perpetuate until the day that the Beast of Calamity would be free once more, or the goal of its cycle broken.
Creating a Host of Calamity
Hosts of Calamity are mortal souls reborn again and again across all of space and time across the countless worlds of the multiverse. They are bound by Fate to manifest their power from the Ancient soul of the Wyrm inside of them. These Abyssal powers grant them many things, but the cost of using their powers is high, many times resulting in their early death. Not many remember or even know about the Wyrm, but those who do fear the Host, for there is the ever gnawing chance that the Wyrm would be freed by the Host and finish what it had started countless eons ago. The Host is forced to either stave off the Rage and madness of the mad Wyrm and find their own balance in the cycle, or risk bringing about total Annihilation and their own demise. Attention! To play this class you must ask your DM for permission, and you must play a human character.
- Quick Build
You can make a Host of Calamity quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom or Constitution, depending if you want to withstand the madness or take more damage. Second, choose the Outlander background.
Class Features
As a Host of Calamity you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Host of Calamity level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Host of Calamity level after 1st
- Proficiencies
Armor: All armors, shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, History, Investigation, Intimidation, Perception, Sleight of Hand, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Martial Weapon or (b) Any 2 Simple Weapons
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Leather Armor or (b) Hide Armor or (c) Chainmail
- If you are using starting wealth, you have 3d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Abyssal Core, Abyssal Fury,Binding Seal |
2nd | +2 | Fighting Style |
3rd | +2 | Battle Born Regeneration, Abyss Beam |
4th | +2 | Ability Score Improvement, Abyssal Power |
5th | +3 | Extra Attack |
6th | +3 | Abyssal Arsenal |
7th | +3 | Calamity Madness |
8th | +3 | Ability Score Improvement |
9th | +4 | Path Unbreaking Will |
10th | +4 | Abyssal Echoes |
11th | +4 | Extra Attack (1) |
12th | +4 | Ability Score Improvement |
13th | +5 | Abyssal Aura |
14th | +5 | Weight of a Burden |
15th | +5 | Past Wielders of Calamity |
16th | +5 | Ability Score Improvement |
17th | +6 | Abyssal Nexus |
18th | +6 | Abyssal Mastery |
19th | +6 | Ability Score Improvement |
20th | +6 | Balance Breaker |
Binding Seal
Starting at 1st level, you will be bound by a powerful, nearly unbreakable seal to make sure that there is at least one fail save against the Mad Wyrm. The Host must follow these rules:
- One shall not ever talk about the Mad Wyrm himself, not to anyone.
- Protect Life, but know when you must kill to protect.
- Hold your head high, anything else is unjustly towards The Wyrms forgotten legacy.
If the Host breaks one of these seals they are attacked by a wave of crippling pain, gaining one level of exhaustion for a day. Breaking more within after one time doubles this pain. Lamenting for a day without breaking more tenets one can cure themselves of this exhaustion.
Abyssal Core
Starting at 1st level, you can activate the first piece of the Wyrm, the Calamity Core. This core resides within the soul of every Host of Calamity. It contains the dragon’s own soul and has a multitude of functions. The Core has the power to produce an abundant supply of power to the host at a constant, but controlled rate.
Abyssal Core Power. At 1st level, your soul produces a natural protective energy that defends you from harm and powers your Core’s powers known as Abyssal Mana. You gain 2 Abyssal Points at 1st level and gain 2 more each level after. During a short rest, you recover a number of spent Abyssal Points equal to your Constitution modifier (minimum 1). You recover all spent abyssal points upon completing a long rest.
Abyssal Mana. Your Abyssal Mana can be used in a number of ways, but ultimately it is an expression of the tenacity of life and the will to live. At 1st level, you can use your Abyssal Mana to accomplish the following:
- Protective Field
As a reaction, when you are hit by an attack, you may spend up to 5 Mana points to increase your AC by the amount spent until the start of your next turn. You may use this feature a number of times equal to your Constitution modifier (minimum 1), so long as you have the Abyssal Mana Points to do so.
- Energy Shield
As a reaction, when you take elemental damage you may spend 1 abyssal Mana point to gain resistance to fire, lightning, acid, poison, thunder, or cold damage until the end of your next turn.
- Resistant Barrier
As a reaction upon taking non-magical physical damage, you can spend up 3 abyssal mana point and roll 2d10, then subtract the result from the damage taken. If the roll is greater than the amount taken, you take no damage.
- Abyssal Strike
As a reaction upon making an attack action, you can spend up to 2 Abyssal points to add 1d10 force damage to the attack.
- Abyssal Boost
As a bonus action you can spend 3 Abyssal points to grant yourself Advantage on your next Strength or Constitution roll for one turn.
Abyssal Fury
Starting at 1st level, you have the second piece of Calamity Catalyst, the Abyssal Fury, which gives you enhanced martial prowess, along with enhanced reflexes. You are able to use your bonus action to encase your right arm fully in a silver spiked, scaled, and navy blue armor, which you can make attacks with. When Abyssal Fury is active, you gain the following benefits:
- You roll a d6, instead of your normal unarmed strike damage. This damage can be bludgeoning, slashing or piercing. The damage roll of your unarmed strikes increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
- When you make one unarmed strike during your action, you can make another
- You gain +1 bonus to your AC.
At 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage you take to half (rounded down).
Fighting Style
Starting at 2nd level, the Calamity Catalyst gives you a style of fighting. You gain a second fighting style on 9th level and a third one on 16th level.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
- Close-Range
You get a +1 to ranged attacks within 10ft of the target, and you no longer attack at disadvantage when you use a ranged weapon in that range.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to your AC.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 ft. while within your reach.
Abyss Beam
Starting at 3rd level, you become able to shoot out a violent beam of abyssal mana. This mana does not come from the demonic abyss, but something else entirely. Alas, it’s source has been forgotten.
As an action you can shoot a blast of navy colored mana, forming a line 100 feet long and 5 feet wide, in a direction you choose. Each creature in the line must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. A creature takes 1d10 + your Constitution modifier + your level in this class force damage on a failed save, or half as much damage on a successful one.
You can use this feature a number of times equal your Constitution modifier (minimum 1). You regain any expended uses when you finish a short or long rest. If you use all your charges on this feature, roll a DC 15 Constitution saving throw. On a failed save, you gain one level of exhaustion.
The line's range increase to 120 feet long at 4th level, and increases to 15 feet wide at 12th level.
The damage of the abyss beam increases to 3d10 at 8th level, and to 5d10 at 16th level .
Battle Born Regeneration
Starting at 3rd level, due to the soul of the Great Wyrm inside of you, your body has evolved due to the nature of your power. As a reaction, you can spend any amount of your hit dice + your Constitution modifier to regain a number of hit points equal to the number rolled. You can also grow back lost limbs and organs, consuming a whole hit die. Doing this more than three times makes you suffer one point of Exhaustion, and every hit die spent after gives you one more point of Exhaustion after. During your short rest, you regain a number of hit points equal to your level in this class.
at 17th level, you can spend all of your Hit Dice to bring back someone from death. As a 1 hour ritual, you can bring back a creature that has died within one day , if the soul is willing and able to return to the body. You suffer three levels of exhaustion after using this feature.
Ability Score Improvement
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.
Abyssal Power
You slowly are gaining more and more of the dormant power of the great Calamity Wyrm. An Dark Energy courses through you now slowly elevating your power and endurance to new levels. Starting at 4th level, you gain the ability to channel Abyssal Mana in either an offensive way or a defensive way. You can switch between either one as bonus action:
- Offensive
You channel small amount of Abyssal Mana into your attacks. Your melee attacks are considered magical in order to overcome resistances and immunities to nonmagical attacks. Your melee attacks also deal an additional 1d6 force damage on a hit.
At level 12th, the additional damage increases to 1d10 force damage on a hit.
- Defensive
You channel small amount of Abyssal Mana into your defenses, you can add half of your Constitution modifier(rounded up) to your AC. You can also choose one type of damage to which you gain resistance to, excluding psychic damage.
At level 12th, you can add all of your Constitution modifier to your AC. You also gain immunity towards your chosen damage resistance.
Extra Attack
At 5th level, when you take the attack action, you make an additional attack as part of that action. At level 11, you gain a second extra attack.
Abyssal Arsenal
Starting at 6th level, you have survived and persisted this far, unlocking once more another part of the Calamity Catalyst, the Abyssal Arsenal. Your left arm is now also covered in overlapping plates of navy steel, but with a more sleeker style. You can spend your bonus action to summon any inorganic object that is no larger than 10 feet and heavier than 500 pounds. It can by any mundane object, weapon or shield. Items made this way appear to be forged from silver and navy colored metal are only usable by you. The item exists until you are no longer touching it, and after letting go of the item(s) it will exist for 10 minute until it turns into blue dust and vanishes.
at 8th level, items made this way from your Arsenal are counted as magical items.
at 12th level, The scale of your creation rise. The size and weight can be now 20 feet and 1000 pounds.
at 16th level, you can create two items instead of one as a bonus action.
Calamity Madness
To be the Host of Calamity is to carry a heavy burden. The Wyrm within your soul is dormant, but the maddening rage and grief within the Great Wyrm still simmers harshly. Starting at 7th level, If you take damage that drops you to below half your hit points you must succeed on DC 10 wisdom saving throw or fall into a mad rage, in this rage you must attack everything in sight, without mercy or care for others or yourself. Within this madness you attack with an Advantage. You can try again at the every start of your turn to roll a DC 10 Wisdom saving throw in one order to cancel the rage and calm down. During this time, you additionally become vulnerable towards Psychic damage.
at 12th level, the saving throw needed for this is DC 15, Using more and more of the Wyrms power you have stirred the Beast making its feelings of rage and madness bleed more upon your mind and soul.
Unbreaking Will
To answer the madness that haunts every Host of Calamity, you have steeled your resolve through pain and tears. Your will is Iron and shall never break as long as you won’t. Starting at 9th level, You gain proficiency in Wisdom saving throws except for the save for Calamity Madness, as well as gaining advantage against mind altering magics, throwing all of these saving throws with an advantage. You also become immune to Fear effects.
Abyssal Echoes
Through blood and tears, you have suffered to master your power, bearing the horrible burden that is to be, a Host of Calamity, you have gained another part of the Calamity Catalyst, Abyssal Echoes. Set of navy blue and silver metal armor covering your legs, jagged scales and small silver spikes dot the overlapping armor plates. Starting 10th level, you gain the ability to summon along with your arms, the Abyssal Greaves. Your movement speed is doubled along with your jumping distance during this time. Your unarmed attacks also gain an ability on hit, the enemy must succeed in Strength Saving throw or be pushed back 5 + Your strength modifier feet as shockwaves strike from your blows.
- Vortex Burst
You gain the ability to send staggering shockwaves from your kicks. As an action, you can generate a vortex composed of force in a 30ft cone. Creatures must throw a Strength saving throw with DC 8 + Your Strength Modifier + Proficiency. On a fail creatures take 3d8 force damage, get pushed back 10 feet and are knocked prone. On a save they take only half damage and are not pushed or knocked prone.
You can do this an equal amount of times as half of your half Constitution Modifier (Rounded up).
At 18th level, the magnitude of your shockwaves sky rocket. Your shockwaves now do 6d8 force damage and double on buildings and structures. On a failed saving throw the enemy is also stunned for a round.
Past Wielders of Calamity
By gaining more pieces of the Catalyst, you also have amassed enough power to hear voices and see visions only to you. Truth has been revealed to you. You have found out that the Power and Burden of Calamity has been passing down to you through system of Reincarnation since eons long past. You also gain guidance now in this desperate time from your past selves. Starting at 11th level, you can reroll any saving throw, but you must use to rerolled one then. You also learn spells such Guidance Cantrip non magical version and can cast Legend Lore spell once a rest as you ask Something from the spirits of your past reincarnations.
At 18th level, You gain second reroll and you also remember something you were able to do in your past incarnations. Choose one feature from any class that doesn't do damage like Paladins Smite, Extra attacks, Unarmored Defence or ability score improvement.
Abyssal Aura
Your body has slowly this whole time been infused with the Abyssal Mana coming from the sealed soul of Calamity, giving you more power the infuse yourself internally and externally. Starting at 13th level, You can let out roaring navy flames of Abyss Mana to cover your body. For 1 minute your melee attacks deal additional 2d6 fire damage that ignores Resistance and turns immunity to a resistance. You along with this damage gain boost to your defence you gain resistance against non magical damage expect psychic damage. You gain the use of this after a short rest again.
- Calamity Aura
You can forgo using the aura as fire, instead you can summon your Abyssal Aura as a silhouette of a Beastial Dragon, small image of the Great Wyrm. During this your attacks do 4d6 fire damage that ignores Resistance and turns immunity to a resistance. Enemies who attack you also take 5 points of fire damage from melee attacks. Along with this you gain immunity against non magical attacks, expect Psychic damage. You can keep this up for 1 + Your constitution rounds, After using this you gain three levels of Exhaustion. You gain the ability to use this again after you have no more points of Exhaustion.
Weight of a Burden
Your past selves reveal you your solemn duty, the true Burden. The true enemies of the Great Wyrm before his madness was to battle the armies of the Corrupt dark Abyss and whole of lower planes, to save keep mortal life upon the Material Planes. Starting at 14th level, you gain the ability to sense any Fiend within 10 feet radius, even the smallest speck of their corrupt power makes your instincts roar alarm. The soul within you drives you to attack such things if you fail to hold yourself back. You must succeed on DC 5 + Fiends CR Wisdom saving throw or attack the creature you feel this power from in rage. Damage to your makes you snap out of this, and if you succeed on it you are immune to this for next 24 Hours.
Abyssal Nexus
You finally gain the final piece of the Calamity Catalyst, The wings of Calamity, Abyssal Nexus. You gain mighty navy blue segmented metal wings on your back that have eight spines on the wings. Starting at 17th level, You gain flight speed equal to your land movement. These wings have mighty powers for you to wield.
- Vacuum Pool
You gain the ability to pull mana from the air and replenish your reserves. Every time you pull mana from the air, the amounts will become less and less with each time. You can with this gain first time 3 “charges” To any Catalyst ability, Such as Abyss Beam, Vortex Burst etc. On the second pull, you only gain 2 and on the third pull, you gain only 1. It takes your whole turn to pull energy from the air to your wings then to yourself. You can also refill your Abyssal Mana this way, on the first pull you get 15 points back, 10 on the second pull, and 5 on the third pull. After Long rest this feature resets.
- Abyss Cannons
You gain the ability to detach all eight spines on your wings, making them hover around you for two times your Strength Modifier. You can use these “Cannons” to fire beams of Abyss mana. You can use your action to shoot 2 + your Proficiency amount of cannons. The cannons range is 120 feet and they do 1d10 force damage on hit and you must roll on every shot fired, You spend one Abyssal Mana point per shot.
Abyssal Mastery
Finally you have every part of the Calamity Catalyst within you, your Abyssal Mana in your soul surging with intense might, but with your countless hours of using your powers you have gained sharp edge over your maelstrom of power. Starting at 18th level, You can add 1d10 Force damage to every attack or feature you does damage. You also can use your Abyssal powers with more finesse, reducing the Exhaustion points gained by one point. Your abilities such as Abyss Beam, Vortex Burst etc gain one extra use.
- Abyssal Pressure
Your soul contains immense amount of pressure from all the Abyssal Mana within you. You have learned how to vent this out in destructive bursts. As an action you can let the pressure of your power rush around you. Within a 20 foot radius from your point of self. Creatures must make Constitution saving throw with DC being 8 + Your Strength + proficiency or be pushed prone and take 6d8 Force damage on a fail. On a success only take half damage and not get pushed prone. You have two uses of this per long rest.
Balance Breaker
You have done it, you have mastered the maddening rage of the Great Wyrm and all the pieces of Calamity Catalyst, with this level of power you can become an Engine of Destruction You gain ability to once a rest open yourself to the true power of Calamity for one hour, manifesting a navy blue and silver full suit of armor over yourself, covering you head to toe in terrifying-looking armor of overlapping plates, jagged scales, and spikes. This carapace of dragonic like armor grants the Host immense level of destructive power, but with a horrible cost on the wielders body and soul. After this hour you drop unconscious with four levels of Exhaustion and take 10d10 necrotic damage as the overwhelming power you use attacks your own body and soul, you wake up after you have no more exhaustion.
- You gain resistance to every damage type, expect Psychic damage and Immunity to Non Magical damage.
- You gain 60 feet additional flight speed
- Your attacks deal 1d10 Force damage more.
- Your AC increases by your proficiency amount.
- Each turn you spend in this mode, you take 1d4 necrotic damage until you drop from this mode.
- Sky Razer
You gain an apocalypse tier attack equaling the potential calamity that the Beast itself could bring. To do this attack you must fly sixty feet in the air. You hover all your Abyssal Nexus cannons around you and channel Abyssal Mana into them in titanic amounts. For a whole round you most maintain concentration to this. After this you can shoot total of 8 beams of Abyssal Mana into any direction with 300 feet of range, the points of impact 30 feet radius explosions of Abyss Mana. Creatures within those must make Dexterity saving throw with DC 8 + Your strength + proficiency or take full damage of 10d6 force damage and 10d6 fire damage. A creature can take only once damage from a beam, unless the creature is Gargantuan or Larger.
You can use this once within Your Balance Breaker mode, halving your time you can maintain it. You gain the use of this along with another use of Balance Breaker.
- Onslaught
As an action you can summon a 10 feet long great broadsword made from Navy blue and silver metal. This sword deals 4d10 slashing damage and 4d10 force damage, this blade also has Properties such as Reach, Heavy, indestructible and Cleaving. With Cleaving property creatures that are 5 feet from the target also get hit. You can keep this sword summoned for 1 minute, after that it vanishes. This blade is meant to be the final weapon that the greatest of Demons see. With this sword when you reduce a Demon to 0 Hit points its soul gets annihilated regardless of the plane of existence it was.
Multiclassing
Prerequisites. To qualify for multiclassing into the Host of Calamity class, you must meet these prerequisites: Be the reincarnated soul of the original Host, Strength 13, Constitution 13,
Proficiencies. When you multiclass into the Host of Calamity class, you gain the following proficiencies: Light, Medium, Heavy Armor, Shields, and Simple and Martial Weapons.
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