Amalgamation, Variant (5e Class)
This is based on the Amalgam class which I reworked to suit a 40 lvl campaign I was playing.
Amalgamation[edit]
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[edit]
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 an Amalgamation[edit]
When creating an Amalgamation 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 Amalgamations 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 Amalgamation 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 Amalgamation you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Amalgamation level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Amalgamation 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.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Amalgamation, Amalgamation Contribution, Shamanic Ritual |
2nd | +2 | Monstrous Endurance, Survival Instincts |
3rd | +2 | Amalgam Craft, |
4th | +2 | Ability Score Improvement |
5th | +3 | Amalgamation (2) |
6th | +3 | Chimera Attack |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Arcane Strike |
10th | +4 | Amalgamation (3) |
11th | +4 | Improved Monstrous Endurance |
12th | +4 | Ability Score Improvement |
13th | +5 | Amalgam Craft Feature |
14th | +5 | Chimera Attack (2) |
15th | +5 | Amalgamation (4) |
16th | +5 | Ability Score Improvement |
17th | +6 | Amalgam Craft Feature |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Malleable Form |
Amalgamation[edit]
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
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. |
Lizard Claw | Left or Right Arm | When you make an unarmed strike you can choose to use the claw to deal Slashing damage equal to 1d8 + your dexterity modifier. If this arm were to get cut off it will regrow within one week but be one stage lower 1d8 -> 1d6 so on and so on. |
- 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.
Amalgamation Contribution[edit]
Your manipulated body allows you to infuse any body parts, artifacts, or mechanical parts into you and use it as if it was originally part of you.
Shamanic Ritual[edit]
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[edit]
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, including against the triggering damage. 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[edit]
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.
On your turn you can choose to do one of the following:
- Fight - You make an unarmed strike as a bonus action.
- Flight - You take the disengage action as a bonus action.
This feature has a number of uses equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Amalgam Craft[edit]
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[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.
Amalgamation (2)[edit]
At 5th level, you can choose another Amalgamation from the Basic Amalgamations table to swap a body part for.
Chimera Attack[edit]
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[edit]
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)[edit]
At 10th level, you can choose another Amalgamation from the Basic Amalgamations table to swap a body part for.
Improved Monstrous Endurance[edit]
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)[edit]
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)[edit]
At 15th level, you can choose another Amalgamation from the Basic Amalgamations table to swap a body part for.
Malleable Form[edit]
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[edit]
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.
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. Additionally, you gain darkvision up to a range of 60 ft. If you already have darkvision it instead increases the range of your darkvision by 60 ft..
Your proficiency with the Vigilant Eye improves as you gain levels in this class. You gain the following benefits at the specified levels:
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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 or thunder damage (your choice) 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:
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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:
Your proficiency with the Iron Cobra Fangs improves as you gain levels in this class. You gain the following benefits at the specified levels:
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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 + proficiency bonus. 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:
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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.
Your agility and skill increases with experience. You gain the following benefits at the specified levels:
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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:
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Scarecrow Mask | Forehead | The terrifying visage of a mechanical scarecrow is permanently attached to your head. As an action, choose one creature that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you are more than 30 feet away from the creature, if the creature can no longer see you or if you lose concentration (as if concentrating on a spell). You have two uses of this feature. You regain all expended uses on a short or long rest.
Additionally, you have advantage on charisma (intimidation) checks The terrifying visage improves as you gain levels in this class. You gain the following benefits at the specified levels:
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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). Additionally, while your shield is active, you gain a +1 bonus to dexterity saving throws.
Your skill with the shield improves as you gain levels in this class. You gain the following benefits at the specified levels:
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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:
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Metallic Exoskeleton | Torso | Your body is enhanced with form-fitting enhancements that support musculature and provide protection to vital points.
You gain a +1 bonus to your AC and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You learn to make better use of your enhancements as you gain levels in this class. You gain the following benefits at the specified levels:
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- 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[edit]
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.
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:
| |
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:
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:
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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:
| |
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:
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:
| |
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:
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.
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. | |
Naga Arm | Left or Right Arm | Now with this naga arm you can add 5 feet of reach with an extra 2d4 piercing damage that grows in level 2d6 at 5th level, 2d8 at 13th level and 2d10 at 17th level and 2d12 at 20th level.
In addition on your turn you can use a bonus action to make your arm go up to 30 feet in front of you to do double its normal damage once per long rest. | |
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:
| |
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:
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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:
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Monkey Tail | Back | With this tail you can hold any item that your arms can normally hold including one-handed weapons you have proficiency and can attack as a bonus action. This does affect fighting styles.
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- 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[edit]
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[edit]
Small construct, unaligned Armor Class 11 (natural armour)
Saving Throws Con +2 ACTIONSSlam. Melee attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
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- 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.
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[edit]
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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