Assimilator (5e Class)
Assimilator[edit]
Assimilators are beings that are born with an empty soul, that find themselves wanting to fill that void with anything they can. Usually, an unknowing Assimilator will fill their void with food, work, or hobbies, but lives a sad life, knowing that the void will never be filled. However, an Assimilator that realizes their true nature, through experimentation or research, fills their void with something... Much more filling.
Creating an Assimilator[edit]
You are a creature with an empty soul, forever hungry. You could have been cursed by the gods, you could have simply been a mistake of creation, or maybe, an arcane experiment gone wrong caused your soul to become hollow. Get creative with it.
Secondly, how did you realize that your soul was hollow in the first place? How did you come to the conclusion that the reason for your depression was because your soul would never allow it? Did you go into a rage when this happened, or were you relieved to know the answer?
And what did you do afterward? Did you go out into the world to harness your power through field experience, or did you hide away and hone yourself through rigorous mental and physical training? Again, get creative with it.
- Quick Build
You can make an Assimilator quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength OR Dexterity, depending on if you want to be more offensive or more defensive. Second, choose any background.
Class Features
As a Assimilator you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Assimilator level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Assimilator level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: All
Saving Throws: Constitution, Strength
Skills: Choose any five skills.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 20 gold, commoners clothes, and one tool of your choice. or (b) Commoners clothes, and three tools of your choice.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Osmosis |
2nd | +2 | Singularity |
3rd | +2 | Assimilation |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Osmosis Improvement |
7th | +3 | Hawking Effect |
8th | +3 | Ability Score Improvement, Fission |
9th | +4 | Assimilation Improvement |
10th | +4 | Ringularity, Warrior |
11th | +4 | Osmosis Improvement II |
12th | +4 | Ability Score Improvement, Extra Attack |
13th | +5 | Fusion |
14th | +5 | Newton’s Third Law |
15th | +5 | Assimilation Improvement II |
16th | +5 | Ability Score Improvement, Osmosis Improvement III |
17th | +6 | Fission Improvement |
18th | +6 | Fusion Improvement |
19th | +6 | Ability Score Improvement |
20th | +6 | Infinite Void |
Osmosis[edit]
At 1st level, upon contact with a weapon, a piece of equipment, or a piece/set of armor (that aren’t being worn or used by another creature, and that isn’t ammunition like arrows), you may assimilate it into yourself with a successful DC 12 Constitution check, adding 1 to the number required to successfully assimilate it depending on the rarity of the weapon, equipment, or armor, and an additional +1 if it is magical. (For example, DC 13 for uncommon, DC 14 for rare, etc). When an item is absorbed in this way, you immediately gain proficiency with that specific item, and your body can recreate it and all of its stats and effects as a bonus action (if the item is magical and has charges, the charges cannot be restored by recreating the item). If a created item is thrown, after hitting something, it will disappear. (Even if the created weapon doesn’t hit another creature, it still disappears).
Singularity[edit]
At 2nd level, your soul is like the singularity of a black hole, nothing can escape it, not even light. You do not need to eat or drink, as your soul passively absorbs the ambient energy around you at all times. Also, your long rests are only 4 hours, rather than 8.
Additionally, as a reaction to being hit by a spell (or other magical/energy type stuff) that would do damage to you, you can instead take half damage, and if you were to drop to 0 hit points from the halved damage, you would instead drop to 1 hit point and gain a level of exhaustion. When damage is absorbed in this way, you gain temporary hit points, the amount of which is equal to the damage you absorbed. You may use this feature a number of times equal to your constitution modifier per long rest.
Assimilation[edit]
At 3rd level, when a creature is dropped to 0 hit points and is within a 10 foot radius of you, you can absorb its soul before it leaves for the afterlife. When absorbing a soul in this way, you may take one of the creature's traits (you may only have 2 stolen traits at this level). When a creature's soul is absorbed, it cannot be revived with anything other than a wish spell, unless the assimilator gives up the soul of the creature, therefore removing the additional trait that were stolen in the process.Once you use this feature, you may not do so again until you complete a short or long rest.
Ability Score Improvement[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.
Extra Attack[edit]
Starting at 5th level, you gain an additional attack.
Osmosis Improvement[edit]
At 6th level, the Osmosis feature now allows you to absorb and recreate ammunition.
Hawking Effect[edit]
At 7th level, when using the Singularity feature, if a magical attack is to hit more than just you, you can choose to halve the damage of it for your allies as well. Doing this will expend two uses of this feature rather than one.
Fission[edit]
At 8th level, you have the ability to rip apart someone’s soul directly, now that you have a better grasp of your own soul and how to absorb the souls of others, you can reverse the effect.
In combat, at the cost of two attacks on your turn, you may grab a creature. If the grab is successful, the creature will begin to take damage equal to your constitution modifier + your proficiency bonus on each of their turns until they can get out of the grab.
Assimilation Improvement[edit]
At 9th level, you can now have a maximum of 4 stolen traits at one time. You can use this feature 2 times, you may not do so again until you complete a short or long rest.
Ringularity[edit]
At 10th level, the singularity that is your soul evolves into a ringularity thanks to the sheer amount of energy you’ve absorbed up to this point. Rather than being a one dimensional, infinitely dense point, it’s much more like a ring that is now constantly spinning. You can now use this feature a number of times equal to your constitution modifier + your proficiency bonus per long rest.
Secondly, when gaining temporary hit points from the Singularity feature, they are now real hit points, and only become temporary if you were to heal more than your maximum hit points. Additionally, you can now heal others that are within your line of sight rather than yourself with this feature.
Finally, you can now use the absorbed energy to enhance your physical power rather than heal yourself or others. Your options are:
1. Gaining an extra attack on your next turn. 2. Getting extra AC equal to your constitution bonus (gets removed at the end of the fight).
Warrior[edit]
At 10th level, Gain a fighting style from the list below:
- Brawler
If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.
- Careful Strike
When you make a melee attack, but before you make the attack roll, as a bonus action, you may gain a bonus to the attack roll equal to your proficiency bonus. If the attack hits, you subtract your proficiency bonus from the attack's damage.
- Durability
When you learn this fighting style, your maximum HP increases by an amount equal to your level. Then each time you gain a level, your maximum HP increases by an additional 1.
- Fast Reloading
When you learn this fighting style, choose one type of crossbow you are proficient in. You ignore the loading property of the chosen weapon.
- Hurler
When you throw a weapon, as part of the same attack, you may pull out another weapon and you do not incur disadvantage for attacking with a thrown weapon at its long range.
- 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.
Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter: You excel at defending narrow passages, doorways, and other tight spaces. 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 feet while within your reach.
Osmosis Improvement II[edit]
At 11th level, the Osmosis feature now allows you to restore a recreated item's magical charges by an amount equal to your constitution modifier. You can use this feature once per day, and only during a long rest.
Extra Attack[edit]
At 12th level, you gain a second additional attack.
Fusion[edit]
At 13th level, you’ve learned that you can do more than simply destroying souls, as you fuse your Fission ability with your Osmosis ability to create something magnificent. At the cost of two of your attacks, you may grab onto a creature. If the grab is successful, the creature must then make a DC 10 + your constitution bonus + your strength OR dexterity bonus constitution saving throw. If it fails the saving throw, then you and the creature fuse into one being, with you at the helm. You have full control over the fusion. The stats of the fusion are the stats of the original two creatures added together and then divided by two, rounded up (other than hit points, the hit points are just added together). The fused being has all of the traits, features, actions, and abilities of the two creatures combined. Every turn after the fusion takes place, the fused being takes 10 damage every turn. When the fused creature is reduced to 0 hit points, the two creatures de-fuse and both go down to 0 hit points, with you being unconscious, and whatever creature you fused with being dead.
Newton's Third Law[edit]
At 14th level, the damage absorbed by the Singularity feature now allows much more diversity in how it can be used. In addition to either healing yourself or your allies, gaining an extra attack on your next turn or getting extra AC for the rest of the combat, you now have these to choose from:
1. Changing your weapon’s damage type to the damage absorbed and letting it do bonus damage equal to half of the already halved damage absorbed for the next three turns. 2. Giving all your allies the same damage bonus for a single turn. 3. Releasing a blast of magical energy that mimics the spell or attack that the energy was absorbed from, the damage being equal to the damage absorbed (if it hits, of course).
Assimilation Improvement II[edit]
At 15th level, you can now have a maximum of 5 stolen traits at one time, and can absorb 20% of the creature's hit points rounded up.
Osmosis Improvement III[edit]
At 16th level, the Osmosis feature now allows you to completely restore all of a recreated magical item's charges during a short rest, once per day and You can use this feature 3 times, you may not do so again until you complete a short or long rest.
Fission Improvement[edit]
At 17th level, the damage done while the Fission feature is active is now doubled.
Fusion Improvement[edit]
At 18th level, the fusion feature now only costs one of your actions during combat.
Infinite Void[edit]
At 20th level, your soul is now a truly infinite void. It’s bittersweet, really. You’ll never truly be satisfied, because your soul won’t let you be, but you've filled the void as much as you can, with your adventures, and your friends. The temporary hit points acquired by the Singularity feature now go straight to your total hit points, becoming permanent.
Secondly, you can now have a maximum of 8 stolen traits while using the Assimilation feature.
Thirdly, you can now also completely restore a recreated magical item’s charges whenever you recreate it while using the Osmosis feature.
Finally, you gain another additional attack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Assimilator class, you must meet these prerequisites: Constitution 14. If you do not have a 14 in constitution, your race must be a Construct.
Proficiencies. When you multiclass into the Assimilator class, you gain the following proficiencies: None.
Back to Main Page → 5e Homebrew → Classes