Balance Breaker (5e Class)

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Balance Breaker

A being stuck in between two forces, using the powers created through their conflict a balance breaker is at the precipice, a single misstep from losing themselves in their own madness.

Balance Breaker

A balance must be struck, a balance must be kept, lest you become what you are not. Fight against your fate! Fight against your very own blood! ...or perhaps embrace it, and allow the power to flow through you. Balances are meant to be broken are they not? Be the light in the dark! Be the shadows they fear! Be the boon to the world, or be its Nemesis!

Creating a Balance Breaker

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The forces harnessed can be mental, physical, or even metaphorical, but with each pair, one must be "light" and the other "dark". Do the forces you have in mind conflict, and if so, how would one act upon them?

Quick Build

You can make a Balance Breaker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Criminal background. Third, choose Longsword, Dagger, Priest's pack.

Class Features

As a Balance Breaker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Balance Breaker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Balance Breaker level after 1st

Proficiencies

Armor: Light, shields (not tower shields)
Weapons: Simple, Martial
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Nature, Religion, Insight, Survival

Equipment

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

  • (a) Handaxe or (b) Longsword
  • (a) Longbow and 20 arrows or (b) a shield
  • (a) a Priest's pack or (b) an explorer's pack
  • Leather armor and a dagger
  • If you are using starting wealth, you have 5d4 x 10gp (average 125 gp) in funds.

Table: The Balance Breaker

Level Proficiency
Bonus
Balance Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 Spell Casting, Delicate Balance
2nd +2 2 Font of Chaos 2
3rd +2 2 3
4th +2 2 Ability Score Improvement 3
5th +3 3 Delicate Balance 4 2
6th +3 3 4 2
7th +3 4 Tilted Balance 4 3
8th +3 4 Ability Score Improvement 4 3
9th +4 5 Delicate Balance 4 3 2
10th +4 5 Recreation of Peace 4 3 2
11th +4 6 Tilted Balance 4 3 3
12th +4 6 Ability Score Improvement 4 3 3
13th +5 7 Delicate Balance 4 3 3 1
14th +5 7 4 3 3 1
15th +5 8 Tilted Balance 4 3 3 2
16th +5 8 Ability Score Improvement 4 3 3 2
17th +6 9 Delicate balance 4 3 3 3 1
18th +6 9 4 3 3 3 1
19th +6 10 Ability Score Improvement, Tilted Balance 4 3 3 3 2
20th +6 10 Delicate Balance 4 3 3 3 2

Spell Casting

The conflict of internal contemplation allows various magical acts. At first level, the conflict is low, but allows various Cantrips to be cast.

Cantrips

At 1st level, you know 4 cantrips of your choice from either spell list; the sorcerer spell list, the cleric spell list.

Spell Slots

Starting 2nd level, you gain access to spell slots at half caster rates. The Balance Breaker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells known at 1st level or higher

You know four cantrips of your choice from among the sorcerer and cleric spell list. You gain new spells known at the same rate as the Ranger.

Spellcasting Ability

Charisma is your spellcasting ability for you BB spells, since the power of your magic relies on the conflict of your will and self. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a BB spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus

You may use an arcane focus, but so long as you have a free hand available, you may cast without one.


Balance Set

At the end of a short or long rest, your balance resets and you may allocate a number of points equal to you Prof mod to your Balance. With each point in either Light or Dark, your various abilities are enhanced, and later abilities may be unlocked. Once you have the abilities unlocked, you may Deactivate Vulnerability in the Dark, and Protection of Light at will, reactivating them as a bonus action. Should your Dark outrank the Light by 3 or more, you will be treated as a demon or fiend for the purpose of spells and descriptors. Should your Light outrank your Dark by 3 or more, you will be treated as an angel or celestial for the purpose of spells and descriptors.

Delicate Balance

Starting level 1, you have a balance which tempts you to either side of morality. ;;

Light

Rank one: Gift of Light (Requires 1 point in Light to use) As a bonus action, you may choose a target within 30 ft, healing them for 1d8+Cha mod. You may do this a number of times a day equal to your Prof modifier. Every odd point in Light you take, increases the amount healed by 1d8 to a max of 6d8+Cha mod.

Dark

Rank one: Gift of Darkness (Requires 1 point in Dark to use) You may, as an action make an attack toward a target within 30 ft, dealing 1d4+cha damage. Whenever you successfully deal damage, you may, as a bonus action, regain a number of HP equal to 1d4+cha mod. Every odd point in Dark you take increases the healing by 1, and the damage by 1d4.

Font of Chaos

Starting 2nd level, you may take a short rest to recover a number of spell levels equal to your Prof bonus. Ex. with a Prof bonus of +3, you may recover one 1st level spell slot and one 2nd level spell slot, or three 1st level spell slots.

Delicate Balance Cont.

Starting 4th level, you're Balance points may unlock additional abilities.

Light

Rank two: Protection of Light (Requires 2 points in Light to use) Creatures of your choice within 10 ft receive a +1 to all saves and ability checks. You may grant one creature within range a +1 bonus to AC as a reaction. This bonus lasts for as long as they are within range and must be reapplied if they leave. For each point of Light you take past Two, these bonuses increase by 1, to a max of +5. You are counted as a creature within range.

Dark

Rank two: Vulnerability in the Dark (Requires 2 points in Dark to use) You no longer need to sleep. You gain an aura of dark energy, which covers a radius of 30 ft. Whenever a creature within the radius is dealt damage, you may make an Opportune attack using Gift of Darkness against that target. This Opportune Attack does not consume your reaction, but may only be used once per round and you may not use this ability in response to damage dealt by Gift of Darkness, or Darkness Descends. At 5 ranks of Dark, increase the number of times per round this ability can be used by 1. At 8 points in dark, and every 3 points after, increase the number again by 1.

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.


Tilted Balance

Your balance becomes tilted, at level 7, 11, 15, and 19, you gain a rank in either Dark or Light. This choice is final and each choice must be the same. This additional rank does not grant you abilities and will only count toward the number of effective ranks taken.

Delicate Balance Cont.

Starting 9th level, you're Balance points may unlock additional abilities.

Light

Rank three: Guiding Light (Requires 3 points in Light) Any ally within the range of Protection of light may take a bonus action to forgo their bonus for 1 round and grant themselves Advantage to Attack Rolls and twice the bonus to Damage Rolls.->

Dark

Rank Three: Behind Every Shadow (Requires 3 points in Dark) You gain Darkvision of 60 Ft. You may teleport to any point within range of Vulnerability in the Dark as a Bonus Action. If the location chosen is adjacent to another creature, you may immediately take the Hide Action in their shadow. Hiding in a shadow imposes disadvantage on physical attacks targeting you. If the creature, whos shadow you're hiding in moves, you must move with them to keep this effect, but may occupy their square if needed to no penalty. While within a creature's shadow, you may use the Hide action, regardless of cover, but while exposed to bright light. Every three points in Dark you take past 3, Behind Every Shadow grants you a +1 to AC.

Recreation of Peace...?

Starting level 10, you may choose a willing target to mark. So long as they are within a 1 mile radius, you may have that target be the origin of your class abilities. You must still have vision of the target.->

Delicate Balance cont.

Starting 13th level, you're Balance points may unlock additional abilities.

Light

Rank four: Light's Ascendance (Requires 4 points in Light to use) The range of Protection of light ins increased to 20 ft. Allies within the range of Protection of Light gain Fast healing equal to its bonus. This bonus is not forgone by Guiding Light. Every even number of points in Light you take after Four, the radius of Protection of Light is doubled.

Dark

Rank four: Darkness Descends (Requires 4 points in Dark to use) Creatures you chose, or creatures you don't, within range of Vulnerability in the Dark must make a Con save each round or be dealt 1d4+cha mod damage. You heal any damage dealt this way, but may choose to heal any other creature within range instead for an equal amount. At eight points in Dark and every 4 points after, increase the damage by 2.


Starting 17th level, you're Balance points may unlock additional abilities.

Light

Rank five: Bulwark of Light (Requires 5 points in Light to use) Creatures you choose within the range of Protection of light gain DR/- equal to the bonus. Any chosen creature within range may take a bonus action to forgo their other bonuses bonus for 1 round and increase the DR by an additional 5.

Dark

Rank five: Thorns of Darkness (Requires 5 points in dark to use) You gain Blindsight 30ft. You may make provoked Opportune attacks with Gift of darkness with a range of 5ft.


Starting 20th level, you're Balance points may unlock additional abilities.

Light

Rank six: Rapture (Requires 6 points in Light to use) Creatures of your choice within range of Protection of Light must make a Cha Save each round with advantage or be Stunned as if under the effects of Power Word: Stun, while ignoring it's current HP and immunities. Attacking a Stunned creature immediately breaks this effect, and renders them immune to this effect for 24 hours.

Dark

Rank Six: Riveting Darkness (Requires 6 points in Dark to use) Once per turn, as a reaction, whenever a creature ends it's turn within range of Vulnerability in the Dark, the next time it would take damage, you may maximize the damage they take.->

Balance Breaker Spell List

You know all of the spells on the basic Cleric and Sorcerer spell lists.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing

Prerequisites. To qualify for multiclassing into the Balance Breaker class, you must meet these prerequisites: 13 Cha or higher.

Proficiencies. When you multiclass into the Balance Breaker class, you gain the following proficiencies: Light armor, shield, martial weapons

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