Bearer of Calamities (5e Class)

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Bearer of Calamities (WORK IN PROGRESS)[edit]

There are many Warlocks in the worlds, but there are those who have made pacts with beings less... fortunate than the ones who may pick and choose who they give their favor to. Occasionally, there are spirits, demons, and other such beings bound up in seemingly mundane items. This could be anything, a lamp, a portrait, a book, or even a weapon of some description. These beings will sometimes form a pact with the ones who find them, desperate for even a small degree of freedom. The ones who do agree to their terms often find themselves developing a friendship with the beings they have bonded to, though whether the sealed being reciprocates or not is more difficult to ascertain.

Creating a Bearer of Calamities[edit]

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The bearer and ergo, image is cover art

To what end do you and your 'partner' fight? What is it you wish to do with the power you now hold?

Quick Build

You can make a Bearer of Calamities quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background.

Class Features

As a Bearer of Calamities you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Choose two from Arcana, Insight, Intimidation, Perception, and Religion.

Equipment

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

  • (a) 2 daggers or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) explorer's pack

Table: The Bearer of Calamities

Level Proficiency
Bonus
Features
1st +2 Alter Ego
2nd +2 Magic Blast
3rd +2 Control over the Body
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Supernatural Strength
7th +3 Lucky Dodge
8th +3 Ability Score Improvement
9th +4 Essence of Calamity
10th +4 Dark Blessing Improvement
11th +4 Evasion
12th +4 Ability Score Improvement
13th +5 Dark Fury, Forceful Blast
14th +5 Calamity's Endurance
15th +5 Immortal Soul
16th +5 Ability Score Improvement
17th +6 Destruction Aura
18th +6 Unleash the Calamity
19th +6 Ability Score Improvement
20th +6 True Darkness

Alter Ego[edit]

At first level, you are able to make use of your partner's power to alter your form, switching between theirs and yours at will. As a bonus action, you can assume the form of your partner or return to your human form. Their form appears to be the same species as you, but not necessarily the same gender. Their physical appearance will likely be much different, with indications of their sealed nature being represented by numerous arcane tattoos appearing on their skin, and their dark nature being noticeable in their coloration, with them likely possessing pale hair, and eyes of a sickly yellow or vivid red. Whenever you switch to their form, it is always the same, and you may not change it whenever you take on their appearance.

Whenever you are in the form of your partner and are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

In addition to this, when you shift into your Alter Ego, you grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. When making an attack with your unarmed strike, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

When you use the attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Magic Blast[edit]

At first level, you also gain the ability to wield your partner's power in your human form. While you are not using your Alter Ego you gain a ranged spell attack that you can use with the attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is force, and its damage die is a d8.

Dark Blessing[edit]

At second level, you have harmonized enough with your partner that they are able to temporarily shroud you in their power.

As a bonus action, you can call upon your partner to grant you their dark blessing. For 1 minute you gain a bonus to attack and damage rolls equal to your Charisma modifier (a minimum of one).

You can use this feature a number of 2 times. You regain all expended uses when you finish a short or long rest.

At 10th level, you now have advantage on saving throws against magical effects when under the effect of Dark Blessing.

Dominance over the Body[edit]

At third level, you and your partner begin to fight for the dominance over your body. Who is going to prevail? Your choice grants you features at 3rd level and again at 7th, 10th, and 13th 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.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Supernatural Strength[edit]

While in your Alter Ego form, your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Essence of Calamity[edit]

At 9th level, your partner's power flows through you almost unimpeded. You are now immune to poison and disease.

Evasion[edit]

Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.

Calamity's Endurance[edit]

Starting at 14th level, your partner's resiliance reinforce your body and your mind at the most crucial times.

When you fail a saving throw you can decide to reroll the dice, possibly changing the result to a success. You can retry a saving throw once per saving throw and you can use this feature a number of times equal to your Charisma modifier (minimum one). You restore all uses of this feature once you complete a long rest.

Immortal Soul[edit]

When you reach 15th level, you stop aging thanks to the immortal soul of your partner. You can't be aged magically.

Destruction Aura[edit]

You are fated to bring destruction, thus the will of your partner can erase fabric of reality near you.

Starting at 17 level when you use your Dark Blessing feature you exert an aura of 20 feet, dealing your Charisma modifier as force damage to creatures of your choice. When a creature begins his turn into your area they take damage. You restore Hit Points based on how much damage you deal with this feature. When you drop unconscious this feature ends until you use another Dark Blessing.

Unleash the Calamity[edit]

You can temporarily summon the partner within you to aid you in battle.

At 18th level, as an action, you lose half of your maximum Hit Points to summon your partner 15 feet near you or less, giving the lost Hit Points to your partner. Your current Hit Points are splitted equally between you and your partner. Your partner has his own initiative and acts as another character you control, with his own actions and movement. The stats for your partner are the same as yours and he can only use his "alter ego form" features, while you can only use your "human form" features. You and your partner share the same feature resources (for example, you both can use dark blessing at the same time, consuming 2 uses of the feature) and the items you possess remain with you. When one of you reach 0 or less Hit Points your partner returns into your body regaining all the Hit Points lost to this feature.

After this feature is used you have to complete a long rest to use it again.

True Darkness[edit]

At level 20, the line between yourself and your partner blurs until even the two of you are unsure where one of you begins and the other ends. You gain the following benefits:

Your maximum Hit Points increase by 20 times your Constitution Modifier (Max 50 Hit Points).

You are immune to the charmed and frightened conditions.


The Host[edit]

When the host conquer the power of his partner, he starts to absorb the powers of his partner, rendering him stronger in his human form.

Improved Magic Blast[edit]

Exerting your parner's powers in your hands you can use magic power more easily.

Starting at 3rd level, when you use the Magic Blast feature on your turn, you can make one additional attack as a bonus action.

Lucky Dodge[edit]

You start to understand how to draw the strength and the agility of your partner directly into your human form, making you capable to evade strikes with uncanny reflexes.

At 7th level, you may attempt to dodge an opponents attack. When an attack roll is made against you, but before the outcome is determined, you may use your reaction to roll a d20. On a result of 11 or more, you have successfully dodged the strike. You must now move up to half of your movement away from your opponent and their speed is reduced to zero until the start of their next turn. This movement does not provoke an opportunity attack.

You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all all expended uses when you finish a long rest.

Energy Release[edit]

Now you are getting a better grasp of your partner's power, unlocking even more possibilities.

When you reach level 10, you can release a a beam of power 100 feet and 5 feet wide as an action. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much on a successful one. Any creature hit by this ability cannot regain hit points until the start of your next turn.

If you are in your Alter Ego form, then as an action you can choose a point within 150 feet. Each creature in a 20-foot-radius centered on that point must make a Dexterity saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much on a successful one. Any creature that takes damage from this ability cannot regain hit points until the start of your next turn.

You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all all expended uses when you finish a long rest.

Pure Power[edit]

You wield your partner's powers with great mastery, improving your magic blasts even more.

Starting at 13th level , your Magic Blast feature now has a range of 60 feet and does 2d6 damage on a hit.

You can squeeze your partner magic to summon an extra Blast per turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all all expended uses when you finish a short rest.


Balance Between the Two[edit]

Most Bearers of a Calamity falls in this category, since keeping the balance brings harmony in the lives of both creatures.

Linked Will[edit]

At 3rd level, when you are in your human form

WORK IN PROGRESS

The Partner[edit]

Dark Fury[edit]

When channeling the power of your partner, you can allow your rage to overtake you for just a moment.

As a bonus action when you are in the form of your Alter Ego, you may move up to your movement directly towards the nearest hostile creature and make a single attack with advantage. You can choose to make your regular attacks with advantage as well, however if you do so then all attacks made against you until the start of your next turn are also done with advantage.


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