Bell-Walker (5e Class)

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Bellwalker[edit]

The Awakening of a Bellwalker[edit]

When the adventurer died in combat and was given a proper burial, he never expected he would be sitting wide awake in the very same cave he died in with bells being heard behind him. Malnourished, the adventurer pulled out his backpack and began to eat almost every ration he had in his bag, and all of the spring water they had collected in his waterskin. He then got up and began to walk out of the cave, hearing the same bell over and over. Looking behind him, the adventurer recalled seeing a skull figure in front of him, offering a second chance at keeping the very same life he lost. The adventurer, much rather staying alive, accepted the offer, as the bell stopped ringing in his ears. What he didn’t know was that he was hearing the Evening Bell, a Bell that chimes for everyone of oncoming death. He recognized that being alive while hearing the death bell made him one unlike anyone he has ever seen. In his mind, he has found a way to cheat Death into a second life and to walk the thin-lines of good and evil. With that, the adventurer now wanders, the Evening Bell slowly ringing around him and calling everyone around him to the looming chance of death.

Creating a Bellwalker[edit]

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Fate: Grand Order: "First Hassan"

Bellwalkers have heard the Evening Bell and know of oncoming death. Embracing this sound and walking in it, some have found a new found power in death and have been resurrected in the Evening Bell. Ask your character these questions: Where did you hear the Evening Bell? What led you to accept death and walk in it? How did your character view death when they witnessed it?

Quick Build

You can make a Bellwalker quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Outlander background.

Class Features

As a Bellwalker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, Heavy, Shields
Weapons: Simple and Martial Weapons
Tools:
Saving Throws: Strength and Constitution
Skills: Choose 4 from Acrobatics, Arcana, Athletics, History, Investigation, Intimidation, Perception, Religion, Sleight of Hand, Survival

Equipment

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

  • (a) Chain Mail or (b) Leather Armor and a Longsword
  • (a) A Longsword and a Shield or (b) A Greatsword
  • (a) Two Handaxes or (b) A Shortsword and a Dagger
  • (a) An Explorer’s Pack or (b) A Dungeoneer's Pack
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Bellwalker

Level Proficiency
Bonus
Features
1st +2 Call of the Evening Bell, Immortal
2nd +2 Calm Mind
3rd +2 Bell Style
4th +2 Ability Score Improvement
5th +3 Focused Strike
6th +3 Style Feature
7th +3
8th +3 Ability Score Improvement
9th +4 Armored Body
10th +4 Call of the Evening Bell(2)
11th +4 Style Feature
12th +4 Ability Score Improvement
13th +5
14th +5 Style Feature
15th +5
16th +5 Ability Score Improvement
17th +6 Time of Departure
18th +6 Style Feature
19th +6 Ability Score Improvement
20th +6 Immortal Bell

Call of the Evening Bell[edit]

You know of the Evening Bell and the looming sense of death that lays over everyone’s head. Recognizing the call everyone must listen to, you are an Executioner that brings those who flee from the Toll to their end. Whenever you hit a creature with an attack from a melee weapon, roll a d100. On a 100, the hit creature is instantly killed, if it has a number of hit points equal to your level x 5 + your Charisma modifier. The number to land this feature is reduced by your level. Once you successfully kill a creature using this feature, you can't use it again for 7 days. Otherwise you can use this feature again after completing a long rest

For example, a 3rd-level bell walker will kill the target on a roll of 98-100.

Starting at 10th Level, the bell grows louder, and the call to bring others to it becomes stronger. Failing in killing a creature with the bell allow you to try again after completing a long rest.

Starting at 20th level, you instantly kill a eligible creature with the bell, no roll required.

In addition, you can add double your proficiency bonus in Charisma (Intimidation) checks.

Immortal[edit]

You have seen Death when you heard the Evening Bell for the first time and now, you walk the land once more. When you are reduced to 0 hit points, you are knocked unconscious, but are automatically stabilized. If you reach 3 failed saves from taking damage while with 0 hit points, your body dies, and you must have a new one made by Death, which will happen over the course of 7 days.

Calm Mind[edit]

Starting at 2nd level, with no fear of Death and the Evening Bell, you have reached a new form of serenity. You already know what’s on the other side, so fear is gone for you. While this feature is active, you become resistant psychic damage and have advantage on all your Intelligence, Wisdom and Charisma saving throws and against any magical effects that would change your form, charm you, or put you to sleep.

This serenity also has the ability to cure your physical wounds, and you regain a number of hit points equal to 2d8 + your Constitution modifier when you activate it. This feature lasts for 1 minutes.

Once you use this feature, you must finish a long rest before you can use it again. Starting at 18th level, you can use it twice before a long rest.

Bell Style[edit]

The Evening Bell rings for everyone, with a distinct sound for everyone to recognize. However, for Bell-Walkers, the chime is different for everyone who listens to it. At 3rd level, you hear the Evening Bell ring in it’s own chime, that affects you as a Walker. Your style also unlocks more features at 6th, 11th, 14th, and 18th levels.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Focused Strike[edit]

Due to your Bell constantly ringing, you know the ability to strike must be one to hit, no matter what. Starting at 5th level, when you attack a creature, you can add a +10 bonus to the attack roll. You can choose to use this feature after rolling the die, but before you know if it hits or misses. You can use this feature a number of times, equal to your Constitution modifier (minimum 1), and regain all your uses after a long rest.

Armored Body[edit]

The Bell starts to protect you and your body, making your armor stronger than normal armor. Starting at 9th Level, while your wearing medium or heavy armor, you can add +1 to your AC, and if a creature lands an attack on you, any subsequent attacks from that creature, until the end of its turn, has disadvantage if it would attack you.

Time of Departure[edit]

Knowing death earns you the ability to keep fighting, no matter what comes up against you. Starting at 17th level, if your hit points would reach 0, you instead regain a number of hit points equal to your hit point maximum.

Once you use this feature, you can't use it again until you finish a short or a long rest.

Immortal Bell[edit]

The Evening Bell rings for everyone to hear, and just your presence makes the bell ring louder than ever. When you reach 20th level, when you land a hit on a creature, all creatures within a 30 ft circle aura around you hears the bell and becomes affected by the Call of the Evening Bell. If a creature dies by Call of the Evening Bell, you gain Temporary Hit Points equal to the killed creature’s CR or Level (whichever is higher.)

Styles of the Evening Bell[edit]

With the bell ringing, you hear 1 of 3 different styles, the Mourning Bell, the Evening Bell, or the Night Bell. Which one do you hear?

The Mourning Bell[edit]

You hear the Bells' chimes and recognize it as a Mourning Bell, one of sadness and pain. You begin to understand that those who hear this Bell will be filled with distraught and fear. This Style focuses on auras and the ability to affect multiple enemies with the fear status at the same time.

Mourning Dread

An aura of Dread begins to seep into the area around you. As creatures get closer, they begin to hear the looming Mourning Bell. Starting at 3rd level, in combat, you can use a bonus action to create an aura of 10 ft around you. Creatures that start their turn or enter the aura must make a DC 10 + Your Constitution Modifier Constitution Saving Throw. On a fail, the creature becomes feared, and must spend their movement speed running away from you. On a success, they are not feared.

At 7th level, the aura becomes wider and extends to 20 ft.
At 12 level, the aura becomes stronger and requires a DC 12 + Your Constitution Modifier Constitution Saving Throw instead.
Mourning Dive

As creatures feel the Mourning Bell and run from it, you see this as your moment to strike and bring them closer to death. At 6th level, if you fear a creature, and they begin to run from you, you can make an opportunity melee attack, teleporting above them and attacking them as such. You gain advantage on this attack. You can only make this form of opportunity attack on a creature 3 times per combat.

Aura of Mourning

Around you, the bell grows louder and stronger, causing the toll of the bell to become louder. Starting at 11th level, if you Fear a creature, that creature takes 2d6 Psychic Damage and can only move half of their movement speed.

Mourning Release

The Mourning Bell has become so loud, it now has a form that anyone can see when you use this feature. You now begin to channel your Mourning Bell into your attacks and create a sense of dread everywhere. Starting at 14th level, whenever you land an attack, all creatures in a 30ft area around you must make a DC 16 Constitution Saving Throw. On a fail, the creature becomes feared and cannot move on its next turn. On a success, they are not feared.

Hassan

Your Mourning Bell now bears its name, Hassan. It’s call now rings out around you and affects those who can’t hear or see it. The presence alone is enough for people to feel it. As a Bonus Action, starting at 18th level, you can inflict Fear to every creature around you and move your Speed toward feared creatures for free. If you attack a feared creature, it can be instantly killed by Call of the Evening Bell with a roll of 75-100.

Once you use this feature, you must finish a long rest before you can use it again.

The Evening Bell[edit]

You hear the Bells chimes and recognize it as the Evening Bell, one of death and finality. You begin to understand that those who hear this Bell will be filled with Despair and Denial. This Style focuses on keeping enemies close and bringing them closer to the end.

Evening Call

The Evening Bell begins to harken creatures by name, bringing them closer to you. As such, you have become accustomed to striking enemies who come to close. Starting at 3rd level, when an enemy first enters your attack range, you may make an opportunity attack on that creature. If you land an opportunity attack on a creature, you may add your Constitution Modifier to the Damage.

Evening Cleave

With the Evening Bell ringing, you begin to slash at every enemy nearby you, in order to satisfy the Evening Bell. Starting at 6th level, during combat, you can use your action to attack each enemy in range once. This feature is treated as one Attack Action. With this attack, you can add your Constitution Modifier to the Attack Bonus.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 12th level, you can use it three times before a short or long rest.
Hark, the Bell Tolls

The Evening Bell rings and empowers you, creating a sense of desperation in enemies to eliminate you as quickly as possible. Starting at 11th level, you can increase your AC by 2, and up to 4 target creatures you can see must make a DC 12 + Your Constitution Modifier Charisma Saving Throw. On a fail, those creatures have disadvantage on ability checks, attack rolls, and saves when you are not the source of the check or save, or the attack target, and if you attack a creature affected by this feature, Call of the Evening Bell ins You can only use this feature once per combat.

Evening Release

The Evening Bell has become so loud, it now has a form that anyone can see when you use this feature. You now begin to channel your Evening Bell into your attacks and create a sense of dread everywhere. Starting at 14th level, you can add your Strength Modifier to your Attack Bonus, and if your attack successfully lands, you can add your Strength Modifier to your damage.

Azrael

Your Evening Bell now bears its name, Azrael. It’s call now rings inside of your weapon and you as a form of awakening. As a Bonus Action, starting at 18th level, when your attack hits on a creature this combat, your Call of the Evening Bell can Instantly Kill on a roll of 60-100. This number is reduced by your Constitution Modifier. For Example, if you have a Constitution Modifier of 5, the creature is instantly killed on a 55-100, instead of a 60-100.

Once you use this feature, you must finish a long rest before you can use it again.

The Night Bell[edit]

You hear the Bells chimes and recognize it as the Night Bell, one of silence and subterfuge. You begin to understand that those who hear this Bell will be filled with Confusion, and unknown to the looming chimes coming for them. This Style focuses on silently striking from the shadows with stealth.

Melt Into the Night

The Night Bell chimes differently than any other style known of the Evening Bell: Only you can hear it in the very beginning, and it already has a physical form. The bell weighs 1 lb and has no value, and can be wielded without the need for a hand. Starting at 3rd level, you gain proficiency in stealth and deception checks. Also, during combat, you can ring the bell as a bonus action to go into hiding with a DC 15 Dexterity Save. If you succeed, the next Attack you make is treated as a sneak attack.

Night Terrors

The Night Bell has the ability to deter what people see as reality and fiction. Starting at 6th level, you can ring the bell to create 3 clones in front of you to fight for you. The clones can attack normally, but do not benefit from your features or bonuses. They are exact carbon copies of you, however. A creature attacking you or a clone would have disadvantage on that attack while the clones are there. A creature can make a DC 12 investigation check to determine which one is the real one.

Night Strike

Being able to disappear into the shadows has awakened your senses to the possibility of striking deeper and attacking where others can't. When you make a Stealth Attack, starting at 11th level, you can add double your proficiency bonus to the damage.

Call of the Night

The Night Bell begins to be heard by any creature around you, as the Bell begins to hide your presence from the minds of others. Starting at 14th level, Creatures have disadvantage on Perception checks when finding you after you make a Stealth check. Also, if you attack a creature with a Sneak Attack, you can add your Constitution and Dexterity Modifiers to the damage.

Serenity

Your Night Bell now bears its name, Serenity. It’s call now rings and resonates deep inside of you and to the creatures around you. As a Free Action, starting at 18th level, when your Sneak Attack hits a creature this combat, you can activate Melt Into the Night as a successful Stealth Check, and attack again once more. This does forego Call of the Evening Bell's restriction. You can continue activating Melt Into the Night until you are seen or until you miss an attack.

Once you use this feature, you must finish a long rest before you can use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bellwalker class, you must meet these prerequisites: Come close to death (1 HP for 2 turns), Strength 13, Constitution 13

Proficiencies. When you multiclass into the Bellwalker class, you gain the following proficiencies: Light, Medium, Heavy Armor, Shields, and Simple and Martial Weapons.

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