Bloodharbor Ripper (5e Class)
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Bloodharbor Ripper[edit]
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Creating a Bloodharbor Ripper[edit]
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- Quick Build
You can make a Bloodharbor Ripper quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Wisdom.
Class Features
As a Bloodharbor Ripper you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Bloodharbor Ripper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bloodharbor Ripper level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple Weapons, Martial Melee Weapons
Tools:
Saving Throws: Dexterity, Wisdom
Skills: Choose two between Acrobatics, Athletics, Intimidation, Investigation, Perception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) pike or (b) any simple weapon
- Leather armor
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Gift of the Drowned Ones, Bone Skewer |
2nd | +2 | Ghostwater Dive |
3rd | +2 | Phantom Undertow, Path Of The Deeps |
4th | +2 | Ability Score Improvement, Upgrade |
5th | +3 | Extra Attack |
6th | +3 | Death From Below |
7th | +3 | Path Of The Deeps feature |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | Death From Below(2) |
12th | +4 | Ability Score Improvement, Path Of The Deeps feature |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement, Death From Below(3) |
17th | +6 | Path Of The Deeps feature |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Gift of the Drowned Ones[edit]
Starting at 1st level, when you're hidden from the enemy, you will slowly recover yourself. If you are hidden from a creature, you will regain xd4 hit points in the beggining of your turns. With X being the number of hostile creatures you are currently hiding from. You may benefit this from as many creatures as your proficiency bonus.
Bone Skewer[edit]
Beggining at 1st level, your gift from the depths will help with clearing the world from traitors. As an action, you can manifest and hurl a Bone Pyke into a creature within 15 feet, on a hit you will rip them 5ft. towards you, dealing 2d8 piercing damage and leaving them prone at your feet if pulled within 5ft of you.
For each upgrade you give on this feature, it will receive 1d8 extra damage and an increase to range by 5ft, and will grant you a bonus use.
At your 5th upgrade, you can use the Bone Skewer as part of an attack action.
Ghostwater Dive[edit]
At 2nd level, as a bonus action you can take the disingage action and hide yourself between the waves. You become invisible by non-magical means to creatures more than 15ft. away from you. You can use this feature as much times as your Wisdom modifier. This effect lasts for 1 minute, or until you dismiss it with another bonus action.
For each upgrade you give this feature, the feature will increase it's time duration by 1 minute, and will grant you a bonus use.
Phantom Undertow[edit]
At 3rd level, before using the dash or the disengage action you may leave a wraith of water behind. At the end of your turn or as your reaction, you may mentally command the wraith to cleave its way in a line towards you. Any enemies caught in its path must make a Dexterity saving throw, taking 1d6 psychic damage and becoming stunned for one turn on a failed save, or take half damage and not being stunned on a successful one. You may use this feature as much times as your Wisdom modifier.
For each upgrade you give this feature, the feature will increase it's damage by 1d6, and the DC will be increased by 1.
Bloodharbor Ripper Save DC: 8 + Proficiency Bonus + your Wisdom modifier
Path Of The Deeps[edit]
At 3rd level, you chose a Path Of The Deeps. Choose between Assassin Of The Depths or Deep Wounds Killer, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 12th, and 17th level.
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.
Upgrade[edit]
At 4th level, your expertise with your abilities have made you improve them a lot. From this level onwards, you may choose between Bone Skewer, Ghostwater Dive or Phantom Undertow to receive an upgrade. When you upgrade one of your features, they will gain new improved abilities listed bellow at their description.
You cannot upgrade your features at 6th, 11th, and 16th levels, because the upgrades on those levels will be redirected to the Death From Below.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Deeps Paths[edit]
Assassin Of The Depths[edit]
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Deep Wounds Killer[edit]
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Bloodharbor Ripper class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Bloodharbor Ripper class, you gain the following proficiencies:
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