Calamity Host (5e Class)
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Calamity Host[edit]
The Story of The Calamity and Birth of Calamity Catalyst[edit]
All records about the Calamity were purged by greater powers to prevent anyone from remembering the horrible acts of destruction the Great Wyrm of Calamity brought in his maddened rage upon all creation. The Great Wyrm was an ancient dragon whose power far surpassed anything else in the first eons after the multiverse was born. The fledgling gods' bickering and the pointless casualties of their wars caused this primordial beast to fall into a pit of bottomless madness and rage, in their grief over the loss of life it tore its fangs into the gods, causing untold destruction. After a harrowing victory against the Mad Wyrm was achieved, the beasts soul was torn into Five pieces that vanished into the winds of Ether. This wasn’t the end of the Wyrm, however, as its survival instincts made sure that the pieces would manifest as items of great power known as Calamity Catalysts. The biggest piece of its soul latched onto a mortal soul and thus came about the Host of Calamity’s birth. The story of the Hosts never had a happy ending, born to carry a great burden and gained fear from others who found out that the Beast still lurked among the worlds. The Will of Calamity made sure that the Host would always reincarnate, thus the Cycle of Calamity came to be, and would forever perpetuate until the day that the Beast of Calamity would be free once more, or the goal of its cycle broken.
Creating a Host of Calamity[edit]
Hosts of Calamity are mortal souls reborn again and again across all of space and time across the countless worlds of the multiverse. They are bound by Fate to manifest their power from the Ancient soul of the Wyrm inside of them. These Abyssal powers grant them many things, but the cost of using their powers is high, many times resulting in their early death. Not many remember or even know about the Wyrm, but those who do fear the Host, for there is the ever gnawing chance that the Wyrm would be freed by the Host and finish what it had started countless eons ago. The Host is forced to either stave off the Rage and madness of the mad Wyrm and find their own balance in the cycle, or risk bringing about total Annihilation and their own demise. Attention! To play this class you must ask your DM for permission, and you must play a human character.
- Quick Build
You can make a Host of Calamity quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom or Constitution, depending if you want to withstand the madness or take more damage. Second, choose the Outlander background.
Class Features
As a Host of Calamity you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Host of Calamity level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Host of Calamity level after 1st
- Proficiencies
Armor: All armors, shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, History, Investigation, Intimidation, Perception, Sleight of Hand, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Martial Weapon or (b) Any 2 Simple Weapons
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Leather Armor or (b) Hide Armor or (c) Chainmail
- If you are using starting wealth, you have 3d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Abyssal Core, Abyssal Fury, Binding Seal |
2nd | +2 | Fighting Style, Abyss Beam |
3rd | +2 | Battle Born Regeneration, Calamity Madness |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack (1) |
6th | +3 | — |
7th | +3 | Abyssal Arsenal, Unbreakable Will |
8th | +3 | Ability Score Improvement |
9th | +4 | Abyssal Power |
10th | +4 | Abyssal Echoes |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Past Wielders of Calamity |
14th | +5 | Weight of a Burden |
15th | +5 | Abyssal Aura |
16th | +5 | Ability Score Improvement |
17th | +6 | Abyssal Nexus, Abyssal Mastery |
18th | +6 | Ancestral Bonding |
19th | +6 | Ability Score Improvement |
20th | +6 | Balance Breaker |
Binding Seal[edit]
Starting at 1st level, you will be bound by a powerful, nearly unbreakable seal to make sure that there is at least one fail save against the Mad Wyrm. The Host must follow these rules:
- One shall not ever talk about the Mad Wyrm himself, not to anyone.
- Protect Life, but know when you must kill to protect.
- Hold your head high, anything else is unjustly towards The Wyrms forgotten legacy.
If the Host breaks one of these seals they are attacked by a wave of crippling pain, gaining one level of exhaustion for a day. Breaking more within after one time doubles this pain. Lamenting for a day without breaking more tenets one can cure themselves of this exhaustion.
Abyssal Core[edit]
Starting at 1st level, you can activate the first piece of the Wyrm, the Calamity Core. This core resides within the soul of every Host of Calamity. It contains the dragon’s own soul and has a multitude of functions. The Core has the power to produce an abundant supply of power to the host at a constant, but controlled rate.
- Abyssal Core Power. At 1st level, your soul produces a natural protective energy that defends you from harm and powers your Core’s powers known as Abyssal Mana. When you roll initiative you can choose to unleash the power of your Abyssal Core, without spending an action, gaining an amount of abyssal mana equal to your Constitution modifier (minimum 1).
You can also do it later, as a bonus action. You can unleash your Abyssal Core power to gain abyssal mana a number of times equal to your proficiency bonus. You regain your uses of this feature when you finish a long rest.
- Abyssal Mana Powers. Your Abyssal Mana can be used in a number of ways, but ultimately it is an expression of the tenacity of life and the will to live. At 1st level, you can use your Abyssal Mana to accomplish the following:
- Protective Field
As a reaction, when you are hit by an attack, you may spend 1 mana points to increase your AC by an amount equal to your Constitution modifier (minimum 1).
- Energy Shield
As a reaction, when you take elemental damage you may spend 1 abyssal mana point to gain resistance to fire, lightning, acid, poison, thunder, or cold damage until the end of your next turn.
- Resistant Barrier
As a bonus action, you can spend 1 mana point to create a mana barrier around your body, granting you temporary hit points equal to your Constitution modifier + your level in this class.
- Abyssal Strike
As a reaction upon making an attack action, you can spend up to 1 Abyssal points to add 1d10 force damage to the attack.
- Abyssal Boost
As a bonus action, you can spend 1 abyssal point to enhance your physical capabilities. Choose either Strength, Dexterity or Constitution. Until the start of your next turn, you have advantage on ability checks and saving throws made with that ability score.
Abyssal Fury[edit]
Starting at 1st level, you have the second piece of Calamity Catalyst, the Abyssal Fury, which gives you enhanced martial prowess, along with enhanced reflexes. You are able to use your bonus action to encase your right arm fully in a silver spiked, scaled, and navy blue armor, which you can make attacks with. When Abyssal Fury is active, you gain the following benefits:
- You roll a d6, instead of your normal unarmed strike damage. This damage can be bludgeoning, slashing or piercing. The damage roll of your unarmed strikes increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
- You can make unarmed strikes with your bonus action.
- You can use your bonus action to enhance your defensive capabilities. When you do so, you add +1 to your AC until the start of your next turn.
Your abyssal fury lasts for 1 minute, ending earlier if you are incapacitated or unconscious.
Fighting Style[edit]
Starting at 2nd level, the Calamity Catalyst gives you a style of fighting.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
- Close-Range
You get a +1 to ranged attacks within 10 feet of the target, and you no longer attack at disadvantage when you use a ranged weapon in that range.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- 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.
- Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to your AC.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter
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 ft. while within your reach.
Abyss Beam[edit]
Starting at 2nd level, you become able to shoot out a violent beam of abyssal mana. This mana does not come from the demonic abyss, but something else entirely. Alas, it’s source has been forgotten.
As an action you can shoot a blast of navy colored mana, forming a line 30 feet long and 5 feet wide, in a direction you choose. Each creature in the line must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d8 + your Constitution modifier force damage on a failed save, or half as much on a success.
You can use this feature a number of times equal your proficiency bonus and can't use it again until you finish a long rest. You can also spend abyssal mana equal to your Constitution modifier to use this ability without spending your uses of it.
If you use all your charges on this feature, roll a DC 15 Constitution saving throw. On a failed save, you gain one level of exhaustion.
The line's power increases as you gain levels in this class, becoming 60 feet long and causing 4d8 damage at 9th level, and increases to 90 feet long, causing 6d8 damage at 13th level.
Battle Born Regeneration[edit]
Starting at 3rd level, due to the soul of the Great Wyrm inside of you, your body has evolved due to the nature of your power. You can use your hit dice to regenerate your body in the following manners:
- Wound Closure
As a bonus action, you can spend a hit die to regain a number of hit points equal to the number rolled + your Constitution modifier.
- Limb Regeneration
You can grow back lost limbs and organs by spending a hit die. You can use this feature once, regaining the use of it after finishing a long rest, suffering 1 level of exhaustion for each use after that.
Calamity Madness[edit]
Starting at 3rd level, to be the Host of Calamity is to carry a heavy burden. The Wyrm within your soul is dormant, but the maddening rage and grief within the Great Wyrm still simmers harshly.
If you begin your turn with no more than half of your maximum hit points, you must succeed on a Wisdom saving throw against a DC of 5 + half your level in this class (rounded down) or move directly towards the nearest creature to you and use the Attack action to make melee weapon attacks against that creature. You can choose whether or not to use your Extra Attack feature for this attack, but regardless, these attacks are made at advantage. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
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]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action. This increases to three times at 11th level.
Unbreakable Will[edit]
To answer the madness that haunts every Host of Calamity, you have steeled your resolve through pain and tears. Your will is Iron and shall never break as long as you won’t.
Starting at 7th level, you gain proficiency in Wisdom saving throws, except against the save for Calamity Madness.
In addition, you gain advantage against the charmed condition and against spells from the enchantment school and immunity to the frightened condition.
Abyssal Arsenal[edit]
Starting at 7th level, you have survived and persisted this far, unlocking once more another part of the Calamity Catalyst, the Abyssal Arsenal. Your left arm is now also covered in overlapping plates of navy steel, but with a more sleeker style.
You can spend your bonus action to summon any inorganic object in your hand that is no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a non-magical object that you have seen (a weapon and shield, for example).
Items made this way appear to be forged from silver and navy colored metal are only usable by you. The item exists until you are no longer touching it, and after letting go of the item(s)it will exist for 10 minute until it turns into blue dust and vanishes.
Any weapon forged by this feature is considered magical for the purposes of overcoming resistances and immunity to nonmagical damage.
Abyssal Power[edit]
You slowly are gaining more and more of the dormant power of the great Calamity Wyrm. An Dark Energy courses through you now slowly elevating your power and endurance to new levels.
Starting at 9th level, you gain the ability to channel Abyssal Mana in either an offensive way or a defensive way. You can switch between either one as bonus action:
- Offensive
You channel small amount of Abyssal Mana into your attacks. Your melee attacks are considered magical in order to overcome resistances and immunities to nonmagical attacks. Once in each of your turns, you also add 1d4 force damage to your successful melee weapon attacks.
- Defensive
You channel small amount of Abyssal Mana into your defenses, allowing you to use your reaction when you take damage other than psychic to reduce the damage by 1d10.
Abyssal Echoes[edit]
Through blood and tears, you have suffered to master your power, bearing the horrible burden that is to be, a Host of Calamity, you have gained another part of the Calamity Catalyst, Abyssal Echoes. Set of navy blue and silver metal armor covering your legs, jagged scales and small silver spikes dot the overlapping armor plates.
Starting 10th level, when you activate your abyssal fury, you gain the ability to summon along with your arms, the Abyssal Greaves.
Your movement speed is doubled along with your jumping distance during this time. Your unarmed attacks also gain an ability on hit, the enemy must succeed in Strength Saving throw or be pushed back 5 + Your strength modifier feet as shockwaves strike from your blows.
- Vortex Burst
You gain the ability to send staggering shockwaves from your kicks. As an action, you can generate a vortex composed of force in a 30 foot cone. Creatures must throw a Strength saving throw with DC 8 + Your Strength Modifier + Proficiency. On a fail creatures take 3d8 force damage, get pushed back 10 feet and are knocked prone. On a save they take only half damage and are not pushed or knocked prone.
You can do this an equal amount of times as half of your half Constitution Modifier (Rounded up).
Past Wielders of Calamity[edit]
By gaining more pieces of the Catalyst, you also have amassed enough power to hear voices and see visions only to you. Truth has been revealed to you. You have found out that the Power and Burden of Calamity has been passing down to you through system of Reincarnation since eons long past. You also gain guidance now in this desperate time from your past selves.
Starting at 13th level, you become able to contact the past wielders of the calamity. You can cast guidance, targeting only yourself, and learn how to cast commune as a ritual, without needing any of the material components.
In addition, when you fail a saving throw, you can reroll the check. Once you use this feature, you can't use it again until you finish a long rest. At 18th level, you gain second reroll.
Abyssal Pressure[edit]
Also at 13th level, your soul contains immense amount of pressure from all the Abyssal Mana within you. You have learned how to vent this out in destructive bursts. As an action, you can spend 5 abyssal mana points to let the pressure of your power rush around you. Within a 20 foot radius from your point of self. Creatures must make Constitution saving throw with DC being 8 + Your Strength + proficiency or be pushed prone and take 6d8 Force damage on a fail. On a success only take half damage and not get pushed prone.
Weight of a Burden[edit]
Your past selves reveal you your solemn duty, the true Burden. The true enemies of the Great Wyrm before his madness was to battle the armies of the Corrupt dark Abyss and whole of lower planes, to save keep mortal life upon the Material Planes.
Starting at 14th level, you gain the ability to sense any Fiend within 10 feet radius, even the smallest speck of their corrupt power makes your instincts roar alarm. The soul within you drives you to attack such things if you fail to hold yourself back. You must succeed on DC 5 + Fiends CR Wisdom saving throw or attack the creature you feel this power from in rage. Damage to your makes you snap out of this, and if you succeed on it you are immune to this for next 24 Hours.
Abyssal Aura[edit]
Your body has slowly this whole time been infused with the Abyssal Mana coming from the sealed soul of Calamity, giving you more power the infuse yourself internally and externally.
Starting at 15th level, you can let out roaring navy flames of Abyss Mana to cover your body for 1 minute. You can end the aura early by using an action to dismiss it. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Whenever you are hit by an attack from an enemy within the radius of the aura, you cause 2d6 fire damage back to your enemy. In addition, whenever you hit a creature with a melee weapon attack, you cause additional 1d6 fire damage with this attack.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Abyssal Nexus[edit]
Starting at 17th level,You finally gain the final piece of the Calamity Catalyst, The wings of Calamity, Abyssal Nexus.
You gain mighty navy blue segmented metal wings on your back that have eight spines on the wings. When you are not wearing armor that is heavy or medium, these wings grant you flight speed equal to your movement speed.
In addition, your wings grant you the following abilities:
- Vacuum Pool
If you don't move on this turn, you can use your wings to pull mana from the air and replenish your reserves. After using this ability, your movement speed is reduced to 0. Every time you pull mana from the air, you can pull less mana.
Each time you use this feature, you regain an amount of abyssal mana points equal to your Constitution modifier - the amount of uses of this ability. When the total reaches 0, you can't use this ability again until you finish a long rest.
- Abyss Cannons
You gain the ability to detach all eight spines on your wings as by spending 5 abyssal points as a bonus action, to make them hover around you for 1 minute. In each of your turns, you can use your action to fire beams of abyssal mana from them. As an action, you can fire a number of shots equal to 2 + your proficiency bonus. Make a ranged attack against a creature within 120 feet, causing 1d10 force damage on a hit.
- Abyssal Pressure
Your soul contains immense amount of pressure from all the Abyssal Mana within you. You have learned how to vent this out in destructive bursts. As an action you can let the pressure of your power rush around you. Within a 20 foot radius from your point of self. Creatures must make Constitution saving throw with DC being 8 + Your Strength + proficiency or be pushed prone and take 6d8 Force damage on a fail. On a success only take half damage and not get pushed prone. You have two uses of this per long rest.
Abyssal Mastery[edit]
Finally you have every part of the Calamity Catalyst within you, your Abyssal Mana in your soul surging with intense might, but with your countless hours of using your powers you have gained sharp edge over your maelstrom of power.
Starting at 17th level, You can add 1d10 force damage to every attack or feature you does damage. You also can use your Abyssal powers with more finesse, reducing the Exhaustion points gained by one point.
In addition, whenever you roll initiative and have no Abyssal Mana, you regain 5 abyssal mana points.
Ancestral Bonding[edit]
Starting at 18th level, you can tap on the knowledge of your ancestors, learning one ability controlled by them. Whenever you finish a long rest, you can choose the bond with the mind of spirit of one of your ancestors, gaining abilities depending on the chosen ancestral:
- Wrathful Bond
Your attacks are mighty and destructive. As a bonus action, you can enter in a state of wrath for 1 minute. You gain the following benefits:
- You have advantage on Strength and Dexterity saving throws.
- You deal additional 2 points of damage on melee weapon attack rolls based on Strength.
- You have resistance to slashing, piercing and bludgeoning damage.
This wrath ends early if you are knocked unconscious or if you do not attack a hostile creature or take damage on its turn. you can also end its rage on his turn as a bonus action.
Once you use this ability, you can't use it again until you finish a long rest.
- Soldier Bond
You become tactical and careful. You score a critical hit on a roll of 19 or 20 on the d20.
- Savage Bond
You gain the instincts of a predator. When you are subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, you instead takes no damage if you succeed on the saving throw, and only half damage if you fail.
- Assassin Bond
You deal an extra 3d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated and if you don't have disadvantage on the attack roll.
Balance Breaker[edit]
You have done it, you have mastered the maddening rage of the Great Wyrm and all the pieces of Calamity Catalyst, with this level of power you can become an Engine of Destruction You gain ability to open yourself to the true power of Calamity.
When you reach the 20th level, you can use your bonus action to manifest a navy blue and silver full suit of armor over yourself, covering you head to toe in terrifying-looking armor of overlapping plates, jagged scales, and spikes. This carapace of dragonic like armor grants the Host immense level of destructive power, but with a horrible cost on the wielders body and soul, granting you the following benefits for 1 hour:
- You gain resistance to every damage type, expect Psychic damage and Immunity to Non Magical damage.
- You gain 60 feet additional flight speed
- Your attacks deal additional 1d10 force damage.
- Your AC increases by an amount equal to your proficiency amount.
- Each turn you spend in this mode, you take 1d4 necrotic damage until you end this form.
When this form end, you drop unconscious, suffer four levels of exhaustion and take 10d10 necrotic damage as the overwhelming power you use attacks your own body and soul. You remain unconscious until you have no level of exhaustion left.
In addition, while in your Balance Breaker form, you gain the use of the following abilities:
- Sky Razer. You gain an apocalypse tier attack equaling the potential calamity that the Beast itself could bring. To do this attack you must fly sixty feet in the air. You hover all your Abyssal Nexus cannons around you and channel Abyssal Mana into them in titanic amounts. For a whole round you most maintain concentration to this. After this you can shoot total of 8 beams of Abyssal Mana into any direction with 300 feet of range, the points of impact 30 feet radius explosions of Abyss Mana. Creatures within those must make Dexterity saving throw with DC 8 + Your strength + proficiency or take full damage of 10d6 force damage and 10d6 fire damage. A creature can take only once damage from a beam, unless the creature is Gargantuan or Larger.
You can use this once while you are on your Balance Breaker mode. Each minute you maintain this ability you lose 1 minute from the duration of Balance Breaker.
- Onslaught. As an action you can summon a 10 feet long great broadsword made from Navy blue and silver metal. This sword deals 4d10 slashing damage and 4d10 force damage, this blade also has Properties such as Reach, Heavy and Cleaving. With Cleaving property creatures that are 5 feet from the target also get hit. You can keep this sword summoned for 1 minute, after that it vanishes. This blade is meant to be the final weapon that the greatest of Demons see. With this sword when you reduce a Demon to 0 Hit points its soul gets annihilated regardless of the plane of existence it was.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Host of Calamity class, you must meet these prerequisites: Be the reincarnated soul of the original Host, Strength 13, Constitution 13,
Proficiencies. When you multiclass into the Host of Calamity class, you gain the following proficiencies: Light, Medium, Heavy Armor, Shields, and Simple and Martial Weapons.
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