Cataclysmic Force (5e Class)

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Cataclysmic Force[edit]

An army prepares for battle against the neighboring kingdom's forces. They enter formation and shout battle cries, steeling themselves for whatever the foe may bring. However, only one man steps forward against this army. In their confusion, he devastates their ranks, leaving none alive. As he proceeds back to his king, he laments that it was all too easy.

Unstoppable Warriors[edit]

Cataclysmic forces, often referred to as cataclysms, are fearsome fighters whose ability to utterly annihilate their opposition in an instant is feared by even famed mercenaries. Any who would attempt to face one of these warriors is unlikely to leave in one piece, but to be on the same side as a cataclysm is victory assured.

Creating a Cataclysmic Force[edit]

When creating a cataclysm, ponder how you obtained such power, and why you use it. Have you spent your years training your already powerful body, or were you perhaps gifted power from an ascendant being? Do you wield this power against those who would challenge your freedom, or do you raise your weapon against the malevolent, showing no mercy in retribution for their actions? Your beliefs are the only thing standing between you and the lives of others, a fact that can easily mold you into a conqueror of innocents, or a protector of innocents.

Quick Build

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

Class Features

As a Cataclysmic Force you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armors, Shields
Weapons: Simple weapons, martial weapons
Tools: One of your choice
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • Any melee weapon that inflicts slashing damage
  • (a) Chain mail or (b) Scale mail or (c) Leather armor
  • An Explorer's pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 6d4 x 10 gold pieces. in funds.

Table: The Cataclysmic Force

Level Proficiency
Bonus
Features Attack and Damage Bonus
1st +2 Razor Weapon +1
2nd +2 Upheaval +1
3rd +2 Extermination Expedient +1
4th +2 Ability Score Improvement +1
5th +3 Extra Attack +2
6th +3 Upheaval Improvement +2
7th +3 Extermination Expedient feature +2
8th +3 Ability Score Improvement +2
9th +4 Devastation +3
10th +4 Extermination Expedient feature +3
11th +4 Extra Attack +3
12th +4 Ability Score Improvement +3
13th +5 Catastrophe +4
14th +5 Upheaval Improvement +4
15th +5 Extermination Expedient feature +4
16th +5 Ability Score Improvement +4
17th +6 Calamity +5
18th +6 Extermination Expedient feature +5
19th +6 Ability Score Improvement +5
20th +6 Superlative Strength +5

Razor Weapon[edit]

You wield an exceptionally sharp weapon that can slash through anything with ease. Beginning at 1st level, your slashing weapons receive a +1 bonus on the attack and damage roll, the bonus increases on the 5th, 9th, 13th and 17th level. If you are using a weapon that already has a bonus to attack or damage rolls, you apply the higher bonus. Also your slashing weapons deal double damage against objects and structures.

Upheaval[edit]

The immense force of your attacks generates powerful shockwaves that strike with the same force as the initial blow. Starting at 2nd level, when you successfully hit a target with a melee weapon attack, you can choose to deal no damage, but instead knock prone the target.You can use this ability a number of times equals to your Strength modifier, you regain all the charge when you do a long rest.

Extermination Expedient[edit]

At 3rd level, you have begun to practice a style of combat that enables more widespread destruction. Choose between Destroyer, Ravager, Dark Lord, and Holy Knight, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10, 15th, and 18th 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action.

Devastation[edit]

Your power is truly fearsome, capable of crushing even the strongest of foes. Starting at 9th level, as a bonus action, you can unleash your inner Strength . For 1 minute, all damage you deal is maximized, but you also receive half the damage that you deal, this damage can't be reduced. You can use this feature three times, regaining all uses after finishing a long rest.

Catastrophe[edit]

Your power shreds through the strongest of defenses with ease. Beginning at 13th level, when you successfully hit a creature, if the total attack roll exceeds the target's AC by a number equal to half of the target AC rounded up, your attacks become critical hits.

Calamity[edit]

You are a terrible force, instilling fear and awe in all who set their gaze upon you. Starting at 17th level, all class abilities and effects that would only apply to slashing weapons now apply to all melee weapons.

Furthermore, your critical hits with weapon attacks ignore all resistances, and you treat immunities as resistances.

Superlative Strength[edit]

Your sheer strength is unmatched by even the most experienced soldiers. At 20th level, your Strength score increases by 6 and your maximum Strength score becomes 26.


Destroyer[edit]

You have chosen a path of unequaled death and destruction. The power wielded by the Destroyers is rivaled only by the gods themselves, which can prove to be a great boon for good or ill.

Depredation

You are a dangerous force capable of quickly closing great distances. Beginning at 3rd level, your speed increases by 10 feet, and you can Dash as a bonus action.

Additionally, any critical hit made against you while you are not surprised becomes a normal hit.

Paroxysm

You are prone to swift action in battle. Starting at 7th level, if you successful hit an attack on your first turn of combat against a creature that hasn't act yet in the combat, it becomes a critical hit. Additionally when you roll a critical hit against a creature, the creature can't make opportunity attacks against you until the start of your next turn.

Fatalis

You have learned the killing technique Fatalis. Beginning at 10th level, you can make a special attack with your melee weapon. Make an attack roll with advantage, disregarding any disadvantage on attack rolls you may have had. Additionally, the foe must make a Constitution saving throw against a DC of 10. On a failed save, they are knocked unconscious. After using this ability you will need a long rest to use this again.

Apocalypse

One swing of your weapon is sufficient to annihilate any opposition. Starting at 15th level, when you successfully hit a creature, and the creature dies it can't be revived by any spells for the next 15d4 days.

Armageddon

The mention of your name puts fear on the faces of lesser gods. Beginning at 18th level, your attacks are never made with disadvantage, and they deal an amount of additional damage equal to your Constitution modifier.

Dark Lord[edit]

You have chosen a path of widespread fear and domination. The power wielded by the Dark Lords is sufficient to overtake kingdoms and intimidate the inhabitants to follow your every command.

Menace

You wield your strength as a threat of what you may do, and at times, against those who doubt you. Beginning at 3rd level, you have advantage on Intimidation checks, and have disadvantage on checks against your Persuasion.

Additionally, you can forgo one of your attacks to force the target to surrender. Make a Charisma (Intimidation) check contested by their Wisdom (Insight) check. If you win the contest, they are frightened by you for 1 minute. If you lose the target become imune against this ability for the next 24h.

Malevolence

Your wicked soul crackles with dark energy crafted from your malice. Starting at 7th level, you gain a new attack option that you can use with the Attack action. This ranged attack has a range of 30feet. You add your Strength modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is 2d12. When you gain additional attacks from features such as Extra Attack, this special attack can be used for any of the attacks you make. Your class features that normally would only affect melee attacks or weapon attacks affect this special attack as well.

Internecinus

Those who would challenge your authority are met with swift death at your hand. Beginning at 10th level, while you are alone in combat against one foe and no others, you deal three extra damage dice, gain advantage on attacks, and you roll a critical hit on rolls of 19-20.

Additionally, as an action, you can create a ringed wall of black flame up to 30 feet in diameter, 20 feet tall, and 1 foot thick. The wall is opaque and lasts for 1 minute.When the wall is created, each creature within the area must make a Dexterity saving throw or take 2d10 fire damage and 1d10 necrotic damage, or half as much on a successful save. They are also pushed forward 10 feet into the ring or backward 10 feet out of the ring, your choice. A creature who ends their turn inside the wall takes 1d10 fire damage and 1d6 necrotic damage and is pushed 10 feet into the ring. A creature takes the same damage and push when they enter the wall for the first time on a turn or end their turn there. The fire does not cast heat, nor does it ignite flammable objects. After using this ability you will need a long rest to use it again.

Execution

Those who fall before you are personally executed by your blade. Starting at 15th level, Your attack force your enemy to make a Strength save (DC 10). If the enemy fails he fall of and become prone, if the enemy succeed he become immune against this ability, and when you knock a foe prone, you can make a melee weapon attack against them as a reaction if they are still within your reach.

Deathbringer

You are a harbinger of death against those unwilling to serve you, delivering instant death against them. Beginning at 18th level, you deal double damage against prone creatures, and if you reduce them to 0 hit points, they instantly die.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Cataclysmic Force class, you must meet these prerequisites: Strength 13

Proficiencies. When you multiclass into the Cataclysmic Force class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor, heavy armor, and shields.


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