Coalescent (5e Class)

From D&D Wiki

Jump to: navigation, search
This content deviates from the 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is one that I created to see how much of a weird glass cannon kind of class I could make. You may very well die in the first session due to the low hit points at first level, you may not be used to the unique determinants that the race portion of the racial class gives such as not being able to use ANY items whatsoever, or not being able to use feats, but this is all the warning I shall give. If you want a challenge both in combat and in roleplay, then this is the class for you.

Coalescent (Race)[edit]

Coalescent’s are “weave-spawn”, creatures born of pure weave energy, Wild Magic, that appear when many powerful casters gather in one area. With that much latent magic in the air, it becomes wild, without the consent of the casters, and gains some form of life. The cloud of Wild Magic is saturated with the thoughts of the casters, giving it a basic form of alignment and very basic intelligence depending on what kind of casters are there at the Coalescent’s creation.

Coalescent Racial Traits[edit]

Living energy.
Ability Score Increase. Two ability scores of your choice increase by 2.
Age. Colescent’s do not age, and can therefore live forever.
Alignment. Coalescent’s can be of any chaotic alignment.
Size. Medium
Speed. Your base walking speed is 0 feet, but you have a flying speed of 30 feet.
Strange Form. You cannot wield weapons, use items, or wear armor. You weigh absolutely nothing, and can only lift items that weigh a number of pounds equal to your strength modifier. Due to the fact that you don’t have eyes, you have blindsight for up to a 60ft radius around you. You may not have a mouth, but you can still speak. Additionally, you can’t grapple or be grappled.
Living Energy. You are resistant to all non magical damage, and are counted as both a construct and an aberration. You do not have to eat or drink. Additionally, your AC = 10 + your constitution bonus.
Awakened. Your intelligence score cannot be higher or lower than 8, even if a magical effect would increase or decrease it.
Abnormal. You cannot obtain feats.
Energetic Strikes. You are proficient with your unarmed attacks, and they do 1d4 damage. You can change the damage type of your unarmed strikes as a bonus action, but they cannot be bludgeoning, piercing, or slashing. Your unarmed strikes count as magical.
Piezoelectric. You can fit through any space that is as small as 1 inch without squeezing.
Conservation of Energy. When you die, you have the ability to be revived as long as magical damage equal to your maximum hit points is done to your body (the damage cannot be done by a cantrip), sort of like a defibrillator. If you have been dead for over 24 hours, your body disperses into the world, and you cannot be brought back, unless a wish spell is cast.
Languages. {{{languages}}}

Coalescent (Class)[edit]

Coalescent’s are usually quite simple. They go about their lives, eating ambient arcane energy to sustain themselves, and not being bothered by other living creatures because of its sedentary lifestyle. However, when a Coalescent is targeted by an awakening spell, it becomes sentient. Now more than a clump of Wild Magic, it has feelings, wants, emotions, desires, and can speak! With its awakening, its strange nature gives way to much, much more power.

Creating a Coalescent[edit]

You just gained sentience! How did you become awakened? There are many ways that it could have happened, so, get creative with it!

After gaining sentience, you gained a primal understanding of your newfound power. Did you immediately try to go into society, or did you try to hide, knowing that people probably wouldn’t trust a talking cloud of energy.

What is your goal? You just gained sentience, your motivation could literally be anything. Infinite possibilities means infinite creativity! Have fun!

Quick Build

You can make a Coalescent quickly by following these suggestions. First, Constitution should be your highest ability score as you’re going to need the hit points.

Class Features

As a Coalescent you gain the following class features.

Hit Points

Hit Dice: 1d4 per Coalescent level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Coalescent level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Two of your choice.
Skills: All skills.

Equipment

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

  • (a) Nothing or (b) Nothing.

Table: The Coalescent

Level Proficiency
Bonus
Features
1st +2 Wild Surge
2nd +2 Coalescence
3rd +2 Energetic Strikes II
4th +2 Ability Score Improvement, Nuclear Fusion
5th +3 Extra Attack
6th +3 Energetic Strikes III
7th +3 Saturated Surge
8th +3 Ability Score Improvement, Gluonic Coalescence
9th +4 Energetic Strikes IV
10th +4 Extra Attack
11th +4 Awakened Evolution
12th +4 Ability Score Improvement, Energetic Strikes V
13th +5 Strange Coalescence
14th +5 Superior Surge
15th +5 Energetic Strikes VI, Extra Attack
16th +5 Ability Score Improvement, Awakened Evolution II
17th +6
18th +6 Energetic Strikes VII
19th +6 Ability Score Improvement
20th +6 Pure Energy, Extra Attack

Wild Surge[edit]

At 1st level, you tap into your body, which is composed of awakened Wild Magic, in order to cause a Wild Magic event to happen to your opponent. Seeing that you are made of Wild Magic, you have a much better control over this wild mana than even those Sorcerers who are born with it, so the Wild Magic caused by this feature does not affect you or your allies, unless you decide to make it affect you. (You roll from a Wild Magic Surge table that your DM allows you to use). This feature can be used a number of times equal to your constitution modifier + your proficiency bonus per long rest.

Coalescence[edit]

At 2nd level, you learn that because you’re basically just a cloud of energy, that you can take yourself apart and fuse yourself to the molecular structure of your opponent, to take over their body. As an action, you may move into the square that an enemy creature is occupying. When you do this, the enemy creature must make a DC 10 + your constitution bonus strength saving throw. If the enemy creature fails their saving throw, then you fuse with it. The best stats of both creatures are kept in the fusion, including AC, and the hit points of both creatures are added together. All of the features, traits, and abilities of both creatures can be used other than this one. Every turn after the fusion takes place, the fusion takes 10 damage. If the fusion is reduced to 0 hit points, the creature you fused with dies, and you will have one level of exhaustion. This feature can be used a number of times equal to your constitution modifier per long rest.

Energetic Strikes II[edit]

At 3rd level, your Energetic Strikes now deal 2d4 rather than 1d4.

Nuclear Fusion[edit]

At 4th level, your body begins to act in the same way a star does. The time it takes you to accomplish a long rest takes half the time now, at 4 hours rather than 8.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase two ability scores of your choice by 2, four ability scores of your choice by 1, or one ability score by 3 and another ability score by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you gain an additional attack.

Energetic Strikes III[edit]

At 6th level, your Energetic Strikes now deal 2d4 rather than 1d4.

Saturated Surge[edit]

At 7th level, when using the Wild Surge feature, you can now make the targeted creature experience two wild magic events off of the Wild Magic Surge table instead of one. Of course, you still have to roll for both effects.

Gluonic Coalescence[edit]

At 8th level, your body has absorbed more Gluons from the environment, making you much stronger. Your Maximum Hit Points increase by a number equal to double your constitution modifier. Additionally, while using the Coalescence feature, you may take a single trait from the creature you fused with, to be permanently added to your own.

Energetic Strikes IV[edit]

At 9th level, your Energetic Strikes now deal 3d4 rather than 2d4.

Extra Attack[edit]

At 10th level, you gain a second additional attack.


Awakened Evolution[edit]

At 11th level, your intelligence score increases by 2.

Energetic Strikes V[edit]

At 12th level, your Energetic Strikes now deal 4d4 rather than 3d4.

Strange Coalescence[edit]

At 13th level, you have absorbed mass amounts of more than just Gluons. Now, you’ve absorbed Strange Quarks, and their own absorption properties. you can now steal two traits from a creature that you fuse with using the Coalescence feature. Additionally, after a fusion has ended, you take 10% of the creature's maximum hit points rounded up and permanently add them into your own.

Superior Surge[edit]

At 14th level, the reach of the Wild Surge feature doubles, from 30ft, to 60ft.

Energetic Strikes VI[edit]

At 15th level, your Energetic Strikes now deal 5d4 rather than 4d4.

Extra Attack[edit]

At 15th level, you gain a third additional attack.

Awakened Evolution II[edit]

At 16th level, your intelligence score increases by 2 once more.

Energetic Strikes VII[edit]

At 18th level, your Energetic Strikes now deal 6d4 rather than 5d4.

Pure Energy[edit]

At 20th level, you gain a fourth additional attack. Additionally, when your hit points reach 0, you can choose to explode in a glorious supernova, dealing 1d12 damage to everything in a 20 foot radius to yourself. A number of d12’s equal to your constitution modifier are added onto the damage.

Multiclassing[edit]

You cannot multiclass into this class.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: