Colossus (5e Class)

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Colossus[edit]

Colossus are beings who become one with nature, beings who channel the purest force of nature into their bodies to face the largest and most powerful creatures in the world. Unlike common barbarians, who define themselves solely on fury and brute strength, the Colossus has a special connection with nature, with the colossus' strength being something that cannot be learned, but something given as a blessing by nature itself.

Creating a colossus[edit]

Quick Build

You can make a colossus by following the following suggestions: Constitution should be your highest ability followed by strength, that's all that matters, the background decides which one you want.

Class Features

As a Colossus you gain the following class features.

Hit Points

Hit Dice: 1d12 per Colossus level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Colossus level after 1st

Proficiencies

Armor: None
Weapons: simple and martial
Tools: None
Saving Throws: Strength, Constitution
Skills: chosse two of four: Athletics, intimidation, insight, perception

Equipment

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

  • (a) explorers pack or (b) dungeoneer pack
  • (a) 2 axes or (b) any Martial weapon
  • If you are using starting wealth, you have 2d4 x 10gp in funds.

Table: The Colossus

Level Proficiency
Bonus
Features
1st +2 Nature's Rage 0
2nd +2 Earth Resistance, Blessing of the Earth 2
3rd +2 Awakening of the Colossus 3
4th +2 Ability Score Improvement, Pulse of Nature 4
5th +3 Extra Attack, Blessing of the Wind 5
6th +3 Power of the Elements, Nature's Warning 6
7th +3 Nature's Warning, Friend of Nature 7
8th +3 Ability Score Improvement 8
9th +4 Ring Of Fire 9
10th +4 Barrage Of Spikes 10
11th +4 Path of the Elements Feature, Elemental Protection 11
12th +4 Ability Score Improvement 12
13th +5 Wind Eyes 13
14th +5 Elemental Mix 14
15th +5 Ball Of Elements 15
16th +5 Ability Score Improvement 16
17th +6 Path of the Elements Feature 17
18th +6 Water Waves 18
19th +6 Ability Score Improvement 19
20th +6 Elemental Restart 20

Nature's rage[edit]

In battle, In battle you fight with the overwhelming force of nature. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • Once per turn, when you make a melee weapon attack using Strength and hit, you can create a shockwave that deals an additional 1d4 force damage to the target and creatures within 5 feet of it. This range increases to 10 feet when you reach level 6, and the damage increases to 1d6 at level 14.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your Nature's rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Earth resistance[edit]

While you are not wearing any armor, your Armor Class is equal to 10 + your Strength modifier + your Constitution modifier.

Blessing of the Earth[edit]

At level 2 You gain a form of perception that works like seismic radar. When you are in contact with the ground, you have advantage on Wisdom (Perception) checks to detect creatures within 30 feet of you that are touching the same ground. You can perceive the presence and movement of creatures and mechanisms, even if they are hidden or invisible, as long as they are in direct contact with the ground.

awakening of the colossus[edit]

At level 3 you begin to awaken the true potential of nature power.

Transformation of the Colossus

When you rage, you can choose to invoke Colossus Transformation, becoming a being that has become one with nature. In doing so, you gain the following additional abilities for the duration of the rage:

Its size increases from medium to large (if it is already large, its size does not increase).

Your melee attacks now have an additional 5 feet range.

If an attack hits a creature or object, you can push it back 5 feet unless it succeeds on a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus.

Pulse of Nature[edit]

Like a true Colossus, you can channel the essence of nature beneath your feet to create a powerful shockwave. As an action, you can slam the ground with tremendous force, causing a wave of energy to expand 15 feet around you. Creatures in this area must make a Strength saving throw against your spellcasting DC. On a failure, they are knocked prone and take bludgeoning damage equal to your Colossus level plus your Constitution modifier. On a success, they take half damage and are not knocked prone. This ability can be used a number of times equal to your Constitution modifier (minimum of 1), the range increases to 30 ft at level 14, you recover its uses after a short or long rest.

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]

Starting at 5th level you gain an extra attack as the nature power increased your attributes.

Blessing of the Wind[edit]

Upon reaching 5th level, you receive the blessing of the wild winds, which empower you to defy gravity and glide across the landscape like a true Colossus of nature, now your speed increases by 10 feet, and once per long rest you can channel all the force of the wind into your body doubling your speed for 3 turns but after that your speed will drop to 1/3 of the original, you must take a short rest to recover 1/3 of her standard speed until she fully recovers or takes a long rest.

Power of the Elements[edit]

Starting at 6th level When you rage, you can choose a weapon you're holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the throwing property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it will reappear in your hand the instant you hit or miss a target. The benefits of the infused weapon are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to one of the damage type options above.

Nature's Warning[edit]

Starting at 7th level you have advantage on initiative rolls as the elements hone your Sense.

Friend of Nature[edit]

Starting at 7th level, your connection to nature deepens, allowing you to ask simple favors from the very essence of nature. As an action, you can make a request to nature to perform a simple task that is within your natural capabilities. This may include opening a river crossing, creating a temporary stone bridge, calming a localized storm, sprouting plants to provide cover, or creating a gentle breeze to disperse fog or smoke. The request must be reasonable and something that nature can do on its own without additional magical intervention. The DM determines the outcome of your request based on the current situation and circumstances. You can use this ability a number of times equal to your Strength modifier (minimum of 1), regaining its uses after completing a long rest.

Fire Blessing[edit]

Starting at 9th level, your connection with nature expands and nature blesses you with the blessing of fire. You gain resistense to fire damage. Additionally, when you are outdoors and the sun is visible Your damage from melee and ranged attacks is increased by 1d4. This extra damage is fire damage, in addition you can choose to release a light from you that shines up to 40ft.

Titanic Blow[edit]

Starting at 10th level, once per long rest you can channel all your energy to deliver a devastating blow, when striking you deal double the damage and everyone in a 30ft cone must make a constitution test, in case of failure the targets behind will be pushed back 30ft and will fall to the ground, if successful they will not fall and will only be pushed half the distance.

After using the skill, the user will gain two levels of exhaustion due to the force used.

Unbreakable Vigor[edit]

Starting at 11th level, your connection to nature and titanic strength allow you to resist fatal wounds. If you drop to 0 hit points and don't die immediately, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead of 0.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Water Blessing[edit]

Starting at level 13 your connection with nature is now like friends so it gifts you with another blessing, You can breathe underwater, allowing you to remain submerged indefinitely without suffocating, and you also gain a swimming speed equal to your walking speed.

Demiurgic Colossus[edit]

Starting at 14th level, The primordial power of your energy intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice).

Abundant Energy[edit]

Starting at level 15th, Your nature energy is so big that your transformation only ends sooner if you become unconscious or decide to end it.

Elemental Mastery[edit]

Now you can try to imbue your weapon with up to two elements, if the weapon is common make a DC 22 strength test. In case of failure, the weapon breaks. In case of success, the elements are imbued, if the weapon is special or has a resistant material, the weapon will not break.

Colossal Streanth[edit]

Starting at 18th level, if the total of a Strength check is less than your Strength score, you can use that score in place of the total.

Son of Nature[edit]

Starting at level 20th you gain the following ability:

Primal Intervention

Once a day, you can call upon the direct assistance of nature itself to intervene in a desperate situation. You can ask nature to perform a large task that is within your natural capabilities, such as calming a catastrophic storm, sprouting a forest in a desolate area, or even summoning an elemental manifestation to aid in an epic battle. The DM determines the outcome of the intervention based on the present situation and circumstances.

(Optional) Primordial Rage

When you die, nature responds with overwhelming fury at the loss of one of its Children. All natural elements around you are ignited with primordial energy, emanating an aura of destruction and revolt.

Nature's Storm: A fierce storm instantly forms over the area where you fell, covering a 1-mile radius around you. Lightning strikes from the sky, howling winds devour the landscape and torrential acid rains flood the land. All creatures, except those that are native or in harmony with nature, take 10d10 thunder, lightning, or acid damage (DM's choice) each turn while they remain in the storm's area.

Savage Earthquake: The ground shakes violently with the earth's own grief at the loss of its children. Devastating earthquakes rip through the landscape, creating deep fissures and sending rocks and debris flying. All creatures in the area of ​​the earthquake must make a Dexterity saving throw against a DC of 25. On a failed save, they take 10d10 bludgeoning damage and are knocked prone. On a success, they take half damage and are not knocked prone.

Volcanic Explosion: The ground cracks and opens, releasing a torrent of lava and infernal heat. Columns of fire erupt from the fissures, sending red-hot rocks and burning ash into the air. All creatures in the explosion area must make a dc 25 Dexterity saving throw. On a failed save, they take 10d10 fire damage and are engulfed in boiling lava. On a success, they suffer half the damage and can avoid the most dangerous areas of the explosion.

Frenzied Tornado: A gigantic tornado forms in the area of ​​your landing, spinning in a frenzy of powerful winds and relentless destruction. Creatures in the area of ​​the tornado must make a dc 25 Dexterity saving throw. On a failed save, they take 10d10 piercing wind damage and are carried away by the tornado, taking an additional 5d10 damage each turn while they remain inside it. On a success, they take half the damage and are able to stand their ground against the tornado's violent winds.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into colossus class, you must meet these prerequisites: This class cannot have a multiclass.

Proficiencies. When you multiclass into the colossus class, you gain the following proficiencies: None

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