Commandment of Patience (5e Class)

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<Commandment of patience>[edit]

    1. Class: Commandment of Patience
[Caption, art credit, link to source]
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      1. Quick Build

You can make a Commandment of Patience quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Third, choose a greatclub and a shield as your equipment choices.

Class Features

As a Commandment of Patience you gain the following class features.

Hit Points

Hit Dice: 1d10 per Commandment of Patience level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Commandment of Patience level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Intimidation, Nature, Perception, Survival

Equipment

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

  • (a) Greatclub or (b) Battleaxe
  • (a) Shield or (b) Any martial weapon
  • Explorer's pack
  • Set of medium armor
  • If you are using starting wealth, you have 2d4 × 10 gp in funds.

Table: The Commandment of Patience

Level Proficiency
Bonus
Features
1st +2 Giant's Strength
2nd +2 Earth Manipulation
3rd +2 Stone Form
4th +2 Ability Score Improvement
5th +3 Seismic Strike
6th +3
7th +3 Giant's Aura
8th +3 Ability Score Improvement
9th +4
10th +4 Master of Earth
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Earth Colossus
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Guardian of Giants
19th +6 Ability Score Improvement
20th +6 Avatar of Earth
      1. Giant's Strength

At 1st level, the strength of a giant flows through you. When you hit a melee attack, you can add your Wisdom modifier to the attack's damage.

      1. Earth Manipulation

At 2nd level, you can manipulate the earth around you. You gain the ability to cast the *Mold Earth* spell without expending spell slots. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and you regain all uses after a long rest.

      1. Stone Form

At 3rd level, as a bonus action, you can turn part or all of your skin into stone, gaining +2 to your Armor Class (AC) for 1 minute. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and you regain all uses after a long rest.

      1. Seismic Strike

At 5th level, you can channel your strength into a devastating strike that causes a tremor. As an action, you can slam the ground, forcing all creatures within 10 feet of you to make a Dexterity saving throw against your Spell Save DC. On a failed save, creatures fall prone and take 2d6 bludgeoning damage. On a successful save, they take half damage and do not fall prone. The damage increases to 3d6 at 10th level and 4d6 at 15th level.

      1. Giant's Aura

At 7th level, your presence commands respect and fear. You gain advantage on Charisma (Intimidation) checks. Additionally, allies within 10 feet of you gain resistance to bludgeoning damage.

      1. Master of Earth

At 10th level, you can use *Mold Earth* at will and can cast *Wall of Stone* once per long rest.

      1. Earth Colossus

At 14th level, as an action, you can become an Earth Colossus for 1 minute. During this time, you gain the following benefits: - You have resistance to all damage except psychic damage. - Your size increases by one category. - Your melee attacks deal an additional 1d6 damage.

You can use this ability once per long rest.

      1. Guardian of Giants

At 18th level, you become a legendary figure among giants. You can summon earth elementals as if using the *Conjure Elemental* spell once per long rest.

      1. Avatar of Earth

At 20th level, you become a true master of the earth. You can use your Stone Form and Seismic Strike without limits. Additionally, when you use Earth Colossus, it lasts for 10 minutes and you regain the ability after a short or long rest.

      1. Ability Score Improvement

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

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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Commandment of Patience

      1. Class Overview
    • Class**: Commandment of Patience
    • Prerequisites**: Race: Giant, minimum Strength 15, minimum Wisdom 13
    • Role**: Melee combatant, controller
    • Hit Dice**: d10 per level of Commandment of Patience
        1. Class Skills
    • Armor**: Light armor, medium armor, shields
    • Weapons**: Simple weapons, large melee weapons
    • Tools**: None
    • Savings Tests**: Strength, Wisdom
    • Skills**: Choose two from Athletics, Intimidation, Nature, Perception, Survival
        1. Starting Equipment

- A large melee weapon - A shield - A set of medium armor - An explorer kit

      1. Class Skills
        1. Level 1: Giant Strength
    • Description**: The strength of a giant flows through you. When you land a melee attack, you can add your Wisdom modifier to the attack's damage.
        1. Level 2: Earth Manipulation
    • Description**: You can manipulate the earth around you. You gain the ability to cast the *Move Earth* spell without spending magic points. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and it regains all uses after a long rest.
        1. Level 3: Stone Form
    • Description**: As a bonus action, you can turn some or all of your skin to stone, gaining +2 Armor Class (AC) for 1 minute. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and it regains all uses after a long rest.
        1. Level 5: Seismic Strike
    • Description**: You can channel your strength into a devastating blow that causes a tremor. As an action, you can slam the ground and force all creatures within 10 feet of you to make a Dexterity saving throw against your Spell DC. On a failed save, the creatures fall to the ground and take 2d6 bashing damage. On a success, they take half damage and do not fall. The damage increases to 3d6 at 10th level and 4d6 at 15th level.
        1. Level 7: Giant Aura
    • Description**: Your presence commands respect and fear. You gain advantage on Charisma (Intimidation) checks. Additionally, allies within 10 feet of you gain resistance to bashing damage.
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