Culler (5e Class)
Culler[edit]
Cullers are warriors who wield pain as both a tool and a weapon, sacrificing their own vitality to unleash devastating power. They revel in the chaos of battle, imposing crippling disadvantages on their enemies while dealing immense damage—but always at a personal cost. Theirs is a path of brutal determination, where every wound fuels their ferocity and every sacrifice sharpens their resolve.
Power Through Pain[edit]
Masters of self-inflicted sacrifice, Cullers thrive on the razor’s edge of life and death. Their reckless fighting style leaves them vulnerable, but the destruction they unleash makes it a gamble few opponents survive. To face a Culler is to face a whirlwind of desperation and devastation, a foe who fights hardest when the odds are most dire.
The Cost of Glory[edit]
For a Culler, every battle is a test of endurance and willpower. They push their bodies to the brink, viewing pain as a gateway to untapped strength. This relentless pursuit of power often leaves them scarred, yet their resolve only deepens with each confrontation. Whether fueled by vengeance, survival, or a desire to prove their might, Cullers show the world that victory is worth any cost.
Creating a Culler[edit]
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What drives your character to embrace pain as a source of power? Do they see it as a necessary evil, a sacred rite, or a personal choice? How does your character cope with the scars—physical and emotional—left by their self-inflicted sacrifices? Does your character's willingness to harm themselves inspire awe or concern in their allies? How do they feel about the reactions of others? Is there a line your character won’t cross in pursuit of victory, or are they willing to risk everything for their goals?
- Quick Build
You can make a Culler quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, Intelligence, or Wisdom, based on what thirst you choose. Second, choose the Haunted One background. Third, choose a greatsword, two handaxes, and an explorer's pack.
Class Features
As a Culler you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Culler level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Culler level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) greatsword or (b) any martial melee weapon
- (a) two handaxes or (b) a shortbow or (c) any simple melee weapon
- (a) an explorer's pack or (b) a dungeoneer's pack
- four javelins
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style, Satiate |
2nd | +2 | Bloodlust, Stage 1 - Scent |
3rd | +2 | Thirst |
4th | +2 | Ability Score Improvement, Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Stage 2 - Want, Thirst Feature |
7th | +3 | Target, Madness |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | Control, Lust for Intimidation |
10th | +4 | Stage 3 - Need |
11th | +4 | Thirst Feature |
12th | +4 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | Scream |
14th | +5 | Stage 4 - Crescendo |
15th | +5 | Shatter |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | Thirst Feature |
18th | +6 | Stage 5 - Harvest |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | Last Stand |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Great Weapon Fighting (PHB). 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.
- Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Satiate[edit]
You can desecrate a body to relieve yourself of your thirst. As an action, you can drink the blood of a body that hasn't been dead for longer than 1 minute. You regain hit points equal to half your level, rounded down (minimum of 1) plus your Constitution bonus. You may choose to exit from any number of your bloodlust stages. Additionally, any creature of your choice that can see you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of their turn, ending the effect on themselves as a success.
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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.
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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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