D'ivers (5e Class)
D'ivers[edit]
A group of druids delved deep into the ancient histories of magic. They despised the civilization around them and sought more power in order to destroy that world. Their beast forms were insufficient, what good was one animal on the field of battle, when thousands of beasts were needed. Through the intense studies of ancient, perverse magics, those druids found their answer. They went from being a single being to being thousands, and they slaughtered armies with ease. However, that ancient magic spread out like a virus, and the newly created druids only realized later that what they thought was an ancient gift, was truly a terrible curse. The D'ivers, as they called themselves, were only a small misstep away from a lifetime of madness, and the loss of their humanity. For those with the D'ivers affliction, your power will grow, but beware the dangers on the side of the road. As with all D'ivers, you also have a hatred for civilization, and desire to put yourself into the path of human progress.
Creating a D'ivers[edit]
How did your character come to obtain the power of D'ivers? Did it acquire it through dark magic, or did they receive the ancient curse from a different D'ivers? Why does your character dislike civilization? Does your character embrace their new power as a gift, or do they fear the dangers that it holds?
- Quick Build
You can make a D'ivers quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
Class Features
As a D'ivers you gain the following class features.
- Hit Points
Hit Dice: 1d8 per D'ivers level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per D'ivers level after 1st
- Proficiencies
Armor: light armor, medium armor, and shield (D'ivers do not wear metal armor or use metal shields)
Weapons: simple weapons
Tools: none
Saving Throws: Charisma and Constitution
Skills: Choose two from Arcana, Animal Handling, Deception, History, Intimidation, Nature, Persuasion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded or (b) Leather
- (a) A simple melee weapon or (b) A simple ranged weapon
- (a) Explorer's Pack or (b) Scholar's Pack
- (a) A symbol of nature or (b) A symbol of destruction
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||||
1st | +2 | Veering, Animal Madness | - | - | — | — | — | — |
2nd | +2 | Call of the Wild | - | - | — | — | — | — |
3rd | +2 | D'ivers Calling | 2 | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 4 | 3 | — | — | — |
5th | +3 | D'ivers Calling Feature | 2 | 4 | 3 | — | — | — |
6th | +3 | Small Veering | 2 | 4 | 3 | — | — | — |
7th | +3 | Voiceless Communication | 2 | 5 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | — | — |
9th | +4 | Medium Veering | 2 | 6 | 4 | 2 | — | — |
10th | +4 | D'ivers Calling Feature | 3 | 7 | 4 | 3 | — | — |
11th | +4 | The Nature of the Beast | 3 | 8 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | — | — |
13th | +5 | Huge Veering | 3 | 9 | 4 | 3 | 2 | — |
14th | +5 | Sensory Improvement | 3 | 10 | 4 | 3 | 2 | — |
15th | +5 | Gargantuan Veering, D'ivers Calling Feature | 3 | 10 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | — |
17th | +6 | Timeless Body | 3 | 11 | 4 | 3 | 3 | — |
18th | +6 | Small Veering | 3 | 11 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 1 |
20th | +6 | The Final Form | 3 | 13 | 4 | 3 | 3 | 1 |
Veering[edit]
Starting at 1st level the D'ivers has the ability to veer into it's animal form. Pick a beast creature that is tiny size and CR 1 or less. As an action, you can veer into that beast. In that same action, you can make "copies" of yourself within 5 ft of yourself or one of your "copies". There is no "original" you. All of "you" are the same. From this point all of you and your copies will be collectively defined as your pack for purposes of understanding your Veer. For all purposes, you, is the entire pack. The total CR of your pack cannot go over 1. Your pack have separate HP, stats, AC, and movement for each beast. Your pack share everything else, including mind, actions, turn, initiative order, and etc. If one of your pack member is effected by a mind effect, like charm, all of your pack is effected by mind effect. You can Veer unlimited amount of times.
While you are transformed, the following rules apply:
- Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them.
- When you transform, you assume the beast's Hit Points and Hit Dice.
- You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. * * Transforming does break your Concentration on a spell you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
- You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.
- Reverting back
Reverting back is no easy task when you are in multiple places at once. As a bonus action, you can attempt to revert back by touching as many pack members together. For each pack member that is not touching you or dead, you lose HP equal to their max health. Additional, you lose health for every lost health from any pack member that you are touching. You cannot automatically die from this. If your HP falls to 0 after reverting, your character is unconscious, with zero hit points, and in unstable condition, requiring you to begin making life/death saving throws.
Any creatures are not part of reverting becomes separated.
- Separation
Whenever one of your pack members are not part of Reverting back or 1 mile away from another pack member, they become separated. Make a wisdom saving throw vs 20 + your proficiency bonus. On a fail, they become normal beast with no memories of their previous life. On a success, they become their own person. They have a copy of your memories but they start at level 1. They permanently only can Veer into one beast, instead of many beasts. The DM can choose to take control of one of your separated creatures. They may make it act in the way the DM believes your character would act but as time and experience passes, they can act differently from the original. It is common for the copy to desire to kill the original person.
Animal Madness[edit]
There are consequences for staying within the Veer form for too long. The D'ivers can stay in it's Veer form for up to a quarter of your class level per day, rounded down (1-4 is 1hr, 5-8 is 2hrs, etc.) without consequences. This time limit reset after a short or long rest in your normal form. For every minute after allotted time, the D'ivers will need to make a Wisdom saving throw vs DC 10. On a fail, D'ivers gain one level of insanity. D'ivers lose one level of insanity after short or long rest.
After the first level of insanity, the D'ivers cannot cast any spells.
After the second level of insanity, the D'ivers can no longer differentiate between friend and foe.
After the third level of insanity, the D'ivers looses the ability to control all of its different creatures and can only control one of them (The DM gains control of the other creatures).
After the fourth level of insanity, the D'ivers looses the desire to return to it's human form, although it can still be convinced to.
After the fiftieth level of insanity, the D'ivers forgets how to revert back to it's human form, forgets that it was once a human, has it's intelligence score fall to the intelligence score of the beast it is controlling, and can only be returned to its original form by certain spells (at the DMs discretion).
Call of the Wild[edit]
Starting at 2nd level, the D'ivers can use it's connection to the animal world to cast the Speak with Animals spell at will. This does not count against your total spells known.
D'ivers Calling[edit]
Starting at 3rd level, your d'ivers will hear it's calling to either the Calling of Nature or the Calling of Destruction. Your d'ivers will gain different features based upon it's calling at levels 3, 5, 10, and 15.
Ability Score Increase[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.
Small Veering[edit]
Starting at 6th level, you can replace your current beast with a new beast creature that is small size or smaller and CR 2 or less. Your pack collectively can be up to CR 2.
Voiceless Communication[edit]
Starting at 7th level you can communicate into the minds of those around you telepathically, even while in beast form.
Medium Veering[edit]
Starting at 9th level, you can replace your current beast with a new beast creature that is medium size or smaller and CR 3 or less. Your pack collectively can be up to CR 3.
The Nature of the Beast[edit]
Starting at 11th level, you gain power from consuming flesh in beast form. As a beast, if you eat a creature, that one beast regain a quarter of the dead creatures max hit points. Hit points gained cannot exceed maximum hit points available. The DM can decide how long it would take to eat various creatures.
Huge Veering[edit]
Starting at 13th level, you can replace your current beast with a new beast creature that is huge size or smaller and CR 4 or less. Your pack collectively can be up to CR 4.
Sensory Improvement[edit]
Starting at 14th level, your senses have become enhanced by your control over your beast form. You gain advantage on perception saving throws, 60 ft of darkvision, and the ability to track with scent.
Gargantuan Veering[edit]
Starting at 15th level, you can replace your current beast with a new beast creature that is huge size or Gargantuan and CR 5 or less. Your pack collectively can be up to CR 5.
Timeless Body[edit]
Starting at 17th level, your body stops aging. Your character will not grow old, and has resistance to disease.
Final Veering[edit]
Starting at 18th level, you become more in tuned with your Veer form. You can enter Veer as a bonus action. you can replace your current beast with a new beast creature that is CR 6 or less. Your pack collectively can be up to CR 6.
The Final Form[edit]
At level 20, you can stay in your Veering unlimited amount of time. Additional, when you Reverting back, you do not lose any health.
Call of Nature[edit]
Through veering into the body of animals, you have come to realize that civilization does not need to be hated, and that you should instead work to preserve the beauty and wildness of the natural world.
Spellcasting[edit]
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
- Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. Spell Slots
The D'iver Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and evocation spells on the druid spell list.
The Spells Known column of the Druid Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an conjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your druid spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
The Power of Regeneration[edit]
Starting at 5th level, your d'ivers can heal your self. While you are in Veer form, you can use a bonus action to expend one spell slot to regain 1 hit points to each creature in your pack per level of the spell slot expended.
Death Forest[edit]
Starting at 10th level your d'ivers gains the ability to transform itself into living plant type creatures instead of animals.
The Gifts of Nature[edit]
Starting at 15th level your d'ivers gains the ability to use the fly spell at will, without consuming a spell slot. Your d'ivers also gains an additional 3 natural AC as your skin hardens to be similar to an animals hide.
Call of Destruction[edit]
After veering into the body of beasts, you realize that there is no hope for civilization and nature to coexist peacefully, and one of them must be destroyed if the other one will live.
Spellcasting[edit]
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
- Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots
The D'iver Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the necromancer and evocation spells on the wizard spell list.
The Spells Known column of the Druid Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an necromancer or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an necromancer or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Magical Destruction[edit]
Starting at 5th level, your attacks in Veer form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Dark Presence[edit]
Starting at 10th level animals will run away from you if they notice you, and creatures who can use some level of divination can sense the dark aura about you. For most creatures, this will cause them to do what you want, however, there are creatures who will seek to hunt you down due to your dark presence.
You have advantage in intimidation checks.
The Power of the Hoard[edit]
Starting at 15th level, all of the creatures you control in your beast shape will gain an additional plus 2 to each attack and damage roll.
Multiclassing[edit]
Most D'ivers don't multiclass.
Prerequisites. To qualify for multiclassing into the D'ivers class, you must meet these prerequisites: Charisma of 17, Wisdom of 17, Constitution of 17.
Back to Main Page → 5e Homebrew → Classes