Depths Spearman (5e Class)
Depths Spearmen[edit]
Soldier of the Depths[edit]
Demon's spearmen are cursed warriors, imbued with the power of the depths and bound to its service, acting as agents of the shadow chaos, spreading its influence through the overworld and carrying forward the will of the drowned gods.
- Quick Build
You can quickly build a Depths Spearman by following these steps: First, Dexterity should be your highest ability score, followed by Constitution or Charisma. Second, choose the outlander background.
Class Features
As a Depths Spearmen you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Depths Spearmen level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Depths Spearmen level after 1st
- Proficiencies
Armor: All armor, shields.
Weapons: Simple weapons
Tools: smithing tools.
Saving Throws: Dexterity, Intelligence.
Skills: Pick two from Athletics, Deception, Intimidation, Perception, Religion, Stealth, and Acrobatics.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One of the following: a spear; a pike; a lance; a glaive; a halberd; a trident; or a javelin.
- 5 javelins.
- (a) leather armor or (b) chain mail or (c) scale mail.
- (a) An explorer’s Pack or (b) a dungeoneer’s Pack.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Depths Armor, Spearman Training, Abyssal Spear |
2nd | +2 | Fighting Style, Abyssal Backlash |
3rd | +2 | Cursed Path, Frightful Presence |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Magical Spear, Deep Resistance |
7th | +3 | Cursed Path Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Improved Critical |
10th | +4 | Improved Demonic Armor |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Depths Gift |
14th | +5 | Cursed Path Feature |
15th | +5 | Unwavering Mind |
16th | +5 | Ability Score Improvement |
17th | +6 | Abyssal Hate |
18th | +6 | Cursed Path Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Demon Lord's Champion |
Depths Armor[edit]
At 1st level, you can summon an armor made of depths materials, forming a type of carapace around your body. While you are unarmored, your armor class equals 13 + your Dexterity modifier.
By 10th level, it hardens and your armor class equals 15 + your Dexterity modifier, and you may also, as an action, form a fiendish shield.
Spearman Training[edit]
At 1st level, your extensive training with polearms made you a master with them. You have proficiency with the spearman's weapons, which are: spear, pike, lance, glaive, halberd, trident, javelin.
You can add your Dexterity modifier, instead of Strength, to the attacks and damage rolls with those weapons.
Abyssal Spear[edit]
Finally, at 1st level, you are granted an abyssal spear, as a symbol of your bond with the drowned gods. The abyssal spear can be summoned or shunned back to the depths as a bonus action. When you summon the spear, or as a bonus action at each subsequent turn, you can choose one of the following forms for it: spear, pike, lance, glaive, halberd, trident, javelin. In addition, you can never be disarmed from this weapon.
You can transform one magic weapon into your abyssal spear by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. When you do so, your abyssal spear gain the magical properties of that magical weapon, regardless of the form chosen. The original weapon also keeps its damage dice and weapon properties/features, with the addition of the “Abyssal slash” feature. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your abyssal spear if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the abyssal plane when the bond breaks.
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.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
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.
- Defensive
Whenever a friendly creature within 5 feet is attacked with a melee weapon, You may use your reaction to impose disadvantage on that attack, using your weapon to knock it aside if it misses. If your weapon has the reach property, the range of this feature is extended to 10 feet.
- Spear Weapon Fighting
When fighting with a spear, pike, lance, glaive, halberd, trident, or a javelin. Upon finishing a melee weapon attack, you can move 5 feet without provoking opportunity attacks.
Abyssal Backlash[edit]
Starting at 2nd level, when you are harmed in combat, you can unleash a wave of rage, materialized in demonic flames. You can cast Death Flame: Eruption a number of times equal to your int or cha modifier (minimum once).
Cursed Path[edit]
At 3rd level, you choose a Cursed Path. Whichever path you choose, you gain features at 3rd level, and again at 7th, 14th, and 18th levels. You may choose the Path of Blood, Path of the Beast, or the Path of the Shadow.
Frightful Presence[edit]
Starting at 3rd level, you gain a frightful aura. As an action, a creature of your choice within 20 feet must make a Wisdom saving throw against a DC = 8 + your proficiency + your int or cha modifier or become frightened of you for one minute. You have two uses of this feature, which you regain upon finishing a long rest.
Ability Score Improvement[edit]
When you reach the 4th level, and again at 6th, 8th, 10th, 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]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.
Magical Spear[edit]
At 6th level, attacks with the abyssal spear are considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.
Deep Resistance[edit]
Starting at 6th, when you finish a short or a long rest, you can tap into the layers of the depths to gain resistance to one of the following damage types: cold, fire, necrotic or poison damage. You can change the chosen damage type at the end of each rest.
Improved Critical[edit]
Starting at 9th level, when you make an attack roll using your spearman's weapons, you score a critical hit on a roll of 19 or 20 on the d20.
Depths Gift[edit]
At 13th level, once in each of your turns, you can add a bonus equal to your proficiency bonus to one of your attack rolls made with your spearman's weapons.
Unwavering Mind[edit]
Starting at 15th level, you have a advantage on Intelligence, Wisdom and Charisma saving throws against any effects that would cause you the following conditions: charmed, frightened, paralyzed, or stunned.
Darkened Hate[edit]
At 17th level, you gain the ability to release your hatred in a wave of power. When you hit a creature with a spearman's weapon, you can choose to deal additional damage equal to 6d12. Due to the chaotic nature of the dark energy channeled by you, roll a d6 to determine the damage type:
1. acid
2. cold
3. fire
4. necrotic
5. poison
6. psychic
In addition, you become immune to the damage type rolled until the end of the combat, as the residual dark energy from the attack courses through your body.
You can use this feature twice, being unable to use it again until you finish a long rest.
Drowned god’s Champion[edit]
When you reach the 20th level, you are at the peak of a spearman's power, and you are bound to a drowned god. Pick one gift, and receive benefits accordingly.
- The gift of rot
Once in each of your turns, when you hit a creature with an attack made with one spearman's weapon, you can choose to inflict a rotting curse. When you do so, you deal an additional 1d12 damage with the attack, and 1d12 additional damage on the start of each of the creature's turns, for 1 minute. The damage is necrotic or psychic. In each of its turns, the creature can make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your int or cha modifier to end the rotting effect.
When you hit a creature already afflicted with the rot, you can choose to deal additional 2d12 damage on a successful attack.
You gain the following Features
1.Chaotic Strike: You gain the ability to channel chaotic energy into your spear attacks.
Effect: Once per turn, when you hit a creature with your spear, you can deal an extra 3d12 necrotic or psychic damage (your choice).
2.Aura of Fear: you can use your presence to terrify your enemies.
Effect: As an action, you can radiate an aura of fear. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma/Intelligence modifier) or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature 2 times, you can't use it again until you finish a long or short rest.
3.Unholy Endurance: Your connection to the rot grants you increased resilience.
Effect: You gain resistance to necrotic damage and advantage on saving throws against being frightened.
4.Maddening Presence: You can unleash a wave of madness to disrupt your enemies.
Effect: As an action, you can force each creature of your choice within 30 feet to make a Wisdom saving throw. On a failed save, a creature is confused (as per the confusion spell) for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns to end the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest.
5.Avatar of Chaos: You can channel the full power of The rot, transforming into an avatar of chaos and destruction.
Effect: Using your action, you undergo a transformation that lasts for 1 minute. During this time, you gain the following benefits: You have resistance to all damage except psychic damage. Your melee attacks deal an additional 3d12 necrotic or psychic damage (your choice). You emit an aura of madness. Any creature hostile to you that starts its turn within 30 feet of you must succeed on a Wisdom saving throw or become confused (as per the confusion spell) for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns to end the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest.
- The gift of death
The undead heed your call. As an action, you can summon an undead creature with a CR of equal to your proficiency bonus + int or cha modifier to serve you. The undead will appear on an unoccupied space within 5 feet of you, and obey your commands, as if you had created it with the create undead spell, and remain at your service for 8 hours or until it is reduced to 0 hit points. Once you use this feature, you can't do it again until you finish a short or a long rest.
You gain the following Features
1.Necrotic Strike: you gain the ability to channel necrotic energy into your spear attacks.
Effect: Once per turn, when you hit a creature with your spear, you can deal an extra 3d12 necrotic damage.
2.Aura of Undeath: You can use your presence to bolster undead allies and terrify the living.
Effect: As an action, you can emit an aura of undeath. Each undead creature of your choice within 30 feet gains temporary hit points equal to your level plus your Charisma modifier. Additionally, each living creature of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma/Intelligence modifier) or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature 2 times, you can't use it again until you finish a long or short rest.
3.Undead Resilience: Your connection to the depths grants you increased resilience.
Effect: You gain resistance to necrotic damage and immunity to the frightened condition.
4.Command Undead: You can exert control over undead creatures.
Effect: As an action, you can target one undead creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma/Intelligence modifier) or be charmed by you for 1 hour. While charmed in this way, the creature regards you as a trusted leader. Undead creatures with an Intelligence of 8 or higher have advantage on this saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.
5.Avatar of Undeath: At 20th level, you can channel the full power of death, transforming into an avatar of undeath and corruption.
Effect: Using your action, you undergo a transformation that lasts for 1 minute. During this time, you gain the following benefits: You have resistance to all damage except radiant damage. Your melee attacks deal an additional 3d12 necrotic damage. You emit an aura of necromantic energy. Any undead creature of your choice within 30 feet of you gains advantage on attack rolls and saving throws. Any living creature of your choice within 30 feet of you has disadvantage on saving throws against being frightened or charmed. Once you use this feature, you can't use it again until you finish a long rest.
- the gift of temptation
You gain demonic charm. Your Charisma score increased by 4. Your maximum for this score is now 24. In addition, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.
You gain the following Features
1.Seductive Strike: When you take this oath at 3rd level, you gain the ability to channel seductive energy into your spear attacks.
Effect: Once per turn, when you hit a creature with your spear, you can deal an extra 3d12 psychic damage.
2.Aura of Deception: Your presence can warp perceptions and cloud minds.
Effect: As an action, you can emit an aura of deception. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or be charmed for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, while the aura is active, you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns. Once you use this feature 2 times, you can't use it again until you finish a long or short rest.
3.Infernal Resilience: Your connection to temptation grants you increased resilience and cunning.
Effect: You gain resistance to psychic damage and advantage on saving throws against being charmed. Additionally, when you take damage, you can use your reaction to gain temporary hit points equal to half the damage taken (rounded down).
4.Enthralling Presence: Your charm and wit can ensnare the minds of your enemies.
Effect: As a bonus action, you can emit a beguiling aura for 1 minute. While in this state, you gain the following benefits: You have advantage on Charisma checks and Charisma saving throws. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or be charmed for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns to end the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest.
5.Avatar of Seduction: You can channel the full power of Temptation, transforming into an avatar of seduction and control.
Effect: Using your action, you undergo a transformation that lasts for 1 minute. During this time, you gain the following benefits: You have resistance to all damage except radiant damage. Your melee attacks deal an additional 3d12 psychic damage. You emit an aura of charm. Any creature hostile to you that starts its turn within 30 feet of you must succeed on a Wisdom saving throw or be charmed for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns to end the effect on itself on a success. You regain hit points equal to half the damage you deal (rounded down) with melee attacks. Once you use this feature, you can't use it again until you finish a long rest.
- the gift of beasts
With a mighty roar the beasts of the world respond. As an action, roll a d4, and you summon the related creatures, as follows:
1. Four Threshers
2. Five Megalodaunts
3. One Alpha Megalodaunt and one King Thresher
4. One Corrupted Deep Owl and two Lionfish
Those creatures are loyal to you, and will obey your orders as if they have been summoned by summon greater demon knowing their true name, for 1 hour. You can use this feature once, being unable to do it again until you finish a long rest.
In addition, you cannot be knocked prone by nonmagical means.
You gain the following Features
1.Bestial Strike: You gain the ability to channel bestial energy into your spear attacks.
Effect: Once per turn, when you hit a creature with your spear, you can deal an extra 3d12 piercing or slashing damage (your choice).
2.Aura of Savagery: You can use your presence to instill ferocity in your allies and terror in your enemies.
Effect: As an action, you can radiate an aura of savagery. Each ally within 30 feet gains advantage on melee attack rolls for 1 minute. Each enemy within 30 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma/Intelligence modifier) or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature 2 times, you can't use it again until you finish a long or short rest.
3.Labyrinthine Resilience: Your connection to the beasts grants you increased resilience and cunning.
Effect: You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks and advantage on saving throws against being charmed or frightened.
4.Unleash the Beast: You can transform into a more bestial form.
Effect: As a bonus action, you can transform, gaining the following benefits for 1 minute: You gain a +2 bonus to AC. Your movement speed increases by 10 feet. You gain advantage on Strength checks and Strength saving throws. Your melee attacks deal an additional 1d8 damage of the weapon's type. Once you use this feature, you can't use it again until you finish a short or long rest.
5.Avatar of the Labyrinth: At 20th level, you can channel the full power of the beasts transforming into an avatar of the labyrinth.
Effect: Using your action, you undergo a transformation that lasts for 1 minute. During this time, you gain the following benefits: You have resistance to all damage except psychic damage. Your melee attacks deal an additional 3d8 piercing or slashing damage (your choice). You emit an aura of fear and confusion. Any creature hostile to you that starts its turn within 30 feet of you must succeed on a Wisdom saving throw or be frightened and have disadvantage on attack rolls against you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest.
Cursed Path[edit]
Curse of the Blooded[edit]
Curse of the blooded spearmen were individuals who were terrified of death and aging, previously to their binding to the abyss, and are cursed with the eternal hunger for blood. They have been offered by their dark masters an eternal youth and life, as long as they can constantly satiate their desperate lust for blood, siphoning the lifeblood of their targets with strokes from their spears.
- Blessing of Sanguinolent
When you choose this curse at 3rd level, you can steal your opponents vitality with each strike. When you hit an opponent with a melee weapon attack, you gain a number of temporary hit points equal to half the number dealt, that lasts until the beginning of your next turn.
In addition, whenever you hit a creature with an attack, you can roll a sanguinolent die, which is a d4. You can add its result to the damage of an attack you make. You lose the same amount of hit points as the damage dealt. This hit point loss can't be prevented by any means. You can roll 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th levels.
- Bloodsight
Starting at 7th level, whenever a creature has less than his total hit points, you have advantage in all checks made to track it or sense its position.
In addition, as long as you are able to smell, you can sense a creature's position without relying on sight, up to a range of 60 feet, if the creature has less than its total of hit points.
- Diablerie
Starting at 14th level, when you hit a creature with an melee weapon attack, you can regain a number of hit points equal to the damage dealt, as the blood of the creature flows through your body. When you do, the creature must make a Constitution saving throw, or you also regain a number of hit die equal to half of the creature's hit die, up to your proficiency bonus in number of dices on a failed save, while the creature loose them.
In addition, whenever you use Diablerie, you rejuvenate a number of days equal to the amount of hit dice stolen, while the target age the same amount. Your minimum age equals the age of a peak adult body of your race.
Once you use this feature, you can't do it again until you finish a long rest.
- Leeching Spear
At 18th level, the guiding feeling is back, however, this time it fills your body and empowers you completely. Once per turn, when you hit a creature with a melee weapon attack, you cause additional 1d12 necrotic damage. If you are under half your maximum hit points, you regain a number of hit points equal to the number rolled on this die.
In addition, the target that takes necrotic damage from this ability must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is frightened by you until the end of your next turn.
Curse of the Beast[edit]
Curse of the beast spearmen were particularly brutal and cruel warriors, who when cursed, have their bodies changed in order to reflect the true nature of their monstrous souls. A beast spearman will be stronger and more feral than regular members of their race, and will have animalesque features, such as clawed hands, powerful maws and even sometimes more severe transformations, like horns. These bestial demon's spearmen revel in the hunt of their mortal prey, on the killing and often, on the cannibalization of their corpses.
- Bestial Strength
Starting at 3rd level, your body start to mutate, becoming more brutish and feral. Your unarmed strike die becomes a d12, and causes slashing damage, instead of bludgeoning. Whenever you make an unarmed strike or an attack with one of your weapons from your spearman's training, you can make one additional attack with the claws as a bonus action. The damage die for your unarmed strikes increases to 2d12 at 6th level, 3d12 at 14th level, and 4d12 at 18th level.
- Insatiable Hunter
At 3rd level, you can mark and track your prey. Whenever you roll initiative, choose one creature you can see within 60 feet to mark. Until that creature is reduced to 0 hit points, for the next 24 hours, until you attack another creature or until you mark another creature, you gain a bonus equal to your Charisma modifier to your attack rolls against that creature.
In addition, you gain a bonus in all Wisdom checks to track or sense that creature's position, and you can make those checks as a bonus action to track that creature while this mark is active.
- Bestial Senses
At 7th level, you no longer feel at home in the cities. Whenever you are in the wilds, you have advantage on your Wisdom (Survival) and (Perception) checks. In addition, you have advantage on your Wisdom (Perception) checks that rely on hearing or smell.
Finally, you can take the Search action as a bonus action.
- Bestial Might
At 14th level, you feel strength suffuse your body. As a bonus action, you can increase your might and size to a greater extent. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:
- Your size increases to Large, if it is lower.
- You gain temporary hit points equal to your level in this class.
- Your reach increases by 5 feet.
- Your walking speed increases by 5 feet.
- You have advantage on Strength checks and Strength saving throws.
- You cause additional damage equal to 1d12 with melee attacks made using Strength. This increases to 2d12 at 18th level.
Once you use this feature, you can’t use it again until you finish a short or long rest.
- True Beast
The power of your chosen beast now fills your form. As a bonus action, you may choose to transform into a half-animal form that is suffused with power. At 18th level, your Strength score increases by 2, up to a maximum of 22.
In addition, you can now use your Bestial Might twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.
Curse of the Shadow[edit]
Warriors who use trickery and deception rather than brute strength are cursed with the curse of shadows. These spearmen are the assassins of the abyss, lurking in the shadows and weaponizing their cowardice to ambush their enemies, killing them from the shadows and slitting their throats during their sleep.
- Mantle of Shadows
Starting when you choose this curse at 3rd level, when you finish a long rest, your body is covered by shadows. These shadows have an amount of hit points equal to your level in this class. The shadows are resistant to any type of damage, except radiant.
While covered in shadows, you can cause any damage you take other than psychic is reduced from the shadows hit point as a reaction. When the shadows are reduced to 0 hit points, you must complete a long rest before invoking them again.
In addition, while your shadows are active, you have advantage on Dexterity (Stealth) checks.
- Darkstalker
Starting at 7th level, you learn the minor illusion cantrip. In addition, you can cast the spell arms of hadar, and regain the ability to do so when you finish a short or long rest, and the spell darkness once, and regain the ability to do so when you finish a long rest. Charisma or int is your spellcasting ability for these spells.
In addition, you can see through common and magical darkness, up to a range of 120 feet.
- Shadow Cloak
By 14th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. While invisible in this manner, you can make a melee weapon attack or cast a Darkstalker spell as a bonus action.
In addition, your Mantle of Shadows now have a number of hit points equal to three times your level in this class.
- Shadow Slip
You are now one with the shadows. At 18th level, when you take damage from an attack, you can use your reaction to invoke shadows that allow you to avoid the brunt of the attack, taking only half damage. If you are in an area of dim light or darkness when you use this feature, you can teleport to another area covered in dim light or darkness within 30 feet, taking no damage from the attack, instead of half the damage, if you do so.
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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