Destruction (5e Class)
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Destruction[edit]
The Destruction is a formidable warrior who embodies destruction and chaos. Through sheer force of will and an intimidating aura, they sow chaos on the battlefield, leaving their enemies in disarray. Masters of destruction, they unleash devastating attacks and possess an innate ability to manipulate and amplify destructive energies. With their imposing presence and destructive prowess, they strike fear into the hearts of their foes.
Destruction Personified[edit]
The Destruction class embodies the relentless force of devastation and chaos. Masters of raw power, they harness their inner fury and channel it into destructive energy, leaving trails of ruin in their wake. These formidable warriors embrace the path of unbridled destruction, wielding their weapons with savage precision and unleashing devastating techniques upon their enemies.
Destruction draw their strength from the very essence of destruction itself. They are driven by an insatiable hunger for power and an unyielding desire to tear down anything that stands in their way. Whether fueled by primal rage, an insatiable thirst for chaos, or an affinity for cataclysmic forces, each Destroyer follows a unique path to harness their destructive potential.
Beyond their destructive might, Destroyers possess a tenacity that borders on unyielding. They endure wounds that would fell lesser warriors and push through pain with relentless determination. Their unshakeable willpower allows them to resist debilitating effects and keep fighting even in the face of overwhelming odds.
Destructive Domain[edit]
The destructive prowess of a Destruction manifests through their Domain of Destruction, an intense energy that emanates from their being. When activated, this aura envelops them in a pulsating field of raw power, heightening their physical abilities and infusing their attacks with devastating force. The Aura of Destruction extends in a radius around the Destruction, affecting both allies and enemies within its range.
As they progress in their destructive journey, Destruction gain access to a variety of abilities and features that amplify their destructive capabilities. They become masters of battlefield control, intimidating foes with their commanding presence and manipulating the flow of combat to their advantage. Whether unleashing whirlwinds of destruction, creating seismic disturbances, or conjuring infernos that engulf their enemies, the Destruction revels in the chaos they bring upon the world.
Creating a Destruction[edit]
When creating a Destruction character, consider the following questions to help shape your character's background, motivations, and personality:
What drives your character's insatiable hunger for power and destruction? Is it a personal vendetta, a desire for revenge, a thirst for dominance, or a quest for ultimate strength? What events or circumstances led your character to embrace the path of unbridled destruction? Was it a traumatic experience, a mentor's guidance, or a calling they couldn't resist?
How did your character discover their destructive abilities? Were they born with a natural affinity for destruction, or did they stumble upon it through a life-altering event or encounter?How does your character channel their destructive energy? Do they rely on brute strength and physical prowess, or do they possess a more finesse-based approach, utilizing precise strikes and techniques?
Does your character struggle with the consequences of their destructive nature? Do they feel remorse for the lives they've shattered and seek redemption, or do they revel in the chaos they bring? How does your character's destructive aura affect their relationships with others? Do people fear and avoid them, or do they find companionship among those who appreciate their power?
These questions should help you develop a rich backstory and personality for your Destruction character, adding depth and dimension to their journey as they unleash their destructive might upon the world. Remember, the path of destruction is a double-edged sword, and the choices your character makes will shape their destiny and the impact they have on the world around them.
- Quick Build
You can make a Destruction quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the haunted one (because of the destruction you have seen or caused), or outlander (for being abandoned because your parents feared your power) background.
Class Features
As a Destroyer you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Destroyer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Destroyer level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Perception, Survival, or Acrobatics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple weapon
- (a) an explorer's pack or (b) a dungeoneer's pack
- Chain mail and a simple weapon
- If you are using starting wealth, you have starting wealth 2d4 x 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Destructive Presence,Domain of Destruction,Unarmored Defense |
2nd | +2 | Destructive Momentum, Realization of Destruction |
3rd | +2 | Catastrophic Awareness, Path of Destruction |
4th | +2 | Ability Score Improvement, Calculated Violence |
5th | +3 | Destructive Strikes, Without fear |
6th | +3 | Path of Destruction Feature, Destructive pressure |
7th | +3 | Feral Instinct, The battle will reveal everything about that person! |
8th | +3 | Ability Score Improvement, Unstoppable |
9th | +4 | Aura Enhancement, Strength through Fear |
10th | +4 | Path of Destruction Feature, Second Paths of Destructio |
11th | +4 | Aura Expansion |
12th | +4 | Ability Score Improvement |
13th | +5 | Destructive Resilience |
14th | +5 | Path of Destruction Feature |
15th | +5 | Devastating Presence |
16th | +5 | Ability Score Improvement |
17th | +6 | Annihilation |
18th | +6 | Unyielding Destruction |
19th | +6 | Ability Score Improvement |
20th | +6 | Eternity's Wrath |
Destructive Presence[edit]
At 1st level, your commanding presence and Domain of destruction leave an impression on those around you. You have advantage on Charisma (Intimidation) checks when attempting to intimidate non-hostile creatures. Additionally, you can use your action to create minor destructive displays, such as cracking the ground beneath you or causing small sparks to dance around your fingertips, creating an atmosphere of awe and fear.
Domain of Destruction[edit]
At 1st level, you emanate an Domain that exudes destruction. The destructive energy surrounding you strengthens your attacks and intimidates your foes. Your aura has a radius of 10 feet, and it extends an additional 10 feet at 5th, 9th, 13th, and 17th level.
Whenever a hostile creature starts its turn within the Domain, it takes force damage equal to your Destruction level. This damage is halved if the creature succeeds on a Constitution saving throw against your Destruction save DC (8 + your proficiency bonus + your Charisma modifier).
Additionally, while you the aura is active, you have advantage on Charisma (Intimidation) checks, and hostile creatures within the aura have disadvantage on saving throws against being frightened.
Activating the Domain requires a Bonus Action, and the Domain lasts for 1 minute, until you lose concentration (as if concentrating on a spell) or until you are incapacitated.
You can use this feature a number of times equal to your Charisma modifier + proficiency bonus, regaining your uses after finishing a long rest.
at 6th level, the area is considered difficult terrain for your enemies. and you can move through difficult terrain without penalty.
Unarmored Defense[edit]
Also at 1st level When not wearing armor and a shield your AC is 8 + Your Strength Modifier + your Constitution modifier. And you also receive unarmored movement which when you're not wearing armor and shield your movement speed increases by 10ft and this bonus Increases at level 5 by 20ft and again at level 10 by 30ft and again at level 15 by 40ft and again at level 20 by 50ft
Destructive Momentum[edit]
At 2nd level, your destructive power fuels your momentum. When you reduce a hostile creature to 0 hit points with a melee weapon attack, you can use your reaction to move up to half your movement speed and make an additional melee weapon attack against another creature within reach. This movement does not provoke opportunity attacks.
Realization of Destruction[edit]
Also at 2rd level, you have increased your ability to wreak havoc on your surroundings. You deal double damage to objects and structures.
Your prowess in destruction has also caused you to become more overbearing. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.
Catastrophic Awareness[edit]
At 3rd level,your attunement to destructive forces has sharpened your senses. You have advantage on Wisdom (Perception) checks to notice signs of imminent danger or approaching natural disasters, such as storms, earthquakes, or avalanches. Additionally, you can accurately predict the weather for the next 24 hours, allowing you to provide valuable insights to your party during outdoor adventures.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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.
Calculated Violence[edit]
at 4th level, you how to manipulate your weapon more skillfully and consistently. Once per turn, when you take the Attack action with a heavy melee weapon and miss, you can choose to have the target take half the damage the attack would have done. You can use this feature a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Destructive Strikes[edit]
Starting at 5th level, your attacks become infused with destructive energy. Whenever you hit a creature with a melee weapon attack, you can add your Destruction level to the damage dealt. Additionally, your attacks are considered magical for the purpose of overcoming resistances and immunities.
Without fear[edit]
Your destruction creates such fear in people that you become accustomed to the fear. starting at 5th level, you gain immunities frightened.
No one can stop being afraid. The destruction you unleashed made them know fear again and again, and could not be stopped. at 6th level, This intimidation ignores any immunities the target may have.
Destructive pressure[edit]
at 6th level, so long as they are within Domain of Destruction of you area to receive immense pressure. Any creature that tries to enter the area must make a Strenght Saving Throw, on a sucefull roll they may walk normally and attack with disadvantage, on a failed roll they the creature fell you either knock the target prone or push it 5 feet away from you.
The battle will reveal everything about that person![edit]
You are built like a boulder, becoming nearly impossible to knock down. At 7th level, you can no longer be knocked prone.
Immovable Presence[edit]
Fear reveals hidden things about a person. At 10th level, so long as they are within Domain of Destruction of you, You roll an Insight check (DC = target rolls a Deception check)(If the target is again frightened, target has disadvantage on ability check) if your succeeds on a Deception check, You will know vulnerabilities.
Unstoppable[edit]
A creature of destruction like you will never be defeated. At 8th level, when you are reduced to 0 hit points (but cannot used if you die), you can drop to 1 hit point instead.You can use this feature a number of times equal to your Proficiency bonus (minimum of 1). You regain all expended uses when you finish a short or long rest.
Domain Enhancement[edit]
At 9th level, creatures that fail their Constitution saving throws against your Domain of Destruction are also knocked pulled up to 10 feet towards you(You can use this feature to pull or not).
Strength through Fear[edit]
At 9th level, you gain advantage on your attack rolls against any Frightened creatures and can add your Charisma modifier to damage rolls for those same creatures.
Second Paths of Destruction[edit]
You are now stronger and can control your other powers. At 10th level, youChoose two Paths of Destruction instead of one.
Domain Expansion[edit]
At 11th level, your destructive Domain expands even further. The radius of your Domain of Destruction increases by 10 feet, extending an additional 10 feet at 15th level.
Destructive Resilience[edit]
Starting at 13th level, you gain resistance to damage from spells. Additionally, while you are within your Domain of Destruction, you have advantage on saving throws against spells and other magical effects.
Devastating Presence[edit]
At 15th level, your presence becomes truly overwhelming. When you activate your Destruction's Fury or your Path feature, hostile creatures within your aura must make a Wisdom saving throw against your Destruction spell save DC. On a failed save, they are frightened for the duration of your Domain and their speed is reduced to 0. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Annihilation[edit]
At 17th level, you reach the pinnacle of destruction. When you start your turn and have no uses of Domain of Destruction, you regain one use.
The radius of your Domain of Destruction increases by 30 feet.
Unyielding Destruction[edit]
At 18th level, your destructive power becomes unstoppable. While your Domain of Destruction is active, you have advantage on all saving throws, and you cannot be paralyzed or restrained. Additionally, your attacks ignore resistance to bludgeoning, piercing, and slashing damage.
Eternity's Wrath[edit]
At 20th level, you become an embodiment of eternal destruction. As an action, you can unleash your full destructive potential. For 1 minute, your Domain of Destruction gain additional 2 time of radius, and you gain the following benefits:
- Your damage with melee weapon attacks is doubled.
- Hostile creatures that start their turn within your Domain take damage equal to twice your Destruction level.
- You have advantage on all saving throws.
- You have resistance to all damage except psychic damage.
- You can use your action to make an additional melee weapon attack against a creature within reach.
Once you use this feature, you must finish a long rest before you can use it again.
Paths of Destruction[edit]
Path of Ruin[edit]
Destruction who follow the Path of Ruin embrace the raw destructive power within them, channeling it into devastating attacks and unleashing chaos upon their enemies. They become living embodiments of devastation, leaving a trail of ruin in their wake.
- Unyielding Gaze
Your intense and unwavering gaze is unnerving to behold. You gain proficiency in the Intimidation skill, and when you make an Intimidation check against a creature, your Destruction level is considered doubled for determining the outcome. Additionally, non-hostile creatures who witness your intense gaze are more inclined to comply with your requests or answer your questions truthfully.
- Ruinous Strike
At 3rd level, when you hit a creature that is within your Domain range with a melee weapon attack, you deal additional damage equal to your Destruction level to the target. This damage ignores any resistances or immunities the target may have.
- Ruin's Resilience
Starting at 6th level, your body becomes more resilient to destruction. While your Domain of Destruction is active, you gain resistance to all damage except psychic damage.
- Ruination Burst
At 10th level, when you use your Ruinous Strike, you can choose to unleash a burst of destructive energy. Each creature of your choice within 10 feet of the target must make a Dexterity saving throw against your Destruction save DC. On a failed save, they take damage equal to your Destruction level, or half as much on a successful save.
- Unstoppable Ruin
At 14th level, your destructive power becomes unstoppable. While your Domain of Destruction is active, you gain advantage on all saving throws, and you cannot be charmed, or paralyzed.
- Destructive Domain upgrade
At 17th level, your Domain of Destruction gain additional 2 time of radius.
Path of Chaos[edit]
Destroyers who follow the Path of Chaos harness the unpredictable and chaotic forces of destruction. They become agents of entropy, warping reality and sowing chaos amidst their enemies. The Path of Chaos is for those who seek to embrace the unpredictable nature of destruction.
- Chaotic Flourish
Your unpredictable nature allows you to infuse your actions with a touch of chaos. Whenever you perform a non-damaging flourish, such as a twirl, spin, or extravagant gesture, you gain advantage on any Charisma (Performance) checks made during that display. Your captivating and chaotic flair leaves an impression on those who witness it, and they may be more inclined to view you favorably or remember you vividly in social interactions.
- Chaotic Surge
At 3rd level, you can tap into the chaotic energy within you to unleash devastating attacks. Once per turn while your Domain of destruction is active, when you hit a creature with a melee weapon attack, you can roll an additional damage die of the weapon and add it to the damage dealt.
- Chaotic Infighting
Starting at 6th level, you can enhance your speed and impact of your attacks, making them harder to dodge As a bonus action you can increase the damage die tier of an action attacks you have just attacks by one tier, or increase it's DC by 5.
- Chaotic Momentum
At 10th level, your chaotic nature enhances your movement. When you use your action to Dash, you can move through the space of any creature that is your size or smaller. This movement does not provoke opportunity attacks, and you can move through difficult terrain without penalty.
In addition, while your Domain of Destruction is active, you can take the Dash action using a bonus action.
- Chaotic Cascade
At 14th level, your attacks become infused with overwhelming chaos. Whenever you score a critical hit against a creature, you can choose to unleash a chaotic cascade. The target and all creatures of your choice within 10 feet of the target must make a Dexterity saving throw against your Destruction spell save DC. On a failed save, they take damage equal to your Destruction level in force damage, or half as much on a successful save. Additionally, their movement speed is reduced by half until the end of their next turn.
- Euryale
At 17th level, you create a armor of Chaos and shadow as you move faster and are even harder to hit, Chaos defense: Your AC increases by 10. Chaos raise: You gain +50 flying speed. Chaos launcher: Your attacks range increase by 10 ft, and will gain 1 extra dice. and the armor of Chaos lasts for 1 minute, until you are incapacitated. You can use this feature a number of times equal to your half proficiency bonus, regaining your uses after finishing a long rest.
Path of Void[edit]
Destruction who follow the Path of Cataclysm draw their power from the devastating forces of Void disasters. The Path of Void is for those who seek to harness the power of Void.
- Void Evil
Your connection to the forces of void disasters has granted you a deeper understanding of void energies. You gain proficiency in the Deception skill. Additionally, you have the ability to sense and locate sources of evil energy within 1 mile of your current location, allowing you to discern the general direction and approximate distance to evil or areas with heightened evil activity. This awareness can guide you toward sources of power or potential danger.
- Void Strike
At 3rd level, when you activate your Domain of Destruction and you hit a creature with a melee weapon attack, you can choose to imbue your strike with void energy, and the target takes an additional 1d6 damage.
- Void seraph
You create of void energy. Starting at 6th level, so long as they are within Domain of Destruction of you area. when you take the Attack action with a heavy melee weapon and miss, you can choose to have the target take vulnerabilities, damage type chosen for your Weapon.
- Void Distortion
At 10th level, as an action, you can force a creature within 60 feet to make a Constitution saving throw. On a failure, they are stunned until the end of their turn. You are able to use this features a number of times equal to your proficiency modifier.
- Exploding void
At 14th level, Your strikes hit so hard that they compress air and then explode it upon impact, warping the very energies around it. You can roll one additional damage die when determining the extra damage for a critical hit with a melee attack. This deals force damage instead of the weapon's damage type.
- Evil Void Pressure Craft
At 17th level, You begin to pressurize the void to certain parts of your surroundings, forming void energies that you fling at your opponents. Make a ranged spell attack against a target within range 60 feet . On a hit, the creature takes 4d8 force damage and 6d6 force damage. Once you use this feature, you can't do it again until you finish a short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Destroyer class, you must meet these prerequisites: Constitution 13, Charisma 13
Proficiencies. When you multiclass into the Destroyer class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons
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