Deviant (5e Class)
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<!-Introduction Leader->[edit]
Creating a Deviant[edit]
- Quick Build
You can make a Deviant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Deviant you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Deviant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Deviant level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, improvised weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Intimidation, Investigation, Nature, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Natural Weapons |
---|---|---|---|
1st | +2 | Natural Weapons, Unarmored Defense | 1d4 |
2nd | +2 | Changing Nature | 1d4 |
3rd | +2 | Minor Mutation, Mayor Mutation | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Survivor Endurance | 1d6 |
6th | +3 | Reactive Movement | 1d6 |
7th | +3 | Extra Attack | 1d6 |
8th | +3 | Ability Score Improvement, Mayor Mutation | 1d6 |
9th | +4 | — | 1d8 |
10th | +4 | Apex Hunter | 1d8 |
11th | +4 | Survivor Endurance | 1d8 |
12th | +4 | Ability Score Improvement | 1d8 |
13th | +5 | Mayor Mutation | 1d10 |
14th | +5 | — | 1d10 |
15th | +5 | — | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | — | 1d12 |
18th | +6 | Mayor Mutation | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Apex Predator | 1d12 |
Natural Weapons[edit]
At 1st level you manifest a natural weapon. It counts as a simple melee weapon for you or unarmed strikes (choose when attack), and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You are proficient with it. You can choose the apareance of the weapons, such as fangs, claws or tail. It deals a d4 slashing damage. This die changes as you gain monk levels, as shown in the Natural Weapons column of the Deviant table. Once per turn, if you attacked only with natural weaapons, you can make an attack with your natural weapons as a bonus action.
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Changing Nature[edit]
At 2nd level, when you finish a long rest you can choose one of the following effects:
- You gain proficiency in two skills of your choice.
- You gain proficiency in one skill of your choice and expertise in one skill in which you have proficiency.
- You gain expertise with two skills in which you have proficiency.The chosen effect last until the end of your next long rest
Minor Mutation[edit]
At 2nd level you can choose one Minor Mutation that grants you some benefits. Any time a featuer of this list grants you a skill proficiency, if you are already proficient with that skill you gain expertise instead, which means your proficiency bonus is doubled for any ability check you make with it. The skill must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Some features need a saving throw whic is calculated with 8 + your proficiency bonus + your constitution modifier Choose from the next list:
- Aberration
You learn the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication give the creature the ability to respond to you telepathically.
- Beast
You have advantage on Wisdom (Perception) checks that rely on hearing or smell and you can see normally in nonmagical darkness to a distance of 120.
- Celestial
You gain resistance to necrotic damage, you learn the guidance cantrip and you have Hit Points that you can use to heal you or any creature you can see up to 30 fts. The number of Hit Points is equal to your Deviant + your proficiency bonus and you regain all spended points at the end of a long rest.
- Construct
You gain +1 to your AC, resistence to acid damage, and you learn the "Mending" cantrip. You also no longer need to sleep or breath. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading a Book and keeping watch.
- Dragon
You can use your action to use a breath weapon that counts as natural weapon for you. It deals damage in an area and all creatures in the area must make a Dexterity saving throw. A creature takes 2d6 + your Constitution modifier of damage on a failed save, and half as much damage on a successful one. The type of damage can be Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire or Cold, choose when you get this trait and you gain resistance to that type of damage.
- Elemental
You can transform your body into an incorporeal form as a bonus action. Your transformation last up 1 hours and while transformed you can walk trough objects and don't provoque oportunity attacks. You can transform a numer of time equal to your proficiency bonus an you regain all expended uses in a long rest. Your form also gain additional effecs based on a element of your choise (choose ehrn you select this mutation):
- Fire: any creature at 5 fts. of you take 1d6 + your Constitution modifier of fire damage. When you choose this form you learn the Control Flames cantrip.
- Water: you can try to grapple up to 3 criatures at 5 fts. around you. Each creature must make a Dexterity saving throw, on a failed save the creatures are grappled byh you and they are also restrained. When you choose this form you learn the Shape Water Cantrip.
- Earth: You gain +2 your AC while transformed. You can also try to prone a target as a bonus action. The target must make a Strength saving throw, on a failed save the creature gets knoked prone. When you choose this form you learn the Mold Earth cantrip.
- Air: As a bonus action you can try to push all creatures around you. Each creature must make a Dexterity saving throw, on a failed save the creatures are pushed 15 fts in the oposite direction of you. When you choose this form you learn the Gust Cantrip.
- Fey
You gain proficiency with the Persuation skill and the Deception skill. You also learn the Vicious Mockery Cantrip.
- Fiend
You have advantage on saving throws you make to avoid or end the charmed condition on yourself. You also gain proficiency in the Persuation skill if you don`t have it yet or gain expoertise if you already have it. You also learn the Mind Silver Cantrip.
- Giant
You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Also, you can increase your size by one Category.
- Humanoid
You gain the benefits of the "Prodigy" feat
- Monstrosity
You learn the Poison Spray Cantrip. In addition you gain proficiency with the Intimidation skill and you can use your action to try to fright a target. The target must make constitution saving throw, on a failed save is frightened by you. Whe you make an attack roll against a frightened creature do it with advantage.
- Ooze
- Plant
- Undead
Mayor Mutation[edit]
At 3rd level, you chose a Mayor Mutation. Choose between shapeshifther, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 8th, 13th and 18th level.
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.
Survivor Endurance[edit]
Beginning at 5th level, when you take damage, you can use your reaction to gain resistence to that type of damage until the end of your next long rest, provided you have less than half your hit points when you recive the damage. Once you use this trait, you can’t use it again until you finish a long rest. Starting at 11th level, if a creature you can see within 10 feet of you hits you with an attack roll and you have less than 1/4 of your hit points when you recive the attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Reactive Movement[edit]
At 6th level you can alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish a long rest:
- You gain a climbing speed equal to your walking speed, and you can jump twice your normal distance.
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You get a pair of wings, which you need to fly. When your wings are free you gain fliying speed equal to your wailking speed. You provoke opportunity attacks from creatures when you enter the reach they have with any melee weapon.
Also, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Extra Attack[edit]
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Apex Hunter[edit]
At 10th level you enhance your hunter skills. You can treat any 1 in a damage roll as a 2. When you Score a critical hit with your natural weapon you can treat the damage die as it's maximun value.
Apex Predator[edit]
At 20th level you are a great hunter. Your natural weapons attacks score a critical hit on a roll of 19 or 20. Also, when you score a critical hit with natural weapons you can make an attack with natural weapons against another creature than the hited in your reach as part of the same attack.
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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
<!-1st level spell list->
- 2nd Level
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- 3rd Level
<!-3rd level spell list->
- 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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