Doomhowler (5e Class)

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Doomhowler[edit]

Doomhowlers are cursed beings from the shadowfell, they absorb life from their surroundings to keep themselves alive, whether they want to or not.

Broken soul[edit]

The shadowfell is a harsh place that doesn't treat life very well. It is all too common for someone to wander in by accident and never return, having either been killed or broken by its chaotic magics. Doomhowlers however are different, they are one of the few cases of mortals that return to the material plane though are changed forever by what they experienced. There are many ways to become a Doomhowler, although the few that survive the procedure all have one thing in common: an unbreakable desire to live, even after their soul has taken irreparable damage. This drives them to absorb the live force around them to try and mend their broken soul. This however makes them outsiders, despised by the living for wherever they go, death follows them.

Creating a Doomhowler[edit]

When creating a Doomhowler, ask yourself who you were before encountering the shadowfell? What broke your soul? Where does that drive to live come from? Does it have a source or have you been born this way? What happened after you came back to the material plane? Did you exile yourself or try to go back to your old life? How did people react to your new self? How did your broken soul change you? Did it drive you insane or have you surrendered to your new fate, or maybe even embraced this new found power?

Quick Build

You can make a Doomhowler quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Outlander or Hermit background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Doomhowler you gain the following class features.

Hit Points

Hit Dice: 1d6 per Doomhowler level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Doomhowler level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Doomhowler

Level Proficiency
Bonus
Features Unrelenting Life
1st +2 Soul Mend, Fighting Style
2nd +2 Fighting Style
3rd +2 Deflect
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Fighting Style
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

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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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