Elemental Hawserer (5e Class)
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Elemental Hawserer (5e DoT Class)[edit]
Elemental Hawserers are masters at waiting, and love seeing their enemies suffer, slowly dying in agony. They master the battlefield on an unconventional way, by inflicting enemies with a special state so they take damage on their turn.
Creating an Elemental Hawserer[edit]
Think how your character became obsessed with torturing their enemies. If not think about who taught them to fight this way and why.
- Quick Build
You can make an elemental Hawserer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom if you are choosing the web of the disintegration or Intelligence if you are choosing the web of the revitalizer.
Class Features
As a Elemental Hawserer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Elemental Hawserer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Elemental Hawserer level after 1st
- Proficiencies
Armor:
Weapons: Whips, Spiked Chains.
Tools: Poisoner's kit
Saving Throws: Constitution
Skills: Choose three from Insight, Perception, Persuasion, Acrobatics, Intimidation and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dungeoneer's pack or (b) An explorer's pack
- (a) Thieves’ tools or (b) Poisoner´s Kit
- A whip, a dagger and a padded armor
Level | Proficiency Bonus |
Elemental Hawserer Die | Hawsers | Features |
---|---|---|---|---|
1st | +2 | 1d4 | 5 | Hawsers, Cursing Attacks |
2nd | +2 | 1d4 | 7 | Quick Dodger |
3rd | +2 | 1d4 | 8 | Reflection Whip Attack, Web Followed |
4th | +2 | 1d4 | 9 | Ability Score Improvement |
5th | +3 | 2d4 | 10 | Quick Dodger Bonus |
6th | +3 | 2d4 | 11 | Silk Trap |
7th | +3 | 2d4 | 12 | Gravity Levitation |
8th | +3 | 2d4 | 13 | Ability Score Improvement |
9th | +4 | 3d4 | 15 | Cursed Thread Damage Type Bonus |
10th | +4 | 3d4 | 16 | — |
11th | +4 | 3d4 | 17 | Cursing Attacks Bonus |
12th | +4 | 3d4 | 18 | Ability Score Improvement |
13th | +5 | 4d4 | 20 | Cursing Magic |
14th | +5 | 4d4 | 21 | — |
15th | +5 | 4d4 | 23 | Cursed Thread Damage Type Bonus |
16th | +5 | 4d4 | 24 | Ability Score Improvement |
17th | +6 | 5d4 | 26 | Double Trap |
18th | +6 | 5d4 | 27 | Propagated Thread |
19th | +6 | 5d4 | 29 | Ability Score Improvement |
20th | +6 | 5d4 | 30 | Double Threat |
Hawsers[edit]
The Elemental Hawserer Table shows how many Hawsers you have. You can use Hawsers for special Elemental Hawserer abilities. You regain half your hawser (rounded down) on a short rest or all of them on a long rest.
Cursing Attacks[edit]
Whenever you hit a creature, you can use one of your Hawsers as a bonus action to apply 1 stack of Cursed Thread to the creature hit. When a creatures turn starts, they take damaged equal to your Elemental Hawserer Die for each Cursed Thread stack they have. Roll 1d8 at the start of the creatures turn to decide the Cursed Thread damage type.
Number Rolled | Damage Type |
---|---|
1 | Fire |
2 | Cold |
3 | Poison |
4 | Lightning |
5 | Acid |
6 | Force |
7 | Radiant |
8 | Necrotic |
Quick Dodger[edit]
Starting at 2nd level, whenever you get hit you can use one of your hawsers as a reaction to reduce the damage received by 1d4 + your constitution modifier and move 5 Ft to any unoccupied space you want. This movement does not provoke opportunity attacks. (You can use this feature a number of times equal to your constitution modifier. You regain all uses on a short or long rest).
Reflection Whip Attack[edit]
Starting at 3rd level you master using your whips and chains, causing enemy attacks aimed at you to be easily reflected. While having a whip or chain as a weapon, your AC is equal to 10 + your constitution modifier + half your proficiency bonus (rounded down).
Web Followed[edit]
Starting at 3rd level, you choose a web that you will follow while your Elemental Hawserer power emerges.
Ability Score Increase[edit]
When you reach the 4th, 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.
Quick Dodger Bonus[edit]
Starting at 5th level, whenever you use your Quick Dodger feature, you can use 1 of your Hawsers so that the enemy that attacked you gets inflicted with 1 stack of cursed thread.
Silk Trap[edit]
Starting at 6th level, you can use 1 of your hawsers as a bonus action to deploy a trap unnoticeable by the enemy in an unoccupied 10Ft area. When an enemy steps into this trap it takes 1d4 Cursed Thread damage type and is inflicted with 1 stack of cursed thread. The trap disappears at the start of your next turn.
Cursed Thread Damage Type Bonus[edit]
Starting at 9th level, you can choose the damage type of the Cursed Thread at the start of the enemy turn. You can also choose for it to be random as at 1st level.
Cursing Attacks Bonus[edit]
Starting at 11th level, you no longer need to use a bonus action to inflict 1 stack of Cursed Thread when making an attack, now instead, the enemy gets inflicted with a Cursed Thread stack whenever you hit it with a weapon attack. (as long as you use 1 of you Hawsers)
Cursing Magic[edit]
Starting at 13th level, you can use your action to inflict all enemies in an 15Ft area with 1 stack of Cursed Thread. (you can use this feature a number of times equal to your constitution modifier before having to take a short or long rest to regain all of its uses)
Cursed Thread Damage Type Bonus[edit]
Starting at 15th level, the damage type of the Cursed Thread dealt at the start of the enemy turn will be a damage type the enemy is weak to. (if the enemy is not weak to any damage, the damage type will be random) You can also choose for it to be random as at 1st level or choose it yourself as at 9th.
Double Trap[edit]
Starting at 17th level, whenever you use your Silk Trap feature, you can deploy 2 traps instead of 1, as long as they are 5Ft a far from each other.
Propagated Thread[edit]
Starting at 18th level, whenever an enemy inflicted with Cursed Thread dies, half of the Cursed Thread stacks he was inflicted with (rounded down) will be transferred to an enemy selected by you.
Double Threat[edit]
Starting at 20th level, whenever an enemy is inflicted with 1 Cursed Thread stack, it will be inflicted with 2 instead.
Web Of The Disintegration[edit]
You have chosen to follow the Web of the Disintegration, which allows you to gain more destructive powers.
- Disintegrated Mind
Starting at 3rd level, you are proficient on Wisdom saving throws
- Wise Attacks
Starting at 3rd level, whenever you make a weapon attack, you can add your Wisdom modifier to the attack rolls and damage instead of your Strength modifier.
- Cursed Attack
Starting at 7th level, you can use 2 of your hawsers as a reaction to sacrifice 5 of your hit points to enhance your weapon attacks. This enhancement gives all your weapons the reach trait (if a weapon already has this trait you add it to the already existing one) and lets you hit 2 enemies that are 5Ft from the target. The enhancement lasts for 3 turns.
- Upgraded Cursed Magic
Starting at 14th level, whenever you use your Cursing Magic feature, you can spend 2 hawsers in order to upgrade its range to a 25Ft area.
- Upgraded Silk Traps
Starting at 16th level, whenever an enemy enters 1 of your silk traps you can use 3 of your hawsers for it to take an additional 1d6 + your Wisdom modifier of Cursed Thread damage type.
- Dark Cursed Thread
Starting at 18th level, whenever an enemy loses hit points due to Cursed Thread, it takes an additional 1d12 + your wisdom modifier Cursed Thread damage type.
Web Of The Revitilazer[edit]
You have chosen to follow the Web of the Revitalizer, which allows you to learn to use your power to heal your allies.
- Intelligent Mind
Starting at 3rd level, you are proficient on Intelligence saving throws.
- Intelligent Healing Attack
Starting at 3rd level, you can add your intelligence modifier to your weapon attack rolls instead of your strength modifier. Whenever you successfully hit an enemy with a weapon attack, a chosen ally will regain the same hit points the enemy lost.
- Holy Thread
Starting at 7th level, you can use 2 of your hawsers as an action to inflict a creature with 1 stack of Holy Thread lasting 2 turns. Creatures inflicted with Holy Thread regenerate 1d4 (for each stack of Holy Thread inflicted with) + your intelligence modifier at the start of their turn.
- Healing thread
Starting at 14th level, when an enemy loses hit points due to Cursed Thread, all ally creatures regain 1d4 hit points.
- Holy Dome
Starting at 16th level, you can use 6 hawsers as an action to inflict all allies in an area of 15Ft with 1 stack of Holy Thread lasting 2 turns.
- Holy Healing
Starting at 18th level, whenever an ally is inflicted with 1 stack of Holy Thread it will regenerate 5 hit points
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Elemental Hawserer class, you must meet these prerequisites: 15 points on Constitution
Proficiencies. When you multiclass into the Elemental Hawserer class, you gain the following proficiencies: Whips, Spiked chains.
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