Embryon (5e Class)

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Embryon[edit]

<!-Introduction Leader->[edit]

Cursed or maybe gifted with power beyond your understanding. Embryon have a tattoo, a physical mark of the curse that can't be removed except by a wish spell, but you lose the power if you wish it away.

Creating a Embryon[edit]

what did your character do before they acquired the cursed mark and the power that comes with it

Quick Build

You can make an Embryon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background.

Class Features

As a Embryon you gain the following class features.

Hit Points

Hit Dice: 1d4 per Embryon level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Embryon level after 1st

Proficiencies

Armor: Nothing
Weapons: Nothing
Tools: Choose 2
Saving Throws: Strength and Constitution
Skills: Survival and choose 2.

Equipment

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

  • Knife
  • (a) Pistol(Renaissance) and 30 pieces of ammo or (b) Hunting Rifle(Modern) and 5 pieces of ammo or (c) Revolver(modern) and 10 pieces of ammo
  • Horse
  • If you are using starting wealth, you have 20GP in funds.

Table: The Embryon

Level Proficiency
Bonus
Features SP
1st +2 Transform 1
2nd +2 Consume 1
3rd +2 Subclass 3
4th +2 Ability Score Improvement 3
5th +3 Attack all 5
6th +3 Subclass feature 5
7th +3 Extra Attack 7
8th +3 Ability Score Improvement 7
9th +4 Bladed Arm 9
10th +4 Subclass feature 9
11th +4 Extra Attack 11
12th +4 Ability Score Improvement 11
13th +5 Devourer 13
14th +5 Subclass feature 13
15th +5 Extra Attack 15
16th +5 Ability Score Improvement 15
17th +6 Hatchet Arm 17
18th +6 Epic Boon 17
19th +6 Ability Score Improvement 19
20th +6 Null 19

Transform[edit]

You physically transform into a new form, general rule is have two arms and two legs, but talk to your DM if you want something more unique. You should also look terrifying and inhuman, look up Digital Devil Saga's main characters transformations if you want an idea of how you should look.

Transforming is a bonus action.

First pick an element to be strong and an element to be weak against(only applies when transformed).

Your unarmed attack deals 1d6 plus strength, you are proficient and choose the type of damage(piercing, bludgeoning or slashing), they are magical for the purpose of overcoming resistances.

When transformed your HP is doubled, when your HP hits zero you start rolling death saving throws, but your still transformed. You have natural armor equal to 10 plus con mod plus strength mod.

Consume[edit]

Spend 2 SP, roll a d20 and on a nat 20 you eat the target, killing them instantly and giving you double their XP value in XP, on anything else you miss and wasted a turn.

Subclass Feature[edit]

At 3rd level, you chose a Mantra. Choose between Physical Mantra, Magical Mantra or support mantra, detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 10th level, 14th level 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.

Attack All[edit]

Spend 2 SP, you make a melee attack and attack every target your fighting(roll on d20 as the attack roll and you hit every enemy who's AC is bellow your attack roll, yes add proficiency and everything to the roll)

Extra Attack[edit]

Make another attack when you take the attack action

Bladed Arm[edit]

Your base attack deals 1d8.

Devourer[edit]

Your consume now uses a d12, but costs 4 SP, instakill on a 12.

Hatchet Arm[edit]

Your base attack deals 1d10.

Epic Boon[edit]

You gain an epic boon(Recommend combat prowess)

Null[edit]

your immune to the type you chose to be resistant to, and your no longer weak to the magic you chose to be weak against

Physical mantra[edit]

Sometimes the simplest option is the best, hit thing harder than god.

Elemental Attack

your attacks now deal an additional 1d4 of the element you chose to be resistant to.

Enhanced Strength

Your strength can go above twenty but not above 30

Survive

You can take an action to eat a corpse and fully heal

Ragnarock

15 SP, Attack every enemy for 3d10(unresistable damage) and lower every one hits AC by 1d4.

Magical Mantra[edit]

You've embraced the magical power of your curse.

Magic

You can spend SP equal to a spells level to cast said spell.

Heal

spend SP and multiply the spent SP by 8, heal that much to whoever you want.

Makakaja

Spend 2 SP, the target can't fail constitution saving throws until you take a long rest.

Mind Charge

Spend 10 SP, double the effects of a casted spell.

Support mantra[edit]

Why hurt when you can buff and debuff

Tarakaja

Spend 5 SP, everyone you choose gain advantage on attacks until you take a long rest.

Tarunda

4 SP, lower the enemies AC by 1d4

Sukukaja

6 SP, apply haste to the entire party.

Debilitate

10 SP, enemies get disadvantage on every roll they take until you take a long rest.

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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