Emperor, the False Archfiend Version (5e Class)

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Emperor[edit]

What is an Emperor?[edit]

Once in a while great people a born with a great destiny chosen by a higher power. We call them adventurers, heroes, or villainous bosses. What happens when that higher power grow bord with their plaything? Emperors are created after being discarded. They are powerful people with a curse that prevents them from shinning as bright as they once were. This does not stop them from being much, much better than an advantage mortal.

Some may say emperors are equal to demigods. Their great power will shape the world to their image. And with the bonds of fate, emperors can become anything. They could lead a life of a powerful adventurer, form their own nation, or slay the creatures that casted them aside.

Quick Build

You can make a Emperor quickly by following these suggestions. First, strength should be your highest ability score, followed by constitution. Second, choose the Gladiator background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Emperor you gain the following class features.

Hit Points

Hit Dice: 1d10 per Emperor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Emperor level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

Table: The Emperor

Level Proficiency
Bonus
Features
1st +2 Death is Coming, Brute
2nd +2 Combat Superiority (4 dice), Sold Soul
3rd +2 Unsacred Oath, Channel Destruction
4th +2 Ability Score Improvement
5th +3 Aura of Menacing, Extra Attack
6th +3 Ability Score Improvement
7th +3 Unsacred Oath feature, Combat Superiority (5 dice)
8th +3 Ability Score Improvement
9th +4 Most Frightening Being
10th +4 Ability Score Improvement, Combat Superiority (6 dice)
11th +4 Extra Attack, Cleave
12th +4 Ability Score Improvement
13th +5 Cruelty
14th +5 Ability Score Improvement
15th +5 Unsacred Oath feature, Combat Superiority (7 dice)
16th +5 Ability Score Improvement
17th +6 I Hear no Bell
18th +6 Counter Attack
19th +6 Ability Score Improvement
20th +6 Unsacred Oath feature

Death is Coming[edit]

At 1st level, you cause creatures to fear for their lives. When you get a critical hit, you deal an extra 2d10 necrotic damage and they are frightened of you until the end of your next turn.

Additionally, you always have critical hits against creatures named Karen.

Brute[edit]

At 1st level, you focus on brute strength over speed. Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws.

Your Strength score and your maximum increase by 4 at 11th level, and by 5 at 18th level.

Combat Superiority[edit]

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier

Sold Soul[edit]

At 2nd level, you have sold your soul to countless powerful creatures. Choose one below as a reward from your last soul saling:

  • Mad Inventor

You gain one infusion known and one infused item from artificer class.

  • Arch-fiend

You gain one eldritch invocations from the warlock class.

  • Eldritch God

You are always under an effect of a mutagen from mutant blood hunter.

  • God

You have two uses of Channel Destruction.

  • Cultist

You gain Crimson Rite from blood hunter class. While your hermocraft die increases as you gain levels in this class, you always limited to one damage type.

Unsacred Oath[edit]

When you reach 3rd level, you swear the oath that represent your greatest desire. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Souls.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Channel Destruction[edit]

Your oath allows you to channel negative energy to fuel magical effects. Each Channel Destruction option provided by your oath explains how to use it.

When you use your Channel Destruction, you choose which option to use. You must then finish a short or long rest to use your Channel Destruction again.

Some Channel Destruction effects require saving throws. When you use such an effect from this class, the DC equals your Combat Superiority save DC.

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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times.

Aura of Menacing[edit]

At 5th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 5 feet from you in every direction.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Emperor level if it starts its turn there.

Most Frightening Being[edit]

At 9th level, no one sane should ever try to scare you. You always have advantage on saving throws against being charmed or frightened.

In addition, whenever you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a the source of the condition to make a Wisdom saving throw against your Combat Superiority save DC. If the save fails, the target is frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Cleave[edit]

At 11th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Cruelty[edit]

At 13th level, your desire to slay does not end that easily. When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Dexterity, Intelligence, and Charisma saving throws.

I Hear no Bell[edit]

At 17th level, you get up even after you foes think that you have fallen. When you pass a death saving throw, you regain 100 hit points. You can use this feature once per long rest.

Additionally, whenever a Karen deals damage that brings you down to 0 hit point, you instead have 1 hit point

Counter Attack[edit]

At 18th level, you gain the ability to counterattack when someone tries to sabotage you. When you fail a saving throw and the source is within your melee weapon's range, you can use your reaction to make one weapon attack against the source. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Unsacred Oaths[edit]

You can choose one below or any paladin subclass. Paladin subclass' aura do not improve at 18th level.

Oath of Pumkin Man[edit]

As a creature from halloween, you desire to spead fear (and sweets) to the land.

Desires of Pumpkin Man

An Emperor who takes this oath has the desires of pumpkin man ordered by the king of Halloween.

Spooky Night You take great joy in scaring and killing others.

Night of Treats You enjoy handing out candy to people, for a right reason.

Pumpkin Head As part of your uniform, you wear a pumpkin helmet. Only people you trust can see you without your mask.

Frightened Karen Your greatest desire is to scare Karen

Channel Destruction: Trick[edit]

"There was once a powerful pumpkin man in a pirate crew."

At 3rd level, when a creature within 30 ft of you pass a saving throw, as a reaction, you hold out a horrifying idol. They subtract 1d10 from the roll. If it is a saving throw against being frightened by you or if they are named Karen, they instead subtract 10 from the roll.

Channel Destruction: Or[edit]

"Pumpkin man helped his living toy crewmate to make a copy of themselves."

At 3rd level, as bonus action, you hold out your scary idol. Choose a creature within 30 ft of you. On their next ability check, they add 1d10 from the roll. If it is an intimidation check, they instead add 10 to the roll. This effect last for 1 minute.

Channel Destruction: Treat[edit]

"Despite slaying outless people, he saved children that believe in halloween."

At 3rd level, as an action, you hold out your sweet idol. You create ten candy that remains good for 8 hours. When a creature eats the candy, they regain 4 hit points and no longer frightened.

Boon of the Halloween King[edit]

"The punkin man was sent by the halloween king."

At 7th level, the halloween king has granted you a boon. Choose between Spooky Sword, Festive Costume, or Pumkin Helment

Spooky Sword

"His sword killed more than anyone else in his pirate crew."

You can use your action to create a Spooky Sword in your empty hand. You can choose the form that this two-handed melee weapon takes each time you create it. This weapon deals necrotic damage.

Your Spooky Sword disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic two-handed melee weapon into your Spooky Sword by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Spooky Sword if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Spooky Sword constantly produce a sickly 5-ft of dim light. When you hit a creature with Spooky Sword within the dim light, they must make a wisdom saving throw against your Combat Superiority dc or become frightened of you until the end of your next turn. Creatures named Karen have disadvantage to this roll.

Festive Costume

"Only a selective few ever seen what's under his mask."

You can cast disguise self at will. When you cast disguise self this way, the illusion must be wearing some kind of of costume.

While you are under the effects of disguise self and a creature within 30 ft of you fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. This bonus becomes d6 if it is a charisma based ability check.

Pumpkin Helmet

"Even after all of his equipment is destroyed in a gas explosion and destruction of an entire dungeon, only him and his pumpkin helmet survived"

You are granted a pumpkin helmet. While you are wearing it and you are not wielding a shield, your ac is increased by 2. Additionally, you have advantage to all charisma ability checks against children and Karen.

Death is Part of Halloween[edit]

"The chear of a muntiny against halloween king boast the punkin man's desire to live."

At 15th level, you can feel death having a hard time claiming you. When you are at two failed death saving thows, you gain the following effects:

  • Whenever you pass a death saving throw, all creatures with 30 ft of you become frighten until the end of your next turn. While frightened this way, they will do their best to avoid harming you.
  • You have advantage to all death saving throws.

King's Favorite[edit]

"Another failure like this and you will be part of my corn field. You will be unable to move and you will be used to scare off the crows."

-King of Halloween

At 15th level, the pumpkin king chosen you has his champion. When you die, you are brought back to life. This process should not be preformed on mortals and you loose one character level.

This can be used once per week.

Arrival of Halloween[edit]

"I have arrived and I am not pleased. This will be the most hallowed night for everyone involved."

-King of Halloween

At 20th level, you open a gate to the king of Halloween. As a 10 minute ritual, you can summon the king of Halloween (similar effect to Improved Divine Intervention from cleric class) to you location. The moment the king enter our world, he cast Hallow spell with the fear effect. This spell cannot be counter nor dispelled.

This feature automatically triggers, without a 10 minute ritual, when you have two failed saving throws.

You can use this feature once per long rest.

Forsaken[edit]

Once chosen by a greater power. But now discarded and cursed by the same higher power that used to help them. Time to show them what happens when they throw away their toys.

Desires of Forsaken

An Emporer who takes this oath has the desires of forsaken to fullfil their revenage.

Never a Toy Again You hate being used by higher powers. You dislike seeing others being used as playthings for the greater powers.

Can't Die Yet You refuse to die until you get your revenage. You are willing to almost do anything to achieve your revenage.

Don't Praise the Gods You dislike worship of gods, higher powers, idols, and the sun. They do not deserve the attention.

God Slayer You aim to slay the higher powers. It may not be the method of your revenage but gaining the power to slay them will help greatly with your revenage.

Extinction Event of Karen Your greatest desire is to slay all Karens and prevent any more from being born.

Back with Vengance[edit]

"There was once a prisoner that refused to die. Each time he "died", he came back in a great frenzy.

At 3rd level, when you are "dead", you come back as a mindless monster seaking death to all. Before attempting a saving throw, you instead stand up and enter venegance mode. The following is applied in venegance mood:

  • You regain hit points equal to your Emperor levels times your constitution modifier.
  • At the start of your turn, you must do your best to kill the nearest living awake creature (without using constables or limited charges items): regardless if it is an ally or foe. If there is multiple closest living creatures, it is picked randomly.
  • Once you attack a creature, you keep attacking that creature until they are dead or downed or no longer the closest creature.

You regain your sanity after 10 minutes. You can use this feature once per long rest.

Chosen Undead[edit]

"He was cursed to roam this world without any mercy from healers. The only thing that can mend his body is Sunny D."

At 3rd level, you are cursed with the undead. Your creature type becomes undead. You gain the following:

  • You no longer require to eat, breath, or sleep.
  • You still require 8 hours of rest
  • You cannot heal in any way except by drinking Estus Flask.
Estus Flask

When you get this oath, you get an Estus Flask. You can create more during a long rest by expending 100 gd worth of materials.

As a bonus action, you can drink from the Estus Flask to regain 2d10 + your constitution modifier. Another creature can feed you a Estus Flask as an action.

If a Karen drinks an Estus Flask, it takes 1d10 poison, 1d10 necrotic, and 1d10 physic damage. For the next hour, Karen has vulnerability to the poison, necrotic, and physic damage.

While an Estus Flask is always full, you can be healed by Estus Flask up to half of your emperor levels (rounded up).

Tokens of the Departed[edit]

"The worst part that he used the soul of his foes as an energy to kill more foes."

At 6th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. Karen soul trinkets do not count towards your maximum.

You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • You can spend one to make another weapon attack
  • When you hit a creature, you can spend any number of soul tokens. For each token spend, you deal an extra 1d10 necrotic damage. You deal an extra 1d10 damage per soul token spent again Karen.

Channel Destruction: Touch of Death[edit]

"Never make pumpkin themed insults within pumpkin man's smiting range."

Starting at 15th level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals three times your Emperor level.

Channel Destruction: Unescapable Grave[edit]

"Not even gods are safe from the pumpkin man."

Starting at 15th level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Soul for a Soul[edit]

"He was hunted down for his misuse of souls"

At 20th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated.

Alternativily, you can use your bonus action and one soul token to heal an ally with 30 ft for 40 hit points.

Eldritch Gun Slinger[edit]

Beware of a gun slinger with firearm in one hand and an eldritch gun with the other hand. Time to show the higher powers that mortals can be strong.

Desires of Eldritch Gun Slinger

An Emporer who takes this oath has the desires of Eldritch Gun Slinger

Show Off You enjoy showing off your sweet gun skills. When you prefer dangerous activities, like monster hunting, you need to protect others to spread your fame.

Tactician You strategise the best way to be at effective range at all times. Your position and foe's position is very imporant to you.

Fame Seekers You enjoy any kind of fame. You avoid doing dangerous activities when their is noone to see your actions.

Target Pratice Karen Your greatest desire is to use a Karen as a moving target pratice. It would be no fun if your living target pratice runs away or cease living.

Bonus Proficiency[edit]

"It is said that a master gun slinger will join the pirates to save or destroy the world."

Starting when you choose this oath at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Additionally, you can cast mage hand cantrip. You can wield Eldritch Gun with your mage hand.

Beginner Marksman[edit]

"Like any good gun slinger, he had some fancy tricks up his sleave."

When you choose this oath at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms.

Trick Shots. You learn one trick shot of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 15th, and 20th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, hit a Karen, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You cannot regain git naturally. You can only have up to your intellegence modifier of git points at a time.

Saving Throws.;; Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Additionally, you can replace Combat Superiority Dc with Trick Shot DC.

Channel Destruction: Eldritch Gun[edit]

"What made him different was his powerful Eldritch Gun."

As an action, you create an eldritch gun with the stats and feature of tiny sized Eldritch Cannon from Altillerist Artificer. Your spellcasting modifer is intellegence. You can duel weild this tiny eldritch gun with any light firearm.

Channel Destruction Grity Day[edit]

"When you think you are winning, the master gun slinger always has a few tricks aready to turn the tide."

As an action, you can fill yourself with grit by looking at your idol. You gain git points equal to your intellegence modifier.

Emporer Redesign[edit]

"Unlike most men that follow his steps, he used agility over brute stength."

At 7th level, you retrain everything you know. When an Emperor class feature uses strength, you can instead use dexterity. When an Emperor class feature uses melee weapon, you can instead use single handed firearm.

Explosive Eldritch Gun[edit]

"When things get ruff, the gun slinging pirate is not scared of throwing his highly explosive gun."

Starting at 7th level, every eldritch gun you create is more destructive:

  • The eldritch gun's damage rolls all increase by 1d8.
  • As an action, you can over load your eldritch gun and throw it up to 60 feet away. Doing so destroys the gun and forces each creature within 20 feet of it to make a Dexterity saving throw against your trick shot dc, taking 3d8 force or fire damage on a failed save or half as much damage on a successful one. Karen have disadvantage to this saving throw.

Lightning Reload[edit]

"The gun slinger reloads faster than most mortal men"

Starting at 15th level, you can reload any firearm as a bonus action.

Fortified Aura[edit]

"Never bring a gun to a gun fight. The gun sling pirate is very resistant to ranged attacks."

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon.

You and your allies have half cover while within 10 feet of you, as long as you weild an Eldritch Gun. It is a result of a shimmering field of magical protection that the gun emits.

Twin Guns[edit]

"What's more horrifying than one eldritch gun? Two of them."

At 20th level, you can now have two eldritch guns at the same time. You can create two with the same channel destruction, and you can activate both of them with the same bonus action. You determine whether the guns are identical to each other or different. You can't create a third gun while you have two.

Hemorrhaging Critical[edit]

"His guns are so powerful, foes still feel its effects well after the creation of the bullet wound."

Upon reaching 20th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Emperor class, you must meet these prerequisites: 13 str

Proficiencies. When you multiclass into the Emperor class, you gain the following proficiencies: light and medium armor, shield, simple weapon, and martial weapons

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