Empty Being (5e Class)

From D&D Wiki
Jump to navigation Jump to search


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Disney Interactive Studios. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Disney Interactive Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Empty Being[edit]

Racial Class[edit]

To choose this class, you must be either the Heartless Race, or the Nobody Race. You can multi class out of this class, but can only multi class into it if you already are, or otherwise become a Heartless or Nobody.

Empty Beings[edit]

Empty Beings are creatures born of Darkness that typically have no soul. They cannot feel emotions, at least not fully, and are more prone to use cunning, logic, and trickery. While not necessarily evil, they don't tend to have an issue playing dirty, and while they cannot fully feel emotions, they can learn to understand them, at least enough to manipulate them.

Creating a Empty Being[edit]

As you build your Empty Being, here are questions to consider. How did you become an empty being? Did you give up your soul willingly or was it stolen from you? What was your life like before losing your soul? Why is your dark weapon what it is? Perhaps it resembles something you loved back when you still had your soul or maybe it is a subconscious desire that you never knew you had? Do you desire to get your soul back? If so why? Or if not, then why not?

Quick Build

You can make a Empty Being quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlaten background. Third, Explorer's Pack. Weapons won't matter since you will likely be using your dark weapon as your main weapon.

Class Features

As a Empty Being you gain the following class features.

Hit Points

Hit Dice: 1d8 per Empty Being level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Empty Being level after 1st

Proficiencies

Armor: light armor
Weapons: Simple
Tools: none
Saving Throws: Charisma, Dexterity
Skills: Choose two from Arcana, Acrobatics, Athletics, Deception, History, Intimidation, Investigation, Nature, Persuasion, Stealth, Sleight Of Hand

Equipment

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

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • leather armor
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Empty Being

Level Proficiency
Bonus
Features Cantrips Known Ability Points Abilities Known Spell Level Spell Slots
1st +2 Dark Weapon Fighting Style Dark Magic 2 1 1
2nd +2 Abilities, 2 2 2 1 1
3rd +2 Dark Boon 2 3 2 2 2
4th +2 Ability Score Improvement 2 4 2 2 2
5th +3 3 5 3 3 2
6th +3 Dark Weapon Feature 3 6 3 3 2
7th +3 3 7 4 4 2
8th +3 Ability Score Improvement 3 8 4 4 2
9th +4 3 9 5 5 2
10th +4 Dark Weapon Feature 4 10 5 5 2
11th +4 Dark Impulse 6th Level 4 11 5 5 3
12th +4 Ability Score Improvement 4 12 6 5 3
13th +5 Dark Impulse 7th Level 4 13 6 5 3
14th +5 Dark Weapon Feature 4 14 6 5 3
15th +5 Dark Impulse 8th Level 4 15 7 5 3
16th +5 Ability Score Improvement 4 16 7 5 4
17th +6 Dark Impulse 9th Level 4 17 7 5 4
18th +6 4 18 8 5 4
19th +6 Ability Score Improvement 4 19 8 5 4
20th +6 Dark Weapon Feature 4 20 8 5 4

Dark Weapon[edit]

Starting at 1st level, your dark power allows you to conjure a powerful weapon from the shadows. Choose 1 Dark Weapon which gives you a feature at 1st level, followed by another at 6th level, 10th level, and then finally 20th level. As a free action, you can summon your Dark Weapon from a pocket dimension that is large enough to only hold your Dark Weapon. When summoned this way, the Dark Weapon appears in your hand(s). As a bonus action, you can recall your Dark Weapon back to your hand while you are not holding it and it is not in the pocket dimension. You can also dismiss your Dark Weapon back to this pocket dimension as a free action while you are holding it. If your dark weapon is destroyed, you can create a new one by either taking a short or long rest, or by spending 5 Ability points as an action.

Dark Magic[edit]

Your dark origin bestows magic on you and gives you facility with spells.

Cantrips[edit]

You know two cantrips of your choice from the Keyblade spell list. You learn additional Keyblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Heartless table.

Spell Slots[edit]

The Empty Being table shows how many spell slots you have. The table also shows what the level of those slots is, all of your spell slots are the same level. To cast one of your Empty Being spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are a 5th level Empty Being, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd level spell.

Preparing And Casting Spells[edit]

You prepare the list of Empty Being Spells that are available for you to cast, choosing from the Keyblade spell list. When you do so, choose a number of Empty Being Spells equal to your Charisma modifier + half your Empty Being level, rounded up (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 4th-level Empty Being, and have 2 2nd level Spell Slots. With a Charisma of 14, your list of prepared Spells can include seven Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Keyblade Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your Empty Being spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus[edit]

You can use an arcane focus as a spellcasting focus for your Empty Being spells. You can use your Dark weapon as your arcane focus.

Fighting Style[edit]

At 1st level, you adopt a particular style of Fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense

While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Hit And Run

When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature until the start of your next turn.

  • Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

  • Spellcaster

You gain a +1 to spell attack rolls and your Spell Saving DC.

  • Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Abilities[edit]

Through you dark power, you have gained powerful abilities. Unique powers that give your power form. At 2nd level, you gain two Abilities of your choice. When you gain certain Empty Being levels, you gain additional Abilities of your choice, as shown in the Empty Being Table.

Additionally, when you gain a level in this class, you can choose one of the abilities you know and replace it with another ability that you could learn at that level.

A level prerequisite in an ability refers to a level in a this specific class, not character level.

Additionally, you have a set Number of Ability Points equal to your Empty Being Level. Some of these abilities will expend ability points. You regain all ability points when you finish a short or long rest.

Click Here for a full list of abilities

Dark Boon[edit]

At 3rd level, your dark power grants you a powerful gift. You gain 1 of the following features of your choice.

  • Dance of The Daring

Prerequisites: Dark Instrument
When you use your Dark instrument Feature, you can spend 2 Ability Points to target 2 creatures with it at once.

  • Dark Versatility

You gain 1 additional ability. This does not count against the abilities you can already know.

  • Dark Talent

You gain 3 skills of your choice. You also gain expertise in 2 skill of your choice.

  • Dark Mind

You gain 3 cantrips from any spell list. These cantrips count as heartless cantrips for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.

  • Rapid Claws

Prerequisites: Dark Claws
Immediately after you take the Attack action on Your Turn, you can spend 1 Ability point to make two unarmed strikes with your claws as a Bonus Action.

  • Eternal Flames

Prerequisites: Chakrams
Any fire damage that you inflict ignores resistance.

  • Berserk

Prerequisites: Dark Claymore
While raging, you have resistance to all damage except psychic damage.

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.

Dark Impulse[edit]

At 11th level, your dark power bestows upon you a magical secret called an impulse. Choose one 6th-level spell from the Keyblade spell list as this impulse.

You can cast your impulse spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Keyblade spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Dark Impulse when you finish a long rest.

Dark Claws[edit]

Dark Claws

At 1st level, you grow a pair of claws that are imbued with dark energy. These claws count as your Dark weapon and inflict slashing damage equal to 1d4+your strength or dexterity modifier. The damage dice for these claws increase as you gain levels in this class as shown in the table below.

Attacking with these claws counts as making a finesse unarmed attack. When you use the Attack action with an Unarmed Strike with these claws on Your Turn, you can make one Unarmed Strike with these claws as a Bonus Action.

Dark Claw Damage
Empty Being Level Damage Dice
1st to 4th 1d4
5th to 10th 1d6
11th to 16th 1d8
17th to 19th 1d10
20th 2d6
Leverage

Starting at 6th level, your claws allow you an extra bit of leverage for mobility. Your movement speed increase by 15 feet, and you gain a climbing speed equal to your movement speed.

Lethal Jab

Starting at 10th level, your claws have a lethal toxins radiating off of them. Once per round, when you hit a creature with an attack with your claws, you can spend 2 AP to make the attack deal an additional 2d6 necrotic damage. Additionally, your movement speed increases by an additional 5 feet. (Total increase 20)

Hastega

Starting at 14th level, you gain the Hastega Ability and it does not count against abilities known. If you already have the Hastega ability then you may take a different ability. Also, when you cast haste on yourself using the Hastega ability, you can do so as a bonus action and you do not suffer the lethargy effects when the spell ends.

Additionally, your movement speed increases by an additional 10 feet. (Total increase 30)

Dark Conversion

Starting at 20th level, you covert your magic into physical energy to sustain yourself. As a bonus action, you can spend one of your Empty Being Spell Slots to regain 5 Ability Points. You cannot have more then your maximum through this effect. You can only do this once, and must complete a short or long rest before you can do this again.

Dark Staff[edit]

Dark Staff

At 1st, you gain a staff of dark energy that amplifies your dark magic. This staff counts as your Dark Weapon. When you first gain this staff, you gain one additional Heartless spell slot.

Dark Focus

Starting at 6th level, your dark magic becomes easier to sustain. When you make an ability check or a saving throw, you can spend 3 Ability Points use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur

Dark Replenish

Starting at 10th level, your Dark Magic becomes more sustainable. As a bonus action, you can spend 5 Ability Points to regain 1 Empty Being spell slot. You can only do this once and must complete a short or long rest before you can do this again.

Dark Element

Starting at 14th level, you can focus your dark energy into a preferred kind of magic. You gain your choice of either the Fire Boost, Blizzard Boost, or Thunder Boost abilities, and it does not count against the abilities you know.

Dark Power

At 20th level, you can pump absurd amounts of dark power into your magic. When you inflict damage with a spell that you cast with a Empty Being spell slot or with a Dark Impulse, you can spend 5 AP to double the damage inflicted. You can only do this once, and must complete either a short or long rest before you can do this again.

Keyblade[edit]

Keyblade

At 1st level, you attain a weapon of light, despite having an origin of darkness. You gain and are attuned to a Keyblade(s) that counts as your dark weapon and takes on one of the following forms of your choice.

Heavy Keyblade: Your Keyblade counts as a 2 handed weapon, and deals 2d6 bludgeoning damage on a hit.

Swift Keyblade: Your Keyblade counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) bludgeoning damage on a hit.

Twin Keyblades: You have 2 keyblades, each one counting as a light, finesse weapon, that deals 1d6 bludgeoning damage on a hit.

You considered proficient in wielding your Keyblade(s). As a free action, you can summon your Keyblade(s) from a pocket dimension that is large enough to only hold your keyblade(s). When summoned this way, the keyblade(s) appear in your hand(s). You can also dismiss your keyblade(s) back to this pocket dimension as a free action. If your keyblade(s) is destroyed, you can restore them by either taking a short or long rest, or by spending 5 ability points.

As a bonus action, if you keyblade(s) is not in your hand or in it's pocket dimension, you can summon your keyblade(s) back to your hand(s). While you are holding your keyblade(s), you can spend 1 Ability Point to cast knock, arcane lock, detect good and evil, and detect thoughts without material, verbal, or somatic components. You must be pointing your keyblade at the target to cast these spells this way.

Magic Key

Starting at 6th level, the damage dealt by your Keyblade(s) is considered magical for the purpose of overcoming resistance and immunity.

Rememberence

At 10th level, you begin to recollect some of the memories of your life before your became an empty being. Choose one from the abilities. You gain that ability, ignoring the prerequisites, and it does not count against the abilities known.

  • Quick Blitz
  • Regen (The pool of hit points is equal to 5 X your level in this class)
  • Swift Magic
  • Alter Magic
  • Magic Scope
  • Safe Magic
  • Long Cast
  • Double Cast
  • Silent Magic
Rememberence Plus

Starting at 14th level, you may choose 1 additional ability from the Remembrance feature.

Two Become One

At 20th level, you feel as though you are whole once again. Even though your are still broken, you accept such as a part of who you are. Embracing this allows you to enter a powerful state of peace of mind for 1 minute. While in this state you gain the following benefits.

  • You gain 1 additional action during each of your turns.
  • You gain a +3 bonus to AC, Attack Rolls, Damage Rolls, Saving Throws, Spell Save DC, and Spell Attacks.
  • Your movement speed doubles.

You can only do this once and must complete a short or long rest before you can do so again.

Chakrams[edit]

Chakrams

At first level, have a pair of Chakrams. These chakrams count as light, finesse weapons with the thrown property. (Range 60/90 feet.) They inflict piercing damage equal to 1d6+your dexterity modifier. When you throw one of these chakrams as a weapon attack, you can immediately summon it back to your hand as part of the attack. These chakrams count as your dark weapon.

Ricochet

Starting at 6th level, your training with your chakrams has taught you how to ricochet them off of walls, objects, and creatures. When you make a thrown weapon attack using one of your chakrams, you can spend 2 Ability points to hit an additional creature that is within range with the same attack, making a separate attack roll for each creature.

Alternatively, you can spend 4 ability points to attack 3 creatures at once, making a separate attack roll for each creature.

Circle Of Fire

Starting at 10th level, you can protect yourself by calling forth a circle of fire around yourself. You gain the Barrier ability, and it does not count against abilities known.

When you cast the shield spell, any creature that attacks you with a melee attack while within 5 feet while the spell is active takes 1d6 fire damage. You can spend additional AP to increase this damage by 1d6 for each ability point spent to a maximum of 5d6.

Improved Ricochet

Starting at 14th level, you can hit the same creature more than once with a single attack using your ricochet feature. You make a separate attack roll for each time you hit the creature with your ricochet feature.

Eruption

Starting at 20th level, you can surround your Chakrams with fire allowing you to inflict even more damage with them. Your chakram attacks inflict an additional 2d6 fire damage.

Dark Knife[edit]

Dark Knife

Starting at 1st level, you gain a dagger. This dagger counts as your dark weapon. Once per round, when you hit a creature with an attack from this weapon with advantage. You can add 1d6 damage to the roll. This damage increase as you gain levels in this class as shown in the table below. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

Dark Knife Damage
Empty Being Level Extra Damage
1,2 1d6
3,4 2d6
5,6 3d6
7,8 4d6
9,10 5d6
11,12 6d6
13,14 7d6
15,16 8d6
17,18 9d6
19,20 10d6
Uncanny Dodge

Starting at 6th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

Savage Nymph

Starting at 10th level, you can spend 2 ability points to inflict the extra damage from your Dark Knife feature without needing advantage.

Absent Silhouette

Starting at 14th level, as an action, you can spend 8 Ability Points conjure a duplicate of yourself to an empty space you can see within 30 feet of you. This duplicate is friendly to you and obeys any commands you give to it. It's HP is equal to half of your own maximum HP, and it disappears after 1 minute. This duplicate disappears early if you fall unconscious, die, dismiss it as a bonus action, or conjure another one while it is still active. You can only have one duplicate active at a time.

Fondre

Starting at 20th level, when you inflict extra damage using your Dark Knife feature, you can spend 2 Ability Points to inflict the maximum damage instead of rolling damage.

Dark Gun[edit]

Dark Gun

At 1st level, you gain a pistol that is fueled with dark energy. This pistol is light, has the loading property, has a range of 60/120, and it inflicts piercing damage equal to 1d8+your dexterity modifier on a hit. This pistol count as your dark weapon.

Since this pistol is fueled by dark energy, is does not need ammunition to fire.

Trick Shot

Starting at 1st level, You learn two trick shots 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, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. Grit. You gain a number of grit points equal to your Charisma modifier (minimum of 1). You regain all expended grit points after a short or long rest.

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

  • Bullying Shot

You can use the powerful blast and thundering sound of your pistol to shake the resolve of a creature. You can expend One Grit Point while making a Charisma (Intimidation) check to gain advantage on the roll.

  • Dazing Shot

When you make an attack from your pistol against a creature, you can expend One Grit Point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

  • Deadeye Shot

When you make an attack from your pistol against a creature, you can expend One Grit Point to gain advantage on the attack roll.

  • Disarming Shot

When you make an attack from your pistol against a creature, you can expend One Grit Point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

  • Forceful Shot

When you make an attack from your pistol against a creature, you can expend One Grit Point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

  • Piercing Shot

When you make an attack from your Pistol against a creature, you can expend One Grit Point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.

  • Violent Shot

When you make an attack from your Dark Pistol against a creature, you can expend one or more Grit Point (Maximum equal to your proficiency bonus) to enhance the volatility of the attack. For each Grit Point expended, If the attack hits, the damage roll receives a +1 bonus.

  • Winging Shot

When you make an attack from your Pistol against a creature, you can expend One Grit Point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Quick Draw

Starting at 6th level, you can add your proficiency bonus to your initiative.

Crack Shot

Starting at 10th level, you gain the Archery fighting style. If you already have the archery fighting style, you can choose another fighting style that was available to this class at 1st level.

Warp

Starting at 14th level, you gain the Quick Step ability and it does not count against abilities known. If you already have the Quick Step ability you can choose another ability that you are eligible for. Additionally, you do not need to spend Ability Points to use the Quick Step Ability.

Rapid Fire Rush

Starting at 20th level, your reflexes allow to a brief moment of firing at insane speed. As an action, you can spend 5 AP to make 5 attacks from your pistol at once, making a separate attack roll for each shot.

Dark Instrument[edit]

Dark Instrument

At 1st level, you gain a musical instrument of your choice that imbues the world around you with your dark magic. This instrument counts as your Dark Weapon. You are considered proficient in playing this instrument.

As a reaction, when a creature within 60 feet that can hear you makes an attack roll, spell attack roll, saving throw, or skill check, you can spend 1 AP to play a few notes from your instrument to empower that creature with dark energy, the creature can add an additional 1d6 added to the roll. The die increases based on your level as shown in the table below.

Dark Instrument Die
Empty Being Level Dark Instrument Die
1st to 4th D6
5th to 9th D8
10th to 14th D10
15th to 20th D12
Summon Empty Creature

Starting at 6th level, as an action, you can expend 5 ability points to invoke dark energy to summon a creature from either a fiend with the "Heartless" tag or an Aberration with the "Nobody" tag, whose CR is no greater than half of your Empty Being level. This creature remains summoned for 1 minute. If you use this feature again while the creature you summoned is still conjured, the original creature disappears. This creature considers you to be friendly, and obeys any commands you give to it.

For a full list of heartless and Nobodies, see the Kingdom Hearts Bestiary. https://www.dandwiki.com/wiki/Bestiary_(Kingdom_Hearts)

Dark Secrets

At 10th level, your dark power increases even further. You can choose 1 additional Dark Boon. This boon cannot be the same as the one you have already chosen.

Dance Shadows Dance

Starting at 14th level, when you use your Summon Empty Creature feature, you can summon numerous fiends with the "Heartless" tag or an Aberration with the "Nobody" tag, provided that the combined total CR of these creatures does not exceed half of your level.

Grand Summon

By 20th levels, your ability to summon dark creatures reaches it's peak. When you invoke your Summon Empty Creature feature, you can spend 10 Ability Points to summon a single creature from either the Heartless or Nobody segment of this expansion, with a maximum CR of 20. You can only do this once, and must complete a long rest before you can do this again.

Dark Lance[edit]

Dark Lance

At 1st level, you gain a lance that radiates with dark power. This spear counts as your Dark Weapon.

When you attack using this specific lance, you can ignore the property that gives you disadvantage when attacking creatures within 5 feet. Additionally, when you make an attack with this lance and the D20 result is a 19, you can treat the hit as a critical.

Nimble

Starting at 6th level, you are quite agile. You gain the slide ability if you do not have it already and it does not count against abilities known. If you already have the slide ability, you may choose another ability that you are eligible for. Additionally, when you use the slide ability, you can both dash and disengage within the same bonus action.

Wild Dance

Starting at 10th level, you can breeze much more fluidly with your Lance. As a bonus action, you can enter a state of focus for 1 minute. During this time you gain the following benefits.

  • You can make an additional attack with your dark lance when you take the attack action.
  • Your movement speed doubles.
  • Your dark lance has an additional 10 foot reach. (20 total)
  • You score a critical hit with your dark lance on an 18 or higher.

You can change into this state a number of times equal to your charisma modifier regaining all expended uses when you complete a long rest.

Superior Critical

Starting at 14th level, you score a critical hit with your Dark Lance on an 18 or higher. While in your Wild Dance state, you score a critical hit on 17 or higher.

Improved Wild Dance

Starting at 20th level, your Wild Dance is ever more graceful. When you enter your Wild Dance state, you gain the following benefits in addition to the previous ones.

  • Your dark lance has an additional 10 foot reach. (30 total)
  • Your AC increases by 3.
  • Your dark lance inflicts an additional 2d6 damage on a hit.
  • Your Dark lance ignores resistance and immunity.

Dark Claymore[edit]

Dark Claymore

At 1st level, you gain a greatsword that radiates with dark power. This greatsword counts as your Dark Weapon.

Additionally, while you are not wearing armor, your AC = 10 + your strength modifier + your constitution modifier.

Rage

Starting at 1st level, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength saving throws.

• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.

• You have resistance to bludgeoning, piercing, and slashing damage.

You can't cast spells or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can rage a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.

Reckless Attack

Starting at 1st level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Relentless Rage

Starting at 10th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 14th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Empty Being class, you must meet these prerequisites: You must be or otherwise become Heartless or Nobody.

Proficiencies. When you multiclass into the Empty Being class, you gain the following proficiencies: Proficiency in Persuasion or Deception. Proficiency in light armor

5.00
(one vote)

Back to Main Page5e HomebrewClasses<!-is based in music, travels, performance, and/or a wide range of spells-><!-religion/patron-based caster-fighter-><!-low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures-><!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><!-gets ability from a separate source, often doesn't have spellcasting-><!-pact-based arcane caster-><!-gains power through knowledge, almost always spellcaster-><!-keep this category if the class uses multiple tags-><!-class does not use tags and does not fall into any of the archetypes of the tags above-><!-class is designed as a variant to a first party core class->-->