Enthous (5e Class)

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Enthous[edit]

Enthous shake the foundation of the world, bearing down their righteous fury onto all who would oppose them. They are a martial order devoted to the destruction of evil and explore a close relationship and provide patronage to the natural world. Enthous are often extremely hardy, concerned almost entirely with ensuring order and prosperity are maintained in all situations, even in those situations where it may not be prudent. They have a strong sense of decorum and are eager to learn the ways and customs of others so as to fit into their society. As such, they have learned to adapt quickly, both on and off the battlefield, and take extraordinary pride in their ability to destroy those who would harm what they view as the natural order.

Creating a Enthous[edit]

Enthous are devoted to setting the world in its proper order. They are strong-willed, to the point of stubbornness. They channel primal energies into their very being and unleash them, causing the world to shudder before their might. Enthous are always on the front line of a fight, and rarely back down from anything lest proven through strength of arms and spirit, rather than simple discourse. They often see the world as undisciplined and that those who are weaker than them, while they may be deserving of help, are not to be pitied for their weakness. Rather, the enthous would see them rally their courage and take to a cause, as a life of passivity is seen as one not in service to the world that breathed life into them. The enthous frequently help more pious sorts, acting as bodyguards and captains to orders whom they deem worthy of concern. Enthous tend towards a variety of ideologies, and who they are in service to is frequently varied, though immediately obvious to those who have been around them for any length of time. Above all else, determination is valued most highly by the enthous, to whatever end.

Quick Build

You can make a enthous quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and then closely by Wisdom or Dexterity. Second, choose the acolyte background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Enthous you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Religion, and Survival.

Equipment

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

Table: The Enthous

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Sol
2nd +2 Foundation of the Earth
3rd +2 Sol improvement
4th +2 Ability Score Improvement
5th +3 Leaping Strike, Sol improvement
6th +3 Foundation of the Earth improvement
7th +3 Sol improvement
8th +3 Ability Score Improvement
9th +4 Leaping Strike improvement
10th +4 Foundation of the Earth improvement
11th +4 Shatter
12th +4 Ability Score Improvement
13th +5 Orb of Hope
14th +5
15th +5 Orb of Hope improvement
16th +5 Ability Score Improvement
17th +6 Shatter improvement
18th +6 Orb of Hope improvement
19th +6 Ability Score Improvement
20th +6 God Hand

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier.

Sol[edit]

You channel the energy of the sun into your fist, and smash through your enemies, coursing energy through their bodies.

Beginning at 1st level, while you are not wielding a weapon, your unarmed strikes gain unique attributes.

At level 1, all unarmed strikes deal an additional 1d6 radiant damage, and for every two enthous levels, deal an additional 1d6. You may attack the same enemy again as a bonus action.

At level 3, any creature that dies from your unarmed strikes explodes in a wave of radiant energy, healing all conscious allied creatures in a 30 foot sphere centered on the target, for 1d4 + your Strength modifier. For every two enthous levels, heal an additional 1d4.

At level 5, all unarmed strikes gain a +1 to hit. For every two enthous levels, they gain an additional +1 to hit.

At level 7, all unarmed strikes force the creature to make a Constitution saving throw or all of the creature's attacks and saving throws are made with disadvantage until your next turn.

Foundation of the Earth[edit]

You smash your fist into the ground, making all creatures keenly aware of you, smiling as they try, helplessly, to harm you.

Beginning at 2nd level, you may use your action to form a defense customized to the situation you are in.

While using this feature, you may dodge as a bonus action.

Choose one of the following attributes to grant to your defense. At level 6, choose two. At level 10, choose three.

Earth: Strengthening your body to that of stone, you gain +1 AC against all foes until your next turn. For every two enthous levels, gain an additional +1 AC.
Water: Choose a creature within sight. That creature has disadvantage on all attacks against creatures that are not you until your next turn. For every two enthous levels, choose an additional creature.
Sun: A creature attacking you is seared by the fires of your will. All creatures that make a melee attack against you take radiant damage equal to 1d4 + your Strength modifier. For every two enthous levels, add an additional 1d4.
Moon: You instill a calm to the battlefield, rallying your allies. Choose an allied creature that is not you within sight. That creature gains advantage on attack rolls until your next turn. For every two enthous levels, choose an additional creature.
Will: You become immune to certain status effects until your next turn, including blinded, deafened, paralyzed, and poisoned.
War: You concentrate and thrust your power outward. Any foe of large size or smaller that moves within ten feet of you must make a Constitution saving throw or be knocked prone.

Ability Score Increase[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.

Leaping Strike[edit]

With a gutteral shout, you leap into the fray, utterly destroying the land around you.

Beginning at level 5, you may use your action to perform a leaping strike, jumping up to 30 feet in any direction. At level 9, you may also use all of your movement to perform this action.

When you land, all terrain within a 10 foot radius centered on you becomes difficult terrain, as the force of your landing shakes the earth itself.

Shatter[edit]

You reach into a creature's spiritual body and crack its foundations, debilitating them.

Beginning at level 11, while you are not wielding a weapon, as an action, you may focus upon an enemy within sight. If that creature takes any action until your next turn, you crush their foundation. The creature is aware of this feature when it is used on them. You may dodge as a bonus action while using this feature.

At level 11, if the focused creature takes any action, including movement, the creature makes a Constitution saving throw. If they fail, they are blinded, deafened, and paralyzed. They may make a saving throw on their turn to end these effects.

At level 17, the ability automatically succeeds. They are also stunned and may make a saving throw on their turn to end this effect. Their hit points drop to 0 if they have less than 30 remaining.

You may use this feature three times, and you regain all uses of this feature after you finish a long rest. A use of this feature is only expended if the focused creature takes an action.

Orb of Hope[edit]

You focus the energy of a small sun into your fist and release its energy, granting light and hope to your allies.

Beginning at level 13, you may use an action to create a small sun 5 feet above you, that pulses and lasts for three rounds. The sun shines brightly, mimicking the effect of daylight, which is centered on the sun. All evil-aligned creatures become frightened upon seeing it.

This sun grants a number of benefits, providing a variety of effects to all allies within its 30-foot sphere. All allied creatures affected by the sphere gain the effects of lesser restoration and freedom of movement. The sun pulses these effects on each of your turns.

At level 15, the sun also applies greater restoration to all allies within its 30-foot sphere. At level 18, the sun also applies power word stun to all foes within its 30-foot sphere.

Any foe of huge size or greater is unaffected by the sphere.

You may use this feature two times, and you regain all uses of this feature after you finish a long rest.

God Hand[edit]

You have perfected the power of your fists, strong enough to now punch through planes and times.

At level 20, while you are not wielding a weapon, you may make an unarmed strike against a foe. If you hit your foe, their hit points drop to 0 and they explode into fine, fiery mist, and cannot be restored, even by means of true resurrection or wish. If you miss, the foe's hit points are halved. This attack extends into the planar void, and may hit foes in other planes, times, or means of existence, snuffing them out. It also dispels wards or any other protections from death or destruction when it hits.

You may use this feature once, and you regain all uses of this feature after you finish a long rest. This feature's use is only expended if the attack hits.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the enthous class, you must meet these prerequisites: 13 Strength, 13 Constitution and proficiency in Athletics

Proficiencies. When you multiclass into the enthous class, you gain the following proficiencies: simple weapons and Survival


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