Frenzy Harbinger (5e Class)

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Frenzied Harbinger[edit]

You've tried to reach out to the God's in your time of need and have never been heard so where do you turn to if even the God's of this realm won't hear your pleads? You instead reach beyond this realm and seek out a God of the outer realm and there is where it hears your pleads. The Frenzied Flame, a god of which embodies the pureness of chaos mad flame. The one true desire of the Frenzied Flame is to have everything return to nothing so that all can be as one once again, this God is neither good nor evil it is simply chaotic incarnate and wishes those who follow to spread its flames to others of good or evil nature. A character following the Frenzied Flame will not be bound by the way of the world and will act according to what they wish for in the moment.

Creating a Frenzy Harbinger[edit]

When you create your Frenzy Harbinger, you must be a character of chaotic neutral alignment.

Quick Build

You can make a Frenzied Harbinger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength. Second, choose the Acolyte background.

Class Features

As a Frenzied Harbinger you gain the following class features.

Hit Points

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

Proficiencies

Armor: Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools:
Saving Throws: Constitution, 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:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple or martial melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol
  • If you are using starting wealth, you have 5d4*10 gp in funds.

Table: The Frenzied Harbinger

Level Proficiency
Bonus
Cantrips Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 0 0 Chaotic Hands
2nd +2 2 2 Fighting Style, Frenzied One, Frenzied Armament 2
3rd +2 2 3 Chaotic Blood, Path of Devotion 3
4th +2 3 3 Ability Score Improvement, Ability Score Improvement 3
5th +3 3 5 Extra Attack 4 2
6th +3 3 5 Aura of Chaos 4 2
7th +3 3 6 Path of Devotion feature 4 3
8th +3 3 6 Ability Score Improvement, Ability Score Improvement 4 3
9th +4 3 8 4 3 2
10th +4 4 8 Path of Devotion feature 4 3 2
11th +4 4 9 Improved Frenzied Armament 4 3 3
12th +4 4 9 Ability Score Improvement, Ability Score Improvement 4 3 3
13th +5 4 10 Intense Frenzied Flame 4 3 3 1
14th +5 4 10 Embraced by Madness 4 3 3 1
15th +5 4 11 Path of Devotion feature 4 3 3 2
16th +5 4 11 Ability Score Improvement, Ability Score Improvement 4 3 3 2
17th +6 4 13 4 3 3 3 1
18th +6 4 13 Path of Devotion feature 4 3 3 3 1
19th +6 4 15 Ability Score Improvement 4 3 3 3 2
20th +6 4 15 4 3 3 3 2

Madness[edit]

Madness is a unique status effect that requires a creature to build 5 stacks of it and activates on the 5th consuming the stacks and causing the source of the 5th stack to deal 2 additional damage dice. To cause a stack of Madness you must deal at least 8 damage that inflicts Madness to a creature, a source can inflict more than one stack of madness provided it meets the requirement to do so. Example: a source that would deal 16 damage would inflict 2 stacks instead of just one.

Hands of Madness[edit]

At 1st level, you gain a pool of points equal to 5x your Frenzy Harbinger level. When used you deal fire damage equal to the points expended to a target you can touch. This feature inflicts Madness and replenishes all points after a long rest.

Fighting Style[edit]

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

Archery

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

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.

Polearm Fighting

While wielding a polearm your damage die increases by one level. For example a spear that normally would deal 1d6 would instead deal 1d8.

Frenzied One[edit]

Starting at 2nd level, by devoting yourself to the Frenzied Flame you are bestowed with it's chaotic power, giving you the ability to cast spells as such spells that do elemental damage will always deal fire damage instead of their normal damage type well as build to inflict a unique status effect called "Madness".

Spell save DC = 8 + Proficiency bonus + Charisma Modifier
Spell attack modifier = Proficiency bonus + Charisma Modifier
Spellcasting slots

The Frenzied Harbinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Each time you gain access to a new level of spell, you gain access to a spell from the Paladin spell list of the appropriate level. But unlike the Paladin class you gain access to all fire spells from all classes aligned with your current spell level.

Frenzied Armament[edit]

Starting at 2nd level, Your able to harness the Frenzied Flames power to use with your weapon. when you hit a creature with a melee weapon attack, you can expend one spell slot to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The additional damage delt by this feature inflicts Madness.

Chaotic Blood[edit]

Starting at 3rd level, the chaotic energy from the Frenzied Flame flowing in your body makes you immune to being charmed and feared and resistance to bludgeoning, slashing and piercing damage.

Path of Devotion[edit]

When you reach 3rd level, you decide on the path of how you will wield your powers from the Frenzied Flame. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Those features include Path spells and the Channel Chaos feature.

Path Spells

Each path has a list of associated spells. You gain access to these spells at the levels specified in the paths description. Once you gain access to a path spell, you always have it prepared. Path spells don't count against the number of spells you can prepare each day.

If you gain an path spell that doesn't appear on the paladin spell list, the spell is nonetheless a spell you can use.

Channel Chaos

Your Path allows you to channel the chaotic energy of the Frenzied Flame to fuel magical effects. Each Channel Chaos option provided by your path explains how to use it.

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

Path of Shabiri[edit]

Through the path of Shabiri you've chosen to to devote yourself to the way of the sword to wield the power of the Frenzied Flame.

Path Spells

You gain Path spells at the Frenzied Harbinger levels listed.

Frenzied Harbinger Level Spells
3rd hex, hunter's mark
5th blur, flame blade
9th aura of vitality, dispel magic
13th death ward,elemental bane
17th steel wind strike, far step
Channel Chaos
Shabiri's Draw. You may make an Attack action while your while drawing your sheathed weapon, this causes your chaotic energy to light the blade aflame dealing an additional 2d8 fire damage.
Shabiri's Parry. As a Reaction you may cause your chaotic energy to surge in you to enhance your reflexes, to successfully parry you must roll an attack roll equal to the attackers roll, on a successful parry you may make one melee attack immediately after.

Shabiri's Flying Strike[edit]

Starting at 7th level, when making an Attack Action you may choose to make a ranged attack with your melee weapon by using the Frenzied Armament feature and making an attack.

Shabiri's Howl[edit]

Starting at 10th level, when hitting a creature with an attack you may unleash a bone-chilling howl that inflicts those within 30ft of you who already have a stack of Madness to gain an additional stack of Madness up-to 4 stacks. This feature can only be used once per turn.

Shabiri's Madness[edit]

Starting at 15th level, while Embraced by Madness is active your movement is doubled and you gain an additional attack.

Embodiment of Shabiri[edit]

Starting at 18th level, while Embraced by Madness is active your attacks score a critical hit on rolls of 18-20 and when scoring a critical hit you deal maximum damage

Path of Midra[edit]

Through the path of Midra you've chosen toa devote yourself to the way of magic to wield the power of the Frenzied Flame.

Path Spells

You gain Path spells at the Frenzied Harbinger levels listed.

Frenzied Harbinger Level Spells
3rd thunderwave, magic missile
5th flaming sphere, levitate
9th fireball, lightning bolt
13th sickening radiance,dimension door
17th flame strike, immolation
Channel Chaos
Midra's Flame. As an Attack Action, you may create a miniature Fireball that works like a normal one except it does half the damage and range.
Midra's Cloak. As an Action, you may wreath yourself in flames, these flames do not harm you however when you are hit by a melee attack the attacker takes 1d8 fire damage. This has a duration of 4 rounds.

Midra's Rage[edit]

Starting at 7th level, when casting a spell you may cause the spells range to double or if the spell has individual target(s) you may double the number of target(s).

Midra's Flame of Frenzy[edit]

Starting at 10th level, As an Action you may expend one spell slot and summon a apparition of the Frenzied Flame that spews it's flames in a 30ft cone. This deals 3d6 + Charisma using a 1st level spell slot and a additional 1d6 per each spell slot higher. The targets in the area may roll a Dexterity save to save for half.

Midra's Madness[edit]

Starting at 15th level, while Embraced by Madness is active your Charisma modifier for your spell attack is doubled and your spells deal an additional damage die.

Embodiment of Midra[edit]

Starting at 18th level, while Embraced by Madness is active you may use your Bonus Action to cast spells and have advantage on spell saves.

Path of Three Fingers[edit]

Through the path of Three Fingers you've devoted yourself to a spiritual familiar of the Frenzied Flame to use it's power. This familiar is known as The Three Fingers and while idle it has no material form. Furthermore through this path you have access to all spells of your spell level that are charms or enchants.

Path Spells

You gain Path spells at the Frenzied Harbinger levels listed.

Frenzied Harbinger Level Spells
3rd arm's of hadar, cause fear
5th hold person, crown of madness
9th haste, thunder step
13th blight,charm monster
17th dominate person, hold monster
Channel Chaos
Three Fingers Protection. As a Reaction, you may materialize the Three Fingers to shield you from an incoming attack, doing this causes the damage to be take by the Three Fingers and losing use of it for 1d4 rounds.
Three Fingers Strike. As an Attack Action you may coat your hand with the Three Fingers empowering your attack and dealing twice your weapon damage die.

Three Fingers Aid[edit]

Starting at 7th level, your familiar is able to truly aid you in combat, While in combat you may us your Bonus Action to issue a telepathic command to your familiar to cast a spell you have prepared. When your familiar casts a spell it uses your stats to determine the strength of the spell and consumes your spell slots when casting, furthermore when using a spell that requires concentration the familiar is the one who is tasked with the concentration of the spell and does not require verbal or semantics to cast any of the prepared spells. As the familiar is from the Frenzied Flame it also benefits from the Frenzied one feature.

Three Fingers Influence[edit]

Starting at 10th level, when you or your familiar cast a spell that would Charm or Enchant a creature that creature has disadvantage on their saving throw for the spell and if the creature fails they gain a stack of Madness up-to 4 at the start of their turn until the spells effect ends.

Three Fingers Madness[edit]

Starting at 15th level, while Embraced by Madness is active you gain advantage on attacks and cannot be restrained.

Embodiment of Three Fingers[edit]

Starting at 18th level, while Embraced by Madness is active you gain a bonus to your AC equal to your Charisma Modifier and when you roll for fire damage you roll twice the number of dice instead.

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.

Extra Attack[edit]

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

Aura of Chaos[edit]

Starting at 6th level, you and friendly creatures within 30ft of you are unaffected by difficult terrain.

Frenzied Fire Eater[edit]

Starting at 9th level, When you are hit with a fire element attack you may use your reaction to nullify the damage to yourself not factoring any resistance or immunities and store it to convert it into spell slot levels equal to the damage stored. To consume the stored fire requires a bonus action and consumes all stored fire for conversion. To generate a spell slot of 1st level you must consume 15 and for slots higher than 1st you must consume an additional 15 for each level. Stored fire lasts for 3 rounds but resets the timer when using this feature again.

Improved Frenzied Armament[edit]

Starting at 11th level, your body has harmonized with the Frenzied Flames power so strongly and your attacks reflect that power. Whenever you hit a creature with a melee attack you deal an additional 1d8 fire damage, this damage can also inflict Madness.

Intense Frenzied Flame[edit]

Starting at 13th level, fire damage you cause ignores resistance, furthermore any fire damage delt by you can cause Madness.

Embrace of Madness[edit]

At 14th level, you yourself are able to inflict Madness upon yourself lighting yourself aflame, to achieve this if you were to inflict a stack(s) of Madness you may choose to willingly receive stack(s) of Madness as well. Upon having 5 stacks of Madness you immediately go into a state of Frenzied Madness, during this time you are immune to psychic and cold effects as well as deal an additional damage die on your weapon attack however also during this time you are unable to tell friend from foe and will attack the the closest creature to you on your turns. Even while in this state you are able to cast spells, furthermore you take 1d6 damage every round you are in this state.

This feature lasts for 1 minute

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Frenzied Harbinger class, you must meet these prerequisites: Strength and Charisma score of 13 or higher.

Proficiencies. When you multiclass into the Frenzied Harbinger class, you gain the following proficiencies: Heavy Armor, Shields, Simple Weapons, Martial Weapons.


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