Gore-igami (5e Class)

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Work In Progress
Reason:Things are still in development, everything is subject to change. Keep an eye on the site to watch for changes.

Gore-igami[edit]

Magic Arts of Paper and Blood[edit]

Do you like origami and blood magic? Well, here is a tasteful class that mixes both for your enjoyment!

Creating a Gore-igami[edit]

When deciding on the gore-igami class, think about how you character came about the gore-igami arts. Is it to rebel against the usual arts. Did they learn from someone they know and adapt the new art? Is there culture behind or gore-igami that lead to your character diving into the fine handcrafting abilities?

How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or herself. Perhaps your character wan'ts to imagine a way to bring back a loved pet, and seeks a way to control it.

Quick Build

You can make a gore-igami quickly by following these suggestions. First, make Constitution your highest ability score, followed by Charisma. Second, choose house agent as your background.

Class Features

As a Gore-igami you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Quarterstaffs, crossbows, daggers, darts, slings
Tools: Calligrapher’s kit
Saving Throws: Intelligence, Charisma
Skills: Choose three skills from Arcana, Sleight of Hand, Investigation, Medicine, Nature, Persuasion and Religion

Equipment

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

  • (a) A quarterstaff or (b) a dagger
  • (a) A light crossbow and 20 bolts or (b) a sling with 20 pieces of ammunition
  • (a) A dungeoneer's pack or (b) a scholar’s pack
  • (a) An athame used as an arcane focus or (b) a component pouch

You understand the confines of certain magic. Theses cantrips don't require any HP to use. You can select from the list at the bottom for your known cantrips. Once you have selected your known cantrips. You can have a limited set of prepared cantrips. You can interchange your prepared cantrips on a long rest.

Table: The Gore-igami

Level Proficiency
Bonus
Features Prepared Cantrips Cantrips Known
1st +2 Mastering The Craft 1 2
2nd +2 Folds of Fate 1 2
3rd +2 Oblation 1 2
4th +2 Ability Score Improvement 1 2
5th +3 Mastering The Craft 2 4
6th +3 Folds of Fate 2 4
7th +3 Oblation Improvement 2 4
8th +3 Ability Score Improvement 2 4
9th +4 Mastering The Craft 2 4
10th +4 Folds of Fate 3 6
11th +4 Oblation Improvement 3 6
12th +4 Ability Score Improvement 3 6
13th +5 Mastering The Craft 3 6
14th +5 Folds of Fate 3 6
15th +5 Oblation Improvement 4 8
16th +5 Ability Score Improvement 4 8
17th +6 Mastering The Craft 4 8
18th +6 Oblation Improvement 4 8
19th +6 Ability Score Improvement 4 8
20th +6 Master Of The Craft 5 10

Mastering The Craft[edit]

The Gore-igamist can learn to cast different conjuration spells at will.. but at a cost! You also learn some neat new abilites!

Mastering The Craft:
Mastering The Craft Level Conjure Paper Creatures Cost to Summon Per CR Ability Unlocked
1 Conjure Animals 1d4 Sacrificial Lamb
2 Conjure Minor Elementals 1d6 Clone-Jutsu
3 Conjure Woodland Beings 1d8 Mummy Tactics
4 Conjure Elemental 1d10 One With The Paper
5 Conjure Celestial 1d12 Blood Bending
Master of the Craft - - Overall Improvement

Conjure Paper Creatures[edit]

- As an action, you can cast the unlocked conjuration spell above at the cost of a hit die per CR level. If the CR is 1/2, then you only take half of the roll in damage. If the CR is 1/4 or lower, then you take quarter damage of the roll. All of witch is a minimum of 1hp
- Creatures summoned this way last 4 hours.

Sacrificial Lamb [edit]

- As an bonus action you can you can kill off a paper creation for charisma modifier + 2x proficiency bonus or half remain HP (whichever is lower) as Temporary HP. While this Temporary HP is active, you get +1AC. If you are to get any other sort of temporary HP, the AC bonus goes away unless it's from Sacrificial Lamb.

Clone-Jutsu [edit]

- As an action, you can make up to 3 paper clones of yourself for up to 6d6 worth. Their AC is equal to yours and their HP is equal to your roll. They all go on your turn.
- As a reaction, you can switch places with a clone, so as long as they are within 30ft of you. These clones are considered concentration spells.
- Enemies who use an action to make a wisdom saving throw against your spell save DC can differentiate you between your clones.
- The Clones mimic your exact class level, abilities, and skills. Their damage output is reduced by half.

Mummifying Tactics [edit]

- Your AC is increased by 1
- You become resistant to necrotic and poison damage.
- As an action you can choose 1 willing creature to encase them with paper. When you do this, they are considered grappled and get +5 temporary AC. At the start of their next turn, the parchment falls off and they gain 3d6 HP. The amount of times you can use this is equal to your proficiency bonus.

One With Blood And Paper [edit]

- When you get hit by slashing, piercing, or bludgeoning, you can heal back up to your charisma modifier back at the start of your turn. Can only happen once per turn.
- If you are to fall unconscious, you don't get the healing back.

Blood Bending [edit]

- As an action you can start a healing aura for 3d6. Friendlies who starts their turn within 15ft of you gain 1d6 + your charisma modifier. Friendlies who starts their turn within 10ft of you gain 2d6 + your charisma modifier. Friendlies who starts their turn within 5ft of you gain 3d6 + your charisma modifier.
- As an action, you can emit a toxic aura for 3d6. Enemies who start their turn or walk within 15 of you lose 1d6 + your charisma modifier. Enemies who start their turn or walk within 10 of you lose 2d6 + your charisma modifier. Enemies who start their turn or walk within 5 of you lose 3d6 + your charisma modifier.

Overal Improvement [edit]

See Master of the Craft.

Folds of Fate[edit]

Starting at level 3 Sadako Sasaki, the god of origami, starts to cherish your path of sacrifice. She gives you a choice...
Choose one of the paths that will determine your fate.

The Mongol[edit]

You understand the craft of Totems and Runes for buffs and AOE's
- As an action, you send out a Mongol. A Mongol is a Totem inscribed with a Rune. When doing so, it leeches some life from you; dealing 1d4 per level of totem and rune.
- You get a limited amount of Mongols per day. The Mongol must be prepared to use. You can prepare all you Mongols after a long rest, or 1 after a short rest. You can mix and match Totems and Runes so as long as you have them unlocked to make your Mongols.
All are listed and described at the bottom.
- The Mongol lasts until it is destroyed or recalled.
- The Range of the Rune's effect on the Mongol is equal to the range of the Totem
- Mongol's AC = your Gore-igami level; Mongol's HP = number rolled * 4.
- If recalled, you can recast The Mongol as an action for no additional self-inflicted damage.
(i.e. Fire totem 1d4 + Gebo rune 4d4 = 5d4, you rolled a 12, you take 12 points of damage to cast the Fire Gebo Mongol with an AC of 15 and a HP of 32)
The appearance of the totem is an animal listed next to the totem standing on a paper platform.
Mongols:
Folds of Fate Level Totems Runes Mongols per day Dice for HP
1 Fire(Tiger) - Water(Mantis) Ansuz, Berkano 2 1d4
2 Earth(Elephant) - Air(Crane) Degaz, Jera 4 2d4
3 Ethereal(Monkey) - Nebula(Panther) Ehwaz, Pertho 6 3d4
4 Machina(Bear) - Arcana(Raven) Kennaz, Gebo 8 4d4
Master of the Craft Necro(Scarab) - Esse(Deer) Hagalaz, Algiz 15 5d4
Master of the Craft
- Mongols now have doubled durations, damage, healing, and temporary healing.
- Mongols now take half as much health rounded down from you to cast.
- Mongols range is now doubled.

The Goremache[edit]

You learn the craftmanship of Gore-igami weapons, armor, and shields.

- As and action, you can expend a d4 per item to summon and equip a weapon, armor, and shield of paper and blood. Max of 1 each. (Does not need to be all three)
- You can now craft weapons and armor and are proficient in the what you craft while wearing or wielding the creation.
- Created Items last until you recall them or until you take a long rest.

For Weapons:

- Add your spell attack to hit; Add your charisma Modifier to the damage. Base damage die is equal to the crafted weapon.

For Armor:

- AC = 11 + Charisma Modifier

For Shields:

- Roll 1d4 + 1 for AC
(i.e. You decide to craft Armor and a Great Axe. You have a 20 Charisma and a +8 to spell attacks. Your new AC would be 16 and your weapons stats would be 1d12+5 with a +8 to hit.)
- When attacking, use your Charisma modifier instead of Strength or Dexterity.
(Can only be used on Gore-igami weapons, armor, and shields.)
Goremache:
Folds of Fate Level Abilities
1 Second Wind - Elan Rage
2 Reckless Elan - Dueling
3 Brutal Critical - Extra Attack
4 Action Surge - Superior Critical
Master of the Craft Abilities Improvement
Second Wind
- On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d8 + your Gore-igami level.
- Once you use this feature, you must finish a short or Long Rest before you can use it again.
Elan Rage
- On Your Turn, you can enter an Elan Rage as a Bonus Action.
- While raging, you gain the following benefits:
- You have advantage on Charisma checks and Charisma Saving Throws.
- When you make a melee weapon Attack using Charisma, you gain a +2 bonus to the damage roll.
- You have Resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast Spells, you can't cast them or concentrate on them while raging.
- You can still send out creation while enraged
- Your rage lasts for 1 minute. It ends early if you are knocked Unconscious, if your turn ends and you haven't attacked a Hostile creature since your last turn, if you haven't taken damage since then, or haven't sent out a creation since then. You can also end your rage on Your Turn as a Bonus Action.
- You can rage a maximum of 2 times per level of The Goremache per day. You must finish a Long Rest before you can rage again.
Reckless Elan
- 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 Charisma during this turn, but Attack rolls against you have advantage until your next turn.
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.
Brutal Critical
- You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
Extra Attack
- You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Action Surge
- On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
- Once you use this feature twice, you must finish a short or Long Rest before you can use it again.
Superior Critical
- Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Master of the Craft
- Second Wind is now * 2.
- Elan Rage only ends when you want it to end, when taking a rest, or being knocked unconscious.
- Reckless Elan no longer allows for advantage against you.
- Dueling now is + charisma modifier instead of +2.
- Action Surge can now be used 4 times instead of 2.
- Superior Critical can now score a critical hit on a roll of 17-20.

The Opus[edit]

- You inherit a book covered in blood on the outside, but pristine white pages on the inside, some of which have some writing in the pages. It belonged to a former Gore-igmaist. You learned how to cast from it and add spells to it.
- AS an action, you can cast spells from the book.
- You only get a certain amount of charges with the book. They reset after a long rest or half rounding up on a short rest.
- If you lose the book in any way, you can do a 1 hour ritual for it to appear next to you.
- You can add spells with a 4 hour ritual and a spell scroll. All spells added this way default to Opus level 3.
- The Opus' spells cost 1d4 worth of HP to use per level of The Opus. In order to cast spells at higher levels, inflict an addition d4 of damage per level higher of the spell.
(i.e. Scorching ray is a level 2 Spell but a Fold of Fate 1 Opus Level, so it's initial cost is 1d4, so to cast it at spell level 5, it would be an additional 3d4; being a 4d4 total worth of self-inflicted damage.)
Opus Spell Book:
Folds of Fate Level Spells Charges per day
1 Cure Wounds, Grease, Scorching Ray, Spare the Dying 5
2 Guiding Bolt, Counterspell, Animate Dead, Mass Healing Word, Mirror Image 10
3 Arcane Hand, Phantasmal Killer, Haste, Prayer of Healing, Dimension Door, Private Sanctum 15
4 Sunburst, Seeming, Reincarnate, Chain Lighning, Finger of Death 20
Master of the Craft Meteor Swarm, Feeblemind, Mass Heal, Weird, Storm of Vengeance 30
Master of the Craft
- The Opus gains double charges
- Damage inflected on self from casting spells is halved rounded down. (This excludes spell specific damage if applicable)

Oblation[edit]

Your sacrifices to your creations is noticed by Sadako Sasaki, she admires your commitment. Starting at 5th level, you learn how to make your creatures stronger with Oblation.

- As a bonus action, roll the die depending on how much extra damage you want your creature to do, take that amount of hit points of damage, and add that die as Oblation damage die. This applies to any and every attack they can do.
- The origami creature also get's temporary hit points equal to the roll + your charisma modifier.
- You cannot stack Oblation, but you can interchange the die, or re-roll the same die as a bonus action to give them a different damage die and a replenish of temporary hit points.
- Can target all summoned creatures at once. If you choose multiple creatures at once, just multiply the final role across all the targeted creatures.
Oblation is considered force damage
  • At 5th Level - d4 and d6
  • At 9th level - d8 and d10
  • At 14th level - d12 and d20
(i.e. You have 4 summoned creatures out. You want 3 of them to do an additional d8 to their attacks. You roll 1d8 and got 4, you take 12 points of damage, the targeted summoned creatures get a d8 force damage added to any of their attacks and they now have 4 + your charisma modifier as Temporary Hit Points)
Master of the Craft
- Damage inflicted on self is halved.
- an additional die is added to The Oblation 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. Or you can choose a feat instead of the ability score improvement.

Master of the Craft[edit]

Master of the Craft is a right of passage from Sadako Sasaki herself.

- Most of your skills and abilities get a boost as listed in each section.
"A true warrior has the toughest fights against their inner demons, not their enemies..."

Cantrips[edit]

Cantrips
Mending, Mage Hand, Thaumaturgy, Minor Illusion, Light, Message, Resistance, Prestidigitation, Acid Splash, Guidance, Produce Flame, Ray of Frost

Totems[edit]

Fire - (Tiger)
Either yourself or an ally of your choosing will get 1d4 temporary hit points at the start of every round. If the ally is rendered unconscious or leaves the vicinity of the totem, the effect ends. On the start of your turn, you can choose yourself again or a new ally within range, the healing effect won't start until the start of your next turn. Range is 20ft.
Water - (Mantis)
Any ally within 20 ft of your totem gains advantage with any ability or skill check made. Any enemy or selected target within range has disadvantage with any ability or skill check made.
Earth - (Elephant)
On the start of your turn and when first casted, your totem blasts your enemies with rocks. The closest enemy to your totem, within 40 ft take 2d4 bludgeoning damage.
Air - (Crane)
Choose a target within 30 ft. The target makes a Dexterity saving throw against your spell DC, on a fail, the enemy falls flat or is pushed up to 15 feet in the direction of your choosing. Enemies movement is also slowed by half while within the area of the totem.
Ethereal - (Monkey)
Choose a single target within 60 ft of your totem when you summon it. The target must make a Constitution saving throw against your spell DC. On a failure, they become blinded for the totem's duration. The target can make a save at the end of each of it's turns to end the effect. On a success, they have disadvantage on Perception checks that rely on sight.
Nebula - (Panther)
Choose a target within 30 ft. The target must make a Dexterity saving throw against your spell DC, on a failed save, this target is set on fire. At the beginning of each of its turns, while it remains on fire, the target takes 3d8 fire damage. To put the flames out requires either an action of rolling on the floor for a whole round or other logical situation (DMs discretion). On a successful save, it only takes half of 3d8. After the first target is either killed or steps out of range, the totem will start to fire 1d8 fire damage towards the closest enemy.
Machina - (Bear)
Choose a target when you summon your totem, that's within 30 ft of it. If it's an ally, they gain 4 AC and 10 temporary hit points for the duration of the totem. If an enemy is selected, the enemy has their AC reduced by 4 while within range of the totem. They are also frightened until they make a constitution saving throw against your spell save DC.
Arcana - (Raven)
Any enemy within 40 ft must make a Wisdom saving throw against your spell DC. On a fail, the enemy can't use any spells. On a success, nothing happens. It requires a bonus action to re-cast this totem.
Necro - (Scarab)
On the start of your turn and when first casted, your totem blasts all enemies with dark energy within 30 ft, they must make a Dexterity saving throw at the start of your turn against your spell DC. On a failure, they take 3d12 Necrotic damage or half as much on a success.
Esse - (Deer)
On the start of every other turn, all allies within 10ft get 2d10 worth of healing. If an ally is unconscious, you can choose to stabilize them instead. can stabilize 1 ally per totem.

Runes[edit]

Ansuz
While active, casts the spell detect magic, as well as give + charisma modifier to investigation checks.
Berkano
While totem is active, the enemy closest to totem makes wisdom saving throw against your charisma spell DC. On a fail, they turn into an ally and are considered charmed. The spell lasts 1 minute or until the totem dies. If the enemy is immune to charm, nothing happens.
Dagaz
An ally within the area cannot be charmed or cursed while within the area. 1 use per round.
Jera
An ally gains advantage on attacks within the area of the totem. 1 use per round.
Ehwaz
While totem is active, the area is considered non-difficult terrain. The area is considered Bright Light. Anything that's heavily obscured is considered lightly obscured, and lightly obscured is no longer obscured. Anything with blindsight or darkvision have clear vision, they are not effected by anything dealing with sight in the radius of the totem.
Pertho
Allows allies within the area to re-roll 1 die during any point of their turn. They must take the roll of the second roll.
Kennaz
On cast of totem, a hazy fog rolls in around the totem. Allies within the area gain the ability to misty step.
Gebo
While totem is active, all allies and yourself gain the ability to action surge once each while within 30 feet of totem.
Hagalaz
Prevents totem from dealing damage to enemies. Sets a proximity of 5 feet. Once an enemy gets within the proximity, totem explodes dealing 8d12 in a 10 foot radius. To put the flames out requires either an action of rolling on the floor for a whole round or other logical situation (DMs discretion). On a successful save, there is no effect. At the start of the enemies turn, they take 3d12 fire damage if it's still ablaze. The totem is destroyed once the proximity is triggered.
Algiz
While active, gives the closest ally an invincibility cloak that allows for 1 attack against them to be entirely negated. Once an attack lands on them, the cloak disappears. If the totem is destroyed, so is the cloak. 1 use per round.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gore-igami class, you must meet these prerequisites: Constitution 13; Charisma 15

Proficiencies. When you multiclass into the Gore-igami class, you gain the following proficiencies: Quarterstaffs, Calligrapher’s kit


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