Harmonixer (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.

You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Harmonixers are powerful and rare. They hold the power to transform into Demons and Celestial beings.

Making a Harmonixer[edit]

Harmonixers are often front line fighters.

Abilities: The most important attribute of Harmonixers is Constitution. Constitution is important as it helps increase the survivability of the Harmonixer.

Races: Humans.

Alignment: Any Chaotic.

Starting Gold: 2D4 x 10 gp (45gp).

Starting Age: Simple

Table: The Harmonixer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Fusion, Quasit Soul
2nd +2 +3 +0 +3 Dretch Soul
3rd +3 +3 +1 +3 Bearded Devil Soul
4th +4 +4 +1 +4 Babau Soul
5th +5 +4 +1 +4 Chain Devil Soul
6th +6/+1 +5 +2 +5 Succubus Soul
7th +7/+2 +5 +2 +5 Vrock Soul
8th +8/+3 +6 +2 +6 Bone Devil Soul
9th +9/+4 +6 +3 +6 Beblith Soul
10th +10/+5 +7 +3 +7 Hezrou Soul
11th +11/+6/+1 +7 +3 +7 Retriever Soul
12th +12/+7/+2 +8 +4 +8 Barbed Devil Soul
13th +13/+8/+3 +8 +4 +8 Glabrezu Soul
14th +14/+9/+4 +9 +4 +9 Ice Devil Soul
15th +15/+10/+5 +9 +5 +9 Nalfeshnee Soul
16th +16/+11/+6/+1 +10 +5 +10 Astral Deva Soul
17th +17/+12/+7/+2 +10 +5 +10 Planetar Angel Soul
18th +18/+13/+8/+3 +11 +6 +11 Marilith Soul
19th +19/+14/+9/+4 +11 +6 +11 Balor Soul
20th +20/+15/+10/+5 +12 +6 +12 Solar Angel Soul

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Harmonixer.

Weapon and Armor Proficiency: Simple and Martial Weapon Proficiency.

Fusion: The Harmonixer has a natural ability to change her body into those that they have acquired the soul of. This functions similarly to the druids Wild Shape. Fusion is however not restrained by size category. Fusion can only be used once per encounter and once combat ends the fusion automatically breaks. This lasts for 1 hour or until combat ends. Fusion can not be used outside of combat and is considered a Full round action. In order to use Fusion the Harmonixer must succeed a Concentration Dc check of 10 + the souls challenge rating. If failed then the Harmonixer still fuses into the monster, however they become beserked while doing so. Beserked Harmonixers are unable to tell the difference between friend and foe and must attack the closest living thing to them if possible. Beserking last for 2D4 rounds or until the Harmonixer is rendered unconscious. If the Harmonixer goes unconscious (even when not beserking) the Fusion breaks. Harmonixers are unable to use or learn any spells even if they multiclass into a class that can use spells. Harmonixers are also unable to summon any creatures even when fused to a creature that could normally summon.

  • note- All the Creature souls are SRD and can be found there for stats.

Human Harmonixer Starting Package[edit]

Weapons: 2 Punching Daggers

Feat: Power Attack.

Gear: Backpack, Waterskin, Bedroll, 3 days worth of trail rations

Gold: 45 G

Campaign Information[edit]

Works well with most campaigns that have the existence of Demons and Angels

Playing a Harmonixer[edit]

Religion: Most Harmonixers find themselves as enemies of religion as they are often labled as inherently Evil. This is not necessarily true though as a they can be any Chaotic

Other Classes: Harmonixers work well with most classes. They especially benefit from classes that have the ability to heal others.

Combat: Harmonixers usually find themselves on the front lines as most of the fusions are Close range fighters

Advancement: Harmonixers often Multiclass as fighters.

Harmonixers in the World[edit]

That wasn't even a workout.
—Yuri Hyuga, Human Harmonixer

Harmonixers often find themselves as social rejects as many fail to understand the power that they wield and fear it.

Daily Life: Often they find themselves evaiding the law and traveling the world.

NPC Reactions: Most tend to act in fear after discovering the Harmonixers powers. Otherwise they look normal enough.

Harmonixer Lore[edit]

Characters with ranks in Knowledge Religion can research Harmonixers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Religion
DC Result
5 Harmonixers can transform into Demons.
10 Harmonixers can also transform into Devils.
15 Powerful Harmonixers can turn into Angels.
20 Harmonixers lack the Ability to use spells.

Harmonixers in the Game[edit]

Harmonixers tend to be either by themselves or in a small party. They are not necessarily slow to trust others but are rather cautious when meeting new people. Most often they are not afraid to use the abilities that they possess but try to avoid using them in front of large amounts of bystanders.

Adaptation: A Harmonixer could fairly easily be adapted to change which souls they acquire to better suit a campaign.

Sample Encounter: Found sitting around a campfire resting after a long day of traveling. They approach the PCs as they are Suspicious of outsiders.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!