Infinity Wielder (5e Class)

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Infinity[edit]

Infinity[edit]

This is a class based on merlin from the seven deadly sins

Creating an Infinity Wielder[edit]

Quick Build

You can make a Infinity quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Jack of All Trades background. Third, choose Aldan, and an explorer's pack.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d6 per level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st

Proficiencies

Armor: light and medium
Weapons: morning star Aldan
Tools:
Saving Throws: intelligence, wisdom
Skills: arcana, insight & chose 4 of 6 deception, sleight of hand, persuasion, perception, investigation, or intimidation

Equipment

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

  • (a) morning star aldan or (b) another spell focus
  • (a) a dungeoneer's pack or (b) explorer's pack
  • (a) a trinket or (b) balor's magic eye
  • incantation orb x5

Table: The

Level Proficiency
Bonus
Features
1st +2 Magical Prowess , Apport , Unarmored defense, Exterminate Ray , Standard Dc
2nd +2 Infinity lvl 1, Magic Cancel
3rd +2 Ability Score Increase, Endless Whirl, Magic Item Creation
4th +2 Ability Score Improvement, Barrier, Teleport, Extra Attack
5th +3 Icicle Castle, Absolute Cancel, Balor's Magic Eye Creation
6th +3 Ability Score Increase, Double Impact, Especialization
7th +3 Infinity lvl 2, Element ball
8th +3 Ability Score Improvement, Power Amplify, Perfect Cube
9th +4 Soul Transference, Ability Score Increase
10th +4 Random Ball, Extra Action
11th +4 Limit Break, Magic Sealed
12th +4 Ability Score Improvement, Infinity lvl 3, Ability Score Increase
13th +5
14th +5 Purgatory Venom
15th +5 Ability Score Increase
16th +5 Ability Score Improvement, Absolute Order, Infinity Mastered
17th +6 Chrono Coffin
18th +6 Ability Score Increase
19th +6 Ability Score Improvement
20th +6

Morning Star Aldan[edit]

morning star aldan acts as a spell casting focus and can be used to cast spells from it.

Balor's Magic Eye Creation[edit]

Grants 60 feet of true sight in your field of view, in that true sight gain insight to your enemy's health resistances immunities and vulnerabilities, & gain advantage on all insight and perception checks made with vision. if you did not start with one you have to create one. creating an eye takes 5 long rests and 3 days after all long rests are taken it appears. (be sure to ask your dm to help balance the creation process)

Standard Dc[edit]

standard dc for spells made by this class is, 12 + 2(infinity level) + int mod.

Infinity[edit]

Infinity lvl 1 - access to sorcerer, wizard, and warlock spell list. your spell slots follow that of the wizard class. all concentration spells no longer require concentration, advantage against all condition rolls, all duration effects extend by 1 turn even if you are 0 hit points.

Infinity lvl 2 - exterminate ray no longer is a constitution roll and is sure hit, all infinity spells are considered bonus actions, endless whirl no longer has maximum usage, all duration effects extend by 3 turns even if you are 0 hit points.

Infinity lvl 3 - all spells no longer have a maximum usage, all rolls enemies make against you are with disadvantage, all duration effects extend to infinity even if you are 0 hit points.

Infinity Mastered - doubles all infinity bonuses specified by spells, removes all spell restrictions on you except for chrono coffin.

Exterminate Ray[edit]

enemies in a line make a constitution roll (standard dc) deals force damage equal to 2d8, on a successful save deals half damage. adds 2d10 per infinity level and adds an additional damage dice at levels 5, p9, 13, 17.

Magical Prowess[edit]

your magical power denies your physical one your strength and dexterity cannot surpass 12 by any means, and your constitution cannot surpass 14 by any means. all stats that go over their respective cap get the excess halved and added to intelligence, charisma, or wisdom with each capping at 40.

Unarmored defense[edit]

while not wearing armor Armor class is equal to 10 + int mod + wis mod + proficiency bonus

Apport[edit]

A subsidiary teleportation technique that allows you to summon various objects, such as clothes and weapons, to yourself and your allies.

Magic Cancel[edit]

dispels magic or curses used over an area or target if the one who placed the spell is has a higher passive wisdom (ask your dm) make an insight check.

Endless Whirl[edit]

creates a tornado around yourself/an object everything within a 30ft feet circle radius make a dexterity saving throw or take 4d10 magical piercing and 2d10 magical slashing damage. increases to 6d10 piercing at level 5, 8d10 piercing at level 7, 10d10 piercing at level 10, 14d12 piercing at level 14, & 18d20 at level 18. can be used (int mod + 1/2 prof bonus rounded down). regains usages after short rest.

Magic Item Creation[edit]

With your knowledge of magic create magical items

incantation orbs - imbues an orb with one of your spells.

Absolute Defecation Candy - a powerful laxative

Peace Amulet - conceals a target's negative emotions and/or alignment making them at worst true neutral.

Magic Imbuement - imbues a weapon with a spell of yours

Barrier[edit]

dispels magic or curses used over an area or target if the one who placed the spell is has a higher passive wisdom (ask your dm) make an insight check.

Teleport[edit]

High-level teleportation magic that allows you to appear and disappear at precise locations and teleport groups of people instantaneously. The spell effect radius of your teleportation is several miles wide. can be used equal to your proficiency bonus times 3.

Extra Attack[edit]

Upon reaching 4th level, whenever you make an attack, you can make an additional attack as part of the same action.

Icicle Castle[edit]

creates a giant storm of ice (standard dc dex save) all enemies that fail take 4d10 ice damage and are frozen on a success half damage and no freeze. this spell increases by 1d10 for every +1 you have to proficiency bonus.

Absolute Cancel[edit]

dispels all magic damage from a single attack. can be used at any time after an enemy spell is cast. can be used equal to your proficiency bonus.

Double Impact[edit]

enemies in a 30 foot cone have their resistances reduced 1 level for 2 minutes. standard dc. is stackable equal to your infinity level. this includes condition immunity. healing -> immunity, immunity -> resistance, resistance -> no resistance damage, no resistance -> vulnerable. usable equal to your int mod.

Element ball[edit]

creates 6 balls that deal 2d4 damage of 1 of 9 types force, magical piercing, magical bludgeoning, magical slashing, cold, fire, lightning, radiant, & necrotic, each ball increases by 2d6 each level of infinity. enemies roll a standard dc dexterity save if they pass within 5 of the dc they get hit by 4 balls, between 6 and 7 they get hit by 3 balls, between 8 and 10 they get hit by 2, 11+ and they get hit by 1. ex dc 12 they roll a 17 they get hit with 4 balls, they roll a 23 they get hit by 1.

Power Amplify[edit]

increases an ally's or your damage by 2x. not stackable. can be used as a bonus action.

Soul Transference[edit]

transfers your soul to Aldan upon failing your death saves making you unable to make strength constitution or dexterity throws and making you reroll all of your death saves.

Random Ball[edit]

combines all elemental ball attacks in a barrage of attacks dealing damage of each type. force, magical piercing, magical bludgeoning, magical slashing, cold, fire, lightning, radiant, & necrotic. enemies make 1 roll per type of damage if they are immune to or heal from one or more types that damage the all damage is halved and they are considered to have succeeded by 10

Extra Action[edit]

At 10th level, you can use 2 actions in your turn, you can use this ability a number of times equal to your proficiency bonus.

Limit Break[edit]

increases an ally's or your to hit by +5 and damage by 4x and makes all nonmagical attacks magical. adds 1 level of exhaustion to them afterwards. can be used on an ally's turn. stackable in the same turn up to 4x +5 to hit -> +10 to hit -> +15 to hit -> +20 to hit, 4x dmg -> 8x dmg -> 12x dmg -> 15x dmg, 1 level of exhaustion -> 2 levels -> 4 levels -> 5 levels. if stacked more than once regardless of exhaustion they will be unable to fight for a week needing to rest.

Purgatory Venom[edit]

creates a potent venom that deals 4d10 poison damage that decays resistance to poison by 1 level when ingested followed by 4d6 damage per turn that increases by 1d6 & reduces poison resistance each turn until the venom is purged or until they reach 0 hp. healing -> immunity, immunity -> resistance, resistance -> no resistance, no resistance -> vulnerable.

Absolute Order[edit]

target makes a wisdom saving throw standard dc on a failed save they must follow caster's commands

Chrono Coffin[edit]

create a projection of a clock that suspends the target in time. starts on your current action and casts on your next turn. taking damage or using a reaction disrupts this ability and would need to be cast again.

Ability Score Increase[edit]

When you reach 3rd level, and again at 6th, 9th, 12th, 15th and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

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.


Multiclassing[edit]

unable to multiclass into or out of infinity

5.00
(2 votes)

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