Itemship (5e Class)
so this is a quirk trying to make it into D&D so this is call itemship I am making this for my D&D campaign. you are able to gain up to 3 items of power from others they are able to steal others power but only if they give you an item they cherished and it has to be 100% willing to give you it and it has to be there most cherished item. and it has to be like jewelry for example it can't be clothing.
Made my self |
Class Features
As a itemship you gain the following class features.
- Hit Points
Hit Dice: 1d10 per itemship level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per itemship level after 1st
- Proficiencies
Armor: light
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Dexterity
Skills: Choose two of the following: Slight of hand, Deception, Insight, Intimidation, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) dagger or (b) any martial weapon
- (a) a short sword or (b) two slingss
- (a) a dungeoneer's pack or (b) a explorer's pack
- If you are using starting wealth, you have 4d4x10gp in funds.
Level | Proficiency Bonus |
Features | Transformations |
---|---|---|---|
1st | +2 | Itemship, Itemship feature | 1 |
2nd | +2 | Growing Flame | 1 |
3rd | +2 | Spark's Manifestation | 1 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | — | 2 |
6th | +3 | Spark Feature, Growing Flame | 2 |
7th | +3 | — | 2 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | — | 3 |
10th | +4 | Growing Flame | 3 |
11th | +4 | — | 3 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | — | 4 |
14th | +5 | Spark Feature | 4 |
15th | +5 | — | 4 |
16th | +5 | Ability Score Improvement, Growing Flame | 5 |
17th | +6 | — | 5 |
18th | +6 | Spark Feature | 5 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Immortal Flame | Unlimited |
Transform[edit]
your items allow you to transform into a ware wolf when you use your items you can be in them for 30 seconds at 1st level, 1 minute at 5th, and 5 minutes at 10th, 1 full day at 18th.
WERE WOLF[edit]
|Hit Points your level x (5 + your Constitution bonus in wolf form). |Armor Class While unarmored, your AC equals 10 + your Dexterity modifier in wolf form + your proficiency bonus
Transform[edit]
your items allow you to transform into a ware wolf when you use your items you can be in them for 30 seconds at 1st level, 1 minute at 5th, and 5 minutes at 10th, 1 full day at 18th.
in human creature[edit]
At level 1 you can transform in to this massive ware wolf you gain a +2 in your strength while in this form and your speed is increased by 10ft and your melee attacks deal an extra 1D12 of bludgeon damage. then at level 5 you have grown stronger your strength in this mode is now a +4 and your speed increased by 20ft and your melee attacks deal an extra 2D12 of bludgeon damage. now at level 10 your strength is increased by a +8 and your speed is increased by 40ft and your melee attacks deal an extra 4D12 of bludgeon damage. and at level 15 your strength meets a new high peak your strength is now increased by a +16 and your speed is increased by 80ft and your melee attacks deal an extra 8D12 of bludgeon damage.
martial strike[edit]
Your fists count as martial weapons.
sleepy creature[edit]
when you leave were wolf mode you gain 1 of exaghuten point until you get to level 5 then you no longer gain exaughten points for leaving. only 1 point of exaughten will go away per long rest.
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
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.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Action surge[edit]
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Wild's Leap[edit]
At 5th level, you can use your bonus action to leap up to your walking movement speed in any direction. You ignore difficult terrain while 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.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Immortal creature[edit]
at level 8 you gain more ability's while in your were wolf mode you become like wolverine where you are immune to everything that damages you but when you leave this mode all the damage you normally would have taken is now dealt to you but it is cut in half.
super human claws[edit]
your claws are as sharp as steel as it can cut through even the thickest of material. at level 2, you can deal and extra dice of damage for a claw attack and you get and extra +5 to hit.
Wolf Senses[edit]
Starting at 3rd level, you become able to speak with wolves and have access to their acute sense of smell and hearing, gaining the "Keen Hearing and Smell" ability even in your normal form.
In addition, you can cast the "speak with animals" spell a number of times equal to your Wisdom modifier (minimum once).
Superior Critical[edit]
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Beast of the Hunt[edit]
Your beast like senses have evolved at level 7 you are able to see farther then any normal wolf you have a darksight of 60 feet and a normal sight of 80ft and it will be clear as a crestal as long as they are within your eye sight. you also have a very sharp nose you have advantage on finding someone or something.
The moons gift[edit]
At level 20, when you go to zero or past while in wear wolf mode you will instead fall to 1 Hp you can only use this feature once per long rest
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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