Karakuri Thread Hunter (5e Class)
Karakuri Thread Hunter[edit]
A goblin faces off a charging T-rex the goblin just stands there waiting for the opportune moment and there it is! he pulls together a karakuri wall as the T-rex slams into to the makeshift wall being repelled into the air by the reversal of force. A drow is assembling a camp by pulling karakuri threads to create campfires, tents, and workstations. A human use her threads to pull together a launcher to fling karakuri mines at a behir.
Nature's reapers[edit]
Karakuri hunters are a different breed of hunter as they gain their powers through the use of Karakuri threads or the threads of life in which all life is connected by nature. they are protectors of ecosystems and custodians of the natural order. they're called to action when great beasts threaten to upset the delicate balance between fauna, flora, and mankind. the Karakuri threads grant them the ability to create animated constructs which can act on their own like the tsukumo, little ball like critters who help operate and man some of a hunters karakuri arsenal and buildings. What makes a karakuri hunter so different from other hunters or guardians of nature like druids and rangers is that they are bound to nature by their threads as like all things it's a two-way street and as long as you do nature's work you are free to do as you please.
Creating a Karakuri Thread Hunter[edit]
Why do you fight nature's battles? what brought to become a hunter? were you chosen by nature or were you given the abilities by a fellow karakuri hunter? how do you treat being a hunter like a job or as a duty?
- Quick Build
You can make a Karakuri Thread Hunter quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Hermit background. Third, choose class equipment or starting cash
Class Features
As a Karakuri Thread Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Karakuri Thread Hunter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Karakuri Thread Hunter level after 1st
- Proficiencies
Armor: light, medium, heavy armor, and shields
Weapons: simple, martial, and improvised weapons
Tools: cook's tools, smith's tools, and carpenter's tools
Saving Throws: Constitution and Intelligence
Skills: pick any 3
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- two martial weapons, one simple weapon, a longbow with a quiver of 20 arrows, and an explorer's kit with all three artisans tools
- If you are using starting wealth, you have 12d4 in funds.
Level | Proficiency Bonus |
Features | Karakuri Constructs | Thread |
---|---|---|---|---|
1st | +2 | Karakuri Constructs, Thread, Camp Placement | 2 + int mod | 12 + int mod |
2nd | +2 | Nature's Flask, Tsukumo | 2 + int mod | 12 + int mod |
3rd | +2 | Warblades, Acrobatic Dodge | 2 + int mod | 12 + int mod |
4th | +2 | Ability Score Improvement | 3 + int mod | 13 + int mod |
5th | +3 | Extra Attack | 3 + int mod | 13 + int mod |
6th | +3 | Monster Slayer, Cooking up a Feast | 3 + int mod | 13 + int mod |
7th | +3 | Armor Mods | 4 + int mod | 14 + int mod |
8th | +3 | Ability Score Improvement | 4 + int mod | 14 + int mod |
9th | +4 | Old Cogs | 4 + int mod | 14 + int mod |
10th | +4 | Airborne Attacks, Fusion Constructs | 5 + int mod | 15 + int mod |
11th | +4 | Acrobatic Evasion, Three Strike Combo | 5 + int mod | 15 + int mod |
12th | +4 | Ability Score Improvement | 5 + int mod | 15 + int mod |
13th | +5 | Dragon Pits | 6 + int mod | 16 + int mod |
14th | +5 | Hang Time | 6 + int mod | 16 + int mod |
15th | +5 | Fauna Slayer | 6 + int mod | 16 + int mod |
16th | +5 | Ability Score Improvement | 7 + int mod | 17 + int mod |
17th | +6 | Violent Growth | 7 + int mod | 17 + int mod |
18th | +6 | Flora Tempo | 8 + int mod | 18 + int mod |
19th | +6 | Ability Score Improvement | 9 + int mod | 19 + int mod |
20th | +6 | Nature's Wrath | 10 + int mod | 20 + int mod |
Karakuri Constructs[edit]
These wooden constructs are formed when a hunter uses the karakuri threads to pull together a plethora of tools and weapons which were made to kill larger beasts.
You can as a bonus action or reaction and a cost of thread summon these constructs within 5ft of you. you can only have as many constructs on the field as your construct limit will allow which the limit is found on table above, your limit will grow according to your level.
At 4th level you gain access to fusion constructs.
You will find the associated costs and the constructs near the bottom of the page.
Certain constructs will have abilities which will require DC's or an attack roll.
- Construct save DC = 8 + your proficiency modifier + your Constitution modifier
- Construct attack modifier = your proficiency modifier + your Constitution modifier
Thread[edit]
Thread is the main resource you will be using to fuel all of your class features and actions you have a maximum amount of thread which can be found on the table above and that maximum grows as you level and is restored on a short rest.
Thread can also be recovered by damaging enemies in combat, you gain 1 thread for each successful attack roll on a medium enemy, while large enemies give 2 thread and huge give 3 and so on so forth. (This method only works in combat)
You can cast thread from your limbs, as part of any action you target a location, creature, or object within 60ft and throw a thread grappling hook at it, at which point you can swing freely in a 60ft sphere centered around the grapple point.
Camp Placement[edit]
Using the thread of life, you can create camping supplies and facilities with ease.
By spending 10 thread and 10 minutes you can create a camp which allows you and your party to take a long rest for 30 minutes instead of 8 hours. The camp comes equipped with multiple tents a campfire and multiple cooking stations ready to go and a bathing/ washing station if needed.
You can use this feature once every 24 hours.
Nature's Flask[edit]
Nature has gifted you a special flask whose waters can heal and cure most ailment and injuries. This special flask acts as a almost like a limitless supply of water and when poured over plant life will cause them to instantly grow overnight, but only nature's chosen may drink from it as it dries up upon touching the lips of the unworthy and can never be lost or destroyed as it always returns to the owner after 1 day.
As a bonus action you spend 5 thread to roll your prof bonus d12 you heal for the amount of the result. Each subsequent use of the after first in combat increases the thread cost of this ability by 1. the cost resets when combat ends or a new initiative roll is made.
At level 10 you can spend 10 thread to cure diseases, poisons, and conditions affecting you, additionally you can spend an additional 5 thread to give this affect to an ally or creature instead of you.
Tsukumo[edit]
Tsukumo are constructs that assist hunters in their ever-vigilant duty to defend nature from massive monsters and malevolent men. They take the shape of small ball like creatures who have a small knob that holds a wooden arm that can be used to fling things at monsters and assist their hunters.
Your Tsukumo has hit points equal to fifteen times your proficiency (minimum of 30) and an AC of 16. It is immune to the charmed and poisoned status effects as a result, and immune to disease. Your Tsukumo does not eat, drink, or sleep.
At 2nd level during a short rest you may spend 5 thread to use your carpenter's tools to construct a tsukumo. Tsukumo count as a small creature and uses the construct creature type. As a bonus action you can command your tsukumo to commit a variety of actions listed below
- Tsukumo Actions
Recovery Spring The Tsukumo puts down a small pot which begins spewing a healing mist in a 30ft radius. allies in this radius heal 1d6 hitpoints at the start of their turn. the pot lasts for 2 rounds. the healing die increases at certain levels, at 10th (2d6), and 15th (3d6).
Explosive Package The Tsukumo toss's an explosive ball at a target, make an attack that goes off your construct attack modifier, on-hit this deals 2d4 fire damage. the damage die increases at certain levels, at 10th (4d4), and 15th (6d4).
Warblades[edit]
At 3rd level you have begun mastering the power of the karakuri threads and will need weapons to match. You can forge karakuri weapons during a short rest. depending on what weapon you wield you will gain different benefits.
- Expanded Attacks
Depending on your chosen Karakuri weapon you gain expanded abilities that cost thread.
General
Cleave, as an attack action you may spend 3 thread to make a single attack against every hostile within your melee weapons range. when used against larger creatures you may instead make multiple attacks against the creature, the number of attacks equal to the creature's size i.e. large 2 attacks, huge 3 attacks, gargantuan 4 attacks, so forth so on.
Freestyle
instead of as a bonus action you may freely swap between chain and sword mode.
Unbind
as a bonus action you may spend 4 thread to empower the blade with energy granting the weapon an additional d10 of lightning damage for 1 minute, while in this state if you attack a creature who's a larger size than you, they must make a constitution save or become stunned until the start of their next turn.
Wide Slash
as part of an attack action you may spend 6 thread to make a wide slash in a 15ft cone, hostile creatures must make a dex save or take the weapons damage half on save, if a creature size large or bigger is caught in the cone you may instead focus the attack on the creature forcing them to make the save at disadvantage and on fail they take an additional weapon damage roll equal to the creature's size i.e. a large creature takes a second damage roll, a huge would take 3 damage rolls, a gargantuan takes 4 and so on so forth,
Weave Counter
as a bonus action and 8 thread you can create a small barrier of karakuri thread around you if a creature were to attack you may as a reaction counter by rolling a weapon attack against the triggering attack if your roll beats theirs, you deal weapon damage and half of the attack damage back at the attacker, if the target is a larger size than you, you deal your weapon damage and the full amount of the triggering attack back at the creature.
Quick Draw
you can sheathe and unsheathe your greatsword as part of any action.
Greater charge
as a bonus action and 4 thread you may sheathe your greatsword and begin charging at the end of your turn you may add 2 additional damage die to the next attack you make. you can stack this multiple times up to a +6 additional damage die to a single attack. (the additional damage die disappear after the attack is made hit or miss)
Destructive Slash
as an attack action and 5 thread you can make a single devastating slash with the greatsword against a creature, if the creature is size large or bigger than the attack has advantage and knocks the creature prone.
Hyper Block
as a reaction and 3 thread you may block an attack using your giant greatsword, you may roll your damage die + prof bonus + ability modifier, to reduce the damage of the attack. if the creature is size large or bigger than you may reroll 1's or 2's on the damage die.
Length Control
you can change the length of the hammer as part of any action.
Percussive Pummel
when you make a successful attack with your maul you can spend 5 thread to slam your maul with such force that their armor shatters reducing their AC by your prof bonus until the end of your next turn. if the target is a creature size large or bigger the AC reduction lasts for 1 minute.
Stunning Strike
when you make a successful attack with your maul you can spend 6 thread to strike the creature's weak point, they must make a constitution saving throw or be stunned until the end of their next turn. if the target is a creature size large or bigger they have disadvantage on the save.
Take his knees
when you make a successful attack with your maul you can spend 7 thread to slam your maul into the target's knees or equivalent they must make a constitution saving throw or be knocked prone. if the target is a creature size large or bigger they have disadvantage on the save.
Soaring Pigeon
Creatures size large or bigger cannot remove the claw when you use its special ability. you also gain a 30ft flight speed as long as your claw is hooked into a large sized or bigger creature. when you make a successful attack against the hooked creature you can take the disengage action as part of that attack action.
Screaming Eagle
if the hooked creature is size large or bigger you can as a part of an attack action spend 8 thread to spread karakuri threads over the creature like puppet strings. at the start of its turn the creature must make a strength saving throw on fail you may choose to move the creature up to its movement speed in any direction and it has disadvantage on all attack rolls and dexterity saves while your mounted to it, on success you are dismounted from the creature, and you're no longer hooked to the creature.
Swooping Dove
if the hooked creature is size large or bigger you can as a part of an attack action spend 6 thread to force the creature to make a strength save on fail the creature is knocked prone and stunned until the end of its next turn.
Diving Hawk
you can make a special attack action by spending 10 thread to make a number of attacks equal to prof bonus + your intelligence modifier, if at least half of the attacks are successful you make one final attack it counts as a critical hit and the damage is maximized.
Crane Dance
When an attack misses you, you regain your reaction and begin the crane's dance. when an attack misses you before the beginning of your turn you gain +1 to your damage rolls until the crane dance ends. as a reaction you may increase your
Meteor Drop
I'm Mary Poppins Yall
Hyper Block
Swift Wind
you can as part of any action switch between sniper and rapid-fire mode.
Spear Shot/Mutli Shot
when in sniper mode you can as part of an attack action spend 3 thread to launch a large arrow at a target on hit the target is pinned until the end of their next turn. if the target is a creature is size large or bigger they take an additional die of weapon damage equal to their size.
when in rapid fire mode you can as part of an attack action spend 3 thread to fire a fan of arrows in a 15ft cone hostile creatures must make a dex save or take weapon damage and become pinned until the start of their next turn.
Sunblocking Hail/Rod From God
when in sniper mode you can as part of an attack action spend 6 thread to launch a whole ass spear at a target on hit the target takes an additional 3d10 piercing damage.
when in rapid fire mode you can as part of an attack action spend 6 thread to fire a hail of arrows in a 20ft sphere at a point within weapon range hostile creatures must make a dex save or takes an additional 2d10 piercing damage and become pinned until the start of their next turn.
Seeker Shot/Explosive Tip
when in sniper mode you can as part of an attack action spend 9 thread to launch an arrow with an explosive tied to it at a target on hit it deals an additional d10 bludgeoning damage and the target must make a con save or be stunned until the end of their next turn. if the target was hit by seeker shot just before being hit by explosive shot add an additional 4d10 bludgeoning damage.
when in rapid fire mode you can as part of an attack action spend 9 thread to fire a flurry of arrows at a creature, they work like magic missile dealing 5 piercing damage.
Heatsink,
Mortar,
Breath of the Dragon,
Imma Firin MA LAZOR,
Rapid Mutation,
Greater charge,
Destructive Slash,
Colossus Combo,
Acrobatic Dodge[edit]
At 3rd level, you no longer immediately fall when you jump instead if you're in the air you fall at the end of your next turn. you may jump as a bonus action, while in the air you have advantage on dex saving throws. your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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.
Monster Slayer[edit]
At 6th level you have made significant progress in hunting the large beasts which threaten the balance. You gain advantage on attack rolls and ability checks against large creatures, against huge creatures you gain +3 to attack rolls and ability checks, and against gargantuan creatures you gain +5 to attack rolls and ability checks.
Cooking up a Feast[edit]
At 6th level knowing what items to bring and what techniques to use but one must also know what to eat to keep up with their quarry. for 10 thread you may cast Heroes' Feast without components. you gain expertise in cook's utensils.
Armor Mods[edit]
At 7th level, you can modify your armor to better aid in the constant struggle to keep the balance of nature. During a rest you may grant the armor your wearing resistance to a single type of elemental damage and removing the disadvantage on stealth checks.
Old Cogs[edit]
At 9th level, you've been experimenting with your tsukumo to bring out it's full potential your tsukumo gains new actions and can take its own turn after yours.
Pocket Sand, your tsukomo throws sand or some sort of detritus to blind foes in a 15ft cone, they must make a con save or become blinded for 1 minute, at the end of their turn they may make a con save to clear the debris from their eyes, if the creature is size large or bigger they have disadvantage on the saving throw.
Blast powder, your tsukomo throws a loud explosive or some sort to deafen foes in a 15ft cone, they must make a con save or become deafened for 1 minute, at the end of their turn they may make a con save to regain their hearing, if the creature is size large or bigger they have disadvantage on the saving throw.
Freeze ray, your tsukumo can project a beam of cold onto a creature to stop them in their tracks, your tsukumo fires a ray at a creature within 120ft of you they must make a Dex save or take 2d6 cold damage and become restrained as the creature's body becomes encased in ice until the end of their next turn. on success they only take half damage. creatures' size large or bigger have disadvantage on the save and the effect lasts for 1 minute.
Heat ray, your tsukumo can project a beam of heat onto a creature to stop them in their tracks, your tsukumo fires a ray at a creature within 120ft of you they must make a Dex save or take 2d6 fire damage and have their AC reduced by your prof bonus as the creature's natural armor is set ablaze until the end of their next turn. on success they only take half damage. creatures' size large or bigger have disadvantage on the save and the effect lasts for 1 minute.
Knock out gas, your tsukumo can toss a can of knockout gas at a point within 60ft, it creates a 10ft radius in which creatures who start their turn in there must make a constitution saving throw or become incapacitated until the end of their next turn. creatures' size large or bigger have disadvantage on the save and the effect lasts for 1 minute.
Stun Shot, your tsukumo switches it up and throws a brick or equivalent at a creature within 60ft of it, the Tsukumo makes an attack roll on hit the target takes 3d10 bludgeoning damage and must make a constitution saving or be stunned until the end of their next turn.
Airborne Attacks[edit]
At 10th level your hunting ability have grown significantly, as part of an attack action you may jump your full movement speed in any direction if you make an attack while jumping you have advantage on the roll. if you are attacking a creature size large or larger you may make a contested acrobatics check to mount the creature.
Unique Constructs[edit]
At 10th level you gain access to more powerful and effective karakuri constructs. Unique constructs are extremely powerful or specialized tools in a hunter's arsenal only one of each construct can be up at a time. your constructs and weapon attacks now count as magical for dealing with resistances and immunities.
Acrobatic Evasion[edit]
At 11th level you can turn any dexterity or strength saving throw into a constitution saving throw. When you are subjected to an effect that allows you to make a constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. while in the air you have advantage on constitution saving throws.
Three Strike Combo[edit]
At 11th level your strength is growing when you make 3 consecutive successful attack rolls the third attack deals an additional your prof bonus + con mod + int mod damage.
Dragon Pits[edit]
At 13th level, your connection to nature has grown to such a degree that you can now create pools of concentrated nature energy to either bolster or revitalize barren lands or dying ecosystems, by spending an hour and 12 thread you can establish a dragon pit which takes the form as any kind of pool of water be it hot spring or cool oasis. when you and your allies take a rest be it short or long rest you gain the benefits of a full rest. all dragon pits are connected, as a bonus action you may open a portal in the water of the pit to travel to another pit of your choosing if you know no other pits or no other pits exist nature will decide to take you to where it believes you are needed the most. the portal stays open for 3 minutes before closing.
Hang Time[edit]
At 14th level you gain a climbing speed equal to your movement speed, using your thread you can now stick to surfaces indefinitely, when you are in the air you only fall at 10ft per turn, if you take the jump action or make any aerial movement you reset the turn you would begin falling onto the next turn.
Fauna Slayer[edit]
At 15th level, your ability to analyze nature and understand the immense duty of which you're burdened with has given you new strength, your weapons and constructs now crit on 18-20 and you gain a blndsight out to 120ft. by spending 4 thread you can cast Speak with Animals without any components.
Violent Growth[edit]
At 17th level nature is enforcing its claim over you, your armor grows to be more plant like and minor damage and wounds you gain the following.
You can enter a trance for 4 hours to gain the benefits a long rest.
you no longer feel the effects of aging and will no longer age.
you no longer need to eat or sleep as you can gain nutrients from just standing in dirt for about 10 minutes.
at the start of your turn you gain 1 thread and regain 1 hp, you can regenerate limbs and organs at the end of a rest.
your constantly under the Speak with Plants spell and your footprints leave spots of indigenous plant life on the ground the plant life disappears after a minute if there's no ground to take root in.
Flora Tempo[edit]
At 18th level your control over thread has been truly mastered you can now create a bestial familiar made of thread and wood
As part of a long rest you can spend 20 thread to create a beast tsukumo choose a creature of CR rating equal to half your lvl to model your beast tsukumo after the tskumo gains the stat block of the selected creature except the creature type becomes construct and the tsukumo takes its turn exactly after you.
Nature's Wrath[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Karakuri Construct List[edit]
Basic Construct List[edit]
- Block
- Cost: 1
you construct a block of wood bound by karakuri thread it has an AC of 10 and 10 hit points it occupies a 5ft square and is 3ft tall and 5ft wide. climbing the block can be done as part of your movement freely without the need of a climb speed.
- Spring
- Cost: 3
you pull together a wooden spring pad contraption it occupies a 5ft square. when you or an ally move onto the square they can launch themselves 15ft in a straight line in any direction. hostile creatures who move onto the spring must make a dex save or be launched in a direction of your choosing.
- Torch
- Cost: 3
You put down a tall torch which gives bright light in a 30ft radius, you and allies within this radius can change any damage they deal with weapons to fire damage.
- Box Pillar
- Cost: 4(6)
You pull together multiple boxes on top of each other forming a 10ft box pillar (15ft if you pay the extra cost) it costs no movement to climb the boxes and jumping attacks made off the pillar have advantage.
- Hammer Trap
- Cost: 5
You pull together a 15ft tall 5ft wide contraption that deploys a hammer to strike down your enemies. when you use this construct choose a target within 15ft of you they must make a Dex save on fail take 2d6 + your int mod bludgeoning damage and become prone on save take half and no prone, if the target is a size larger than you, they have disadvantage, if the target is a size larger than you and flying or at least 15ft in the air, they automatically fail the save. after the save is made the construct harmlessly explodes.
- Wall
- Cost: 5
You pull together multiple boxes on top of each other forming a 15ft tall, 20ft wide, and 5ft thick wall, the wall counts as full cover and has 10 x your level hp. if a large size creature or bigger attacks they instantly break the wall, and they must make a Str save on fail they are knocked prone and stunned until the end of their next turn. note the wall does not instantly break against save attacks such as dragons breath.
- Ballista
- Cost: 5
You pull together a medium sized ballista that fires a harpoon at a chosen target within 120ft of you make an attack using your construct modifier on hit they take 2d8 + int piercing damage they then must make a Str save on fail the harpoon lodges itself into them and begins pulling them 10ft closer to the ballista at the end of their turn at the start of their turn they can reroll the save to dislodge the harpoon. if the target is a creature size larger than you then the ballista has advantage on the to hit roll and the creature has disadvantage on the save to remove the harpoon. the ballista destructs if it fails to hit a creature or if a creature passes the harpoon save.
- Zipline
- Cost: 1
You pull together a contraption that fires a grappling hook at a target area and builds a zipline station between both points allowing for back-and-forth travel between said points. the fixtures can be dismantled at any point.
- Healing Vapors
- Cost: 4
you construct a gourd that occupies a 5ft square which spreads a healing mist over a 15ft radius which heals you and allies for your prof bonus d4's + int mod when you end your turn in it. the construct lasts for 1 minute and can be destroyed by a single attack.
- Flash Flares
- Cost: 3
you construct a box of fireworks that explode in the air violently causing a colorful and distracting explosion, hostile creatures within a 30ft sphere centered on the box must make a Con save or be blinded until the start of their next turn, creatures larger than medium have disadvantage on the save if a large creature is flying and fails the save it immediately falls prone.
- Spike
- Cost: 5
you construct a small trap that occupies a 5ft square, when a hostile creature enters the square, a large spike juts out from below the creature must make a dex save or take 2d8 piercing damage and be restrained until the start of their next turn as the spike keeps hold of them and then deconstructs. if they pass the save the trap deconstructs.
- Glider
- Cost: 1
you construct a glider that grants you a 60ft Glide Speed it lasts for 1 minute before deconstructing.
Fusion Construct list[edit]
- Spike trap plus
- Cost: 9
you construct a large trap that occupies a 10ft square, when a hostile creature enters the square, large spikes jut out from below, the creature must make a dex save or take 5d8 piercing damage and be restrained until the start of their next turn as the spike keeps hold of them. if they pass the save the trap resets. creatures' size large or bigger have disadvantage on the save.
- Anti Air Mine
- Cost: 3
you construct a large balloon with explosives tied to it, when a flying creature is within 120ft of the mine they must make a dex save or take 4d6 fire damage and are knocked prone, half on save. creatures' size large or bigger have disadvantage on the save and are stunned until the end of their next turn.
- Healing Vaporizer
- Cost: 6
you construct a small pot that occupies a 5ft square, it begins spewing a healing mist over a 30ft radius you and allied creatures within it regain 3d6 + con mod + prof bonus hp at the start of their turn. the pot lasts for 1 minute.
- Elemental Pyre
- Cost: 4
you construct a large lantern that occupies a 5ft square, you choose one type of elemental damage you and allies gain resistance to it while within 60ft of the lantern. the lantern lasts for 1 minute.
- Repeater Crossbow
- Cost: 5
you construct a mechanical ballista that occupies a 5ft square, at the end of your turn the ballista fires at a target of your choosing within 120ft of the ballista, make a construct attack roll on hit the target takes 2d10 + int mod piercing damage.
- Pile Bunker
- Cost: 5
when you make a successful attack roll on a creature size large or bigger you may attach a pile bunker onto them, a large spike rapidly juts out into the creature, they must make a con save or take 3d8 piercing damage and become vulnerable to all damage until the start of their next turn. if they pass the save the trap deconstructs.
- 500 KG Star Bomb
- Cost: 10
you construct a large bomb that occupies a 10ft square and arms at the end of the round, when a hostile creature enters within 5ft of the bomb after being armed it explodes in a 30ft radius hostile creatures must make a dex save or take 8d4 fire and 8d4 bludgeoning damage on save take half and knocks all hostile creatures prone.
Unique Construct list[edit]
- Wheel-Cycle
- Cost: 8
You use karakuri fibers and several other components to create a vehicle that allows faster traversal in huge environments don't worry about fuel it's ecofriendly powered by nature.
- Celestial Cannon
- Cost: 15
You use karakuri fibers to forge the cannon that can shatters the stars, the cannon is 20ft long and 15ft wide it arms at the end of the round, when armed the cannon fires a 100ft long and 15ft wide beam which deals 12d10 radiant damage, creatures in the line must make a dex save on success take half damage. creatures sized large or bigger automatically fail the save and are stunned, knocked prone, and blinded and deafened until the end of their next turn.
- The Gate of Heaven
- Cost: 17
You use karakuri fibers and several other components to create a large fortress that occupies a 50ft area and while inside all karakuri costs are reduced by your prof bonus and allies within the fort gain a damage reduction equal to your prof bonus and creatures size large or bigger take d10 piercing damage when they make any ability roll within 30ft of the fortress.
- The Elemental Shrine
- Cost: 16
You call upon the ancient powers of nature to grant you and your party some needed grace, you build an incandescent shrine to nature that occupies a 10ft square you and allies within 60ft of the shrine gain resistance to all elemental damage and deal an extra 2d10 elemental damage of their choice.
- Tesla Tower
- Cost: 18
You construct a massive lightning rod that occupies a 10ft square and stands 50ft tall, hostile creatures within 60ft of the tower must make a con save at the start of their turn or take 2d10 lightning damage and become stunned until the start of their next turn, on save take half. creatures size large or bigger have disadvantage on the save while flying creatures automatically fail the save.
- Fountain of Renewal
- Cost: 20
You use karakuri fibers and several other components to create a vehicle that allows faster traversal in huge environments don't worry about fuel it's ecofriendly powered by nature.
- Dragonator
- Cost: 20
You use karakuri fibers and several other components to create a vehicle that allows faster traversal in huge environments don't worry about fuel it's ecofriendly powered by nature.
- Portal of protection
- Cost: 16
You use karakuri fibers and several other components to create a vehicle that allows faster traversal in huge environments don't worry about fuel it's ecofriendly powered by nature.
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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