King of Heroes (5e Class)
The First Epic of a Hero[edit]
A man stands atop a hill facing an invading army. Suddenly he calls to army's general, "It matters not if you face me with ten thousand or a million, an army of mongrels is still an army of mongrels!" With rage and cracked pride, the general and his men charge forward to face this man. "The arrogance of this brat" thought one soldier. "He is one man against the greatest army in the world! what right does he have to call us mongrels" says another. "We'll skewer him with our..." and before he could even think his next words, he finds himself with a sword flying straight through him with such speed, it eviscerates his upper body. Then another soldier falls, this time with an ornate spear. Than another with a gilded axe which looks to be from a foreign land. The soldiers look forward to see the man laughing as thousands to tens of thousands of golden portals appear behind him, weapons seeming firing out of them as if they were arrows. One by one they all fall to a weapon that none of the other soldiers had fallen too until all who was left was the general who lead the army in the first place, standing before the man, now in a golden suit of armor. "You can't be human" the general blurted out in fear, sweat pouring down face. "only a god could possess such power". "well the you must be mistaken", the man declared, his voice booming absolute confidence, the sun shining above him as if to denote his authority. "I am no god, I am beyond them and their pettiness. Now be a good dog, play dead." those were the last words one of many foes of the man who would have legends song of him for generation. The man who would inspire all epic legends of heroes of old and new. The man who would be known, as the King of Heroes.
Vast Wealth[edit]
A King of Heroes is someone from an ancient time in a far more dangerous world. Conditioned by adversity, they collect the treasures, weapons, and wealth around them to build themselves a path to their future. They see the world, not as an adventure, but as a conquest. They are as strong as their treasury and can grow to rival even the gods themselves. A King of Heroes is someone who perseveres, someone who overcomes, someone who builds themself from nothing to obtain everything.
Creating a King of Heroes[edit]
What drives your character to push past and become more than they were? What calling do they have to obtain wealth and power? What do they want to become?
Quick Build[edit]
You can make a King Of Heroes quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom, and than Strength. Second, choose the Noble background or any such background that relates to royalty. The Equipment you choose doesn't matter to much, as long as you have more than one weapon.
Class Features
As a King Of Heroes you gain the following class features.
- Hit Points
Hit Dice: 1d10 per King Of Heroes level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per King Of Heroes level after 1st
- Proficiencies
Armor: All Armors
Weapons: All Weapons
Tools: calligraphers tools
Saving Throws: Wisdom and Charisma
Skills: Choose 3 from Acrobatics, Persuation, Investigation, Intimidation, Perception, Acrobatics, Nature, and History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail or (b) Scale Mail
- 2 martial weapons
- (a) 2 simple weapons or (b) a short bow and 20 arrows or a crossbow and 20 bolts
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- If you are using starting wealth, you have 10d20 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | — | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | — | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Ability Score Improvement | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement, Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement, Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
The Origin of Wealth[edit]
As the King of Hero's, in the past you have collected every treasure there is in the world. If there was a piece of valuable jewellery or a weapon of legendary renown, it was part of your treasury. It may have had a different name when you first found it, but it was yours. You can cast the identify spell at will. This version of the spell has a casting time of 1 action and can only be used on magic items or magical objects. Additionally you gain have advantage on perception and insight checks to see if someone is trying to take something of yours. You also ignore attunement requirements on magical items such as stats or class requirements.
The Royal Treasury[edit]
As the King of Hero's you have accrued and vast treasury, and use is a treasury without a secure place to store it. At 1st level you gain access to a Royal Treasure. This treasury acts as a practically infinite pocket dimension only accessible to you. Any object (weapon, armor, or other inanimate objects) you have on yourself or that you are holding that is not being worn or equipped by someone other than you can be placed in the treasury as a free action, as a golden semi translucent portal will appear in a place of your choice. All items in the Royal Treasury are always in peak condition, and will never rot or spoil. As a bonus action you may pull an object out of the treasury, placing it in your hand, or in an empty space within 30 ft. of you. If you pull out armor or a weapon from the treasury, it is automatically equipped, replacing any armor you were already wearing, or weapon you were holding if you didn't have a free hand. Any magical item you place within the treasury is automatically attuned too you if it requires attunement , however you only gain the affects that attunement to that item will give you while you are wear/wielding the item. When you die, the Treasury remains as it did, with every item in it being stored there. If it has been more than a year since your death, the items from the treasury will slowly being to appear elsewhere throught the world.
Spellcasting[edit]
At 1st level, as the King of Heroes and the basis of all heroic epics, it it no wonder that you possess a talent for magecraft. Your ancient origins awaken a magical power within you, learning how to augment your powers with magical attacks.
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn one additional wizard cantrip at 4th, 10th, and 15th level.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spell Slots
the king of warriors Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the king of warriors Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Fighting Style[edit]
At 2nd level you can choose, 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 and damage rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you role a 1 or 2 on a damage die for an attack 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 may add your ability modifier to the damage of the second attack.
Sha Naqba Imuru[edit]
At 2nd level, you begin to awaken the awarness of a true king. Nothing can hide from your eyes. Even the path that lies ahead is revealed to you. You gain the ability to activate a magical sight at will (no action required), allowing you to effortlessly pierce the gloom and see what lurks within. For 1 hour, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases to 120 feet. This vision lets you see normally in dim light and darkness, both magical and nonmagical. When you reach 7th level, you also gain the effect of see invisibility for the duration, and when you reach 13th level, you additionally gain the effect of true seeing for the duration. You may use this ability once per long rest.
King's Will[edit]
At 2nd level, your wealth and power makes you answer to no one but yourself, and you may show that while in battle. 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.
Heroic Will[edit]
At 2nd level, You natural will allows you to push forward and lead the charge. When you roll initiative, you may add your charisma modifier to your initiative rolls. When you reach 5th level, you may use your charisma modifier for attack and damage rolls made with weapons you are wielding.
Gate of Babylon[edit]
As the King of Hero's it only makes sense that you have the greatest arrows. At 2nd level When taking the attack action, you may fire a weapon from your treasury at a target within 60 feet of you that you can see as an attack. The attack uses your charisma modifier and the damage dealt is equal to the damage that the weapon would have normally dealt, ignoring damage modifiers. For example, if you fired out a long sword, the damage would be 1d8 slashing damage and if you fired out a mace it would be 1d6 bludgeoning damage. If the item fired doesn't have a set damage dice (for example if you fired a bottle of wine or a piece of furniture) the damage dealt would be rolled as a improved weapon, still not including damage modifiers. If the weapon or item had an additional magical effect (i.e. dealing additional damage on a hit or forcing a creature to make a saving throw or suffer an additional affect), or requires an action or bonus action to activate its magical effect (i.e. a flame tongue weapon requiring a bonus action to ignite it) on a hit, this additional affect will activate, effecting the target. The weapons will be returned to your vault at the start of your next turn and cannot be destroyed or used by any creature in the meantime unless you wish them to. If your Treasury contains at least one arcane focus, you may also cast spells in this way. This also means that if a magic items in the vault can cast a spell, you may use the casting time to cast that spell from the treasury.
Additionally, you may expend spell slots in-order to fire multiple items from the vault at a time. As an action you may expend a 1st level spell slot you and launch 4 weapons at a space within 100 feet around you that you can see. any creature within a 10 feet radius of this space much make a dexterity saving throw, or take damage equal to the weapons being fired (4d8, 1d8+2d4+1d6, 2d6+1d4+1d8+1d6, etc) and take any affect the weapons or items would do have on the person. Alternatively, you may choose to also fire the weapons out in a 20 feet cone from your position. If you launch the weapons they will be returned back to your vault at the start of your next turn and cannot be destroyed or affected in anyway in the meantime unless you do want them to. For every spell slot above 1st level you fire 4 additional weapons and increase the range by 20 feet and the radius by 5 feet, and the length of the cone by 10 feet for each slot level above 1st.
King's Charisma[edit]
At 3rd level, as a king of divine birth, your charisma is practically supernatural, leading people to follow you with absolute loyalty, or fall to their knees in terror. You gain proficiency in all charisma based skill. If you are already proficient in one of these skill, you gain expertise in that skill. When you make a Charisma (Persuasion) or Charisma (Intimidation)check, you treat any d20 roll lower than 9 as a 10.
At 10th Level when you succeed in a Charisma (Persuasion) or Charisma (Intimidation) against a creature of a lower Charisma score than you, they become either charmed or frightened appropriately when speaking to you.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 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, if your DM allows you may take a feat instead of an ability score increase
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 18th level in this class. You may replace any number of these attacks with an attack from your Gate of Babylon.
Inspiring Charisma[edit]
Your charisma and ego are so grand that it can begin to get stuck on people. Starting at 6th level, as a bonus action you may choose an number of creature equal to your charisma modifier. for 1 minute, they gain a bonus to attack and damage rolls, skill checks, and saving throws equal to your charisma modifier. They also have advantage on saving throws against being charmed or frightened. You can use this feature a number of times equal to your charisma modifier, rounded down, and all uses are restored at the end of a short or long rest.
Collector of the treasures of the world[edit]
When you Reach 6th level, your habit for collecting treasure and valuable and high quality goods has given you additional benefits. You are aware of the exact monetary value of any item you see, including magic items. Additionally, you have advantage when it comes to Charisma (percussion) checks when it comes to trading/purchasing items. Further more, You seem to have a almost supernatural luck when it comes to finding treasure, as if it calls to you directly. As an action, you may sense any piece large collections of gold or particularly valuable items within a 10 miles radius sphere of you. You are aware of its general direction and are aware if the object or collection of objects are magical.
Golden Rule[edit]
Starting at 8th Level, your divine kingly status, and supernatural magnetisim for treasure has made it sure you will never go poor. Each Day, Your treasury will gain 1000 gp worth of currency each day, as if it is magically attracted to you to the treasury. You can choose to convert these gp into any currency you desire. This gold will have no negative affects on the economy, even if you by some method over inflate the world with gold; you are the King of Heroes after all. You live as lavishly you desire.
Monarchal Magical Resistence[edit]
When you reach 9th level, You gain proficiency in all saving throws. Additionally, you have advantage on saving throws against all magical effects. If you succeed the saving throw against a magical affect, you take no negative affects such as damage, and half as much damage on a failure. Addtionally, You can't be affected or detected by spells of 2nd level and lower unless you choose to be.
Grand Gate of Babylon[edit]
When You reach 10th Level, your Gate of Babylon has improved in power. All weapons launched from the Treasury are now considered magical for the purpose of overcoming resistances and immunities. When rolling for damage with a weapon fired from your treasury, additional damage equal to your charisma modifier. Additionally, You and any sentient life of your choice may now enter into your treasury. When inside the treasury, you have access to any an all items in there. The Treasury acts similarly to Magnificent Mansion but does not have a time requirement.
Enkidu, Chains of Heaven[edit]
at 11th level, you gain access to a weapon that has been in your treasury since the beginning but has only now shown itself. The weapon is a almost immesurably long chain tipped with bladed ends. While an affective weapon on mortals, its intended purpose is to be used on extra-planar creatures. Whenever you Launch a weapon using Gate of Babylon, you may choose to use Enkidu instead of one of your other weapons. The Chains of heaven deal 1d4 piercing damage on a hit and an additional 1d6 radiant damage that ignores resistance and immunity. When hit, the target must make a strength saving throw or be considered restrained. Every turn the restrained creature can attempt to escape the chains by making a strength saving throw, the difficulty of which is based on their divinity or your spell save DC (which ever is higher) (Fallen Aasimar and Fallen Angels have a divinity of E-, Clerics and Paladins E+. Regular Aasimar and lesser celestials are considered to have an B rank divinity, angels and greater celestials are considered to have A rank divinity, and gods are considered to have an EX rank.) Legendary creatures cannot use their legendary resistance against Enkidu, and cannot use their legendary actions until they have broken out. If they fail the savibg throw, the nothing happens and they waste the action. If a creature is of at least B rank, they are restrained and stunned. If they are of at least A rank, they will be also be put under the affects of the hold monster spell.
No Divinity | E- | E | E+ | D- | D | D+ | C- | C | C+ | B- | B | B+ | A- | A | A+ | A++ | EX |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spell Save DC | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 |
The Omniscienct Omnipotent Star[edit]
At 14th level, your Sha Naqba Imuru has grown to the point where you are able see not just the future, but all possible events that would lead to your victory. When you finish a long rest, roll a number of d20s equal to your charisma modifier and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You can replace a roll in this way only once per turn.
Luck of Babylonia[edit]
At 15th level, Your supernatural luck that seems to defy fate at times, has manifested in a way that allows you to control it. You have access to a pull of luck points equal to your charisma modifier. After you make an attack roll, and ability check, or a saving throw but before the outcome is determined, you may choose to expend one of these points and reroll the dice. You decided which of the dice rolls will be used. After using this feature, you regain any spent uses after a long rest.
Divine Forsight of a King[edit]
At 16th level, your Sha Naqba Imuru, has become more powerful than ever. You are now always under the effect of Sha Naquba Imuru. Additionally you now also gain the ability to discern heavily concealed truths with a single glance. You gain advantage on insight, perception, and investigation checks, and any roll lower than a 9 on a d20 with these checks is treated as a 10. When looking at a object or creature, you may choose to learn its true name, and learn three aspect of its capabilities compare to your own, from a choice of:
- Strength score
- Dexterity Score
- Consitution Score
- Intelligence Score
- Wisdom Score
- Charisma Score
- Any saving throws it is proficient in
- Its Class (if any)
- Its spell casting level (if any)
- Total Class Level (or Challenge Rating)
- Any curses placed on target
- Any special or magical effects, affecting the target
Once this last portion of the ability has been used on a creature, you cannot use it on the same creature again for at least 1 minute.
King of Heroes[edit]
At 20th level you have become a legend in history your gates of the king know contain every treasure known to man. Due to your treasury finally reaching its former glory you can fire up to six weapons from the gates at a time.
Ea, The Sword of Rupture[edit]
At 20th level, you have finally gained access to one of the prized jewels of your Treasury. An artifact born before the emergence of the concept that the world calls a "sword", so it's not something that can really be called a sword or have the shape of any known blade. It is something that was born before the appearance of the concept that the world calls a "sword", so it is not something that can truly be called a sword or have the shape of any known blade. While it has a grip, handguard, and is the same length as a longsword, the section that should contain a blade deviates from the normal form of an edged weapon. The "blade" itself and the tip of the sword, spun in a spiral shape, are dull. It has the shape of a cylindrical, drill-shaped pillar made up of three independently rotating segments engraved with Red runes lettering that spin slowly in alternating direction like querns, the middle segment spinning clockwise and the top and bottom segments spinning counterclockwise. It's something that doesn't appear in any modern legend, crystallized during the Age of the Gods at the beginning of the world. It is the primordial sword that is the accomplishment of the works of a god recorded before mankind came into being, and it is this that divided the formless into distinct heaven and earth in Ancient Mesopotamia.
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As a bonus action, you may pull Ea out of your treasury in the same way you would pull out any other item. Ea is considered a melee martial weapon, and uses your charisma modifier for attack and damage rolls. The When first pulled out of your treasury, Ea will be in its dormant state and will require you to awaken it. Ea cannot be fired out of your Royal Treasury as a part of the Gate of Babylon feature. Ea can only be wielded by you. if another creature attempts to wield Ea, they will be unable to. If Ea is disarmed from you, you may use a bonus action to return it to a free hand of yours. Ea is consider a artifact level magic weapon for ruling purposes, and it itself is unbreakable by all means.
'Dormant'
While in its dormant state the three segments of the pillar will remain still until used and the red markings on the blade will glow faintly at best.
- Sword of Rupture
Ea is an immensely powerful magical sword. While it has no edge, it is still powerful enough to cut a god's skin or slash the world into pieces. Ea has the reach property with a range of 10ft. as gusts of destructive winds form from the slowly spinning segments of the drill. On a hit, Ea deals 2d8 force damage.
- Winds of Destruction
One of Ea's most notable abilities is the power to create the destructive winds. By spinning the 3 drill segments, Ea is able to create powerful winds that mimic the energies and winds of the creation of the universe, returning all things to before genesis, a state of nothing. As an action, you can launch the winds created by Ea's spinning segments. Each creature in a 60 ft. cone infront of you must make a dexterity saving throw equal to your spell save DC. On a fail, the creature takes 4d12 force damage and is pushed back 10ft. knocked prone for 1 turn. If the creature is immune to being knocked prone, it will still be knocked prone. On a success, the creature takes half the damage and isn't knocked prone. All objects caught in this attack take double damage. This attack can be used a number of times equal to your Charisma modifier.
- Awaken the Sword of Rupture
As an action, you may choose to awaken Ea. It will remain in this state for up to 1 minute, until it is disarmed from your hand, or until you choose to do so as an action. You may not awaken Ea on the same turn you have summoned it from your treasury. If it is disarmed for you, and it is returned to your hand, as long as it hasn't been a minute since when you first awakened Ea, it will return to its awakened state the next turn and resume the timer. You may use this feature a number of times equal to your charisma modifier.
'Awakened'
When in its awaken, the segments on the drill will begin to spin rapidly surrounding you in red compressed and intertwined stratifications of wind become a virtual dislocation of space-time, annihilating any who would stand in opposition (options from the Dorment section are still available while it is awakened).
- Slayer of Gods
Ea is a divine weapon and now that it has awakened, all damage it causes will overcome resistance and immunity. Ea will also ignore condition immunities while Awakned.
- Space-time severing winds
When Ea enters its awakened State, the winds of destruction surround you in the winds of genesis, creating a 15 ft. radius indefinitly tall cylinder centered on you. When a creature of your choice enters or starts its turn in this area, they will take 2d6 force damage, ignoring resistence and immunity. additionally, their speed is halved, and their attacks are made with disadvantage.
- Cry of the Gods
On a hit, Ea now deals damage equal to 2d12 + twice your charisma modifier and now has become a 15ft cone. Additionally, you may use your reaction to dispel any magic within 30 ft. of him, negating any spell cast on anyone within the area.
- Ender of Worlds
When awakened, a massive amount of energy is release from Ea. This energy can be felt across an entire plane, as if the world itself shakes in fear of it's power. While within a Demi-plane or similar type of space or realm while Ea is in its awakened state, the space itself begins to break down, cracking and shattering over time (Your treasury is immune to this affect). If you were to be transported to a different location against his will while is in its awakened state Ea, the effect is negated. As an action while inside a reality marbles, illusions, monster lairs, demi-plane, or any other magical alterations of reality, the segments on Ea's spire to spin even more rapidly, beginning the process of shattering the space in 2d4 rounds.
- Enuma Elish, The Star of Creation that Divides Heaven and Earth
The signature and most powerful attack of Ea. Upon activation, the triblade segments of Ea gradually begin to rotate faster with each revolution, acting in concert with the movement of existence. As they begin rotating rapidly, each creaking with weight and power equivalent to tectonic movement, creating a shrilling howl. The Winds created by Ea begin to swirl and engulf the spire, as it begins to swallow, compress, and accelerate wind pressure into a storm of wind and light. Emitting comsic energies from the seams between the segments, the generated air pressure faults compressed and smashed against each other simulate spatial rends to create an artificial space-time dislocation that acts as a crushing torrent capable of obliterating any opposition. As an action you thrust Ea forward, forcing its powerful winds forward. Each creature in a 120 ft. cone infront of you must make a constution saving thrown equal to your spell save DC. on a fail, the target takes 30d12 + a number of d12s equal to your charisma modifier force damage as the winds rip their very existence apart. Additionally, they are than pushed back 50 ft., knocked prone, and restrained for 1 turn. On a success, they take half the damage and are still pushed back, but not knocked prone, or restrained. If a creature is killed with this attack, their soul is obliterated as the winds return it to genesis, meaning they can only be brought back by magic more powerful than wish. Any object caught in the cone that is non-magical and not being worn or held is automatically obliterated leaving behind no trace. Furthermore, reality marbles, illusions, monster lairs, demi-plane, or any other magical alterations of reality with the blast radius are dispelled.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the King of Heroes class, you must meet these prerequisites:
Proficiencies. When you multiclass into the King of Heroes class, you gain the following proficiencies:
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