Lord of War (5e Class)
[edit]
A Walking Arsenal[edit]
Strengths:
- ability to absorb others and use their abilities to limited degrees.
- High versatility as you can create weapons from your imagination.
- You may choose the supernatural effects these weapons have in exchange for stamina. (This can be used to bypass really strong abilities.)
- High combat strength, and cooperation.
Weaknesses
- No regenerative abilities.
- No body augmenting abilities
- Stronger manifestation abilities require huge amounts of stamina.
Creating a Lord of War[edit]
- Quick Build
You can make a Lord of War quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: none
Weapons: all
Tools: game set, smith tools
Saving Throws: Dexterity, Intelligence and Wisdom
Skills: Acrobatics, Survival, Perception
features at 1st level.-->
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) {{{item1a}}} or (b) {{{item1b}}}
Level | Proficiency Bonus |
Features | Stamina points/innate bonus |
---|---|---|---|
1st | +2 | — | 0/- |
2nd | +2 | <!-Class Feature2-> | 10+your Intelligence modifier/+1 |
3rd | +2 | <!-Class Feature3-> | 15+your Intelligence modifier/+1 |
4th | +2 | Ability Score Improvement | 20+your Intelligence modifier/+2 |
5th | +3 | — | 25+your Intelligence modifier/+2 |
6th | +3 | — | 30+your Intelligence modifier/+2 |
7th | +3 | — | 35+your Intelligence modifier/+2 |
8th | +3 | Ability Score Improvement | 40+your Intelligence modifier/+3 |
9th | +4 | — | 45+your Intelligence modifier/+3 |
10th | +4 | — | 50+your Intelligence modifier/+3 |
11th | +4 | — | 55+your Intelligence modifier/+4 |
12th | +4 | Ability Score Improvement | 60+your Intelligence modifier/+4 |
13th | +5 | — | 65+your Intelligence modifier/+4 |
14th | +5 | — | 70+your Intelligence modifier/+5 |
15th | +5 | — | 75+your Intelligence modifier/+5 |
16th | +5 | Ability Score Improvement | 80+your Intelligence modifier/+5 |
17th | +6 | — | 85+your Intelligence modifier/+6 |
18th | +6 | — | 90+your Intelligence modifier/+6 |
19th | +6 | Ability Score Improvement | 95+your Intelligence modifier/+6 |
20th | +6 | — | 100+your Intelligence modifier/+8 |
Lord of War[edit]
At 1st level, you unlock your meta abilities quintessential power, the ability to manifest weapons by changing the composition of the air molecules near your hands. You may as a bonus action, create any Simple ranged weapon from the https://www.dandwiki.com/wiki/5e_Modern_Weapons "Simple ranged weapons" table. Ammunition for any weapons you create are irrelevant, because you create the ammo as you shoot. you do not need to reload created weapons.
Unarmored Defense[edit]
At 1st level, your latent Training and living in the forest has made you good at dodging out of the way of danger. Your AC when not wearing armor equals 10+DEX+INT.
Mastery Increase[edit]
At 2nd level, you unlock stamina points, and may manifest any martial nonmagical melee weapon for 2 stamina as a Bonus action. these weapons last until the end of combat, and any fuel for them is also irrelevant. You also gain a bonus to attack rolls on all weapons you summon that is featured in your class table.
Weapon Augmentation[edit]
At 3rd level, you gain the next step of your meta abilities evolution, the ability to manifest supernatural effects on your weapons for the cost of stamina points. you can, manifest the ability in a weapon you create for 5 stamina points. for every level the ability is, you spend an extra 5 to maifest it. You may manifest permanent weapons for twice the stamina points.
Martial Manifestation[edit]
At 4th level, you gain the ability to manifest Martial ranged Weapons that are not under the heavy category for 2 stamina. It no longer costs stamina points to manifest simple ranged weapons or martial melee weapons.
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.
Uncanny Dodge[edit]
Starting at 5th level, when an attacker that you can see hits you with an attack, you will take half damage instead, dodging the brunt of the attack.
Extra Attack[edit]
At 5th level, you may attack twice instead of once. This bonus goes up to three times at 11th level, and four at 17th level.
Tactical analyzation[edit]
Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you the creatures stats on two of the following characteristics of your choice:
- Strength score
- Constitution score
- Armor Class
- Current hit points
- Level
- the name of their meta ability.
Evasion[edit]
At 7th level, 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.
Tactical Repositioning[edit]
At 8th level, If you have already used Tactical analyzation on a creature, you force a creature to make an intelligence check with the DC being 10+ your dexterity modifier + your proficiency bonus. they fail the check, you teleport 30 feet behind that creature, and become undetectable by any means until the beginning of your next turn. This is used as a reaction on the creatures turn. At 14th level, as a part of this same reaction to manifest a sniper rifle (https://www.dandwiki.com/wiki/Sniper_Rifle,_Variant_(5e_Equipment)) with a Bullet adorned with a magical effect of 4th level of lower for 7 stamina points. The rifle will deal an extra 6d10 damage if used this way.
Reliable Talent[edit]
At 9th level, if You have proficiency in a skill, you cannot roll below a 10 on your d20. if you do, treat it as if you rolled 10. you also gain expertise in Acrobatics, Survival, and Perception.
Soul Stealing blade[edit]
At 10th Level, you start to realize your ultimate technique: the ability to trap souls within your swords.
You may manifest a blank Soul stealing blade as a bonus action for 20 stamina points.
- When you hit a critical Hit with this blade, the following effect happens: residue of the creatures soul is trapped within the blade, if your opponent is using an ability that creates or stockpiles abilities in any way, the last ability they used is sealed within the blade, stealing it from their stockpile and preventing them from manifesting that ability again. This ability will leave the blade and return to its original owner or the person you stole it from if the original owner is dead after one day.
- If you kill a creature with this blade, their soul is trapped within the blade. Their eyes can be seen when looking into its reflection. While the soul is trapped this way, the person cannot be resurrected in any way.
- You may manifest the blade any time for an amount of stamina points equal to the stored creatures CR or level. the blade has stamina equal to its trapped soul, and regains stamina just as quickly as the person trapped within does. You may expend this stamina to use this creatures features as if they were your own as long as you are wielding the sword, and the effects of their abilities will manifest as sword slashes. When the sword leaves your hand, it disappears, stored in an extra-dimensional space that cannot be accessed by any means.
- If you are not allied or on good terms with the trapped soul, you may only use its abilities as if the trapped soul was half of its level, and every time you manifest the weapon, you must make a DC 15+(the difference between your level and the souls level/CR) Wisdom check in order to keep the soul from taking over your body. If your body is overtaken by a dominant soul, you must wait a minute, and make the same wisdom check every minute after until you retake your body. If your body is dominated by a soul, you are trapped within that swords realm. The soul Dominating your body may use any of its own abilities as well as your own that do not fall under "Soul Stealing Blade".
- You may enter your conscience into one of your blades as an action. The inside of the blade will be a domain that reflects the personality of the trapped soul. You may attempt to fight a soul you are not allied with and dominate it. You may not use this feature in any way during this fight. If you lose, the soul will possess your body for 2d4 days. A dominated soul acts as if it is allied to you. If you are allied to the soul in your blade, you have advantage on using the abilities, and may use them as if the soul was its full level.
You may have Stored Souls at One Time equal to your proficiency bonus.
Partner in Crime[edit]
At 11th level, If you are allied with another creature with the tactical analyzation feature, and you have both used it against the same target, you gain the following benefits (roll 3 dice and take highest roll).
- You both gain the ability to stack advantage twice, gaining double advantage on certain effects.
- The creature cannot have advantage in any way during this time, and you two cannot have disadvantage in any way when it comes to dealing with that creature.
- You will both gain double advantage on attack rolls against the creature, and will gain double advantage on saving throws against their effects.
- The creature will have double disadvantage on attack rolls against either of you or saving throws against your effects.
- If you are both within 10 feet of the creature, you both have +10 to AC against that creatures attack rolls and the creature has -10 to AC against your and your partners attack rolls.
"How about this?!"[edit]
At 12th level, you may manifest an RPG (https://www.dandwiki.com/wiki/RPG_(5e_Equipment)) as a bonus action for 5 stamina points. The RPG will have one shell, and the resulting explosion cannot damage you. It will de-materialize upon leaving your hand.
"That wont help you here."[edit]
At 13th level, your attacks with weapons you have manifested bypass Damage reduction and resistances, as well as damage immunities if you spend 4 stamina points on each attack, but cannot bypass damage negation.
Preserving Blade[edit]
At 14th level, you may use your soul stealing blade to preserve your allies life. If you have a creature inside one of your blades that is friendly towards you, the blade may be broken and used to put the soul into another body. Because the body shapes around the soul, the body will change to look and be like their body and changes to match their ability scores gradually after a day of them living in this body. until a day has passed, the creature is effectively a commoner. The original owner of this body dies as soon as the transformation is complete. The body used must be the same gender as the soul implanted.
Lords Mastery[edit]
At 15th level, you Gain true mastery over your wide range of manifestable weapons. You gain all of these benefits permanently.
- Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.
- Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
"Furi! Gas mask!"[edit]
At 16th level, you can manifest tools as well as equipment as well as weapons. These disappear after an hour, unless you spend double the stamina points to make it permanent. If something is created this way, its magical effect cannot be above level 3. The price of manifesting gear is always 6 times the level of magical effect produced.
Eepy time[edit]
At 17th level, you develop a sense of reflexive narcolepsy that allows you to go into a state of body where your mind is inactive, and your body defends itself on its own. If you are in the middle of a fight and are at least under half of your maximum hitpoints, you may choose to fall asleep for 1 minute, gaining the following benefits.
- You may make 8 reactions.
- You May Not Make Actions.
- You May make One weapon attack as a reaction.
- Enemies have disadvantage on attack rolls and grapple checks against you.
- Your Dexterity And Wisdom scores increase by 10, as do their maximum scores.
- You may add your wisdom modifier to your AC.
- Your movement speed is multiplied by 3, and you may take the Dash action as a reaction once per round.
Nano-manifestation[edit]
At 18th level, you combine your ability to manifest weapons with your ability to manifest gear, and can now manifest high-tech nano-machines that can produce energy attacks from your own stamina, or the stamina of those you have trapped within your blades. Any of these abilities may draw on the stamina of your soul trapping blades, even if they are stored away.
- As an action, you generate a large amount of energy in the palm of one of your hands using nanomachines, blasting it at a target. Make a ranged attack roll using your intelligence modifier, This attack deals 20d6 Force damage, uses 15 stamina.
- As an action, you generate a large amount of energy in both palms, blasting it at an 50ft sphere within 120ft. Creatures within that sphere must make a Dexterity saving throw or take 20d6 force damage, and on a successful save, they will take half damage. Uses 15 stamina.
- As an action, you create 5 orbs made of energy and blast them. Choose targets for each orb and make a ranged intelligence attack with a +3. On a hit this attack Deals 6d6 Force damage. Uses 25 stamina.
- As an action, a cannon protrudes from your chest, generating a large amount of energy into a beam attack firing in a 60ft line that's 10ft wide. All creatures must make a Dexterity saving throw or take 30d12 Force damage and be knocked prone. On a successful save they take half damage and aren't knocked prone. Costs 50 stamina.
Exploit The Armor[edit]
At 19th level, your combat and battle mastery is without equal. Any creature you have used Tactical analyzation on more than once will have their AC lowered for your Attacks. It goes as follows.
- If their AC is Under 20, they lose 2 AC to your attacks.
- If their AC is Under 30, but above 20, they lose 4 AC to your attacks.
- If their AC is above 30, they lose 6 AC to your attacks.
You may also Give an ally these bonuses for one attack as a reaction on their turn.
Meka Manifestation[edit]
At 20th level, you gain access to your Ultimate manifestation: a collection of nano-machines so large, they form into a mech. As an action for 5 levels of exhaustion or 400 stamina points, you may manifest your mech as a full turn action, granting you the following benefits.
- Your real body is piloting in the head, and you see your surroundings through a high tech visor, granting you truesight to a range of 300 feet.
- You may not use weapons, but may make one fist attack per turn, dealing 8d20 damage on a hit, and using your intelligence modifier with proficiency and a +5 bonus. If this attack misses, the target must also make a DC 25 Dexterity saving throw, taking 5d12 force damage and being pushed back 50 feet on a failure.
- You may use all of your nano-manifestation features for no price, and they each take 5 turns to recharge. These features used in this form deal double damage and have their ranges quadrupled.
- The Hp of your mech is equal to 1500+(your own hp times 2)
- Your size in the mech counts as huge, and your range of melee fist attacks is a 50 foot radius centered on yourself.
- The mech will run out of energy and begin to break down after one hour if it is not destroyed. if it is destroyed or runs out of energy, the nano-machines break down into air slowly, and you may exit safely.
- The Cost of this feature may use stamina from blades you have stored.
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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