Luciel (5e Class)
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Bonded Soul[edit]
Bonded souls are demonic beings, formerly powerful demon lords and ladies, weakened due to betrayal in the abyss. These demons wander the material plane, looking for a humanoid host for their now feeble spirit. When they find a candidate, they must forge a pact, were the humanoid accepts to protect his new demon master, until a specific task is accomplished. In exchange for his service and as a reward for the pact, the humanoid is granted immortality and powers beyond their imagination, as long as the spirit of the demon remains safe.
The ritual is only possible with humanoids whose souls are on the verge of leaving their bodies, as they agonize in a near death state. Some demons offer the contract to humanoids who fell in battle, and despaired to avoid death, accept the damned contract. Others, however, opt into the pact by more extreme methods, usually performing ritualistic deadly wounds on their own bodies, in order to allow the demon to inhabit their bodies.
Once bonded, both humanoid and demon inhabit the same space in universe, but not at the same time. While one is materialized on a specific place, the other is converted in a spiritual form, and shunned into an extra-dimensional space, until it is convoked, switching places with the other. More powerful bonded souls are capable of inhabiting the same place for a short period of time, or even merging themselves into a single entity.
Creating a Bonded Soul[edit]
- Quick Build
Class Features
As a LuCiel you gain the following class features.
- Hit Points
Hit Dice: 1d8 per LuCiel level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per LuCiel level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple and martial gloveglove weapons
Tools: Disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Persuasion, Performance, Insight, Arcana, Nature
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a pair of claws
- If you are using starting wealth, you have 3d4*10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Strong Smell, Consuming Effect, Ego Sword |
2nd | +2 | Skill Points |
3rd | +2 | Cutlery Manipulation, Ego's Attack |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Open Fridge |
6th | +3 | Binge |
7th | +3 | Even Dogs Shouldn't Be Bothered When They're Eating |
8th | +3 | Ability Score Improvement |
9th | +4 | Ego Sword of Will |
10th | +4 | Enhanced Swordsmanship |
11th | +4 | Chef Knife |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Binge x10 Mode |
15th | +5 | Healing Augmentation |
16th | +5 | Ability Score Improvement, Strength Enhancement |
17th | +6 | Speed and Agility Enhancement |
18th | +6 | Hero of Taste |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Companion[edit]
Starting at 1st level, you form a bond with another soul, increasing the power of both with this unholy pact. You choose either a demon or a guardian as your other half of the accord, depending on your starting race, as shown on the feature above.
Switching[edit]
Also at 1st level, you can use a bonus action to swap places with your bonded soul, letting it fight on your place. You can swap back and forth between you and your bonded soul at will.
While your bonded soul is swapped, it is shunned into a dimensional space, were it can rest, if it manages to stay inside there for enough time. A bonded soul can complete a short rest while shunned for 1 hour, but can't take a short rest if it had completed one already within the last hour.
Switching Skills[edit]
At 2nd level, you and your bonded soul master the technique of switching, quickly attacking with a sudden strike. Your Bonded Soul stat-block have its switching skill.
When you are shunned into the dimensional space and your bonded soul switches, you can instantly make an attack as part of that bonus action.
You can switch a number of times equal to your Constitution modifier, and regain your uses after finishing a long rest.
Combination[edit]
At 3rd level, you gain the ability to perform combined techniques, by filling your combination gauge. Whenever you switch, you gain 2 combination point. When your combination gauge has 6 points, you can unleash a combination skill. You start knowing two combination skills below:
- Nether Shredder. As an Action, you force the target to make a Strength saving throw. On a failed save, the target is paralyzed, whilst both you and the bonded soul attack simultaneously. The boned soul can use any attack available on its list of available actions.
- Soul Infest. As an action, each creature in a 10-foot radius must succeed on a Dexterity saving throw, or take the damage of your bonded soul attack, and have their movement speed halved until the end of your next turn.
Aura of Punishment[edit]
At 6th level, you can use an Action to summon an aura that enhances your strength and precision. For the next minute, you add your Charisma modifier to your damage rolls, and you score critical hits on a roll of 19-20 on the d20.
You can use this feature once, regaining the ability to do so after finishing a short or a long rest.
Prey Chaser[edit]
At 10th level, if you haven't moved when you take the Dash action, you can start your prey chaser. You move in a Straight line, and if there's a hostile creature in your path, you force that creature to make a Strength check, or that creature is pushed back as long as you keep moving.
In addition, you can make one melee weapon attack against that creature when you come in contact with it, and another attack if you push the creature at least 10 feet back, right after ending your movement.
When you reach the 20th level, you make a third attack if you push the creature at least 20 feet back, and if this third attack hits, the target must succeed on a Constitution saving throw, or is stunned.
Helping Hand[edit]
At 14th level, whenever you take damage, you can use your reaction to allow your partner to lend you a helping hand. When you do so, your partner for a brief second, allowing you to move up to 30 feet in a straight line, without provoking opportunity attacks.
You can move through a hostile creature's space when using Helping Hand is if it were difficult terrain.
Innocent[edit]
- Communication-Duet
At 11th level, your attacks and the attacks of your companion cause additional damage equal to the amount of the gathered souls you currently have (by the Soul Collector feature of your companion).
- Innocent-Duet
At 15th level, you and your bonded companion act seamlessly as one. Whenever you use a bonus action to activate a Switch skill and succeeds (either the attack hits or the target fails the save), you can make an Attack or use a an Active Skill using a reaction.
In addition, whenever you use your Combination, you and all allies within 30 feet have their movement speed increase by 30 feet until the end of their respective turns, and they add your Charisma modifier to the DC of their abilities.
- Praying Innocent
When you reach the 20th level, you demonstrate your mighty and noble power, with the aid of your companion. As an Action you fly up to 60 feet into the air, as you summon your companion. Choose a point within 10 feet of the space you just left. Your companion make one attack against each creature within 20-foot radius of the chosen area (one attack per target).
Diangelion[edit]
- Darkest Diangelion
At 20th level, you can convoke your demonic companion, that strikes with manic rage. You can use your Action to summon your companion, that makes three melee weapon attacks against creatures within 10 feet. He can attacks before and after each attack.
Catastrophe[edit]
- Creeping Terror
When you choose this path at 3rd level, you can inspire terror on your enemies. Whenever you make an attack against at advantage, or while another ally is within 5 feet of him, you can mark that enemy with creeping terror, until the end of your next turn.
A target marked with creeping terror causes less 1d4 damage against you (minimum of 0). This increases to 1d6 at 10th level. In addition, any damage caused by you against the marked creature can be converted in psychic damage.
- Communication-Amplification
- Remnant of Fear
At 11th
- Gaze of the Abyss
At 15th
- Final Catastrophe
At 20th, you can send your companion to the frontlines, slashing through enemies with nimble movements. As an action, you force all creatures in a 5-foot by 60 feet line to make a Dexterity saving throw against your companion's save DC. On a failed save, the creature takes 3d6 slashing damage as your companion cuts them with its blade, or half as much on a success. This damage is considered magical.
Dermesio[edit]
- Id
At 3rd level
- Communication-Willpower
At 5th level,
- Representation
At 11th level,
- Sublimation
When you reach the 15th level
- Eternal Dermesio
At 20th level
Active Skills[edit]
Dermesio[edit]
- Bash
5th level
When you hit a creature with a melee weapon attack, you can spend 1 MP to force the target to make a Constitution saving throw. On a failed save, the target is stunned.
- Heartless
Base Bonded Soul[edit]
Bonded Soul
Medium humanoid (half-demon), same alignment as the yours Armor Class 10 + its Dexterity modifier + its Constitution modifier. Hit Points equal to yours (the bonded soul has a number of Hit Dice [d8s] equal to your level) Speed 30 ft STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 10 (0) WIS 12 (+1) CHA 8 (-1) Saving Throws Strength and Dexterity. Skills Chose two skills. Senses passive Perception 11 Languages the same you know. Continued Training. The following numbers increase by 1 when your proficiency bonus increases by 1: the humanoid's skill and saving throw bonuses (above) and the bonuses to hit and damage of its rend attack. Humanoid Development. Whenever you gain the Ability Score Improvement class feature, your humanoid abilities also improve. Your humanoid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your humanoid can’t increase an ability score above 20 using this feature. ACTIONS Strength Based Strike. Weapon Attack: +3 to hit, depends on the weapon equipped. Dexterity Based Strike. Weapon Attack: +5 to hit, depends on the weapon equipped. |
- Dreadlord
- Lord of Terror.
- Force of Fear (6th-level).
- Awakened Will: Dreadlord (14th-level).
- Demonio
- Demonic Invasion (3rd-level). Once per turn, you cause additional 1d6 damage with your attacks.
- Manic Demon Form - Thirst (6th-level). Your movement speed and jump height and distance are increased by 10 feet, whenever you start your turn and there's no hostile creatures within 10 feet. If there's enemies within 10 feet, your damage increases by 2, and any damage you take is reduced by 2.
- Awakened Will: Demonio (14th-level). You regain 5 hit point, whenever you start your turn and there's no hostile creatures within 10 feet and you are under half your maximum hit points. If there's enemies within 10 feet, you score critical hits on a 19-20.
- Awakened One (18th-level).
- True Demon (20th-level).
- Innocent
- Soul Collector. Whenever you hit a creature with an attack, you collect 1 soul. The maximum of gathered souls equal the character's Charisma modifier (up to a maximum of 5).
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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