Madman of Zaun (5e Class)
Template:League of Legends franchise
Madman of Zaun[edit]
A Mad fighter ready to throw himself headlong into anything that gets in his way.
Freelance Doctor[edit]
In the wards of the infamous Zaun asylum, a monstrous figure lurks. He has bold methods, a sharp saw and terrified patients. This man is certainly not a doctor, except in his imagination.
Creating a Madman of Zaun[edit]
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When you create your Madman you have to think about how not to think, decide in the moment, but above all remember that you can go where you want and do what you want.
- Quick Build
You can make a River king quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the "S̳T̳I̳L̳L̳ ̳T̳O̳ ̳C̳H̳E̳C̳K̳" background.
Class Features
As a Madman of Zaun you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Madman of Zaun level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Madman of Zaun level after 1st
- Proficiencies
Armor: any type of heavy armor, shields
Weapons: every type of weapon
Tools: Herbalist's Bag.
Saving Throws: Constitution, Strength
Skills: Choose 3 from acrobatics, intimidation, Survival, Performance, quickness of hand, Perception, Athletics.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A heavy weapons or (b) A longsword & shield
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have 8d12 × 10gp in funds.
Level | Proficiency Bonus |
Features | passive regeneration |
---|---|---|---|
1st | +2 | Passive regeneration, unstoppable | 1d6 |
2nd | +2 | Infected Bonesaw | 1d6 |
3rd | +2 | Road of madness | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Muscle power, Extra Attack | 1d6 |
6th | +3 | Road of madness | 1d8 |
7th | +3 | Electricity is good for the brain! | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Brutal Critic | 1d8 |
10th | +4 | Regenerative Fury | 1d8 |
11th | +4 | Road of madness | 1d10 |
12th | +4 | Ability Score Improvement | 1d10 |
13th | +5 | Brutal Critic | 1d10 |
14th | +5 | Hardened body | 1d10 |
15th | +5 | Blood armor | 1d10 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | Brutal Critic | 1d12 |
18th | +6 | Road of madness | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | Immortal body | 1d12 |
Passive regeneration[edit]
At level 1 you are able to regenerate the wounds suffered thanks to your abominable body, on your turn you automatically regenerate 1d6 for every 20 maximum HP, the 1d6 changes depending on the level, check the table.
Unstoppable[edit]
Nothing can stop you.
At 1st level, your fury allows you to overcome obstacles, you gain the ability to negate any effect that prevents you from taking actions or moving a number of times equal to your proficiency bonus that recharge after a long rest, this ability does not negate damage. When you activate this ability, you take 1d6 points of damage. If you use this ability multiple times before finishing a short or long rest, the damage you take increases by 1d6 each time you use it.
Infected Bonesaw[edit]
At 2nd level, you can throw a tainted bone saw as a bonus action or as an attack once per turn; the bone saw has an attack roll equal to that of the equipped weapon, but deals damage based on your regeneration and has a reach of 60 feet. If you miss with this attack, you take 1d6 points of damage.
The contaminated bone saw is able to reduce the target's movement by 10 feet at level 3, 20 feet at level 6, 30 feet at level 9, and 40 feet at level 12.
Road of madness[edit]
Starting at 3rd Level, you choose a road. Choose between road of the Colossus or Crazy bettor, Cultured, are detailed at the end of the class description. Your choice grants you abilities at 3rd level and again at 6th, 11th, and 18th levels.
Ability Score Increase[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.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Muscle power[edit]
Your body has no limits.
Starting at 5th level, your Constitution modifier has no limit whatsoever, and you can apply your Constitution modifier to attack and damage rolls.
At 10th level, you are able to apply your Constitution modifier, make saving throws, and make ability checks.
Electricity is good for the brain![edit]
Starting at 7th, you can use your body to absorb half the incoming damage as a reaction and choose whether to convert it to lightning damage to the target that hit you or use it to heal a nearby ally within 6 feet of you equal to the amount of damage absorbed. You can use this ability a number of times equal to your proficiency bonus.
Brutal Critic[edit]
Starting at 9th level, a madman can roll an additional weapon die when determining the extra damage of a critical hit with a melee attack. This effect increases to two additional dice at 13th level and three additional dice at 17th level.
Regenerative Fury[edit]
At level 10, you can maximize your regeneration. Passive regeneration cannot be negated except by the effects of this class. After taking a long rest, you can double your passive regeneration once, lasting a number of turns equal to your Constitution modifier.
Hardened body[edit]
At 14th level your body has overcome countless adversities, choose 4 types of resistance to damage.
Blood armor[edit]
At level 15 you are able to harden your body with blood, for every 20 HP lost you gain 1 AC, from this effect you can receive a maximum of 10 AC.
Immortal body[edit]
At level 20 you have reached the pinnacle of physical fitness, you cannot be physically killed by any source, mortal, divine, or from another universe. When your hit points drop to 0 you can always get back up with 1 HP. You must use a full turn to get back on your feet and be able to take actions.
Cultured[edit]
With this path you have chosen to study your madness and your physical condition.
- Self-taught scholar
At level 3 you can choose to gain 2 of the following skills: nature, history, investigation, intuition, medicine, arcane, religion.
- Field experiments
Your careful study of your body has allowed you to understand how to apply your regeneration to other creatures. At level 6 you can use an action or bonus action to crurate an ally within 6 feet of you, equal to your passive regeneration. You can use this ability only if you have not attacked this turn, and it cancels your passive regeneration for the turn.
- "Medicine time!"
At level 11 you are able to inject a portion of your blood into your allies, You are able to apply Regenerative Fury to your allies. But without losing your passive regeneration.
- "More medicine!"
At level 18 you can use Regenerative Fury 3 additional times, and allies under this effect can benefit from Hardened Body and Brutal Critic.
Colossus[edit]
- Magnification
At level 3 your size increases by 1 and at each level of Madman of Zaun you gain 2 HP
- Demolisher
At level 6, you have advantage when destroying objects or structures and gain 16 feet of extra movement.
- Colossal transformation
At level 11 when you activate Regenerative Fury your size increases by 1 and all Strength or Constitution checks you make receive double the modifier.
- Open track
At level 18, any enemy you strike for the first time must always make a Constitution roll to avoid being knocked prone, with an AC equal to 10 + your Constitution and Strength modifiers + your proficiency bonus. This effect also activates on an attack you make that critically hits.
Crazy bettor[edit]
- Risky bet
At level 3 you gain the ability to roll 1d3 for skill checks, saving throws, or for attack and damage rolls. The result of the die will affect your fate, if it comes out 1 you take 1d12 damage, on a 2 nothing happens, on a 3 you receive 1d6 that you can add to the roll for which you rolled the 1d3.
- Suspicious substances
At 6th level, you can ingest a suspicious substance from somewhere and drink it or have a nearby ally within 6 feet of you drink it, or throw it at an enemy with an attack roll equal to your weapon. You must roll 1d6 to determine the effect.
- 1 resistance to poisons.
- 2 Instant fainting. The subject who ingests the substance faints and must make a Constitution roll to regain consciousness at a DC of 10 + the Madman of Zaun's Constitution modifier. If he takes damage or is shaken, he regains consciousness.
- 3 bonus action. The subject who received the substance is able to take one additional action for the turn.
- 4 Poisoning. The subject receiving the substance takes 2d6 poison damage over 3 turns.
- 5 Antidote. The subject who received the substance cancels all negative physical conditions of a non-magical nature.
- 6 drunk. The subject receiving the substance has disadvantage on attack rolls for 3 turns.
- Regenerative Madness
At level 11 you are able to randomly change your regenerative fury, at the start of combat roll 1d2 to determine which characteristic your level 11 regenerative fury of another subclass will have. If you roll 1 you will have the Cultured characteristic, if you roll 2 you will have the Colossus characteristic.
- Immortal luck
At level 18, each of your healing dice of any type can crypt, if a die rolls a 1 you can reroll it, if a die rolls the maximum amount it can get you can roll an additional one.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <Madman of Zaun> class, you must meet these prerequisites: You can only multiclass with classes that are not based on intelligence.
Proficiencies. When you multiclass into the <Madman of Zaun> class, you gain the following proficiencies:When you multiclass into this class, you gain everything in that class.
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