Maelstrom (5e Class)
From D&D Wiki
Work In Progress |
Maelstrom[edit]
Maelstrom Pathway[edit]
- Quick Build
You can make a Maelstrom quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Maelstrom you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Maelstrom level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Maelstrom level after 1st
- Proficiencies
Armor: Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Religion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A simple weapon or (b) A shield
- (a) None or (b) None or (c) None
- (a) Traveler's clothes or (b) None or (c) None
- (a) None or (b) None or (c) None
- If you are using starting wealth, you have 10 in funds.
Level | Proficiency Bonus |
Corruption Points | Features | Mutations Known | Outer Gifts Known |
---|---|---|---|---|---|
1st | +2 | 4 | Natural Armor, Outer Corruption | 2 | 1 |
2nd | +2 | 6 | True Form | 2 | 1 |
3rd | +2 | 14 | Eldritch Empowerment, Subclass Feature | 3 | 2 |
4th | +2 | 17 | Ability Score Improvement | 3 | 2 |
5th | +3 | 27 | Maelstrom Resilience, Extra Attack | 4 | 3 |
6th | +3 | 32 | Subclass Feature | 4 | 3 |
7th | +3 | 38 | Void Shield | 4 | 3 |
8th | +3 | 44 | Ability Score Improvement | 5 | 4 |
9th | +4 | 57 | Subclass Feature | 5 | 4 |
10th | +4 | 64 | — | 5 | 4 |
11th | +4 | 71 | Subclass Feature | 6 | 5 |
12th | +4 | 78 | Ability Score Improvement | 6 | 5 |
13th | +5 | 83 | Cosmic Reckoning | 6 | 5 |
14th | +5 | 90 | Subclass Feature | 7 | 6 |
15th | +5 | 96 | — | 7 | 6 |
16th | +5 | 103 | Ability Score Improvement, Eldritch Symbiosis | 8 | 7 |
17th | +6 | 110 | Subclass Feature | 8 | 7 |
18th | +6 | 117 | — | 9 | 8 |
19th | +6 | 123 | Ability Score Improvement | 9 | 8 |
20th | +6 | 133 | Maelstrom Ascendance | 10 | 9 |
Natural Armor[edit]
Starting at 1st level, your AC equals your Constitution modifier + Wisdom modifier. You may use a shield in addition to your natural armor.
Outer Corruption[edit]
At 1st level, you manifest your first eldritch mutations. You gain 4 Corruption Points and know two mutations. You also gain one outer gift.
True Form[edit]
Starting at 2nd level, you can use a free action to reveal your true form, an avatar of eldritch might and chaos. While activated, you can concentrate on two mutations at the same time, and gain temporary hit points equal to twice your Maelstrom level at the beginning of each of your turns. Also, you inflict the Frightened condition on creatures within 30 feet of you (at the start of their turn if in the area, Wisdom saving throw against your spell save DC to resist). You can revert back to your normal form as a free action at any point. For every 2 rounds you spend in this form, you gain 1 level of exhaustion. These levels of exhaustion are reset to 0 at the end of a long rest, no matter how many you have.
Eldritch Empowerment[edit]
Starting at 3rd level, you gain an eldritch empowerment whenever you enter your True Form, adding your Wisdom modifier to any damage you deal. Your eldritch mutations now ignore resistance and treat immunity as resistance while in your true form.
Subclass Feature[edit]
At 3rd level, you chose a Pathway. Choose between Soul Bound, Avatar of Corruption, and Unveiled Eye, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 11th, 14th, and 17th level.
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.
Maelstrom Resilience[edit]
At 5th level, your true form becomes even more terrifying, to the point where enemies find it difficult to land a hit. While in your True Form, any creature that starts its turn within 30 feet of you and can see your true form must make a Wisdom saving throw against your spell save DC. On a failed save, the creature has disadvantage on all attack rolls against you until the start of its next turn. Once a creature succeeds on this, they are immune to this effect until after you have taken a short or long rest.
Extra Attack[edit]
At 5th level, when you make the attack action you may make an additional attack.
Void Shield[edit]
Starting at 7th level, while in your True Form, you can use your reaction to create a shield of void energy around you, absorbing all damage from a single source for one turn. The shield has hit points equal to your Maelstrom level x 4 + your Constitution modifier. If the shield's hit points are exceeded, any remaining damage carries over to you. You can use this feature once per short or long rest.
Cosmic Reckoning[edit]
At 13th level, you can tap into the eldritch core of your being to unleash a singularity of pure corruption energy. As an action while in your True Form, you can activate this feature to replace any one of your active mutations with a surge of raw cosmic energy, granting you the ability to cast the spell *Wish* as if you had cast it using a 9th-level spell slot. The Wish granted must be related to your mutations or the concept of eldritch transformation, subject to DM's discretion. Once you use this feature, you cannot use it again until you have completed a long rest, and you gain a level of exhaustion.
Eldritch Symbiosis[edit]
At 16th level, you have gained such mastery over your eldritch mutations that they become semi-permanent aspects of your being. You can now choose one mutation that you know. You constantly have the benefits of this mutation and can choose whether or not it is visible to creatures without true sight, requiring no concentration and not counting against the number of mutations you can maintain. The chosen mutation stays with you indefinitely until you decide to change it, which can be done during a long rest.
Maelstrom Ascendance[edit]
At 20th level, you fully unlock your true form, becoming an embodiment of eldritch power. While in your True Form, you become immune to all conditions, gain Truesight up to 60 feet, and gain a flying speed equal to twice your current movement speed. Your true form can be maintained indefinitely with no limits.
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
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:
Back to Main Page → 5e Homebrew → Classes