Mark of The Outsider (5e Class)

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Mark of The Outsider[edit]

The Outsider's Chosen[edit]

She disappears into the shadows, startling the guard who had just caught sight of her. Reappearing behind him, the gnome's blade flashes as he dies, turning into ash as he falls. She turns away before he does so, not even bothering to stay and witness his disappearance.

Hidden in a small room, a half-elf looks around, the heart in his hand whispering the secrets of people only he can see. Opening the door a crack, he creates an illusion, perfectly crafted to be everything the person in the next room desires. While they stare at it, mesmerized, he leaves unseen.

Lurking through the shadows at the base of the tower, the dwarf spies around a corner and pulls back, barely avoiding the gaze of an approaching patrol. They enter the alleyway and continue on, seeing nothing more suspicious than a slightly darker shadow hidden behind an abandoned cart.

Whatever their gift, voidtouched prefer to stay out of the limelight, harnessing the energy of the Outer Planes granted to them by a mysterious entity. Whether it expresses itself as a weapon made of darkness or the speaking heart of a dead loved one, these occasionally disturbing objects are a tangible connection sometimes disapproved of by rather a lot of people.

Creating a Outsider's Chosen[edit]

As you make your Outsider's Chosen character, think about what attracted your benefactor's attention. Were you betrayed and abandoned, turning to whichever help you could get? Did you live a tumultuous life, catching their attention? Or did you worship them, asking to be granted a boon?

What do you plan to do now? Do you want to take revenge for whatever was done to you? Are you planning to gain riches beyond measures using your new abilities? Or do you just want to live in peace, if only the world would let you?

Quick Build

You can make a Outsider's Chosen character quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma. Second, choose the criminal background.

Class Features

As a The Outsider's Chosen you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Outsider's Chosen level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Outsider's Chosen level after 1st

Proficiencies

Armor: Light and Medium armor
Weapons: Simple weapons, martial weapons, firearms
Tools: choose two from Gunsmith’s Kit, Thieves’ Tools, Poisoner's Kit, Forgery Kit, and Disguise Kit
Saving Throws: Dexterity and Charisma
Skills: Choose three from Acrobatics, Arnana Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A shortsword, a light crossbow and 20 bolts or (b) Any simple weapon, a hand crossbow and 20 bolts
  • (a) A burglar's pack or (b) A dungeoneer's pack or (c) A explorer's pack
  • (a) Light armor and two daggers or (b) Medium armor and two daggers
  • If you are using starting wealth, you have 1d6 x 10gp in gold in funds.

Table: The The Outsider's Chosen

Level Proficiency
Bonus
Features Void Points
1st +2 The Mark, Fighting Styles 0
2nd +2 Void Points, Transversal 2
3rd +2 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Agility 6
7th +3 Evasion 7
8th +3 Ability Score Improvement 8
9th +4 Improved Transversal 9
10th +4 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 Void Gazer 13
14th +5 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 17
18th +6 18
19th +6 Ability Score Improvement 19
20th +6 Void Monarch 20

The Mark[edit]

At 1st level, you chose a type of Mark that shows your power over the Void. Choose between the Marks, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 5th, 10th, 15th, and 20th levels.

Fighting Style[edit]

At 1st level, 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 it again. You can choose a second option from the Fighting Style class feature at 9th level.

Burst Fire

The DC of Dexterity saving throws made against your burst fire attacks is 20 (not 15). When you roll damage for a burst fire attack and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.

CQC

You are proficient with improvised weapons. Your unarmed strikes use a d4 for damage, and you can roll a d4 in place of the normal damage of an improvised weapon, club, dagger, or shortsword. When you hit a creature with an unarmed strike, improvised weapon, club, dagger, or shortsword on your turn, you can use a bonus action to attempt to grapple a target. You roll 2d4 for damage with this feature once you reach 9th level, and 3d4 for damage with this feature once you reach 14th level.

Critical Striking

Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20 and Your score a critical hit on a roll of 18-20 once you reach 9th level.

Grenade Thrower

The range you can throw a grenade doubles, and Dexterity saving throw DC of fragmentation grenades you throw increases by 5. When you roll damage for a grenade and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.

Marksmanship

You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 2 at 9th level (+4), and again at 14th level (+6).

Mobility

You gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 9th level (+2/+20 feet), and again at 14th level (+3/+30 feet).

Void Points[edit]

At 2nd level, you gain Void Points which you can expend to cast the Outsider Invocations the total of points that you can have is shown in the table to the Outsider's Chosen, in a long rest you regain all of your void points.

Additionally, the number Invocations you can have is equal to your Proficiency bonus+Charisma modifier. All Outsider Invocation List is shown at the end of the class.

Transversal[edit]

At 2nd level, you gain the ability to warp reality allowing you to be able to either Blink or Far Reach. Your Transversal feature is heavily dependent on your Mark Archetype.

Blink (Protector/Assassin) The Power Blink is one of the abilities either Marks can wield. Additionally this feature improves at certain levels as you level in the class.

  • Blink (Cost: 1 Void Point)

As a Bonus Action, you bend space to travel a short distance within 20ft in any direction within sight/perceive. (You're able to prevent any forms of Attack of Opportunity)

Additionally, you can use your Blink to take a creature along with you. The creature must be of the same size category as you or smaller. If the creature is unwilling, it must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, it is teleported alongside you. On a success, it remains in place as you transverse.

  • Greater Blink (Cost: 0 Void Points)

(prerequisites: 5th Level) Your Blink's distance increases by 10.

  • Redirective Blink (Cost: 2 Void Points)

(prerequisites: 10th Level) As a Reaction, if someone or something tries to cause any harm or negative effect towards you and is able to see or perceive it. You're able to stop time for a brief moment and Blink away within distance.

  • Blink Assault (Cost: 3 Void Points)

(prerequisites: 14th Level) As a Action, you disrupt space between your old and new locations, causing harm to those caught in the middle of it. Up to the point of where you teleport in a line, all creatures must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, creatures that failed are now prone until the end of their next turn.


OR


Far Reach (Emperor/Witch) The Power Far Reach is one of the abilities either Marks can wield. Additionally this feature improves at certain levels as you level in the class.

  • Far Reach (Cost: 1 Void Point)

As a Bonus Action, you pull yourself rapidly across a distance with a void-like tendril up to 45 feet in any direction. (You do not prevent any forms of Attack of Opportunity)

Additionally, you can use your Far Reach to take a creature along with you. The creature must be of the same size category as you or smaller. If the creature is unwilling, it must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, it is taken alongside you. On a success, it remains in place as you transverse.

  • Pull Objects (Cost: 0 Void Points)

(prerequisites: 5th Level) As part of Far Reach, you're able to pull objects towards you and catch them in midair. Includes corpses and unconscious bodies. They must be your size or smaller and must be within lifting weight.

  • Decelerate (Cost: 2 Void Points)

(prerequisites: 10th Level) As a Reaction, if you were sent flying or falling you're briefly are able to slow down time. Using your Far Reach to recover and land safely. (You're able to prevent any forms of Attack of Opportunity)

  • Pull Enemies (Cost: 3 Void Points)

(prerequisites: 14th Level) As a Action, you're able to pull on creatures towards you within your Far Reach Range. The creature must be of the same size category as you or smaller. If the creature is unwilling, it must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, They're taken and pulled towards you. On a success, it remains in place.

Additionally, once you've pulled them towards you, briefly putting them in the air. You're able to spend a 2 additional Void Points to freely either strike or grapple them.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Agility[edit]

Unnatural forces empower you. Starting at 6th level, you may choose to replace your Strength with dexterity to determine your jumping height and distance. Additionally, you add half (rounded down) your Charisma modifier to both your jumping height and distance while you aren't wearing medium or heavy armor. (minimum-1)

At 15th level, with those same restrictions, your speed increases by 10 feet, and you can use your reaction to reduce any falling damage you take by an amount equal to three times your Outsider's Chosen level.

Evasion[edit]

At 7th level, you can use your powers of transversal to dodge out of the way of certain area effects, such as a red dragon's fiery breath or a fireball spell. 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.

Improved Transversal[edit]

At 9th level, your Transversal distance increases by 15 feet.

Void Gazer[edit]

When you reach 13th level, you have looked deeply into the Void. You are immune to being charmed and frightened.

Marks[edit]

Mark of the Protector[edit]

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At 1st level,

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At 5th level,

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At 10th level,

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At 15th level,

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At 20th level,

Mark of the Emperor/Empress[edit]

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At 1st level,

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At 5th level,

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At 10th level,

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At 15th level,

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At 20th level,

Mark of The Assassin[edit]

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Silent Kills

At 1st level, once per turn, you can deal an extra 1d6 damage (Damage Type: the weapon used with "Silent Kills") to one creature you hit with an attack. If only work is either the creature is surprised, you have advantage on the attack, and or attacking in the air.

This damage increases to 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20

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At 5th level,

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At 20th level,

Mark of the Witch[edit]

Drawing upon the knowledge gifted to them by a pact made with a mysterious, unknown being, these highly skilled spellcasters siphon their abilities from the area beyond the planes and death:the void.

Spellcasting

At level 1, You gain the ability to harness the powers deep within the Void itself, siphoning its chaotic force and bending it to your will.

  • Cantrips

You learn four cantrips of your choice from the sorcerer spell list. You learn an additional cantrips of your choice at 6th, and 15th level.

  • Spell Slots

The Witch 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

  • Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Minstrel

The Spells Known column of the Witch table shows when you learn more Witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Witch spells you know and replace it with another spell from the Witch spell list, which also must be of a level for which you have spell slots.

  • Spellcasting Ability

Charisma is your spellcasting ability for your Witch spells. Your magic comes from the endless Void. 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

Mark of the Witch Table
Level Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 2 - - - - - - - -
2nd 4 3 3 - - - - - - - -
3rd 4 4 4 2 - - - - - - -
4th 4 5 4 3 - - - - - - -
5th 4 6 4 3 2 - - - - - -
6th 5 7 4 3 3 - - - - - -
7th 5 8 4 3 3 1 - - - - -
8th 5 9 4 3 3 2 - - - - -
9th 5 10 4 3 3 3 1 - - - -
10th 5 11 4 3 3 3 2 - - - -
11th 5 12 4 3 3 3 2 1 - - -
12th 5 13 4 3 3 3 2 1 - - -
13th 5 14 4 3 3 3 2 1 1 - -
14th 5 15 4 3 3 3 2 1 1 - -
15th 6 16 4 3 3 3 2 1 1 1 -
16th 6 16 4 3 3 3 2 1 1 1 -
17th 6 17 4 3 3 3 2 1 1 1 1
18th 6 17 4 3 3 3 3 1 1 1 1
19th 6 18 4 3 3 3 3 2 1 1 1
20th 6 18 4 3 3 3 3 2 2 1 1
Font of Magic

At 5th level, you tap into a deep wellspring of Void within yourself. This wellspring is represented by Void Points, which allow you to create a variety of magical effects.

  • Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

  • Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

  • Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
  • Converting a Spell Slot to Void Points.

As a bonus action on your turn, you can expend one spell slot and gain a number of Void Points equal to the slot’s level

Metamagic

At 5th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another two at 10th and 17th level. Also at 10th and 17th level, you can choose one of the Metamagic options you know and replace it with another. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Void Restoration

At 10th level, you regain some of your magical energy when you rest. Once per day when you finish a short rest, you regain expended Void Points equal to half your sorcerer level.

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At 15th level,

One with the Void

At 20th level, the immensity of the Void itself flowing within you precludes the need for a spellcasting focus. You can ignore the material component of Void spells you cast unless a cost is indicated for that component or if the component is a magic item.

In addition, you can create spell slots up to 9th level using your Font of Magic feature. Once you create a 9th-level spell slot this way, you can't do so again for 7 days.

Creating Spell Slots of 6th Level or Higher
Spell Slot Level Sorcery Point Cost
6th 9
7th 10
8th 11
9th 13

Channeling such powerful Void magic can be quite taxing. When you create a spell slot of 6th level or higher, you must succeed on a Constitution saving throw with DC equal to 5 + the created spell slot's level or suffer one level of exhaustion and immediately take necrotic damage equal to twice the created spell slot's level. This damage can't be reduced in any way. Each time you use this feature again before finishing a long rest, the DC increases by half the spell slot's level, rounded up, and the necrotic damage increase by the created spell slot's level.

Outsider Invocations List[edit]

Many invocations allow you to cast as either a Active or Passive. Charisma is your spellcasting modifier for these spells, so you use it whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an outsider invocation 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

Mark of the Witch Spell List[edit]

You know all of the spells on the basic Mark of the Witch spell list.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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6th Level

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7th Level

<!-7th level spell list->

8th Level

<!-8th level spell list->

9th Level

<!-9th level spell list->

Metamagic List[edit]

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Void Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Delayed Spell

When you cast a spell that has a casting time of 1 bonus action, you can spend 1 Void Point to change the casting time to 1 action for this casting.

Alternatively, when you ready a spell, you can spend 1 Void Point to gain the ability to release the spell's energy without using your reaction.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 Void Point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 Void Point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 Void Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Void Point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Void Points to give one target of the spell disadvantage on its first saving throw made against the spell.

Maximized Spell

Prerequisite: 17th level, Empowered Spell metamagic

When you roll damage for a spell of 1st level or higher, you can spend a number of Void Points equal to the spell's level to deal maximum damage to one target of the spell.

You can use Maximized Spell even if you have already used a different Metamagic option during the casting of the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 Void Points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 Void Point to cast it without any somatic or verbal components.

Tripled Spell

Prerequisite: 17th level, Twinned Spell metamagic

When you cast a spell that is incapable of targeting more than one creature at the spell’s current level and doesn't have a range of self, you can spend a number of Void Points equal to twice the spell's level to target two other creatures in range with the same spell (2 Void Points if the spell is a cantrip).

Twinned Spell

When you cast a spell that is incapable of targeting more than one creature at the spell’s current level and doesn't have a range of self, you can spend a number of Void Points equal to the spell's level to target a second creature in range with the same spell (1 Void Point if the spell is a cantrip).

Widened Spell

When you cast a spell that has an area effect, you can spend Void Points equal to the spell's level to double each of the area's dimensions (1 Void Point if the spell is a cantrip).

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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