Materialiste (5e Class)

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[edit]

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-materialiste-> quickly by following these suggestions. First, <!-constitution> should be your highest ability score, followed by <!-wisdom>. Second, choose the <!-the backgroud you want-> background. Third, choose <!-a martials weapon of your choice->

Class Features

As a materialiste you gain the following class features.

Hit Points

Hit Dice: 1d10 per materialiste level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per materialiste level after 1st

Proficiencies

Armor: light,mediums,shield
Weapons: all martials and simple weapons
Tools: none
Saving Throws: constitution,wisdom
Skills: choose 3 from acrobatic,atlethic,history,survival,insight,animal handeling,perception,intimidation

Equipment

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

  • (a) or (b) any martial weapons
  • (a) half plate or (b) studded leather
  • (a) explorer pack or (b) dungeoner pack

Table: The materialiste

Level Proficiency
Bonus
Features
1st +2 gold or steel,Metal life,sharp arms
2nd +2 body impact
3rd +2 warrior path
4th +2 Ability Score Improvement, fighting style
5th +3 extra attack
6th +3 metal punch, ability score improvement
7th +3 extra armor
8th +3 Ability Score Improvement, warrior path feature
9th +4 body impact v.2
10th +4 extra attack
11th +4 helpfull touch
12th +4 Ability Score Improvement, warrior path feature
13th +5 body impact v.2(2)
14th +5 transforming touch
15th +5 better armor
16th +5 Ability Score Improvement, Hard as feature
17th +6 helpfull touch (2)
18th +6 ancestry recall
19th +6 Ability Score Improvement, body impact (3)
20th +6 ultimate armor

<!-Class Feature->[edit]

<!-===gold or steel,Metal life,sharp arms=== lvl 1 you can choose to become hard as steel or sharp as gold, gain advantage on hit dice, you can change your unarmed strike to bludegoeing slashing or piercing damage deals 1d4+con

body impact[edit]

lvl 2 you gain the body impact feature wich allow you as a reaction to reduce physical damage by 1d10 +wisdom modifier if you choose steel. if you choose gold you can add 1d10 +wisdom modifier to your attack damage

warrior path[edit]

lvl 3 you get to choose your warrior path (subclasses)

fighting style[edit]

lvl 4 you get to choose a fighting style

extra attack[edit]

lvl 5 you gain a additionnal attack when you take the attack action

metal punch[edit]

lvl 6 you can now use your constitution modifier when dealing damage replacing strenght

extra armor[edit]

lvl 7 your base ac is now 12 + your constitution modifier + wisdom modifier whithout armor if you choose steel you can wear a light armor and a shield with it

warrior path feature[edit]

lvl 8 gain a subclass feature

body impact v.2[edit]

lvl 9 your body impact upgrade and now it recharge with a short rest insteed of long

extra attack[edit]

lvl 10 you gain a additionnal attack when you take the attack action

helpfull touch[edit]

lvl 11 Helpfull touch is a action bonus that allow steel user to give a +10 AC to a creature you can touch. if you choose gold you give a +10 to all damage this last for 30 sec and the ac can't go higher than 27

warrior path feature[edit]

lvl 12 subclass feature

body impact v.2 (2)[edit]

lvl 13 body impact v.2 (2)

transforming touch[edit]

lvl 14 with transforming touch you can absorb steel if that what you choose small object give +1 AC medium +2 large +3 if you choose gold you can make spike appears out of gold object small object 3d8 medium 3d10 large 3d12

better armor[edit]

lvl 15 better armor give you resistance to slashing and piercing damage

warrior path feature[edit]

lvl 16 subclass feature

helpfull touch (2)[edit]

lvl 17 you gain a another use of helping touch before making a long rest

ancestry recall[edit]

lvl 18 ancestry recall is a capacity that put you uncouscious but wake up one of the 4 ancestry roll a d4 to see wich one you invoke in the following list (1) the metal brother. one is made of steel the other of gold they both have 50 hp but the steel one have 20 ac and the other only have 10 but he deal a extra 10 damage to every strike he do they both last for one minute and the player control them while unconscious (2) metal sister is a nune type statue who have a AC of 20 but only have 20 hp she cant move and give a +5 ac to any party member in a 20 ft radius she last one minute (3) metal trader is a trader that offer you 1d6 of equipement the higher the more equipement you get after that you roll a d20 fore the following rarity naturel 1 nothing appears 2-5 commun equipement 6-10 uncommune 11-15 rare 16-19 epic and naturels 20 legendery the equipement last 1 minute also the player decide the equipement (4) the foundateur have 100 hp and a 20 AC he can use the gold feaatures and the steel one too but he attack the creature with the most evils alignement in the 50ft zone also the player controls him while uncouscious when you wake up you gain a level 3 exhaustion all of the ancestry use your stats (ecxept the one mention before) and when you wake up you gain 1 exhaustion

body impact (3)[edit]

lvl 19 body impact v.2(3)

ultimate armor[edit]

lvl 20 ultimate armor gave you immunity to all physical damage for 1 minute->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


diamond warrior[edit]

the way of the diamond warrior consist of gaining all the proprety of the diamond trought hard work

shine bright like a diamond

At level 3 when the sun light hit ou directly you can imits a blinfulls light that blind everyone in a 20 foot radius if they are looking at you they need to make a constitution saving throw equals to 8 + profiency + wisdom modifier

Diamond skin

At level 3 trought hard work your skin is reinforced with the diamond strength. you gain +1 to AC and at level 12 it become +2

Diamond purity

At level 8 when you try to sneek somewhere you are almost invisible because your body as become pure as diamond. advantage on stealth check

Diamond skin

At level 12 your AC become +2

Rough Diamond

At level 16 you rubs your hands together causing a enormous sound. in a 20 foot radius everyone must make a constitution saving throw DC= 8 + profiency + wisdom modifier

Metatherm warrior[edit]

One of the rarest technic created, It consist of changing the temperature of your body hot as lava or cold as Quebec winter

Temp body

At level 3 you have learn to control your body temperature at pretty high peek. you can now deal fire,cold damage with your fist. at level 8 you can now transmit it into your weapons

Naturals control

your temperature controls over yourself as improved so much that naturals weather does not bother you anymore At level 3 you are not affected by natural heat or cold

Heat wave

At levels 8 you are good enough to send you body temperature to your foes you learn the spell Burnings hands with fire or cold damage (your choice) You can use this a number of time equals to half your constitution bonus rouded up

Body evolution

you have learn the final stage of the metatherm path and you can now play with poison you gain poisson ressistance and can do all of the ability showcase before with poison effect after a hit with poison the target must rolls a constitution saving throws of DC 8 + profiency + wisdom

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 3->[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.


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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