Multivern (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Work In Progress


Multivern[edit]

The orc war band surrounds the halfling as she draws her katana, and with a flash of light the band falls.

The desperate beggar corners the old man in the street. His hunched posture straightens and his staff becomes surrounded in demonic runes. The beggar retreats and the old man pops his back, returning to his wretched posture.

The half-elf thief breaks the glass containing the ancient rapier, and grabs it with lightning fast hands. Guards flood the room and the blade shimmers with planar light, reunited with its other half. They teleport behind the guards, and in a flurry of attacks, the guards fall.

Touched by the Multiverse[edit]

All multiverns carry within them a spark of another plane. Be it Celestia or the Abyss, a multivern draws from the magic dwelling within the multiverse and morph it into a physical form to fight with. They can shape these weapons in any way they see fit to aid them in the battlefield. These weapons are referred to as Soul Sparks, and they enable multiverns to strike through the fabric of reality, from directly cutting one's soul or teleporting through a rip in the multiverse's fabric

Creating a Multivern[edit]

Consider how you gained your powers? Was it from an accident or an intentional ritual? How do you use your powers? To protect the weak? Steal from the rich? How does your personality shine into your Soul Spark?

Quick Build

You can make a multivern quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the soldier background. Third, make your Soul Spark manifest as a katana, without changing any properties.

Class Features

As a Multivern you gain the following class features.

Hit Points

Hit Dice: 1d6 per Multivern level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Multivern level after 1st

Proficiencies

Armor: None
Weapons: Simple and Martial
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Intimidation, Performance, Persuasion, and Survival

Equipment

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

  • (a) A martial weapon or (b) two simple weapons
  • (a) An explorer's pack or (b) a scholar's pack
  • (a) A book detailing the planes, which you may reference or (b) a tuning fork to a random plane of existence, the choice of your DM
  • If you are using starting wealth, you have 2d6x10 in funds.

Table: The Multivern

Level Proficiency
Bonus
Features Planar Hop
1st +2 Soul Spark, Lunging Attack, Unarmored Defense -
2nd +2 Planar Hop 2
3rd +2 Multiversal Rift 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 2
6th +3 Parry, Planar Enhancement 3
7th +3 Evasion, Rapid Teleportation 3
8th +3 Ability Score Improvement 3
9th +4 Multiversal Rift Feature 3
10th +4 Distant strikes 4
11th +4 Improved Parry 4
12th +4 Ability Score Improvement 4
13th +5 Planar Goading 4
14th +5 Multiversal Rift Feature 5
15th +5 Planar Arena 5
16th +5 Ability Score Improvement 5
17th +6 Multiversal Rift Feature 5
18th +6 6
19th +6 Ability Score Improvement 6
20th +6 Judgement Strike Unlimited

Soul Spark[edit]

Beginning at 1st level, you can use your action to create a Soul Spark in your empty hand, a manifestation of the planar rift in your soul. You can choose the form that this melee weapon takes each time you create it, only it also has the finesse property if it didn't already. Your soul spark disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your soul spark by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your soul spark thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your soul spark if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Some of the features your soul spark enables require creatures to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Charisma modifier

Lunging Attack[edit]

Starting at 1st level, if you move at least 10 feet before using the attack action against a creature, you may make an additional attack against the same creature with your soul spark. You don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and no shield your AC equals 12 + your Dexterity modifier + your Charisma modifier.

Planar Hop[edit]

As a bonus action, you may teleport 20 and make an attack with your soul spark.

Once you have used planar hop the number of times shown for your multivern level in the Planar Hop column of the Multivern table, you must finish a long rest before you can planar hop again.

Multivern Rift[edit]

At 3rd level, you choose a Rift. Choose between Astral, Celestial, or Elemental , all detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 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.

Extra Attack[edit]

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

Parry[edit]

Starting at 6th level, when you are wielding your soul spark and another creature hits you with a melee attack, you can use your reaction to add your Dexterity Modifier to your AC for that attack, potentially causing the attack to miss you.

Planar Enhancement[edit]

Also starting at 6th level, your attacks with your soul spark count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning 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.

Rapid Teleportation[edit]

Also at 7th level, you learn to rapidly rip through the fabric of reality, and strike with deadly accuracy. As an action, you may teleport 60 feet three times and then make three attacks with your soul spark, after any amount of teleports. For example, you may teleport three times and then make three attacks against one creature, or you may teleport once, attack, then repeat that twice.

After you use this feature, you must complete a long rest before doing so again.

Distant Strikes[edit]

Beginning at 10th level, whenever you make an attack roll with your soul spark, you may make your attacks as if you were at any point 30 feet away, but it need not be the same point for every attack.

Improved Parry[edit]

At 11th level, whenever you parry an enemy creature's melee attack, and it misses by 5 or more, you may make an attack of your own against that creature.

Planar Goading[edit]

Starting at 13th level, you can force your unstable connection to the planes upon other creatures, making them delirious and angry. You may use your action to attempt to goad a number of creatures equal to your Charisma modifier (minimum of one) within 60 feet of you. The chosen creatures must each make wisdom saving throws or become goaded. Goaded creatures make their attacks at advantage but attacks against them have advantage.

Planar Arena[edit]

Beginning at 15th level, you gain access to your own personal demiplane to fight in. Your demiplane can look any way you'd like, from an infinite sprawling desert to a collection of floating islands. The actual arena is a flat circle with a 100-foot diameter made out of stone, metal, or some similarly tough material. If any creature falls off the edge, they may make a Dexterity Saving throw or fall off the edge of the arena, dying after 1 minute unless they can get back onto the arena somehow. You can suffer this fate. Thanks to the nature of the demiplane, creatures cannot gain health or take short or long rests of any kind.

As an action, you may teleport into your arena. You may distribute yourself and willing creatures anywhere you wish in the demiplane. You may take an amount of willing creatures equal to your Charisma modifier minus one (minimum of one) along with you. You can try to force a number of creatures equal to your Charisma modifier into the demiplane with that action. Chosen creatures must make Charisma saving throws or teleport to a point of your DM's choice in the arena.

You can exert some control over the arena. As an action you may cut a line along the arena and push the two parts 20 feet apart. You may cut this line starting from any point and ending at any other point. You may do this multiple times, but it does not harm any creatures.

Judgement Cut[edit]

At 20th level, you reach the peak of your powers. As an action, you may perform 10 attacks against any amount of creatures within 100 feet of you. These attacks have a +3 bonus to their attack rolls, and the damage dice is 2d6. These attacks deal force damage.

You may use this feature once, and must complete 1d4 long rests before doing so again.

<!-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->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the multivern class, you must meet these prerequisites: Dextery score and Charisma score of at least 13

Proficiencies. When you multiclass into the multivern class, you gain the following proficiencies: Simple and Martial Weapons

0.00
(0 votes)

Back to Main Page5e HomebrewClasses