Mutant Creeper (5e Class)

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Mutant Creeper[edit]

<!-The Mutant Creeper->[edit]

A Long time ago, a new race was born, creepers. Strange, green, four legged creatures that could stand upright, and they had the most horrifying face anyone could imagine. Eventually, humans began to experiment with creeper DNA, and fused it with a humans DNA. This caused the mutant creeper to be born. Two arms, two legs, creeper scales, the ability to explode, and a horrifying face makes this a truly terrifying opponent. This is now not common, but not overly rare of an occurrence, to see a mutant creeper that is, but there are only a select few who can fully awaken their capabilities, and become the most powerful of them all. (This is based loosely off of Minecraft) (This class is meant for overly powerful and difficult campaigns, so this class is going to be extremely overpowered!) (Also have your character shout out his moves because it's way cooler)

Creating a Mutant Creeper[edit]


Quick Build

You can make a Mutant Creeper quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity or Constitution, your choice. Second, you have to choose the human race.

Class Features

As a you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-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 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->


<!-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 <!-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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