Mutant Creeper (5e Subclass)
Mutant Creeper[edit]
Any non-spell caster class (Must have human race)
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 that uncommon 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 subclass 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 its way cooler)
- Hard Scales
At level 1, when you choose this subclass, you gain armor from your creeper scales. Without wearing armor, you have AC 15 + Constitution modifier (Minimum 1) + Strength modifier (Minimum 1). Your unarmed strikes also automatically do 1d8 + 5 + Strength modifier bludgeoning or force damage (Users choice). You are resistant to most types of damage, not including psychic, acid, radiant, necrotic, or piercing damage.
- Mutant Origins
At level 1, when you choose this subclass, you gain certain features because of your human and creeper sides. Your starting hit points are determined by the following rolls, 2d10 + 10 + Constitution modifier. You are now a large creature and also always have advantages on intimidation checks because of your horrifying face and immense size. You also gain speed every level, starting at 35 ft of speed. It increases every few levels. At level 2 it increases to 40, at 4 it goes to 45, at 6 it goes to 50, at 8 it goes to 55, at 12 it goes to 60, at 18 it goes to 60, and at 20 it goes to 70. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your race is changed to Mutant Creeper, and the benefits you gain are in this subclass.
- Self Destruct
You also have the ability to self destruct, dealing however many hit points you have of force damage + 1d6 fire damage, and this damage is done to you as well, causing you to be knocked out. This has a range of a 5 foot radius and also can knock them prone if they fail a constitution saving throw worth 10 + strength modifier + constitution modifier. This damage is not affected by your resistances and you can use it once before having to take a long rest.
- Creeper Smash
At level 3, you use the immense strength you were born with to smash the ground with immense strength. When used, it creates a hole 10 feet deep with a radius of 5 feet, and anything caught in the blast has to make a constitution saving throw. The saving throw DC is 10 + your Dexterity modifier + your strength modifier. If it fails, it takes 1d10 force damage and gets knocked prone. If it succeeds, it takes half damage and doesn't get knocked prone. At level 5, the damage goes up to 2d10, at 10 its 3d10, 15 its 4d10, and 20 its 5d10. The hole it makes also gets 10 feet deeper and 5 feet wider in radius as you level up. At level 5, the depth is 20 feet and the radius is 10, at 10, depth is 30 and radius 15, at 15, depth is 40 and radius 20, and at 20, depth is 50 and radius is 25. You can use this 5 times before you run out of uses and have to take at least a short rest.
- Creeper Smash (Direct)
At level 5, you use the immense strength you were born with to bash someone's head with immense strength. When used, you lift both arms up and crash them down on someone's head, causing them to make a dexterity saving throw. The saving throw DC is 10 + your Dexterity modifier + your strength modifier. If they succeed, they don't get hit, but instead get hit by the regular Creeper Smash. If they succeed by 5 or more, then they dodge the direct smash and the regular creeper smash. If they fail, they take 4d10 bludgeoning or force damage (Users choice). At level 10, this increases to 5d10, at 15 it is 6d10, and at 20 its 7d10. You can use this 3 times before you run out of uses and have to take at least a short rest.
- Creeper Loyalty
At level 7, you become more like a creeper emotionally. Creepers care deeply about their friends, and in turn, so do you. If one of your party gets killed, then you get so mad because of their death that you get all features that you would get from being level 20 damage wise. If you get knocked to 0 hit points in this form, you roll a d20. If you roll above a 5, you get resurrected at 20 health, the dice minimum raises by 2 every time this happens. If you fail, then you don't get killed, instead, you get knocked prone with 1 hit point left, and look dead. You also don't get knocked out when you hit zero regular hit points, instead you stay up for the hit points you normally have when you get knocked out. In other words, you have double hit points and can't be intimidated. You also gain 30 feet of speed and do 2d20 more damage each hit. You now can use all abilities as many times as you want, but you have to take 3 long rests to get them back [I mean, this powerful of a move can't not have drawbacks]. If you beat the enemy, your body gets taken to 5 regular hit points and you fall prone from massively overexerting yourself.
- Blast Immunity
At level 10, you gain immunity to any form of explosion except your own self destructions. In fact, you don't even feel them. Also, your self destruction damage to yourself goes down to half your health of force damage (rounded up) and the fire damage no longer applies to you. (For example, if you have 91 health, you take 46 force damage, but don't take the fire damage) [DM's, this could make for some really cool situations with your characters. Like, for example, someone shoots an exploding arrow at the players after he started walking toward them menacingly. And out of the smoke cloud, they see an unfazed gigantic creeper walking toward them with death in their eyes. So Cool!]
- Explosion Rush
At level 15, you get a new move where you hit someone at immense, undodgeable speeds over a span of 5 seconds. Each hit out of the total 10 hits counts as an unarmed strike, so you have to roll an unarmed strike for every hit [Sorry, it's more accurate this way!]. This move also stuns the enemy for 5 seconds while they recuperate. This move increases to 20 hits at level 18 [Really sorry!]. You can use this 2 times before you run out of uses and have to take at least a short rest.
- Explosion Jet-Punch
At level 20, you gain the ability to speed toward someone and hit them in the gut with as much strength as you can muster. When you use this, it is so powerful that it creates a shockwave around a 10-foot cube around the fist that does 1d10 force damage and destroys the ground in the shockwave. The saving throw DC is 12 + dexterity modifier + strength modifier. If they dodge, the shockwave still hits them, dealing the regular damage and it knocks them back prone for a second. If hit, then it does 13d10 bludgeoning damage, plus the shockwave damage, launching the enemy 1d10 times 10 feet away, doing an extra 3 damage for each 10 feet. The are then knocked prone, are paralyzed, and incapacitated for 15 seconds to 2 minutes, DMs choice. They are then frightened by the immense power of the punch. You can use this 1 time before you run out of uses and have to take a long rest.
- Creeper Energy
At level 20, you gain the energy of a creeper and can use all special abilities double the amount of times before you have to rest (Including Explosion Jet-Punch). Your self destruction now does an extra 3d10 force damage and 4d6 fire damage.
I give tons of credit to my little brother for coming up with this subclass idea, and also to Minecraft, because he couldn't come up with this without creepers
Made by KingCosmo947
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