Mutant Creeper Extension 1 (5e Subclass)
Mutant Creeper (Rage 1)[edit]
Any non-spellcaster class
You have now gone past the limits of even the mutant creepers and have unlocked a new transformation. You can now increase all of your physical capabilities by using your new ability, Rage 1. Even though using this lights you on fire, and gives you red pupils, you don't feel any pain. [THIS SUBCLASS IS FOR AFTER LEVEL 20! IF ANYONE USES THIS CLASS, THEY HAVE TO BE AT LEAST LEVEL 21! SO, IF YOU USE THIS, YOU ARE GONNA HAVE TO MAKE A CAMPAIGN THAT GOES PAST LEVEL 20!!!]
- Rage 1 Transformation
At level 21, you gain the ability to transform into your Rage 1 form. This gives you the following boosts. Temporary hit point increase by 400, Damage increase by 3d10 for all regular attacks plus 1d12 fire damage, immunity to fire damage, all abilities besides intelligence and wisdom are increased by 10, you count as gargantuan when determining your carrying capacity and the weight you can push, drag, or lift, your armor class increases by 5, your speed gets boosted to 120 feet of speed. When taken out of this form, you gain exhaustion level 2 and all temporary buffs go away. If knocked out in this form, you are taken out of Rage 1.
- Special moves
Level varies. You gain the ability to use smaller moves while in your Rage 1 transformation. The description for those abilities is as follows.
Ring of Fire: You must be level 24 to use this move. You run in a giant circle causing fire to be wherever you ran. A gigantic fire circle is created in a 40-foot radius with only the outside being lit. Anything that moves through the circle's edge takes 3d8 fire damage each turn it is inside. This is meant to create an arena for battles. This lasts for 1 minute and costs an action
Flame Boost: You must be level 24 to use this move. You channel all the fire in your body to the back of your legs to give yourself a speed boost. Your speed increases by 100 feet and when you attack someone with your legs, you do an extra D20 force damage. This costs a bonus action.
Flaming Top: You must be level 26 to use this move. You get on your hand and spin your legs around like a spinning top. You hit anything within reach dealing 5 hits of damage worth 3d10 bludgeoning damage plus 2d12 fire damage. The enemy makes a constitution saving throw that equals 10 plus your strength modifier, and if they fail, they fall prone for their turn. This costs an action to do.
Flaming thrust: You must be level 26 to do this move and it costs an action. You use your boost from Flame boost to run forward and kick someone in the stomach. You must be in flame boost mode to use this and also you have to move 40 feet in 1 direction toward the enemy to attack them with this move. When doing this, it costs your action and bonus action, your bonus action being used for any movement required and the action being used for the kick. Its base damage is 6d10 bludgeoning damage plus 1d12 fire damage, but the bludgeoning damage increases by 1d10 for each extra 20 feet you use to move toward an enemy.
Flaming Upheaval: You must be level 30 to use this move and it costs your action to do. You dig your first into the ground and punch diagonally toward someone, causing a surge of earth and fire to rise from your fist. Anything within a 60-foot cone takes 1d12 bludgeoning damage and 8d12 fire damage and gives them the burned effect.
In the works:
Flaming Jet-Punch, Flaming Rush, Flaming Smash, Underworld Pierce, Hells Core, Flame Detriment
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