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 100, all health you gain from leveling up is only active in your Rage 1 form, 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.
- Volcano Smash
You have learned to use your old creeper smash while using Rage 1. At level 23, you can go in front of the enemy, then use the smash on their head, causing the same hole, but also a gigantic burst of fire the same size above the hole. The saving throw for this is DC13 plus your dexterity modifier and strength modifier, against their dexterity modifier. If they succeed, then they take the damage from the fire and only 2d12 force damage. If they succeed by 5 or more, then they dodge all damage. If they fail, they get smashed to either the bottom of the hole, or they get launched 10 feet away from the fire (players choice). They also take 12d12 force damage and 8d12 fire damage, but this damage levels up as you do. At level 27, it does 13d12 damage, at 30 it does 15d12 force and 9d12 fire damage, at 35 it does 16d12 force damage and at 40 it does 18d12 force damage plus 10d12 fire damage. You can also upgrade the size, the DM decides when it upgrades and by how much. You can use this 5 times per Rage 1 transformation.
- Fire Retort
At level 25, you can use your reaction to do a powerful counter move. When someone attacks you, you can choose to use your reaction to move at impossible speeds right behind them, then smash them into the ground with immense force. The saving throw is a DC15 plus your strength and dexterity modifiers. If they succeed, they dodge the initial hit, but get hit by the 2d12 force damage from a Volcano smash, and the fire damage. If they succeed by 5 or more, then they dodge all damage. If they fail, they take 18d12 force or bludgeoning damage, and 1d12 fire damage. The force damage upgrades by 1 die on levels 30 and 35, and by two die at level 40. The fire damage also increases to 2d12 fire damage at level 40. If they get hit by the attack, they get launched through the ground below them, 10 feet for each amount of die they fail by (for example, if they fail by 1, the depth is 10 feet, if they fail by 5, its 50, if they fail by 10, its 100, and so on and so forth). You can only use this 2 times during each Rage 1.
- Flaming Rush
At level 30, you can use the speed from flame boost on your arms to gain extreme speed with your fists. You punch the person in front of you extremely fast, and knock them prone and paralyze them for 2 turns. Each punch is worth 1d10 force damage and 1d8 fire damage, and you punch an amount of times equal to your level. At level 40, the fire damage changes to 1d10's. you can use this 2 times during rage 1.
- Flame Detriment
Your Explosion has evolved to a new level because of your Rage 1. At level 35, your Explosion now affects a 100 foot sphere surrounding you, and it is infused with fire from your Rage. The explosion does your health worth of force damage, plus 6d12 fire damage. This damage is also done to you, and when you use it, you are knocked unconscious. When you wake up, you have either level 3, 4 or 5 exhaustion, depending on how long you were using Rage 1. If you use it as you go into Rage 1, it's level 3, if you've used Rage 1 for 5 turns, it's level 4 and if you have used Rage 1 for over 10 turns, it's level 5. When you use this, all objects are flung out of the radius, and any burnable objects get disintegrated. The people inside of the explosion get flung as well, and take 1d10 bludgeoning damage for every 20 feet they get thrown, roll a d10 to see how many 10's of feet they get thrown.
- Flaming Jet-Punch
You have upgraded your jet-punch using your flame boost and raw strength. At level 38, you can use your flame boost, and sprint up to someone, then switch the flame boost to your arm, and blast them in the face with your fist. The saving throw for this is DC17 plus your strength and dexterity modifiers. If they succeed they dodge, but get hit by the flaming shockwave, that does 3d10 force damage and 3d10 fire damage. If they succeed by 5 or more, they dodge the whole attack. If it hits, then it does 70d12 force damage and 20d12 fire damage, and also paralyzes the enemy for a turn, and knocks them prone. They then get frightened by the immense force of the punch.
In the works: Flaming Jet-Punch, Underworld Pierce, Hells Core
Back to Main Page → 5e Homebrew → Character Options → Subclasses [[Category:]]