Nightmare Chaser (5e Class)

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Quick Build[edit]

You can make a Nightmare Chaser quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom.

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Class Features

As a Nightmare Chaser you gain the following class features.

Hit Points

Hit Dice: 1d8 per Nightmare Chaser level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Nightmare Chaser level after 1st

Proficiencies

Armor: All armors, shields
Weapons: All weapons
Tools: Choose one from any
Saving Throws: Constitution, Wisdom
Skills: Choose four from any

Equipment

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

  • a melee weapon, and a range weapon
  • (a) two melee weapons or (b) two range weapons
  • information license
  • $ d100x100

Table: The Nightmare Chaser

Level Proficiency
Bonus
Features Unarmed Strike
1st +2 Martial Arts, Unarmored Defense, Unarmored Movement 1
2nd +2 Cunning Action, Expertise 1
3rd +2 Fighting Style 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack d4
6th +3 Ability Score Improvement d4
7th +3 Slow Fall d4
8th +3 Ability Score Improvement d4
9th +4 Uncanny Dodge d6
10th +4 Evasion d6
11th +4 Reliable Talent d6
12th +4 Ability Score Improvement d6
13th +5 d8
14th +5 Ability Score Improvement d8
15th +5 d8
16th +5 Ability Score Improvement d8
17th +6 d10
18th +6 d10
19th +6 Ability Score Improvement d10
20th +6 Foe Slayer d10
Martial Arts[edit]

•Beginning at 1st level, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and improvised weapon.

•When you use the Attack action with an unarmed strike or a improvised weapon on your turn, you can make one unarmed strike as a bonus action.

•When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

•You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

•If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Unarmored Defense[edit]

•While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmored Movement[edit]

•Your speed increases by 10 feet when you are not wearing armor or wielding a shield.

Stamina Points[edit]

•Stamina Dice: 1d8.

•Stamina Points at 1st Level: 8+ your Constitution modifier.

•Stamina Points at Higher Levels: 1d8(or 5) + your Constitution modifier per your level after 1st.

Technique[edit]

•You gain two of the following Technique options of your choice. You gain another one at 5th, 9th, 13th and 17th level or increases DC one Technique you choose by 1.

•Technique save DC = 8 + your proficiency bonus + your Wisdom modifier.

Expertise[edit]

•At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with any tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

•When you reach 10th level, you can choose two more of your proficiencies (in skills or with any tools) to gain the benefit of Expertise.

Ability Score Improvement[edit]

•When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

•If your DM allows the use of feats, you may instead take a feat.

Extra Attack[edit]

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

•Increases to three at 9th, four at 13th, and five at 17th level.

Slow Fall[edit]

•At 7th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.

Uncanny Dodge[edit]

•At 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion[edit]

•At 10th level, 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.

Reliable Talent[edit]

•At 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Foe Slayer[edit]

•At 20th level, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

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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