Path of the Calamity (5e Subclass)

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Path of the Calamity[edit]

You were born into this world despised and hated. All your life you were the object of someone’s contempt, and have had no shortage of insults and slurs thrown at you. Eventually, whether through your own choice or fate itself, something “snapped” inside you, and the pure rage and anger manifested like a natural disaster, bathing all life near you in cursed, dark, and malevolent flames, leaving nothing behind in its wake...

Sinister Presence

Beginning at 3rd level, you gain proficiency in Intimidation (you may choose another skill if you already have proficiency in this skill), and whenever you make a roll for Intimidation, you have advantage and your proficiency bonus is doubled for that roll.

Aura of Calamity

Beginning at 3rd level, you emanate a cursed fire from your body that burns away life around you, spreading out in every direction (but not through total cover) up to 10 feet. While raging, as a bonus action, you may choose one of the modes below and use that ability. Beginning at 10th level, you may use up to different two modes at the same time with this ability. This increases to three at 14th level, and four at 20th. Additionally, when you gain this feature, choose between fire, necrotic, or psychic damage. Any effect with your Aura of Calamity that deals damage deals it of that chosen type. Once your rage ends, you gain a level of exhaustion. (If your campaign doesn't use exhaustion mechanics, whenever your rage ends you lose life equal to your barbarian level instead.)

Class Level: Damage Dice:
3rd-5th 1d4
6th-9th 1d6
10th-13th 1d8
14th-20th 1d10

Blame. You have resistance to your chosen damage type until the beginning of your next turn.

Burn. Other creatures within your aura take damage equal to your Aura of Calamity damage dice.

Scourge. When you hit an enemy with a melee weapon attack, they take damage equal to your Aura of Calamity damage dice.

Seethe. Until the beginning of your next turn, other creatures within your aura have a penalty on attack and ability rolls, and on saving throws equal to your Aura of Calamity damage dice.

Vengeful Strikes

Beginning at 6th level, your blows are filled with a dark and vengeful desire to strike down and kill your foe. When you land a critical attack on a creature, you may add your Aura of Calamity damage dice + your Constitution modifier to that damage roll.

Focused Malice

Beginning at 10th level, your control of your malevolence becomes even greater. When you use your Aura of Calamity, you can designate any number of creatures to become immune to its effects. Additionally, you gain extra modes for your Aura of Calamity, as listed below:

Hurt. You gain a number of temporary hit points equal to the total damage dealt by Burn (with a maximum equal to half your Constitution modifier, rounded down, minimum of 1). When your rage ends, you lose these temporary hit points.

Rend. You target a creature within your Aura and force it to make a Constitution saving throw (with a DC of 8 + your proficiency bonus + your Constitution modifier). They take damage equal to twice your Aura of Calamity's damage dice on a failed save and cannot take their reaction, or half as much damage on a success.

Beast of Calamity

Beginning at 14th level, you no longer suffer exhaustion when using your Aura of Calamity, and its range increases to 30 feet.

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