Realm Sovereign (5e Class)

From D&D Wiki

Jump to: navigation, search

Realm Sovereign[edit]

A hexer that controls a powerful realm they bring with them wherever they go. Depending on the nature of your realm, you may cause madness to all within, or maybe you just want to inflict pain.

Always with you[edit]

The Realm Sovereign are granted thier power through powerfull deities. They have formed a pact with their chosen deity, granting them a realm that is beffitting of thier deities purpose/ambition. Once this pact is formed your realm will always reside with you.

Creating a Realm Sovereign[edit]

put picture here

flavour text here
Quick Build

You can make a Realm Sovereign by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Faceless background.

Class Features

As a Realm Sovereign you gain the following class features.

Hit Points

Hit Dice: 1d12 per Realm Sovereign level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Realm Sovereign level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose three from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Realm Sovereign

Level Proficiency
Bonus
Features Realm Reap
1st +2 Realm Pact,Realm Reap 1d6
2nd +2 Hidden Evil 1d6
3rd +2 Otherworldly Protection 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Realm Pact feature, Exclusion 2d6
6th +3 Homefield Advantage 2d6
7th +3 Ominous Overseer 2d6
8th +3 Ability Score Improvement 2d6
9th +4 Realm Pact feature 3d6
10th +4 Recall 3d6
11th +4 Increased Influence 3d6
12th +4 Ability Score Improvement 3d6
13th +5 Realm Pact feature 4d6
14th +5 Unholy 4d6
15th +5 Overwhelming Pressence 4d6
16th +5 Ability Score Improvement 4d6
17th +6 Realm Pact feature 5d6
18th +6 Unsee 5d6
19th +6 Ability Score Improvement 5d6
20th +6 My World! 6d6

Realm Pact[edit]

Starting at 1st level you choose a deity to form a pact with, granting you sovergnty over a realm. Based on which deity you've chosen to form a pact with, your realm pact is either Realm of Sin, Realm of Loathing, or Realm of Torment. Each realm pact is described at the end of the class description.

Realm of Sin deity's
  • some lawful evil dudes
Realm of Loathing deity's
  • some neutral evil dudes
Realm of Torment deity's
  • some chaotic evil dudes

Some Realm features require creatures to make a saving throw equal to your Realm DC = 8 + Charisma modifer + proficiency bonus

Your choice will affect what you will be able to do within your realm, and will grant you realm related features at levels 1st, 5th, 9th, 13th, and 17th level.

Your choice will also decide the area your realm covers, and how you are able to position your realm.

Your realm can be dispelled if you are either stunned or unconsious.

Realm Reap[edit]

Starting at 1st level, your deity's power comes forth when you inflict harm on others. Once per turn, you can deal an extra 1d6 necrotic damage to one creature you deal necromancy damage to.

The extra damage increases as you gain levels in this class, as shown in the Realm Reap column of the Realm Sovereign table.

In addition to this you learn the following cantrips.

Sovereigns Gash Make an unarmed melee spell attack against a creature you can reach. On a hit, the target takes 1d10 + your Charisma Modifier in necrotic damage.

The spell’s damage increases by one die when you reach 5th level 2d10, 11th level 3d10, and 17th level 4d10.

Hidden Evil[edit]

At 2nd level, you can choose to hide your realm outside of combat. While hidden your realm is unoticcable except by magical means (e.g. "detect magic"), and none of your realm features are usable.

Otherworldly Protection[edit]

At 3rd level, you start to feel the pressence of your pacts' deity more keenly. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Exclusion[edit]

Beginning at 5th level. At the start of combat you may choose creatures that are unaffected by your realm

Homefield Advantage[edit]

At 6th level, you are not hindered by diffcult terrain inside the area of your realm.

Ominous Overseer[edit]

Beginning at 7th level, your pact deity protects you from harm inside your realm, shielding you from certain area of effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect while inside the area of your realm 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.

Recall[edit]

At 10th level, during your turn, if you find yourself outside the area of your realm, you can use your bonus action to reappear in the center of your realm.

Commune[edit]

At 10th level, you can cast the spell Commune as a ritual.

Increased Influence[edit]

At 11th level, your Realm DC = 10 + Charisma modifer + Proficiency bonus

Unholy[edit]

At 14th level, you gain resistance to radiant damage.

Overwhelming Pressence[edit]

At 15th level, people start to feel the pressence of your diety in your vicinity. You gain proficiency in intimidation, or expertise if you are already proficient. And you have advantage on checks to intimidate others.

Unsee[edit]

At 18th level, you can use your action to become invisible inside your realm until you either take damage or leave your realm.

My World![edit]

At 20th level, you can expand your realm's size up to 10 times it's original size for a duration of 1 hour. You may only use this feature once, and you regain all expended uses when you finish a long rest.

Realm of Sin[edit]

Your realm is the size of a 55x55ft square. At the start of your turn you may change the position of your realm to an area in front of you.

Your deity believes those who do not sit well with them as guilty. They must be scolded harshly, thereby your realm punishes emotions of...

Feeling Level Realm Effect
Greed At 1st level Whenever a creature rolls a critical hit on an attack roll within your realm, they attack the same target one more time.
Gluttony At 1st level You can use your action to choose one creature within your realm that has disadvantage on attacks until they either leave your realm or succeed a wisdom saving throw equal to your Realm DC. They feel deprived and starved, greatly reducing their focus.
Lust At 5th level You can cast the spell "Command" at will as a 1st level spell, on a creature within your realm. But instead of using the normal saving throw for the spell, you instead use your Realm DC as the new wisdom saving throw.
Sloth At 5th level You can use your action to make a creature fall into a deep slumber. Roll your realm reap dice and double the outcome. The feature affects a target creature within your realm with less or equal current hit points to your roll. If affected they become unconcious for 1 minute, or until another creature uses an action to wake them up.
Wrath At 9th level You can use your action to point at a creature within your realm that you can see. Fuming rage broods in their mind, and their blood boils with anger. The target creature must succeed a wisdom saving throw equal to your Realm DC or attack the nearest creature that isn't you.
Pride At 13th level Spells and attacks you successfully hit on creatures within your realm deals bonus damage equal to your Charisma modifier.
Envy At 17th level After you attack a creature within your realm with an attack that applies the damage from your Realm Reap feature, the nearest creature to the target is compelled to attack. If they wish not to attack they must succeed a wisdom saving throw equal to your Realm DC in order to resist their envios emotions.

Realm of Loathing[edit]

Your realm has a size between a 30ft to 15ft-radius sphere centered around a point. If you want to move the location of your realm you can use your bonus action to move it to a new point you can see within 30ft of you.

Your deity despises feelings of comfort and peace of mind. Your realm evokes the emotion of loathing, and creatures within feel...

Feeling Level Realm Effect
Pain At 1st level Whenver you take damage from another creature within your realm, the same creature takes psyhcic damage equal to your Charisma modifier.
Doubt At 1st level You can make a creature doubt their actions. If a creature within your realm and within sight tries to attack another creature, you can use your reaction to make them hesitate their attack, giving them disadvantage. If they then miss their next attack, they have disadvantage on all attacks until the end of their turn.
Fear At 5th level , using an action you can instill great fear in a creature within your realm. You point at a creature you can see within your realm, and that creature must succeed a wisdom saving throw equal to your Realm DC. On a failed save they must run as far as away from you as possible, and during this movement they are susceptiple to opportunity attacks.
Regret At 5th level Creatures feel gnawing uncertainty as they enter your realm, and they are discouraged to stay away. Creatures must succeed a wisdom saving throw equal to your Realm DC, or be frightened as soon as they enter your realm.
Anxiety At 9th level Your momentum makes your enemies anxious. Whenever a creature within your realm is killed, all other creatures must succeed a wisdom saving throw equal to your Realm DC or be stunned until the start of their turn.
Shame At 13th level For some reason creatures feel judged in your realm for their every action. Within your realm, creatures with advantage on attacks have +5 to hit. And creatures with disadvantage on attacks have -5 to hit.
Despair At 17th level They finally notice how pointless their struggle is. After you attack a creature within your realm with an attack that applies the damage from your Realm Reap feature, you curse that creature, and that creature no longer applies it's modifier bonuses for any of it's rolls as long as it remains within your realm and is cursed. The curse breaks upon leaving your realm

Realm of Torment[edit]

Your realm is the size of a 15ft-radius sphere centered around you.

Your deity enjoys the pain and suffering of others, and as such, your realm inflicts...

Feeling Level Realm Effect
Suffering At 1st level Whenver a creature ends its turn within your realm, they take psychic damage equal to your Charisma modifier.
Agony At 1st level After you attack a creature within your realm with an attack that applies the damage from your Realm Reap feature, once per turn, you can heal half of the damage dealt from your realm reap feature rounded down.
Dismay At 5th level Anyone other than you that try to traverse your realm will feel as if they are travelling in a viscous fluid. The area of your realm counts as difficult terrain for everyone except you.
Strain At 5th level You can use your action to restrain one creature within your realm. They must succeed a wisdom saving throw equal to your Realm DC to break free from the restraint. They can repeat the saving throw at the start of their turn.
Struggle At 9th level Whenever you grapple an enemy within your domain you may use your charisma modifier for the roll. Any creature that is grappled by you within your realm takes bonus damage from all sources equal to your charisma modifier.
Toil At 13th level Creatures within your realm must use an incredible amount of energy in order to traverse it. For every 15ft a creature moves within your realm, they must succeed a constitution saving throw equal to your Realm DC or fall prone.
Eradication At 17th level After you attack a creature within your realm with an attack that applies the damage from your Realm Reap feature, you may roll a d20. If you roll above 15, the creature takes double damage from your realm reap feature.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Realm Sovereign class, you must meet these prerequisites: 15 Charisma

Proficiencies. When you multiclass into the Realm Sovereign class, you gain the following proficiencies: History and Religion

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: