Renata Glasc (5e Class)

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Renata Glasc[edit]

Coming from a very poor family that always taught her everything about chemistry and magic, which ended up messing with her head and made her kill her own parents, and she was expelled from the village where she lived for not being welcome using this type of magic.

swearing revenge on the village that was created by being expelled

Creating an Renata Glasc[edit]

You can make The Glasc classe quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose Exile as your background thirdly choose as skill:

Class Features

As a Renata Glasc you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Kunai, Simple Weapons
Tools: [witch tools] Ferramentas de ladrão
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Medicine, Arcana, Stealth, Peception, Nature, or Religion.

Equipment

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

Table: The Renata Glasc

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Healing gun
2nd +2 leaves of nature
3rd +2 Angel's Path
4th +2 Ability Score Improvement
5th +3 Angelic Speed
6th +3 Radiant pulse
7th +3 Enhanced wings
8th +3 Ability Score Improvement
9th +4 Bright Curse
10th +4 Incomplete Angelic Form
11th +4 Angelic Resuscitation
12th +4 Ability Score Improvement
13th +5 Affinity with light
14th +5 Divine armor
15th +5 Improved Arcane Bind
16th +5 Ability Score Improvement
17th +6 Fast as Light
18th +6 Equus
19th +6 Ability Score Improvement
20th +6 Full Angelic Form feature

Glasc Bônus[edit]

As a child who has studied a lot about spells, you have advantage on checks to figure out what spell is being cast.

Healing gun[edit]

(this weapon has no weight) A pistol that deals 1d10 damage on its first strike and places a mark of your choice on the target, all allies who hit the marked target gain 1d4 more health

At level 9, the weapon's primary damage increases to 2d8 and the mark gives the partner 1d8 more health. and at level 14 the pistol will give 6d6 on the first shot and will heal 1d12

leaves of nature[edit]

2lvl A spell that summons natural herbs from the palms of your hands, which can be thrown at up to 2 allies, these herbs heal your allies for 2d4 health and deal a buff of 1d6 damage. for 1d4 rounds

Ancestral sense[edit]

3lvl You gain the ability to summon kunai and increase your accuracy and damage by an additional 1d4

At 7th level when your kunai fire is critical you will create a healing field at your feet that heals allies within 20 feet for 1d6

Ability Score Increase[edit]

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

Lotus flower[edit]

at the 5th level You gain the ability to heal nearby allies according to your gauntlet's charge time, meaning each action taken to focus healing will double the starting die, starting at 1d4.

Embrace of roots[edit]

At 6th level, you gain the pull ability an ally within 30 feet of you, shielding the ally and opening your own guard.

if the ally is down on a save roll, he has advantage on the next roll.

Deadly kunai[edit]

At 7th level, you gain the ability to draw a drowsy kunai on an enemy hit, who must make a DC 15 Constitution saving throw to stay awake.

Ability Score Increase[edit]

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

Stimulant[edit]

At 9th lvl you gain the ability to create an orchid that can be played on 1 ally increasing the ally's damage and reducing damage taken

the effect lasts for 1d6 rounds and has the effect of increasing and reducing damage by 1d8

Song of the birds[edit]

At level 10, you have the ability to cast a special spell that will send you into a state of insanity that will start attacking you, to resist this attack you must pass a DC 17 Wisdom saving throw.

Fox kunai[edit]

at level 11 you can Transforms a thrown kunai into a fox which will give you control of the Fox

Ability Score Increase[edit]

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

Spike bomb[edit]

At 13th level, you fire a volley of spikes that explode after 2 rounds and deal 2d10 damage to enemies near the spikes.

Conviction[edit]

At 14th level, with the slamming of the hands on the ground, roots are summoned from the ground that lift and knock the target to the ground.

the target takes 2d12 bludgeoning damage

Christmas season[edit]

At 15th level, you summon a frozen flower, which when thrown high will slow you in a 20-foot area.

if the target remains in the area, it can be frozen by effect and lose 1d4 rounds and will deal 2d10

Ability Score Increase[edit]

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

Tree of Life[edit]

On the 17th, you summon a tree behind you that heals nearby targets for 3d10 on the summon.

This action can be used 1 time per long rest.


Little toy[edit]

At 18th level, you can throw wood chips as proximity mines, which when they explode deal 2d6 necrotic damage per round.

the necrotic effect will be interrupted if bathed in holy water

can only be used once per long rest

Ability Score Increase[edit]

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


The reunion[edit]

at 20th lvl, you can talk to ancient beings causing a star and several meteors to fall to the ground giving you a starry form that will give you immunity to necrotic, arcane, radiant, poisoning and leh will give resistance to any type of damage by magic weapon

meteors deal 6d12 damage when they land


can only be used once per long rest


Multiclassing[edit]

Only have 20 Wisdom and 17 or more Inteligence

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