Ruined King (5e Class)
Ruined King
The Ruined King was a king who corrupted himself into madness and despair in his quest to revive his beloved, in the middle of the process it failed and resulted in the death of him and his army, but this created a curse and gave birth to his king and his minions. undead that terrorize the lands.
Originated From The Curse
You may have acquired this class through the curse, losing a very close loved one and in the midst of the grieving process, the curse finds a chance to grow in your heart or you may be the shattered king himself who now seeks to bring back his beloved by killing everyone who gets in your way.
Creating a Ruined King
League Of Legends |
Why are you creating a Ruined King? Revive a loved one? Bring destruction to everything and everyone? To avenge the death of her beloved?
- Quick Build
You can make a Ruined King quickly by following these suggestions. First,Strength should be your highest ability score, followed by Charisma. Second, choose the Noble background.
Class Features
As a Ruined King you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ruined King level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ruined King level after 1st
- Proficiencies
Armor: Light
Weapons: None
Tools: One of your choice
Saving Throws: Strength, Charisma
Skills: Choose two from History, Intimidation, Survival, Persuasion, Perception, Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Explorer's pack or (b) Dungeoneer's pack
- Leather armor and a tool of your choice
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Monarchic Domination, Mist King, The Blade Of The Ruined King |
2nd | +2 | Unarmored Defense, The Mist |
3rd | +2 | King Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | King's Ascendancy, Extra Attack |
6th | +3 | Heartbreaker |
7th | +3 | Resistant King Archetype |
8th | +3 | Ability Score Improvement |
9th | +4 | Corrupt Heart |
10th | +4 | King's Ascendancy Improvement |
11th | +4 | King Archetype Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Extra Attack (2) |
14th | +5 | Dark Resistance |
15th | +5 | King Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Corrupted |
18th | +6 | King Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | The True Ruined King |
Monarchic Domination
Starting at 1st level, enemies killed in battle by you leave a specter of their soul, you can spend your action to possess the soul. When possessing, your player token becomes the target token, "Heartbreaker" still remains on your new token and you heal yourself Xd6, possession lasts for 1 minute or until you choose to leave as a free action. Whenever you are in this form, you are considered undead. Where X is your proficiency
Mist King
Starting at 1st level, you can choose one of the following skills, and from the next levels you can choose a new skill or upgrade one of the skills(Each skill can be upgraded a maximum of 4 times)
•Blade Of The Ruined King
As part of an attack with the Blade of the ruined King in an Attack action. You can lunge in a straight line of 15 Feet. You roll a melee attack against the first enemy dealing 2d10+Charisma Mod slashing damage and dealing half damage to enemies behind.You can only use this ability once per turn.You increase d10 and +1 use per turn every two upgrades.
•Spectral Possession
Spending your action, you advance 10 feet and make a melee attack to the opponent, dealing d8 necrotic damage, in addition to the damage, the opponent must make a Constitution saving throw, if it fails, it is stunned until the end of your next turn. You increase d8 and DC save by +1 with each upgrade.
•Tormented Domain
As your bonus action, you spread a wave of mist over a 15 ft area. Inside the mist is considered dense darkness, and you gain the following bonuses:
-Your speed increases by 5 feet.
-You can make one more additional attack.
-You are considered "invisible" to creatures that do not have True Sight or Darkvision.
-You can naturally see inside your mist.
-Enemies within 5 feet of you can see you.
The duration of the mist is 1 minute, and you can only use this ability a number of times equal to 2 + your Charisma modifier per short or long. Your increase to the speed bonus increases by +5, the duration of the mist increases by +1 minute every two upgrades, and the size of the mist increases by +5 feets per upgrade.
The Blade Of The Ruined King
Starting at 1st level, you gain your loyal war companion, as a free action you can cast and unconjure it at will. It is a magical greenish greatsword that deals 2d6 slashing damage and d8 necrotic damage, you are proficient with it and your hit bonus is Charisma. By being faithful to your sword only you can wield it. Also, once per turn you can choose to gain a temporary health bonus equal to the necrotic damage dealt to the enemy, if you hit an enemy marked by the mists, you can make an additional attack on him and heal 2d4. At level 6, your sword increases your efficiency and power. Her necrotic damage becomes 2d8 and she becomes a +1 rare item. At 11th level, she further improves by dealing 2d10 necrotic damage, her attacks are considered magical, becoming a very rare item +2, and her healing increases to 2d6.At 18th level, she reaches the height of her Charisma dealing 2d12 necrotic damage, her crit range increases by 1(19-20), becoming a +3 legendary item, and her healing increases to 2d8.
Unarmored Defense
At 2nd level, while not wearing armor your AC becomes 10 + your Charisma and Strength modifier. You can still gain the benefits of using a shield.
Mark of the Mist King
At 2nd level, when your "Mist King" abilities damage your enemies, they leave a mist mark on them. Each mark deals 1 necrotic damage and lasts a number of rounds equal to your charisma mod. The DC for your ability checks is 8 + Proficiency + Charisma Mod.
King Archetype
At 3rd level, you chose a King Archetype. Choose between "Absolute King" or "Knight King", detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th, 18th the levels the class gains subclass features.
Ability Score Improvement
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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level, and to four at the 16th level.
King's Ascendancy
At 5th level, the mist and you have your powers and senses heightened due to the fights and terror of your enemies. You gain "Darkvision" with a range of 60 feet (if you already have it, it becomes 120 feet) and you gain arcana proficiency.
At 10th level, your powers increase even further. You gain resistance to necrotic damage and disease immunity. At 15th level, your power is now close to its maximum. You become immune to poison and necrotic damage, plus your darkvision increases by +60 feet and you can see in magical darkness.
Heartbreaker
At 6th level, by taking an upgrade point from the "Mist King" you gain access to its strongest skill and you gain an action.
As an action, you teleport to a point within 15 feets of you and strike an enemy of your choice with your black mist, the enemy must make a Constitution saving throw, taking 5d10 necrotic damage on a failed save or only half of damage on success, all creatures that are adjacent to the target within 10 feet are pushed back 10 feet and are scarred by the mist. If you kill an enemy with this ability, you instantly master their specter. If you have already used this skill and are on a specter by "Monarchic Domination" you can re-use this skill with your reaction and discarding the specter.
At the end of combat, if you have used this ability, you will only be able to use it again after a short rest or if you are on a spectrum. You can improve this ability at 11th and 16th levels instead of your basic abilities. 1st Upgrade: +3d10 and +1 CD. 2nd Upgrade: Can use 2 times per short rest and +1 CD.
Resistant
At 7th level, your strength as a king allows you to resist certain effects, such as a blue dragon’s lightning breath or a fireball spell. Choose two of the following ability scores to increase:
Brawn - Strength
Evasion - Dexterity
Endurance - Constitution
Discernment - Wisdom, Charisma, and Intelligence
When you are subjected to an effect that allows you to make a saving throw of the chosen abilities to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Corrupt Heart
At 9th level, you learn to tamper with your enemies' emotions and bring out the worst in them, corrupting and controlling their hearts and minds through your desires. As a bonus action, you can choose a creature with a CR lower than your level and within 30 feet of you, it must make a Wisdom saving throw on failure, a greenish crown appears on its forehead, and it now becomes your servant for a number of minutes equal to your charisma modifier, it considers you and your companions as allies, but if you or your companions attack it, the effect ends instantly, the creature can reroll every end of its turn, and on success, the effect ends and it becomes immune for 24 hours. You can only have one corrupted creature at a time, and you can only use this features an amount of times equal to your proficiency bonus per short rest.
Aura of Domination
Starting at 11th level, whenever a hostile creature within 10 feet of you must make a saving throw, the creature gains a penalty to the saving throw equal to 1+Charisma modifier (with a minimum penalty of -1). You must be conscious to grant this penalty.
At 18th level, the range of this aura increases to 30 feet.
Dark Resistance
At 14th level, your magic power increases and your mystic defense becomes more effective. You have advantage on saving throws against magic and magical effects. In addition, you have advantage against being enchanted and cannot be put to sleep by magical means. In addition gain 1 AC of unarmored dark resistance.
Corrupted
At 17th level, power of the mists pushed your insanity to the max and brought your evil to the surface, you gain the following bonuses:
• Your alignment becomes Chaotic or Evil
• You cannot be charmed or frightened
• Creatures of evil alignment have disadvantages on saving throws against your features.
• You will gain proficiency in Intimidation, if you are already proficient you will gain expertise instead
The True Ruined King
At 20th level, the power of the King's Mist and Curse fully embodies you and permanently changes you. You earn the following bonuses:
• Your type becomes undead and no longer needs to eat, drink, breathe, and sleep (must still take rests)
• Becomes immune to effects that turn undead.
• Your strength and charisma increase by +4 and their maximum values increase to 28.
• Your hair turns white
• Whenever you receive necrotic damage, you will regain hit points equal to half of the damage dealt.
• You will gain True Sight in 30 feet.
• You become vulnerable to radiant damage.
• Mark of the Mist King deals an additional 4 necrotic damage
King Archetypes
Absolute King
You focus your performance on improving your magical abilities, to more easily manipulate your enemies and your mist becomes even more powerful.
- Absolute King - Upgrade Domination
At 3rd level, you learn to better master the specters and stay in shape. Possession lasts for an extra 1 minute until you choose to leave as a free action.
- Absolute King - Mist Protection
At 6th level, you further improve your dominance and your mist protects you while you are on the specter. Whenever you enter a specter you can choose to keep your AC and now you can use your action or bonus action to own a specter.
- Absolute King - Above Everyone
You further increase your authority in others and your possession becomes even more powerful. At 11th level, the number of uses and creatures you can keep corrupted in "Corrupt Heart" increases by equal to your charisma modifier and in addition the healing die of "Monarchic Domination" increases by one scale (d6>d8).
- Absolute King - Unquestioned Authority
At 15th level, you become an admiring figure that no one dares question. Your "Corrupt Heart" ability no longer has a time limit (creatures can still reroll the check at the end of their turn) and if "Tormented Domain" is active, you can choose only one of the bonuses to give to all your minions (the bonus is the same for everyone).
- Absolute King - Mastered Power
At 18th level, your mastery over your fog and your opponent's mind reaches its peak. The Mist of "Tormented Dominion" becomes magical darkness and you can add half your proficiency as a bonus to calculate the DC of "Corrupt Heart" and the healing die of "Monarchic Domination" increases by one scale again (d8>d10).
Knight King
You learn to make the most of your sword in combat, as well as gaining access to the king's ancient mount and armor.
- Knight King - Shadow Armor
At level 3, you gain access to the king's ancient armor and now corrupted by power it becomes much stronger. You can cast and uncast armor as a bonus action. While equipped with it, your AC calculation changes to 12+Strength Mod+Charisma Mod+Half your proficiency.
- Knight King - Shadow whisperer
At level 3, your whispers now carry the influence of the shadows.As a bonus action, you can target a creature within 30 ft of you and attempt to strike fear into their heart. The target rolls a Wisdom saving throw DC = 8 + your Strength modifier + your Charisma modifier + your proficiency bonus. If the target fails they become frightened of you for a number of rounds equal to your proficiency bonus, if the target succeeds they become immune to this effect for 24 hours.
- Knight King - Shadow Mount
At level 6, you further improve your armor and gain access to the now corrupted ancient king's mount and become stronger. Your armor becomes item +1 and you gain a corrupted horse, it has the same token as a War Horse(pg 324 MM).
- Knight King - Mastery of the Ruined
At level 11, you gain access to the ancient ways the king wielded his sword, improving it even further in combat. Your sword's crit range and damage is increases by +1, and you can take a dodge action forgoing your movement and bonus action.
- Knight King - Affinity with Shadows
At level 15, your armor and mount improves even more along with your power. His armor becomes a +2 item, his mount now has a Nightmare(pg 260 MM) token and his sword deals +d6 slashing damage.
- Knight King - Successor to the Throne
At level 18, you refine your sword skills to an almost godlike degree and further improve your armor and mount. Your sword now becomes resistance immunity and takes away necrotic damage resistance, your armor becomes +3 more, and your mount now has a "Unicorn" token.
Back to Main Page → 5e Homebrew → Classes