Self-Annihilator (5e Class)

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Welcome to the Self-Annihilator[edit]

Class Features

As a Self-Annihilator you gain the following class features.

Hit Points

Hit Dice: 1d10 per Self-Annihilator level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Self-Annihilator level after 1st

Proficiencies

Armor: Light.
Weapons: Simple and martial melee weapons.
Tools: Choose one from musical instrument or artisan’s tool.
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose three from persuasion, deception, insight, investigation, perception, athletics, acrobatics, medicine, stealth, survival, intimidation, sleight of hand.

Equipment

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

  • (a) leather armor or (b) {{{item1b}}}
  • (a) Umbrella, 1 simple weapon and 1 martial weapon or (b) Umbrella, 2 simple weapons
  • (a) Musical instrument or (b) Artisan’s tool
  • (a) Dungeoneer’s Pack or (b) Scholar's Pack or (c) Explorer's Pack.
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Self-Annihilator

Level Proficiency
Bonus
Features Image Barrage
1st +2 Umbrella Block, Bound Blade
2nd +2 Action Surge, Second Wind
3rd +2 fighting Style, Form Switch
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 After Image Barrage 1d4
7th +3 1d4
8th +3 Ability Score Improvement, Indomitable 1d4
9th +4 After Image Riposte 2d4
10th +4 Lightnings Chosen 2d4
11th +4 2d4
12th +4 Ability Score Improvement 3d4
13th +5 3d4
14th +5 3d4
15th +5 3d4
16th +5 Ability Score Improvement 4d4
17th +6 Domain Expansion: Universal End 4d4
18th +6 4d4
19th +6 Ability Score Improvement 4d4
20th +6 5d4

Umbrella Block[edit]

At 1st level, as a reaction when targeted with a ranged weapon or ranged spell attack, you may swing the umbrella and toss it into the sky giving you a +2 to your ac for the triggering attack. The umbrella takes 12 seconds to hit the ground once thrown.

Bound Blade[edit]

At 1st level, You can use your bonus action to create a Bound Blade in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Your Bound Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
  • You can transform one magic weapon into your Bound Blade by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your Bound blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
  • Your Bound blade may use dexterity instead of strength.

at 10th level you can bind to a ranged weapon and you may now have 2 Bound weapons in total.

Second Wind[edit]

At 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your X level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Fighting Sytle[edit]

At 3rd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. At 7th level you may gain a new fighting style.

  • Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Form Switch[edit]

Beginning at 3rd level, as a bonus action you change your form to get prepared for combat (what this new form looks like is up to you), whilst in this form you count as concentrating and if you lose concentration you revert back. Changes to abilities and new ones are detailed at the end of this class. If you have not disengaged your form by the end of the day your form auto ends. You may enter this form twice a day, 3 times at 6th, 4 times at 12th and 6 times at 20th. Form Switch Abilities

At 9th level, you gain advantage on your con save to maintain this form.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning 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 when you reach 13th level.

After Image Barrage[edit]

At 6th level, as an action or by sacrificing 2 attacks you slice a target and create four after images that attack one after the other, roll 4 melee attacks but only add proficiency, for every successful hit the target takes Image barrage damage shown in the table above. Damage dealt this way counts as lightning.

At 9th level, this ignores resistance to lightning damage and, at 15th level this attack ignores immunity to lightning damage.

Indomitable[edit]

Beginning at 8th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

After Image Riposte[edit]

At 9th level, as a reaction to being missed by 2 or more targets in melee range you may riposte with a After Image Barrage (you may add dexterity or strength to this version) you may choose how many images go after a target but each target must have atleast one image on them. If 5 or more people miss you, you may choose a target or targets to not hit.

Lightnings Chosen[edit]

Starting at 10th level, you gain resistance to lightning damage if you don't already have it.

Domain Expansion: Universal End[edit]

Starting at 17th level, you create a endless expanse of water (150x150ft) with a blackhole at the end whilst in this domain the effects are.

  • The effects of haste are applied to you
  • Enemies movement speed gets reduced to 5ft
  • This domain lasts for 1 minute or dismiss it as a free action

Form Switch Abilities[edit]

Form Save

Some abilities in this form may require a saving throw. Form save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier your choice

Bound Blade Switch

At 3rd level, you may summon your bound blade as a free action and if your bound blade is a two-handed weapon you may use it with one hand.

Overwhelming Strength

At 3rd level, You may use two-handed weapons as if they had the light property.

Relentless Attacker

Beginning at 3rd level whenever you take the attack action you gain one additional attack.

Deadly Strikes

At 3rd level, all sources of damage you use gain a additional damage die and your crit range increases by 1.

At 9th level, your crit range increases by 2, by 3 at 15th and by 4 at 20th

Lightning speed

At 5th level, gain a additional 20ft movement speed while in this form.

After Image Barrage Switch

At 6th level, You may use this ability to hit all creatures in a 10ft radius on a point infront of you, creatures hit this way each have 2 images that hit them. You no longer need 2 people to miss you instead only need 1.

After Image Riposte Switch

Beginning at 9th level, when hit by 5 or more creatures you may create a additional image for each target above 4 if there is less than the required amount of images.

Lightnings Chosen Switch

At 10th level, as a reaction to being hit by lightning damage you may grant yourself immunity to the triggering lightning damage and until the start of your next turn. you may use this twice before requiring a long rest.

At 15th level, you regain uses on a short rest.

Mortal Draw

At 13th level, On the first round of initiative you can focus all your strength into one attack, make a attack with your weapon if it hits the creature must make a con save vs your Form Save dc, if they fail and their CR or level is 2 less then yours the target instantly dies, if its not 2 less and they fail this attack counts as a crit and does triple damage. If they succeed roll the damage as normal.

Reality Breaker

At 15th level, when you successfully hit a enemy you gain 1 stack of Dream breaker (Dream breaker stacks can be obtained outside this form). Once you have 9 stacks of Dream breaker you may activate Reality Breaker, all targets in a 70ft cone must make a dexterity save vs your Form Save dc or take 8d10 lightning damage on a failed save, or half as much on a success, this attack also does double damage to structures and objects.This damage ignores resistance and immunity. You may use this ability 4 times before requiring a long rest. The max Dream breaker stacks is 9.

Bringer Of The End

At 20th level, you summon a black hole centered on yourself, everything in a 500ft radius must make a dexterity saving throw vs your Form save dc or take 50d6 lightning damage on a failed save, or half as much on a success, everything outside the radius but within another 500ft must make a strength save or be pulled into it. (you yourself do not take this damage) This damage is quadrupled against structures and objects. This ability can only be used once a week and refreshes on the dawn of the seventh day. This damage ignores resistance and immunity.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Self-Annihilator class, you must meet these prerequisites: Strength or Dexterity 16 and Constitution 12

Proficiencies. When you multiclass into the Self-Annihilator class, you gain the following proficiencies: Simple weapons, Martial weapons.


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