Shazam (5e Class)
Shazam[edit]
Introduction[edit]
You are in the middle of the forest escaping from a group of monsters who want to kill you, it is night and it is raining so you cannot see well and that causes you to trip over a root and fall to the ground, but that does not hurt you, quickly you get stand up and run until you can no longer, you feel how the monsters are approaching, you think that at any moment they will reach you, but ... You manage to see a mysterious cave, you don't know that you can find yourself in there but it is your only chance, you quickly enter and for a moment you manage to lose the monsters. You start to walk and go through the cave until you come across a strange path with strange symbols, something inside your head says that it is dangerous to enter but you ignore it and continue along that path, while you walk you see more strange symbols on the walls, you continue a good time until you reach a mysterious place that looks like a castle, on your left there are 7 statues representing the enemies of humanity, the 7 deadly sins Anger, Lust, Greed, Gluttony, Envy, Pride and Greed, You continue walking until you find yourself in front of a door, you open it, and before you you can see a throne and sitting on it is a decrepit old man who says these words: "You are noble of heart, your sense of justice and goodness, your You will be the hero who saves this world from darkness and injustice, now say my name ... Say Shazam ", Without thinking twice you shout that name and lightning destroys the ceiling and hits you directly. You feel how your body changes and how you are strong Much stronger than before, the old man says some last words: "Now save the world" and you see how it turns to dust and dies, now with your new powers and your incredible strength you are able to defeat the monsters that were previously chasing you and later you are able to defeat all the enemies that are dedicated to evil.
Creating a Shazam[edit]
After receiving your powers perhaps by a mysterious magician or by some other method, you have to think about what you will use them: Will you use them to defeat the demons that invade your world? Will you use it to fly wherever you want and impress people with your strength? Will you use it to defeat a villain more powerful than you to save the world? Or will you just use it for your own benefit?
- Quick Build
You can make a Shazam quickly by following these suggestions. First Strength should be your highest ability score, followed by Charisma. Second, choose the Urban Vigilante background.
Class Features
As a Shazam you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Shazam level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Shazam level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: tinker
Saving Throws: Strength,Charisma
Skills: Choose 3 from: Persuasion, insight, intimidation, deception, athleticism
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Unarmed strike | Flying speed whilst transformed | Transformations |
---|---|---|---|---|---|
1st | +2 | Shazam transformation | 1d6 | 20 | 2 |
2nd | +2 | Lightning strike | 1d6 | 25 | 2 |
3rd | +2 | Hero's way | 1d6 | 30 | 3 |
4th | +2 | Ability Score Improvement | 1d8 | 35 | 3 |
5th | +3 | Extra attack | 1d8 | 40 | 3 |
6th | +3 | Hero's Path Trait | 1d8 | 45 | 4 |
7th | +3 | Electric grip | 1d8 | 50 | 4 |
8th | +3 | Ability Score Improvement | 1d8 | 55 | 4 |
9th | +4 | Atlas's resistance | 1d8 | 60 | 4 |
10th | +4 | Achilles courage | 1d10 | 65 | 4 |
11th | +4 | Mercury speed | 1d10 | 70 | 4 |
12th | +4 | Ability Score Improvement | 1d10 | 75 | 5 |
13th | +5 | Solomon's Wisdom | 1d10 | 80 | 5 |
14th | +5 | Hero's Path Trait | 1d10 | 85 | 5 |
15th | +5 | Shazam transformation upgrade | 1d12 | 90 | 5 |
16th | +5 | Ability Score Improvement | 1d12 | 95 | 5 |
17th | +6 | Hercules strength | 1d12 | 100 | 6 |
18th | +6 | The power of Zeus | 1d12 | 105 | 6 |
19th | +6 | Ability Score Improvement | 2d12 | 110 | 6 |
20th | +6 | One more time | 2d12 | 110 | Unlimited |
Shazam transformation[edit]
At level 1 you can transform into Shazam as an action(You need an action to transform and an action to de-transform), your body ages(if not an adult already) and you will have a more adult and more muscular appearance. You scream Shazam and lightning strikes you, if you are inside the lightning will destroy the ceiling and each creature within 10 feet of you must make a Strength saving throw (DC= 8 + your proficiency bonus + your Strength modifier) or receive 2d10 amount of lightning damage, whilst being pushed 10 feet back, if they succeed they will take half the damage and not be pushed the lightning will not hurt you and in return you will gain the transformation of Shazam that will have the following characteristics.
- You can fly at a speed of 25 feet that increases with your level
- Whilst transformed a random stat will increase by 2 (if you have 20 in one of the characteristics it increases to 22).
- You are resistant to lightning and thunder damage.
- Your armor is 10 + strength modifier + your charisma modifier
- Your unarmed strikes deal an additional 1D6 + your Strength modifier, The damage will increase with your level shown at the table.
- You gain temporary hit points equal to twice your level + Proficiency Bonus
- You are considered a large creature in terms of carrying capacity and size of objects you can push, pull and lift.
- The transformation lasts 5 Minutes and at level 6 it lasts up to 60 minutes, you can activate or deactivate it as an additional action. .
You Suffer These Effects Whilst Not Transformed[edit]
- You can transform an amount as shown on the Transformation Table
- If you have a covered mouth or you have difficulty speaking you cannot transform, for example when you are silenced
- Your Armour is 10 + Dexterity modifier and it cannot be increased.
- You have a disadvantage on attack rolls and a -5 penalty to the damage roll
You Regain all your transformation uses on a Long Rest.
Lightning strike[edit]
When you reach level 2 You imbue your unarmed strike with lightning, when you hit you do 1D6 bonus Lightning damage, at level 5 it does 2D6, at level 10 2D8 (Additionally your lightning damage ignores resistances), at level 15 2D10 and the level 20 2D12, (you can only do this when you are transformed).
Champion of the Gods[edit]
Starting from the second level, you can shoot Zeus' rays of magical energy from your hands.
You gain a new attack option that you can use as an action. This special attack is a ranged spell attack with a range of 30 feet, add your Charisma modifier to its attack and damage rolls. Its damage is lightning, Thunder or Force (your choice), and its damage die is equal to your unarmed strike die.
Hero's way[edit]
At level 3 you are already independent enough to choose your own path, you can choose 3 paths, You will gain benefits at level 3, then at level 6 and finally at level 14
- The Path of the Sorcerer:
Where you can further enhance your blows through spells in addition to healing your allies and protecting them in combat.
- The Path of the Protector:
You like to protect people, you seek to prevent them from suffering the least possible damage by suffering it on some occasions, your sense of justice and the search to protect others gives you the courage to continue standing even when you should already be defeated.
- The way of the black:
You were corrupted, perhaps by power or by a strange force, but now you are a threat to people, use your powers to destroy your rivals with powerful and continuous electric blasts, charge them with all your fury or make them fly so high until tremble with fear.
Your choice will give you traits at 3rd level, again at 6th level, and finally at 14th.
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.
Extra attack[edit]
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Lightning grip[edit]
When you reach 7th level, you can have a creature within 5 feet of you make a strength saving throw, (DC = 8 + your proficiency bonus + your strength modifier). If it fails, the creature is grabbed by you, as part of the same action, you can pick up the creature and shout Shazam causing the lightning to hit the creature and not you. This will cause the captured creature to automatically fail, creatures within 10 feet of you must make the save normally as if you were transforming or take an additional 2d10 Lightning damage along with your normal transformation damage. You can do this once per turn, If the creature succeeds their save they successfully move out of the way of the bolt and you are struck either taking you in or out of transformation, Uses = Proficiency Bonus + Charisma Modifier.
Atlas's resistance[edit]
At 9th level, while you are transformed, you cannot be a victim of diseases or poisons (if in your human form you have diseases, when you transform they will be eliminated just like the poison), you have advantage in saving throws against spells that try to control you (eg Command) or try to fall asleep (eg sleep)As an bonus action you can use your lightning powers to heal your level x2 (you can only do it once per short or long rest)
Achilles courage[edit]
At 10th level while you are transformed you cannot be frightened or intimidated by creatures that are the same size or smaller.
Mercury speed[edit]
At 11th level while you are transformed, you gain superhuman speed, Your movement speed increases to 60 feet. Now you can dash as a bonus action
Solomon's Wisdom[edit]
At 13th level, while you are transformed, you are wise enough to know when someone is lying to you. You have an advantage on insight (Charisma) checks, you also have the wisdom of combat experience, you know that you should always be prepared for when your enemy attacks. You gain a +2 to initiative rolls.
Shazam Transformation Upgrade[edit]
At 15th level you are used to fighting villains, you have better control of your powers. Now when you transform you gain the following upgrades apart from the ones you already have (Some improvements replace the previous ones.)
- Upon entering Shazam transformation you will always recover your maximum Hit Points.
- Your strength, dexterity, Constitution, charisma, wisdom and intelligence increase by 2 (Your maximum for those score increases by 2 aswell).
- You are immune to Lightning and thunder damage.
- you add half your Constitution modifier (Rounded Down) to your AC.
- you earn hit points equal to half your max hit points.
- You have an advantage on Perception rolls
- Now when you transform you can choose which creatures to damage and which not, the range increases from 10 feet to 20 feet, the damage caused by failing the force roll is now 6d10 lightning damage. Now also ignores resistances.
Hercules strength[edit]
At 17th level you acquire enormous strength, you can also throw large objects at creatures as an additional action when doing so, the creatures have to make a Dexterity or Strength saving throw or receive 4d10 + your strength modifier, you can throw objects up to a range of 60 feet. You also have an advantage on strength saving throws.
Whenever you are forced to make a Strength saving throw and fail, you may choose to succeed instead, you may use this ability a number of times equal to your Strength modifier (Uses regained on a Long Rest)
The Power of Zeus[edit]
When you reach 18th level (and while you're transformed) you gain better control of the lightning now your fists do lightning damage equal to your charisma modifier x2, when you hit an enemy, as part of the action, you can force them to make a Strength saving throw (DC= 8 + your strength modifier + your proficiency modifier) or be pushed 20 feet back.
One more time[edit]
When you reach 20th you have total control of your powers, you know how to use them and when to use them and you are always alert to any danger, if you are not transformed and you are targeted for an attack as a reaction you can transform into Shazam, Additionally you may transform at will outside of combat (Refer to Transformation Table)
Hero Paths[edit]
The Path of the Sorcerer[edit]
As you fought against enemies you realized that each time you are becoming more powerful, but you still feel that you can give more of yourself, you think that you have not yet given your full potential and you did not show all your power so you decide to train even more for reach it until you learn new skills to boost your attacks, to defeath your enemies or to heal your allies or people who need you
- Inner power
At level 3 you unlock your inner power that is calculated by multiplying your charisma modifier x 5 and you increase 5 more points each time you level up, these power points will serve you to cast different spells that will be detailed below, at first you can only choose 3 spells, at level 6 2 and finally at level 14 another 2. (You have to be transformed to earn these benefits You get all your points back after a long rest)
- Lightning launch
As an action You can spend 25 power points to shoot a powerful beam that has a range of up to 100 feet at a target you can see, each creature within 10 feet of the target must make a Strength saving throw or take 8d8 lightning damage and They will be paralyzed until their next turn, if they save they will not receive damage and they will not be paralyzed. (You can do this once every 3 rounds)
- burning fist
You spend 10 power points to empower your next hit with the power of lightning, you do 3d8 extra fire damage in a successful hit.
- Heal
As an action You can spend 30 power points to heal a creature of your choice that can see your level x3 + your charisma modifier, you can spend another 3 points to heal another creature of your choice that same amount. (You can do this 1 time every 2 rounds)
- Voltage
You spend 50 power points to make an attack roll up to 50 feet away (your proficiency modifier + your charisma modifier) to summon a bolt much more powerful than usual, this bolt ignores resistances and immunities and hits every creature within 30 feet of the target, on a successful hit it deals 30D10 electric damage (You can only do this once every 1 minute)
- Tank
As a reaction you can spend 20 power points to reduce 20 of the damage received until the end of your next turn, you can spend more power points to reduce the damage more (Once the spell ends, you cannot use it again for 5 rounds.)
- You'll be fine
The Path of the Protector[edit]
By choosing this path you become a protector of others, you are able to give your life as long as no one gets hurt, you use your power for good, you become a true hero
- Proteccion
At level 3 As a reaction if an ally within 20 feet of you takes damage you can fly at full speed to take that damage in instead of the creature You can only do this 3 times each long rest. Also if a creature is falling from a height greater than 5 feet it can fly at full speed to catch it and prevent it from falling.
- Calm i'm here
At 6th level as long as you are transformed and conscious, you and your allies within 10 feet of you (at 10th level it is 15 feet and at 15th level 30 feet) gain the following benefits
- They add your charisma modifier to saving throws. You also add that modifier to attack and damage rolls.
- Allies within your radius cannot be scared or enchanted.
- Neither you nor your allies can be surprised while they are in your range and you are aware.
- If your allies are within 5 feet of you (this stays fixed and will not increase their feet) they cannot be victims of critical attacks.
- I will do whatever it takes to save them
At 14th level you have already become a hero who protects others, now whenever you are transformed you gain the following benefits.
- You can see and hear from 1 mile away
- You have an advantage on initiative rolls
- Your protection ability now gives your ally full cover in addition to +1 to their AC until the end of their turn.
- If you fall to 0 hit points during 3 rounds you get up again and continue fighting, after the 3 rounds you must make a Constitution roll (CD 13) in a successful roll you will manage to hold 1 more round but the CD will increase by 2, in If you fail, you fall to the floor.
- You are considered a ernomus creature..
- If a creature is about to attack you can use your reaction to get closer to the creature and disarm it, in which case the creature will have to make a strength saving throw (8+ your proficiency modifier + your strength modifier) or it will be disarmed by you, as part of the same action you can throw your weapon up to 60 feet away.
The way of the black[edit]
You do not use your power to protect others or to heal, now you use them for your convenience and your own benefit, you even use them even for evil.
A storm is coming[edit]
At 3rd level your rays are so powerful that they boost your area damage every time you hit an enemy, other creatures in a cone 20 feet from where the target is located take Lightning damage equal to 1d6 (at 5th level they are 2d6, at 10th level they are 3d6 and at 15th level they are 4d6).
You are not brave, you just forgot what it is to fear death[edit]
At 6th level whenever you are transformed, you gain the following
- You can lift creatures that are taller than you, but they have to make a strength saving throw (DC = 8+ Your proficiency modifier + your strength modifier) on failure, the creature can soar to a maximum of 100 feet. (at 10th level 150 feet and 15th level 200 feet) if the creature is humanoid and can understand you, you have an advantage on intimidation, persuasion, and insight checks, while she has a disadvantage on deception and interpretation tests.
- While you are flying you can make an attack roll to hit an enemy at full speed and push it 30 feet in any direction, the creature will take extra damage equal to 1D6 (at level 8 they are 2D6, at level 10 they are 3D6 and at level 15 they are 4D6).
- If you have a grabbed creature, you can choose to throw it with all your might as an action within 25 feet of you in any direction. (at level 10 it is 50 feet, at level 15 it is 75 feet and at level 20 it is 100 feet)
Kahndaq[edit]
At level 14 you gain the possibility of going to your Kahndaq kingdom, you use your powers to open a portal that takes 8 hours to channel, once the 8 hours are over the portal will open and up to 1000 people will be able to enter Kahndaq, the number of inhabitants that can enter the kingdom is up to 20k, the design of the kingdom you can give it yourself, the kingdom will have multiple houses where the inhabitants can live peacefully, you will also have guards and 3 generals that will protect the kingdom at all costs these generals will continue your orders to death, the guards will not be able to leave the kingdom however the generals if each one will have their own personality and their own abilities, the generals will always be a warrior, a magician and a Cleric (the subclasses can be chosen by you) the statistics will be the following 10.9, 14,16,18,12. You can distribute it in any stat, the armor of the generals will always be 17 (it cannot be changed) and their health points will be half of yours and they cannot benefit from feats or Increase in skill score but they can acquire skills that gives them their class and subclass. The kingdom will also have a castle where you can rest as long as you want, inside the castle you will have servants who will follow all your orders and behave friendly with people, the castle also provides food and food.
Multiclassing[edit]
This class cannot multiclass
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