The Entity's Herald (5e Class)

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The Entity's Herald[edit]

<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a The Entity's Herald you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Entity's Herald level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Entity's Herald level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Stealth

Equipment

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

  • (a) simple weapon or (b) dagger
  • (a) scholar’s pack or (b) dungeoneer’s pack
  • Leather armor, a spellcasting focus, and 10gp

Table: The The Entity's Herald

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Capturing Souls 2 2 2
2nd +2 Entity Invocations 2 3 3
3rd +2 Domain of the Entity 2 4 4 2
4th +2 Ability Score Improvement, Ability Score Improvement 3 5 4 3
5th +3 Place 3 6 4 3 2
6th +3 Place 3 7 4 3 3
7th +3 Place 3 8 4 3 3 1
8th +3 Ability Score Improvement, Ability Score Improvement 3 9 4 3 3 2
9th +4 Place 3 10 4 3 3 3 1
10th +4 Place 4 11 4 3 3 3 2
11th +4 Place 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement, Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 Place 4 12 4 3 3 3 2 1 1
14th +5 Place 4 13 4 3 3 3 2 1 1
15th +5 Place 4 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Ability Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 Place 4 15 4 3 3 3 2 1 1 1 1
18th +6 Place 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Ability Score Improvement 4 16 4 3 3 3 3 2 1 1 1
20th +6 Place 4 16 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you gain the ability to cast spells as a conduit of the Entity.

Spellcasting Ability

Your spellcasting ability is Charisma, as your connection to the Entity is based on your willpower.

Spell save DC
8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
Your proficiency bonus + your Charisma modifier

Capturing Souls[edit]

Starting at 1st level, when a creature is reduced to 0 hit points but not killed outright, and combat has ended, you may use your action to imprison them in the Entity's Realm. They remain there indefinitely unless you choose to release them. You may have a number of creatures imprisoned equal to your Charisma modifier (minimum of 1).

Entity Invocations[edit]

At 2nd level, you learn to channel the power of your captured souls. You gain access to Entity Invocations, eerie gifts granted by the Entity. You may select a number of invocations equal to your proficiency bonus. You may replace one invocation with another when you gain a level in this class.

Domain of the Entity[edit]

At 3rd level, you choose a Domain of the Entity, representing how you serve its will. Choose from either Domain of the Predator, Manipulator, and Abyss.

-You gain additional features from your domain at 3rd, 7th, 11th, and 17th levels.

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.

Ethereal Grasp[edit]

At 6th level, you can extend your influence beyond the material realm. As a reaction when a creature within 30 feet tries to move, you may force them to make a Wisdom saving throw against your spell save DC. On a failure, they are restrained for 1 minute or until they take damage.

Entity’s Protection[edit]

At 10th level, the Entity grants you resilience. You gain resistance to psychic damage, and you cannot be charmed or frightened.

One With the Entity[edit]

At 20th level, you ascend to become a true vessel of the Entity. You can use your action to enter an empowered state for 1 minute, gaining the following benefits:

You may use a captured soul’s memories as if you had their knowledge (subject to DM approval).

-Your movement speed increases by 20 feet.

-You are immune to being paralyzed or stunned.

-You can use this feature once per long rest.

Subclasses[edit]

Domain of the Predator[edit]

3rd Level - Stalker's Mark

You can cast Hunter’s Mark without expending a spell slot. When you deal damage to a creature affected by your Hunter’s Mark, you can deal additional psychic damage equal to your Charisma modifier (minimum of 1) once per turn.

7th Level - Relentless Pursuer

Your movement speed increases by 10 feet. You ignore difficult terrain, and creatures you have damaged this turn cannot take the Dash action until the end of their next turn.

11th Level - Executioner’s Strike

When you hit a creature with a weapon attack or damaging spell, you can force them to make a Constitution saving throw against your spell save DC. On a failure, they are stunned until the start of your next turn. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) per long rest.

17th Level - Apex Hunter

When you reduce a creature to 0 hit points, you gain temporary hit points equal to your level + your Charisma modifier. In addition, while you have temporary hit points, you have advantage on attack rolls and saving throws.

Domain of the Manipulator[edit]

3rd Level - Subjugator’s Charm

You can cast Charm Person without expending a spell slot. When a creature fails a saving throw against your Charm Person or Suggestion spell, you can impose disadvantage on their next attack roll or ability check.

7th Level - Twisted Loyalties

When you cast a spell that charms a creature, you can choose one additional creature within 10 feet of the original target to be affected by the spell as well.

11th Level - Puppeteer’s Touch

As an action, you can implant a suggestion into the mind of a creature you have charmed, as if casting Suggestion, without using a spell slot. This suggestion lasts for up to 8 hours unless dispelled. You may use this feature a number of times equal to your Charisma modifier per long rest.

17th Level - Domination’s Grasp

You can cast Dominate Person without expending a spell slot once per long rest. When a creature affected by your Dominate Person spell takes damage, they do not automatically make a new saving throw to break free.


Domain of the Abyss[edit]

3rd Level - Manifest Dread

You can cast Cause Fear without expending a spell slot. When a creature is frightened by one of your spells, it also takes psychic damage equal to your Charisma modifier at the start of each of its turns.

7th Level - Nightmarish Presence

Creatures frightened by you have disadvantage on ability checks and attack rolls. If a creature frightened by you ends its turn within 10 feet of you, it takes psychic damage equal to half your level (minimum of 1).

11th Level - Horror’s Embrace

When a creature succeeds on a saving throw against being frightened, you can use your reaction to force them to reroll the save with disadvantage. You can use this feature a number of times equal to your Charisma modifier per long rest.

17th Level - Abyssal Horror

As an action, you can force all creatures of your choice within 30 feet to make a Wisdom saving throw or be frightened for 1 minute. While frightened this way, creatures cannot take reactions. You can use this feature once per long rest.


Invocations[edit]

Ruin

Once per long rest, as a bonus action, cause all enemies within 30 feet to suffer misfortune, reducing their attack rolls and ability checks by 1d4 for 1 minute.

Devour Hope

After reducing an enemy to 0 HP, gain temporary hit points equal to your spellcasting modifier and advantage on your next attack roll and deal an additional 1d10 of damage.

Undying Bond

If you drop to 0 HP, you instead remain at 1 HP once per long rest, as long as an ally is still conscious, and one ally within 60ft may do the same.

Entity’s Gift

The Entity protects you. Once per long rest, if you fail a saving throw, you may reroll it with advantage.

Corrupt Intervention

At the start of combat, choose three areas that are 10ft squares within 120 feet; enemies must make a Strength Saving throw or be restrained and take 1d8 Necrotic damage. They may retry this at the end of their turn for 10 minutes or you can end it early as a bonus action.

Bloodlust Surge

When you deal melee damage, you gain 10 feet of movement until the end of your turn.

Tainted Fog

As an action, the area within 20ft around you becomes heavily obscured for 1 minute, but you can see through it as normal. It does follow.

Insidious Approach

Before you move you can decide to move at half speed without making noise or triggering opportunity attacks.

No One Escapes

Once per short rest and at will, your attacks ignore resistances for 1 minute.

Pain Resonance

When an enemy dies within 30 feet, they unleash a psychic scream, dealing damage to all enemies in a 15ft range. Any enemies affected must make a Wisdom save or be frightened and ake 1d12 Psychic damage.

The Huntress’ Lullaby

As a passive, enemies within 30 feet have disadvantage on saving throws against your fear effects.

Piercing Eyes of the Void

You can see through magical darkness and illusions up to 60ft

Entity's Whisper

You can cast Detect Thoughts without expending a spell slot and without any of the spellcasting requirements.

Killer Instinct

When an enemy is frightened, you deal extra psychic damage equal to your spellcasting modifier.

Oblivious Influence

Enemies you target with a spell must make an additional Wisdom save or be frightened for 1 minute.

Dark Devotion

When you take damage, you may transfer half the damage to a nearby ally within 30 feet (once per long rest).

Terror Field

Enemies within 10 feet of you have disadvantage on Concentration checks.

Entity’s Chains

Once per long rest, restrain an enemy with spectral hooks for up to 1 minute unless they succeed on a Strength save.

Jolt

When you reduce an enemy to 0 HP, another enemy within 10 feet takes half the damage.

Dying Light

As an action, mark a creature; they take 1d8 necrotic damage at the start of each of their turns until they receive healing.


Spell List[edit]

Cantrips

Chill Touch, Thaumaturgy, Minor Illusion, Toll the Dead, Prestidigitation, Mage Hand, Eldritch Blast

1st Level

Hex, Cause Fear, Mage Armor, Disguise Self, Silent Image, Shield, Detect Magic

2nd Level

Hold Person, Darkness, Misty Step, Suggestion, Mirror Image, See Invisibility

3rd Level

Bestow Curse, Counterspell, Fear, Vampiric Touch, Blink, Hypnotic Pattern

4th Level

Greater Invisibility, Phantasmal Killer, Banishment, Hallucinatory Terrain, Black Tentacles

5th Level

Cloudkill, Dominate Person, Dream, Modify Memory, Wall of Force

6th Level

Eyebite, Mass Suggestion, Circle of Death

7th Level

Plane Shift, Power Word Pain

8th Level

Dominate Monster, Maddening Darkness

9th Level

Power Word Kill, Weird, Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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