The Ever Changing (5e Class)
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The Ever Changing[edit]
You were once a normal, but after some event you have broken the world. You have broken the reality, and it broke you. You started glitching, and corrupting yourself or the word around.
Creating an Ever Changing[edit]
When creating an Ever Changing, keep in mind of his nature; an error. They will usualy try to hide their true nature so usualy they wander around alone, in some forgotten place. Their creation is usualy traumatic, so usualy they will try to not be around magic casters, due to them being the cause of their creation.
- Quick Build
You can make an Ever Changing quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Haunted One background.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: light armor
Weapons: All weapons
Tools: None
Saving Throws: Wisdom and Intelligence
Skills: Choose two from Arcana, History, Investigation, Perception and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 daggers or (b) 1 Martial Melee Weapon
- Leather Armor
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- If you are using starting wealth, you have 2d4 x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Glitching Path |
2nd | +2 | Glitched Weapon |
3rd | +2 | Corrupted Vision |
4th | +2 | Ability Score Improvement |
5th | +3 | Glitching Path feature |
6th | +3 | Extra Attack |
7th | +3 | Glitched Vision |
8th | +3 | Ability Score Improvement |
9th | +4 | Glitched Weapon feature |
10th | +4 | Glitching Path feature |
11th | +4 | Glitched Destiny |
12th | +4 | Ability Score Improvement, Corrupted Damage |
13th | +5 | Glitching Out |
14th | +5 | Corrupted Protector |
15th | +5 | Extra Attack(2) |
16th | +5 | Ability Score Improvement |
17th | +6 | Corrupted Texture, Glitching Path feature |
18th | +6 | — |
19th | +6 | Ability Score Improvement, Glitched Weapon feature |
20th | +6 | Corrupted Data |
Glitching Path[edit]
Starting at 1st level, you can choose what type of glitching affects you. Choose between Changer, Corrupter or Glitcher, all detailed at the end of the class description - Glitching Paths. Your choice grants you features at 5th level, and again at 10th and 17th level.
Glitched Weapon[edit]
At 2nd level, you can create one type of glitched weapon, which will gain different abilities depending if it is melee or ranged, all detailed in the end. Your choice grants you features at 9th level, and again at 19th level.
Corrupted Vision[edit]
At 3rd level, you can pass some of your glitching on the eyes of the target. You can impose disadvantege for the next roll of a creature of your choose. You can do it once per short rest.
Ability Score Improvement[edit]
When you reach 4th level, and again at 7th and 18th 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 6th level, you can attack twice, rather than once, whenever you take the Attack action.
The number of attacks increases to three when you reach 15th level in this class.
Glitched Vision[edit]
At 7th level, you can use your own glitches at your advantage. You can cover your eyes by glitches and gain sight in darkness, both magical and nonmagical, to a distance of 60 feet for one hour.
Glitched Destiny[edit]
At 11th level, you can reroll 3 rolls, and you regain the uses after a long rest
Corrupted Damage[edit]
At 12th level, you can choose to corrupt the damage of your attack or of someone else. Roll 1d10 to determinate the damage type:
- Fire
- Cold
- Thunder
- Lightning
- Poison
- Force
- Radiant
- Necrotic
- Acid
- Phychic
You can do it the same amout of times as your Wis. Mod (Min 1). You regain the uses after a long rest.
Glitching Out[edit]
At 13th level, you can teleport in an non occupied space in a radius of 5 ft. You can do it once per long rest.
Corrupted Protector[edit]
At 14th level, you have the ability to coat yourself in a cloud of glitches. As a reaction, you can reduce the damage recived by 2d6
Glitched Texture[edit]
Begining from 17th level, you can phase trough solid materials, which are wide less than 1ft
Corrupted Data[edit]
From 20th level, you became able to fully control your abilities, and you have grown in a certain way. You can set your stats to 28.
Glitching Paths[edit]
Changer[edit]
You use your corrupted powers to change yourself.
- At 1st level, you can change your appearance at will.
- At 5th level, you can change your proficient skills, you can do it only after completing a long rest.
- At 10th level, you can become a semi-liqiud. You gain resistance to bludgeoning, piercing and slashing damage and you can pass in small gaps up to a height of 1 ft.
- At 17th level you can cast polymorph on yourself for 1 time. You regain the use after a long rest.
Corrupter[edit]
You use your corrupted powers to change items.
- At 1st level, you can give an effect to an object like the magical tinkering of an artificer.
- At 5th level, you can create a glitched item, which will disappear after 1 minute. The object is easily distinguible from a normal one. You can use this feature once and you can redo it only after completing a long rest.
- At 10th level, you can give to an number equal to your Wis. Mod. items an artificer's infusion
- At 17th level you can corrupt an item, giving it 2 useful features and 2 harming features. (GM choise for effects)
Glitcher[edit]
You use your corrupted powers to change the world around you.
- At 1st level, you can create a glitched aura around you. Any entity of your choice in a radius of 5 ft around you needs to do a Wis save against your spell DC (8+proficiency bonus+ Wis Modifier). If they fail, they will be frightened of you for 1d4 of rounds and will take 2d6 psychic damage. The aura lasts for 10 min. You can also drop it earlier. You can do it up to an amount of your Wisdom. You will regain the uses after a long rest.
- At 5th level, you can replicate an ambient different from the outside world in their aura. Rangers gets their benefit if the aura replicates their favourite terrain.
- At 10th level, you can summon lightning in your aura. It will target one entity of your choice and deal 4d8 psychic damage if they fail a Dex save. of DC 15, half the damage if they suceed. You can use the lightning once per aura.
- At 17th level you can make an entity of your choice make a Wis saving throw against your spell DC. If they fail 3 times in a row, they will be deleted from existence and nobody will remember them. You can use it only once, and you regain the use after five long rests.
Glitched Weapon[edit]
Melee[edit]
- Bonded Glitch
At 2nd level, your melee weapon will act as a bonded weapon. You can put it in a pocket dimension and summon it as a bonus action. It deals 1d12 bludgeoning, piercing or slashing damage.(your choice depending on the type of weapon)
- Hits to the Core
From 9th level, you have learned how to hit your enemies' very own existence. Once per turn, you may turn one of your attacks with your glitched weapon a critical on a hit. Your weapon now deals additional 2d6 psychic damage, and is considered magical for the sake of overcoming resistances and immunities.
- Critical System Failure
At 19th level, the hits of your weapon are so strong you can destabilize someone with an attack. Everytime you score a critical hit with your weapon, the creature must make a Constitution saving throw. On a failure, they will have disadvantage on all of their actions until the end of their next turn. Your additional psychic damage increases to a 2d10.
Ranged[edit]
- Bonded Glitch
At 2nd level, your ranged weapon it will act as a bonded weapon. You can put it in a pocket dimension and summon it as a bonus action. It deals 1d10 piercing damage, and it's ammunition is magically charged into the weapon.
- Phasing Ammunition
From 9th level, your shots can disapear and phase trough objects. Once per turn as part of your attack action, you can choose for your shot to pass through any kind of objects unless magical. Your weapon now deals additional 2d6 psychic damage, and is considered magical for the sake of overcoming resistances and immunities.
In addition, when attacking with your ranged weapon you will ignore any kind of AC bonus coming from covers.
- Glitched Accuracy
At 19th level, you can glitch through reality to change the outcome of a shot. When you miss an attack with your ranged weapon, you may instead turn the miss into a hit. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses after a long rest. Your additional psychic damage increases to a 2d10.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Ever Changing class, you must meet these prerequisites: 13 constitution, 13 wisdom
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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