The Rotten (5e Class)

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The Rotten[edit]

An elf in dark red plated armor bearing the symbol of Myrkul, standing over a corpse basking in the greatness of a red dragonborn rapidly decaying corpse, laughing crazily at the dragonborn begging for mercy whilst red blood drips off his blade, till their is nothing but bones left on the dragonborn, savoring sin he had just committed, sheaths his red blooded Longsword, walking away, giggling.

A tabaxi in heavy thick dark blue armor speed towards his prey, shooting a piercing green ray that eats away at the flesh as almost the tabaxi is rejuvenating from the pain of the teflin leg, the teflin falling to the ground, screaming in agony, slowly the tabaxi moves for the kill, summoning his jaded dagger bearing the symbol of Bhaal, he cuts down the teflin marbling on his rotten leg.

A Drow slowly stalking her prey in black, half-plate armor bearing the symbol of Tiamat hums a soft melody, suddenly her prey, a human darts seeing the drow bearing Tiamat's symbol and in return to this action the Drow shoots a ray through the human and then starts to speeds behind the human and roar's loudly, filling the human with paralyzing fear, the Drow slightly giggles slowly comes behind the human as the human's leg starts to decay, pulling out a crude shaped dagger and stabs the dagger into the humans back, the human trying to scream in agony but can't, the drow senses his fear and wants to make him break and wickedly stabs and stabs and stabs till the human is dead, the Drow bloodied takes the human and disappears in the shadows of the alley way.

The Sickening Rotten[edit]

The Rotten are paladins who swear an oath to the evil, desire rot and bring them pleasure with rot and most paladins of this type tent towards evil and serve gods of death and destruction, finding inner joy in rot. being fueled by necrotic energy to cast their spells. Casting spells as "the rotten" aura a dark green color (Myrkul), black, blue, green, red, white aura (Tiamat), or red aura (Bhaal) because of them being powered by dark energy from their gods. (This effect only happens when at 2nd level)

Creating The Rotten[edit]

How did your character turn towards evil and desire the rot that comes off the flesh? Did your character turn to the rot after a life changing event or made a deal with a evil god for the power of necrotic energy to run through your veins in exchange for serving the god to do their bidding. These are some ways you can flesh out your character and even you can expand upon this!

Quick Build

You can make a Rotten quickly by following these suggestions. First, strength should be your highest ability score, followed by charisma. Second, choose the soldier background. Third, choose medium armor and a longsword

Class Features

As a The Rotten you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light,Medium,Heavy,Shield
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from athletics,insight,intimidation,medicine,persuasion, and religion

Equipment

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

  • (a) Medium armor and any martial weapon or (b) Medium armor and any simple weapon
  • (a) dugenner pack or (b) explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The The Rotten

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Lay on Hands
2nd +2 Spell Casting
3rd +2
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3
6th +3 Oath of The Rotten Feature
7th +3 Aura of Necrotic Fortify
8th +3 Ability Score Improvement, Ablity Score Improvement
9th +4
10th +4 Necrotic Adaptation
11th +4 Necrotic Decay
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5
14th +5 Oath of the Rotten Feature
15th +5 Share The Power
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Oath of the Rotten Feature
18th +6 Eck-vi-sador
19th +6 Ability Score Improvement
20th +6 Oath of the Rotten Feature

Lay on Hands[edit]

Your deathly touch can heal wounds. You have a pool of necrotic healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

This feature only has an effect on undead besides you and if used on a living creature, the feature doesn't get used but the health pool is consumed.

Spellcasting[edit]

A god has been pleased with your sickening killing (the god is whoever you take your oath to at 3rd level) and now satisfied, the god grants you dark energy, fuelling you with dark magic and acting as your spell casting, at 2nd level you can now cast spells.

Spellcasting Ability Spell save DC = 8 + proficiency bonus + charisma modifier Spell attack modifier = proficiency bonus + charisma modifier

Spellcasting Slots The rotten spell table tells you how many spells you have to cast at 1st level and higher, to cast a spell, you must use one spell slot at 1st level or higher, you regain all spell slots on a finished long rest. Each time you gain a new spell, the spells you gain come from the paladin spells.

Oath of The Rotten[edit]

At 3rd level, you can choose an oath to take up and the oath you take up is the god you follow in, choose between, oath of the undead, (serve Myrkul) oath of murder, (serve Bhaal) oath of dragons, (serve Tiamat) detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 14th, 17th, and 20th.

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.

Oath of the Rotten Feature[edit]

At 6th level you gain a subclass feature and again at 14th, 17th, and then 20th.

Aura of Necrotic Fortify[edit]

At 7th level, as an action, you can make a 15-foot aura that dimmer green, necrotic energy, any allied creature gains resistance to necrotic if not already, and any friendly undead in the aura gets advantage on their attack rolls as long as they are in the aura +2 to damage and attacking, in addition, you and the allies get a additional 2d6 necrotic damage dice while in the aura. This aura lasts until you are killed or knocked unconscious.

Ability Score Improvement[edit]

When you reach 8th level, and again at 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.

Necrotic Adaptation[edit]

At 10th level, you gain immunity to necrotic damage and most undead will be more friendly to you either out of fear or reputation, in addition you gain proficiency in arcane energy that is necrotic and advantage on rolls with this energy.

Necrotic Decay[edit]

at 11th level, As an action, you call fourth your god to empower the necrotic energy that runs through your veins, if you are 5-feet away from a creature you may touch them, upon trying to touch them, you need to beat their AC, on a successful attack roll, the target must beat your spell save DC constitution or have on of their limbs to rot and they take 4d10 necrotic damage, roll a 1d4 and whatever one you rolled the following effects happen, 1.leg (left or right your choice), the target's leg begins to rot, the target that is affected has halved their movement speed and has disadvantage on dexterity checks and saving throws. 2.arm (left or right your choice), the target's arm begins to rot, the target that is effected cannot use two handed weapons or hold a weapon in that arm and if the target has a weapon in hand when it rots they drop it out of the agonizing pain and have disadvantage with strength checks and saving throws. 3.body, the target's body begins to rot, the target effect has disadvantage on constitution saving throws and checks and dexterity saving throws and checks. if the target has armor, the rot melts away at the armor giving a permanent -2 to that armor's AC but does not give the other effects but that negative penalty. 4.head, the target's head begins to rot, the target effected is half-blinded and cannot speak because of the pure agony coming off of the wound. If the target has a helmet the helmet rots but not the head, the helmet is half melted and unusable unless it is magical then you have to reroll the d4. when the target is affected with necrotic Decay, they will rot for 1d4 hours, after the d4 hours are over that targets limb is permanently disfigured, unless lesser restoration is casted on the wound, doing that will remove the d4 hour early and refigure the limb. After using this feature you cannot use it again for a week. The damage dealt increases by 1d10 at 17th (5d10)

Ability Score Improvement[edit]

When you reach 12th level, and again 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.

Oath of the Rotten Feature[edit]

At 14th level you gain a subclass feature and again at 17th and 20th.

Share The Power[edit]

At 15th level, you can touch one creature and give them one of your features for a day but in exchange you lose that feature for the day.

Ability Score Improvement[edit]

When you reach 16th level 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.

Oath of the Rotten Feature[edit]

At 17th level you gain a subclass feature and again at 20th.

Eck-vi-sador[edit]

At 18th level. As an action you call upon your god and create a rhombus and put your hand into this seemingly empty void and pull a strand of dark green powerful energy crackling, at this moment you then realized that it is a small percentage of your god power, when targeting a creature you may use it as a ranged spell attack, if you successfully beat the targets AC the targeted creature must beat your spell save constitution, on a fail, the target takes 6d10 necrotic damage and is stun for 2 rounds, on a success the target takes half damage and does not get stunned. You can use this feature once a day

When you reach 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.

Oath of the Rotten Feature[edit]

At 20th level you gain a subclass feature

Oath of the Undead[edit]

This oath is one taken to Myrkul to serve and in exchange for undead powers to control the vast plains with undead and powerful necrotic energy in Myrkul's name and most Rotten that take this oath turn to be powerful necromancers spreading the wicked name of Myrkul.

Ray of Necrotic Energy

As an action you can make a ranged spell attack and shoot a ray of necrotic energy to one target, on a hit, the target takes 2d8 necrotic damage and their movement speed 0 till their next turn as spectral hands stop the target down, on a fail, the ray does not hit. The damage increases at 5th level (3d8), 11th (4d8), and 17th level (5d8)

Soul Grabbed

As an action you target one creature and attempt to grab one's soul and take a small part of the targets soul, make a ranged spell attack, on a success, the target must beat you spell save constitution or you take some of the targets soul, the target takes 2d6 physic damage and 1d4 necrotic damage and the target is frightened for 2 turns, if the target passes the target takes half as much of the damage and will not get frightened. The damage increases by 2d6 at 11th (4d6) and 17th level (6d6)

Shadow's of Death

As an action you summon 3 black balls rotating around you and can use a bonus action to stretch your hand out to 3 targets or fewer, the target must succeed your spell save constitution or be consumed by shadows and take 4d10 necrotic damage and be blinded for 5 turns, on a fail, the damage is halved and target is not blinded. If the target hit points are reduced to 0 the shadows overcome the target and is now a friendly Shadow, Variant and obeys your command and if not commanded the shadow defends itself. damage is increased by 1d10 at 19th level (5d10)

Myrkul's Chosen

Myrkul strengthens you more than ever, you are Myrkul's Chosen and he grants you some power of his own, doing so alters your appearance (your choice to accept the power given or not) you are now different, your eyes now glow a bright soulless green, you grow pale like a ghost, and a quarter of you are now bone, and around your body is faint souls that follow you but even the undead of Myrkul call you his chosen and living beings shutter your name, all of these effects happen when you accept the offer for eternal loyalty and you also gain the powers below.

Reborn Anew!

Any creature killed by you must beat your spell save DC or become your ally as an undead Zombie for 48 hours, after the 48 hours are over the zombie instantly dies disintegrating. You can only have 2d8 zombies, reroll the 2d8's each time all friendly zombies are dead.

Oath of Murder[edit]

Paladins who take up this oath swear loyalty to Bhaal and are charged with red blood boiling energy that is similar to necrotic energy and paladins of this oath are profane murders, wicked as they come and always enjoy a sweet slow painful death and making them more happier when creature's rot.

Blood Curling Dagger As an action you can summon a sickly, dreadful, jaded, bhaal symbolized dagger if you have a open hand, if not the dagger summons in the front of you, this dagger's "to hit" is used as your spell attack modifier and has a +2 damage and deals 2d4 piercing damage and 1d4 necrotic damage but has three charges and you can use one charge for a free action to power the dagger, for 1 minute the dagger has a +3 to damage and deals 3d4 piercing damage and 3d4 necrotic damage. only one dagger can be summoned, and you cannot replace the dagger for new charges, using all charges results in the dagger dissolving is to a crude bhaal symbol, when the dagger dissolves it take 1d4 days to be able to summon another dagger. This daggers non charged version gets a boost in damage by 1d4 at 5th level (3d4 and 2d4), 11th (4d4 and 3d4), and lastly 17th (5d4 and 4d4), all you need to do for the charged version is add a +1d4 in piercing and a +2d4 necrotic to the damage dice when the weapon is charged.
Ray of Pain Rejuvenation

As an action you can create a ray of necrotic energy and shoot it at a target, make a ranged spell attack, on a success the target's body gets shot with a ray of pain and takes 3d6 necrotic damage, you can choose to heal from this by taking a d6 or add a d6 by inflicting more pain, if all pain is removed from the target for you to heal the targets wound magically heals, on a fail you miss, The damage/heals are increased by 1d6 at levels 11th (4d6) and 17th (5d6)

Gruesome Murder Charge

As an action you summon the blood curling dagger or if you have a dagger in hand, and can charge one target only if you are 10-feet away from the target and if the target matches your size, you can make a DC strength check to try and beat the targets contested strength check, on a fail, you lunge at the target knocking them prone while jabbing at them, you can make 3 attacks while on the target, and you must beat the target AC each time you attack, dealing 4d4 piercing damage and 3d4 necrotic damage each successful attack, on a fail you get knocked prone but not the target. On the target's turn he can repeat the saving throw or have a creature help pull you off, if a creature comes and helps to pull you off, it is rolled with advantage.

Bhaal's Chosen

Everyone in the realm knows your name, dreading and fearing the great name you have made with the murder lord, anything road you take, any path you walk there is always more blood to be spilt! Blood is but a sickly fun for you but rot, oh rot is so Pleasurable something about it makes you skin soften, your tone calm, and your emotion happy, Bhaal has made you, sculpted you to make you love the desirable rot even more than you could fathom. Once accepting the deal for eternal loyalty you start to change, your blood begins to boil feeling warm inside your eyes become red, your face somehow becomes more menacing and dreadful, in addition you gain the following features.

Menacing Aura As an action you create a 15-foot aura that dimmers a menacing red, any hostile creature in the aura must beat your spell save DC constitution or be frightened for 10 turns but any friendly creature feel nervous, in Addition allies in the aura and you gain a +3 to attack and damage while in the aura and advantage on attack rolls while in the aura too, if you move and the creature is out of the aura the creature can choose to reroll, on a success the creature is no longer frightened and is immune to being frightened while in your aura for 24 hours.

Oath of Dragons[edit]

Paladins who swear loyalty to Tiamat mainly are evil dragonborn who hate the good aligned dragonborn, and spread terror in Tiamat name, and Tiamat is not really a necrotic holding being but somehow paladins of these kind band with necromancer's first to infuse Tiamat's gifted powers into dark colored version's of Tiamat's head, cracking with necrotic energy.

Breath Attack

Tiamat has gifted you to breathe one damage type out of your mouth, you may choose between gold, fire, 15 cone, dex save. green, poison, 15 cone, con save. red, fire, 15 cone, dex save. silver, cold, 15 cone, con save. white, cold, 15 cone, con save, in Addition you gain resistance against the type of damage you breathe, If you are already a dragon born your range increases by 15.

Flight

Tiamat's greatness has ever so blessed you, being gifted by Tiamat, you sprout wings on your back, you now have flight equal to your movement speed.

Roar of the Great Queen

As an action you call upon your queen to empower your Roar screaming almost like Tiamat, any hostile creature in a 60-foot radius must beat your spell save DC constitution or have the condition Paralyzed because they are in paralyzing fear for 5 turns, on a failed save they are not paralyzed.

Tiamat's Chosen

Tiamat is proud of your work, you have shown her the desire you have to be her chosen, she seeked you out to give you a deal, you gain some powers and a transformation but in return you must eternally serve her, if you say yes (She might be disappointed if you say no) your skin becomes scaly and you grow draconic horns and you eyes become slit, along with is you gain the following feature.

Tiamat's Breath

As an action you inhale magical breath, seemingly Tiamat's breath, and exhale in a 60-foot cone, any creature in the cone must beat you spell save DC dexterity or constitution, (depends on Chosen breath weapon) on a fail the target takes 5d10 chosen damage type, on a success they take half as much. You can only use this feature once a day.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Rotten class, you must meet these prerequisites:16 in strength and 14 on constitution or charisma

Proficiencies. When you multiclass into the Rotten class, you gain the following proficiencies: Simple weapons and martial weapons

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