Tyrant (5e Class)

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Scales.png This page is of questionable balance. Reason: d12 hit die, full spellcasting, martial weapon proficiency, and a better Extra Attack than the fighter. Prunus Serrulata is also very strong, giving a chance on every incoming attack to not only ignore all damage, but deal damage back. Perhaps this could work better as a limited resource.


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Creating a Tyrant

9KvjSbt.png
Midjourney creation - prompt: create a image of a male with deep dark skin, wearing a plate armor, with energy magic on his hands, full body, dynamic pose, 4k, high contrast
Quick Build

You can make a Tyrant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.

Class Features

As a Tyrant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tyrant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tyrant level after 1st

Proficiencies

Armor: light and medium armor
Weapons: simple and martial weapons
Tools: none
Saving Throws: Charisma, Constitution
Skills: Choose 2 from Arcana, Deception, Intimidation, Nature and History.

Equipment

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

  • (a) two gauntlets or (b) any martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) studded leather armor or (b) scale armor

Table: The Tyrant

Level Proficiency
Bonus
Unarmed Strike Damage Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1d4 + Charisma Pact: Style Magic Fighting, Hellish Patron.
2nd +2 1d4 + Charisma Freedom of Radicals 2
3rd +2 1d4 + Charisma Pact boon 3
4th +2 1d4 + Charisma Ability Score Improvement 3
5th +3 1d6 + Charisma Extra Attack (1) 4 2
6th +3 1d6 + Charisma Hellish Patron Feature Improvement 4 2
7th +3 1d6 + Charisma Prunus Serrulata +1 4 3
8th +3 1d6 + Charisma Ability Score Improvement, Channel Fiendness (1/rest) 4 3
9th +4 1d8 + Charisma Prunus Serrulata +2 4 3 2
10th +4 1d8 + Charisma Hellish Patron Feature Improvement 4 3 2
11th +4 1d8 + Charisma Fighting Arcanum (6th level) 4 3 3
12th +4 1d8 + Charisma Ability Score Improvement, Heavy Magical Attack 4 3 3
13th +5 1d10 + Charisma Fighting Arcanum (7th level) 4 3 3 1
14th +5 1d10 + Charisma Epic Freedom of Radicals 4 3 3 1
15th +5 1d10 + Charisma Hellish Patron Feature Improvement 4 3 3 2
16th +5 1d10 + Charisma Ability Score Improvement, Channel Fiendness (2/rest) 4 3 3 2
17th +6 1d12 + Charisma Extra Attack (2) 4 3 3 3 1
18th +6 1d12 + Charisma Fighting Arcanum (8th level) 4 3 3 3 1
19th +6 1d12 + Charisma Ability Score Improvement 4 3 3 3 2
20th +6 1d12 + Charisma Hellish Presence, Fighting Arcanum (9th level), Prunus Serrulata +3 4 3 3 3 2

Pact: Style Magic Fighting

Your training in forbidden styles drew the attention of a purely evil being, granting facilities on your path as a fighter with black magic.

Cantrips

You know two cantrips of your choice from the warlock and wizard spell list. You learn additional warlock and wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tyrant table.

Spells Slots

The Tyrant table shows how many spell slots you have to cast your warlock or wizard spells of 1st through 9th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock or wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

When you choose to use a spell while playing Tyrant, that spell is imbued in your fists, expending the slot required for the spell to be used. If you chose to start with gauntlets they become charged with the spell you decided to use and your next melee attack will not create the spell's visual effect but will deal additional spell damage. Any spells that require saving throws will still work as intended.

If you didn't start out using the gauntlets, the effect works for the other chosen martial weapon. If the spell requires a touch to cast, it works as intended.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock and wizard spell list.

The Spells Known column of the Tyrant table shows when you learn more warlock or wizard spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock or wizard spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

As a Tyrant, Charisma is your spellcasting ability for your spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

  • Spell save DC: 8 + your proficiency + your Charisma modifier
  • Spell attack modifier: your proficiency + your Charisma modifier

Spellcasting Focus

You are your own Arcane Focus, your concentration in combat is crucial.

You have difficulty maintaining concentration on a spell if you take advantage attacks (example: You are being flanked, the turn an enemy adjacent to you makes an attack against you, you must make a Wisdom saving throw to maintain concentration and not losing the spell you are casting).

Hellish Patron

At 1st level, you were chosen by an unknown hellish being that grants features at 1st level and again at 6th, 10th, and 15th level.

Your fists are weapons charged with unholy power, your critical hits with magic imbued in your fists or martial weapons deal 10 extra fire damage or 20 if the target is a celestial or is graced by some divine blessing (good deities).

Freedom of Radicals

At 2nd level, when making melee attacks with built-in magic hit you have the following benefits:

  • Attacks deal 1 additional die of damage + your Tyrant level
  • If the spell requires a saving throw, the target rolls a 1d4 to reduce its result.

You cannot use this feature again until you take a short or long rest.

Pact Boon

Pact: Style Magic Fighting You can use your bonus action to attack again on your turn, you can choose the form/style of this attack. This attack uses your spell attack modifier as bonus damage, this move ignores immunities. You cannot use this feature again until you take a short or long rest.

Ability Score Improvement

When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.

Extra Attack (1)

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 17th level in this class.

Hellish Patron Feature Improvement

At 6th level, your critical hits with magic imbued in your fists or martial weapons deal 6 extra fire damage or 12 if the target is a celestial or is graced by some divine blessing (good deities).

Prunus Serrulata +1

At 7th level, when targeted by attacks that deal damage, you have a chance to reflect half of the damage taken. Roll a d20 + 1 for the following additional conditions:

  • Below 10 - Failure, you take normal damage.
  • Over 10 - You reflect half of the damage taken, rounded down.
  • 18 - You reflect +5 damage.
  • 20 - You can use your reaction to attack back.

You cannot use this feature again until you take a long rest.

Channel Fiendness (1/rest)

At 8th level, you gain the ability to channel unholy energy, using that energy to enhance magical effects. You start with this effect: Carnage. When using your Channel Fiendness, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Starting at 16th level, you can use your Channel Fiendness twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Fiendness: Carnage

As an action, you make 4 consecutive attacks, on a hit the target must make a Dexterity saving throw, on a failure each attack deals an extra 4d6 fire damage, or half as much on a success. An attacked creature must spend its action putting out the flames on its body or clothing, and it can't take reactions.

Alternatively, for his action, he can also use only a Run action or try to escape an effect that prevents him from moving. If there's nowhere to move, a creature can use the Dodge action.

Prunus Serrulata +2

At 9th level, when targeted by attacks that deal damage, you have a chance to reflect half of the damage taken. Roll a d20 + 2 for the following additional conditions:

  • Below 10 - Failure, you take normal damage.
  • Over 10 - You reflect half of the damage taken, rounded down.
  • 18 - You reflect +10 damage.
  • 20 - You can use your reaction to attack back.

You cannot use this feature again until you take a long rest.

Hellish Patron Feature Improvement

At 10th level, your critical hits with magic imbued in your fists or martial weapons deal 12 extra fire damage or 18 if the target is a celestial or is graced by some divine blessing (good deities).

Fighting Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock or wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 18th level, and one 9th-level spell at 20th level. You regain all uses of your arcanum when you finish a long rest.

Heavy Attack

At 12th level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so causes magic imbued in your gauntlets or any other martial weapon you are wielding to create a blast cone from the primary target, using this feature grants you a point of exhaustion after combat.

The cone is 50 feet long and 50 feet wide, all targets within the cone's dimensions must make a Dexterity saving throw (DC: 15) or be flung 30 feet away and fall prone.

Fighting Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock or wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Epic Freedom of Radicals

At 14th level, when making melee attacks with built-in magic hit you have the following benefits:

  • Attacks deal 2 additional dices of damage + your Tyrant level
  • If the spell requires a saving throw, the target rolls a 1d8 to reduce its result
  • If the target is reduced to 0 hit points, you gain temporary hit points equal to the creature's half hit points
  • If the killed target is a celestial, you have immunity to radiant damage for 10 minutes

You cannot use this feature again until you take a short or long rest.

Hellish Patron Feature Improvement

At 15th level, your critical hits with magic imbued in your fists or martial weapons deal 18 extra fire damage or 24 if the target is a celestial or is graced by some divine blessing (good deities).

Channel Fiendness (2/rest)

At 16th level, you can use your Channel Fiendness twice between rests.

Extra Attack (2)

At 17th level, you can attack three times, instead of two, whenever you take the Attack action on your turn.

Fighting Arcanum (8th level)

At 18th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Hellish Presence, Fighting Arcanum (9th level), Prunus Serrulata +3

At 20th level, you gain the following abilities:

Hellish Presence:

As a bonus action, you channel the ultimate powers of your infernal Patron. You can choose the shape and physical traits of this form (not being able to look like a colossal being, must be up to 20 feet tall), you turn into your Patron.

After the demonic apparition, everyone who can see or hear the creature must make a Wisdom saving throw or be frightened for 1 min. If there are celestials nearby they take Taunt, and must make it on Wisdom saving throws at disadvantage, on failure they must move towards you and attack only you, on success they can attack other targets or take their actions freely. At the start of each of their turns, they can repeat the saving throw.

Hellish Apparition Sheet

Fighting Arcanum (9th level):

Your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock or wizard spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Prunus Serrulata +3:

When targeted by attacks that deal damage, you have a chance to reflect half of the damage taken. Roll a d20 + 3 for the following additional conditions:

  • Below 10 - Failure, you take normal damage
  • Over 10 - You reflect half of the damage taken, rounded down
  • 18 - You reflect +15 damage
  • 20 - You can use your reaction to attack back twice
  • 23 - You with incredible speed move toward the last humanoid or creature that dealt you damage, dealing 10d8 bludgeoning damage, the target must make a Constitution saving throw to not be thrown, on failure the target is thrown 30 feet away

You cannot use this feature again until you take a long rest.