User:Austain/Big Crack (5e Class)
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Big crack[edit]
The big crack is someone who has been cursed with the great power of manipulating crack. In your adventure you will start to hears voices that you dont fully know if they are real, but who knows.
Creating a Big crack[edit]
A man achieving it's maximum stage of crack, source [1] |
- Quick Build
You can make a big crack quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by constituion. Second, choose the charlatan background.
Class Features
As a Big crack you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Big crack level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Big crack level after 1st
- Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: None
Saving Throws: Dexterity, constitution
Skills: Chosen two from Acrobatics, Sleight of Hand, Stealth and athletics.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 5d4 in funds.
Level | Proficiency Bonus |
Features | Crack Fighter |
---|---|---|---|
1st | +2 | Unnatural Nature, Crack Defense, Crack Fighter | 1d8 |
2nd | +2 | Cracks | 1d8 |
3rd | +2 | Streets Experience | 1d8 |
4th | +2 | Ability Score Improvement | 1d10 |
5th | +3 | Extra Attack | 1d10 |
6th | +3 | Unending Strikes | 1d10 |
7th | +3 | Defensive capabilities | 1d12 |
8th | +3 | Ability Score Improvement | 1d12 |
9th | +4 | Essence thiefer | 1d12 |
10th | +4 | Super crack, Extra Attack(2) | 2d8 |
11th | +4 | Rock solid | 2d8 |
12th | +4 | Ability Score Improvement | 2d8 |
13th | +5 | Flow of crack | 2d10 |
14th | +5 | Unshackled Power | 2d10 |
15th | +5 | Chaos singularity | 2d10 |
16th | +5 | Ability Score Improvement | 2d12 |
17th | +6 | Demoniac Craftsman | 2d12 |
18th | +6 | Divine countenance | 2d12 |
19th | +6 | Ability Score Improvement | 3d12 |
20th | +6 | unholy union, Extra Attack(3) | 3d12 |
Unnatural nature[edit]
Starting 1st level, the strange nature surrounding your powers seems to benefit you in some way. Because of that you gain the following benefits:
- You feel like you will never get sleep again, because of this you don't require food, drink, or sleep. In addition, you may gain the benefits of a long rest on a short rest.
- If your Strength, Dexterity, or Constitution scores are less than 18, they will become 18. However, your Intelligence, Wisdom, and Charisma scores are reduced by 2.
Crack Defense[edit]
Also at 1st level, you will gain a skinnier appearancce losing a lot of weight, and your skin will start hardening becoming an impenetrable armor for you. If you are not wearing any kind of armor or wielding a shield, your AC becomes 10 + your Dexterity + your Constitution modifier.
At 2nd level, you will start to add the amount of Crack you have absorved with the Cracks feature divided by 10 to your AC.
Crack Fighter[edit]
Also at 1st level, due to your constant use of crack you have learned powerful fighting skills with your fists. While not wielding any weapons, you will gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d8 in place of the normal damage of your unarmed strike. This die changes as you gain Big Crack levels, as shown in the Crack Fighter column of the Big Crack table.
- Your unarmed strikes deal additional d4's of damage based on your half of your Big Crack level(rounded down).
Cracks[edit]
Starting at 2nd level, you have the avatar of some mystic energy called crack. When you find a creature that died within 5 minutes, you can use your bonus action to channel your power to seal their soul or vital potential, transforming them into a small rock, the so-called crack. You can send this rock to a pocket dimension inside your chest, that can be accessed any moment and can store any amount of cracks but can only be used to store your cracks. As a 4 hours ritual you can absorb all the crack that are in your possession, doing this will increase your maximum hit points and the amount of "crack points" by 1 permanently for every crack used (you start with 0 cracks to be used). The souls captured by this feature can be released by destroying the rock. You can spend these to fuel various Features and Special Attacks.
When you spend all of your "crack points" it becomes unavailable until you finish a long rest, at the end of which you regenerate all expended cracks. Some of your crack features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
crack effect save DC = 8 + your proficiency bonus + your constitution modifier
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 crack to make two unarmed strikes as a bonus action.
- Perfect Dodge
You can spend 1 crack to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.
- Stand Ground
You can spend 1 crack to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.
- Craked Jump
You may spend 1 crack and use a bonus action to make a jump kick at an enemy 30 feet or less away, making one melee weapon attack.
- Exchange Blows
When you are attacked, you can spend 2 cracks as a reaction to make an unarmed attack.
- Crackudo Dash
You may spend 2 cracks forfeiting your bonus action to Dash forwards at 4x your movement speed, passing through enemies with them taking opportunity attacks at disadvantage.
- Stunning Blow
When you hit an unarmed strike, you can spend 2 cracks to try to stun the target. The creature must make a constitution saving throw, on a success nothing happens, on a failure they are stunned until the beginning of your next turn.
- Crack frenzy
You may spend 10 cracks to push your body to the limit as a bonus action, granting you another action on the same turn.
Streets Experience[edit]
Starting at 3rd level, you have a talent to punch faces in the right spots. Your unarmed attacks score a critical hit on a roll of 19 or 20. At 15th level, your weapon attacks score a critical hit on a roll of 18-20.
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.
Extra Attack[edit]
Starting at 5th level, you gain the ability to make an extra attack with your attack action. You also gain additional attacks at 10th(2), and 20th(3) level.
Unending Strikes[edit]
Starting at 6th level, your unarmed strikes start to become empowered by your demonic crack magic. Due to that your unarmed attacks damage now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and dealing an additional damage equal to your big crack level. Also, the once simply "Flurry of Blows" has been warped and modified into a darker and more lethal technique made to do more damage against foes, now known as the "massacring sequence". Using one additional crack as a bonus action, what normally would be only an additional two strikes, the massacring sequence now grants an additional attack, to a toal of three strikes with an additional 1d6 necrotic damage for the last attack. At 11th level, the technique has been improving and now you can do an additional four strikes instead of three, with an added 2d6 necrotic damage (1d6 for the two strikes). At 17th level, all four of the attacks of the massacring sequence has the added 1d6 necrotic damage with each hit.
Defensive capabilities[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell, and even makes you a better fighter in direct combat. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail, you also gain an ac bonus equal to your proficiency bonus due to your expertise in dodging incoming direct hits.
Essence thiefer[edit]
At 9th level, when you absorb a soul, you will be granted half of the bonus from their highest skill check. (Ex: A creature with a +4 in Acrobatics gets his soul stolen, you will gain +2 in your Acrobatics Check.) You can only have 1 bonus active per skill at the same time, so this bonus is allways replaced when you get a bigger bonus from another creature.
At 14th level, you can now steal the entire bonus of their skill.
Super crack[edit]
Starting at level 10 you have achieved one your highest states of power, becoming permantly the super crack. You obtain the following benefits:
- You now gain the ability to levitate, gaining flying speed equal to your walking speed.
- Your unarmed strikes overcome any immunities or resistances.
- You may add your proficiency bonus to the damage of your unarmed strikes, and all your damage dies increase by 1 size, the size also increase by 1 at level 20. (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12 and 1d12 becomes 2d8)
- You lose the ability to sleep, both naturally and magically.
- you gain a +4 bonus to your Strength, constitution, and Dexterity scores as well as their maximum, and your movement speed increases by 10 feet.
- Your crack frenzy now gives you an entire another turn instead of just another action.
- Now you only need to touche the cracks to absorb them, no needing to do a 4-hour ritual anymore, doing this also heal yourself in an amount equal to your constitution modifier, and releases a black smoke from your mouth.
- You don't need air to survive anymore.
- You become immune to poison and necrotic damage.
- You gain resistance to cold and radiant damage.
- And now you start to hear voices that encourage you to never stop absorbing crack and to become even more powerful.
- You now have advantage on saving throws against spells and other magical effects.
Rock solid[edit]
Beginning at 11th level, you hardened your spirit body granting you proficiency in all saving throws and a damage threshold of 5 x your Constitution modifier. You may take half damage from all sources when you have less than half your hit points.
Flow of crack[edit]
Beginning at 13th level, the effects of crack made you a unstoppable machine. Now you are immune to being blinded, charmed, frightened, deafened, stunned, paralyzed, poisoned and petrified. You no longer take extra damage from critical hits and hostile creatures cannot gain advantage on you from you being restrained. Also, when you are reduced to 0 hit points you can drop to 1 hit point instead, this ability can be used twice per long rest.
Unshackled Power[edit]
At 14th level, your power has become equal to your wishe for crack, limitless. Now for each soul you absorb, will grant you a +1 to a chosen ability score, or you can choose to not gain any bonus from absorbing a crack to gain a feature that the creature had in life and you must be able to physically perform the ability specified in the feature (for example, you may not gain features that grant or rely on natural weapons without having said natural weapon) and features that requires a class level uses this class.
Chaos singularity[edit]
At 15th level, You became a vortex capable of absorbing virtually any type of energy. You gain the following abilities:
- Dono da boca
Now every creature that dies in a radius of 120 feet around you or in your vision gets his soul petrified and pulled into your direction, leading back a little trail of smoke.
- Stamina thiefer
When a living creature within 120 feet of you would regain hit points, makes you regain half as many hit points.
- Magical Feeding
You absorb all damaging spells cast at you, permanently gaining hit points equal to the damage the spell would have dealt, and absorb nondamaging spells cast at you, gaining 1 hit point per level of the spell.
Demonic Cracksman[edit]
At your 17th level, you almost mastered all your powers, gaining proficiency in the art of unholy sources of power. You gain the following abilities:
- Oblivio storm
At the cost of 30 crack you start to liberate a dark smoke of your month that quickly transforms into a wall of smoke, that looks like a tsunami, appearing into existence at a point you choose within your vision. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 20d6 necrotic and 20d6 fire damage, or half as much damage on a successful save. ( the wall deals radiant damage instead of necrotic if you are good)
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, destroying every thing on its path dealing double damage to structures, it moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a constitution throw or take 34d6 damage splited between necrotic and fire. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the ability on subsequent rounds is reduced by 3 dices in both types of damage. When the wall reaches 0 feet in height, the ability ends.
A creature caught in the wall has his speed cut in half and can only move by swimming due to the extreme density of the smoke. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your crack save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
- Chariot of the dark prince
For 10 cracks you can conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a triangular opening, which you can make 5 to 30 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this ability from opening in their presence or anywhere within their domains.
When you use this ability, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
- Doppelgänger
What is better than you? Two of you OfCourse. For 30 cracks as a bonus action, you may create a doppelgänger of yourself. This doppelgänger has half of your maximum health, and can do anything you can do, and it acts on your turn.
- Za cracka
Your crack frenzy has evolved to its final form, now granting a speed so immeasurable that outspeeds time itself. For 20 cracks you take 4 turns in a row, during which you can use actions and move as normal, and the others creatures seem to be frozen in time.
- Chaos playground
For 30 cracks you create a field of chaotic forces and dark energies that warp space and time within a 150-foot radius sphere.
Within the chaos playground, reality disintegrates, and the laws of physics are broken. Creatures within the area are held at an intense temporal distraction, causing confusion, weakness, and disorientation. All creatures besides you within the field take 10d10 force damage and are supported by a random effect, determined by 1d4 for each affected creature:
- Enfeeblement: The creature has its Strength, Dexterity, and Constitution reduced by 6 points each. This penalty lasts until the spell ends.
- Temporal Confusion: The creature is unable to act or move, losing all actions, action bonuses, reactions, and movement on its turn. It also loses any bonus actions and reactions on subsequent turns until the spell ends.
- Disorientation: The creature has disadvantage on all attack rolls and saving throws, and it can't cast spells.
- Warped Effect: The laws of magic are unstable within the Entropy Field. Any spell cast by creatures within the area has a 50% chance to automatically fail, regardless of the result of your attack rolls or saving throws. The GM spins a coin where face means success and tails means fail.
- Mundane regression
For 50 cracks you target a single creature that can be seen within 300 feet and begins doing odd gestures as though possessed and muttering words in incomprehensible languages. The creature is then consumed in a 60-foot cone of chromatic energy. If this creature is a construct, undead, or aberration, it is destroyed instantly. If the creature is a fiend or celestial, it is turned into a normal human, taking on characteristics similar to its original form. If it is any other type of creature, it stays the same. The target loses all magical ability and cannot regain it by any means other than direct contact with a greater deity. It also gains a disadvantage against all spell saving throws and cannot be affected by magical buffs of any sort and cannot attune to any magic items.
Divine countenance[edit]
Starting at 18th level, You already start to become a force of nature. You are permanently under the effects of the Foresight and Mind Blank spells. These effects are not considered magical and cannot be dispelled.
Unholy union[edit]
At your 20th , you achieved the purest state of crack, dominate your inner voice, becoming the embodiment of crack itself, a disaster of mother nature itself. A power so great that causes tidal waves, shatters the environment around you and can even affect the atmosphere. As a bonus action at your will, you can enter in your demon state, growing fangs, claws, a tail, horns and even wings. Your body morphs into a very demonic form while retaining some of your original appearance. while in this form, you gain the following bonuses:
- Your size increases by one category to a minimum of Large, and now you will aways take half damage from all sources. All your damage also increase by 1 size.
- Your damage threshold is now doubled.
- You gain 120 feet of truesight
- You regain 20 hit points at the start of each turn if you have at least 1 hit point
- Your flight speed is doubled.
- You have a bonus to your ac, attack rolls and damage rolls equal to your strength modifier.
- You have immunity to all non-magical physical, fire, cold and radiant damage, and resistance to all magical physical damage. And when you are subjected to necrotic damage, you take no damage and instead regain a number of hit points equal to damage dealt.
- Your fangs, claws, tail and horns count as unarmed strikes for you, and are so sharp that when you hit a creature with a critical hit, it automatically loses a limb of your choice, such as an arm, leg, or head, if it has any. Losing all its heads will usually kill a creature instantly. Also, your tail can lift as much weight as you and can hold medium or smaller objects.
- you gain a +6 bonus to your Strength, constitution and Dexterity scores and your scores don't have a limit anymore.
- With a bonus action on your will, you can make the smoke around your body become a sphere, causing the effects of antimagic field to a 30 feet radius, and making each non-undead creature within range make a Constitution saving throw against your crack dc, taking 4d4 necrotic damage on a failed save, or half as much damage on a successful one, and healing you in the damage dealt.
This form lasts as long as you want, and can be left as a bonus action, reverting you to your normal state.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the big crack class, you must meet these prerequisites: You need to have at least 10 in your intelligence, wisdom, and charisma scor.
Proficiencies. When you multiclass into the big crack class, you gain the following proficiencies: Sleight of Hand and Stealth
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