User:Dnd guy

From D&D Wiki
Jump to navigation Jump to search

Gnome Main Battle Tank[edit]

Cost: 1000000(gnomes included)
Weight: 55 tons
Speed: On Road Top speed 300 ft. (30 mph); acceleration 300 ft. (3 mph) per round; Off Road Top speed 50 ft. (5 mph); acceleration 5 ft. (.5 mph).climbing top speed 40 ft. (4 mph); acceleration 4 ft. (.4 mph) per round.
Carrying Capacity: 5 tons
Strength: 40
Dexterity: 40
Constitution: 40

the gnomes made this for a riot

Size: Huge
AC: 30
Hit Points: 1000 (damage threshold {{{damage threshold}}})
Crew and Passengers: 2450 gnomes (once per long rest each gnome can use a standard action to heal the tank 10 health)

Armament. GBTs are primarily armed with a gnome cannon, a heavy machine gun, and a light machine gun for engaging smaller, less heavily armored targets.

Multiattack: The dedicated gunners makes an attack with the GBT's gnome cannon or heavy machine gun or uses its smoke grenade launcher, and the machine gunner makes an attack with the light machine gun.

120mm Cannon: Ranged Weapon Attack: +12 to hit, range 300/1,200 ft., single target. Hit: 250 (5d100) force damage. Hit or miss, each creature within 30 feet of the target must make a DC 20 Dexterity saving throw, taking 150 (3d100) bludgeoning damage on a failed save, or half as much damage on a successful one. A gnome cannon has the loading and Armor Piercing (-5) properties, and it deals double damage against objects. After firing this weapon, the loader must reload this weapon as an action before it can fire again. A GBT comes with 50 shots for this weapon the ammo is nitro gnomes. you can also fire an armor piercing gnome to do a Ranged Weapon Attack: +15 to hit, range 300/1,200 ft., single target. Hit: 50 (1d100) piercing damage and the gnome is not destroyed.

Heavy Machine Gun: +10 to hit, range 400/1,200 ft., one target. Hit: 22 (5d8) piercing damage. The heavy machine gun has burst fire and reload (10 shots) properties. A GBT comes with 9000 shots for this weapon.

Light Machine Gun: +10 to hit, range 80/240 ft., one target. Hit: 14 (4d6) piercing damage. The light machine gun has the burst fire and reload (10 shots) properties. A GBT comes with 10,400 shots for this weapon.

Smoke Grenade Launcher. The GBT fires a smoke grenade at a point within 1,200 feet of it.

Active Protection System (APS) The GBT is equipped with an APS - essentially, a massive shotgun that shoots projectiles such as missiles and rockets out of the air before they can reach the tank. As a reaction when the GBT is hit by a high-caliber explosive projectile that the crew is aware of, the crew can attempt to shoot the projectile out of the air. Roll 1d6. On a 1, the GBT is struck normally. On a 5-6, the damage of the attack is reduced to 0. Once the APS has been fired five times, one of the crew must use an action to reload it before it can be used again.

unmarked van[edit]

Cost: 10000
Weight: 1000 lbs
Speed: On Road Top speed 200 ft. (20 mph); acceleration 200 ft. (2 mph) per round; Off Road Top speed 40 ft. (4 mph); acceleration 4 ft. (.4 mph) climbing top speed 30 ft. (3 mph); acceleration 3 ft. (.3 mph) per round;
Carrying Capacity: 400 lbs
Strength: 15
Dexterity: 15
Constitution: 20

the gnomes made this for a riot

Size: large
AC: 20
Hit Points: 250 (damage threshold {{{damage threshold}}})
Crew and Passengers: 930 gnomes (once per long rest each gnome can use a standard action to heal the tank 10 health)

Armament. Unmarked vans are armed with 2 flame throwers

flame thrower: Ranged Weapon Attack: +6 to hit, range 15/60 ft., single target. Hit: 33 (6d10) fire damage + an ongoing 5 fire damage. Hit or miss, each creature within 5 feet of the target must make a DC 20 Dexterity saving throw, taking 33 (6d10) fire damage + 5 ongoing fire damage on a failed save, or half as much damage and no ongoing damage on a successful one.

run over you can move through the space of another creature if you do they make a DC 20 Dexterity saving throw if they fail they take 5d6 bludgeoning damage + 1d12 piercing damage

jeep[edit]

Cost: 10000
Weight: 100 lbs
Speed: On Road Top speed no top speed; acceleration 500 ft. (50 mph) per round; Off Road no top speed; acceleration 100 ft. (10 mph) climbing no top speed; acceleration 50 ft. (5 mph) per round;
Carrying Capacity: 4000 lbs
Strength: 20
Dexterity: 50
Constitution: 10

the gnomes made this for a road trip

Size: large
AC: 15
Hit Points: 100 (damage threshold {{{damage threshold}}})
Crew and Passengers: 25 gnomes (once per long rest each gnome can use a standard action to heal the jeep 10 health)

run over you can move through the space of another creature if you do they make a DC 15 Dexterity saving throw if they fail they take 2d6 bludgeoning damage


Creator Soul[edit]

...and he will stand, bloodied, tired, but fighting still. The glistening skin of otherworldly metal that coats his body will gleam in the glaring sun, ever his enemy. When the great warlord will gaze upon his body, he will see not mortal man, nor woman, or thing. He will see two legs, six arms, and seventeen unblinking red eyes.
—Excerpt from the Prophecy of Hoar’s End.

The robed man outstretches his sword, as it crackles with untold power. As the great golem levels the massive blow with it’s own blade, it is stopped in an instant, as the metal beast tumbles forward due to the instant transfer of energy.

The elf woman lands with glaive in hand, as the warriors already level spears against her. With not a moment to waste, the horrid beast swoops in, sharpened points bouncing off the stone-like feathers. They fight as if they were one, sweeping polearm followed by ravenous bite.

The mundane warrior charges, but did not know his mistake. In an instant, he is impaled upon the two-ton axe, and thrown aside by it’s wielder. The axe-wielding half-dragon performs a backswing, preparing his tool of destruction for another execution. As his assailants launch colossal swarms of magic bolts against him, they bounce off like they were nothing.

Bizarre Magics[edit]

The Creator Souls are a peculiar sort. They are inherently magical, but it does not take the form of the sorcerer’s massive stores of harmful energy, they create but do not have the intricate knowledge of science like the artificer. They, through whatever means, have an almost godlike understanding of the forces of creation, if only a mortal’s tools to use them. Stored within them are four fundamental aspects of the universe, which they can manipulate into powerful tools of war and creatures of myth.

Such powers are beyond legendary. Just about anyone can gain a hold on some form of spellcasting, but to be granted a shard of creation, part of the strongest beings to ever exist? These things are not so simple to acquire. This power cannot just be taught, learned, or studied by mortal means. As such, the appearance of one of these people generally heralds something. Whatever it may be, there is purpose behind their arrival.

To be granted these powers is both a blessing and a curse. Even in super-magical societies, to be uniquely magical in this way is to be alone, misunderstood, or at worst, hunted. As such, these people tend to develop odd mental quirks. Things such as god complexes, loss of some emotion, or a detachment to death are common, but the possibilities for issues are endless. It doesn’t help to see that this power may also directly exasperate them too.

Creating a Creator Soul[edit]

david-moser-2015-12-providencefinal.jpg
A stalwart protector, manipulator of existence. Source

When making a Creator Soul, you should probably ask yourself a few questions. Where does this bizarre power come from? Do you know where it comes from? Was some duty or prophecy set upon you by whatever granted you this power, if something did? What do your creations look like? Do creatures you make tend towards certain personalities or body types? How do you feel about having access to this magic? How do you go about making constructs?

Another important part of making a character like this is having some form of grasp on the creation story of the world this character resides in, as a creator soul your power is gained from these things and are more likely than not effected by it. For example, is the story that the universe/material plane was wrestled from the fiends? Perhaps you tend towards traits like Hatred, do a lot of radiant damage, or use cleric spells. Is there two overgods which built the universe? Maybe you favor dual wielding, using two different weapons which represent the two. Past mechanics, these stories likely also effect the social aspects of your character. Talk to your DM about this before making a creator soul, which could potentially provide more interesting and flavorful ideas.

Quick Build

You can make a creator soul quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Third, choose the light crossbow, padded armor, and explorer's pack.

For your two presets, make the first a weapon(flail) with the Manipulated Spirit(Wisdom) and Strike True traits, and your second a creature(Tough).

Class Features

As a Creator Soul you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: One of your choice
Saving Throws: Your choice of either Constitution or Wisdom, and Intelligence or Charisma
Skills: Pick two from Animal Handling, Arcana, Medicine, History, Insight, Nature, Perception, Survival, and Religion.

Equipment

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

Table: The Creator Soul

Level Proficiency
Bonus
Features Worldly Resources
1st +2 Creator Soul Powers, Powers of Creation 1
2nd +2 Higher Calling 2
3rd +2 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4
6th +3 Calling feature 4
7th +3 5
8th +3 Ability Score Improvement 5
9th +4 6
10th +4 Calling feature 6
11th +4 7
12th +4 Ability Score Improvement 7
13th +5 8
14th +5 Self Sculpt, Calling feature 8
15th +5 9
16th +5 Ability Score Improvement 9
17th +6 10
18th +6 Calling feature 10
19th +6 Ability Score Improvement 11
20th +6 Permanence 12

Creator Soul Powers[edit]

Starting at 1st level, many creator soul features require you to make attack rolls or cause other creatures to make saving throws. To make these attack rolls or cause these saving throws, you may choose an ability score between Wisdom, Charisma, or Intelligence to be your chosen casting ability for your creator soul features. You use this chosen ability score and modifier whenever a feature refers to using any of the attack bonuses or DC's listed below. In addition, your creator soul construct uses its ability score and modifier of your chosen casting ability to determine its attack bonuses and saving throw DCs.

  • Construct Item Attack Bonus = your proficiency bonus + your chosen casting modifier
  • Construct Item DC = 8 + your proficiency bonus + your chosen casting modifier
  • Construct Creature Attack Bonus = your proficiency bonus + creature’s relevant modifier
  • Construct Creature DC = 8 + your proficiency bonus + creature’s relevant modifier

Powers of Creation[edit]

Within you rests the very essence of creation, and the ability to manipulate it. Starting at 1st level, you are capable of creating constructs, items and creatures you can mold to your will, within reason. You have access to four different types of resources, an amount of each listed on the creator soul table. These four resources are Mass, Form, Blood, and Soul. You only have these resources, and they are not regained on rests.

Presets[edit]

You have an amount of preset slots equal to your proficiency bonus, and you start with two presets. These presets cannot use more resources than your total of any type(at 1st level, you cannot make a preset which uses 5 Mass). As part of a long rest, you can conjure or dispel a construct, giving back or consuming the materials used by this preset respectively.

These presets are taken up by things called “constructs”, your creations. To make one, you choose one of the templates below, from which point you can add traits, listed at the bottom of the class. These constructs are considered magical for the purpose of being affected by spells or being destroyed. However, if they are destroyed or die, you must wait 24 hours before manifesting it again.

As downtime, you can spend one week for every resource used in the construct to either remove, edit, or create a new preset. For example, creating an Armor preset takes two weeks, adding 3 Mass and 2 Soul worth of traits takes five weeks, and removing it takes seven weeks.

In addition, changing the subtype takes one week, for example, changing an Armor preset from leather to a chain shirt, or changing a Creature's aspect from Strong to Wise.

Beyond 1st Level[edit]

Whenever you gain a level in the Creator Soul class, you may make, change, or remove one of your presets, without restriction on resources and time, barring the limit on how much a preset takes. For example, when you reach 5th level, you can instantly get rid of an armor preset, give it as many new traits as you want so long as you don’t give it more than three of a single type, or similar such things.

Construct Types[edit]
Weapon
Base Cost: 1 Mass, 1 Form

When you create a weapon, it is a weapon made for your size or one size larger/smaller, and cannot have a damage die higher than 1d10 by any means, unless uncapped. You can choose from the General and Weapons list of traits when making a weapon template or adding to it, and you must be wielding this weapon for any of the traits to function.

Armor
Base Cost: 1 Mass, 1 Form

When you create a set of armor or shield, it is made for your size or one size larger/smaller. You can choose from the General and Armor list of traits when making an armor template, and you must be wearing or holding(for shields) this armor for any of the traits to function. The ac of the created armor may not be higher than 16.

Creature
Base Cost: 1 Mass, 1 Form, 1 Blood, 1 Soul

When you create a creature, it uses the following template. You must select one of the aspects when creating it. A creature is completely subservient to you, following orders without thought or question. You can only choose from the Creature list of traits when making or improving a creature template.

Construct Creature
Hitpoints: (5 + Constitution modifier) x creator soul level
Armor Class: 10 + Dexterity modifier
Speed: 30 ft

All Ability Scores are equal to 10

Languages: Every language you know

Standard Attack, Melee Weapon Attack, 5 foot range, +(Strength modifier + your Proficiency bonus) to hit, 1d6 + Strength modifier (damage type of your choice at creation) damage.
Aspects

Higher Calling[edit]

Every creator soul, given time, will develop a certain preference for some constructs. Starting at 2nd level, choose one of the specializations. You gain features from it at 2nd, 6th, 10th, 14th, and 18th level. Callings are listed at the end of the page.

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, when you take the attack action, you can make an additional attack as part of that action.

Self Sculpt[edit]

This nigh unlimited power is not limited to just the things you create, as you yourself are moldable. Starting at 14th level, as downtime, you can take a week to shape your appearance. This cannot change any features or give you new ones(your speeds stay the same, you cannot increase ability scores, and other such things), however you can temporarily remove them using this. Otherwise, this new form can be anything you choose, within reason.

Permanence[edit]

Once part of you, you can now separate your constructs from your own body. At 20th level, as downtime, you can spend a month and 1000 GP worth of materials for every Material used in a preset to make them permanent.

A permanent construct is no longer part of you, and as soon as they become permanent you regain all resources used to make it. It simply just exists, now. Any item constructs become magical items which require attunement, attuning to them granting you the benefits of the traits, and a creature construct is no longer bound in servitude to you.

Making a construct permanent removes the preset from your preset slots.

Callings[edit]

Tools of War[edit]

Your creations are made for the battlefield, a herald of death, victory, justice, or whatever you may be.

Item Efficiency

Your specialization is equipment. Starting at 2nd level, when you create a construct using either the Weapon or Armor template, you can remove one resource from the base cost.

Focus

You and your constructs are known for their power. Starting at 6th level, choose one of the options listed below.

  • Any attacks made with your construct weapons ignore resistance and treat immunity as resistance to the damage it deals.
  • You reduce damage taken by 4 while wearing construct armor you made.
  • Any feature with multiple uses you can use one more time before running out of uses.
Fast Sculpts

With your skill, comes speed. Starting at 10th level, as part of a short rest you can choose to create one common magic item of your choice, spending 1 Mass and Form to do so. This disappears after 8 hours, and you regain the resources after it does.

Warrior Sculpt

You have channeled this bizarre power of your own into forming yourself differently. Starting at 14th level, choose one of the options below.

  • You gain a movement speed of 50 feet. This is for one type of your choice when you get this.
  • You gain proficiency in another two saves of your choice.
  • You have a blindsight of 30 feet.
  • When you move, you can instead choose to teleport to a location you can see within your movement range, spending an amount of movement equal to the distance traveled.
  • When making a melee attack, you deal an additional 1d8 damage, of a type of your choice.
  • Your hitpoint maximum cannot be lowered, and your movement speed cannot be reduced unless you are at or below 0 hitpoints.
  • Your Strength, Dexterity, and Constitution scores cannot be lower than 10.
Masterwork Item

The precipice of your work swiftly approaches. Starting at 18th level, after creating an equipment preset, you can deem it a masterwork. It gains one of the benefits below, of your choice. This item cannot be unbound via Permanence, and only one masterwork can exist at a time.

  • Weapon. It is/counts as oversized, and you can hold it as if it were normal.
  • Weapon. Once on your turn when you make an attack, you can replace one attack with casting a 1st level spell you chose at creation. You regain the ability to do this at the end of your next turn. This spell must take an action to cast, and have a duration of instantaneous.
  • Weapon. As a bonus action, this can be split into two different weapons. Both weapons have the same features, but are considered the same weapons for features that must recharge. The two weapons it splits into can be different weapons, although they cannot have a damage die higher than the original(i.e longsword into two daggers is legal but two greatswords is not).
  • Armor. If you take exactly or less than 7 damage from any source while wearing this, you take no damage instead.
  • Armor. You can choose to be immune to spells of 3rd level or lower while wearing this.
  • Armor. You cannot be the target of an attack which originates from more than 100 feet away.

Beasts of Legend[edit]

Flesh, stone, metal, whatever it may be, you are the sculptor of it, and granter of life to it.

Creature Efficiency

Your specialization is creatures. At 2nd level, you can remove one resource from the base cost of making a creature.

Focus

The beings you create are renown for one thing. At 6th level, choose one of the options below.

  • Construct creatures you make have a +2 to their AC.
  • While you are within 10 feet of one of your construct creatures, both you and the creature have advantage on your first attack roll on your turns.
  • Construct creatures have an extra 20 feet of movement in one type of your choice.
  • Construct creatures gains proficiency in two skills of your choice upon creation.
  • Construct creatures you make are resistant to one damage type of your choice, and know one cantrip that deals the same type of damage. Their casting modifier for this is Constitution.
Minor Creation

You are fully capable of making minor servants with almost no effort. Starting at 10th level, as part of a short rest, you can cast the find familiar spell without using a spell slot or material components. The familiar vanishes after 8 hours.

Paragon Sculpt

You are the greatest of your own projects, those you wish to benefit. Starting at 14th level, choose one of the options below.

  • Any friendly creatures within 30 feet of you are immune to the frightened and charmed conditions.
  • At the start of your turn, hostile creatures within 30 feet of you take 2d4 damage, of a type of your choice when gaining this.
  • Friendly creatures within 30 feet of you have advantage on Strength, Dexterity, and Constitution saving throws.
  • When a friendly creature within 30 feet of you takes damage, you can use your reaction to take the damage they take instead. When you do this, you are considered to have resistance to the damage dealt.
  • When a creature within 30 feet of you is targeted by an attack, you can use a reaction to force them to attack with disadvantage.
Masterwork Creature

As powerful as you are, within you rests the capability to make something that rivals yourself. Starting at 18th level, after creating a creature preset, you can deem it a masterwork. It gains one of the benefits below, of your choice. This item cannot be unbound via Permanence, and only one masterwork can exist at a time.

  • The creature has immunity to 3 damage types of your choice.
  • The creature can make two additional attacks as part of an attack action, following normal limitations.
  • It can dash or dodge as a bonus action.
  • It's size and damage die for standard attack increase by one step.
  • If they are capable of casting leveled spells, they can cast each one an additional time. If they cannot cast spells, they can cast a 3rd level spell of your choice once, and regain the use after a short rest. Their casting modifier for that spell is Constitution, if they don’t have one already.

Traits[edit]

General[edit]

Eternal Soul

Cost: 1 Soul
Prerequisite: 9th level
While this construct exists, 10 years is equivalent to 1 year of aging for you. At 17th level, you can increase the cost to 2 Soul. Doing so prevents you from aging while it exists.

Practicality

Cost: 1 Mass
This construct also counts as one set of tools, chosen at creation.

Phylacterine

Cost: 4 Soul
Prerequisite: 19th Level
While this construct exists, if you are to die, your body is recreated and you are revived after 1d4 days, within 5 feet of the construct.

Seeker

Cost: 1 Soul
Prerequisite: construct must be able to cast spells
Spells this construct casts ignore half and three-quarters cover.

Sundered Sight

Cost: 1 Soul
While you are touching this construct, you may force other creatures to be unable to perceive it.

Sustenance

Cost: 1 Blood
While this construct is within 15 feet of you, you do not need to eat, drink, breathe, or sleep.

Unyielded Form

Cost: 1 Mass
This construct no longer has a maximum armor class or damage die.

Weave Sewn

Cost: 1 Soul
Choose one spell list, and one 1st level spell from this list. While holding or wearing this construct, you can cast the spell, using your Construct item attack bonus or DC, if applicable. You can do this twice, and regain both uses on a long rest.

At 5th level, you can increase the cost to 2 Soul, and choose a 2nd level spell from the same list, and at 9th level, you can increase the cost to 3 Soul, for a 3rd level spell from the same list. You regain all these spells on a long rest, too.

Weave Touched

Cost: 1 Soul
While holding or wearing this construct, you can cast one cantrip of your choice. Depending on the spell, this cantrip uses your Construct item attack bonus or DC. At 9th level, you increase the cost to 2 Soul, which instead allows you to substitute a cantrip for a 1st level spell. This 1st level spell cannot cause you to regain hitpoints.

Weapon[edit]

Binding Blade

Cost: 1 Blood
When you hit a creature with this weapon, you may attempt to grapple them.

Breacher

Cost: 1 Blood
This weapon counts as a siege weapon for the purpose of damaging structures.

Celerity

Cost: 1 Blood, 2 if the weapon has the two-handed property
Prerequisite: 3rd level
When you make an attack with this weapon, you can use your bonus action to make another attack with this weapon. If you can already make another attack as a bonus action, you can attack one additional time with this weapon as part of that bonus action instead.

Conjured Fire

Cost: 1 Soul
Prerequisite: a weapon that requires ammunition
Your weapon requires no ammunition, as a piece of ammunition appears whenever you try to reload it. This ammunition disappears at the end of your turn.

Dancing Blade

Cost: 1 Soul, 2 if the weapon has the two-handed property
You do not need to hold this weapon to make attacks with it, it must be within 15 feet of you to do so.

Equivalent Exchange

Cost: 1 Form, 1 Blood
Whenever you deal damage with this weapon, you take 1d4 necrotic damage, and the target takes extra damage equal to the damage you took. At 9th level, you can increase the cost to 2 Blood, the target instead taking what you took + 3.

Flashing Steel

Cost: 1 Blood
When you make an attack with this weapon, you may instead forfeit the attack and cause the target to be blinded until the start of your next turn.

Hatred

Cost: 1 Blood
When attacking a creature with a type of your choice chosen at creation, the weapon has a +1 to attack and damage rolls.

Strike True

Cost: 1 Blood
This weapon counts as magical for the purposes of overcoming resistance and immunity. Additionally, it has a +1 to hit. At 9th level, this increases to +2, and at 15th, you can increase the cost to 2 Blood, increasing it to a +3 to hit.

Manipulated Spirit

Cost: 1 Soul
The ability modifier used for attack and damage bonuses for this weapon is instead one of your choice at creation.

Massive Force

Cost: 1 Form
After you make all of your attacks on your turn, you can choose to move a single creature back 5 feet for every time you dealt damage to them with this weapon.

Merciful Blade

Cost: 1 Form
If this weapon reduces a target's hitpoints to 0, they do not need to make death saving throws, and are immediately stable.

Multipurpose

Cost: 1 Form
If the weapon has the ranged property, you can make melee attacks with the weapon with a reach of 5 feet. If it doesn’t, you can use it to make ranged attacks with a range of 30/120 feet. You use the same modifier for both attacks.

Reality Return

Cost: 2 Soul
If you hit a creature not native to the plane you are currently on, and they are below 50 hitpoints, instead of dealing damage you can cast the banishment spell using your construct item DC.

Release

Cost: 4 Soul
Prerequisite: 19th Level
When you hit with a weapon attack, you can choose to burn the soul of the weapon. It deals an additional 10d8 damage, a type of your choice at creation, and you regain the ability to do this after a long rest. While you cannot use it, any attack made with the weapon has disadvantage, and no traits which use Soul take effect.

Repulsing Weapon

Cost: 1 Soul
While wearing no armor and holding this weapon, your armor class is equal to 12 + your Chosen Casting modifier, if it is not already higher.

Sickening

Cost: 1 Blood
When you hit a creature, if you deal 14 or more damage, they are poisoned until the start of your next turn.

Soulbind

Cost: 1 Soul
You cannot be forcibly disarmed of this weapon unless you wish to be. Additionally, if you are not currently holding it, you can immediately summon it in one of your empty hands, as a free action.

Unearthly Smite

Cost: 1 Blood
Prerequisite: 3rd level
This weapon deals an additional 1d6 damage, a type of your choice, on a hit. At 9th level, you can increase the cost to 2 blood, the weapon instead dealing an additional 2d6.

Weightless

Cost: 1 Mass
This weapon has the property Thrown(60/120), and you can throw it as if you were making a normal attack.

Armor[edit]

Agile

Cost: 1 Blood
This armor does not grant disadvantage on Dexterity (Stealth) checks.

Become as Death

Cost: 1 Form
Prerequisite: 7th Level
This armor has two additional appendages, which function as additional arms when worn. At 15th level, you can increase the cost to 2 Form, giving the armor four additional appendages instead.

Bulwark

Cost: 1 Mass
The armor class granted by this armor when worn increases by one, but the Strength requirement increases by 3. If the armor does not already have a Strength requirement, it becomes 13, which can then increase accordingly. You can retake this trait at 7th, 11th, and 15th level, and you cannot take this and Untouchable more than 4 times in total.

Comfort Bound

Cost: 1 Form
This armor cannot be removed from you unwillingly. Additionally, you can take rests while wearing it with no consequences.

Hidden Shape

Cost: 1 Form
While wearing this suit of armor, nothing short of a 5th level or higher divination spell can discern your identity.

Powerful Armament

Cost: 1 Form, 1 Blood
While wearing this, you are treated as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and your unarmed damage increases to 1d4 + your Strength modifier. At 11th level, you can increase the cost to two of each, which then treats you as two sizes larger, and increases the damage to 1d6 + your Strength modifier.

Reality Ward

Cost: 1 Soul
When you are targeted by a weapon attack, treat your armor class as one higher. You can retake this trait at 7th and 13th level. You cannot take this and Weave Ward more than 3 times in total.

Retribution

Cost: 1 Blood
Whenever you take damage from a melee attack, you can use your reaction to deal 1d10 damage to the target. The damage type is one of your choice at creation.

Savior

Cost: 4 Soul
Prerequisite: 19th Level
If you would be reduced to 0 hitpoints or below while wearing this construct, you can instead choose to drop to half your maximum hitpoints. You can do this once, and regain the use after a long rest.

Stalwart

Cost: 1 Blood
While wearing this armor, if you were to suffer a critical hit, it instead deals normal damage.

Trail Blazer

Cost: 1 Form, 1 Blood
Choose one movement type. While wearing it, you have a movement speed of 30 feet in this type, if it is not already higher. At 11th level, this increases to 45 feet.

Untouchable

Cost: 1 Form
Prerequisite: 5th level
The armor class granted by this armor when worn increases by one. You can retake this trait at 9th, 13th, and 17th level, and you cannot take this and Bulwark more than 4 times in total.

Weave Ward

Cost: 1 Soul
When you are targeted by a spell attack or forced to make a saving throw against a magical effect, treat your armor class or total modifier as one higher, accordingly. You can retake this trait at 7th and 13th level. You cannot take this and Reality Ward more than 3 times in total.

Weakness in Flesh

Cost: 1 Form
If you are missing one or more limbs or other body parts, while wearing this armor you can treat those parts as if they were there. When making Strength checks with any of these replaced parts, you can treat your Strength score as 16, if it is not higher.

Creature[edit]

Assume Control

Cost: 1 Form
As an action while you are 5 feet within this construct, you can assume complete control over their body. You are now within the creature and do not act on your turns. Instead, you now act on the construct's turn, using their stat block in place of yours. While you have assumed control, their Intelligence, Wisdom, and Charisma scores are traded out for yours. If the construct dies, you are immediately set 5 feet away from the construct, and you are stunned until the end of your next turn.

Brute Force

Cost: 1 Blood
Prerequisite: 9th level
The construct has a new attack, called Heavy Attack. It has all the same statistics as Standard Attack, however, it deals an additional 4 (1d8) damage, of a damage type of your choice at creation. It can only make this attack once on its turn.

Energy Release

Cost: 1 Blood
The construct gains a new attack, called Energy Release. Choose either a 30 foot cone, or a 60 foot line. When they use Energy Release, they create one of these, the origin point being them. Anything in that area must make a Dexterity saving throw equal to your Construct Creature DC, or take damage equal to Standard Attack, of a damage type of your choice at creation. This has a Recharge of 6. The relevant modifier for this is either Constitution, Intelligence, Wisdom, or Charisma, your choice at creation.

Form - Aquatic

Cost: 1 Form
The construct is made for the water, instead of land. They gain a swimming speed of 40 feet, and their walking speed becomes 10 feet. They can no longer breathe air, and begin suffocating out of water.

Form - Burden

Cost: 1 Form
The construct becomes an apt mount. You can easily ride the construct if you are at its size or smaller, and do not need to make any checks to control it while riding it, and have advantage on saves and checks made to dismount you while riding the construct. Additionally, the construct can travel at full speed without incurring exhaustion.

Form - Nonphysical

Cost: 2 Form
The construct becomes ghostlike in appearance. They gain a flight(hover) speed of 20 ft, losing all other speeds not gained by traits. They cannot wear or carry anything, nor can they attack. They are immune to non-magical bludgeoning, piercing, and slashing damage. Finally, they can move through solid objects, however if they end their turn within a solid object they take 3d10 force damage and are immediately moved to the closest empty space.

Form - Winged

Cost: 1 Form
The construct creature sprouts great wings of some kind. They gain a flight speed of 40 ft, and their walking speed becomes 10 ft. To use this flying speed, they must have at least their size in space on either side of them.

Fundamental Enhancement

Cost: 1 Mass for Strength, Constitution or Dexterity, 1 Soul for Intelligence, Wisdom, or Charisma
One of the creature’s ability scores of your choice increases by 2, to a maximum of 20. You can take this trait several times. At 15th level, the maximum increases to 22.

Hardened

Cost: 1 Form
Add 2 to the construct's hitpoints for every Creator Soul level you have. At 5th and 9th level, you can take this trait an additional time.

Incredible Size

Cost: 2 Mass
The creature's size increases by one. At 11th level, you can take this trait twice.

Learned Defender

Cost: 1 Form
This creature can wear all armor made for any creature its size, and counts as proficient in its use if it does.

Learned Warrior

Cost: 1 Blood
This creature can utilize weapons made for any creature its size, and counts as proficient with it if it does.

Massive Blow

Cost: 1 Blood
The construct gains a new attack, called Massive Blow. It uses the same statistics as Standard Attack, but it has a Recharge of 6, and deals 6 (2d6) extra damage, a type of your choice at creation.

Resilience

Cost: 1 Form
The construct has resistance to a damage type of your choice. You can take this trait up to three times. At 9th level, you can increase the cost to 2 Form, replacing the resistance with immunity to a damage type.

Spells - Intelligence

Cost: 1 Soul
Choose one cantrip and one 1st level spell from the artificer or wizard spell list. The creature can cast these spells, the leveled ones once, regaining the use after a long rest. Intelligence is it's casting modifier for these spells. At 9th level, the creature gains a second cantrip from the same list.

At 5th, 9th, and 13th level, you can increase the cost by 1 Soul. Doing so grants an additional spell of 2nd, 3rd, and 4th level respectively, from the same list.

Spells - Wisdom

Cost: 1 Soul
Choose three 1st level spells from the cleric, druid, or ranger spell list. The creature can cast one of these spells once, regaining the use after a short or long rest. Wisdom is it's casting modifier for these spells.

At 7th and 13th level, you can increase the cost by 1 Soul. Doing so grants the creature three spells of 2nd and 3rd level respectively, from the same list. It can only cast one of each level every short or long rest.

Spells - Charisma

Cost: 1 Soul
Choose one 1st level spell from the bard, paladin, sorcerer, or warlock spell list. The creature can cast this spell an amount of times equal to it's Charisma modifier, regaining all uses after a long rest. Charisma is it's casting modifier for this spell.

At 9th and 17th level, you can increase the cost by 1 Soul. Doing so grants the creature a 2nd and 3rd level spell respectively, from the same list. These spells can also be cast an amount of times equal to it's Charisma modifier, individually.

Stretch

Cost: 1 Mass
The range of Standard Attack increases by 5 feet. You can take this trait up to three times.

Striker

Cost: 1 Form
Standard Attack’s die size increases by two steps(1d6 -> 1d10, 1d10 -> 2d6, and so on), to a maximum of 2d6. At 9th level, this maximum increases to 4d6. You can take this trait multiple times.

Stuck In

Cost: 1 Form
A creature hit by Standard Attack is grappled, if it is at least the construct’s size or smaller.

Swiftness

Cost: 1 Blood
One of the creature’s speeds increases by 15 ft. This cannot give them a new speed. You can take this trait multiple times.

Trained

Cost: 1 Mass if the skill is Athletics, 1 Blood otherwise
The creature has proficiency in one skill of your choice, using your Proficiency modifier.

Onslaught

Cost: 2 Blood
This construct can make two attacks in its turn. At 15th level, you can increase the cost to 3 Blood, allowing the creature to instead make three attacks.

Willpowered

Cost: 1 Blood for Strength, Constitution or Dexterity, 1 Soul for Intelligence, Wisdom, or Charisma
The creature gains proficiency in one saving throw of your choice(using your Proficiency bonus). This may be taken multiple times.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the creator soul class, you must meet these prerequisites: Constitution 13

Proficiencies. When you multiclass into the creator soul class, you gain the following proficiencies: your choice of either Intelligence, Wisdom, or Charisma saves, one tool of your choice.

Additional Content[edit]

Creator Soul Feats[edit]

Abundance[edit]

Prerequisite: 1st level creator soul
The great stores of power within you have deepened. Choose one resource. You have two extra resources of this type. You can take this feat multiple times.

Ascent[edit]

Prerequisite: 1st level creator soul
You have surpassed the potential of mere men. You gain the following benefits.

  • Your chosen casting modifier increases by 1.
  • You may replace your humanoid creature type with a different type of your choice.

Creation Adept[edit]

You have been touched by the power of creation. you gain the following benefits.

  • Your Constitution score increases by 1.
  • Choose three traits from the General, Weapon, or Armor lists, which cannot cost more than one resource. After a long rest, you may touch one non-magical item, and grant it one of the applicable traits. It lasts until you use this feature again or dismiss it.

Manipulated Aspect[edit]

Prerequisite: 3rd level creator soul
You have taken a preference towards certain materials. Choose two resources, and designate one of each Enhanced and Reduced. You may reduce the maximum of your Reduced resource by any amount, to a minimum of one, the Enhanced resource gaining the amount that was lost.

Whenever you would gain Resources through a creator soul level, you can choose to not increase your Reduced resource, and increase your Enhanced resource by 2 instead.

Creator Soul Boons[edit]

Boon of Abundant Deposits[edit]

Choose one type of resource. Your resource maximum for this type is increased by your chosen casting modifier.

Boon of Ascendant Sculpt[edit]

Prerequisite: 20th level creator soul
Choose one of the following options.

  • Your size increases by one step.
  • You cannot become unconcious.
  • Your armor class increases by 2.
  • You have advantage on all checks for one skill of your choice.
  • After rolling a 1 on a d20, you may reroll with disadvantage.

Boon of Creativity[edit]

Your preset slots are increased by your chosen casting modifier.

Boon of Greatest Creation[edit]

”Weak, without your baubles and trinkets.”
You gain a new, special preset slot, for you. This preset can have traits from the General, Armor, Creature, and Weapon list, and instead of creating an item, they all apply directly to you. This has a few limitations, but traits function normally otherwise.

  • You cannot gain Assume Control, Bounded Blade, Phylacterine, Sundered Sight, Fundamental Enhancement, or Trained.
  • If this applies to attacks, it instead applies to all of your unarmed and weapon attacks.
  • Traits that grant either a bonus to hit or your AC can only apply once, and only the highest bonus applies. For example, you do not gain the bonus from Strike True(1) if the weapon you are using has Strike True(3).
  • Traits that rely on Standard Attack are instead based off your unarmed attack.

Boon of Sculpting[edit]

Prerequisite: 14th level creator soul
You benefit from one of the options in either Warrior or Paragon Sculpt.

Variant Rules[edit]

Construct Buildings[edit]

While the initial plan was to include this alongside other class features, this class is already bloated enough for something which is meant to emulate the scaling of the Wizard. As such, the creation of regular old things and places is being relegated to this.

Starting at 5th level, you are now capable of making other objects, outside of the materials bound to you. As downtime, you can now preform two new acts of creation.

  • You can spend a week for every 250 GP that something would require to build, using only half the required resources .
  • You can spend a week and 250 GP worth of resources to create a structure or part of a structure, with a maximum height, length, and width up to your 10 × your Proficiency bonus in feet. While making it, the structure supports it’s own weight, and does not fall unless you wish it to. Every part of the structure has an AC of 12, 3d6 hitpoints, and a damage reduction of 5. While making this, you may spend Materials to grant the structures traits from the list below. You only regain these Materials after the building is destroyed
Building Traits[edit]
Banished

Cost: 2 Soul
One creature type of your choice at creation cannot enter within 10 feet of the construct.

Like Air

Cost: 2 Form
This construct is not affected by gravity, and can stay static in the air without moving.

Stand Strong

Cost: 3 Mass
Parts of the structure instead have an AC of 16, 5d6 hitpoints, and a damage reduction of 10.

Unwelcomed

Cost: 2 Blood
Any creature of your choice within 10 feet of the construct count everything as difficult terrain.


spell of legend[edit]

garden gnome wave[edit]

Conjuration

You conjure 930 garden gnomes in a wave all of which appear in 75 unoccupied spaces of your choice within 5000 feet of you. The garden gnomes are banished to the nineth layer of hell after 24 hours.

The garden gnomes are friendly to you and your companions for the duration. Roll initiative for the wave of garden gnomes, which has its own turn. They attack the nearest enemy and destroying buildings until they are banished to hell.


0.00
(0 votes)

gnome wave[edit]

varies monstrosity, chaotic neutral


Armor Class 23 (natural armor)
Hit Points 5 per garden gnome
Speed 35 ft. -1ft per gnome to a min of 5 ft


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 22 (+6) 13 (+1) 0 (-5)

Saving Throws Str +2, Con +2
Proficiency Bonus +2
Damage Resistances pircing
Damage Immunities acid
Condition Immunities charmed, petrified, unconscious
Senses tremorsense 120 ft., passive Perception 11
Languages understands Common and gnomish but can't speak
Challenge 28 (120,000 XP)


Tunneler gnome wave can burrow through solid rock at half its burrow speed and leaves a 30-foot-diameter tunnel in its wake.

Immutable Form gnome wave is immune to any spell or effect that would alter its form.

Siege Monster gnome wave deals double damage to objects and structures.

swarm gnome waves str and con increases by 1 for every 3 garden gnomes to a max of 25 but for every five garden gnomes the dex decreases by 1 to a min of 1

ACTIONS

hat attack Melee Weapon Attack: +str to hit, reach 15 ft., one target. Hit: 1d6 per gnome divided by 5 slashing damage eat make an opposed strength check with advantage to eat a creature.


a mass of at least 25 garden gnomes

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures