Vitality Wraith (5e Class)
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Vitality Wraith[edit]
Introduction
Intro fluff
Desc Section Title[edit]
More fluff
Creating a Vitality Wraith[edit]
The questions.
- Quick Build
You can make a Vitality Wraith quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Criminal background.
Class Features
As a Vitality Wraith you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Vitality Wraith level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Vitality Wraith level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two skills from Insight, Investigation, Athletics, Acrobatics, Medicine, Perception, and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) scale mail
- (a) dungeoneer's pack or (b) monster hunter's pack
- three daggers
- a martial weapon of your choice and a personal collection of notes on the bodily anatomy of various races and beasts
Level | Proficiency Bonus |
Drain Damage | Features | Vitality Spell Slots | Maximum Vitality Orbs |
---|---|---|---|---|---|
1st | +2 | 1d4 | Vital Target, Drain | — | — |
2nd | +2 | <!-Class Feature2-> | 2 | 2 | |
3rd | +2 | <!-Class Feature3-> | |||
4th | +2 | Ability Score Improvement | |||
5th | +3 | — | |||
6th | +3 | — | |||
7th | +3 | — | |||
8th | +3 | Ability Score Improvement | |||
9th | +4 | — | |||
10th | +4 | — | |||
11th | +4 | — | |||
12th | +4 | Ability Score Improvement | |||
13th | +5 | — | |||
14th | +5 | — | |||
15th | +5 | — | |||
16th | +5 | Ability Score Improvement | |||
17th | +6 | — | |||
18th | +6 | — | |||
19th | +6 | Ability Score Improvement | |||
20th | +6 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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