Void Bringer (5e Class)
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Fallen from the sky[edit]
The universe is an infinite place, full of infinite secrets and phenomena... sometimes one of these turns into a gift for the planets that constellate it. These gifts are not always positive, but whether they are objects or creatures, one thing is certain: they have a strong impact on the place in which they arrive.
Creating a fallen[edit]
- Quick Build
You can make a fallen quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.
Class Features
As a Fallen from the Sky you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Fallen from the Sky level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fallen from the Sky level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two of the following: Acrobatics, Arcana, History, Insight, Investigation, Perception, Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a stone from the space
Level | Proficiency Bonus |
universal charges | Features | unarmed strike dice |
---|---|---|---|---|
1st | +2 | 2 | Son of the Cosmos | 1d6 |
2nd | +2 | 4 | Universal Charges | 1d6 |
3rd | +2 | 6 | Soul Type | 1d6 |
4th | +2 | 8 | Ability Score Improvement | 1d6 |
5th | +3 | 10 | Extra Attack, One With the Gravity | 1d8 |
6th | +3 | 12 | Black hole Form | 1d8 |
7th | +3 | 14 | Quasar ray | 1d8 |
8th | +3 | 16 | Ability Score Improvement | 1d8 |
9th | +4 | 18 | Soul Type Feature | 1d8 |
10th | +4 | 20 | Ability Score Improvement | 1d10 |
11th | +4 | 22 | Devouring hole | 1d10 |
12th | +4 | 24 | Ability Score Improvement | 1d10 |
13th | +5 | 26 | Soul Type Feature | 1d10 |
14th | +5 | 28 | Planetary rings | 1d10 |
15th | +5 | 30 | Aweking of the corr | 1d12 |
16th | +5 | 32 | Ability Score Improvement | 1d12 |
17th | +6 | 34 | Soul Type Feature | 1d12 |
18th | +6 | 36 | Void eyes | 1d12 |
19th | +6 | 38 | Ability Score Improvement | 1d12 |
20th | +6 | 40 | Big bang | 1d12 |
Son of the cosmos[edit]
From level one, you have arrived on the planet where you will live your adventures, but your body is accustomed to the inhospitality of space. You have the following benefits: -While wearing no armor, your AC is 10+i your Charisma modifier+your Constitution modifier. -you have proficiency with unarmed attacks, dealing 1d6 points of damage on a hit. You can choose to use charisma instead of dexterity or strength and the die increases to 1d8 at level 5, becomes 1d10 at level 10 and 1d12 at level 15. As a bonus action you can make an extra unarmed attack. -You can speak telepathically to any creature within 10 feet of you
Universal Charges[edit]
From level 2, the cosmos gives you his energy, allowing you to use some peculiar abilities. Some of them require an attack roll or DC. The attack modifier is equal to proficiency bonus + charisma modifier. The DC is equal to 8+charisma modifier+proficiency bonus. You have a number of points equal to twice your level in this class. -light speed: by spending 1 charge, you can dash as a bonus action. -solar power: by spending 1 charge, for the next minute your unarmed attacks deal radiant damage. -black hole: By spending a number of charges, you drain the universal essenze around you. Recovering 1d6 hit points for each point spent.
Universal soul[edit]
At 3rd level, you choose a Soul type that was imprinted on you during your encounter with the cosmos. Your Soul type grants you features at 3rd level and then again at 7th, 13th, and 17th level.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 10th, 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 attack twice.
One with the gravity[edit]
Once you reach 5th level, as a bonus action on your turn you you can distort your body's gravity by spending 1 charge. As part of the bonus action you must choose a direction: for the next minute, your body will treat that direction as basic terrain. If you have not returned to your true ground at the end of the minute, you will fall, taking the corresponding damage.
Black hole Form[edit]
At 6th level, as bonus action you reveal your true destructive form. For the next minute you gain the following benefits (if you don't die, fall unconscious, or disable the form as a bonus action): -you are surrounded by a 10 foot gravitational barrier; each creature that begins your turn in that area must make a Constitution saving throw against your chi point DC or take force damage equal to your proficiency bonus. -as a reaction to being hit by a creature with a melee attack, I can make her a dexterity saving throw against the DC of my ki points. If the roll fails, the creature takes the damage caused. -You gain resistance to radiant, slashing, piercing, and bludgeoning damage
Quazar ray[edit]
Beginning at 7th level, you can release the power of quasars from your body. As an action you can make an attack roll using the attack modifier of your unarmed attacks, but it will have a range of 60 feet. The ray deals 2d12+your Charisma modifier force damage. From level 12, you can make 2 beams at once, hitting the same or two different targets.
devouring hole[edit]
By 11th level, when you hit a target with an unarmed attack, you can choose to create a black hole on it. The target must make a Constitution saving throw against your ki point DC. If the target fails the roll, it will take necrotic damage equal to your level at the start of each of his turns for 1 minute. After taking damage, the target can choose to repeat the saving throw. A target can only have one black hole on it at a time. You can use a number of times equal to your long rest proficiency bonus.
Planetary rings[edit]
At dawn, you can take 10 minutes to summon rings that surround you and float around; you can decide their color, size and where they float (for example around the head like a crown or around the fingers like rings). You can have a ring for every 2 universal charges you spend. Each ring represents 1d8 extra healt points surrounding you. When you take damage from any source, it will target the rings first. As a bonus action you can choose to give a ring to a creature within 30 feet of you, subtracting 1d8 for each ring and giving it as temporary hp to the creature. When the rings run out of hit points, they are destroyed harmlessly.
Awakening of the core[edit]
By 15th level, your body has finally adapted to the planet you are on, and provides you with greater versatility. You gain a bonus to your unarmored AC equal to half your proficiency bonus, and you gain +2 to an ability score of your choice (maximum of 20).
Void eyes[edit]
Beginning at 18th level, gain the following eye skills: -You gain darkvision 60 feet even in magical darkness; if you already had darkvision you get it at 120 feet. -you gain tremor sense for 30 feet. -you have a "detect magic" always active.
Big Bang[edit]
from level 20, you cannot die from effects that bring you to 0 hp (even magical ones). When you drop to 0 hp, each creature within 60 feet must make a Constitution saving throw against your ki point DC or suffer 3d10+20 force damages and you're back to half your maximum hit points. If a creature drops 0 hp from this ability's damage, it is disintegrated and can only be brought back to life with a divine invocation or the wish spell.
Star warrior[edit]
The stars show you the way to become a formidable warrior.
- {{#anc fallen star }}
At 3rd level, whenever you kill a creature you absorb it and regain a number of hit points equal to your proficiency bonus. The stars reveal how to use magic; choose three cantrips from a single list of warlock, sorcerer, or cleric. As modifier and CD you will have to use those of your ki points.
- beauty of stars
You have advantage on Charisma skill rolls
- The Spear of the universe
At 13th level, you can summon a spear of pure stellar energy, and hold it at your side. the spear is a one-handed mahic weapon, with a bonus to hit equal to +2 and a range of 10 feet that causes 1d12 radiant damage. You are considered proficient with this weapon, and can throw it with a range of 30 to 60 feet: each creature within 10 feet of the targeted point must make a Dexterity saving throw or take 2d10+your proficiency bonus fire damage and be blinded until the start of their next turn. Anyone who succeeds halves the damage and is not blinded.
- Core of the Soul
When you reach 17th level, you gain advantage on attack rolls against any creature that has vulnerability to radiant damage. Furthermore any creature you choose within 30 feet of you has disadvantage on death saving throws. When a creature dies within 30 feet you, you can use your reaction to destroy their soul permanently. The creature must succeed on a charisma save with a DC equal to 8 + prof. Bonus + Con. Modifier, or their soul is destroyed. Creatures whose soul is destroyed cannot be resurrected by any means, nor be turned into undead.
Mind of the universe[edit]
The universe speaks to you, and reveals secrets and abilities meant only for you.
- knowledge of the universe
At 3rd level, choose three cantrips from a class's spell list. Now you know them and can throw them at will. Use your attack modifier and ki point DC for these spells.
- Cosmic Mind
Beginning at 9th level, you are immune to the frightened and have advantage to saving throws against being charmed.
- The Shield of knowledge
At 13th level, you gain resistance to force damage and can spend your reaction to half an attack's damage against you. You can use this feature a number of times equal to your constitution modifier. You regain all uses after finishing a short or long rest.
- Tranquility of the Soul
When you reach 17th level, you cannot be charmed and you can't be re-animated into a soulless creature or undead. Additionally, you can guide the nearby souls around you. When a creature hits zero hit points while within 30 feet of you, that creature automatically becomes stable. You must be conscious to take this reaction.
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