Voidhunter (5e Class)
Work In Progress |
Voidhunter[edit]
“ | Don't blink, or you might miss the fight. | ” |
Daemons Made Flesh[edit]
Voidhunters are those who have walked the abyss between existence and oblivion—and returned. The Void, a realm adjacent to the living world and brushing against the domain of the Dark Ones at the edge of space, is a place where reality bends and truth is malleable. Its depths are shrouded in eternal blackness, its gravity shifts like a fickle god’s whim, and its denizens—Daemons—are not creatures of flesh, but of pure essence: concepts given will, emotions given form, and, in rare cases, echoes of souls lost in the Astral Plane.
Sometimes, through fleeting rifts, the most desperate or the most insatiably curious of Daemons reach toward the Material Plane. Those they touch suffer fates both cruel and strange—some are driven mad, others twisted into nightmarish abominations. But the rarest of all, those of indomitable spirit, endure. They emerge changed, Voidblessed, standing at the threshold of two realities.
Among these few, the ones who unravel the deeper truth—the reason the Daemons flee—become something greater. They become Voidhunters. Warriors of unfathomable might, wielding the power of the Void without succumbing to its corruption. They are the sentinels at the edge of oblivion, the last line between existence and the horrors that lurk beyond.
Visions of the End[edit]
To be Voidblessed is to dream of ruin.
The Daemon’s essence within them carries memories of past collapses, visions of the inevitable decay of all things. They dream of worlds undone, of civilizations swallowed by entropy, of the Dark Ones stirring in the abyss, awaiting the final hour to descend upon the Material Plane. Even if the end is eons away, the Voidblessed see it. They feel it.
Most recoil from these revelations, but those who listen, those who understand, find clarity within the chaos. They realize that these visions are not mere omens but warnings—whispers of fate spoken through their own blood. To tune into the Void’s echo, to bear witness to the coming storm, and to stand against it is what sets a Voidhunter apart.
They do not fight for power. They do not fight for conquest.
They fight because they alone can see the fragility of reality—and they refuse to let it shatter.
Creators of Vessirants[edit]
A Voidhunter’s weapon is more than steel and edge, more than carved wood or tempered metal. Over time, it awakens.
A Vessirant is not forged—it is born. Born of battle, of struggle, of the unyielding will of its wielder. As it cuts through the fabric of existence, it drinks in its master’s strength, its triumphs, its failures. It becomes more than a tool; it becomes a witness, a companion, a growing will shaped by the echoes of every war it survives.
It observes. It learns. It remembers.
Each strike hones its essence, each battle refines its soul, until it stands not as an instrument of destruction, but as an entity unto itself. Bound to its master yet walking its own path, a Vessirant does not simply serve.
It chooses.
Bearers of the Seal[edit]
Those who have felt the touch of a Daemon do not walk away unmarked. Upon their flesh, a seal takes form—layered, shifting, inked in patterns that defy mortal comprehension. A Voidhunter’s seal is not merely a brand; it is a prison, a chain that binds something vast and unknowable within.
Many fear what lies beneath the layers of the seal. Three barriers. Three locks. Three warnings.
To break them is to risk the unknown. To break them is to invite what slumbers beneath into waking.
But among the few who have seen beyond fear, who have glimpsed the truth behind their bindings, there exists a hope—an unspeakable, impossible hope.
Because if the seals are there to hold back a Daemon… then perhaps, just perhaps, when the final layer falls, it is not a curse that will be unleashed.
It is the beginning of something greater.
Creating a Voidhunter[edit]
![]() |
---|
You can tell when you are facing a voidhunter. By [1] |
Before you create a Voidhunter you should consider the following. How did they fuse with their Daemon? Were they actively seeking it out or was it a coincidence? What are their plans with the power?
- Quick Build
You can make a Voidhunter quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution followed by Dexterity. Second, choose the feylost background. Third, choose Acrobatics and Intimidation for your skills.
Class Features
As a Voidhunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Voidhunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Voidhunter level after 1st
- Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools:
Saving Throws: Charisma, Dexterity
Skills: Choose two from Acrobatics, Athletics, Arcana, Perception, Persuasion, Intimidation, Insight, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- an explorer's pack
- (a) Chain shirt or (b) Leather armor
- If you are using starting wealth, you have 3d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Combo Dice |
---|---|---|---|
1st | +2 | Halfdaemon, Vessirant Savant | d4 |
2nd | +2 | Combo Action, Give That Back | d4 |
3rd | +2 | Concept | d4 |
4th | +2 | Ability Score Improvement | d4 |
5th | +3 | Combo Action(x2), One More | d6 |
6th | +3 | Gravitas of the Void | d6 |
7th | +3 | Concept Feature | d6 |
8th | +3 | Ability Score Improvement | d6 |
9th | +4 | Edge of Sentience | d6 |
10th | +4 | Fleshdeal | d8 |
11th | +4 | Combo Action(x3) | d8 |
12th | +4 | Ability Score Improvement | d8 |
13th | +5 | Mindbreak | d8 |
14th | +5 | Concept Feature | d8 |
15th | +5 | Birthright | d10 |
16th | +5 | Ability Score Improvement | d10 |
17th | +6 | Final Cut | d10 |
18th | +6 | Concept Feature | d10 |
19th | +6 | Ability Score Improvement | d10 |
20th | +6 | Combo Action(x4) | d10 |
Halfdaemon[edit]
Starting at 1st level your body becomes closer to peak condition than it ever could. You gain 1 additional hit point and 1 additional hit point each time you gain a level in this class. Additionally as you learn how to listen to the voices from beyond you learn the Guidance cantrip. You can cast it without needing any components as you simply listen or make someone willing listen to your Daemon. Charisma is your spellcasting ability for it.
Vessirant Savant[edit]
Beginning at 1st level you start to create life that you can pull into a weapon of your choosing. When you finish a long rest you imbue the Vessirant into either combination:
- One two handed weapon,
- Two weapons,
- Weapon and a shield.
As it becomes occupied by the Vessirant and is reffered to as such. You can only imbue one of the above, as you are only capable of having one Vessirant. If you choose to imbue another combination when you finish a long rest Vessirant leaves the previous combination and imbues the new one.
While Vessirant occupies the combination, it changes its appearance to one of your choosing, while keeping its general shape. When the weapon is occupied by a Vessirant:
- You can use the Charisma modifier both for the hit and for the damage roll of the weapon,
- You can draw or stow a Vessirant as part of the attack. If Vessirant is a combination of a weapon and shield you also put the shield on as a part of an attack,
- You can use your bonus action to instantly call your Vessirant to your hands, no matter where they are as they blink into your hands. If you wish, you can instead teleport your Vessirant into a space it usually occupies on you, such as a scabbard or your back.
Additionally you can transform Vessirant into a living being. Once per long rest you can cast Find Familiar using Charisma as your spellcasting ability for it. When you do so your Vessirant transforms into a familiar as it gains basic understanding of its existance. Vessirant can use its action to transform from and back into a weapon. When you use your bonus action to call your Vessirant to your hands it transforms from a familiar back into a weapon. If Vessirant dies as a familiar it transforms back into a weapon and cannot transform into a familiar until you finish a long rest. You can spend 1 hour and 10gp worth of materials to enable the transformation again as you perform a ritual with your Vessirant.
Combo Action[edit]
Starting at 2nd level you learn how to pull from the Daemon Essence in a stylish manner. You gain pool of Daemon Essence equal to your level in this class plus your proficiency modifier that recharge on your short and long rests. Additionally, you gain new type of action called Combo Action. During Combo Action you can perform one Combo. This number increases to two at 5th level, three at 11th level and four at 20th level. When you perform a Combo that requires DC, it uses your Charisma modifier. When you perform a Combo that requires weapon attack you perform the attack with a Vessirant, assuming it is in your hands.
Combo save DC = 8 + your proficiency bonus + your Charisma modifier.
Each Combo has a Daemon Essence cost attached required to perform a Combo and some have a prerequisite that is needed to perform it. If Combo mentions a weapon damage, it uses the weapon you are currently holding for that damage. If a Combo uses Combo Dice it is d4. The dice change as shown in Combo Dice column of the Voidhunter table. You know Simple Combos, listed at the end of this class. You cannot perform the same Combo twice in a row. You can move between Combos, assuming you can make more than two Combos, as in you can perform one, move and then perform the other etc. If you choose to move between two Combos they are not occuring instantenious one after another. Additionally there are multipiece Combos, noted by the Multipiece X, where are X means how many Combos are required to perform said Combo. For example if there is a Combo with Multipiece 2, it means that it takes two Combos to perform it, so if you can perform three Combos you can perform Multipiece 2 Combo and any normal 1 piece Combo.
Give That Back[edit]
Beginning at 2nd level you learn to control your essence better and where it flows. After receiving damage from a creature you can declare the hit points that you lost stolen. If you do so, at the start of your turn you gain temporary hit points equal to stolen hit points. For 1 minute, whenever you deal damage to the creature that orignally dealt damage to you, you regain hit points equal to the damage you deal to that creature up to stolen amount. When you regain hit points in this way and still have the temporary hit points from this feature, you reduce the temporary hit points by the amount healed. You can use this feature once and can do so again after finishing the long rest.
Concept[edit]
Starting at 3rd level you choose the Concept. Choose between the Concept of the Seer and the Concept of the Brute all detailed at the end of the class description, before the Combos. Your choice grants you features at 3nd and again at 7th, 14th, 15th and 18th level.
One More[edit]
Beginning at 5th level you can push past your limits. Once per short rest, when you take the Combo Action you can take one additional Combo.
Gravitas of the Void[edit]
Starting at 6th level you pull more energy from the Void as it changes you and the world around you. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free as you learn how to manipulate your own gravity. You also gain a climbing speed equal to your walking speed. Additionally when you are falling you can expend a reaction to reduce the fall damage by 6 times your level in this class as you quickly adjust how gravity affects you.
Edge of Sentience[edit]
Starting at 9th level your Vessirant becomes fully aware. When occupying a weapon it becomes a Sentient being. It has Intelligence, Wisdom and Charisma scores equal to yours and has blindsight up to 10ft and darkvision up to 30ft even while in a Familiar form, unless the scores or vision form Familiar form are greater. It can freely converse with you, using telepathy regardless of the distance. Additionally Vessirant acts immediately before your turn. During its turn it has the following actions:
- Voidslash - As an action Vessirant opens the portal to the Void in unoccupied space within 5ft of you and another portal in a unoccupied space within 30ft of you that lasts until the end of your next turn. The portals seem bristling with energy and any creature of your choice that passes through them appears unharmed in the opposite portal. If any other creature tries to pass through the portal it must make a Wisdom saving throw or it is pulled into the portal and appears in the unocuppied space within 30ft of either portal of your choosing. On a success nothing happens and creature seems to pass through the portal as if didn't exist. Vessirant can use this action proficiency amount of times, regaining uses on finishing a long rest.
- Imbue - As an action Vessirant pours more of its essence into the weapon it occupies. Choose between radiant, necrotic and force damage. Next time you deal damage using this weapon it is increased by 1d8 damage of the chosen type.
- Decay - As an action Vessirant pours destructive essence of the Void into the weapon it occupies. Next time you deal damage using this weapon to creature or creatures, they cannot regain hit points until the start of Vessirant's next turn.
- Allguard - As an action Vessirant focuses on defense. You make the next saving throw with an advantage.
Additionally Vessirant can make an opportunity attack as a reaction.
Fleshdeal[edit]
Beginning at 10th level the first layer of seal on your breaks apart, as you feel filled with power as the faint lines on your body grow. You become immune to diseases and you gain advantage on saving throws against being poisoned. Additionally you gain resistance of your choosing to either necrotic, radiant or force damage. You gain the resistances you haven't picked on 13th and 15th level in the order of your choosing.
Mindbreak[edit]
Starting at 13th level you are almost at the peak of the fusion between you and your Daemon as the Second Seal breaks. You feel as your mind starts working more on abstract concepts, not in a linear way but as a series of streams. You and your Vessirant gain advantage on saving throws against being charmed and you both become immune to being frightened. Additionally you can communicate telepathicaly with any creature you can see within 1000ft, exchanging images, feelings or concepts. If the creature is willing you can look through its senses as an action.
Birthright[edit]
Beginning at 15th level the final seal breaks and the truth is revealed - Daemon was your representation in the Void all along. You finally merge with it granting you:
- Your creature type changes to either celestial, fiend or monstrosity. You make this choice once when you get this feature.
- You either become medium or large. You make this choice once when you get this feature.
- You cannot age, you always appear as if in your peak condition biologically and you become immune to magic that would age you or alter your age,
- You gain flying speed equal to your walking speed as you grow wings or gain other type of flight,
- At the start of each of your turns, you regain hit points equal to your proficiency modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points,
- If you lost any limbs, they are restored when you finish a long rest bringing you back to your peak form.
Final Cut[edit]
Starting at 17th level your Vessirant becomes fully awakened. Instead of a form of a beast used in Find Familiar spell, it can instead assume the form of a humanoid. While in a humanoid form it shares your ability scores and has 10 hit points. In addition Vessirant enhances the weapon it is inside even further, bringing the weapon to its peak performance. You extend the critical range of the weapon by 1 (for example from 20 to 19-20 etc) and if you roll a 1 on an attack roll with this weapon it instead counts as a critical hit as the Vessirant bends the logic pulling on the Void energy. Additionally every damage you deal in your Combos is increased by your Charisma modifier, provided you are wielding the Vessirant.
Concept[edit]
Concept of the Seer[edit]
To see is to understand, but a Seer does not simply observe—they pierce through the veil of reality itself. Their vision transcends the mortal plane, unraveling the secrets of the Void, the whispers of fate, and the echoes of things yet to come. Seers walk the line between perception and prophecy, wielding sight so profound it bends the very nature of existence. As their connection to the Void deepens, their eyes of the soul awaken, allowing them to witness the threads of destiny before they are woven. Legends speak of Master Seers, Voidhunters so attuned to the unseen that they can anticipate the future before it unfolds. To them, battle is not fought in the moment—it is foreseen, shaped, and decided before the first blow lands. The strongest among them are said to stand outside of time itself, glimpsing the final threads of reality and, if they will it, cutting them.
As the next eyes open they can be seen as either spectral or biological eyes on your face in place and appearance of your choosing. They are not visible when you wish for them to visible.
- Third Eye of the Echoes
Starting at 3rd level your third eye opens, as you see the glimpses of the past. You can see normally in darkness, both magical and nonmagical up to 120ft and you gain 20ft of blindsight. As a action you can focus on an object or a creature within 30ft that you can perceive:
- Object - You gain visions of its history, seeing glimpses of significant moments tied to it as you learn its properties as if you cast identify on it. Roll a d4, you learn the number rolled of additional events from its history, if there are any.
- Creature - If the target is unwilling, it must make a Wisdom saving throw against your Combo DC. On a failure, you witness fragments of its past, revealing key moments or memories. Roll a d12:
d12 | Gained Knowledge Options |
---|---|
1 | Target's proficiencies in saving throws, if any. |
2 | Target's spellcasting ability score and spellcaster level, if any. |
3 | Target's damage resistances and immunities, if any. |
4 | One of the target's features, determined by GM. |
5 | Target's condition immunities, if any. |
6 | Target's senses and its passive perception score. |
7 | One of the target's legendary actions, determined by GM, if any. |
8 | One of the target's specific action or bonus action options, determined by GM. |
9 | One of the target's specific reaction options, determined by GM, if any. |
10 | Some lore information about the target, determined by GM. |
11 | One of the target's specific lair action options, determined by GM, if any. |
12 | One of the target's specific mythic action options, determined by GM, if any. |
You can use this feature on a creature amount of times equal to your proficiency modifier regaining expended uses on finishing a long rest. If you roll the same feature twice, you can reroll it until you learn something new. Whether the saving throw succeeds or not, the creature doesn't know you probed its past.
- Fourth Eye of the Veil
Beginning at 7th level the fourth eye opens as it shows you what hides in the present, below the Veil. You gain 30ft of tremorsense. You also can use your Charisma modifier for Insight, Investigation or Perception checls as you see the things for what they are using your spirit. Additionally you can pick up to your proficency modifier Combos from the Expert Combo list that you know. When you gain a level in this class you can change one Combo from this list to another.
- Fifth Eye of the Unwritten
Starting at 14th level you open the fifth eye as it shows you what awaits you and others around you. You gain 30ft of true sight and extend your blindsight by 10ft. You can add your Combo Die plus your Charisma modifier to any roll that a friendly creature makes within 60ft of you once per round.
- Sixth and Seventh Eye of the Unbound and End
Beginning at 18th level you reach the full Daemonhood as now you can feel the fabric of the reality at your fingertips. You gain immunity to the divination magic and creatures using it against you don't get any benefits. If a creature attempts to foresee or predict your fate, it instead receives false visions of DM's choosing. Additionally as an action you briefly stop the flow of time for everyone but yourself and up to your Charisma modifier creatures during which you and the creatures you chose can use actions and move as normal. This effect ends if one of the actions you or the creatures you chose use during this period, or any effects that you or the creatures you chose create during this period, affects a creature other than you, the creature you chose or an object being worn or carried by someone other than you or the creature you chose. This effect ends at the end of your third turn since using this feature. You can use this feature once, regaining the usage when you finish a long rest. If any creature stops time you are not affected by that effect and can move and act in stopped time as normal.
Concept of the Brute[edit]
Power is the only truth. While others seek wisdom in the Void, the Brutes tear strength from its depths, wielding its chaotic force as both shield and weapon. They do not whisper to the abyss or bargain with unseen forces—they take what they need and break anything that stands in their way.
Brutes are the unstoppable force, the living embodiment of destruction. They are not bound by the fragile laws of the world; they shatter them. Where others bend reality with careful precision, Brutes rip through it with sheer, unrelenting might. Their bodies are forged by Void-born resilience, their strength fueled by limitless fury.
Legends tell of Voidborn Titans, warriors who have devoured the abyss itself, whose blows shake the fabric of existence. To face one in battle is not to fight a warrior—it is to stand against the storm, the avalanche, the inevitable end.
- Voidborne Fury
Starting at 3rd level you feel how the Void adds to your imposing physique. You gain +1 bonus to your AC as the Void shields you. Additionally you gain expertise in athlethics. Additionally, you can replace any ability check that uses your physical ability score or modifier with Charisma score or modifier. You can use this feature proficiency amount of times, regainin uses of this feature when you finish a long rest.
- Titan's Endurance
Beginning at 7th level it becomes even harder to wound you. You reduce the damage received by Charisma modifier. This reduction occurs after your resistances. Additionally you can pick up to your proficency modifier Combos from the Expert Combo list that you know. When you gain a level in this class you can change one Combo from this list to another.
- Anihiliation Stance
Starting at 14th level the fury you unleash transform your fighting style into that of a monster from another dimension. When you roll any damage, roll it twice and take the higher result. Additionally when you start your turn, choose one damage type. You gain resistance to that damage until the start of your next turn.
- World Breaker
Beginning at 18th level the Void’s raw power fully manifests within you, turning you into an unstoppable force of destruction. With each strike, the laws of reality crack, and the battlefield itself bends beneath your might. As a bonus action, you enter the World Breaker State for 1 minute. While in this state, you gain the following benefits:
- Reality-Shattering Blows – If a creature has a resistance to a damage you deal, you double that instance of damage. If a creature has immunity to the damage you deal, the damage changes to one that the creature is not immune to, determined by DM at random.
- Seismic Strikes – Once per turn, when you hit a creature or object with a melee weapon attack, you can release a shockwave in a 10-foot radius, forcing all creatures in range to make a Strength saving throw against your Combo DC or be knocked prone and take force damage equal to your Charisma modifier.
- End of All Things – At the start of your turn, if your hit points are 0 or you are dead, you can immediately rise with half your maximum HP. This can occur once per transformation.
Combos[edit]
Below you can find the list of all possible combos. Each Combo belongs to one of these categories:
- Simple - Combos that can be chosen when you meet the prerequisites.
- Expert - Combos that you can choose a limited amount of, granted by subclasses. To choose one of the combos on this list you must meet the prerequisites and to use it prerequisites for the weapon as well.
Combo DC = 8 + proficiency modifier + your Charisma modifier If Combo mentions basic weapon damage dice, it refers to the weapon you wield while performing it. Each Combo has following attributes:
- Prerequisite - Level prerequisite to pick the Combo, weapon prerequisite for usage of the Combo.
- Daemon Essence Cost - How many Daemon Essence is consumed on performing a Combo
- Multipiece X - How many Combos this Combo takes to perform. Basic Combos have Multipiece 1, meaning it takes one Combo to perform them. For example if there is Multipiece 2 Combo, you can only perform it starting at 5th level as it takes 2 Combos to perform it.
Simple Combos List[edit]
- Grand Dash
- Prerequisite-
- Daemon Essence Cost: Half of your proficiency modifer, rounded up.
You teleport up to your movement speed feet to an unoccupied space that you can see.
- Bursting Shot
- Prerequisite-Ranged weapon
- Daemon Essence Cost: Half of your proficiency modifer, rounded up.
You prepare an explosive shot as you choose one point within the range of your weapon. You fire the piece of ammo that explodes. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw against your Combo DC or takes your weapon plus one roll of Combo Die damage. On a succesfull Saving throw the damage is halved. If any creature in the explosion radius has its movement speed reduced it takes additional Combo Die damage.
- On One Knee
- Prerequisite-Ranged weapon
- Daemon Essence Cost: 2.
You prepare a debilitating shot with your weapon. Choose one creature within the range of your weapon. It must make a Constitution saving throw or it takes two Combo Die piercing damage and has its movement speed halved. On a succesfull saving throw it only takes half the damage.
- Wide Arc
- Prerequisite-Two handed melee weapon
- Daemon Essence Cost: Half of your proficiency modifer, rounded up.
You attack in a wide arc. Each creature in a cone equal to twice your weapon range must make a Strength saving throw or it is pushed 10ft away from you and receives your weapon plus Combo Die damage. If the forceful movement ends on a wall or other creature, the creature that was pushed receives Combo Die bludgeoning damage. On succesfull save the damage is halved.
- Half Off
- Prerequisite-Two handed melee weapon
- Daemon Essence Cost: 2.
You swing your weapon overhead. Each creature in twice your reach line in front of you must make a Dexterity saving throw or it takes 3 Combo Die weapon type damage. On a succesfull save it only takes half the damage.
- Spin To Win
- Prerequisite-Two handed melee weapon
- Daemon Essence Cost: Your proficiency modifer
You start spinning with your weapon. Make a single weapon attack. Each creature that this attack would hit in your reach receives your weapon plus one Combo Die roll damage.
- Stab, Stab, Stab?
- Prerequisite-Two weapons
- Daemon Essence Cost: Half of your proficiency modifer, rounded up.
You make a series of attacks against the creature within the range of your weapon. You make one attack roll with your main hand weapon against one creature within your range. If the attack hits, it deals normal weapon damage, then in separate instance it deals your offhand weapon damage and then in another instance Combo Die weapon type damage.
- Shield Bash
- Prerequisite-Weapon and a shield
- Daemon Essence Cost: Half of your proficiency modifer, rounded up.
You swing your weapon and shield against single creature within 5ft of you. Chosen creature must make a Strength saving throw or it takes Weapon damage plus Combo Die damage and is pushed 5ft away and knocked prone. On a succesful safe it only takes half the damage. If the forceful movement ends on a wall or other creature, the creature that was pushed receives Combo Die bludgeoning damage.
- Shieldly Rush
- Prerequisite-Weapon and a shield
- Daemon Essence Cost: 2
You place your shield in front of you and push through. You move 15ft in a direction of your choosing towards the unocuppied space. This movement passes through creatures and doesn't provoke opportunity attacks. Each creature that you pass through during your movement must make a Strength saving throw or it takes two Combo Die bludgeoing damage and is pushed 15ft in a direction of your choosing. On a succesfull save the creature is only moved 5ft in a direction of your choosing. If the forceful movement ends on a wall or other creature, the creature that was pushed receives Combo Die bludgeoning damage.
- Simple Strike
- Prerequisite-Weapon
- Daemon Essence Cost: 1
You make an attack against the creature within the range of your weapon.
Expert Combos List[edit]
- Counterstrike
- Prerequisite-Level 7, Concept of Seer, Any weapon
- Daemon Essence Cost: 4
You sheathe your weapon, entering a Counter Stance until the start of your next turn, preparing for an enemy attack. While in Counter Stance, if a creature targets or hits you with an attack, you can use your reaction to exit this stance and counterattack. You make one weapon attack against the attacker, regardless of its range. If the target is within your weapon’s reach and you hit, it takes your weapon’s normal damage and one roll of your Combo Die. Regardless of whether you hit or miss, you reduce the damage of the triggering attack by an amount equal to the damage you rolled. If the damage is reduced to zero, the attack is reflected back at the attacker, dealing its original damage to the creature attacking.
Work In Progress |
Back to Main Page → 5e Homebrew → Classes