Voidhunter (5e Class)

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Voidhunter[edit]

Don't blink, or you might miss the fight.

Daemons Made Flesh[edit]

Voidhunters are individuals that were touched by pure Void and survived it. Void being a dimension next to the living world is a home to creatures called Daemons - beings made from feelings, emotions or abstract concepts made flesh. In order to escape their realm, the most curious ones venture into the rifts in reality, often encountering creatures. Some touched by Daemons perish, some turn into abberations but few and unique ones absorb the Daemon essence giving birth to a Voidblessed. Some from the Voidblessed seek to use their power for their means, but the ones that live longest are called Voidhunters. Voidhunters understand that in order to stop the calamity coming from Void they often must fight their own kind and all other threaths that endanger such a delicate reality.

Visions of The End[edit]

Every Voidblessed dreams of the endtimes even if the threat cannot come during their liftime, the Daemon essence inside of them has its memories. Visions of collapse, multiple threats - in time even omnious whispers sometimes sounding around. In time the creature infused realizes that those are not meant to harm it, but to prepare for the challenges ahead, even using the visions and the whispers from the Daemon that infused them to its advantage .

Creating a Voidhunter[edit]

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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 three from Acrobatics, Athletics, Arcana, Perception, Persuasion, Intimidation, Insight

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) Scale mail or (b) Leather armor
  • If you are using starting wealth, you have 3d4x10 gp in funds.

Table: The Voidhunter

Level Proficiency
Bonus
Features Combo Dice
1st +2 d4
2nd +2 d4
3rd +2 d4
4th +2 Ability Score Improvement d4
5th +3 d6
6th +3 d6
7th +3 d6
8th +3 Ability Score Improvement d6
9th +4 d6
10th +4 d8
11th +4 d8
12th +4 Ability Score Improvement d8
13th +5 d8
14th +5 d8
15th +5 d10
16th +5 Ability Score Improvement d10
17th +6 d10
18th +6 d10
19th +6 Ability Score Improvement d10
20th +6 d10

Halfdaemon[edit]

Starting at 1st level your body becomes closer to peak condition than it ever could. A tatoo like lines appear somewhere on your body as you gain additional 5ft of movement speed and resistance to fire damage.

Combo Action[edit]

Beginning 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 Charisma modifier that recharge on your short and long rests. Additionally, during your turn instead of normal actions you can take a Combo Action. During Combo Action you can perform one Combo. This number increases to two at 5th level, three at 10th level and four at 15th level. When you perform a Combo that requires DC, it uses your Charisma modifier.

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 the following Combos:

Upward Strike
  • Prerequisite-Melee Weapon
  • Daemon Essence Cost: 1

You attack one creature within the range of your weapon by making an upward strike. If the attack hits the damage is increased by a Combo Die. Additionally due to the Void surrounding your weapon, regardless of the attack hitting, the creature must make a Strength saving throw or it is knocked up 10ft into the air and then falls prone. You can choose to delay the fall until the end of your turn making the creature suspended in the air.


Work In Progress

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