Volatile (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Paladins franchise, and/or include content directly affiliated with and/or owned by Hi-Rez Studios. D&D Wiki neither claims nor implies any rights to Paladins copyrights, trademarks, or logos, nor any owned by Hi-Rez Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

The Volatile[edit]

A large cloaked figure hunches under a door frame, bringing the chatter of the tavern down to a eerie silence as people turn their eyes upon it. An unsettling hum emanates from the figure, and an keen-eyed rogue notices the faint, dark glow in distorted lines underneath the cloth attire. The barkeep has their full attention on this being, and meekly awaits for it to say something.

A man opens his eyes and feels an emptiness coming from within. He sits up on the cool, flat surface and touches his bare chest, shocked at the cracks in his skin, cracks through which he could see the hollow cavern inside of himself, all organs removed but a strange crystal, jagged and sharp, lay where his heart should be. The room around him seemed devastated, as if one had lost control of a fireball. Necromancers lay dead on the ground, one holding a ragged book on forsaken rituals, shunned by most who saw them. All to suddenly, he hears a soft humming sound and loses consciousness.

The bugbears rejoiced in their victory over the strange intruder who had almost laid waste to their small tribe in the caves. They planned to eat the flesh of this invader, and set upon separating his limbs, and fighting over the foreboding battleaxe the burglar cut down their brothers with. The bugbears found his limbs were heavy as stone, and when skin was cracked open, revealed there to be no meat or bone, only empty space. A bugbear notices a large, craggy gem laying on the floor begin to glow, bringing with it a feeble hum.

Dead beyond death[edit]

For most beings, death is the end of it all, and whether they find peace in it or not, it will happen. Yet, some are much less fortunate to be the unwilling prey of a necromancer or demonic host, bound to service that erodes their sense of self beyond recognition. Hard as it is to believe, there are some who will be lost completely, augmented and transmuted into distorted, shambling husks of themselves, which they can see and feel, yet not control. Evil magic imbues the crystals that fill the cavity of their old bodies, replacing the weak and rotten flesh and organs with an eternal binding that turns their skin to rock and their will to steel. This binding keeps their old self intact and able to shrug off painful injuries and even draw lost limbs back to the crystal core.

Yet even with this power, the crystals are unstable and often flood in energy. The only way to discharge this energy is in expulsion, whether it be a spell or death. This release is powerful magic that emanates from the crystals within. The massive surges draws limbs and pieces together once more, crystals already beginning to swell in energy and yearn for another release. This is a cruel and never-ending cycle, one that the previous host must witness and feel, never resting, yet waiting for a final release to end it's own eternal death.

Creating a Volatile[edit]

Quick Build

You can make a Volatile quickly by following these suggestions. First, strength should be your highest ability score, followed by constitution. Second, choose the Greataxe and Chainmail.

Class Features

As a Volatile you gain the following class features.

Hit Points

Hit Dice: 1d12 per Volatile level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Volatile level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Survival

Equipment

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

  • (a) a greataxe or (b) a warhammer
  • a scale mail
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 0gp in funds.

Table: The Volatile

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Undying, Massacre Strike
2nd +2 Calamity Blast, Power Siphon
3rd +2 Shatterfall, Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, It Watches
6th +3 Archetype
7th +3 Hulking Mostrosity
8th +3 Ability Score Improvement
9th +4 Forsaken
10th +4 Archetype
11th +4 Crush
12th +4 Ability Score Improvement
13th +5 Shatterfall Improvement (2d8)
14th +5 Archetype
15th +5 We Can Rebuild Him
16th +5 Ability Score Improvement
17th +6 Decimation
18th +6 It Watches
19th +6 Ability Score Improvement
20th +6 Reanimate

Unarmored Defense[edit]

Starting at 1st level, while not wearing armor, your AC equals 8 + your proficiency bonus + your Constitution modifier. You can use a shield and retain this benefit.

Undying[edit]

Starting at 1st level, whenever you are below half your maximum hit points, any damage you take is reduced by your level in this class.

In addition, you no longer age, nor can you be magically aged.

Massacre Strike[edit]

Also at 1st level, once per turn when you hit a creature with a melee weapon attack using a two-handed heavy weapon, you can make a second attack against a creature within 5 feet of the first one.

Calamity Blast[edit]

Starting at 2nd level, if you have one free hand, or if you are wielding a weapon with the two-handed property, you can use an Action point your open hand forward and fire a blast of purple necrotic energy.

Make a ranged spell attack against a creature you can see within 60 feet, using your Constitution as your ability modifier. On a hit, you cause 1d10 necrotic damage.

Power Siphon[edit]

At 2nd level, you gain the ability to create a powerful funnel, able to absorb the energy of attacks. Your power siphon is represented by a pool of points equal to 5 x your level in this class.

Your power siphon is restored to its full hit points when you complete a long rest. Alternatively, the siphon regains 5 points for each hit die you spent during a short rest to regain hit points.

Activating the Siphon

As an action if you have a free hand or are wielding a two-handed weapon, you can raise one hand and activate the siphon. While siphon is active, you have the following traits:

  • Your movement speed is halved.
  • Any damage you take is taken by the siphon instead.
  • If you end your turn and no damage has been taken by the siphon, the siphon loses 5 points. This loss doesn't generate calamity charges.

You can deactivate the siphon using a bonus action on your turn, otherwise it remains active.

Calamity Charges

Any damage taken by you while the Power Siphon is active is taken by the pool instead. For each 5 points of damage dealt to your pool, you gain 1 calamity charge, up to a maximum equal to your Constitution modifier (minimum of 1). Any calamity charge gained beyond that is wasted.

Whenever you use your Calamity Blast, you can spend any amount of calamity charges you currently have to fire additional blasts as part of your action.

You lose all your charges after completing a long rest or after being knocked incapacitated.

Shatterfall[edit]

At 3rd level, you can use an action to leap into the air, flying up to 15 feet, but ending your movement on the ground. If you land within 5 feet, slamming your weapon in the ground. All creatures in a 15-foot radius must succeed on a Constitution saving throw, or take 1d8 necrotic damage and have their movement speed halved until the end of their respective turns.

The area and damage increase to 2d8 at 10-foot radius at 13th level.

Ability Score Increase[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.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Alternatively, you can forgo one attack to use Calamity Bolt instead.

It Watches[edit]

At 5th level, whenever you hit a creature with an attack from a melee weapon, your Power Siphon regain 1 point.

Hulking Monstrosity[edit]

Starting at 7th level, your hit point maximum and current hit points increase by 2 per Volatile level.

In addition, you are considered to be one size larger for the purposes of dragging, carrying or lifting weight and to break objects.

Forsaken[edit]

At 9th level, whenever you score a critical hit with a melee weapon attack, you gain 1 Calamity Charge.

Crush[edit]

When you reach the 11th level, you master the technique of your Shatterfall. When a creature fail the saving throw against shatterfall by 5 or more, it is stunned until the end of its turn.

We Can Rebuild Him[edit]

When you reach the 15th level, the necrotic energy inside you keep your body together. When you are below half your maximum number of hit points, any spell, feature or effect that restores your hit points cures additional hit points equal to your Constitution modifier.

Decimation[edit]

When you reach the 17th level, you add your Constitution modifier to the damage caused by each Calamity blast.

Reanimate[edit]

Starting at 20th level, you can return to life after dying, in a blast of necromantic energy. If you are reduced to 0 hit points, you can use your reaction to channel necrotic energy on your crystals. Until the start of your next turn, you are invulnerable to all damage.

At the start of your next turn, each creature within 10 feet of you takes necrotic damage equal to your level in this class + double your Constitution modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Path of the Undying[edit]

Playing God

At 3rd level, you no longer waste Calamity Charges that go above your maximum. Instead, you regain 1 hit point for each calamity charge gained above the maximum.

Powerslave

At 6th level, your movement speed is reduced by 5 feet, rather than half, while Power Siphon is active.

Necromantic Might

At 10th level, you gain 3 calamity charges for each 5 points of damage your Power Siphon take.

It Waits

At 14th level, if you start your turn while Power Siphon is active, you can use Shatterfall with a bonus action, rather than an action. Doing so deactivates Power Siphon.

Path of the Crusher[edit]

Unfeeling

At 3rd level, when you use your Action for Shatterfall, you become resistant to slashing, piercing and bludgeoning damage until the end of the next creature's turn.

Wrecking Ball

At 6th level, your flying movement increases in 15 feet whenever you use Shatterfall.

Blood and Stone

At 10th level, your Power Siphon regain 1 point for each creature that fails the saving throw against your Shatterfall.

Despoiler

At 14th level, you regain 1 hit point for each creature that fails the saving throw against your Shatterfall feature. You can benefit from this feature only when you are under half your maximum of hit points.

Path of Decimation[edit]

Strength of Stone

Starting at 3rd level, the calamity energy in your body hardens your skin, making it harder to harm you. Any damage you take is reduced by the amount of Calamity Charges you have.

It Follows

At 6th level, your movement speed increases in 5 feet for each calamity charge you have.

In addition, you can spend 1 calamity charge to take the Dash or Disengage action using a bonus action.

Abomination

Starting at 10th level, your power siphon regain 1 point whenever you hit a creature using your Calamity Blast.

Devastation

At 14th level, once per turn you hit a creature with a Calamity Blast, you regain hit points equal to the amount of necrotic damage caused. You can benefit from this feature only when you are under half your maximum of hit points.

Multiclassing[edit]

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: