WAAAGH Conduit (5e Class)

From D&D Wiki
Jump to navigation Jump to search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. 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
This content deviates from the 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
A few features mentioned in this class may be a bit strange and can majorly affect how campaigns play out. Talk to your DM before using this class.

WAAAGH Conduit[edit]

WAAAGH!!!

Conduit of War[edit]

The WAAAGH is a psychic energy field, generated by all things with a lust for battle. It is usually just an ambient source of power, used by individuals like War Mages to enhance their connection to the weave. However, in some rare instances, the WAAAGH will choose a conduit for its power, a living being of some kind, but almost always one that has a tendency for confrontation. The Conduits of WAAAGH Energy are like release valves, things that release pressure from the WAAAGH by using its power consistently. If a WAAAGH Conduit doesn’t release enough energy in a certain amount of time… Well, let’s just say it’s bad for everyone.

Creating a WAAAGH Conduit[edit]

When creating a WAAAGH Conduit, there are some questions the player must answer. How did your character become a Conduit? Did it happen by chance in the heat of battle, or was it a blessing from a god? How does your character feel about The WAAAGH? Do they embrace their power, or do they resent it? Finally, how does society perceive them? Are they even widely known? Are they loved as a perfect soldier, or were they hated for their brutal methods? How did society’s perception of your character change after they became a Conduit, if at all? Answer these questions as you make your character.

Quick Build

You can make a WAAAGH Conduit quickly by following these suggestions. Constitution should be your highest ability score, followed by Strength.

Class Features

As a WAAAGH Conduit you gain the following class features.

Hit Points

Hit Dice: 1d8 per WAAAGH Conduit level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per WAAAGH Conduit level after 1st

Proficiencies

Armor: light armor
Weapons: All, including improvised weapons
Tools: All
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Arcana, Nature, Animal handling, Survival, Intimidation

Equipment

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

  • (a) two weapons of your choice & ten pounds of scrap metal or (b) a set of light armor & one weapon of your choice
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The WAAAGH Conduit

Level Proficiency
Bonus
Features WAAAGH Limit
1st +2 WAAAGH Side-Effects, WAAAGH Energy, ’Ead Banger 10
2nd +2 12
3rd +2 WAAAGH Powers 14
4th +2 Ability Score Improvement 16
5th +3 Extra Attack 18
6th +3 WAAAGH Empowered 20
7th +3 Exponential Growth 22
8th +3 Ability Score Improvement 24
9th +4 Kolor Theory 26
10th +4 Praktice Makes Perfekt 28
11th +4 Extra Attack 30
12th +4 Ability Score Improvement 32
13th +5 WAAAGH Mutation 34
14th +5 Squiga’ 36
15th +5 Krump 38
16th +5 Ability Score Improvement, Extra Attack 40
17th +6 WAAAGH Unleashed 42
18th +6 Kolor Fakt 44
19th +6 Ability Score Improvement 46
20th +6 Gork, Mork, an’ You 50

WAAAGH Side-Effects[edit]

Starting at 1st level, your intelligence and wisdom scores decrease by 2, while your strength and constitution scores increase by 2. You can also add your constitution modifier onto any armor you wear. If you aren’t wearing armor, your AC equals 10 + Your constitution modifier.

WAAAGH Energy[edit]

Also starting at 1st level, you gain double proficiency in Improvised Weapons, which means you add double your proficiency bonus to anything you do with an Improvised Weapon. You also know how to create a weapon out of anything, even if it isn’t usually seen as a weapon, as the WAAAGH makes your belief into reality. Any Improvised Weapon you create can be made on the fly as an action, and does a minimum of 1d4 damage, gaining a higher damage die with every 4 WAAAGH Points you spend on the weapon. It can also have strange effects depending on what your DM allows.

‘Ead Banger[edit]

Also starting at 1st level, you gain a “WAAAGH Point” every turn in combat that carries over from every combat. As you can see, at 1st level, the WAAAGH Limit is 10. If you gain any more than 10 WAAAGH Points, then you do something called a ‘Ead Banger. You release all of that pent up psychic energy by pouring it into the enemies around you at a rapid pace, dealing 1d12 + a d6 per your WAAAGH Conduit level of psychic damage to yourself and all the enemies in a 30ft radius of yourself. All of your WAAAGH Points are spent when this happens, and must be built up again in combat. You also gain a level of exhaustion and take half of the damage yourself.

WAAAGH Powers[edit]

Starting at 3rd level, you gain the ability to use the WAAAGH much more effectively, now being able to spend your WAAAGH Points on special powers, manifestations of your will, made real through the reality altering power of The WAAAGH. These powers, as they are psychic in nature, are not affected by things that negate or reduce the effects of a spell, such as Counterspell. A list of these powers can be found at the end of the class.

Extra Attack[edit]

Beginning at 5th level, and again at 11th and 16th level, you gain an extra attack.

WAAAGH Empowered[edit]

Starting at 6th Level, your unarmed attacks and attacks with Improvised Weapons count as magical for the purpose of overcoming damage resistance and immunity to non magical attacks and damage. Additionally, you have resistance to the effects of disease and poison.

Exponential Growth[edit]

At 7th Level, you gain 2 WAAAGH Points per turn of combat now rather than 1.

Kolor Theory[edit]

At 9th level, through the power of belief, colors themselves begin to warp reality around you. When an object is a specific color, it correlates to different effects, even if they benefit your enemies. Everything within a 60ft radius of you is under these effects if they are the correct color.

1. Red - +10ft of movement speed. 2. Yellow - Becomes easy to ignite/explode + anything in yellow is now double its original value. 3. Green - GREEN IZ BEST! (Nothing but a confidence boost) 4. Blue - Advantage on any ability checks they are / it is proficient in. 5. Purple - +2 to stealth rolls. 6. Black - +2 AC. 7. White - +2 to any damage done.

Praktice Makes Perfekt[edit]

At 10th level, your improvised weaponry and creations become much more efficient and powerful thanks to the power of your belief. Any check made with a tool or invention you create is made with advantage, any weapon you make now does a minimum of 1d6 damage, and creating something inside of combat only takes a bonus action now.

WAAAGH Mutation[edit]

At 13th level, as a conduit of war, your body has been going through some changes. Your skin is turning greener, you’re becoming larger, and you seem to be getting less… Well, intelligent, in the more common sense. Your intelligence and wisdom modifiers decrease by 1, and your strength and constitution modifiers increase by 1. Your size category increases by 1, as your height and weight is doubled, and you can pull, lift, and carry twice as much. Additionally, you are now immune to the effects of disease and poison.

Squiga’[edit]

At 14th level, with the power of WAAAGH, you can craft more than simple tools and weapons. You can create life. Little creatures made with a purpose you create them for, living tools and weapons, called “Squigs”. Depending on the materials you use, and the ruling of your DM, each Squig is different, and has their own stats. The only defining trait of all Squigs is that they cannot be affected by disease or illness from eating something usually deadly such as raw meat or plants.

Krump[edit]

At 15th level, your ability to kill and your love of battle effects your teammates as well. When you kill a creature, you can choose to kill it in an exceedingly brutal way, which, through the power of the WAAAGH, invigorates your teammates. They either heal a number of hit points equal to your constitution modifier, or gain a damage bonus equal to your strength modifier on their next turn. You can use this feature a number of times equal to your proficiency bonus per long rest, but only once per combat.

WAAAGH Unleashed[edit]

At 17th level, you gain 4 WAAGH points per turn rather than 2. Additionally, you and your allies no longer take damage from a ‘Ead Banger if one is to occur.

Kolor Fakt[edit]

At 18th level, your belief has become so strong that colors have even more power when they’re around you.

1. Red - +30ft of movement speed. 2. Yellow - Anything in yellow is now triple its original value. 3. Blue - Can reroll a single roll per long rest. 4. Purple - +4 to stealth rolls. 5. Black - +4 AC. 6. White - +4 to any damage done.

In addition to these, the DM can decide if other colors not listed do something new.

Gork, Mork, an’ You[edit]

At 20th level, your control over the WAAAGH Energy you are a conduit for becomes godlike. You have the ability to cast wish as if it is a WAAAGH Power that costs 30 WAAAGH Points. You cannot use it to cast other spells, but many limitations of the spell are lifted, to the point where you can wish anything, however, the effect of said wish is entirely up to your DM. The WAAAGH is the energy of war, one that you have mastered, but despite your mastery, it is still chaotic in nature. Besides… What’s wrong with making things more interesting?

WAAAGH Powers[edit]

Below you can find the list of all the WAAAGH Powers. All of them have a cost of a certain number of WAAAGH Points. The only prerequisite for any of these powers is having enough points to actually use them. Using a WAAAGH Power before you have enough points to actually use it results in the effect still being cast, but centered on yourself as if you were the target (besides the ones that give a buff, those ones will just give you a level of exhaustion) WAAAGH DC = 8 + proficiency modifier + your Constitution modifier + your Strength modifier. A WAAAGH Check is simply your enemy making a strength check to see if they overpower your WAAAGH DC. Despite The WAAAGH being a psychic force, it's based upon physical strength rather than mental strength.

WAAAGH Power List[edit]

Deff Wave
  • Cost: 5

You release a devastating tide of WAAAGH Energy in a 30ft cone in front of you, which ignores cover completely, being able to go through walls and other barriers. If the target creature fails its WAAAGH Check, then it will take 1d8 psychic damage (add an extra d8 for every 5 points used on the skill).

Dis is Takin' Too Long!
  • Cost: 10

You make whatever method of transportation you're using double in speed until you get to the destination, in which you will gain a level of exhaustion for keeping the power up for so long.

'Ead to 'Ead
  • Cost: 15

The next time you hit a creature successfully, it is a guaranteed crit. All of your allies become invigorated with WAAAGH Energy because of how hard you hit the enemy, giving them temporary hit points equal to double your constitution modifier and advantage on their next attack. However, if you miss said attack after using this power, then you take damage equal to half of your WAAAGH DC.

'Ere We Go
  • Cost: 5

You open a portal to a point that you can see, or a place you've already been. It closes after you or another person goes through, however every 5 points more than you put into the ability will allow an extra person through.

Frazzle
  • Cost: 5

You release an intense blast of WAAAGH Energy from your maw. It can hit a target up to 30ft away for 1d10 psychic damage if they fail the WAAAGH Check. For an additional five points, Frazzle can jump onto any enemies within 15ft of the original target and do 1d8 psychic damage if they fail the WAAAGH Check.

I'z Gunna Squig Ya!
  • Cost: 25

If a targeted creature within thirty feet of you fails the WAAAGH Check, they will be turned into a small creature of the same type for one round. The creature will stay the new small creature for one more round if 25 more points are spent to keep up the transformation, or indefinitely if they want to stay that creature.

Krump Em' All
  • Cost: 20

You cause a wave of WAAAGH Energy in a 30ft radius around a point that you can see to explode out and latch onto the enemies within the radius. Until they succeed on a WAAAGH Check at the start of their turn, they will have disadvantage on all their attacks and checks.

Powa' Burst
  • Cost: 15

The Powa' Burst is a versatile ability that can allow you to destroy nearby obstacles (30ft radius or anything you target within thirty feet, the structure or object must make a WAAAGH Check despite being inanimate), or invigorate yourself (give yourself advantage for the next three turns on anything you do).

Smash da Gitz
  • Cost: 5

You charge a weapon (or your fists) with WAAAGH Energy, giving the weapon (or your fists) an additional number to hit and damage equal to your constitution modifier. When charged with WAAAGH Energy, an item becomes unbreakable.

Up an' at 'Em!
  • Cost: 15

All of your allies, even if they aren't within your line of sight, get temporary hit points equal to your constitution modifier + your strength modifier.

Warpath
  • Cost: 10

Allies within a 30ft radius of you gain advantage on their next attack.

We'z Gotta be Lucky
  • Cost: 20

If you or any of your allies fail their next check or miss their next attack, they can instead roll again and take the new result.

Zzap
  • Cost: 10

You release a burst of WAAAGH Energy with a range of 60ft. If the targeted creature fails its WAAAGH Check, it will take 1d12 psychic damage. An additional d12 of damage can be added for every 10 additional points put into the power.

Custom WAAAGH Powers
  • Cost: Varies

The WAAAGH Powers listed here are only the surface of what The WAAAGH can actually do. Due to the fact that The WAAAGH is really a manifestation of one's own strength and faith, WAAAGH Energy is unique for everyone that wields it, and it can manifest in many different ways, ESPECIALLY in random ways, much like Wild Magic. With approval from your DM, or by your DM telling you that it just happens randomly, a custom WAAAGH Power may be created and added to your very own WAAAGH Power List.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the WAAAGH Conduit class, you must meet these prerequisites: Constitution 15

Proficiencies. When you multiclass into the WAAAGH Conduit class, you gain the following proficiencies: improvised weapons

0.00
(0 votes)

Back to Main Page5e HomebrewClasses