WHUD, Bowmaster Edition (5e Class)
WHUD[edit]
"What Have U Done?"
Yells the female dragonborn in the middle of the tavern.
The dark green smirks. He waited all evening for this. He weave an exciting story about aliens ask him to slay a dragon. This dragon was immune to the alien's technology. Only him can remove this awful pest. The man describe his dangerous journey. Each time it seems that he would die or stuck in a horribly time, the adventurer uses the gadgets from the alien to get out of the current situation. He describe interesting friendly characters and powerful foes. The archer describe the final battle with the dragon. The dragon killed his whole party and when all hope was lost, once more the alien gadget saved the day.
"I know that your lying. Aliens don't exist. Tell me What you really Have U Done? No lies this time. I want to know what happened to my master and his hoard."
The cocky man smiles. He held his hand and counted down to zero. After an akward pause. The man's smile fades and begin to look nervous.
"Usually, someone would barge right now. Looks like the universe is not hap-"
The man was cut off as an alien beamed in. He pointed a strange device at the man. He yells "What Have U Done?"
What Have U Done? (WHUD)[edit]
WHUDs are people that are skilled in archery and storytelling. They are known to spin a wild and crazy story about their adventure. WHUD enjoy being in the center of attention. They actively steal fame and story from other adventures to increase they are fame. They aim to create the craziest story of all time. A real story that is so crazy that no one would believe them.
When they are not a bar, bragging and telling about their true, fake, or embellished stories, they are out in the wild seeking adventure and a good material to base their story on. They use their prowess in archery to remain safe distance from monsters. This gives them a chance to fighter monsters that would be too dangerous from them to deal with.
Creating a WHUD[edit]
What crazy adventures did you make up?
- Quick Build
You can make a WHUD quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the entertainer background. Third, choose <!-elaborate on equipment choices->
Class Features
As a WHUD you gain the following class features.
- Hit Points
Hit Dice: 1d10 per WHUD level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per WHUD level after 1st
- Proficiencies
Armor: none
Weapons: Simple and martial weapons.
Tools: one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose any three skill
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longbow with 20 arrows or (b) Two hand crossbows with 20 bolts
- (a) A dungeoneer's pack or (b) an explorer's pack or (c) an entertainer's pack
- a dagger and musical instrument
Level | Proficiency Bonus |
Features | Story Point |
---|---|---|---|
1st | +2 | Charming Unarmored Defense, Story Points,Details for the Story,Here is a Story you wouldn't Believe | - |
2nd | +2 | Fighting Style, Archery Stunt, And I Fire Another Arrow | 2 |
3rd | +2 | CAW, Dodge Missiles and Angry Critics | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack for the Win, My Archery has no Flaws | 5 |
6th | +3 | Turning Point of OUR Story, Listen to my Crazy Adventure | 6 |
7th | +3 | CAW Feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Unbelievable Stunts | 9 |
10th | +4 | CAW Feature | 10 |
11th | +4 | Do you Think I Missed my Target?, Let me tell the Story about... | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | I do the Ambushing | 13 |
14th | +5 | You think your Petty Magic can Hide from Me? | 14 |
15th | +5 | CAW Feature | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | I Don't Miss | 17 |
18th | +6 | CAW Feature | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Here is the True Story | 20 |
Charming Unarmored Defense[edit]
"... as the boys and gals of the Blue Skull gang surround me for the kill. I stick out my tongue. The red hair guy rushes forward in anger. I flex my muscles. Distracted my gains, he missed me. Another guy changes at me. I winked and got lost in my eyes. The small girl gangster says 'Boys, this how to skin a hansom guy' and she approaches me. I lift up my shirt and the feisty girl drop her knife, memorized by my 8 packs."
-Crazy Story Teller
At 1st level, your all natural charm has allowed you to distract incoming attackers, while you are not wearing armor or shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Story Point[edit]
"You don't believe in my crazy stories? I know they sound improbable but they are true. Let me tell you a poorly kept secret: I am god's favorite creation. I have the ability to make the impossible possible. I have seen crazy things that no one else can even imagined"
-Crazy Story Teller
At 2nd level, you weave your wild stories into reality. The realty changing power is represented as a number of story points (sp). Your WHUD level determines the number of points you have, as shown in the Story Points column of the WHUD table.
You can spend these points to fuel various sp features. You start knowing three such features: Rain of Arrows, Shoot First, Ask Later, and Revenge. You learn more ki features as you gain levels in this class.
When you spend a story point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus energy back into yourself. You must spend at least 30 minutes of the thinking and plotting to regain your story points.
Some of your sp features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
sp save DC = 8 + your proficiency bonus + your Charisma modifier
- Rain of Arrows
"I ready my bow to create a rain of arrows that will block out the sun"
As an action and 1 sp, choose a 20 ft cube to be your kill box which last until you use this feature again or you take a short or long rest. Whenever a creature enters, exits, or end their turn in the kill box, you can use your reaction to make one weapon attack against that creature. Any creature looking at you can tell where the kill box is located.
- Shoot First, Ask Later
"I fired my bow even before anyone realized what was going on"
If you are not surprised, immediately after initiative is rolled, but before anyone acts, you spend 1 sp to can make one weapon attack with advantage.
- Revenge
"You can't kill my friend!"
Whenever an allied creature within your weapon's range falls to 0 hit points, you can use your reaction to make a single weapon attack against the creature that brought them down to 0 hit points.
In addition, when an allied creature within range is with 0 hit points, whenever a creature approaches within 5 feet of it, or makes an attack against it, you can use 1 sp (no reaction spent) to make a single weapon attack with advantage against them.
Details for the Story[edit]
"From the moment I lay my eyes on you, I know everything about you. Tricking me was impossible from the beginning. For I foresaw your plot to dress up like a girl and pretend to be my long lost sister! I went with your stupid trick because it was fun, not because I fail for it"
-Crazy Story Teller
Starting at 1st level, you use your time of... people watching to a good use by finding their weakness and strengths. You can use your bonus action and make a Insight check against the opponents AC to discover one of the following information's:
- One of its ability scores.
- The AC value.
- Its movement speed.
- A condition immunity.
- A resistance or immunity to damage.
- The maximum amount of hit points the target has.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Here is a Story you wouldn't Believe[edit]
...The man was cut off as an alien beamed in. He pointed a strange device at the man. He yells "What Have U Done?"
Little did anyone in the tavern know that the "alien" is just an illusion created by the story teller.
At 1st level, you mix your story telling with a bit of magic to make your story more believable. After at least 1 minute of story telling, you can cast major image or charm person by spending 1 sp. You do not need any spell components and therefor nearly impossible to tell that you cast those spells. Charisma is your spell casting modifier.
Additionally, you gain proficiency in deception. If you already have proficiency, you instead gain expertise.
Fighting Style[edit]
"Every good fighter has a fighting style that they are the best in. Can you guess mine?" said the crazy story teller
"Your fighting style is the ability to make unreasonable amount of #$@%" Replied the waitress
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery.
"I can hit you with my eyes closed"
You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter.
"Do you think hiding behind a tree will save you?"
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Double Shot.
"You can't out shoot me!"
Whenever you make an attack with a bow as an action, you can make a second as a bonus action. This second attack doesn't add your ability modifier to the attack and damage.
Defense.
"Nanana! You can't hit this! :3"
While you are wearing armor, you gain a +1 bonus to AC.
Mariner
"I wait for my victim to get closer as I lurk from the water"
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Superior Technique.
"Mom! Watch this!"
You learn one maneuver of your choice from among those available to the Battle Master archetype of the Fighter class.
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your charisma modifier
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Archery Stunts[edit]
"...As the Red Scarf bandits rushes towards me, I fired an arrow to the knee to nearest ugly one. He falls down and lost his ability to be a bandit. The female elf draws a short bow at fire at me. I use my expertise acrobatics to dodge the flying arrow."
-Crazy Story Teller
At 2nd level, you learn to preform archery stunts that matches your story. Choose two from below. Each time you level up, you can replace your stunts.
- Acrobatic Evasion
"I back flipped five times as I dodge the arrow"
When a creature makes a melee attack, you can use your reaction and 2 sp to try to dodge the attacks of that creature. You make a Dexterity (Acrobatics) check contested by the Strength (Athletics) of the attacker. If you succeed, your ac is increased by your acrobatics modifier until the end of this turn.
- Bullying Shot
"I hate you!"
When a creature damages you or make you do a saving throw, you can use your reaction and 2 sp to make a single weapon attack against them. On a hit, you don't add your ability modifier to the damage and the creature is frightened of you until the end of your next turn.
- Dodge
"I am too pretty to die!"
When you are hit by an attack, you can use your reaction and spend 2 sp to gain an AC bonus equal to your An ability score was not entered for this template! modifier against that attack, potentially causing it to miss.
- Heavy Draw
"My muscles flex in the morning light as a draw my bow."
When you take the Attack action, you can spend 1 sp to pull the string of your bow with all your strength. On your next hit this turn, you deal additional damage equal to your Strength modifier.
- Knee Shot
"You used to be a threat until I put an arrow in your knee"
Whenever you hit a creature on your turn, you can spend 1 sp to shoot the knees of the opponent and making them fall. The target must make a strength saving throw or become prone.
- Provocation Shot
"Hey! Ugly!"
Whenever you hit a creature on your turn, you can spend 2 sp to provoke the target. Until the end of their turn, their first attack roll is made at disadvantage unless it is an attack roll against you.
And I fire Another Arrow[edit]
"... the green checked leaf thieves hide behind the boxes in the alley. As one pops out their head, I fired an arrow. As the thief falls to the ground, the remaining thieves dash out from cover. They foolishly believe that I only fire one shot per volley. With a 180 degrees spin, i fire a second arrow at the leader."
-Crazy Story Teller
At 2nd level, if you spend 1 sp point or more as part of your action on your turn, you can make one attack with ranged weapon as a bonus action before the end of the turn.
CAW[edit]
"Let me tell you of a crazy adventure with..."
At 3rd level, you chose a CAWs (Crazy Adventure With). Choose between Alien, Arch Wizard, Assassin, Avatar, Cowboy, Elder God, Ninja School, Hippie, Rebellion, Samurai, Mad Scientist, M.I.B, and Pirates, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10, 15th, and 18th levels.
Dodge Missiles and Angry Critics[edit]
"I chase down that crazy story teller with my two friends. I threw my (harder than a rock) blueberry muffin at at the evil creature. They turn around and catch it from thin air. Without stopping, he thanked me for the muffin and took a bite from it. If that is not a sign that he is a demon in disguise, I don't know what it."
-A young lady telling the guard what has happened with the crazy story teller.
Starting at 3rd level, you are given many practice of dodging incoming missiles from all the items thrown at from your critics. You can use your reaction to dodge or blaze the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your WHUD level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
Ability Score Improvement[edit]
"He (or is it her?) is getting stronger and stronger with every victory. We need to kill her (or is it him?) before its to late."
-Mary Sue talking about her nemeses, Crazy Story Teller
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. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack for the Win[edit]
"If you want to win the boy and defeat the evil knight, you have to learn to attack twice for every time the knight makes one attack."
-Crazy Story Teller talking to his/her cell mate
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
My Archery has no Flaws[edit]
"I am the best archer in the world. My archery is flawless. This one time, I hit a grape off of someone's head while blind folded, two hands tied to my back, and in hell. All of this while I was sleeping."
-Bragging Crazy Story Teller
Starting at 5th level, you can use your bonus action to ignore disadvantage to your ranged attack rolls.
Turning Point of OUR Story[edit]
"Look kid, this is not a story about you or me. It is our story. It does not matter that I 'steal your kill'. All that matters is that we live to another day to tell OUR story. So stop thinking only about yourself."
-Big Ego Crazy Story Teller.
At 6th level, as a story teller, you when to strike at the perfect time in the story, I mean battle. You gain the following:
- Attack while They are Down
"The foe stumbling directly into my arrow"
Whenever an enemy roll a nat 1 on a d20, you can use your reaction and 1 sp to make one weapon attack against them.
- Share the Fame
"As the kid hits the enemy in the stomach and dealing a mortal wound, I fire my arrow though the kid's arrow and slaying the fearsome hell king dragon"
When an ally gets a nat 20 on an attack roll, you can use your reaction and 1 sp to make one weapon attack at the same enemy as your ally.
Listen to my Crazy Adventure[edit]
"Gather around boys and girls. I am about to tell another crazy story. A real story that I experienced with my two eyes. I know its unbelievable but its true."
-Crazy Story Teller finding new victims, i mean audience
At 6th level, your crazy adventure enrapture the crowd.
If you tell a story for at least 1 minute, you can attempt to inspire wonder in your audience through your story telling. At the end of the performance, you can spend 2 sp and choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your sp save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Unbelievable Stunts[edit]
"You think I am lying to you. You think it would be impossible for me to walk on water and run up walls? Let me show you a fraction of my power."
And then the Crazy Story Teller jumps up, made a few flips, land on the wall with his back facing the wall and her never ending smiling faces the shocked group of tavern goers. With his back still to the wall and still smiling, she climbs/crawl up the wall like a spider.
Starting at 9th level, after all of this time telling stories about your crazy stunts and hiring a stunt double, you master the profession of stuntman. While you are wearing no armor, you gain the following benefits:
- Your movement speed increases in +10 feet
- Your climbing and swimming speeds equals your movement speed.
- When jumping you can use your Dexterity score to calculate height, instead of your Strength score, and your Dexterity modifier, instead of Strength modifier, for the check.
- You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your northern bowman level.
Do you Think I Missed my Target?[edit]
"...I fired my arrow at the boss of the purple royal lion guild. My arrow bounces of of her shield. The red hair dwarf laughs at my shot. She proudly laughs at my failure. The leader asked me 'If I missed my shot'. I replied 'Who said my target was you?'. Suddenly, my bouncing arrow hits the chandelier and made it fall on top of the bragging leader."
-Crazy Story Teller
At the 11th level, you make sure that your arrow hits something, even if it does not hit your original target. Once per turn, when you miss with a ranged attack, that arrow bonces off to a new target with in the short range of your weapon. You make a new attack roll on that creature.
Let me tell the Story about...[edit]
"The adventure takes out an evil purple glowing orb out to me. She wanted to know what it. I took a deep look at it and learn its story. I laugh and tell her the funny story about revenge, brothers, and powerful magic..."
-Crazy Story Teller
At 11th level, you know the story of any objects you look at. You can cast legend lore at will.
I do the Ambushing[edit]
"...I see a group of orange apple bandits hidden next to the main road. They were going to ambush anyone traveling though the road. I signal my attack and ambush the ambushing bandits."
-Crazy Story Teller
At 13th level, you excel at leading ambushes and acting first in a fight. The first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Additionally, whenever you make a saving throw and fail, you can spend 1 sp point to reroll it and take the second result.
You think your Petty Magic can Hide from Me?[edit]
"...I walk into the corrupt king's room cover in the blood of those ex-human monsters. The king made a long evil laugh. I sigh. I am bored of these petty tricks. I fired my shots at all of the invisible assassins and fouling the king's trap. The king's laugh turn into shreek fear as I continue my slow walk to him."
-Crazy Story Teller
At 14th level, you use your story telling knowledge to accurately locate your foes. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
I Don't Miss[edit]
"I don't miss. It is not a fact. It is the law of the universe. I can still hit someone even if my arrow is cursed to only hit me. Not even the gods can cause me to miss my shot."
-Bragging Crazy Story Teller
Starting at 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a range weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Here is the True Story[edit]
"I have told you guys many stories. All of them crazy and unbelievable. You have always ask about a real, true story for once. Not just made up story. Ok. Let me tell you a real, true story.
Once upon a time, there was a hansom story teller. She always told the truth no matter how crazy and unbelievable it was. His fiends refused to believe her story. The poor story teller gets upset and hurt. The end."
-Crazy Story Teller
At 20th level, you tell the truth story of your adventure (or just make your fake story real. Who would know the difference?). You can cast Phantasmal Force, Glibness, or Modify Memory by spending 1 sp. You do not need any spell components and therefor nearly impossible to tell that you cast this spell. Charisma is your spell casting modifier.
CAWs[edit]
Who did you have your Crazy Adventure With?
Arch Wizard[edit]
You travel with a powerful arch wizard that often yells "You shall not Pass!". A long the way, he taught you to cast spells
- One Ring to Rule All of the Bows
"So you are telling me that this ring is not evil or bad and you want me to throw it into the deepest ocean? You took me out of my house, put random magic items hidden in the attic, and dragged me out on an adventure that I do not want! I know that my 'Hobbit' uncle told you to give the ring to me, but I don't have a hobbit uncle much less know what a hobbit even is!"
-Frodo, the elf to Gandalf
At 3rd level, you give the "one ring to rule all the bows". Despite its name, it only summons one bow and it only rules over that one bow. As a bonus action, you can summon a string-less bow of any kind of bow you desire. Each time you summon your bow, you decide what damage type it will deal. As an action, you can unsummon your bow.
- Sauron's Ring
"So... lately a person named Sauron has been teaching me magic through the ring that you gave me. I am getting pretty good at... What was that? I feel an demonic energy far away, at the direction of my hometown." "I thought you told me that the ring was good! I thought it would be a good idea to learn some magic to help you! You lied to me!" "Why are you changing the topic from the demonic presence that is towards my home?"
-Frodo, the elf talking to Gandalf
At 3rd level, you can learn spells from that nice fellow named Sauron that is defiantly not evil, lying Gandalf. You learn two 1st-level spell from any spell list. You gain a new spell at 5th, 9th, 14th, and 17th levels.
To cast the spell, you spend sp equal to the spell's level + 1. Charisma is your spellcasting ability and your magic bow is your spell focus.
You are limited on the amount of accurate points that you can spent at a time as seen in the table below. When you gain a new level in this class, you can replace any of your spell with a new spell from any spell list. It must be at the spell level that you can cast.
Level | sp Limit |
---|---|
2nd | 2 |
5th | 3 |
9th | 4 |
13th | 5 |
17th | 6 |
- Narya, Bow of Fire
"This ring is quite useful. Today, I learn to summon this wicked looking fire bow. Why do you want to get rid of it?" "Stop avoiding the question. I am not being influenced by the ring. If anything, I am starting to think you tricked me into this... Great. Know I sense divine power from home. What is going on?"
-Frodo, the elf to Gandalf
Starting at 7th level, you can tap into the power of Narya, Bow of Fire. When ever you summon your bow, it can be Narya, Bow of Fire. Narya, Bow of Fire is a fire Dragon Wing Bow magic item with the red gem in the center.
Additionally, while you are wielding Narya, you can cast Blessing for 1 sp.
- Nenya, Bow of Water
"This ring is very precious to me. It has given me so much power and saved my life. If were not for this ring, I would not be able to become invisible and hide from the people in black from time rift" "You don't understand. You have your great magic. What I have? A ring and nothing else. I think you are jealous of my ring"
-Frodo, the elf to Gandalf
At 15th level, you can tap into the power of Nenya, Bow of Water. When ever you summon your bow, it can be Nenya, Bow of Water. Nenya, Bow of Water is a Ice Dragon Wing Bow magic item with the white gem in the center.
Additionally, while you are wielding Narya, you can cast Aid, Air Bubble, Invisibility, and Plant Growth for 2 sp.
- The Bow that Rules them all
"My precocious ring. My precocious. No one will have my ring!" ... "Sauron, you are right. Pretending to loose my mind the best way to get rid of that crazy wizard. He was annoying me about 'get rid of that ring' and 'you shall not pass' and 'we need to get on our way' He was so annoying."
-Frodo talking to no one as a giant ufo being attacked by energy weapons in the far distance.
At 18th level, you can summon the Bow that Rules them all. When ever you summon your bow, it can be Bow that Rules them all. Bow that Rules them all is a Longbow of the Healing Hearth. You can spend 1 sp to rechange one use of Longbow of the Healing Hearth.
Ninja[edit]
You travel with the secretive ninjas. Your travels has given you hand on experience in fighting in the dark.
- Shadow Arts
Three little children sneak up to the old wizard's attic. They hear that the wizard used to be a powerful bow user through their magic ring. They want to see what other magic items are in here to play with. After looking through some junk, the blond one exclaims "Jackpot!" It was a large box that contains all the supplies and a tutorial book on how to become a ninja. The three quickly learned to create a darkness bomb, to use shadows to absorb sound, make the world quiet, and make illusions.
Starting when you choose this subclass at 3rd level, you can use your sp to duplicate the effects of certain spells. As an action, you can spend 2 sp points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
- Hour of Reaping
Every night the three children sneak out into the town. They had great fun being ninjas and sneaking around. They would jump out of the darkness to scare off the drunkards or frighten the guards which quickly turn into a chase. This one time, they scared off a boy with a strange device that went to their school. They had so much fun.
At 7th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Charisma saving throw or be frightened of you until the end of your next turn.
If you are hidden, you can spend 3 sp to make all creatures roll with disadvantage.
- One with the Night
Feeling confidant and seeking a thrill, the three ninjas, sneak into the mayor's mansion. They sneak in though non-magical means and avoided triggering the magic detecting alarms. As they are exploring the huge mansion, a scared, slave preteenager that is few years older them, quickly open the door to her young master's room. The young master demanded her to kill one of the townsfolk for disrespecting him. The three ninjas look at each other agree to free all the slaves from the corrupt people.
At 10th level, it is hard to see you in the dark. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Additionally, your speed is increased by 10 ft while in the darkness.
- Shadow Step
The next night, the ninjas enter the secret cells that held the slaves. The combination of non-magical invisibility and teleportation, it was very easy to smuggle the slaves out of their prison. The black haired ninja noticed that the assassin slave is not among the freed slaves. After a few questions to the freed slaves, the three ninjas realized they were too late. The assassin had left earlier on that day to kill their target.
At 15th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first range attack you make before the end of the turn.
- Eyes of the Ninja
The next day, the brown haired ninja stayed at home, crying. Their older sibling enter the room wearing a shirt that is hand sewn to say "Nature Fan Club". They sat down next to their younger sibling and said nothing expect hug them. The siblings don't notice the aliens stealing their oldest cow in broad daylight and in view of the bedroom window.
By 18th level, you can see almost perfectly in the darkness. While you are in dim light or darkness, you can see through magical darkness and gain 60 ft blindsense. Additionally, whenever you hit a creature with a critical attack, they are frightened until the end of their turn.
Samurai[edit]
These ancient warriors are still around today. They taught you their legendary skills.
You gain all the features from Samurai fighter.
- Bonus Proficiency
From an early age, you were trained to become a samurai, the honorable elite warrior. Under the careful eyes of the noble, you learned History, younsight, Performance, Persuasion, and Elven. You have your weapon training with the adult guards trainees, with the expectations of being able to be as strong and as fast as someone three times your age. And finally, you were drilled in the loyalty to the nobles, the honor of samurais, and manners of the higher class.
- Fighting Spirit
When you hit puberty, you were sent off to a remote village next to the lake to serve your new masters to the end of your life. You feel proud to serve a respectable family. You arrived right in time to serve your masters at their greatest need. All of their slaves escaped a few nights ago. These slaves are blood thirsty murders. They were imprisoned by the mayor to control their blood thirst.
- Elegant Courtier
You never left the mansion for any reason. The nobles were worried that the people whom bypassed their security without magic, will return to kill them. That all changed when you were tasked by the young master to become their secret and private courtier to an artificer that secretly set up a lab in the forbidden forest. When you first entered the forbidden forest, you could feel strong demonic presence. You rushed to the secret lab to make sure that the artificer was ok.
- Tireless Spirit
As you barge in, you see two people. The shorter one was carefully putting strange arrows into their quiver. The taller one informed the younger one on how to use the arrows. The taller one had perfect hair and pretty eyes. You could fight for them forever without ever getting tired. They smiled at me and we shared greeting as if we were close friends. You never felt so close to someone before.
- Rapid Strike
In your anger, you fired two more shoots at the fleeing rebellion. Both missed as they were fired recklessly. Once more, you had to defend the artificer's lab from them. The young master have reassigned you to the lab as the rebels become more constant. Some part of you do not want the rebels to die. That part of you is confusing. It is the same part of me that want to stay at the artificer's side, instead of the noble's side.
- Strength Before Death
Breathless, you meet the young master at his carriages. He had big smile as you present him the artificer's hard work, the magic short sword. He laughs as he picked up the short sword and told the rider to go to the town. As young master leaves your sight, a dagger stabs you in the back. You turned around and see the young master's personal guard. You have been betrayed. As your life begin to fade, you use your remaining strength to slay your killer.
Mad Scientist[edit]
You travel with a mad scientist. He is obsessed with combining dangerous devices onto fragile arrows and bolts.
You gain all the features of arcane archer fighter.
- Arcane Archer Lore
I was born to two poor parents because of the high taxes. From a young age, I begged in the streets for food and money. One day, the young noble looked at me and told the high elf servant that he chooses this one. The servant looked disguised as they grabbed me. The next thing, I knew, I was kidnapped and thrown in a jail cell with a forest elf. Over the years the, elf taught me Arcana, Nature, minor magic, archery, and many other useful skills for young master.
- Arcane Shot
Sometime during my preteen days, I was sent to the mage tower to help an artificer as an "assistant". I was "escorted" to the artificer by the young master's personal guard. The artificer open the door, grabbed me, and slammed the door. They dragged me to a work bench and show me how to use the experimental arcane arrows. For the next few weeks, i was tested out the arrows with mixed, and usually explosive results.
- Magic Arrow
One day, as my mentor teaching me how to use these new magic arrows worked, a samurai entered into the mage tower. The moment my mentor and samurai locked eyes with each other, I knew love was in the air. As they were greeting each other like good, old friends, I sneak out from the front door. Once outside, I can sense a demonic presence but its fading quickly. You sigh in relief as the danger gets farther away.
- Curving Shot
As I was testing out the reliability of the curving enchantment, the Samurai rushes in. After a while, the Samurai runs out with a short sword covered in white blanket. I asked my mentor what that was about.
The artificer said "Young master has grown impatient with our experiments. They wanted a weapon, NOW. So, I took a random cursed item from the storage that the hippies told me to protect. I have no clue what it does but I know that young master will not like it."
My eyes go wide. I asked the artificer what will happen to the Samurai when young master becomes mad? The artificer's smug face turns into panic. They grabbed random potions and ran after the Samurai.
- Ever-Ready Shot
We were too far away to stop the Samurai give the cursed short sword to the young master. As we rushed towards the manor, we saw the young master's guard stab into the Samurai. With the Samurai's last strength, they slayed their killer. Just as the Samurai hits the ground, my mentor reach to them. The artificer desperately tries to save the quickly dying Samurai. I am unsure if even my mentor's potion can save the Samurai. I ready my bow and prepare to shoot at the approaching mansion guards.
Rebellion[edit]
You join a group of mostly unsuccessful rebellion. Despite this, they always get away with their acts and a constant torn to authority.
- Skirmisher
After ninjas freed the slaves from their prison at the mayor's house, the children ninjas yawned and went home. The ex-slaves huddled in the bush in the forbidden forest. A few hours later, a group of hippies found them. Under their guidance, the ex-slaves learn to hide from the guards and how to escape from them.
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
- Escape into the Shadow
Over time, the ex-slavers become masters at stealth and hiding in the forest. With their bravery and the thirst for revenge, they begin to annoy the government. The rebellion was born. They were never successful at launching anything worth while. Despite this, after every mission failed and everyone coming back home safe, they began to forget their traumatizing childhood and enjoy life.
At 3rd level, you easily blend into a hiding place. You can use your bonus action to make the hide action
- Magic-User's Nemesis
One day, the nobles grown tired of the annoying rebellion. They hired a druid to deal with the problem. Fearing for the worst. They asked the hippies on what to do. The hippies pointed to an old mage tower. An artificer could have the solution if they are willing to pay the price (usually services, artificer is wealthy after being paid by the nobles). Short story: the rebellion stole device that prevents magic from casting.
At 7th level, the authority relies on magic users to keep the peace. It time to show what happens when you relied on magic to solve all problems. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Charisma saving throw against your sp save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a long rest or spending 3 sp.
- Fire Bomb
Seeing how well the artificer's devices works so well and the artificer unwilling alignment with the nobles. The rebellion made another heist. While the artificer and the archer were out on testing another dangerous experiment, they stole the notes to create a fire bomb. As they returned to base, they feel the presence of a fiendish creature. The rebellion hid until it left. With the new weapon, the rebellion changed from an annoyance to poorly formed dangerous group.
At 10th level, you can create a fire bomb with everyday household materials. As an action, you create a fire bomb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of rebellious fire for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 fire damage.
You can increase the sphere's damage by spending sp points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.
- Sniper Nest
Since the fire bombing attack, the Samurai was assigned to guard the mage tower. While the Samurai was distracted by a divine presence in the forest, the rebellion fired arrows and fir bomb from their hidden locations in the tree. Frustrated with unable to locate the rebellion forces, the Samurai begin to start a controlled forest fire. After safely fleeing from the fire, the rebellion celebrated another day of surviving and annoying the dogs of the noble.
At 15th level you can create a spot to hide and wait for your targets using the surrounding environment. You gain the following:
- You have advantage on stealth checks
- You gain climbing speed equal to your movement speed
- Your hands remain free while climbing and clinging
- Forever Hidden
The rebellion staked outside of the manor for days. Studying the patterns of the guards and noble and looking for a weakness. During this time, the Samurai was stabbed by the the mayor's son's private guard. Samurai let a loud, anger yell and slayed the guard with his last strength. The artificer and the archer rushes in the save the Samurai. The manor's guard is alerted and rushing towards the intruders. The rebellion unleased a war cry and appeared all over the manor from their hiding places. The final fight to over thrown the corrupt mayor is here.
At 18th level, once you found your hiding spot, no one can see you. When you successfully make a hide action, you become invisible. If you move or cast a spell, this ends but not attacking.
Assassin[edit]
You managed to avoid being killed by a novice assassin. Since then you have become great friends with your killer.
- Creature of the Night
Two teenagers walk though the forest, train their ability to see in the dark. The romantic one asks the other "Do you remember when we first meet up? It was in this very forest on a cloudy, dark night like this one. I remember how scared I was being alone. When you stepped on that branch on accident, that gave me a big fright."
At 3rd level, your eyes are enchanted to see into the dark. Your dark vision is increased by 30 ft.
- Dread Ambusher
Two teenagers hide in a bush, watching the people below. Their body are touching together because it cold, defiantly not because they enjoy each other touch. The energic one said to the other one "This reminds me of when I was sent to the assassinate you for not saying thank you to a spoiled rich boy. I was hiding in a bush just like this. I was planning to ambush you on your nightly jogs."
At 3rd level, you master the art of the ambush. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 poison damage.
- First Turn Kill
Two teenagers wrestle against each other. The romantic one pins the energetic one to the floor. The pair stare each other eyes for a long time. Releasing their mistake, the two back off from each other and muttering some apologies to each other. After an awkward silence, the energetic one breaks the tension by asking the other,
"This reminds me of our first encounter. As you walk down the trail, I spring out from my cover and broke a branch. You turn towards me in fear. That fearful, kind eye caused me to stumble. You took advantage of the stumble and pin me to the ground."
At 7th level, a good assassin is the one that kill their target in the first turn. Any hit you score against a creature that is surprised is a critical hit. Additionally, you add your charisma modifier to your initiative.
- Assassinate
Two teenagers play an adult version of hide and seek where you have to ambush the person who is trying to ambush you. The energetic one one falls from the tree and land on top of the romantic one. The pair roll down to the ground. They have tears in their eyes and laughing hard. As they calm down, the romantic one said to the other,
"This reminds me when you tried to tackle and kill me on our first meeting. You stumbled and I pin you down to the ground. You begin to cry in frustration and many other emotions. At that moment, I saw a young, confused person near my age that went through a hard life. I could not see you as an assassin but a broken person that needs help. My help."
At 10th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
- Inflitration
The romantic one applied the disguise kit on the energetic one for the up coming event. After seeing themself in the mirror, the energetic one said to the other "I really changed a lot over the years but nothing changed me as much as the night when we first met. When you pin me down, I was so frustrated not killing you before you can react. I was not a good assassin. When you hugged me, I felt warmth for the first time. My tears dried up and for the first time in my life, I felt safe."
At 15th level, you use magic to transform into a servant or guard to sneak into a heavily guarded building. You can cast Alter Self at will. You can spend 1 sp to increase your size by 1 (max size large) or change your basic shape.
- Death Strike
The two teenagers sit on the bench and talk about random things. The pair enjoy each other presence and desire for this moment to last forever. A male teenager in a nice suit walk up to them with a murderous eyes and a longsword that he clearly does not know how to use.
The rich boy yells "Time for you two to die. My life was perfect until you to came into my life." He points at the romantic one, "You! Everyone respected me. You were the only one that disrespected me!" He points at the energetic one "You, slave. You are born to serve me and kill my enemies, not become friends with them. My parents don't understand how much suffering you two have caused me. They refused to give me any more assassins after I lost you. They always gave me what I wanted! You ruined my life, so I will end your!" The rich boy charges at the pair.
At 18th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw. On a failed save, double the damage of your attack against the creature.
Pirates[edit]
These raiders love treasure, the sea, and explosion. They let you borrow their cannon.
- Pirate's Cannon
You see a pirate shipped docked at your town. Instead raiding your town, they are trading valuable items for money. With all the activity, you sneak on board. As you look around below decks, you hear a pair of voices approaching you. You quickly enter the nearest room. As you softly close the door, you hear the door's bolt click into place. You are locked in a room with a cannon in the center and runes surrounding it as if the cannon has been summoned or sealed behind the runes or both.
At 3rd level, the pirates have given you their magical, portable cannon. The cannon is sealed by a magic tattoo on your body. You gain Eldritch Cannon from artillerist. It is a pirate's cannon that can be summon with 2 sp. As a pirate's cannon, it has different actions to choose from as seen in Pirate's Cannon below.
Cannon | Activation |
---|---|
Shrapnel | Make a ranged attack based on your charisma, originating from the cannon, at one creature or object within 60 feet of it. On a hit, the target takes 1d6 bludgeoning damage. Hit or miss, the cannon ball then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d8 piercing damage. |
Normal | Make a ranged attack based on your charisma, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
What Is That? | Suddenly, tenacles grow out from the cannon and grabs anyone too near. Each creature within 5 ft of the cannon makes a dexterity saving throw. On a fail, they are grappled and have disadvantage on all attack roll, except to the cannon, until the start of your turn. On a pass, they are pushed back 5 ft. |
- Encoarging Crewmember
As the boat shakes as it leaves your home town, you lost your footing. You grab on to the eldritch cannon. You hear whispering of a dead language as part of your skin burns. You let out a scream of pain. As the pain fades away, you hear the door open. You look back at the door. You see grinning pirates. They rush towards and patting your back and celebrating. The shortest member of the crew looks you in the eye and yells over the noise of celebration, "Welcome to the crew!"
At 7th level, after your time on the ship, you learn how to encourage your crewmembers. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Charisma modifier to the roll.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Explosive Cannon
Next few weeks was a bast, both figuratively and literally. This crew is not like any stories that you have heard. Instead of raiding towns and ships, they seek the sunken treasures. It is their belief that the old of the ocean wishes for his sea bed to be cleared of all man made objects. With a bit of treasure hunting and a scary amount of explosives, they have been clearing the sea beds and letting nature take over once more.
At 10th level, every pirate's cannon you summon is more destructive:
- The cannon's damage rolls all increase by 1d8.
- What Is That? causes creatures to become frightened on a failed saving throw.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw, taking 3d8 cold damage on a failed save or half as much damage on a successful one.
- Offensive Positions
It has been a few months after you have been forcibly turned into a pirate. You were taught on how to man the ship, fight off intruders, pay respect the old ocean god, and a lot of training in explosives and cannons. This crew loves explosions more than money and their god. And its contagious. You love summoning your own cannon and blowing up pieces of floating trash or setting up a massive explosion to remove a ship wreck.
At 15th level, you’re a master at forming well-offensive emplacements using Pirate's Cannon:
- You and your allies gain a bonus to range weapon damage rolls equal to your Charisma modifier (minimum of +1) while within 10 feet of a cannon you create with Pirate's Cannon, as a result of a shimmering field of eldritch sea energy that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
- More Explosions
One night, an idiot, which was not you, decided to smoke in the same room of the biggest stock pile of explosives. The boat unexpected shack in an unnatural way. That stupid person drop a lit cigar on to the ground. It goes out from the humidity. The person on the other hand fell on top of primed explosive and cause everything on the ship to go out in the explosion. You woke up on the shore of a lake, far far away from the sea. It seems the older sea god has shown some favor to you.
At 18th level, with the help from the pirates, you stuff even more gun powder in the pirate's cannon.
- Pirate's cannon has in increased area of effect to 15 ft.
- Normal cannon's damage is increased by 1d8 and push creatures back by 15 ft.
Elder God[edit]
You travel with your "pet" Elder God.
- Eldritch Familiar
One day, I woke up early and unable to sleep. I decided to go out for a morning jog in the rising sun. As a jog near the forbidden forest, felt a strong demonic power inside the forest. As part of the nature fan club, I had to find a way to remove it. I travel deep into the forest, to the source of the demonic presence, I enter a clearing. I stopped as I saw the most cute little creature!
At 3rd level, your friend has left you with an eldritch familiar. You gain Pact of the Chains from warlock class. You cannot cast spells through this familiar. This familiar refuses to join you in combat.
- Hex Warrior
There was most cute creature cutting up a deer. As the cute creature pants and covered in blood, I saw a bloody, open hunter's trap. The cute creature must have put the poor deer out it misery. I quietly walk forward and sat next to the adorable creature. I felt at peace and safety despite the gore and blood. I watch the pretty creature slowly consume the entire deer. I was so entranced by their ability to eat something 20 times their weight.
At 3rd level, the influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with the range property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
- Hexbow’s Curse
I snapped out the spell. This adorable creature has tried to controlled my mind. Thank Nature that I broke free. With the creature distracted, I reach out and grab the bountiful creature. I feel unwell a demonic curse seeps into my skin. I have made a grave mistake.
At 3rd level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- Your ranged attacks gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Your ranged attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your WHUD level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest or spend 4 sp.
- Accursed Specter
I scream with joy and happiness. I forgot about the curse slowly turn me into a specter. I never held such a cute creature. The creature look at me with their all consuming black eyes in surprise. The begin to struggle in my grasp. It was cute how they try to escape.
At 7th level, you can curse the soul of a person you slay, temporarily binding it to your service. You gain Accursed Specter from hexblade warlock
- Armor of Hexes
"Unhand me human! You are not one of my servants. Do you know who I am? My curse will kill you. Nothing should be able to touch me" says the creature.
I ignore their cute warning. The cute creature looks so... cute when they are mad. I know that they will not even hurt a fly. I carry the adorable creature back to town. I ignore the sickly feeling of the curse.
At 10th level, your hex grows more powerful. If the target cursed by your Hexbow’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
- Master of Hexes
I brought the cute creature to the next Nature club. I told them of the story on how I found this cute creature defenseless in the forest. At that moment, we decided to change our fan club from nature to ..."
At 15th level, you can spread your Hexbow’s Curse from a slain creature to another creature. When the creature cursed by your Hexbow’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
- Sniper Hex
It has been a few days since I was trapped in this body and kidnapped by the humans. I used to be a powerful fiend. I made one little mistake to attack a heavily armored intruder. Now, I am trapped in this weak body. I am unable to escape their loving grasp and their high pitch screeches of joy. This is worst punishment possible.
With my long range night vision, I spot someone emerging from the lake. They are carrying a drowned looking person. I can sense divine energy from the perfect creature. I screamed at the god for help and freedom. Being captured by a god is a better fate than being captured by "my" fan club. The god shakes his head. The perfect human look sad that they could not help me. They mouthed "On vacation" as the god place the person gently on the lake's shore.
At 18th level, you partake in learning on how to use your hex from a longer distance. All features gained in this subclass, their range goes from 30 ft to 120 ft. Additionally, you are always aware the location of the creature that you use Hexbow's Curse on. They cannot be invisible to you.
Avatar[edit]
You walked with an avatar of a god on their vacation. They taught you divine magic.
- Knowledge of Nature
One day, I woke up early and unable to sleep. I decided to go out for a morning jog in the rising sun. As a jog near the forbidden forest, felt a strong divine power inside the forest. As part of the Asmodeus fan club, I had to find a way to remove it. I travel deep into the forest, to the source of the divinity, I enter a clearing. I stopped as I saw them.
At 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
- Arrows of Healing
There was perfect human treating an injured deer with herbs. The deer was calm and relaxed despite being next to a bloody, open hunter's trap. I quietly walk forward and sat next to the stranger. I felt at peace and safety. I watch the perfection creature treat the deer's wounds. I was so entranced by their skill of healing.
At 3rd level, your arrows are modified to heal wounds. As an action, you can spend 1 sp point to shot at a creature within short range. It automatically hits and restore a number of hit points equal to a roll of your weapon die + your Charisma modifier.
- Arrows of Harm
I snapped out the spell. This divine creature has tried to controlled my mind. Thank Asmodeus that I broke free. With the creature distracted, I grab the hunter's trap and swing at the divine creature. The perfect human, perfectly grabbed my arm at the perfect time. I feel pain as poison seeps into my skin. I have made a grave mistake,
At 3rd level, you use your knowledge to create deadly arrows. When you hit a creature with a range strike, you can spend 1 sp point to deal extra poison damage equal to one roll of your weapon's die + your Charisma modifier. You can use this feature only once per turn.
- Physician's Touch
I scream in pain. The human looked angry, then shocked, and finally guilt and worry. The divine creature panicked and place both hand on my poisoned arm. I try to jerk away but the creature softly and yet firmly keep me in place. I can feel poison coursing through my veins and I knew my death was near.
Starting at 7th level, you can administer even greater cures with an infusion of herbs, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Arrows of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Arrows of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
- Divine Intervention
Then a miracle happened. In a pulse of divine power, I was healed from all my injures. The divine creature apologies for poisoning me. With that face and his sincere apology, I cannot feel any anger toward them. I told them that all has been forgiven. They refused. The divine creature promises to repay for their sin at my greatest time of need.
At 10th level, you request help from your friend. You gain divine intervention from the cleric. Treat WHUD as cleric levels for this feature.
- Flurry of Healing and Harm
Over the next few days, i would meet the divine creature in the forest. They taught me what herbs can heal and which plant can poison. We quickly become friends over our shared interests in nature. One day, they told me it was time to go. Their vacation has reached to its end. They have to return back to work.
Starting at 15th level, you can now mete out a flurry of comfort and hurt. You can use Arrow of Healing and Arrow of Harm as a bonus action. When fired as a bonus action, you don't add your Charisma modifier to the healing and damage.
- Hand of Ultimate Mercy
And that is why I am leaving the Asmodeus fan club. I had great time with you guys but I found my true calling. I am starting a new fan club for...
By 18th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 sp points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Charisma modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.
Hippie[edit]
Despite the hard world, these hippies refuse to fight. They learn ways to peacefully live their life without killing or being killed.
- Path of Tranquility
I teleported into a small town next to the lake. The sky is purple and I can feel it in my bones that the world is ending. I put my hand on a large metal object about the size of a truck. On it powerful destructive arcane and protective divine runes cover the surface. A sicker on it reads "In OUR God we trust. Emergency eldritch god unsummoning bomb". Its an atom bomb. The most dangerous bomb in the world made mostly of science and enhanced with magic. The I shoots a vicious intent at the eldritch being as the I sets off their payload, just as another reality burst happened.
I woke up in a field of flowers and grass. The air smells nice and clean. For once, I feel tranquility and peace.
When you choose this school at 3rd level, you can become an island of calm in even the most chaotic of situations. With this feature, you can cast the sanctuary spell on yourself, no material component required, and it lasts up to 8 hours. Charisma is the spell casting modifier.
- Wholeness of Body
After a few days, I managed to find all my companions that were tasked to set off the bomb, along with any villagers that got too close to bomb. Our gear and weaponry has been transformed into medieval equivalent gear and weapons. Most of us were weary of long world war, world war 2, and the surprised eldritch god summoning. As a group, we decided to become revert back to the hippie days. We cast aside our weapons and learn the art of healing. Our youngest member, a preteen left us in anger after the news. They were not the only one that left use but they were the first.
At 7th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your WHUD level. You must finish a long rest before you can use this feature again.
- Multiattack Defense
Being pacifist in a world where violence and monsters is a common day event was not easy. We train together to avoid being hit. We would watch our foes and avoid future attacks. instead of slaying creatures to survive, we become a traveling group of traders. We spread the word of peaceful survival by traveling town to town.
At 10th level, you learn to dodge future attacks. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Mastery of Death
Sometimes, medicine and dodging attacks are not enough. Through meditation and becoming one with nature, our group trapped into the life force inside all of us and use it to keep living past injures that would have killed a mortal. Eventually, we reach to a familiar small town next to the lake.
Beginning at 15th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 sp point (no action required) to have 2 hit point instead.
- Anger of a Gentle Soul
Since then, we try our best to improve the lives of everyone. We made many dangerous locations like the crazy old wizard's house a safe place that even children can play in. We taught a group of ex-slaves on how to get flee from their pursuers. We encourage a group of young folks to start a nature fan club to improve relationships with nature. We help an assassin to get over their traumatizing child hood. We did our best to prevent M.I.B. and the aliens from an all out war. We tried and failed to isolate the harmless elder god that did this and a vacationing god. Every time, our peaceful ways succeeded. It all changed when we all saw the mayor's son with a cursed short sword at the pair of teenagers.
At 18th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your WHUD level.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Cowboy[edit]
You travel with the lone wolf that is seeking justice. They show you on how to use a gun.
You gain the features of the gunslinging fighter.
- Firearm Proficiency
The child watches carefully as their mother fire a pistol at the gun range. The child's mother explains on gun safety and how to aim the gun. She explains that guns are extremely dangerous and should be used as a last resort. The police officer guided her child on their first shot with a deadly weapon.
-Past
- Gunsmith
The teenager smiles at their hard work. After being stuck in the medieval times by an eldritch god, they managed to forge a cowboy themed gun and bullets without modern technology. The teenager sheds a tear. It reminds the teenager of the time where they learn gunsmithing with their father.
-Present
- Adept Marksman
The preteen watches their favorite black and white tv show about cowboys. The preteen dreams of becoming a cowboy one day but they understand that the age of cowboys are over. Suddenly, the tv turns off, the earth shakes, and the sky becomes green. The preteenager oldest instincts tells them the end of the world has started,.
-Past
- Quickdraw
The teenager walks down the path with a cowboy get up. They practice drawing and storing away their new gun. The past is a dangerous place. The teen needs to get stronger to fight off the monsters and bandits, just like in the cowboy tv show. The teenager is always alarm for danger or M.I.B. The secret government agency from even farther in the future wishes to join them or experiment on them for the cause of their misplacement on the time line.
-Present
- Rapid Repair
The preteen grabs their anti-material rifle and rushes outside. A massive creature laughs as reality around them rapidly collapsing. As the teenager runs towards the eldritch being, they feel pulses of reality disturbance. Each pulse a part of reality disappear or change. In one of the pulses, the teenager's gun turn into a cowboy broken pistol. They sigh and repair the gun without changing. A reality modified bird above the teenager announces the news on a radio, "The government has been given a green light to teleport in all of the atom bombs at the eldritch God."
-past
- Lightning Reload
The teenager reload their gun with lighting reflexes as they run away from the battle. Followers of the eldritch god fling eldritch blast at the fleeing person. The teenager plans to wipe out all followers of the eldritch god. They must get rid of all of them before they become too strong to defeat. This group in the future, will summon their eldritch god and end the world.
-present
- Vicious Intent
The preteen stops. Their mind finally caught up to the reality. They are going to die to the eldritch god or by the atom bombs. Suddenly, a solider teleports in with a large metal object about the size of a truck. On it powerful destructive arcane and protective divine runes cover the surface. A sicker on it reads "In OUR God we trust. @#$%#, you eldritch god!". Its an atom bomb. The most dangerous bomb in the world made mostly of science and enhanced with magic. The solider shoots a vicious intent at the eldritch being as the solider sets off their payload, just as another reality burst happened.
-past
- Hemorrhaging Critical
After all of these years of surviving the medieval times, avoiding the M.I.B., creating a gun, and slaying all the cultist with no mercy, the teenager cowboy kicks down the lake view hideout of a new cult called, Asmodeus Fan Club. The cultist scream as they fled. A strange reaction to the cowboy. They reach to the locked that contains newly summoned and apparently harmless Asmodeus. Inside their was the most cute tiny creature. The cute creature opens their cute mouth and demands to kill them. It is the same voice as the eldritch god that destroy their home town and set them back in time.
-present
Alien[edit]
You become friends with the intruders from space. They are not here to take over, but to have fun.
- Ray Gun
Two children were walking down the street. Suddenly a toy gun dropped on black haired kid's head from above. As they reach down to pick it up, their fate is sealed. As the black hair kid returns to the standing position, their friend has disappeared. The child calls out their friend's name and hear no response. They rushed home and tell their parents about their missing friend. No one remembered their missing friends. As if their friend is pulled out from this time line.
At 3rd level, you found a ray gun. You get an uncommon magic item Ray gun that allow users to cast eldritch blast through it.
- Alien Device
The lonely black hair kid walk by themselves. Their own friend no longer exist. Only this dangerous gun reminds them of the friend's existence. Since then, they have been lonely and bored. Suddenly a strange object fall from the sky and drop on the kid's head. Once more, the black hair kid picks it up. The moment they touch it, they knew how to use the device. From that on, the black hair boy play pranks on the towns folk. No one dared to investigate on the sightings of aliens.
At 3rd level, you are given a device for mischief. You can 2 sp to cast cause fear, comprehend languages, earth tremor, and fog cloud.
Whenever you cast these spells, an silent image of an alien beaming in from an invisible ufo. It does its best to make it appear that the source of these spells are from the illusionary alien. Anyone what seeing through the illusion can tell who is the real caster.
- Tractor Beam
At preteenager, the black hair person become the master of pranks. They know how to use summoning "aliens" and "ufos" at the ideal timing. Recently, they have been using it for the purpose of good. It was a fun twist to the slowly boring and meaning less pranks. This one time, the black haired preteen stole a cow from the house near the lake. They took it to the mage tower. The black haired person dropped the cow in the middle of the fight between the Samurai and the rebels. The fight quickly ended as both sides feared that cow could be magicked into something dangerous.
At 7th level, you got a remote control to something. As an action and 1 sp, you can cast find familiar. When you cast it this way, you are limited to the flying familiar. Additionally, the familiar is under the effects of an illusionary spell that makes the familiar look like a tiny ufo.
While your "ufo" familiar is out, you can use your action and 2 sp to activate the "tractor beam". An illusionary tractor beam appear below the "ufo". You choose if the first creature to enter the tractor beam have to resist the spell levitate or hold person. If your "ufo" dies, these spells end prematurely.
- Abduction
Recently, the preteen has been punishing the bad guys by making them believed that they have been abducted by aliens. As the black haired preteen was doing this to the school's bully, a time rift open up. Two men and one preteen walk out in all black. They immediately start attacking the "aliens". Both the illusionary and real one and dispelling the abduction illusion. While they do not believe that the black haired one had any correlation with the aliens, they used a stick that flashed bright light. The black haired preteen pretended to fall under the effects of modify memmory spell.
At 10th level, you can create a fake abduction. You can cast summon beast for 2 sp. When you cast it this way, your beast will look like an alien beast.
Additionally, when your summoned "alien" beast is out, you can cast Enemies Abound or Phantasmal Force at 3rd level by spending 3 sp. Creature under the effect of Enemies Abound will make it appear that the victim teleported onto a ship full of hostile aliens that matches your summoned beat. Creature under the effect of Phantasmal Force will believe that they are being experimented by the aliens that matches your summoned beat on their space ship. Both spells end prematurely if your summoned beast dies.
- Take me to your Leader
These M.I.B. constantly mess with your pranks. They are getting better and better. The brown haired preteen seem to the best at tracking down the alien sighting. The black haired preteen quickly learned to be stealthy at their pranks. They do not want to be caught by the M.I.B. It has to end soon and the black haired one prepared their biggest prank yet.
At 15th level, you can forcibly make people show you their leader. You can cast summon fey for 3sp. When you cast it this way, your beast will look like an alien fey.
Additionally, when your summoned "alien" fey is out, you can cast charm monster or charm person at 4th level by spending 4 sp. While they charmed like this, if you or your summoned fey ask "Take me to your leader", they are compelled to bring the "alien" fey (not you but you can tag along) to their leader.
- Mother Ship
The black haired preteen point at the air and an illusionary alien mother ship appeared in the sky. The towns folk flee in fear. The M.I.B. once more appear in their time rifts. They bring out massive, heavy devices and fire powerful beams at the illusionary ship. The black haired preteen can feel the weave being damaged with each of the mighty blasts. The black haired preteen hope that the M.I.N. will released its pointless to fire at an illusion before its too late.
A crackle of a time rift opens up near the black haired preteen. Their nemesis, the brown hair preteen M.I.B. comes out with their strange device pointing at them. The black haired preteen panicked and ordered the mother ship to make its first ray beam attack at the attacker. The preteen dodged and took a fraction of the beam. The black glasses broke. The black haired teenager recognized the preteen. The black haired preteen dropped their non-existent friend's name that they lost so long ago.
At 18th level, you can pull off your greatest trick. As an action and 9 sp, you can summon an illusionary mother ship of size Colossal directly 120 ft above you. The illusion lasts for 1 minute and occupies its space, as if it were a creature. You concentrate on this feature as if you are concentrating on a spell.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to fire a laser beam in a 120-foot line originating from its space. Each creature in the line must make an Intelligence saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the holographic alien technology used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the mother ship can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its laser.
M.I.B.[edit]
These Men in Black are time travelers in the future. They are here to prevent you from join the alien's forces. Of coarse, they will provide you futuristic weapons to fight off the aliens.
- Gear Model
Sometime today, a mysterious group called M.I.B. from the future will come for me. I have been chosen across of all time to help them fix the time line, kill the invading aliens, and save the world. As I walked with my black haired friend from school, time froze. A pair of men in black come from a rift in time and told me its time to leave. I look back at my friend. They will not remember my brown hair nor my existence.
Over the serval years, I learn how to use the magic artifacts called technology. I trained for my role of long range attacking with a futuristic weapon and gear.
Beginning at 3rd level, you can choose your Gear Model. When you do so, choose one of the following armor models: Assaulter or Sniper. The model you choose gives you special benefits while you wear it.
Each model includes a special helmet, boots, and weapon. When you attack with that weapon, you can add your charisma modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you are able to contact M.I.B..
- Assaulter
The top of the line combat model. It has the following features:
- Thunder Twin Pistols. You have a light weight, matching twin pistols powered by powerful electro magnet. These counts as a simple light ranged weapons, with a normal range of 60 feet and a long range of 120 feet, and it deals 1d6 thunder damage on a hit. Once on each of your turns when you hit a creature with one of them, you can one off-hand weapon attack against that creature without spending any actions.
- Powered Boots. Your walking speed increases by 5 feet.
- Night Vision Googles. You have Darkvision up to 120 ft.
- Sniper
Model is made for stealth, long ranged attacks. It has the following features:
- Lightning Rifle. A mini generator can output a strong change to anyone foolish enough to not take cover. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Dampening Field Boots. You have advantage on Dexterity (Stealth) checks.
- Communication Helmet: You have up to 100 ft telepathic communication to friendly creatures.
- Infusion
I doubled check my gear and my brand new magic item that I created my self. The organization discovered heavily alien, demonic, divine, and temporal displacement readings at my old home town next to the lake roughly several years after I left it. It seems something is drawing all of these abnormal events into one place. I am being sent with my two mentors to deal with the source of these problems: the time traveling aliens
At 7th level, with the knowledge of the future, you know how to improve items and create wonderous items. You learn one infusions from the Artificer class. You get a second infusion at 18th level. For the purpose of this feature, treat WHUD levels as artificer levels.
- Gear Modifications
As I modify my gear with infusions, I recall on all the missions I have been on. In my first mission, we stopped an alien experimenting on a poor civilian. My cute black haired friend was there in shock. They did not recognized me as my very existent has been removed from the time line. I modified my friend's memory as both a standard practice and that they can enjoy their blissful existence without aliens.
At 10th level, you learn how to use your infusions to specially modify your gear model. That gear model now counts as separate items for the purposes of your Infuse Items feature: boots, helmet, and the special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your gear's model. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your gear model.
- Perfected Gear
I was finally approved of the experimental, cutting edge technology of my gear. The whole M.I.B. is preparing for an all out attack from the aliens against the aliens. The M.I.B. often peacefully clash with the ex-solider from the future, and now peaceful hippies that desire peace. They often get in the way of M.I.B. and often warned them that the aliens are not real. The aliens are not the real source of the problem. They never clarify whom is the real threat and therefore the higher up ignore the hippies. Recently, the hippies seem to be preparing for something big. The hippies, for all of their faults and misunderstanding the main problem, they are pretty good at knowing what is going on in that strange lake town. If the hippies are preparing for something, we shall too.
At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
- Magic Item Adept
The M.I.B. lunch an all out attack in my home town. A mother ship with the power to destroy the world as appeared over town. We have 1 minute before the death laser fires and the end the world. As I reenter my old town, I look up horrified at the large ufo. I could only stare as our most powerful weapons failed to damage it. It is almost if our weapons did not exist... Or that the ufo is fake. With that realization, the ufo become transparent like any illusions once the viewer understands the truth. I told my mentors that the ufo is not real. They look at me as if i was crazy. If they will not believe me, then I will find the spellcaster and end this whole war myself.
I calculated the ideal location for the spellcaster to maintain such a powerful illusion and stay safe from detection and cross fire. I enter the time rift with my weapon raised to fire at the spell caster once I went through. As my eyes adjust to the alley way, I faltered as I see my black haired friend looking at me with fear. I instinctive dodge as a ray fired from the mother ship. I got slightly burn but my clothes are damaged and my sunglasses are destroyed. I felt joy and the time stopped when my adorable black haired friend said my name. A name that should not exist in this time line, much less recognize me.
At 18th level, you achieve a profound understanding of how to use magic items:
- You can attune to up to four magic items at once.
- You ignore all class requirements on attuning to or using a magic item.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the WHUD class, you must meet these prerequisites: 13 dex and 13 char
Proficiencies. When you multiclass into the WHUD class, you gain the following proficiencies: simple weapons, martial weapons, and 1 skill proficiency
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