Wraith Host (5e Class)

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Wraith Host[edit]

Class Features

As a wraith host you gain the following class features.

Hit Points

Hit Dice: 1d10 per wraith host level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per wraith host level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial melee weapons that lack the heavy or two-handed property, longbow
Tools: Poisoner's supplies
Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Stealth, Survival

Equipment

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

Table: The wraith host

Level Proficiency
Bonus
Features Drain Die Drain Uses
1st +2 Scout, Wraith, Drain 1d4
2nd +2 Might, Flames of Vengeance 1d4 3
3rd +2 Host Focus, Weapon Parry 1d4 3
4th +2 Ability Score Improvement 1d4 4
5th +3 Extra Attack 1d6 4
6th +3 Silent Walk, Focus Feature 1d6 5
7th +3 Terrorize 1d6 5
8th +3 Ability Score Improvement 1d6 6
9th +4 Brutalize 1d6 6
10th +4 Focus Feature 1d6 6
11th +4 Improved Blade Master 1d8 6
12th +4 Ability Score Improvement 1d8 7
13th +5 Last Chance 1d8 7
14th +5 Focus Feature 1d8 8
15th +5 1d8 8
16th +5 Ability Score Improvement 1d8 9
17th +6 Flames of Vengeance 1d10 9
18th +6 Focus Feature 1d10 9
19th +6 Ability Score Improvement 1d10 9
20th +6 1d10 9

Scout[edit]

At 1st level, you gain proficiency in Perception and Stealth, and double your proficiency bonus in checks with this features if you are already proficient.

Wraith[edit]

At 1st level, you can use a bonus action to enter in your Wraith Form. While in the wraith form, you can see through walls and darkness up to a range of 30 feet.

Drain[edit]

At 1st level, you can use an Action to drain the life force of an opponent. You force a creature to make a Constitution saving throw. On a failed save, that target takes necrotic damage equal to your Drain Die, which is a d4, and you regain the same amount of hit points.

You can use Drain a number of times equal to the number shown on the Drain Uses column, regaining your uses after finishing a long rest.

Elf Shot

Whenever you drain a creature, you gain 1 elf shot. You can have a number of elf shots equal to your Wisdom modifier at any given time.

You can use Elf Shots to allow your Wraith to perform actions, as follows:

Manifest Bow. You can spend 1 Elf Shot to fire a spectral arrow against a creature within 120 feet. You cause force damage equal to that creature equal to two rolls of your Drain Die.
Shadow Strike. You can spend 2 Elf Shot to teleport to a place you can see within 5 feet of a hostile creature at a distance equal to your movement speed. You can then use a reaction to make an attack against it, adding your Drain die to the damage of the attack.

Might[edit]

Also at 2nd level, whenever you hit a creature with a melee weapon that lacks the heavy or two-handed property, you gain 1 streak. Your maximum streak equals your proficiency bonus. You lose all your streak if you haven't attacked a creature since your last turn or if you are hit by an attack.

When your Streak reaches its maximum value, you can use a Might feature. You start knowing one Might Feature, learning more as you gain levels in this class. You learn more features whenever you gain a new use of this feature.

You start by knowing two Might Features: Execution, plus one feature of your choice.

You can use Might a number of times equal to your proficiency bonus, regaining the ability to do so after finishing a long rest.

Flames of Vengeance[edit]

At 2nd level, you cause additional fire damage with your melee weapon attacks equal to your current streak. The same creature can only take this additional damage once per turn.

Weapon Parry[edit]

At 3rd level, when a large or smaller creature hit you with a melee attack using a weapon, you can use a reaction to parry that attack. You must be wielding a melee weapon that lacks the heavy or two-handed property.

You reduce the damage of that attack by your own damage with that weapon + your Wraith Host level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Brutalize[edit]

At 5th level, as an Action, you can Brutalize a creature that is surprised by you. You can make a number of attacks using a dagger, up to your proficiency bonus. Missing an attack ends the brutalize action.

Silent Walk[edit]

At 6th level, when walking at only half your maximum speed, you have Advantage on Dexterity (Stealth) checks.

Terrorize[edit]

At 7th level, whenever you reduce a creature to 0 hit points, all hostile creatures within 10 feet must succeed on a Wisdom saving throw, or they are frightened of you until the end of your next turn.

In addition, whenever you Drain a creature, that creature is frightened of you until the end of your next turn.

Blade Master[edit]

At 11th level, whenever your Hit Streak reaches its maximum, you regain a use of your Might feature.

Last Chance[edit]

At 13th level, when you are reduced to 0 hit points but not killed outright, you can make a DC 15 Wisdom saving throw to be reduced to 1 hit point instead. You can use this feature a number of times equal to half your level (rounded down), regaining uses after finishing a long rest.

Flames of Vengeance[edit]

At 17th level, your additional fire damage from your Hit Streak feature is applied in all your attacks, instead of only once per turn.

Might[edit]

Execution

When you hit a creature with an attack, you cause additional 2d10 damage from your weapon's type. If the attack leaves your target with 5 hit points or less, that creature instantly dies. The amount of damage caused increases to 3d10 at 5th, 4d10 at 11th and 5d10 at 17th level.

Wraith Flash

As an Action, you cause an explosion that causes all creatures in a 10-foot radius to make a Constitution saving throw. On a failure, the targets are stunned until the start of their turns. This also causes 1d4 force damage at 5th, 2d4 at 11th and 3d4 at 17th level.

Combat Drain

You can Drain a target as part of the attack. You cause additional drain damage and recover 1 additional Elf Shot at 5th, 11th and 17th levels.

Wraith Burn

You force all creatures in a 10 foot radius to make a Wisdom saving throw. All hostile creatures are frightened by you until the end of your next turn on a failed save. Stunned or incapacitated creatures also take 2d6 necrotic damage. The damage increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level.

Fire Arrow

When you use your Elf Shot, you can infuse it with an explosive energy. All creatures within 10 feet of the arrows target, including the target, must succeed on a Dexterity saving throw, or take 2d6 fire damage. The damage increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level.

Specialization[edit]

Swordsman[edit]

Ground Finisher

Starting at 3rd level, when you make an attack against a prone, stunned or incapacitated target, while your Streak as at its maximum, you cause additional damage to the target. The damage equals one roll of your Drain Die for each point your streak currently have.

Perfect Counter

At 6th level, when you reduce the damage of an attack to 0 with your Weapon Parry feature, you force that target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is knocked prone, and you can attack that creature as part of the same reaction.

Brutal Aggression

At 10th level, you can use Brutal Execution against any creature that is frightened of you.

Retaliation

At 14th level, whenever you succeed the save on your Last Chance feature, your attacker takes damage equal to half the damage taken by you. The damage type is the same of your melee weapon type.

Critical Strike

At 18th level, whenever you are below half your maximum hit points, or if your hit streak is at its maximum, you score critical hits with a 19 or 20. If both situations apply, you score criticals on a 18-20.

Predator[edit]

Death Threat

Starting at 3rd level, you gain proficiency in Intimidation. In addition, you add twice your proficiency bonus in Intimidation checks.

Stealth Kill

At 3rd level, whenever you hit a surprised creature with a light melee weapon, you can cause that attack to be an Execution, without spending uses of Might.

Silent Runner

Starting at 6th level, you no longer need to walk at half your speed to benefit from your silent walk.

In addition, you can use a bonus action and spend 1 elf shot to teleport to an unoccupied space you can see within 30 feet.

Poison Tendril

At 10th level, whenever a creature fail a save against your Drain, that creature is poisoned until the end of your next turn.

In addition, you kill a poisoned creature, any Terrorized creature is also poisoned.

Wraith Chain

At 14th level, when you reduce a creature to 0 hit points with a Stealth Kill, you can attempt another Stealth Kill using a bonus action or a reaction.

Deadly Spectre

At 18th level, you can use a bonus action to conjure your wraith in an unoccupied space you can see within 5 feet of a hostile creature. The spectre remains active for 1 minute or until the target of this feature is dead.

The spectre has the same Wraith Host features as you, acts on your turn after you, but it is ethereal and have half your hit points. Your spectre can't accumulate Streak or use Might features. Your Spectre can only attack that target, and will relentlessly follow him for the duration.

Once you conjure a Spectre, you can't do it again until you finish a long rest.

Wraith[edit]

Brace of Daggers

Starting at 3rd level, you can summon your wraith to quickly throw spectral daggers and make an attack as a bonus action. The spectral daggers cause force damage, rather than piercing and don't need to be draw, but otherwise work as regular daggers.

In addition, as a bonus action, you can spend 2 Elf Shots to unleash a barrage of daggers. You can make one attack with dagger against each creature within a 15-foot cone.

Multiclassing[edit]

Prerequisites: Dexterity and Wisdom 13

Proficiencies: Light armor, medium armor, simple weapons, one skill proficiency

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